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  1. - Top - End - #451
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Ashirian Sultanate
    Led by the Sultan Zidan il Kasima
    D 10 • M 10 • O 2 • F 1 • I 7

    News & Rumors
    • Bakers in Al-Qamah politely inquire as to the existence of Glutinous Shadows.
    • The Bahith-al-Zael is officially organized under the purview of Amira Shiela. Among the Ashirian royal court, she has the most experience in such matters of intrigue -- though Zidan's own adult daughters, Salma and Ayla, are known to posses such frightful skills that the presumption of hierarchy would be mere courtesy to their elders. Known abroad as Inquisitors, these shadowy agents wear dark blue cloaks and hide their faces when acting in an official capacity, or when actual stealth is called for. More commonly they dress in whatever is regionally appropriate and unlikely to draw attention, if they are seen at all. Almost immediately, rumors abound that the agents of the sultan posses such mystic powers as the ability climb walls as spiders or turn into smoke to slip underneath barred doors. The Bahith-al-Zael do nothing to correct this impression.

    Actions
    • [Intrigue] Investigate Mockeries in 278 (18, Success?) - Amira Shiela continues her investigation in Txalitya with Kehna's cooperation. As overt methods had proved fruitless, her agents spy on Naherin elite in their downtime, while others receive generous bribes to expose suspicious activity within their cohort. A paragon of athleticism and stealth, Amir Rashed leads his men across the city's rooftops to surveil persons of interest at night -- often through their windows.
    • [Intrigue] Investigate Mockeries in 280 (22, Success?) - Considered the Ashir's most steadfast ally, Zidan dispatches his two most cunning daughters to snuff out the Mockeries in Alskan before they can even strike. Now in their twenties, Salma and Ayla are capable riders and might have received their own commands were their other talents not even more valuable. Known to be as beautiful as their mother and even more brilliant than the sultan, the twins dance their way through the federation's underworld, lay their enemies bare, make their report to Shiela, then treat themselves to a "vacation" in Kiswa.
    • [Intrigue] Investigate Mockeries in 302 (19, Success?) - Life in the Vesparre follows a narrow band along the oases. Unless you can drink sand, the places a man can hide are decidedly finite. It is an inelegant solution for the Ashir's inquisitors to go from household to household rooting out Mockeries, but with the enthusiastic cooperation of the aggrieved common folk, such arduous methods are nonetheless effective.
    • [Intrigue] Investigate Tower architecture (13, Success?) - For his part, the aging sultan is quite content to spend these otherwise peaceful years at home with the love of his family and his hobbies of mathematics and architecture. Yet more follies litter the desert as Zidan continues to replicate the Truthseer's tower, and experiments with his own designs.
    • [Intrigue] Investigate Dome architecture (16, Success?) - Among his cleverest innovations in recent years, Zidan writes that he is confident that one may find the best load-bearing shapes by merely tracing the curve of a rope hung between two points. He conjectures further that all such curves would be found somewhere within a length of infinitely long rope, though proving such a thing is far beyond his knowledge and actually quite impossible, given the current state of geometry. Nonetheless, arches made in such a fashion are proven robust and he demonstrate that grand domes may be constructed with this manner of support. After all, a dome is just many intersecting arches.
    • [Intrigue] SECRET (19, Success?)

    Non-Actions
    • Accept all gifts, embassies, and vassals.
    • Attend Sewune market event. Salma and Ayla go to gather intelligence, but do not have the ability to facilitate trade.
    • Gift Arch technology to THU via embassy. Highchief Ragna is congratulated for her prudence and noninvolvement in the matter of the Tidespeaker rebellion, and for lending aid to the night elves. As a token of his esteem, the sultan dispatches a number of stone masons to demonstrate the strength and beauty of the arch.
    • Graciously accept Eae from the DSP. Zidan commends the wisdom of the Speakers in this matter and invites their delegation to dine with his family. A practical and diplomatic man, the sultan seems to take them at their word that they saved Eae from a gruesome fate at the hands of the Mockeries. Ashta hazid, he swears that he could not permit the Dolod to do anything to spite the Speakers after such shrewd generosity. It is perhaps too much to ask that the Dolod express gratitude for the return of their prophet, but the Ashir will caution them in strongest terms about continuing their feud. Jana and a small contingent of Zidan's elite farsan deliver Eae home.


    Spoiler: Bookkeeping
    Show
    Stat gains: +3 Int
    Next Round: D 10 • M 10 • O 2 • F 1 • I 7

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

    Hero: Jana Al-Zamira (10)

    Army Units: 6 🐎🐎🐎🐎🏹🏹🛡️👳🏾
    _____• Sultan Zidan with 120 Elite Light Cavalry
    _____• Amira Shiela with 200 Light Cavalry
    _____• Amir Azur with 200 Light Cavalry
    _____• Amir Omar with 200 Light Cavalry
    _____200 Night Elf Archers
    _____• 200 Night Elf Archers
    _____• Sharif Bolshur with 400 Heavy Infantry
    _____Sheikh Adamu with 1000 Light Infantry


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


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


    Last edited by Nefarion Xid; 2020-12-09 at 03:14 PM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  2. - Top - End - #452
    Ettin in the Playground
     
    Jade_Tarem's Avatar

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    Sep 2006
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    Elsewhere
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    Male

    Default Re: Empire 6: Embers of Dawn IC

    Star Kingdom of Solais: Round 11 (Year 41-44)



    Actions:

    [Diplomacy]: Attempt to raise rep with the Sentinels of Stone from 2 to 3. (Success vs. base TN, but there are resistance rolls)

    [Military]: Raise one unit

    [Military]: Raise one unit

    [Faith]: Determine a method for purging lingering blight from the Iron Claw Phylacteries. (1/5)

    [Faith]: Determine a method for purging lingering blight from the Iron Claw Phylacteries. (2/5)

    [Intrigue]: Secret Action

    Rolls can be found... here.

    Non-Actions:
    Resist all Buyouts.
    Spend two favors with the Dreamspeakers to create and buy a new trading post in the Silver Plains (Region 117).

    Embassy-Based Non-Actions:

    Ruler Stats
    Calder of the Stag: Diplomacy 10, Military 10, Opulence 6, Faith 2, Intrigue 6

    Expected Stat Increases: Faith +1

    News and Rumors:
    - Lessa of the Stag returns from her son's wedding not necessarily changed, but certainly with at least one new priority. Rauri of the Phoenix was briefly seen in Aran Viska as well, though she didn't stay long.
    - The clans in general are raising more troops. What could Calder be planning this time? More expansion? Probably more expansion.
    Last edited by Jade_Tarem; 2020-12-10 at 05:46 PM.
    Amazing Zealot avatar by Elder Tsofu.

  3. - Top - End - #453
    Dwarf in the Playground
     
    Laura's Avatar

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    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Á'Shansholí
    Round #11


    ---

    Leader Stats
    • Diplomacy: 10
    • Military: 7
    • Opulence: 5
    • Faith: 6
    • Intrigue: 6

    ---

    Actions

    1. Elevate to Great Kingdom
    • Diplomacy - SPECIAL (10)
    • Officially changing the nation name from Shandolé (Elven River Valley) to Á'Shansholí (The Elven Shores)
    • No roll necessary

    After some years of ongoing debate, the united councils across the regions of Shandolé decide to establish a grander and more unified presence by taking on a new national title and creating more efficient avenues for communication and corporation between their four diverse regions.



    2. Raid Northern Huskies TP#2 in Hiverness (#108)
    • Intrigue (6)
    • Roll: 2d6+6 vs BRA
    • Result: 14 Successes still to be determined
    • Roll Link: Link

    Through some tricky lobbying in the Thought King’s Court and a few underhanded negotiations, agents from Shandolé attempt to steel away control of northern huskies in Hiverneness, by leveraging the favor and contacts Kariki previously established for them in Breye.


    3. Secret Action
    • Intrigue (6)
    • Bonuses: ?
    • Roll: 2d6+6+? vs ??
    • I have PMed Dark



    4. Raise Land Unit
    • Military (7)
    • No roll necessary



    5. Deploy 7 Units to occupy Region #175 Led by Edge
    • Military (7) / Hero (9)
    • Bonuses: +2 from Black Iron Weapons, +7 From Units, -1 to TD from Units, (+4 from Duel)
    • Roll: 2d10+18(22) vs ???
      1. Attempt Skirmishing Tactical Doctrine (2d6+6 vs ??)
      2. Challenge Merik Horsehair the Goblin King to a Duel (2d6+9 vs ??)


    More to come about all this

    Proposed write-up for region #175

    The Story of Merik Horsehair

    ---

    Non-actions - WIP

    Attend an event

    Spend 1 SOS favor to increase rep from 3 to 4.

    Spend 1 SOS favor to make a Claim in Region #178

    After decades of searching Zulaura and Edge have finally found the headquarters of the Sentinels of Stone. They enter the harbor and look upon the huge ships with awe and anticipation. ...

    Spoiler: Fluff Continued..
    Show


    As the ship rows out to greet them, Zulaura steps to the prow of her boat and bows, fist to forehead.

    “Greeting noble Sentinels! Long days an’ warm night be with ye! I am Zulaura’Klaní’Hiah – Blue-Waves-Crashing-and-Laughing - dinh o’ this small fleet, which hails from the shores of Shandolé.”

    Beside her, Edge steps silently forward and bows as well. His slate gray eyes are deep and solum as he looks upon the ships, the volcano and the mighty fortress rising from the stony shore. He’s spent many years seeking this place, decades wandering Tarandi during his exile pursuing the home of the Sentinels, yet never in all those years had he imagined a place such as this.

    “I am M’Eld’Quêth’Dóah – I Face the Edge of Darkness,” he finally says, “I have been well known to some o' yer order fer many years now. We have come with the black sword o' the sentinel Rolland o' the Rosewood, who granted the blade into my safe keeping. We wish to honor him an' his mother, who carried the same blade as a noble sentinel before him, by returning it to the leadership o' yer order here.”

    Once their little fleet is moored in the harbor and the shaní go ashore, Edge and Zulaura present themselves to the leadership of the fortress and returned the black blade, carefully maintained and wrapped in soft furs.

    For many weeks they remain, speaking with the sentinels commanders and the local war council. Edge renews his personal promise of alliance and aid and further discusses the possibilities of forming a stronger alliance between the Sentinels and Shandolé and the people of the region.

    Meanwhile, Zulaura explores the wharf with the great ships, her adventurous heart set afire by their grander and the unlimited potential they hold for adventure and travel. One day she strikes up a conversation with a young man called Nicholas, who is also walking along the wharfs. Together they talk well into the evening, sharing dreams and adventures, laughing like old friends and smiling the whole time. Zulaura finds herself quite taken by the human, feeling as young and beautiful as the morning dew upon the rigging. It isn’t until later that she learns that Nicholas is the son of the fortress commander, recently returned from a voyage.

    As a commander of the Shandolé navy she finds herself torn. Her duty would be to return home, report all they had discovered and await a new alignment or exploration mission, but her heart yearns to stay and join the Sentinels, to join Nicholas and set sail on one of those grand ships. There is also another pain upon her Ka, a long held, but unrequited love that threatens to hold her back.

    ---

    As dusk falls in this far western point of Wide Tarandi, Zulaura sits upon the slanted roof of one of the fortress towers, starring out over the wide unknown waters. Warm salt breezes ruffle her dark hair and her sea green eyes move slowly along that far bright horizon.

    There’s a bit of a crater from the clay tiles, as Edge climbed over the eves from the balcony below and joins her.Silently, he takes out his pipe, pushing the long stem firmly into the bowl and then unwrapping his pouch of poppy. After striking tinder and getting it burning he offers the pipe to Zulaura.

    “It’s a big world out yonder.” She says taking a few puffs and then passing it back.

    “Uh,” agrees Edge with his typical verbosity.

    “A lonely world.”

    “It can be.”

    They passed the pipe back and forth a while before Zulaura asks, “When ye first met Branwyn... When did yeh realize yeh loved her.”

    “I kinned it. But I also doubted. I waited. Then she disappeared into the big world yonder an’ was gone.”

    “An’ when ye finally found her again…”

    “It was too late. The chance fer love ain’t something that will wait on ye, Cully'Caí, ‘specially not with humans.”

    They pass the pipe and Zulaura frowns at him. “I’ve been looking fer it. Fer love, for years now. Hoping 'gainst hope it might appear. Hoping that time an’ patience will eventually let it grow somewhere it seems to have has left behind an' baren decades ago.”

    Edge ducked his head slightly, not meeting her eyes and rubbing his palms together, avoiding her longing eyes, as he had done so often in the past several years.

    Zulaura blows out a line of smoke and turns her eyes away from Edge, looking down into the busy courtyards of the sentinel’s fortress, already cast in the shadow of dusk. Her voice grew slightly bitter, “After all that time a'looking an' finding nary nothing, I kin I may have stumbled a’sudden like into a fields of fat wheat, beautiful and ripe an’ … funny, smart as a whip an' well, easy on the eyes as well…” she smiled fondly, imagining Nicholas's face.

    Edge was quiet, allowing Zulaura to follow her own thoughts through, while she smoked his pipe.

    “Swanny,” she finally sighs, blowing out a last puff and pushing the pipe back at Edge, “Ye can **** yerself, Edge. I’m not letting this slip away from me as easily as ye let Branwyn go.”

    Sliding to the eves, Zulaura swings down onto the balcony and leaves to go find Prince Nicholas.

    “Uh,” grunts Edge to himself, and puffs the pipe, looking out to watch the last flash of the sunset. “Things might turn out all the better, or maybe not….” He frowns, shakes his head and then puts out his pipe and climbs off the roof himself.

    Later that week he brings up the possibility of pairing a political alliance between the Sentinels and Shandolé with a marriage between Sir Nickolas and Zulaura, a member of his own Ka-tet (family by elven traditions) and one of the more respected explores and military leaders of the shaní nation.




    Spend 1 DSP favor to buyout Furs in Shandolyn (Region #115) TP#1. (Currently in the hands of the DSP)

    ---

    Embassy Actions - WIP


    ---

    News & Rumors - WIP

    After fighting in the Battle for Thade and finishing the quest of slaying the False Veret Haftian some years ago, Edge declined to scavenge treasure of the fallen Eleftherian thralls, out of respect for the fallen and their families. His Once-Daughter Karíkí’moshi’makana – Summer’s Hope Lingers - visited Thade on her way back from “evangelizing” in Breye and together they helped the people of the Eleftheria gather the bodies of the fallen and return them to their families, along with what items or wealth they had on them.

    While attending memorials in Thade, Karíkí was saddened to learn her citizenship of Eleftheria hd been revoked because she'd translated her own copy of “The Anatomy” and taken back to Shandolé without permission twelve years ago. She took the opportunity to apologize and explain that she'd meant no disrespect and had simply wished to see the great good the people of Eleftherians had done in the world spread to further shores. She hopes that her old friends can forgive her and that good will and great discoveries will continue to be willingly exchanged from shore to shore between the two nations she loves.


    Luminary Chīmalmā, High Speaker for Thunder Halls, passes away and a young and promising luminary called Ocotlan is elected as the new High Speaker in Trí'Meloa.


    ---

    Ruler Information

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


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

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 10
    • Military: 7
    • Opulence: 5
    • Faith: 6
    • Intrigue: 6


    Expected Stat Increases: +1 Intrigue, +1 Military



    ---

    Maps

    Spoiler: Maps
    Show













    ---
    Last edited by Laura; 2020-12-15 at 01:15 AM.

  4. - Top - End - #454
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show

    Towerlady Zinnia
    Dip: 1
    Mil: 4
    Opu: 7
    Faith: 5 => 6
    Int: 4 => 5


    Actions:
    • [Mil] Raise 2 Units with Fortress.
      Zinnia wants a fleet, yes. A navy worthy of the name of Ko
      Spoiler: The Lineage of the Ko
      Show
      To Be Written. Expect lots of murder.
    • [Int] Raid Region 32, the Blessed Vale, for TP 3
      The riches of the Sokau have long drawn greedy gazes from the Ko. Now, for reasons entirely unrelated to anything else that is happening in Mamut, it is time to seize them.
    • [Int] Raid Region 52 for TP 2
      In fact, all the Sokau's riches will belong to the Ko in due time.
    • [Faith 5 Special] Create the Moon's Eye Sapphire
      For her first real act of magic, Supreme Priestess of the Exalted Moon Theris takes a sapphire of great size and clarity. Smothing it into a near-perfect orb shape, she calls upon the moon for seven nights, performing the sacred rituals under its benevolent light. On the eighth evening, a shard of moonlight lances forth and enters the gem, from which it glows serenely. Those who peer inside are gifted sight beyond sight, allowing them to peer into distant lands at will...
      Theris promptly collapses and takes a nice long nap.

      Artifact Created: The Moon's Eye Sapphire. This artifact negates an additional -2 of penalties for actions on other continents, stacking with any other applicable bonuses.
    • [Faith] Send out missionaries to Region 68 and convert them [Success!]
      A group of more religiously-minded Ko calling themselves the Starchildren journey to new lands and spread the faith.



    Non-Actions: Accept all embassies and gifts.

    Military: 3 units led by Zinnia, 3 units led by Thorn
    Building 2 naval units, led by Gooseberry the Seafarer

    Treasury: 5 - 2 (spent on actions) +1 (automatic generation) = 4

    Embassies: The Scrim

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


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


    Spoiler: Characters!
    Show

    Towerlady Zinnia: Current ruler. As all Ko are, she is prone to schemes and plots, having in fact ascended to the throne by betraying Thicket. However, she has a fondness for the Uzii, who recognized her greatness before anyone else did, and is a very good administrator who ensured Thicket's orders were carried out in the years before betraying him.

    Theris: The Greeeeeat and Magical Theris! Playwright extraordinaire, magician nonpareil! Now that Merine has taught her actual magic, her ego has only inflated more.

    Thorn: The virtuous monster, or at least he wants to be.


    News and Rumors
    - Upon the completion of her first real act of magic, Towerlady Zinnia officially recognizes Theris as the Archmage of the Ko, granting her a title not held since the wizard who created them was alive. Theris immediately attempted to overthrow Zinnia by tricking her off her throne, but this was anticipated, and Zinnia dragged the new archmage behind closed doors for a 'discussion'. By the end of it, Zinnia officially took Theris into her entourage in exchange for never attempting to overthrow her again. Speculation continues to abound about whether or when Theris will break that promise, but Zinnia seems confident.

    - The Ko hear things. Often second-hand, often months late, but they among all the other races in Mamut are spread far and wide, thanks in great part to their neighbors love of Ko-Ball. That, and their own investigations into the Crimson Kingdom paint a sobering picture of the land. Zinnia considers the Horned King a worse version of Thicket, whom she despises with all her being. Theris imagines herself stuck on their roasting pits and shudders. Thorn, however, is enraged.
    The wooden wyvern rampages through the forest for days, and the Ko stay in their tunnels until he has well and truly calmed down. When Zinnia sends Theris out to, politely, ask what's the matter, the wyvern launches into a long speech about the rights of kings, good rulership, and various kinds of hypothetical governments. He then proceeds to list how the Horned King violates all the principles of proper rule. Theris does not understand most of this, but writes it down anyway. This later is edited into a book known as Thorn's Politics.

    - The Paladin that the Ko kidnapped from the Horned Kingdom is nowhere to be seen. Rumors that he was killed by having his blood drained for some reason are unfounded.
    Last edited by Miltonian; 2020-12-12 at 09:17 PM.

  5. - Top - End - #455
    Ettin in the Playground
     
    Tychris1's Avatar

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    Jul 2010
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    Mt. Ebott
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    Male

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Eleven

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

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

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



    Over The Hills With The Swords Of A Thousand Men - Iron cast in the blood of a new age! Worlds united in common fear and babbling sincerity. The Sentinels of the Stone grow reclusive briefly, their eyes seemingly fixated on a point in the distant future, and they rejoin the zeitgeist of the world with a single command. To march over the lands with the swords of a thousand men. A rallying call is put out to all kingdoms, some delivered by envoys paid for with the Sentinels stockpiled hoard, and others delivered by Sentinels of their very homeland. All speak true the same message. The Sentinels are gathering a force of arms with which to crush the Blightspawn in numbers they cannot easily duplicate with Aspirants alone. Yet something else is hidden in the missive. A desire they do not utter into existence but hangs at the edge of their words. This is made all the more evident by their strict standards for these applicants. Request: Donate a maximum of 1 Unit to the Sentinels. Duration: 11-12. Reward: 1 Favor

    Agatha of Mamut quests Into the Blightland! - Sailing down the Sur in a craft to rival the finest Bel-Dan ship, Agatha of Mamut howls her warcry to the heart of the jungle, and glumly awaits the echoing bloody response. Sword in one hand and harpoon in the other she gathers a host of hanger on sailors in her travels, growling sea shanties in her foreign incomprehensible tongue, and leaves behind crude pyres all along her way. Far far from home she relies on Theodora of Kiswa to translate and speak on her behalf, but the disheveled woman is cantankerous and aloof, and she soon disappears one night on a rowboat mumbling about the Curse of Kincany. Alone save for those fools who wish to see the glory of her obsession first hand Agatha guides her vessel from upon its figurehead and steadily curses the weather as they descend deeper and deeper into the Heart of the Blightlands.

    Valens of Tarandi marshals a Unit of Sentinel Aspirants to battle in Alskan! - The Night Elves of the Nocturnal Hydra are greeted by a most unusual sight. An elven man unmistakably but one whose features are wholly alien to their own. He bears the markings similar to those ostensible goddess blessed in the Naherin Coalition but speaks only vaguely of his Great Mother when asked in a broken tongue. The Sisters of the Shard find him first, assassinating a lone wandering Blightspawn in Alskan, and soon find that the situation is not all that it seems. His aspirants come one by one out of the shadows, having set a perimeter around the area of his hunt, and the Sisters find themselves surrounded and outnumbered from seemingly nowhere. The white-scaled Elven Man stares at them all for a long time, not a word shared between him and his gathered host, and then erupts with a curt cry of joy comprehensible to all Elf kind. His forces soon enter Alskan, working to set traps around the Night Elves capital, and while they accept food they are less receptive to water for "Obscure Cultural Reasons".

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

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

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


    Blessed Dreams! The Dreamspeakers have at last found a secure home to call their own, a bastion of beauty in a world of ugly nightmares, and the children flock to Thun in great numbers! There the tales of great heroes, wondrous feats, and distant sights are relayed as readily as local trapping tales and folksy gossip. Of distant Uzii battling sentient hearts alongside Noble Headless Heroes, rapscallion pirates taming the terrible sea, and creatures of blackest night bearing pristine royal mannerisms. The bards of the Dreamspeakers come to the Scrimthun begging to enshrine their greatest works in a place fitting of such glorious art.
    The Dream Speakers have found a secure home in the lands of the Scrim, and desire the makings of a grand center of arts and learning in Thun. Such a glorious construction and compilation may be attempted with a TN 14 Opulence Check.

    Contribute to the Restoration of Lost Glories - The Dreamspeakers come to the seats of power in Eleftheria, Clan Alqar, and the Scions of Thalaz'ir with gifts and honeyed words. Tales of the glory of years gone past, of the dramatic richness invested in the reunion of life and land, and how the Dreamspeakers wish for such a story to add to their repertoire. Treasures and workers plied from a network of contacts are presented to the three powers and given over. At a price, of course. Elsewhere the strange mystics of the Sol'Koth are petitioned to at last find the heart of their history that their marvels of travel, Seekers, point inexorably to, and overcome the strange darkness of doubt dubiously cast by their Ancient Ones. The Black Pharaoh is presented with a finely crafted rod, topped with amber, and a crown of blackest poppy flowers. All that the walkers of Twilight ask is that great works and treasures of art, culture, and their reforged history be constructed in these reclaimed homelands bedecked in finest Gold, Silver, and Bronze. Offer: The Dreamspeakers will provide 1 Action towards the Great Projects of Region 67 and 125. For every action requested afterward will cost 1 Favor or 1 Action in turn towards an Opulence Great Project within the region of resplendent design. The Dreamspeakers offer to the Sol'Koth a free Exploration into the Deep Desert in exchange for a promise to build such an Opulence Great Project as well.

    Secret

    Offer to return Eae to the Qulluq - After much searching the Dream Speakers come to the Ashir with news. They claim to have intercepted Mockeries in the midst of their heinous crimes against the glorious sagas of the Horse Lords of the Sands. The Twilight Travelers tell their side of the story, clearly disgusted with the propaganda of the Dolod, and speak of a shadow war waged between agents of the Speakers and the Mockeries whose abilities seem to stretch into the mystical. Possessing the power to conflagrate the Children of Dreams seemingly spontaneously they rescued their cousin in twilight Eae from a sacrificial mocking ritual to the Qulluq as a final jab at the Dolod. Whisking her away the Dream Speakers have cared for her and tried to restore her strength while investigating the magical powers of this iconoclastic mob, worried that revealing her presence may tip the Mockeries freshly on her trail. But with Zidan's great strides and an impressive task force of inquisitors at his disposal, the Dream Speakers have felt at last secure in the Prince of Princes and offer to give their Cousin unto him for safekeeping. That is, if the mighty Zidan can promise to keep his wormtongued vassals under hoof.


    The Truthseers
    Spoiler
    Show

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

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

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


    As the Ixkarr are branded villains by the Truthseers, High Chieftess Karra begins to suffer peculiar dreams. She dreams and finds herself on the battlefield of the Truthseers Headquarters once more, sword singing the glorious ode of war, and cleaving through hosts of warriors with each strike. The blood and smoke of her glorious conquest obscure her eyes until the great city before her is no longer the contested lands of her campaign but the sprawl of a ruined civilization made a shambles of a carnifex's work. Shapeless things flicker in and out of sight in the shadows, tattered banners whipping with a dread wind, and the clatter of bleached bones and congealing blood harmonize into a single whispered word - Listen
    Having become the Nemesis of the Truthseers, Karra of Ixkarr has begun to suffer the visitation of some restless spirit! Should she wish to uncover the mystery behind this apparition, she may attempt a TN 14 Faith check to commune with the spirits actively.

    Cast Down The Nemesis As the Ixkarr join the host of The Nemesis the Sisters of the Truthseers grow nervous. Such dread enemies were springing up in different parts of the Known World now and such a virus must be ceased in its roots. A bounty is put forth, for both The Nemesis and their greatest vile champions. The Truthseers care not for the savage and ill kempt lands of such Blackguards only the power possessed by such fiends. In exchange the Truthseers offer a great, glorious, and mysterious boon as to be consulted with the Heroes who bring forth the most heads of the Nemesis and their repugnant host.

    Secret

    Mediate between the lands of Mamut and The Horned King - The Horned King possessed a demesne of unmatched splendor in beautiful fertile Mamut. Such a bastion of civilization was to be respected, it is true, and yet their reclusive nature especially in regards to the free passage of the Truthseers in their territory gave the eldest Crones pause. Mindless unending back and forth war is the death of civility and order. Madness grips the heart of those who will not listen to Truths splendor and while the powers of Mamut may have entreated with the Horned King at dinner they do not possess the secret arts of tongue and treaty that the witches of windowless towers wield. An envoy of Truthseers is dispatched to the court of the Horned King in the hopes of convincing him to see reason and usher in an era of peace and prosperity in all of Mamut.
    “I’m a Terrorist not an idiot.” - Me
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  6. - Top - End - #456
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

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    Default Re: Empire 6: Embers of Dawn IC


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

    Dip 3
    Mil 10
    Opu 6
    Faith 10
    Int 2

    Expected stat increases: +1 Mil, +1 Dip

    New ruler next round? Yes


    Actions:

    [Diplomacy] Colonize Region 67, Arrakh-Rah! Failed
    Invigorated by the success of their allies in cleansing Region 67, the Scions of the Thalaz'ir begin dispatching droves of settlers to the ruined city of Arrakh-Rah, their ancestral homeland, with the intent to colonize the former seat of the empire once more. However, actually settling the lands proves difficult, what with unstable ground and the very occasional roaming blightspawn. Undeterred by their failure however, the settlers, led by the recently recalled Thalai Haurun, set up temporary shelters and encampments on the outskirts of the city, beginning a restoration effort that will see the city resettled once complete.

    [Diplomacy] Contribute to History of Mamut Dynasties for Truthseers.
    Bonus: Family Tree.
    Though the Scions have remained relatively unphased by any of the widespread organizations of Mamut and the world at large, now is a time of change. Under Haraman's orders, the Moon Trikha begins scouring their records for all past rulers of both Clan Alqar, and any ancient relatives of the Nahaar dynasty that currently rules the Trinity of Light. Meanwhile, the Sun Trikha too spends their time scouring the lands of Na'karat, Tipen, and the Blessed Vale for an inheritor of the dynasty come Haraman's inevitable death. And lastly, the Star Trikha divines for the truth of Merine's lineage. No matter how hard they try, Reyten is fickle, and no answers are found within the endless flock.

    [Military] Invade Region 49 with 3 units, led by Haraman (Mil 10 Ruler), Reckless Attack, Duel enemy commander
    Necromancy Miracle Applies
    Haraman has left his borders unsecured for far too long, and the people cry out for new lands to bring into the threefold light! In his final years as Thalaz'ir, Haraman leads his armies to the east, intent on securing the land in the name of the Scions. Though conflict is inevitable, his conquest is not brutal, and many are spared should they surrender, brought into the fold as followers of the Thalaz'ir.


    [Military] Defend Region 32 with the Crimson Kingdom, 3 units led by Chepri (Score 7 Hero), Reckless Attack
    Necromancy Miracle Applies
    The Crimson Kingdom army is a welcome sight to the Na'karat Wardens that stand guard within the Blessed Vale. As their mounted paladins descend into formation for the encroaching blightspawn, so too does Chepri from the very same mountains. She assumes command by royal right, and pledges to defend her elder sister's lands unto her own demise.

    [Military 10] Create Comet Phylacteries tech
    Required Resource: Comet Shards (Tier 2 Resource)
    Slot: Combat Drugs and Medicine
    Effects: -10% casualties, +1 to the leader loss rolls.
    These Comet Stone vials are blessed by the Star Trikha, ensuring the bearer's soul is warded against death.




    News and Rumours:
    - The Trinity of Light has announced the three public heads of the Trikha!
    Arrha, Sun's Divine. Chosen to replace the late high priestess of Na'karat, Arrha leads the Sun Trikha with the same determination and zealotry as her predecessor.
    -
    Oloa, Moon's Divine. Elected from the moon shamans of Clan Alqar, Oloa proved her worth during the Enlightenment of Veroa, and has been chosen by her peers and the Thalaz'ir to represent the Moon Trikha going forward.
    -
    Caalix, Stars' Divine. The man known as Caalix has long been a lurker in the realm of Na'karat, an oddity gawked at for his strange horns and demure personality. However, during the First Founding, Caalix was among the faithful who spoke outwardly about the glory of the endless flock. Soon after, the Sun and Moon Trikha both came to rely on him for wise counsel. To honour him further, Caalix was placed at the head of the Star Trikha, where his voice can be heard by all.

    - Thorn of the Ko is proclaimed the first "Champion of Light", one of the holy defenders of the Arrakhi peoples and their faith, and the first line of defense in defending the world from Rakek-Ar, the Great Darkness.

    - Thalai Haurun and Thalai Kylisa are summoned home to attend a ceremony, one of great importance to the faith, and to discuss the pressing issue of reclaiming Arrakh-Rah.
    While here, Chepri, the wayward daughter of Haraman makes her return after her many year absence, and is granted an audience with her father to speak her piece. She informs them of her role in the battle against the Blackfire Incursion and is promptly bathed, fed, and dressed in more than bloody scraps. After all is said and done, she is put under the protection and charge of Thorn, who will guide her and teach her to resist the call of Rakek-Ar, as he does.

    Non Actions:
    Resist all Buyouts


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Na'karat, R30
    Tipen, R54

    Army Units

    Land:6
    Naval:0

    Heroes

    Chepri the Daughter of Darkness (7)


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


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


    Organised Faith Bonuses
    Tier Effect
    1 +1 to Seek Aid
    2 2d8 when duelling


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


    Regional Effects

    Region Type Effect
    30 GP(Celestial Tower) +1 to Conversion rolls within two regions of the tower.
    30 Resource Req: Labor Fulfilled by Aurochs
    Last edited by SOSDarkPhoenix; 2020-12-13 at 01:43 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  7. - Top - End - #457
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    Ausar's Avatar

    Join Date
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    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    Leafhair (66)
    Diplomacy: 6
    Military: 10
    Opulence: 3
    Faith: 5
    Intrigue: 2


    1: Diplomacy: Raise Rep with the Truthseers (spent treasure) [19]

    Leafhair is determined not to let the rapport he has built with the Truthseers go to waste, and introduces his daughter to the seers. Spending the fruits of trade with the Targiz, the expedition is the most ostentatious the Deru have ever assembled. Esfrey spends most of the trip out hunting, but Leafhair puts in more than a few good words, and promises that Esfrey will construct a Truthseer base during her rule, to strengthen ties.

    2: Military: Raise 2 units w/ fortress.

    3: Military: Raise a naval unit.

    4: Military: Raise a naval unit.

    5: Military: Leafhair (10) leads 6 units to region 18, contesting the Uzii invasion by honourable duel.

    Arriving resigned to battle, Leafhair finds the Uzii commander as reluctant to throw lives away as himself. The two instead agree to this; One bout, mano-a-mano, old man against Uzii Hero, the winner to lead a joint attack on the region. The council, Leafhair is certain, will castigate him on his return, but his rule's end is near - he is content to trust his own judgement, and leave it to his daughter to decide how to handle the fallout.

    Non-actions: Support all conversions, support all buyouts of unowned TP's, accept all gifts & diplomatic traffic from TAR.

    News & Rumours

    - Leafhair thinks long and hard on the news Asha-Shuran brought on her return from the Targiz, both the revelations of the Crimson Kingdom & the news that the Uzii were preparing an expedition to the west, ostensibly to better protect Mamut from the Crimson tide. Elora advises confrontation - with sudden prosperity peace & the Deru alliance has brought, the Illians are beginning to strain at their traditionally tiny borders. Norren concurs - with the Dog-men of the highlands torn down, his packs are straining at the leash. The west is wild-land, he says. Where better to find new food for the packs. Asha-Shuran doubts the merit of establishing outposts against the Crimson Kingdom - their lands are peaceful, she says, and their people well-protected. They seem content to stay in their mountains. Let them. Esfrey & Onfroy, at their first council appearance, are quiet, but have a little to say. Esfrey comments that her peers in the trials are formidable indeed this year - they deserve a taste of true combat. Onfroy twirls a quill and notes that the emeralds would prove a useful commodity to bargain for further concessions, either from the Targiz or the Crimson Kingdom. Leafhair slowly nods. Three Dog-men depart that afternoon, loping northwest to deliver the news to the Uzii. The Deru & the Targiz are quite capable of protecting themselves, and will not be hemmed in by tusks to the east and west. If the snorts continue to march, let the most honourable ancestors decide.

    - Leafhair is beginning to show his age. The old man struggles some days to walk the long Path of the Fallen to the Green Fields, and names one cold winter Esfrey, the 5-minutes-elder twin as his heir, with Onfroy her right hand. The young Caretaker-to-be delivers an address to her peers at the conclusion of the trials.

    - After his sister is named heir, Onfroy takes it well in public, but privately seethes, sparking a row with Elora over his twin's appointment. She sends him to the Targiz to train under Petal-Head, determined to impress upon the youngster how heavily responsibility weighs upon the mind and body of those in power. Onfroy continues to seethe & scheme, taking to his training with a desperate vigour. He keeps up a correspondence with both his sister & the young Jofry, demanding to know all that he's missing. Onfroy's 'training' is eventful to say the least (story yay!)(written in collab with the wonderful Mystic), and his return will be similarly so.

    Spoiler: Important Characters
    Show

    The Brythions

    Leafhair Brythion [66] - Caretaker of Illia & the Deru, wearer of the Circlet of Leaf & Chain. Installed in the midst of a succession crisis, Leafhair transformed the governance of the Deru from a loose group of religiously aligned groves into a hereditary monarchy in a union with the neighbouring Illia peoples. Wed to Elora, Chosen of Illia, the two rule in concert. Pursued by advancing age, Leafhair has announced his intention to abdicate in favour of Esfrey on his 70th name day.

    Elora Brythion née Covenantes [52] - Chosen of Illia, join ruler of Illia & the Deru. Wed to Leafhair. A standout warrior in a strong warrior culture, Elora has led the peoples of Illia for three decades, since her choosing. She has strengthened the power of the sightless ones, spiritual leaders & masons of Illia, made peace with the hill-dwellers by taking Norren the Mortal into vassalage, and presided over a prosperous aftermath of the new dawn. She and Leafhair have 3 children. Increasingly growing distant from her twin children, viewing them as straying from Illian traditions and exploiting their privileged positions, she spends increasingly more time with her youngest, Jofry. While still a formidable warrior, Elora's sanity is beginning to fray, a congenital Covenantes failing her forebears have traditionally pushed through until their deaths in battle.

    Esfrey Brythion [14] - Eldest daughter of Leafhair & Elora, Esfrey is a rambunctious and headstrong youngster, taking well to the traditional Illian trials. She has proven a precocious student, achieving her right to bear spear & sling by age 10. Completing the trials at age 16 alongside her twin Esfrey is ecstatic to have been named heir to her father, and routinely arrives to take command of forces during exercises in the Green Fields. A reckless adrenaline-junkie Esfrey has an odd aversion to duelling, preferring to let Onfroy defend her honour while she prepares for her next escapade.

    Onfroy Brythion [14] - Eldest son of Leafhair & Elora, twin brother of Esfrey, Onfroy is a similarly headstrong youngster, although a little less confrontational than his twin, preferring more thoughtful methods of dealing with those who contest him in the trials. He has progressed similarly swiftly in his studies, achieving his right to bear spear & inscribe letters by age 10. Pressed into service as his twin's champion, Onfroy channels his resentment of the role as fury unleashed upon his opponents, maiming several peers Esfrey claimed had slighted her in some petty manner. Furious he was not named heir in his sister's place, believing his martial and intellectual prowess outstrips her own, Onfroy was sent away from council at age 17 to train under the Targiz hero Petal-Head.

    Jofry Brythion [10] - Youngest son of Leafhair & Elora, Jofry is yet to commence the trials. He is an inquisitive child, but lacks the dexterous coordination of his siblings. Elora worries, but Leafhair is confident he'll find his way through the trials somehow. While he has struggled, the youngster shows a remarkable determination and has managed to cling on to life during the arduous tests. Elora has grown increasingly attached to him, while Leafhair neglects his youngest to focus on Esfrey's education. Jofry has few friends amongst his peers, and spends most of his time outside of the trials in the company of young Deru, preferring their down-to-earth, measured approach to life. Few of his peers are willing to combat the might of even a sapling Deru, so he escapes physical bullying for the most part.

    Other Notables
    Norren the Mortal [145] - This cunning old dog-man leads the pack that serves Elora as her vassal. While in his youth the wily soldier fought long and hard against the Illians of the rock, when the war became so entrenched as to approach a war of extinction he betrayed the elders of his pack and led his fellow disaffected's over to Elora's side. Faced now with overwhelming odds the remaining packs retreated to their hill-forts to lick their wounds. Norren was charged with protecting the foothills, and with his pack now granted respite from the century of war and fed by the Illians is exceptionally effective. His pack has grown strong, and he now serves Leafhair & Elora as equal masters. His moniker was given by a soothsayer many moons ago who predicted his death in battle. Norren replied that while he is no more than mortal, his death will happen only when he so chooses. He has been tested and tested, and remains a capable warrior even has his age begins to catch up with him. Having crushed the remaining Dog-men of the highlands, Norren split his pack amongst his pups and theirs, preparing for a great trek westwards.

    Asha-Shuran [38] - this young Wattlea is the Deru's finest tactician, outfighting all comers in a series of exhibition matches between the Grey Grove & Widhu's Wrath. A rarity among the Deru, she is renowned for her quick temper and agile mind, and is usually raring for a fight. She finds a kindred spirit in old Norren, and spends long hours discussing theories while the two hunt. Concerned at the growing pugnacious spirit of the Uzii, and trusting the Crimson Kingdom to stay in their mountains high Asha spends most of her days teaching Esfrey to lead warriors in battle, although she despairs of ever teaching the young Illian to refrain from a charge.


    Spoiler: Admin
    Show

    Required Resource - Living Beings (Satisfied with Cattle)

    New Leader! Esfrey Brythion, dynastic heir.
    Dip: 2
    Mil: 6
    Opu: 1
    Fai: 5
    Int: 2
    Leader stat increases:
    Mil +2

    City in region 37 (Bhaile)
    Fortress in region 37 (the Green Fields)

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

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

    Naval Units: 0/4
    Units: 6/8
    The Grey Grove - Traditional Fuinn warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.
    Illia's Children - Well-organised band of proud young Illian warriors.
    Norren's Marauders - Savage & cunning band of hill-dwelling dog-men under the leadership of Norren the Mortal, in the service of the Chieftess of the Illia.
    Illia's Veterans - Age brings experience as well as scars - Illia is no peaceful place, and those warriors that survive are capable indeed.
    Ashan Grove - Asha-Shuran knows well the tales of the Ash Grove, and her own band of most loyal followers are similarly inclined to revel in past glories.

    Treasure: 2.

    Heroes: Asha-Shuran (8).

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

    Artifact(s):
    Circlet of Leaf & Chain: A stone chain circlet with ever-green wattle leaves entwined throughout, permitting communication with the voices of Councillors & Chosen past, granting +2 to own leader loss rolls when ruler is personally leading troops.

    Tactical Doctrine/s: none.
    Last edited by Ausar; 2020-12-09 at 12:38 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  8. - Top - End - #458
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    mystic1110's Avatar

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    New York, New York
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    Default Re: Empire 6: Embers of Dawn IC

    Regions 19 and 36
    The Targiz
    Current Leader: Odds-Mistress Ank’Anske’Thalez’ir “Rose” Ogra
    Current Abilities: D1, M6, O7, F6, I1

    Round 11

    Actions:
    • Opulence - Buyout [Region 61, TP 1] (Roll: Success )
    • Opulence - Buyout [Region 53, TP 2] (Roll: Success )

      Past the ice wall, in the endless winter, it was more than a chill of the body; it is a chill of the soul. Whatever lied in the north was gripped in icy shackles, frozen solid and imprisoned in great glaciers that grind down from the ice floes. Whole realms were locked in that icy embrace; their boughs are ever covered in a thick rime of frost, their glades always heavy with snow. Heroes may balk, but the lure of wealth is stronger than the grim silence of hoarfrost and, their souls replaced with ledgers, the merchants march north, warmed by thoughts of greed.

    • MilitaryQuest into the Unknown (Northeast of Region 61, coordinated as to not to conflict with Scrim’s Northwest search, across the black border using Arctic Survival.) (Roll: Success )

      Seeking something more than personal redemption, but redemption in the eyes of his mentor Deep-Sigh and perhaps even in the eyes of long-dead Ogra, Ces Arnif ventures into the great white north, braving the winds and snows, in search of a feather from the great Storm Bird.

    • MilitaryErrant Quest Dark Dreams [Region #49] (Quest Roll: Success, Conversion Roll: Success)

      The people of the land already sleep uneasily. Tales of the approaching hoard of cursed souls fill them with dread and their nights are already filled with nightmares forming from the commonplace. Neighbors going around their lives; the dreamers see them farming in the fields, milking their animals, walking around town, praying at their shrines, talking and gossiping, flirting. Suddenly they see black tar ooze from their neighbors eyes, the tar catching fire in the air, their neighbors continuing on with their daily routine, burning as if nothing was amiss. Black fire and smoke rising into the air, and the dreamers wake screaming.

      It is hard for them to go to sleep, but sleep is the cousin of death and comes for us all. It does not carry a scythe and instead stalks past us with but a bag of pollen, planting it in our noses; the roots growing into our mind and the dreams within. And so, apprehensively, they drift into slumber. The dreams begin the same. They see their neighbors, living as their neighbors live, walking through paths in the forests, looking for berries, coming home with the hunt. Suddenly, they seem to start crying. Black tar instead of tears – but instead of fire, the tar falls to the ground as fertile soil smelling of spoiled manure and corpses. Beautiful roses bloom from the ground from where these dirty tears land, but as the roses bloom they see . . . and they wake – never knowing what the petals hid.

      Strangely, this dream stirs them from slumber in more of state of panic than the last, a strange liturgy ringing in their ears and they are unable to scream in fear they may repeat it. Fertility instead of death, somehow speaking to a deeper fear – certain ending, apparently, not as frightening as unknown beginnings. Flowers bloom and wilt and for whatever reason when they next go to sleep they hope they dream of fire again.


    • Faith - Convert [Region #66] (Roll: Success )
    • Faith - Convert [Region #68] (Roll: Success )

      The axes may have fallen silent but nightmares continue and almost if those dark dreams were heralds, feathered creatures with copper collars and thin metal chains held and led by robed and hooded goliaths, come to preach of filth and the glory of dirt. “What is dirt?” The Tattered Dancers ask in a broken tongue. “What does it really mean to be dirty? Or clean? To be dirty is to be guilty some claim. Dirt is natural say others. It is neither. It is beyond the natural, beyond mortal ken; it is a holy state unknown to those that ignore the truth, who turn away disgusted. They think that all holy things are clean, but to be clean is a mortal thought and gods do not think such things. Hark! To be covered with filth is to be free of guilt and control, it is liberty, it is a consecration.” The creatures then urge their listeners to engage in ritual pollution, covering them with feces and urine, bloody rags, the bodies of rodents, they chant and the wide-eyed inductees chant back “Soil for the flower, water for the flower, blood for the flower.”

    Non-Actions:
    • Generate 2 Treasure with passive income (19 TP owned at beginning of round) –> 4 Treasure owned beginning of round.
    • Gift Pottery to Bhaile-Koma (Non-action through shared Embassy).
    • Gift 3 Treasure to Scrim (Non-action through shared Embassy).
    • Accept Unit from Scrim (Non-action through shared Embassy).
    • Permit Uzii army to pass through Regions 19 and 36.
    • Permit Deru army to pass through Regions 19 and 36.
    • Support Scrim Buyout for Open TPs in Region 36.
    • Resist all conversions and buyouts, unless explicitly stated above.
    • Onfroy’s Descent
    • For a closer bond with the Crimson Kingdom Gled is sent to Caloth Mawr to train to become a Paladin.

    Spoiler: News
    Show

    International News

    Countries

    Used to gambling the entire city of Kursaal is betting on its ability to make three competing nations happy: the Deru, the Uzii and the Crimson Kingdom. It is wagering it all on the green felt tables and letting it ride!

    International Organizations

    Ces heeds the call of his former order and journeys into the north to seek the Earie of the Storm Bird.

    Internal News

    Religious Organizations

    Onfroy of the Bhaile-Koma becomes the first Thorn Knight.

    Secular News

    Kursaal grows ever fatted on trade, mewing like a baby in its crib for more and more and the world seemingly obliges.

    Military

    The mercenaries from Scrim prove more than just soldiers – many gambling dens throughout Kursaal are now adorned with statues that are more than eager to bounce troublemakers and crush those that do not pay their debts.

    Ko-Ball

    While dominated by the Uzii and the returning champions, the Canopies, it has been a very competitive season with each other team (except the scoreless Uzii) being within one or two league points. The Jewels won their rivalry match against the Big Strongs (2-1) which ties the rivalry with 5-5! The question remains if the Uzii remain happy to return to their penultimate dominance or if they will challenge the Canopies for the crown.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Èu Whirlpools Dream Speaker Dream Team Na'karat Zealots League Total
    Swampum Big Strongs X 1 3 0 3 3 3 3 3 19
    Bhaile-Koma Canopies 1 X 3 3 3 3 1 3 1 20
    Hrathgan Unkindnesses 0 0 X 3 1 3 3 1 0 11
    Blessed Vale Jewels 3 0 0 X 3 3 0 0 3 12
    Targiz Hemlocks 0 1 0 0 X 3 1 3 3 11
    Thun Avalanches 0 0 0 0 0 X 0 0 0 0
    Pthǎi Èu Whirlpools 0 0 0 3 1 3 X 1 3 11
    Dream Speaker Dream Team 0 0 1 3 0 3 1 X 0 8
    Na'karat Zealots 0 1 3 0 0 3 0 3 X 10

    Triple Flower Crown

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

    Run for the Roses – Uzii – Over the Mountains
    Run for the Poor-Land Daisies – Targiz – The Other Red Meat
    Run for the White Carnations – Scrim – Whose Afraid of Ghosts
    Spoiler: Leader Information and Technology
    Show
    Current Leader:Ank’Anske’Thalez’ir “Rose” Ogra (32 years of age)

    Current Stats:

    Diplomacy: 1
    Military: 6
    Opulence: 7
    Faith: 6
    Intrigue: 1

    New Ruler Next Round: No
    Succession: Hereditary (Matrilineal primogeniture but with no male exclusion, meaning that it is absolute primogeniture if no immediately related female heir) –
    1. Ank’Anske’Thalez’ir “Nyct” Nyctagina (4 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (Just born)
    3. Ank’Anske’Thalez’ir “Gled” Gleditsio (8 Years Old)
    4. Ank’Anske’Thalez’ir “Acon” Aconita (Stillborn)

    Expected Stat Bonuses: +1 Faith, +1 Opulence, +1 Military

    Hero Ages:
    Ces Arnif – 48
    - Successor: None at the moment
    Petal Head – N/A
    - Artifacts Held
    • Nightmare Pom

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

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

    Military Technology
    • Increased Defense Budget:
      • Slot: Scouts and Logistics
      • Resource: Gems or Precious Metals
      • Effect: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus.

    Artifacts
    • Nightmare Pom:
      • A Hero holding the Nightmare Pom is resisted in Errant Questing by a Faith Roll. Success on a Errant Quest using the Nightmare Pom awards no Treasure, but allows the controlling Kingdom to attempt to convert an Open or unorganized Holy Site in the region. A great success on the Errant Quest grants a +2 bonus to this conversion roll.

    Spoiler: Resources
    Show

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

    Military Limits:
    Land 5/8
    Naval 0/4

    Embassies:
    • Deru
    • Swampum
    • Scrim


    Trade Posts (19):

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs
    8 #1 - Okra
    17 #1 - Ulurothan Spearmen
    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    27 #1 – Iron
    33 #1 – Copper
    33 #2 – Copper
    35 #1 – Madder
    36 #1 – Wheat
    37 #2 – Living Wood
    38 #1 – Sour Quinces
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 - Cheese
    51 #2 – Kaffe Beans

    Incoming Tradeposts:

    53 #2 – Furs and Hides
    61 #1 – Falconers

    Holy Centers Converted (4):

    Region 8 (unnamed)
    Region 18 (unnamed)
    Region 19 (Targiz)
    Region 36 (Nal Dryb)

    Incoming Holy Centers:

    Region 49 (unnamed) - potentially - conflicting roll.
    Region 66 (unnamed)
    Region 68 (unnamed)

    Favors Available at end of round:

    2 SOS
    1 DSP

    Last edited by mystic1110; 2020-12-12 at 01:31 PM.

  9. - Top - End - #459
    Halfling in the Playground
     
    Chimera

    Join Date
    Sep 2018

    Default Re: Empire 6: Embers of Dawn IC

    The Fffolkkk
    Regions: 266 & 267
    Round 11



    Round 11 Actions:
    1: Diplomacy: FINALIZE claim on 265. Nopppa agrees to become queen of 265
    2: Diplomacy: D10 Make Cultural identity of fair trade a Permanent Cultural Identity
    3: Military (or diplomacy?) Select 1 unit of Maze-runners to join the Sentinels of Stone and their quest
    4: Opulence: Buy out another trading post #2 in region 270 for onions.
    5: Opulence: Send an expedition south of 265.


    Non Actions & Fluff:
    • Send out Missives to Everyone that we will be hosting a coronation next year (next round)
    • Noppa calls for electing a new leader, as she must step down. A new leader will be selected by the Wayfinders
    • Resist all conversions and buyouts, unless explicitly stated above
    • The Wayfinder for civility lost the fffolkkk's confidence. He doubles-down on civil trade, publishing a detailed practical and philosophical treatise on why honest trade is the only way to have civil nations. His opposition pushes for ever-increasing treasure hoards, to show off the wealth of the Fffolkkk.
    • The Wayfinder forl living lost the fffolkkk's confidence. The populace believes trade, not foraging, is the path of the future. She proposes 60% of future expenditures be used to expand trade for raw materials. Her challenger encourages expanding existing trade centers instead.


    Spoiler: bookkeeping
    Show

    Leader Table
    Nopppa
    Stat start round 4 round 5 round 6 round 7 round 8 round9 Round 10 Round 11 (expected
    Diplomacy 5 +1 +1] - - +1 +1 +1 -
    Military 3 +1 - +1 +1 - - +1 -
    Opulence 5 +1 +1 +1 +1 +1 - - -
    Faith 3 - - - - - - - -
    Intrigue 2 - - - - - - - -

    Regions & trading posts
    Region Name Region Number Resource Learning Center Holy Order Status
    unnamed region trading post #2 204 Copper T-- -- --
    unnamed region 265 tomatoes (Good) The Wind and the Tide -- region, stable
    The Sand Reefs 266 Kelp-Olive Oil (Great) The WInd and the Tide -- Capital, stable
    The Redoubt 267 Mountain Goats (Good) The Wind and the Tide -- region, stable
    Unnamed region trading post 1 268 seafood -- - --
    Unnamed region trading post 1 269 clay -- - --
    Alaskan post 2 280 flavored water -- - --
    Orcan Coastal Territories post 2 281 maize -- - --
    Unnamed region trading post 1 286 hemp -- - --
    Unnamed region trading post 3 295 salty -- - --
    Unnamed region trading post 2 307 gold -- - --

    Technologies & Cultural Specialties
    Type Name Effect(s) Permanent? Note
    Masonry Interlocking Shells +1 to resist raids & sacks Yes -
    Writing marks in clay ? Yes -
    Pottery clay pots ? Yes -
    Caravanserai tech trading tech +1 to resist raids & sacks (adds to masonry) Yes -

    Treasure
    • Hoard of pearls from the reefs. (1 treasure)
    • supply of the finest soapstone, pre-shaped for use as tokens (1 treasure)
    • Cave full of sealed vessels of kelp-oil, for future emergency (1 treasure)


    Military Units & Heroes CAP: 6
    1. 5 Units of maze runners
    2. IIruum the Relentless. Leader 9


    Artifacts
    • none

    Last edited by Lt-Murgen; 2020-12-09 at 08:20 PM.

  10. - Top - End - #460
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Kingdom


    The Horned King
    Diplomacy 10
    Military 10
    Opulence 10
    Faith 10
    Intrigue 10

    Actions
    • [Military] Dispatch ten Units and Ceron the Right Hand (Hero 10) to the Blessed Vale, to defend it against the Blackfire Incursion.
      With the recent unification of Mamut's East and West, the Crimson Kingdom looks down upon its new neighbors and sees no end of troubles. Having judged the Alqar worthy of their attentions, the Crimson Kingdom now extends the shield of supreme elven might to cradle the Blessed Vale. A vast army of mounted paladins descends the mountains into Alqar territory, headed by the eldest son of the Horned King. Ceron is resplendent in polished bronze, a red cape flapping at his back, the ruby horns sprouting from his head a clear sign of his divine lineage.
    • [Military] Raise 2 Units (Fortress)
      Battles against the Blightspawn are ever perilous, and the Blackfire Incursion is no different. The Horned King accelerates the training of a new class of paladins to fill the ranks of those lost in the East, secure in the knowledge that even if their services are not required they will filter into the people as a trained reserve.
    • [Opulence] Buy Out TP 1 of Swine in Region 16 - 18
    • [Opulence] Buy Out TP 2 of Ulurothan Spearmen in Region 17 - 17
    • [Intrigue] Investigate the culture of the Targiz
      Intrigued by his exchange with Rose, the Horned King sends out a team of elven observers and diplomats to see how the Goliath live, not under threat of war, but in their times of peace. Moving from town to town astride their great elks, the chosen from Caloth Mawr slowly learn the local language and customs, and spread some of their own.
    • [Intrigue] Investigate the culture of the Scions of Thalaz'ir
      Even as agents of the Horned King move south, another party headed by the King's daughter and left hand Arlais travels East, to the lands of the Scions. Arriving in Na'karat, they present themselves to the court of Haraman I and spend several years in cultural exchange with the fallen nobles of Arrakh-Rah.
    Last edited by TheDarkDM; 2020-12-13 at 01:00 AM.

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

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

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

  11. - Top - End - #461
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    ULD
    Regions 99, 100, 108, 109, 110, 130
    Tarandi

    Round 11 Actions:

    1. [Military]War with WAR. Attack the Bloody Hills (Region 138). Details Below.
    2. [Military]Send Hero Viho Icewalker, Fang in the North (9) to Quest in Unknown lands directly north of Bra's capitol (129). 19 Great Success
    3. [Military 5]A new Hero rises in Uldra! Nigen of Wolfenhall, Spear of the Magi. 8
    4. [Military]Raise 1 Unit.
    5. [Diplomacy]Begin Daezirn Isles translation Great Project (1,5)
    6. [Diplomacy]Continue Daezirn Isles translation Great Project (2,5)


    War Details:
    • Route: 130 > 118 > 138
    • If intercepted and win, fight on to 138.
    • Hero: Kari Icechaser (10) to duel in intercept battles (if applicable).
    • Tac Doc for intercept battles (if applicable): Skirmishing.
    • Duels rolled at 2d8. (Eauden 10 Size Bonus).
    • +1 to Battle Rolls (Eauden Spellcasting Miracle).
    • Tech Active: Viskari War Bows +1 to Battle.
    • Tech Active: Wolf Riders +1 to Battle.
    • Units sent: 7
    • Commander: VIS Aranin Anzash Carazor.


    Embassy Actions:
    • DAN
    • ELF

    Non-Actions:
    • Spend 1 SOS favor to stabilize ELF capitol (133)
    • Spend 1 SOS favor to Improve Viho to level 10 Hero.
    • Resist all unauthorized conversions and buyouts.
    • Support all Eauden conversions.


    News and Rumors:
    • After an uneasy cease-fire with Braye is called, High Chieftess Dara confers with Kosumi. They agree that focus needs to turn on the real villain, the Wardens of the Ancient Realm. A war council is quickly assembled, and Dara's sister Kari joins Uldra's warriors in marching off to war in the Bloody Hills alongside the army of Aran Viska.
    • Even as war is called upon WAR, peace with Braye is found for the first time in over a decade. With the death of the Thought-King, Kosumi's anger is finally laid to rest with him. Uldra agrees to concede the disputed lands (120) to Braye, and sends their regards to the new King. Eent the 2nd.
    • Not to be outdone by his fellow Hero Kari, Viho Icewalker, Fang in the North, sets off to quest in the frozen wastes, seeking land, riches, followers and adventure.
    • Kosumi's cousin Nigen has been absent from Wolfenhall for years, studying the ways of Eauden and perfecting his mastery over water and ice in Cristalmont. When he returns at last to the Nordgen capitol, it is as a full-fledged Hero, nicknamed Spear of the Magi.


    Ruler info:

    Dara Icechaser
    Diplomacy 4
    Military 8
    Opulence 3
    Faith 1
    Intrigue 2


    Last edited by PepperP.; 2020-12-12 at 05:53 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

  12. - Top - End - #462
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    Unit count: Five

    1: [Military] Invade Region 138, The Bloody Hills, with five units under the command of Aranin Anzash Carazor utilising the doctrine of Reckless Attack. The route of travel is via Regions 110, 119 and 118. The Aranin will duel if challenged, but not if there is no challenge issued.
    The Moot of Elders issues the following proclamation to all the realms of Tarandi and to the Truthseers, Sentinels of Stone and the Dream Speakers:
    The crimes of the Scavengers of the Carrion Ward, who call themselves Wardens despite their lack of concern for justice, have gone unpunished for far too long and we of the Moot of Elders of Aran Viska have been remiss in our failure to seek retribution against them. Too many good and innocent people have met their end at their bloody claws and talons and we will now inflict upon them the suffering they so delight in inflicting on others.
    We ask that none stand in our way lest they become caught up in our quest for vengeance for we will not rest until Yara of Hiverness, Mezanak Oshrik and the countless others they have slaughtered in their avarice and bloodlust have been laid to rest.
    For those who say we are cruel for not granting the murderous mistress of the Grey Lake one last chance to recant her philosophies and pay restitution for her misdeeds, we have already done so and she turned aside our messenger without even meeting with him. Violence is our only remaining course of action and we invite all those who share our grievances with the Scavengers to join us.

    Immediately following the dispatching of messengers to all the peoples of the land the Aranin gathers a great host and rides south towards the Bloody Hills, joining up with the great army of Arrok Uldra and Hiverness along the way. Blood shall be paid with blood, suffering with suffering, death with death.

    2: [Military] Raise one unit.
    3: [Military] Raise one unit.
    While the Aranin's host rides south to make war upon the Scavengers, the Moot once again sends out the call of arms to all the Nari. While most have at one point or another fought within the host, a mere handful have fulfilled their full obligations to provide warriors. In an effort to shame them, the Moot appeals to individual warriors to leave the service of their Nari and swear themselves to Iskandrazac, the God of War and Valour. They join under the command of Kalisthan Terridan, a warrior Sarak of some renown.
    In addition, those Nari who have sworn themselves to the Moot and the Aranin's host issue orders to their subordinates to call up more warriors to fill their gaps in their own warbands.

    4: [Military 10] Invent Bronze.
    Bronze
    Slot: Special Materials
    Resource Requirement: Tin or Copper
    Effect: +1 to battles, +1 to leader loss
    Cayshan smiths have stumbled upon a new material. By accident an apprentice to the master smith Verendan Kala poured molten tin into a container of molten copper. By chance he realised his mistake after only pouring in some of the tin. After giving him a clip 'round the ear, Verendan Kala experimented with the new material, and seeing it's potential, immediately started making bronze figurines, jewellery and weapons. Rather than hoard the new knowledge to himself he shared it with his fellow smiths and the rest is history.

    5: [Opulence 5] Create Trade Post in Region 112, Cayshan Ver.
    With the recent spreading of bronze smelting the demand for tin within Aran Viska has grown considerably and so the Moot of Elders has entered into an arrangement with the Lords of the Cayshan to expand mining operations rather than engage in mercantile tussling over the current supply.

    Nonactions: Resist all unauthorised buyouts, quests and conversions.
    Support all conversions to the Way of Eauden.

    Spoiler: News and Rumours
    Show
    Stuff and things.


    Spoiler: Named Characters
    Show
    Staran Illinvak - Aranin Sarak of Aer Caladon - 77
    Hazash Namakar - Aranin Sarak of Iskandrazac - 84

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 54
    Nar Razana Kalsharaz - Warchief of the Winter Wolves - 49
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 66
    Nar Rashan Iskavan - Warchief of the Shade Riders - 60
    Nar Tiran Tazanad - Warchief of the Mist Talons - 40
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 42
    Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 37

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

    Karalas Anviskad - Son of Talsharn Anviskad - 54
    Valeris Rey Halon - Highlord of Cayshan Ver - 46


    Spoiler: Ruler Information
    Show
    Diplomacy: 4
    Military: 10
    Opulence: 6
    Faith: 5
    Intrigue: 2

    Age: 57

    Expected stat increases:
    Last edited by Elemental; 2020-12-11 at 05:30 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  13. - Top - End - #463
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


    Sirrvadutr Flosut [The Tribe of the Sons of Sirrvat]
    Kiswa: Yatrhajidaat Gitj (211),
    (197), (212), (217)
    Chief Zarrkatl the Golden-Eyed
    Round 11

    Rolls: https://forums.giantitp.com/showsing...&postcount=993
    https://forums.giantitp.com/showsing...&postcount=994

    Actions:

    [Diplomacy] Go to Sewune Market event
    Subaction: Trade Blade Sharpeners for Bronze and Crab Claw Sails with Sewune

    [Military] Recruit 2 land units

    [Economy] Buy out Copper 202.3 Pottery: +1 =11

    [Economy] Buy out Copper 202.1 Pottery: +1 =15

    [Economy] Buy out Copper 204.1 Pottery: +1 =9




    Nonactions:

    Resist everyone who tries as much as step into our lands


    News and Rumors:




    Spoiler: Ruler stats
    Show
    Zarrkatl the Golden-Eyed
    Diplomacy 7
    Military 10
    Opulence 4 +1
    Faith 5
    Intrigue 5

    Specials used:

    New ruler: no





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

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

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


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


  14. - Top - End - #464
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D10
    M9
    O3
    F4
    I3

    Military: Send 7 units to assist the Nocturnal Hydra in their defense of their capital, led by Aesira Bladedance (Hero Score 9). (Assist in the defense of Region 280.)
    Diplomacy: Stabilize Region 279. (Success.)
    Diplomacy: Stabilize Region 278. (Success.)
    Faith: Convert Region 279. (Failure.)
    Faith: Convert Region 278. (Failure.)

    Stat changes: +1 Faith.[/QUOTE]

  15. - Top - End - #465
    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. DIPLOMACY 5 RECOLONIZE AZUMABA 17
    +1 Treasure

    2. OPULENCE 8 Raise City in region 124
    fluff to follow

    3. OPULENCE 8 Buyout Region 125 TP 1 16
    +1 Pottery

    4. OPULENCE 8 Buyout Region 125 TP 2 19
    +1 Pottery

    5. OPULENCE 8 Buyout Region 125 TP 3 18
    +1 Pottery

    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Spend 1 TSR Favor: Watch Through Many Eyes

    News and Rumors:


    Spoiler: Bookkeeping
    Show
    Leader: High Speaker Ereth Pasha
    D: 6
    O: 8
    M: 2
    F: 1
    I: 2

    Expected Stat Increases: +2 O

    New Ruler Next Round? no

    Treasure 3/5 (+2 passive)
    -1 (action)

    Military Units
    0/6
    4/4 Naval
    -Mon Ood Sen
    -Rosegust
    -Vai Ood Lur
    -Disparatus

    Heroes:
    - Cleis (8)

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

    Orgs:
    SOS Rep 2 Favors 0
    DSP Rep 2 Favors 0
    TSR Rep 2 Favors 1 Expected Change: -1 Favor

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

    Temporary Cultural Identity: Friendly Faces (Raid Resistance)
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (15)
    Expected Change +3
    - 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
    - 156 (Flax) TP
    Last edited by bupkis; 2020-12-12 at 07:22 PM.

  16. - Top - End - #466
    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 11




    Year 41-44 of the Kro Dynasty

    News and Rumors



    Actions Rolls
    • [Diplomacy] Colonize Region 300 (using Liege score 19! Success)
    • [Diplomacy] Attend Event in Kiswa
      Trade Coinage, Wardrums, and Composite Bows to SEW for Bronze, Crab Sails, and Wheel and Axle
      Trade Wardrums for Advanced Poisoning with Aed
    • [Diplomacy] [1/3] Build TSR tower in Highnest
    • [Diplomacy] [2/3] Build TSR tower in Highnest
    • [Opulence] O10: Create a technology
      Djinn Contracts
      Prerequisite - Writing(Kagahara), Coinage
      Resource - Shattered Runestone (or similar magic catalyst)
      The djinn of the desert are capricious spirits, dangerous to work with without terms etched in stone.
      You may spend 1 treasure as part of a secret action to hire djinn to do your bidding. Regardless of the success or failure of the action it is much more difficult to trace back to you.


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Accumulate 2 Treasure from Trading Posts (17 owned)


    Ruler Info
    D 2 • M 3 • O 9 • F 5 • I 4
    Expected Gains:
    +2 Dip

    The Vault
    Spoiler
    Show
    4 Treasure
    Shattered Runestone (TP1, City, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Horses (TP3, Region 302)
    Agave (TP2, Region 305)
    Fish (TP2 Region 276)
    Nahkla Stone (TP1, Region 292)
    Desert Bell Seeds (TP1, Region 291)
    Iron (TP3, Region 310)
    Onions (TP2, Region 270)
    Bloodfire (TP3, Region 278)
    Kelp Oil (TP3, Region 266)
    Sand (I forgot)
    Golden Lions (TP1, Region 300)
    Last edited by zabbarot; 2020-12-13 at 12:21 AM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  17. - Top - End - #467
    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. INTRIGUE Secret Action

    2. [DIPLOMACY] Press claim on region 156 by right of Holy Land

    3. [DIPLOMACY] Press claim on region 131 by right of Holy Land

    4. [MILITARY] Raise one unit

    5. [MILITARY] Raise one unit

    6. [FAITH] Change Holy Site 5 Bonus for The Ancient Ways to +1 to all defensive battles






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

    News and Rumors:

    A crimson vulture, he raced the sun
    A bloody king, a crown he won

    Pleasures aghast, he took to bed
    an ill repute for taking heads

    So sickly seeds now bare their fruit
    And rugged rabble follows suit

    A Crimson Vulture now dawn sees
    All too late, the sun raced to thee



    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: +1 Military, +1 Diplomacy

    New Ruler Next Round?
    No

    Military Units 4/6
    - Swarm
    - Jahoon's Retinue
    - Awoken rabble
    -Awoken rabble

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

    Embassies:
    - Sangar (SAN)

    Treasury: 3/5
    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


  18. - Top - End - #468
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 11
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH Continue Great Project "One Memory" 3/5]
      After decades of lying unattended, the museum of memory is attended again by the Quluq - a new Quluq, a new set of priorities.

    2. [FAITH 5 Craft Artifact]The Scorching Shield
      A cavalry shield, small and round, in brilliant gold. This shield glows with the sun's light, offering the great spirit's protection to those who wield it. The Ashir are owed a great deal by the Dolod, and Jana's delivery of Eae is merely the most recent in a long line of actions taken by the horsefolk that the Dolod have to be thankful for. A tool of war is forged at The Urelleru, contrary to the Dolod sensibilities.
      [+2 on Leader Loss Rolls]

    3. [OPU Buyout 318 TP1] SUCCESS
    4. [OPU Buyout 284 TP1] SUCCESS
      Out of curiosity, and in accordance with a request made by Reledeler, the Dolod attempt to secure trade with distant lands, home to great and exotic beasts.

    5. [FAITH Convert 304] SUCCESS
      As their liege continues to expand his secular power, the Dolod send forth their proselytizers to ensure that no one is without access to priests and holy sites dedicated to the True Dawn. The missionaries bring with them pottery painted with red dye, depicting the sun taming great sandworms. While the Dolod fully believe in their faith, they are not above convincing others to join through less than sacred methods.



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts
    4. Use Embassy to send Towers of Light (whatever they end up doing) to ASH.
    5. Use Embassy to send 1 Treasure to ASH.
    6. Accept Eae from ASH.


    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.
    • Eae is questioned as soon as they have had a chance to rest.
      - What is the sun revealing to you?
      - Where are you going?
      - Why are you disappearing?
      - Who is taking you?
      - What do the Dream Speakers want with you?
      - Do you have insight into how we can protect our young form the madness curse, aside from leaving them to the mercy of the witches?



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 2 -
    Military 1 -
    Opulence 7 +1
    Faith 5 +1
    Intrigue 3 -

    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
    E Towers of Light ? Silver resource, Masonry tech
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 8
    1. Clay, 299
    2. Clay, 269
    3. Shattered Runestones, 306
    4. Silver, 308
    5. Silver, 308
    6. Desert Bell Seeds, 291
    7. Kelp Oil, 266
    8. Sand, 301
    9. 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
    3 Current
    +1 Passive

    Special Actions Used
    F5 - Artifact
    Last edited by JBarca; 2020-12-12 at 11:13 PM.

  19. - Top - End - #469
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes




    ACTION!

    1.[Opulence] Buy Out Hemp from region 119 TP1 Roll: 15 (success)

    2.[Opulence] Buy out Old World Artifacts from region 125 TP1 Roll: 13 (success)

    3.[Opulence] Buy Out Woolly Sheep from region 131 TP1. Roll: 13 (success)

    4. [Diplomacy] Improve reputation with the dreamspeakers 1->2 Roll: 12 (success)

    5. [Diplomacy] Stabilize region 120 Roll: 16 (success)
    Rolls

    Spoiler: Non-Actions
    Show

    • Accept Embassy from the Dannu-Gaon


    Spoiler: News and Rumors
    Show

    • Thought King Kartoffel has been found dead at the bottom of the Cliffs of Klammen. He appears to have fallen off while doing his usual tantric meditation. The elders expressed their great sadness at this awful tragedy. They are just so, so, sad.
    • Thought King Eent the 2nd has been crowned by selection of the Elders of Braye.
    • The first action of Thought King Eent the 2nd is to accept the proposal from the Uldra to halt the war. Braye will keep region 120 in exchange for a non-compete agreement with respect to religion in Braye. By decree of Thought King Eent the 2nd, Braye has no official religion, the people are free to chose to believe what they wish.



    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: +1 Dip +1 Op

    New Ruler Next Round?
    Yes

    Thought King Eent the 2nd
    Rolls
    D: 4
    M: 1 + 1
    O: 2 + 1
    F: 3
    I: 4

    Military Units 5
    - none

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

    Embassies:
    - Elefteria

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    TP
    Other Owned Trading Post: TP1 Salt in region 109, TP3 Grousse Shark Braye region 129, TP2 region 124 Wood, TP2 119 Hemp, TP2 110 Caviar
    Last edited by m9p909; 2020-12-12 at 01:26 PM.

  20. - Top - End - #470
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    End of Round Eleven

    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!

  21. - Top - End - #471
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round Twelve Begin!
    Years 45-48

    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!
    • Round Twelve will last an extra week.
    • As a Holiday Gift, all players may take one additional Action during Round Twelve.


    Growth!
    • The Scrimthun Unity has become the Great Scrimthun Unity!
    • Shandolé has become a great kingdom, Á'Shansholí!
    • Eleftheria raise a city in Region 124


    Claim!
    • The Uzii have established a claim on region 7
    • The Sokau have established a claim on region 68
    • The United Abiherist Tribes have taken control of region 214!
    • The Fffolkkk queen has become ruler of region 265.
    • The Alodites fail to press their claim on 285
    • The Wardens of the Awakened Realms have begun pressing their claim on Regions 131 and 156


    Colonize
    • Eleftheria has recolonised Azumaba following the disasters there.
    • Crow’s Tribe has colonised region 300.


    Heroes!
    • The Arrok have recognised another hero, Nigen of Wolfenhall, Spear of the Magi (8).


    Quest!
    • With the discovery of the Blightlands to the West, hope spreads through Kiswa that the heart of the Gluttonous Shadows’ infestation might at last be within reach. Forewarned of the warped hostility of the land, Agatha of Mamut sets out alongside Dra Ranu and Oyem Kw’Mesihafi, piercing the outer jungle to brave the cancerous lands beyond. However, even forewarned as they are, the trio find no easy paths through the corrupt highlands. The very earth itself boils with putrid bile, forming a sucking bog that provides no safe haven when the heroes tire. Their first night, Dra Ranu attempts to hammer a hanging tent into one of the gnarled trees around them, only for the bark to shatter like glass and disgorge a torrent of sucking, stinging cockroach leeches. Only heroic reflexes save the Sewune hero from being engulfed, and the three are forced into a running battle against a carpet of chittering Blightspawn. After that, sleep holds little appeal.

      The land only becomes more alien as the heroes travel further West, surrendering even the suggestion of mortal forest to a land of nightmares. It is an unexpected blessing that the mountains grow more forbidding at the same time, for the heroes are able to scramble onto a rocky outcrop when they see the first crawling tree. Its roots transfigured into crab-like legs, its upper branches a writhing collection of forked tongues, the scent of the thing leaves no question that the sap falling like saliva is caustic venom. The sky above fades from blue to red, and for a week the heroes travel beneath a memory of the False Dawn. But it is not until they reach the wall of mountains separating Kiswa from Sikar that they grasp the enormity of the perversion.

      The sound of the Shadows is the first hint that their goal is close at hand, the foul mimicry of slaughter in some ways a welcome reprieve from the damp quiet of the land behind them. That reprieve fades as they press on, for the sound intensifies despite the absence of even a single Shadow. It is Oyem Kw’Mesihafi who finally divines the solution to the riddle, placing its wide eye close to a crevasse in the stone and withdrawing with a gasp. Shadows pack the caves beneath them like maggots infesting a bloated carcass, Shadows beyond counting if the sound could be believed. That sound becomes the heroes’ guide, as they follow its swells and eddies until at last they behold its source.

      Standing atop a high mountain ridge, the heroes behold what once must have been an idyllic valley. The traces of a waterfall and river are still barely visible in the murk, as are the rolling curves of hills and dales. All lost, beneath the skeleton of some titanic ape. Easily a mile from skull to toes, its bones rise like miniature mountains of their own, defying the sucking morass of still-bloody flesh and cartilage stripped from them. One enormous eyeball, still oozing vitreous fluid, looks up at the heroes as they behold the vivisected landscape. Shadows crawl over and through the remains like flies, gorging themselves on a seemingly inexhaustible supply of blood. And wrapped snugly in the ribcage, no doubt cradling the withered remains of the great beast’s heart, is the fecund root of the Shadows. A Slithering Womb of nightmarish size, pale flesh flushed a ruddy crimson. It beats in savage mockery of a living heart, and with every contraction more Shadows come streaming out of the great beast’s corpse. Here, where the Shadows began, perhaps they can be destroyed.

      [The Mother of Shadows has been discovered at the heart of the Blightlands, attended by a truly staggering number of its children. If the Heroes of Kiswa and Sikar are to have any hope of slaying it and perhaps crippling its brood, they must draw away the guardians. 20 Units of Gluttonous Shadows infest Region 205. Any Kingdom with access to the region may attempt a scaling Intrigue check to lure away a number of these Shadows. The TN to lure the Shadows is dependent on how far they are being lured. Drawing the Shadows to a region one or two regions distant from 205 is a TN 12. This TN increases by 1 for every additional region the Shadows must traverse to reach it. Success on this check draws a force of 5 Units worth of Gluttonous Shadows to a given area. Succeeding by five or more against the TN instead draws 8 Units worth of Gluttonous Shadows.

      Epic Quest - Shadow’s End. Heroes with access to Region 205 may attempt a TN 26 Epic Quest to seek out the Mother of Shadows and destroy it. This TN increases by 1 for every Unit of Gluttonous Shadows currently occupying Region 205. Therefore, if attempted before any Shadows have been lured away, the functional TN of the Epic Quest rises to 46.]

    • Petal Head undertakes an errant quest into region 49, leaving terrified converts in his wake.


    War!

    Spoiler: Bel-Dan Armada Invades Region 186
    Show

    Bel-Dan Armada: 4 land Units, 3 naval Units, Ren-Pera-Don (Hero 10), 1 Treasure = 26
    Native Defenders: 1 land Unit, Native Commander (Mil 10) = 20

    Accepting an opportunity to distinguish himself, Ren-Pera-Don leads a vast fleet of Bel-Dan warships and their eager crews north while Ren-Cha-Fen busies himself with affairs of state. Departing the Northern Kiswa shore, the Bel-Dan vessels move with their characteristic speed and affect their landing before the local tribes even realize their danger. By the time the Bel-Dan ships have begun their plundering sweep along the coasts, though, the eldest son of the most prominent tribe forces his people into action. Gathering a slapdash confederation of five tribes, he leads them against Ren-Pera-Don’s inland forces. However, while evenly matched in their strategic ability, the materiel advantages of the Bel-Dan prove insurmountable. Supply lines that might be vulnerable to sabotage prove surprisingly resilient due to Anbroch mercenary forces, while the initial invasion force is so well provisioned that their rapine of the local settlements is driven purely by avarice. It is in one such victim of Bel-Dan sack that the native forces finally engage the Southern pirates, their commanders leading from opposed hills as warriors battle in the lowland between. While the islanders endure for nearly three hours, they have little hope of prevailing against the Bel-Dan, and by nightfall the elder son appears to present his spear in surrender.

    The Bel-Dan Armada is victorious! The Bel-Dan lose 1 land Unit and 1 naval Unit. Region 186 is in Unrest!


    Spoiler: Henanda Invades Region 190
    Show

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

    Followed by the prayers of her people and accompanied by a force of Sirrvadut mercenaries, Ecimōnā leads the warriors of Henanda into the unconquered East. Outnumbered and shaken by the strange spirits invoked by the attacking shamans, the local tribes nevertheless rally in a defense, descending on the Henanda as they near the coast. His strategy reliant on taking advantage of the fatigue and ill supply of a long march, the native war leader is dismayed to see the Henanda withstand his warriors’ initial charge. Horn blasts signal a retreat, but bloodlust and the chaos of the battlefield prevent the native warriors from a clean withdrawal. Those that survive to stumble from the dust of battle are too dazed to reform for another charge, and soon realize their enemy is quick in following. Most throw down their arms, while their leader throws himself from a coastal cliff in shame.

    Henanda is victorious! Henanda loses 1 land Unit. Region 190 is in Unrest!


    Spoiler: The Uzii Protectorate Invades Region 18
    Show

    Uzii Protectorate: 5 Uzii land Units, 6 Deru land Units, Sword-Strike Stoneborn (Hero 10), duelling (won), Black Iron Weapons = 39
    Native Defenders: 2 land Units, Native Commander (Mil 9), duelling (lost) = 18

    Turning their attention away from Northern Mamut, the Uzii Protectorate launch an invasion of the Western reaches even as the Deru lead their own forces into the region. Neither side is willing to surrender the right of conquest without a fight, and so a makeshift arena is cleared in the no-man's-land between the two armies. The elder deru Leafhair strides from the moving forest of his warriors to face the Black Iron blade of Sword-Strike Stoneborn, and the peace of the grassy plain cracks beneath thunderous blows. For all his superior size and strength, Leafhair is a deru in the twilight of his life, and the nimble ex-Sentinel is well accustomed to facing behemoths. Dodging the sweeping blows of Leafhair’s arms, Sword-Strike assails his legs with a blade far stronger than even deru bark, sending shards of living wood and gouts of sap sailing across the plains. The hero catches a kick to the chest for his trouble, sending him skidding along the plain as Leafhair struggles for balance, but when the deru leader looks down towards the fallen Sentinel, they have already disappeared. It is only then that Leafhair feels the tread of boots on his back, and looks up to see the Black Iron poised above his eye. An honorable surrender is the only recourse.

    The battle that follows is a cruel reflection of that epic duel, as a massive army of uzii and deru descend on a people wholly unsuspecting of the tide. The warleader of the area, ever alert for incursions by the ghouls of the North, mobilizes her meager forces in good order and with speed, but not enough to forestall her destroyer. The prowess displayed by Sword-Strike proves more than a match for the Warlady when she leads her doomed assault on the uzii line, as towering deru trample her warriors underfoot only for them to be beaten to mulch by the passage of uzii hooves and battle toads. The massacre is total, and as they move on from the bloody field the uzii march through the homesteads of terrified locals, a specter of death far more real than the long-feared Crimson Kingdom. Long exploited by the questing heroes of the East, the locals can only watch as their meager stores are ravaged by passing bands of uzii, leaving them trapped in starvation’s cold grip.

    The Uzii Protectorate is victorious! The Uzii lose 1 land Unit. The Deru lose 1 land Unit. Region 18 is in Unrest! Already driven to the edge of order by questing Heroes, the people here will surely suffer if drastic actions are not taken. An Opulence Great Project is required to re-seed their farms and restore their herds, and until it is completed bands of brigands will depart Region 18 for greener pastures.


    Spoiler: The Blackfire Incursion
    Show

    Scions of Thalaz’ir: 3 Scion land Units, 10 Crimson Kingdom land Units, Chepri (Hero 7), Bronze, Redstone Clubs, Horned Cavalry = 42
    Blackfire Incursion: 9 land Units, Demon of Vengeance (Mil 10), Blackfire Axes = 28
    Marching with implacable speed and inhuman endurace, the Blackfire Incursion sweeps through Northern Mamut, setting dark fire to everything they touch. Though their ancient grudge drives them to destroy the descendants of Arrakh-Rah, they offer no mercy to the peoples unfortunate enough to stand in their way. Evading an army of the Sokau, they burn like a wildfire through countless villages and small towns, killing many and enslaving the rest in the clutches of the Blackfire. With every victory, their ranks swell, and even the meager arms of these ensorcelled conscripts glow with baleful ghostfire.

    It is in the Blessed Vale itself where the Incursion finally meets its end, as the charred revenants form a flickering battle line across from the assembled forces of the Crimson Kingdom and the Scions of Thalaz’ir. Despite their previous single-mindedness, the archers of the Crimson Kingdom display a strange understanding of the Blightspawn, loosing waves of their orichalcum-tipped arrows not to impact the mass, but instead to lure them into the ideal terrain for the Kingdom’s lancers. Despite the skepticism of the Scions’ soldiers, the Blackfire Revenants truly do follow the path of the arrows, drawn like flies to honey even as Chepri readies her warriors for a devastating charge. The Daughter of Darkness sweeps down on the Revenants in their moment of greatest disarray, testing ghostfire with mortal bronze and cinnabar. The terrible spirit driving the Incursion rages in response to the charge of men and elves, and many are cut down by the cold black flames. But Chepri’s leadership far outstrips that of an ancient curse, and the revenants fall in droves, consumed from within by the very black fire that sustained them.

    As a foul smoke rises to spread over Mamut, Chepri moves among the fallen, the dark hunger in her heart calling back souls teetering on the edge of mortality. Elf and Scion alike answer her divine call, and soon an army of the dead stands once more within the Blessed Vale, pale blue light flickering in dead eyes. Atop the hill where he’d commanded the archers diversionary barrage, the Horned King’s eldest son Ceron looks down on the Thalaz’ir princess’s dire work, and sees at last an Easterner worthy of his affections.

    The Scions of Thalaz’ir are victorious! Scions lose 1 land Unit. Crimson Kingdom loses 3 land Units. Scions raise 3 Cometborn Units.


    Spoiler: Clan Alqar Invades Regions 48
    Show

    Clan Alqar: 5 land Units, Lord Asweld (Hero 9), duelling (lost) = 26
    Native Defenders: 1 land Unit, Native Commander (Mil 9), duelling (won) = 23

    Even as their home is assailed by the Blackfire Incursion, the ambitions of Kylisa know no bounds. Dispatching Lord Asweld Ar-Konish to act as her executor, she seeks mastery over the fertile Eastern lands. The slavers there respond quickly, unifying their personal retinues of slave bodyguards into some semblance of an army under the command of a great champion of the fighting pits. Unschooled in war but well-versed in human nature, this scarred giant whips his warriors into a frenzy before leading them on a heedless charge towards the Alqar line. Secure in their numbers, the warriors of Alqar are stunned by the lightning assault, and scramble to form a battle line as the slave soldiers pierce to the very heart of their encampment. It is here where the champion sets eyes on Lord Aswell, and setting eyes on the hero of the Alqar he raises his spear in challenge. Aswell is quick to accept, the teachings of the Trinity of Light held firmly in his heart, but cruel fate turns against him. Despite their equal abilities, the battlefield twists around Aswell, compromising his footing and his vision at every turn. The seasoned gladiator is quick to notice, and makes a show of unmaking the Alqar’s hero. Shallow cuts bloom across Aswell’s body, robbing him of strength even as his opponent dances out of reach, kicking up sand and mud into his eyes. Blind to the battle around him, Lord Aswell does not even see his warriors as they begin to turn the tide, and he is still desperately searching for his opponent when he is stabbed through the back. Lifted on the end of a gladiator’s spear, he dies choking on his own blood, only for his warriors to arrive and hack apart his slayer.

    Clan Alqar is victorious! Lord Asweld is slain in duel! Clan Alqar loses 2 land Units. Region 48 is in Unrest!


    Spoiler: The Scions of Thalaz’ir Invade Region 49
    Show

    Scions of Thalaz’ir: 3 land Units, Haraman (Mil 10), duelling (lost) = 20
    Native Defenders: 2 land Units, Native Commander (Mil 8), duelling (won) = 24

    Embracing the fortune promised by his faith, Haraman leads the faithful of the Trinity on a third and final war in Mamut. However, that confidence proves a fatal poison to the warriors of the Scions, as their advance slows to allow for plunder. The delay allows the local warriors to disappear into the wilderness, appearing only when they have an advantage to harry detachments of the Scions’ main force. Hoping to break the morale of their attackers, the warlord of the region seeks out Haraman himself, challenging him at the midpoint of a river ford separating both armies. The battle that follows is a near run thing, as Haraman and his opponent dance across the water like spirits, the spray of their clash slowly transfiguring from white foam to red mist. Catching his foe with a glancing blow across the shoulder, Haraman is rewarded with a far more telling strike to his core, as the warlord’s barbed club draws rivulets of blood from beneath Haraman’s armor. Still, he fights on, knocking away the warlord’s feathered helm even as blood loss begins to take its toll. At last, with a lucky strike Haraman disarms the other warrior, but rather than dive for his club the warlord balls a fist and slams it against his injury. Gasping for air, Haraman staggers back, only to be swiftly enveloped by his warriors who sound a retreat. It is only later, as the natives collect their own dead, that they realize none of the Scions remain upon the field. Chepri’s disciples have seen to that.

    Native Defenders are victorious! Scions lose 1 land Unit. Native Defenders lose 1 land Unit. Scions raise 1 Cometborn Unit.


    Spoiler: Alskan Consumed
    Show

    Ta-Seti: 10 Ta-Seti land Units, 7 Naherin land Units, 5 Hydra land Units, 4 Hydra naval Units, 1 Sentinel land Unit, Neferkare (Hero 10), Golden Lion, Composite Bows, Black Iron Weapons = 53
    Gluttonous Shadows: 6 Consumed, Consumed Oraora (Mil 10) = 25

    While Alskan suffers under the reign of its resurrected queen, the largest army yet seen in the age gathers to cleanse the land of the Gluttonous Shadows and their foul Consumed. At their head rides Neferkare atop his Golden Lion, and they surge North with vengeful fury. The response of the Consumed is immediate, as hordes of the twisted, red-chitined monstrosities erupt from the sands of abandoned villages, only to be joined by cacophonous flights of Gluttonous Shadows when the sun sets. Unlike the methodical extermination of the infestation to the East, the armies of Sikar are forced into a protracted battle against the Blightspawn, sleep coming only when it is bought with relentless slaughter and stout palisades. It is a nightmare that will follow many of the warriors to their graves, but over the months of campaign the masses of Sikarian warriors force the Shadows to give more and more ground. It is only at the end of the campaign that Neferkare sets eyes on the Nocturnal Hydra’s capital, the site of his final victory.

    Bursting through rotten gates, the warriors of Sikar behold a city transformed into a dim reflection of the Blightland of Kiswa, the very sand crumbling beneath the weight of the Shadows’ miasma. Men and women choke back their bile as they advance against the dregs of the Consumed, as Neferkare leads his bodyguard directly to reclaim the palace. That is the last anyone sees Neferkare, for when his forces converge to congratulate him on his victory they find only blood, bodies, and the dying heap of his Golden Lion. Its glowing hide riven by wounds, it struggles for breath even as the red corruption of the Consumed tries and fails to spread deeper, some part of its blood clearly anathema to the Blightspawn. But even the blessed beast cannot escape death’s touch, passing even as the nearest warriors cleanse its wounds with fire. It is a costly victory, and Oraora is nowhere to be found in the capital. Clearly she has withdrawn to the wilds, to menace her former people with the last vestiges of her monstrous brood.

    Ta-Seti is victorious! Consumed lose 5 Units. Neferkare is taken by the Consumed! Ta-Seti loses 1 land Unit. Naherin lose 1 land Unit. Hydra lose 1 land Unit. The Consumed recover 1 Unit from the dead. The Nocturnal Hydra loses 1 land Unit from the Gluttonous Shadows’ continued presence. Trade Post 3 of Flavored Water is now unowned as the Shadows devour the local merchants.


    Spoiler: Ixkarr Invades Region 1
    Show

    Ixkarr: 2 land Units, 3 naval Units, Karra (Mil 8), duelling (won), Foothold, Nemesis, Seek Aid, Truthseer Reputation = 37 additional +1 on leader loss roll (seek aid)
    Native Defenders: 1 land Unit, Native Commander (Mil 4), Deep Water = 22

    Assailed in the East by the combined might of the Ashiran Sultanate and Ta-Seti, assailed from within by the disdain of Tsakra, Karra’s loyalists set themselves on a desperate course. A mass exodus of Clan Exkerreth, Rathox, and Karethax ensues, as families follow warriors to the straits in the North, wagering all on a final decisive battle for a new home in Mamut. Once more, the dwindling defenders of the region gather their strength, unaware of the desperate situation of the Ixkarr but certain nevertheless of their doom. The mighty hetman that defended them in years passed is dead by orcish hands, and his successor is but a shadow in comparison. Still, to his credit the man assumes the now-traditional stance of challenge, not upon the sands but upon the hills overlooking the Ixkarr’s ramshackle shoreline bastion.

    When Ixkarr’s warships begin to land, that bastion is tested. And to the natives’ despair, it holds. Warriors that had fought the Ixkarr in their prime now fight as older men, or have fallen to age and sent their sons. And while they do not lack in courage, they cannot match the fierce destiny that burns in the heart of every Ixkarr warrior. Karra leaps from her flagship into the melee just as the hetman attempts to rally his forces, leaping over the greater part of the clash to engage the man directly. Armed with a grim and weathered mace, he fights as a man possessed, testing Karra’s skill despite his own failings. Once or twice, he almost has her, but with every failure to seize victory his own strength diminishes. At once, Karra spots an opening, and with a mighty blow shatters the bones of his left arm. The mace falls limp to his side, and he is forced to watch as the last of his warriors are swept away.

    Ixkarr is victorious! Ixkarr loses 1 land Unit. Region 1 is in Unrest! Region 1 becomes the new Capital of Karra’s kingdom, and gains a Required Resource to be detailed in its region writeup. Ixkarr ceases to be a Capital, and loses its requirement for Wood as its population and prominence dwindle.


    Spoiler: Soreni Invade Region 261
    Show

    Soreni: 6 land Units, Heskrath (Hero 8) = 34
    Native Defenders: 1 land Unit, Native Commander (Mil 6) = 21

    Eager to overcome their reversals of fortune in years past, the Soreni march South in pursuit of new land and new subjects. Enjoying the advantage of both superior numbers and superior experience, Heskrath’s army occupies a number of crucial positions through the tundra. The region’s largest farming settlement falls first, and from there Soreni patrols harry the local defenders without committing to pitched battle. After months of guerilla warfare between both sides, the untried local commander makes an ill-fated attempt to storm the center of the Soreni war effort, and quickly finds his entire army encircled by the Northern saurians. Seizing the opportunity, Heskrath massacres all resistance, leaving the region wholly under Soreni control.

    The Soreni are victorious! Soreni lose 1 land Unit. Region 261 is in Unrest!


    Spoiler: Á'Shansholí Invades Region 175
    Show

    Á'Shansholí: 7 land Units, Edge (Hero 9), duelling (lost), Black Iron Weapons = 34
    Native Defenders: 1 land Unit, Native Commander (Mil 10), duelling (won) = 20

    Seeking to expand their coastal holdings along the whole of Western Tarandi, the elves of Á'Shansholí march in force on the goblins to their West. Cautious as ever lest they throw away life eternal, the Shani are quickly outmaneuvered by the canny natives, who emerge from their hidden caverns near the end of a long march, as the sun is setting at their back. The goblin charge collides with brutal fury but only meager effect against the scrambling Shani line, but it gives the goblin’s king an opening. Slipping through the front line, Merik Horsehair bellows a challenge to Edge, one that the elven leader cannot ignore. Stepping forward to join the duel, Edge quickly finds himself outmatched by the strange warlord, as even his practiced speed and strength prove unequal to his foe. A stone-toothed axe costs Edge two fingers on his left hand, and only the elf lord’s armor saves him from a cleaving blow to his clavicle. Dazed and gushing blood, Edge is spirited away by his bodyguard, leaving Merik Horsehair to face the full battle line of the Shani. His forces routing or dead behind him, he tosses his axe to the ground with contempt. The Shani may have come in sufficient force as to be nigh-invincible, but the conquerors have been bloodied.

    Á'Shansholí is victorious! Á'Shansholí loses 1 land Unit. Region 175 is in Unrest!


    Spoiler: Aran Viska Intercepted in Region 119
    Show

    Aran Viska: 5 land Units, Aranin Anzash Carazor (Mil 10) = 30
    Native Defenders: 1 land Unit, Native Commander (Mil 6) = 13

    Travelling to aid the Uldra in their invasion of the Bloody Hills, the warriors of Aran Viska find themselves assailed by local warriors unwilling to allow free passage of their lands! While the natives descend with great sound and fury, it proves insufficient to dismay the half orc warriors, who respond with a battle cry of their own and rush to meet the charge. Seated at the center of his line, the Aranin watches as his forces smash through the raiders, though not without losses of their own. Unbeknownst to the Aranin, he has destroyed all organized resistance in the area, but rather than press his advantage he continues on to his honor-bound fight against the Wardens.

    Aran Viska is victorious! Aran Viska loses 1 land Unit. Native Defenders lose 1 land Unit. Region 119 becomes undefended. Aran Viska continues on to the Bloody Hills.


    Aran Viska conquers Region 138 with the aid of The Arrok of Uldra without opposition. Region 138 is in Unrest!

    Terror!
    • Something is amiss in the seas beyond Bhaile-Koma! Multiple fishing boats, and even a few merchant vessels, have gone missing in the area, without survivors or even wreckage to speak to the circumstances. The deru are not creatures of the sea, but their vassal peoples begin to whisper of some great curse lurking beyond the shallows. Eventually, a brave young Ilian becomes determined to solve the mystery, and sets out with a group of companions. A week passes, and most have given the adventurers up for dead, before the leader appears clinging desperately to driftwood. Parched almost to the point of death, he still manages to sputter a warning - of a terrible yellow eye that rose from the deep, of teeth that crested the waves like the deru themselves, of its terrible scream as a dozen blowholes ejected steaming blood. It shattered the adventurers’ boat and drew most into its maw, but by some stroke of luck the tide was on the leader’s side. Before falling into fitful unconsciousness, he recalls one more thing, briefly glimpsed as the waves surged around him. The creature was growing legs. [Bhaile-Koma enters Unrest as tales of the leviathan circulate! If the one witness can be trusted, a Blightspawn of truly unimaginable proportions approaches from the South.]
    • As the last revenants of the Blackfire Incursion fall in the Blessed Vale, the poisonous smoke of their mummified bodies rises high into the air. The plume can be seen for miles, widening out until it almost resembles a mushroom of cinder and smoke. Then, the ash begins to fall. Spared by the wind, the Blessed Vale can only watch as its neighboring regions become the final resting place of the Revenant Ash. Months pass, and many forget the eerie phenomenon, until a shepherd in Dek'varro is found torn to pieces. The killer is quickly tracked by Alqar hunters, for it is hardly difficult to follow the path of a shambling corpse! The living dead’s feral attack is quickly defeated by the hunting party, but soon similar attacks are reported in No-Climb Cliffs, The Upper Vale, even the lands of the Crimson Kingdom. Something must be done, lest the Blackfire Incursion spawn a terrible doppelganger. [Regions 26, 29, 31, 33, 42, and 43 have been affected by the Revenant Ash! They may be purified with a TN 12 Faith check. Failure will result in a mass uprising of the dead in the near future!]
    • Ta Seti still roils in the aftermath of the fiery Stelae, faith in Pharoh Shebiktu only weakening as he tries and fails to restore order. As the common people talk of open rebellion, Shebiktu’s own sister senses an opportunity. Slipping away from court, she gathers a group of war chiefs and champions willing to swear their loyalty and their lives towards seeing her crowned. Her preparations complete, she emerges with 3 land Units, led by her chosen champion (Hero 7). [Ta-Seti has entered Rebellion!]
    • Without warning, the Argent Swarm returns! Emerging from hidden recesses beneath the Silver City, a small horde of the creatures rampages through the Soreni capital before they are finally slain. The dead number in the hundreds, causing unprecedented outcry against Gothek’s leadership! His detractors begin to openly accuse his foreign adventures for distracting from affairs at home, and murmurs spread of more violent opposition if he does not step down. [The Sor Dunes enter Unrest, as an inexplicable eruption of the Argent Swarm terrifies the populace. Worse, shadowy figures seem to be urging action against Gothek! The TN to stabilize the Sor Dunes increases by 2 (TN 14) unless Gothek steps down this round!]
    • As all eyes watch the progress of the Consumed in Alskan, the Gluttonous Shadows appear once more from the East. Recovered after their initial foray down the coast, they descend on the newly-colonized Dubwul. [Dubwul (Region 204) has become infested by the Gluttonous Shadows, who will continue their reign of slaughter unless stopped! Force of arms on a wide scale is required to drive off the Shadows, but the infestation rolls to resist eradication with a +13, and attempts to activate the Charnel Night Tactical Doctrine with a +7 roll. If not unseated, the Gluttonous Shadows will cause Unrest in the region, randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and continue into the next round.]
    • Aranin Anzash Carazor is found slain in his tent in the Bloody Hills! Surrounded by his own warriors and those of his Uldran allies, it seems the perpetrators were true masters of their art. They may well have escaped without a trace...were it not for their murder weapon. The Aranin is found beaten to death with a dented lead slab, bearing upon it a dire threat of war!
      Spoiler: The Declaration
      Show
      To the surviving members of the Moot of Aran Viska,

      Over the past forty winters, I have had the unique experience of observing and interacting with the Viskari and you, their leaders. It has been a tempestuous time. Mezanak, the greatest among you, was killed. Your sacred blade was stolen. Despite these and other setbacks, you have not faltered in your steady expansion, and several times you have directed your ire at your enemies, the Wardens of the Ancient Realm, whether through the exploits of Vanaruk or the march of your armies through the territory of our people.

      During this time, you have made numerous claims in which the Moot appeared to be often wrong but seldom in doubt. Claims to territory, claims to resources, claims to a curious and ephemeral high ground of virtue, morality, and righteousness even as you sent - or failed to restrain - settlers to the north who proceeded to fertilize the land with their bodies. In each instance you felt the need to send a written missive to explain your grievance with the rulers and individuals in question who had stymied your ambitions. Indeed, I still have the one you sent me, questioning why under the moon the Clans would refuse to provide solid aid to your quest for ‘justice.’

      It is simple. Your justice is a self-serving lie, albeit an enduring one. You, the leaders of the Viskari, have reacted the same way to the loss of the Rime Blade as you did to the loss of Mezanak, and for the same reason - intrinsically, they meant nothing to you. You mourn not the loss of precious life and sacred treasure, but the loss of the services and power they granted you. You condemn a single slaying, but the growth of your borders was accomplished by the sword. You declared that what was theirs was yours and killed all who disagreed. And while the Clans have done this as well, the Wardens, ironically, have not, even choosing not to resist your recent invasion.

      You even misunderstood Skystruck Tree’s response to your demands to hand over Mezanak’s killer, believing that it was a statement of pride in inferior morals. It was in truth a warning about holding in your heart a Viskari-centric view of a world which in its history has had many rulers but only one rule: you can have whatever you can take for as long as you can keep it. You have continued to waste Viskari lives and everyone else’s time while murdering your way across the west and playing the victim, often at the same time.

      And I say enough.

      Let this message and the manner of its delivery serve as a declaration of a blood feud - war, in the parlance of other nations - between the Star Kingdom of Solais and the Moot of Aran Viska. This is no mere feint at the border. War is coming, though not as you have known it and not as you might expect it.

      This is not a war of culture. The lives of ordinary Viskari will only change for the better under the Clans. If they even notice a difference it will be that they have more control of their local governance.

      This is not a war of justice. You stand shoulder-deep in the same steaming lake of blood that we all do. You are simply the only bathers in denial about it.

      This is not a war of religion. You may keep your faith, though it will not save you.

      This is a war of silence. For if you cease your claims, your complaints, and your prattle about an arbitrary concept of right and listen... you will hear the howling of our wolves and you will know that your time in power is done.

      We do not demand your heads on a spear. You can surrender and even flee. We will not pursue, but ere long the lands of the Viskari will answer to Star’s End, and become part of the Solais constellation. Do right by your people, for the sake of novelty if nothing else, and do not drag them into a futile struggle for your aggrandizement. Resistance will not change the outcome, only its timing. Do not bother sending engraved bluster to my lodgings by way of courier. When we cross the border, we shall see what you have decided.

      Sincerely,

      Calder, Thane of the Stag, Boss of the Star Kingdom of Solais, called the Stoneheart.
    • Contacted in secret by representatives of the Wardens of the Awakened Realms, Kari Icechaser of the Uldra is tempted into betraying her people! Defecting to join the Wardens is a stain on Kari’s honor that will never lift, and even as she ascends to a high place among the scavengers she is marked as a Betrayer! [Kari Icechaser becomes a Betrayer Hero in the service of the Wardens of the Awakened Realms! The Wardens of the Awakened Realms suffer a -4 penalty to retaining her service against subsequent Incite Betrayal attempts.]
    • Even as their missionaries continue to spread the doctrines of their faith through Tarandi, a party of the Children of wholly different mein appear in the Southern reaches of the Sidhe Valley. Wrapped in robes of bright indigo cloth and girded in backed leather, the Children number almost fifty, and travel only deep enough into Solais territory to make their presence known. There they wait, pitching tents beneath long, barbed spears until a speaker of the Star Kingdom appears. For these Children are not missionaries, but hunters, driven by their faith to seek the Blightspawn prowling the unexplored reaches of the North. They request safe passage through Solais, and then through Aran Viska beyond, that they might complete their pilgrimage. [The Star Kingdom of Solais and Aran Viska may allow the passage of the Children with a non-action. Denying the Children passage but allowing them to remain may have unforeseen consequences. Alternatively, either kingdom may attempt to forcibly disperse the Children with a TN 12 Military action.]
    • The Great Mother’s arrival is still fresh in the minds of all Tri'Meloa, so when the earth begins to shake once again they stream from their homes to see the ivory serpent in all her magnificence. This curiosity saves many lives, for the shaking in the ground only intensifies, until the mountains themselves seem to sway. Great rifts open in the plains, spewing caustic gasses, and buildings that have stood since the war with the Shani tumble into ruins. The earthquake lasts for several minutes before subsiding, and while there are blessedly few fatalities, the region is left in disarray. Tri’Meloa (Region 140) enters Unrest as a massive earthquake strikes!


    Organizations!
    The Sentinels of the Stone
    • ANB pry upon the secrets of the Sentinels forcibly, desecrate their Stones, and lower their reputation from 2 to 1!
    • FLK contribute the most itinerant Maze-runners to the SOS and gain 1 Favor!
    • SCR contribute elite soldiers to the SOS and gain 1 Favor!
    • SHN spend 2 Favors to establish a claim on the SOS HQ of 178 and raise their Reputation from 3 to 4! Alexios sails to Shandolé!
    • SKO spend 1 Favor to clear the dangers of 299 stabilizing it!
    • SOL raise their Reputation from 2 to 3!
    • SOR contribute elite soldiers to the SOS and gain 1 Favor!
    • UBT contribute the questing warriors of Yegin's Merry Men to the SOS and gain 1 Favor!
    • ULD spend 2 Favors to Stabilize Thade (133) and Test the Mettle of Viho Icewalker raising his Hero Score from 9 to 10!
    • VYG contribute a butho of blight-tested warriors to the SOS and gain 1 Favor but are displaced by strangers in the halls of the Sentinels who whisper of strange elves in their inner circle. VYG becomes Reputation 2!

    The Dreamspeakers
    • BDA raise their Reputation from 1 to 2!
    • BRA raise their Reputation from 1 to 2!
    • IXK spend 1 Favor to Dream of Frontiers braved within the Maw of Sikar!
    • SCR construct a great and wondrous center of arts, a prized cornucopia of opulence, sophistication, and groundbreaking cultural blending of continental works is found in the realms of the Thunspeaker
    • SEW spend 1 Favor to raise their Reputation from 0 to 1!
    • SHN spend 1 Favor to regain their 1st TP of Furs in Shandolyn from the Dreamspeakers!
    • SKO spend 1 Favor to raise their Reputation from 0 to 1!
    • SOL spend 2 Favors and 1 Reputation to Dream Unseen Bounties of Tundra Wolves in the Silver Plains, lowering their Reputation to 2, improving the Resource to Good, and gaining the TP!
    • TRL spend 2 Favors to Dream of Frontiers, a host of lands never seen by Troll kind before!
    • VER raise their Reputation from 2 to 3

    The Truthseers
    • ALQ composes their oral history of noble blood into a codified document with hands on help from Warchief Kylisa and gain 2 Favors!
    • DAN changes rulers losing their reputation as First Disciple of the Four Winds and lowering to 3.
    • DER raise their Reputation and maintain Reputation 3 during their turnover of political power.
    • ELF spends 1 Favor to Watch Through Many Eyes. May Truth Prevail.
    Last edited by TheDarkDM; 2020-12-14 at 08:23 PM.

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

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

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

  22. - Top - End - #472
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    Default Re: Empire 6: Embers of Dawn IC

    Investigate!
    • Blessed with a single clue by an aged shaman, the mystics of Sewune continue their search for answers. Descending to the ancient bunkers of their peoples’ youth, rituals of staggering complexity are performed, driving many of the participants to exhaustion over weeks of fasting, chants, and the invocation of old spirits. As the trial continues, all feel the weight of the living stone around them press in as it never has before, and eventually emerge with a muddied report to King Yorik. An echo of suffering still endures deep in the roots of the forest, past soil and even bedrock, in the dark places no living Kiswan can truly ken. The nature of that echo paints the earthquake not as an attack, but as a defensive lashing out, as though some great transient spirit had momentarily perceived the Sewune as its enemy. Now, only an echo remains - whatever being is being forced to endure such earth-shattering pain, it has moved on from Kiswa.
    • Hoping to gain a greater understanding of their Western border, the Vygra dispatch scouts into Region 238. Unfortunately, the weather turns against the enterprise almost immediately, as unseasonal storms sweep a blizzard up from the South. The scouts are forced to contend with the elements and the unfamiliar terrain, and the situation soon grows so dire that those who are able return to Vygra in failure. Those who choose to pursue their mission do not return at all.
    • While the Sentinels prove largely resistant to the Anbroch’s attempts to weedle answers from them directly, they cannot forestall the tenacious dwarves entirely. Eventually, one flustered aspirant lets slip that the Stone is no ward at all, but an anchor, and this sets the Anbroch on a different course. Blightspawn corpses drawn to the Stone are not repulsed - if anything, it is the Stone that reacts, the glyphs coating its surface flaring to bright and terrifying life in the presence of lingering Blight. Enlisting the aid of potent wood-witches, the Anbroch divine all they have learned, and begin to see that the Standing Stones serve no purpose against the Blightspawn themselves. Rather, the Standing Stones pierce through to the World Soul, pinning something other between the waking world and that realm of spirit. However, none can speak with any confidence to the nature of that other force.
    • Continuing her examinations of the Slithering Wombs, Fiona MacDool unfortunately discovers no further means of infecting the Shadows. Their bodies, affronts against nature such as they are, overcome any slower acting venom too quickly to reliably infect a Slithering Womb secondhand. However, in the course of continued study Fiona’s understanding of the Shadows progresses to such a degree that she believes she can craft especially effective lures to bait out the titanic swarm surrounding the Mother of Shadows. [The Anbroch benefit from a +2 bonus to Intrigue checks to lure Gluttonous Shadows away from Region 205]
    • Hoping to ferret out the Mockeries in Ta-Seti, the Alodites launch an investigation seeking to track down the reagents used to poison their precious herds. However, the unrest sweeping the region stymies the best efforts of the elven seekers, and the eventual outbreak of war makes the pursuit untenable.
    • Determined to reverse the gradual failure of their Seekers, the Sol’Ikoth spare no effort in communing with the obelisk of Ka’Thoth. However, no matter their offerings or their adjustments to the Seekers, the holy guidestone continues to fade. It is not until one enterprising young member of the Black Pharaoh’s priesthood turns her attention to the ground around the obelisk that progress begins. By some chance, her eye catches tool marks on stones that had been untouched for generations, and after a fiery debate with her superiors she earns the right to excavate the suspicious area. Hidden beneath an expertly crafted false-face is a bundle of Nakla Stone unlike any known to the Sol’Ikoth, its surface sparkling with unknown oils and set in a base of strange golden metal. As soon as it is removed, the failure of the Seekers slows, and the Sol’Ikoth realize what they must do. Three more hidden phylacteries are recovered from the meridians around Ka’Thoth, sabotage of some unseen foe. [The Seekers return to normal functionality.]
    • Despite their success in their homeland, the Sol’Ikoth have no success in revealing the secrets of the rotting pyramid to their South. It seems inarguable that the city in the sand is their promised land, but the builders of the pyramid and cause of its destruction remain a mystery.
    • The tireless work of Amira Shiela and Amir Rashed finally bears fruit in Txalitya. After years of careful observation, one of Kehna Tzkepte’s own royal guard eventually slips, revealing himself as an adherent of the Mockeries and unwittingly leading the Ashirian investigators and their Naherin allies to the heart of the cell’s activities in the region. A fortress gutted in the Naherin’s original conquest of the region proves to be the nerve center of the cult’s operations, and during a meeting of its primary conspirators the forces of the coalition launch an all-out assault. Surrounded on all sides, most of the Mockeries choose to take their own lives, but the Amir and Amira manage to ambush a handful of the cultists and apprehend them alive. [The Mockeries have been expunged from the Naherin Coalition!]
    • Forced to work behind the advancing wall of Sikar’s warriors as they battle the Consumed and the Gluttonous Shadows, the daughters of the Sultan find success despite the odds. Following reports of kidnappings occurring in areas cleared of the Gluttonous Shadows, they track down a hidden desert camp where hundreds of Nocturnal Hydra citizens are being held in makeshift cages. The masked night elves guarding them are clearly of the Mockeries, and after a daylight infiltration Salma and Ayla uncover their plan - to feed the prisoners to the Consumed and worsen the existing crisis. Affronted anew by the madness of the cult, the daughters of Zidan break the locks binding the Mockeries’ prisoners, leading a revolt that sees none of the cell survive. [The Mockeries have been expunged from Alskan!]
    • After years of suffering at the hands of the Mockeries, the Ashirian Sultanate finally hunts down the man with the tiger eye amulet. Assisted by eyes across Vesparre, the inquisitors trace every step of the elusive alchemist, eventually cornering him and his coterie in a series of caves overlooking a small oasis. Foul gasses and gouts of flame erupt to bar the inquisition’s path, but their numbers are too great to be long delayed by even the most devious traps. The Mockeries are found at the central chamber of the warren, the walls studded with alembics and beakers of beaten copper and the barrels and crates of a dozen Sikarian merchant houses. The Mockeries are the final victims of their own alchemy, each of them found with a rictus grin frozen across their faces. All save one. Slumped over a work table where he seems to have been in the process of gathering his treasures, the man with the tiger eye amulet is found with his eyes and mouth burned with terrible fire, immolated from within by some terrible artifice. A wealth of knowledge of the Mockeries’ operations in Vesparre is found, among them one passage of particular interest: He will come soon, and bring with him the wrath of the desert. We must weaken the foundations of the False Kings with all he has taught us. If we succeed, we shall be princes in the new world.
    • Building on his understanding of the arch, Sultan Zidan makes great progress in understanding the principles of constructing a dome. Once more, his pet mathematicians and architects slave away at their Sultan’s direction, and after years of study a model becomes a functional construction in Vesparre. [The Ashirian Sultanate have discovered the Dome!]
    • However, the same success does not follow Zidan’s experiments in tower construction. Ever a nomadic people, the concept not only of building walls, but building a narrow series of walls taller than the trees is utterly alien to the Ashir. Even those sages who have travelled across the continent in Zidan’s retinue struggle with the fundamentals, and the few attempts at a functional design crumble under their own weight.


    Trade!
    • The Crimson Kingdom buy out a Minor Resource of Swine in Region 16
    • The Crimson Kingdom buy out a Good Resource of Ulurothan Spearmen in Region 17
    • The Scrimthun Unity buy out a Great Resource of Iron in Region 27
    • The Targiz buy out a Good Resource of Furs and Hides in Region 53
    • The Targiz buy out a Minor Resource of Falconers in Region 61
    • The Shandole raid a Good Resource of Northern Huskies from the Brayewen Tribes in Region 108
    • Danneta-Yvaon buy out a Good Resource of Safflower Oil in Region 116
    • The Brayewen Tribes buy out a Minor Resource of Hemp from Region 119
    • Eleftheria buys out a Minor Resource of Old World Artifacts in Region 125
    • Eleftheria buys out a Good Resource of Old World Artifacts in Region 125
    • Eleftheria buys out a Great Resource of Old World Artifacts in Region 125
    • The Symphony of Kalatar buy out a Minor Resource of Woolly Sheep in Region 131
    • The Symphony of Kalatar buy out a Minor Resource of Spelt in Region 159
    • The River Lords buy out a Minor Resource of Purple Sea Snails in Region 189
    • The Sons of Sirrvat buy out a Minor Resource of Copper in Region 202
    • The Dolod buy out a Minor Resource of Wombats in Region 284
    • Nocturnal Hydra buy out a Good Resource of Desert Foxes in Region 303
    • The Dolod buy out a Minor Resource of Kangaroos in Region 318
    • The Sewune buy out a Good Resource of Tvila Clay in Yatrhajidaat Gitj (Region 211)
    • A raid by unknown parties on Aran Viska’s merchants leaves Á'Shansholí in control of a Good Resource of Diamonds in Shilo Vale (Region 114)


    Conversion!
    • The Soreni have adopted the Path of the Ancient Ones!
    • The Nocturnal Hydra have converted to Path of the Ancient Ones!
    • The River Lords have formally adopted Abiherism!
    • The holy sites in Dubwul (204) and region 207 have been converted to Abiherism!
    • The holy sites in regions 129 and 95 have been converted to Way of Eauden by Danneta-Yvaon!
    • The holy sites in regions 78 and 83 have been converted to Glyemo.
    • The holy site in region 280 has been converted to Path of the Ancient Ones.
    • Holy sites in regions 49 and 66 have been converted to Bouquet of the Corpse Flower.
    • The holy sites in Elkhrime (225) and region 227 have been converted to Way of Green!
    • The Ko have converted the holy site in region 68 to Trinity of Light, despite opposition from Bouquet of the Corpse Flower missionaries!
    • The holy site in region 304 has been converted to Path of the True Dawn!
    • The holy sites in regions 156, 110, and 114 have been converted to Children of the Great Mother.


    Wonder!
    • Recognizing the increasing danger of their foes, the Uzii devote their energies to perfecting Uzii Battlesmithing! [Armor slot. Requires Hard Metal; -10% Casualties]
    • Ta-Seti continues their advancement of the bow, developing Recurve Bows! [Ranged Weapons slot. Requires Composite Bows and hooved animals (effectively 2 hooved animal resources); +2 to combat.]
    • Newly empowered by Chepri’s dark metamorphosis, the Scions of the Thalazir continue their experimentation with Comet Shards to develop Comet Phylacteries! [Combat Drugs and Medicine slot. Requires Comet Shards; Effect: +2 Leader Loss rolls.]
    • Aran Viska invents Bronze.
    • Communing with the spirits around them, Crow’s Tribe turns the power of their Shattered Runestones towards forming compacts with them, developing Djinn Contracts! Requires Writing (Kagahara), Coinage, Shattered Runestone or other magic catalyst; You may spend 1 treasure as part of a secret action to hire djinn to do your bidding. Regardless of the success or failure of the action it is much more difficult to trace back to you.]
    • Danneta-Yvaon performs a divination regarding the Iron Claw Phylacteries. While the energies of the Blighted artifacts hold no danger in and of themselves, the Magi of Danneta-Yvaon come to a troubling conclusion. Reforging all the Phylacteries into a single artifact would certainly amplify their power, but it would also amplify the corrupting effect of the Fingerwolf’s lingering spirit. Perhaps the beast would be able to emerge reformed into the world, or perhaps the bearer of the artifact would find themselves slowly succumbing to the Blight themselves. If any artifact forged from the Phylacteries is to be safely used, it must subsequently be purified with a TN 16 Faith action.
    • 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 what have you - 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. [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.]
    • The Ko have created the Moon’s Eye Sapphire: This sapphire grants those who peer inside sight beyond sight, allowing them to view distant lands at will. Effect: -2 to penalties for actions on other continents.
    • Refugees from the Truthseer Headquarters appear in Vesparre. Seeking the protection of the Ashiran Sultanate after their greatest bastion has fallen into the hands of the Nemesis, they bring with them all the oldest and most precious artifacts and lore from across the sea. [The Truthseers have evacuated their Headquarters! While the Headquarters in Region 1 remains the center of their operations for a time, the Ashiran Sultanate may undertake a Great Project to convert their existing Truthseer tower into a complex worthy of becoming the new Headquarters.]
    • Returned to the Dolod, Eae recounts her experiences in isolation. For isolation it was, her waking self kept ever confined in dark spaces that make it impossible to determine her location even with a perfect memory. She was moved often and fed regularly, at least, but these reminisces are nothing compared to her experience in the Twilight. The Dream Speakers were ever-present there, interrogating the interloper into their sacred birthright. Eae had few answers, but emerges with an understanding that her connection to the Twilight is somehow fundamentally different than theirs. The Quluq breaks then to allow Eae to rest and recover her strength, but someone tampers with her evening meal. A milky substance of unknown provenance is slipped into a filling porridge, and the prophet collapses in a spasm of divine sight. Thankfully, she wakes with the dawn, describing a landscape wholly unlike that of the Twilight. Where the grey realm of the Dream Speakers reflects the world around them, this new place engulfed her like the depths of the ocean, light and sound coming only sporadically to her senses. Eae was aware of four distinct presences, each looming like mountains in her mind's eye, but of the four only two seemed truly awake, and they were terribly distant. But not so distant that one's eye did not fall on her, a blue star that shone with power rivalling the holy sun. It was the shock of that gaze that drove Eae to wakefulness, and the realization that her powers have developed further than even the Dolod could have hoped. [Now returned to her people, Eae can complete the destiny that comes with her breach of the Twilight. The Dolod may attempt a TN 16 Faith check to send Eae into the Bright Place, to uncover once and for all the true nature of the Twilight and perhaps how to use it for the Dolod's own purposes. In addition, exposure to a mysterious substance has granted Eae passage into a new realm altogether. Alien and strange, Eae may plumb the secrets of this Dream with a Faith-based investigation action.]


    Discovery! Map!
    Spoiler: The Known World
    Show




    Spoiler: Daezirn Isles
    Show


    Region 71 has been discovered. It has a Good resource of Moas, an Open Holy Site and 2 units of native defenders! Smiaurskotor gains +1 to buy out a trading post in the region in round 12!

    Region 74 has been discovered. It has a Good resource of Boats, a Holy Site dedicated to the Sect of the Black Hand and 1 unit of native defenders! Smiaurskotor gains +1 to buy out a trading post in the region in round 12!

    Region 76 has been discovered. It has a Great resource of Giant Bears, a Holy Site dedicated to Native Animism and 2 units of native defenders!


    Spoiler: Kiswa
    Show


    Region 224 has been discovered by the Vygra. It has a Good resource of Elephants, an Open Holy Site and 2 units of native defenders! The Vygra gain a claim over the region!

    Region 242 has been discovered by Fulji Aruni of the Vygra. Travelling beyond the boundary of the mountains, the Vygran hero discovers a crater lake of rust-red glass, its surface radiating the bitter cold that warns her of Blightspawn. Approaching the water to try and discern the nature of the creature, she is taken aback when the whole of the lake rises up to lash out at her, the oily liquid solidifying into piercing tendrils and gnashing teeth that screech like grinding metal with every motion. Region 242 is blighted! [Epic Quest - The Corrosive Well. If the region is to be made safe for habitation, heroes are needed to seek out the core of the Blightspawn ooze and destroy it. Heroes with access to Region 242 may attempt a TN 20 Hero Check to successfully do so and return Region 242 to a Wilderness Region.]

    Region 200 has been discovered by the Dream Speakers on behalf of the River Lords, though they do not travel far before encountering the Gluttonous Shadows. Fighting free, the Dream Speakers report the discovery of yet another nest of the Blightspawn. [Epic Quest - Something in the Trees. A Hero or Heroes may be sent into Region 200 to attempt a TN 16 Hero Check to determine the nature of the Blight infestation and how best to remove it.]

    Region 185 has been discovered by the Dream Speakers on behalf of the River Lords. It has a Good resource of Indigo, a Holy Site dedicated to The Faithful of Jehusa and 3 units of native defenders! More than that, however, the Dream Speakers return with tales of a local taboo against visiting the Easternmost island. According to tradition, all who sail those waters are devoured and dragged off to the underworld, harried by apparitions that resemble the vague belief in the Salt Demons found further South. [A kingdom with access to Region 185 may attempt a TN 16 Intrigue Action to investigate these rumors. If the kingdom controls Region 185, this becomes a TN 12.]

    A group of Kiswan kingdoms have completed the Songs of the Sands, to learn about the ways and languages of Sikar! The contributors reduce the penalty for actions taken in Sikar by 2:
    • Sewune
    • Henanda
    • Blemmyae
    • Vygra
    • River Lords
    • Veramondo


    Spoiler: Mamut
    Show


    Region 55 has been discovered by the Scrim. It has a Good resource of Goats, a Holy Site dedicated to Native Animism and 1 unit of native defenders!

    Region 62 has been discovered by the Targiz. It has a Minor resource of Fish, a Holy Site dedicated to The Truth and 2 units of native defenders!


    Spoiler: Sikar
    Show


    Region 298 has been discovered by the Dream Speakers on behalf of Ixkarr.


    Spoiler: Tarandi
    Show


    Region 161 has been discovered by the Symphony of Kalatar. It has a Minor resource of Reindeer, a Holy Site dedicated to the Congregation of Shadows and 2 units of native defenders! The Symphony of Kalatar gains 1 Treasure!

    Region 163 has been discovered by the Symphony of Kalatar. It has a Great resource of Cheese, a Holy Site dedicated to the Sect of Clarity, and 1 units of native defenders! The Symphony of Kalatar gains 1 Treasure!

    Region 122 has been discovered by Viho Icewalker of the Arrok. It has a Minor resource of Semi-precious stones, a Holy Site dedicated to The Outsider and 2 units of native defenders! The Arrok gain 1 unit, recruited by Viho on his travels!


    Other!
    • The Bel-Dan have opened an embassy with their Anbroch vassals.
    • The Nocturnal Hydra have opened an embassy with the Sewune.
    • Danneta-Yvaon has opened an embassy with the Brayewen Tribes.
    • The Nocturnal Hydra have stabilised Alskan.
    • Region 120 has been stabilised by the Brayewen Tribes, following their conquest.
    • Clan Alqar create a cultural identity: Dynasty Head.
    • The Sentinels of the Stone have stabilised region 299 on behalf of the Sol’Ikoth.
    • The Fffolkkk, dedicated to their ideals of fair trading, have entrenched their cultural identity as permanent.
    Last edited by TheDarkDM; 2020-12-15 at 05:01 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!

  23. - Top - End - #473
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Spoiler: Kingdom Stats
    Show
    Regions: 4
    Units: 9 (7?)
    Trading Posts: 2 (Trophies, Iron)
    Faith: Ancient Ones


    Actions
    [DIP] Stabilize 308 18
    [DIP] Stabilize 261 22
    [DIP] Raise rep w/ Sentinels using Favor
    [OPU] Explore East of 261 16
    [OPU] Buyout 308 Silver TP2 18
    [TBA] Action 6

    Non-Actions
    Give HYD 3 Units via embassy.

    News and Rumors
    Last edited by D&D_Fan; 2020-12-31 at 11:19 AM.

  24. - Top - End - #474
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show

    Towerlady Zinnia
    Dip: 1
    Mil: 4 => 5
    Opu: 7
    Faith: 6 => 7
    Int: 5 => 6


    Actions:
    • [SECRET]
    • Faith: Seek Aid for reasons, m'kay?
      Theris leads a series of divinations for some unrevealed purpose...
    • [Int] MURDER THE CRI KO-BALL TEAM WITH GREAT PREJUDICE
      The insult done to the Ko by the Crimson Kingdom's 'Team' of Ko-ball players will not stand. However, Zinnia bides her time, waiting for the moment to strike. When the time comes, however, she has a team of the Starchildren cult bring a statue carved in the shape of a Ko, hoist it over the place where their team will stand for the award ceremony and, when the time comes, drop it on their heads.

      ...Unfortunately, statues are hard to set up and it crashes down without killing its intended targets. Zinnia is enraged.

    • [Mil] Attack Region 47 with 2 naval units, no leader, no duels, Skirmishing.
    • Faith: Convert Region 47
      But as the armies march, a different throng also descends upon the hapless land of the elves. The Starchildren come, dancing under the night sky. Their songs call out, in sweet, soft voices, to all those near and far. Calling them to dance beneath the stars and give tribute to the night...

      ...The Nightmare begins.
    • [Mil] Thorn the Defense of the Towerhome (6 units + 4 Defensive bonus + 9 leader +1 Treasure. No duels. Reckless Attack tac-doc).



    Non-Actions: Accept all embassies and gifts.

    Military: 1 units led by Zinnia, 5 units led by Thorn
    2 naval units, led by Gooseberry the Seafarer

    Treasury: 4 - 2 + 1 Natural + 2 Trade w/ Scrim = 5

    Embassies: The Scrim
    - Trade Drama to the Scrim for two treasure

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


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


    Spoiler: Artifacts
    Show
    The Blade: If a duel is won, gain control over a defeated hero
    Sapphire of the Moon's Eye: An additional -2 is removed from actions on other continents


    Spoiler: Characters!
    Show

    Towerlady Zinnia: Current ruler. As all Ko are, she is prone to schemes and plots, having in fact ascended to the throne by betraying Thicket. However, she has a fondness for the Uzii, who recognized her greatness before anyone else did, and is a very good administrator who ensured Thicket's orders were carried out in the years before betraying him.

    Theris: The Greeeeeat and Magical Theris! Playwright extraordinaire, magician nonpareil! Now that Merine has taught her actual magic, her ego has only inflated more.

    Thorn: The virtuous monster, or at least he wants to be.


    News and Rumors

    • Zinnia issues an announcement. Due to the presence of the Crimson Kingdom, and the acceptance of his diplomacy by many of those the Ko considered friends, Mamut is no longer safe for the Ko at large. Business outside of the Towerhome will be conducted under heavily escorted guard, and individual Ko are highly encouraged not to travel.
    • Additionally, until such a time as the Crimson Kingdom is banned from the Ko-Ball tournament, there will be no support of the league from the Ko. If the Targiz cannot secure the SAFE return of the one they used as a ball, then there will never again be any support so long as Zinnia remains on the throne.
    • The Ko place a bounty upon the Crimson Kingdom's Ko Ball team, offering a vast fortune (two treasure) to the one who kills them.
    Last edited by Miltonian; 2021-01-01 at 09:19 PM.

  25. - Top - End - #475
    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 10] Permanent CI: Practiced Debate


    [Diplomacy] Raise Reputation with DSP to 4
    Spend a treasure on this roll.


    [Faith] Convert 228 to the Way of Green
    Incensed by a sudden Abiherist push into their territory, priests of the Way of Green begin an aggressive campaign to push the ancestor worshippers out of Veramondi lands.

    [Faith 10] Miracle
    Using a complex ritual and significant grain sacrifice, Queen Verelda conceives and gives birth to a healthy daughter despite her advanced age. Sede is larger and stronger than other children her age and displays a natural aptitude for the same form of magic used to create her.
    Effect: Followers of the Way of Green can have children together without need for biological ability. If an empire follows the Way of Green, new dynastic rulers have +1 to a random stat due to blessed births.

    [Military] Raise 2 naval units
    On the lakes neighboring Veramondo, a fleet of canoes begins to take shape

    [Economy] Buyout 195 TP 3 for Timber
    Much wood is imported in order to fuel the construction of ships and buildings.

    Nonactions
    Allow the Truthseers to examine Verelda and Sede in exchange for 1 Favor and 1 Treasure

    Support conversions to Way of Green
    Resist everything else.

    Resist Abiherist conversion in Veramondo (218): 15
    Resist Abiherist conversion in the Adzbark Wetlands (228): 17
    Resistance rolls

    Vygra Embassy

    News and Rumors
    As an eldest child, Enavi is pushing for her father Taro to recognize her as his heir, for he has no sons.

    Spoiler: National Info
    Show
    Units: 10/10 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: 10
    Military: 10
    Opulence: 10
    Faith: 10
    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; 2021-01-01 at 10:58 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 - #476
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes

    Tšrãák
    (Round 12: 45-48)

    Actions
    1. [Diplomacy] Press claim on [Region 68] (roll=19)
      placeholder
    2. [Diplomacy] Event: Attend the Duel of Champions
      • Trade Sailing and an agreement to support conversion in 52 and 68 to the Targiz for Animal Husbandry, Masonry and Increased Defense Funding
    3. [Diplomacy] Colonize [Region 67] (roll=11)
      placeholder
    4. [Military] Attack the Towerhome (Region 51)
      • Gọ̀uhrèi Sọró (M9)
      • 4 unit (3 land 1 naval)
      • Spend a treasure
      • Challenge duel (with CI)
      • Reckless Attack
      Seeing the Towerhome emptied of nearly all its defending armies is an opportunity too good to pass up. Sọró gathers a raiding party, the greatest he has ever been a part of...
    5. [Military] Defend Regions
      • Sënatj Fwëlais (Region 52)
        • Ẉlìḥáu Mjẽilọ̀p (M10)
        • 3 units (2 land, 1 naval)
        • Challenge duel (with CI)
        • Reckless Attack
        The Blackfire Incursion was crushed in the Blessed Vale, but it is inexcusable that they were able to slip past our forces and carve a path of destruction across the lands of our friends and allies. Mjẽilọ̀p puts a call out for all the warriors willing to come to his banner and prepares to launch a punitive expedition into [Region 66], to ensure nothing remains of the Executioners.
        But, the outbreak of war changes things. The forces raised by Mjẽilọ̀p remain in Sënatj Fwëlais and dig in, waiting for the Scions and prepared to crush their new enemies without mercy.
      • Wēkache (Region 47)
        • Sọ́gẹ Tšrãák (M9)
        • 1 land units
        • Challenge duel (with CI)
        • Reckless Attack
        The main Ko army, meanwhile, are met by an odd combination of forces. When word of what is happening reaches the elves deep in their forests, they are at first bemused. But that quickly turns to anger. Longer lives and longer memories make the consequences of the False Dawn closer and fresher to them. Now a blighted army marching into their forest for the express purpose of murdering them? On the Sọ́ku's part, the combination of the Ko protecting the blighted artifact from the Puppeteers, and now unleashing a mad horde intent on genocide makes the situation clear. There is no difference now between the Ko and the flower-spirits or Blackfire of years past. One insane horde of blight-infected is as good as another, and this one will be dealt with the same as the others.
    6. [Military] Double Recruit (Fortress)
      placeholder
    7. [Opulence] Hoard Treasure
      placeholder


    Non-Actions
    • Passively gain 1 treasure
    • Spend 1 DSP favor to gain 2 treasure (Rep 2 action)
    • Spend 1 SOS favor to increase reputation (to 3)
    • Resist anything not approved


    News and Rumors


    Tšrãák

    Diplomacy: 9
    Military: 9
    Opulence: 4
    Intrigue: 2
    Faith: 1

    Increase: Diplomacy 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)
    Sënǎatj Fwëlais 52 Silk The Ko Sọ́kǎu
    XX
    Trinity (none) (none) unrest

    Region # Owner Resource Minor Good Great Holy Site Holy Order Org Base
    Tanwar 27 Clan Alqar Iron Sọ́kǎu Targiz The Scrim Horned King (none) SOS
    The Blessed Vale 32 Clan Alqar Gems Alqar The Ko Sọ́kǎu Trinity (none) (none)
    [Region 68] 68 (none) Barley (none) (none)
    XX
    Trinity (none) TSR 3 NPC units Sọ́kǎu claim

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units (l | n) Unit Cap Treasure Hero Hero Tactical Doctrine Cultural Identity
    6 | 2 17 | 5 1 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) Tanwar (27) #1
    Luxury Goods 3/1 Capital Requirement Blessed Vale (32) #3, Máklè Phyõ (44) #1, Sënǎatj Fwëlais (52) #2
    Wood 2/0 (nothing) Džíu Phè Hwǔ (46) #1 and City
    Last edited by Aventine; 2021-01-01 at 09:30 PM.

  27. - Top - End - #477
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 12
    [Uzii Protectorate of Mamut]

    [Homage Closed-Fist Mudmore]
    Region(s): 18, 33, 39, 40, 42

    Actions:
    1. [Diplomacy] Host the Duel of Champions
      A grand affair to determine the true strongest of Mamut, almost all kingdoms are welcome! Proud-Laugh Stadium is filled to the brim with patrons wanting to watch the glorious clash between hardy heroes!
      Spoiler: Sub-Actions
      Show
      • Accept Vassalage from the HRA
      • Accept units from the HRA
      • Trade Animal Husbandry, Pottery, Irrigation and Masonry to SMI for Sailing
      • Trade Uzii Battlesmithing Tech to various people, under the following conditions; No trading or gifting it to the Crimson Kingdom. No trading or gifting it to other nations without consulting and getting consent from the Uziii first.
        - Comet Phylacteries (Scions)
        - Increased Defense Budget (Targiz)
      • Gift Uzii Battlesmithing Tech to the Ko, under the following conditions; No trading or gifting it to the Crimson Kingdom. No trading or gifting it to other nations without consulting and getting consent from the Uziii first. Any non-Crimson Kingdom Elves the Ko encounter are given the chance to forsake cannibalism, and thus be spared. Those who are in combat with the Ko are given no such chances.
      • Declare the Tournament Winner: Battlemother Pain-Drop Redmoon, Champion of Mamut!

    2. [Diplomacy] Colonize Region 8 (Roll: 19)
      The Uzii are no strangers to wilderness, and though this new land is rough and full of sand, there is beauty to be found within. With help from the Windswept Clan, the Uzii call for colonists among the Protectorate and lay claim to new lands!
    3. [Opulence] Re-seed farms and restore herds in Region 18 (1/5)
      With new responsibilities in the west, the Uzii seek to show the people to their south that they are here for their safety. The begin to repair the land, and keep the bandits away.
    4. [Opulence] Re-seed farms and restore herds in Region 18 (3/5)
      With new responsibilities in the west, the Uzii seek to show the people to their south that they are here for their safety. The begin to repair the land, and keep the bandits away.
    5. [Faith] Seek Aid on Purifying Region 31 of Ash (Roll: 13)
      Though it fell to the Sokau to attempt to prevent this disaster, the Uzii were accused of not caring about the North. Shaman dislike these accusations, even if they are false. They consult the Ancestors to try and assist where they can.
    6. [Faith] Purify Region 31 of Ash (Roll: 14)
      With the aid of the Ancestors, Uzii Shaman are able to resolve the issue in Alqar lands, so that there is less of a threat to Mamut.
    7. [Military] Attack region 41, with 9 Units (8 Land, 1 Naval) led by Sword-Strike Stoneborn (Mil 10).
      • +1 Tactical Maneuvering from Soul Honor
      • +10% Fewer Causalities (Uzii Battlesmithing)
      • Reckless Attack
      • Duel the Leader (Capture if possible) - Dueling CI

      A month after the Duel of Champions concludes, the Sokau receive a missive from the Protectorate. A Declaration of War. A week after that, the Uzii move their forces towards Ju Faihle. Some say this is because the Sokau failed to protect Mamut, and the Ash spread. Others say it is because of the insults given by the Chief of the Sokau to the Homage. A few speculate that it is in support of the Ko's zeal against the elves of Mamut. The true reason, though, is much worse than either of those...

    Declaration of War against the Sokau
    Spoiler: A Message to Honored Foes
    Show
    Honored Foes,

    Once more, we disagree. This time, however, our disagreement cannot be overlooked. The Sokau Chief and his closest companions ate of the flesh of one of our own, and did so in revelry. When the Homage asked for an explanation, he was told, "She was already dead." He was told that it would have been rude to the host to *not* eat a Female Uzii. He was told that the piece of the Uzii's soul would be enough for the Elf Ãzjé to bring her honor when the Elf passed on.

    Once more, we disagree. For an Uzii soul does not follow the traditions of the Sokau, but of Soul Honor. When the Homage asked for some sign of regret - of an apology or an acknowledgement that the Protectorate had been wronged - the Sokau Chief gave none. Instead, Sọ́gẹ Tšrãák fled, shouting of dangers in the north.

    The Protectorate acknowledges that there are dangers to the north. But to ignore the dangers to the west? To ignore the threats that begin to loom from the oceans?

    The Sokau were given every opportunity to make amends. They saw no reason to. Once more, we disagree.

    And so, we will show them that they need not fear the north. For there are dangers coming from the south.

    The Protectorate chooses to see that our Honored Foes have lost their honor, and cannot protect their people. The land known as Jù Fǎihlè shall be our testing grounds. Either the Sokau can prove they are still Honored Foes, or the Protectorate will accept the responsibility to protect new lands.

    For the Glory of Combat comes.

    Honor to our Ancestors,
    Uzii Protectorate of Mamut


    Non-Actions:
    • Support conversion of any owned regions to Soul Honor. Resist conversion for any other faiths.
    • Spend a TSR favor to increase reputation from 1 to 2.
    • Approve the creation of an Emeralds TP in region 18 by the Scrim.
    • Accept aid (and apologies) from other nations through their help in Region 18.
    • EMBASSY with Scrim:
      - Trade Uzii Battlesmithing Tech to the Scrim, under the following conditions; No trading or gifting it to the Crimson Kingdom. No trading or gifting it to other nations without consulting and getting consent from the Uziii first.
      - Receive Arctic Survival Tech, Support for a Buyout in one of their Regions in an Unowned TP, and an agreement not to trade Arctic Survival without Scrim permission


    Spoiler: News and Rumors
    Show

    • Not too long ago, the Sokau mocked the Uzii for the Protectorate's disinterest in defending the north against the dangerous Cultists. The Uzii, in return, stated that they were quite sure that their honored foes could handle the situation. To the surprise of many within Swampum, the Sokau failed. And now there is this cursed Ash causing problems within the Protectorate lands! Thankfully, the Hraban think they have a way to deal with it...
    • As upset with the Sokau as the Protectorate is, the accusations of the Ko wanting to commit genocide do have the Uzii mildly concerned. Investigating the matter, though, it seems the Ko only want to kill all the Elves who are cannibals. Obtaining a promise from the Ko to not kill any Elves who forsake cannibalism, the Protectorate is satisfied. Elves affiliated with the Crimson Kingdom are, of course, not part of this promise.
    • Excitement about the Duel of Champions increases, as more and more participants signal their wish to attend the event. Even a few aspiring heroes are brave enough to step up and try their hand against the established defenders of Mamut!
    • The Deru to the south are a difficult people. On the one hand, the Canopies are greatly disliked (and respected!) for their Ko-Ball abilities. On the other, the Deru are proven warriors; the Uzii know of few ways to fell trees that move. Yet, they came to the new lands to the West in hopes of securing it for themselves, and dueled with honor. Though lives were lost in the battle afterwards, it was with the Deru as allies, not foes. Respect for their people grow... even as the dislike for the Canopies being a tricky team to defeat does!
    • The Crimson King seems to be playing games with other nations, as one would play with a wooden figurine. Many Uzii begin to learn of the events of his feast with Mamut leaders, and their reactions are strangely subdued. Some fourty years ago, not even the mountains could have held the Uzii back from immediately marching...
    • 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 western Kingdom, and caution everyone from getting too close to these elves.
    • Ko-Ball is very popular in Swampum, but not a single complaint is made when the Big Strongs do not obtain second place or higher this year. The team's decision to protest against the Targiz is met with pride, not ridicule, and that it was so effective speaks to how important Ko-Ball has become to both the Uzii and the Goliaths.
    • However this is some rage at the Crimson Kingdom's Ko-Ball victory; while the Big Strongs were able to hold them back, the Gourmets prove to be terrible sportsmen to their Ko team-member. It is too late for the Uzii to realize that the Ko is not being treated as a team-member, but as a thing. The disgust and distaste at such a thing is only fully realized after witnessing the warning from the Ko's leadership. A giant statue falls near the winning team, and many Uzii in Swampum grumble that it is a shame that it was just a warning and didn't squish the Crimson Kingdom's team...
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads. The toad, Punch Faster, has won the Run for the Poor-Land Daisies, making this two leagues in a row that the Uzii have won one of the Crowns. Interest in the races begins to grow.
    • Fort Death-Grasp! We don't need no stinking elves! Fort Death-Grasp! Stuff 'em with spears and put them on shelves!



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 10 10 4 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 1 0 0
    End of round 12 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Opulence


    Spoiler: Kingdom Information
    Show

    Embassies:
    • Targiz
    • Scrim


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


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


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


    Treasure:
    • (2) Treasures


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

    Last edited by Gengy; 2021-01-01 at 10:51 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

  28. - Top - End - #478
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    ^Turn Twelve

    My Round Actions
    Lands of the HYD
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12

    Game Round Opener Posts
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10pt1 R10pt2 R11pt1 R11pt2 R12pt1 R12pt2


    Ruler: Wuuluu, The Sought Queen
    Dip 7
    Mil 8 +1
    Opu 3 +2
    Fai 1
    Int 4

    Actions
    +1 Action for Christmas Bonus

    Mil Raise Unit x2 (2 Naval)
    Mil Allocate defenders to stave off the Consumed Queen in the Alskan Capital, Part Two, and the Glut Shadows in 204.
    Spoiler: Battle Orders Finalized
    Show

    Liyae leading against Glut Shades in 204 Dubwul (Sending 4 Naval Units, Ferrying 7 Naherin Units, for 11 units total)
    Use Cautious Advance tac doc
    War Drums + Comp Bows + Eques + PotAtO Def Buff)
    (+2 Battle, +2 Tac Doc, -10% casualties taken)

    Mars leading against Oraora in 290 Alskan (Sending 6 Land Units, assisted by 1 SoS unit, for 7 units total)
    Use Cautious Advance tac doc (Using Roar of the Hydra would reduce enemy casualties, and even if it might be mechanically better to roar, we want to go for the throat fluff wise, and fluff > mechanics)
    War Drums + Comp Bows + Eques + PotAtO Def Buff + SoS help)
    (+2 Battle, +2 Tac Doc, -10% casualties taken, +1 SoS unit +3 Black Iron Weapons)

    Both battles have CompBows, Eques, War Drums (+1 Battle, -10% casualties, +2 Tac Doc)
    Accepting all help/allies being sent to either battle (which to what I know is Naherin in 204, and the SoS in 290). Keeping the territory regardless of who helps. Leading both battles with my own assigned hero.

    Mil 5 Tac Doc Hydra’s Feast
    Opu Buy out TP of Foxes Roll = 9
    Opu 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.
    Opu Buy TP 3 of Clay in region 299. Roll = 16
    Opu Labrythine trade with the Sewune I apologize to whoever is managing the TP tables (listed in subsections)



    Hydra’s Feast (Tac Doc) (Still Need Approval)
    Spoiler
    Show
    Fluff: The Hydra Worms need not roar, they can be made to stay silent. Indeed, this is their usual hunting tactic. The roar was taught to them as a method of making enemies cower. But the Hydras need food, and what better way to feed them than the enemies who are right there. Having practiced with these Hydras for decades, their wranglers now feel comfortable enough allowing them to enact their normal hunting methods… and be able to rein them in after their ambush.
    Mechanics: +30% to Enemy Casualties, can only be used in regions you own or regions of a player you have an Embassy with.



    Subactions
    Spoiler: Sewune Trade Deal
    Show

    -Trade to Sewune this turn
    291/3/Desert Bell Seeds
    295/2/Salt
    303/2/Fox
    307/2/Gold
    -Receive from Sewune this turn
    211/2/Tvila Clay
    214/1/SeaFood
    216/2/Droggen Berries
    238/2/Granite



    Nonactions
    Support Ashir buying out TP 2 of Copper in 282
    Support Naherin buying out TP 3 of Copper in 282
    Support Sewune buying TP 1 of Horses in 289


    Trade Via Embassy with Sewune
    Receive 2 Units, Bronze, and Blade Sharpeners from the Sewune
    Trade Equestrianism and Celestial Navigation to the Sewune.

    Trade via embassy with the Soreni
    Accept Soreni trading units to me (I think 3?).


    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)



    News and Rumors
    Accept princess Hapsetshut from the Ta Seti kingdom with open arms, and continuing to organize the web of elven royal dynasty Wuuluu’s been crafting up.
    Spoiler: minor char info
    Show
    First daughter of Shebitku, 18-19ish, has silver hair, very into reading/writing


    Accept the help from Valens of Tarandi in hunting down the Blightspawn. Any help in rooting out this scourge is greatly appreciated, and while the elves do not wish to partake of any oasis water, that nor their language barrier is taken as hostile. Although their foreign mannerisms and language does come off as a significant curiosity, because the Hyd have spearheaded wide cultural understanding, and yet there are still foreign entities to be learned about.

    Spoiler: Empress of the Obsidian Sea
    Show

    The Star Worm, whose official title is Empress of the Obsidian Sea, has that title for a reason. She is the largest cluster of stars, swimming in the vastness above where mortals cannot even reach. Night elves however hold domain over the Emerald Sea below, the blue/green mirror to those lush skies, and populate the lower world as the stars populate the higher one. Each one should prove themselves and shine bright as can be, having sworn to do so, the Star Worm has given elf-kind her blessing.

    She asks little in return, respect, not worship. Love, not servitude. One day, the people down below will unveil the tapestry of the world and strengthen the bonds between the two worlds. She already had an aspect of herself leading the Nocturnal Hydra, and several more aspects ready to bear fruit within the children she deems Astral Elves. Even if their souls and personalities are built of fragments and often confusing parts within her tapestry, the varied experience is the crucial part of living all these lives.


    Spoiler: Oasis Gateways and Rites
    Show

    One of the biggest attributes of the Ancient One, the Empress of the Obsidian Sea, is that her domain is mirrored in bodies of water. As vast as the ocean itself, to as small as a cup or palmful. Such bodies can be divined for sight into the afterlife, and realms of the gods. As the star ancient bears dominion over the middle grounds, so too does she give the people special insight.


    Accessing this special insight isn’t the easiest process. It often takes a clear mind and a lot of concentration. Significant naval vessels have been constructed to sail the oasis in meditative purposes (which can afterwards be repurposed to general naval warfare), Wuuluu herself achieves this state with a personal lake she has built her new palace, and bathing within it with only her liaison as company for a full moon’s full night. She says that this allows her to speak with all the aspects of herself, aka the many hydra heads of the empress, and even sometimes with other Ancient Ones.


    A common practice amongst less fortunate elves has become to gather a pot of water, stir, and boil it during the harvest Modernte festival, so that their lost ones can join in on the fun. By afterwards using these to cook their meals, it allows their loved ones passed away the first taste. Sometimes the quality of the food afterwards can be used as an omen to discern whether their ancestor amongst the stars wants to communicate their pleasure or dissatisfaction with family affairs.



    Wuuluu puts a bounty on the Fly Queen terrorizing Alskan, specifically on who can end the threat and bring her head (on a pike, on a plate, whatever) to her personally. Offering to make them a noble and give them a good stake in the city. (Bounty reward can be 2 units or 2 treasure, or 1 of each, at the player’s discretion)

    The “Drinky Hole”, which was named as such by generations past, has finally been given a new name. As part of the religious ceremony inducting the kingdom officially into the Astral Faith, it has been given a proper honorific. The Opal Pond, in religion believed to be the gateway to see int the afterlife. In reality nothing substantial has changed about it just yet, although masses of water do hold significance in rites.

    Armies and Coffers of the HYD
    Spoiler
    Show

    Spoiler: Night Elven Armies And Coffers (As of 244-248 AFD)
    Show

    Coffers: 2+2/10 Treasure, 4+2/8 Naval Units, 6[+5]/14 Army Units
    Recruitment: +2 Units (2 naval)
    Trading Posts/Cities Controlled: 9+1/1 (+2 Treasure at turn-end)
    Favor/Rep Status: 0/2 with SoS, 0/1 with DSP, 1/2 with TSR
    (5 Land Units traded in, to be traded out next round)


    Spoiler: Opulence TP Stuff
    Show

    Spoiler: Owned TPs
    Show

    267/2/Mountain Goats
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Copper
    288/2/Water Buffalo
    289/City/Wild Horses

    -Trade to Sewune this turn
    291/3/Desert Bell Seeds
    295/2/Salt
    303/2/Fox
    307/2/Gold
    -Receive from Sewune this turn
    211/2/Tvila Clay
    214/1/SeaFood
    216/2/Droggen Berries
    238/2/Granite

    Buying this turn
    299/3/Clay


    Spoiler: TPs in Owned Territories
    Show

    Table
    280 Fla Wat HYD/FLK/XX
    281 Maize IXK/FLK/ALO
    282 Copper HYD/Open>ASH/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: Techs/Bonuses
    Show
    Total Tech List: All Default Techs, Comp Bows, Equestrianism, War Drums, Coinage
    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    PotAtO +1 Def Battles
    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; 2021-01-02 at 03:18 AM.

  29. - Top - End - #479
    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 7+1
    Mil 10
    Op 5
    Faith 2
    Int 5+1



    Actions:

    Military: Kill rebels I guess 9 units + Shebitku (M10)+ composite bows (+1) +equestrianism (-10% casualties) + 1 treasure on battle

    Isis has risen! Rebellious Alodite nobles, jealous over Shebitku's human proclivities, and angry about their perceived lack of propper grazing land have taken up arms against the weakened Pharoah. A combination of Neferkare's death and drought, have emboldened support for a new regime to pursue violent action. After a particular riot among the laborers building the new capital, 12 Alodite clans leave the site of the improvised capital, taking their slaves and cattle with them before heading to the North of Ta-Seti where Isis is crowned Pharoah of Northern Sikar.

    Now deprived of his greatest asset, Shebitku must take to the field of battle to depose his sister once and for all. While Aspelta and previous leaders were considered untouchable, Shebitku will break that streak in a gambit to prove his authority is divine, scarred by battle or no the sun has chosen this Pharoah and none can dispute it.

    Opulence: Build city in Ta Seti named Kerma

    As the empire grows the tribute taken to the Rock of Ages, the informal capital, has increased 30 fold. This has lead to the development of a massive tent city around the Obsidian Stelle. Traditionally the Alodites Pharoah's court continuously traveled across the Ta-Seti, but the kingdom's great size has made this much more difficult. To that end, Shebitku sends his armies across the kingdom to gather laborers, slaves, and craftsmen to create one of the great cities of northern Sikar. The city is surrounded by mudbrick/ earthen walls supported by timber and reeds. Kerma's interior is tightly planned with 4 wide great roads aligning with the cardinal directions. Each road leads to the central palace which itself surrounds the Rock of ages.

    Diplomacy embassy with KRO

    Diplomacy: press claim roll 16: Ketket Herd Tender is sent to cement many of the local alliances made with the silk weavers of the north, established by her father's expedition.

    Intrigue: Assasinate Mockeries (I5)

    Intrigue: attempt to locate Nefercarrion roll 12

    Xmas Action: Military: raise 2 units

    Non-actions
    Accept all embassy gifts
    Endorse ASH buyouts
    Send Princess Hapsetshut to The Nocturnal Hydra
    Support Dolod conversions
    Spend SOS favor to train Aeshira
    News and Rumors
    Last edited by Lleban; 2021-01-02 at 10:33 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  30. - Top - End - #480
    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 Felessan-Mak and Noctrix Pina-Mak


    News and Rumors
    - A loyal hound
    - Upsets
    - Tom Sawyer
    - DEALZ

    [Opulence 5] Create Trading Post in Region 124 (Wood TP3) - .

    [Military] Raise 1 unit - Felessan organizes the army.

    [Military] Quest into the mountains SE of 140 [TN 12, Roll 17, Success] - Finally.

    [Faith] Convert 110 to Way of Eauden (supported) [TN 12, Roll 20, Success unless resisted] - Damn Snakes.

    [Faith] Divine the truth of the Catastrophe in Tri'Meloa [TN ?, Roll 14, ?] - Mother Mountain, what has angered you so?

    [Faith] Divine the mystery of the Arch [TN ?, Roll 18, ?] - Blade envies Nef's curves okay.

    xmas bonus:

    [Faith 5] Create an Artifact: The Pure Vessel - Jewel of Tarandi, City of Wonders. It is not precisely clear how this object came into the possession of the Circle of the Strix's Quill; some say it is a peerless work of spell-cast by the Noctrix Pina-Mak herself, others say she only commissioned it from a wandering Viskari Smith, and yet others say it was the final work of the Elderly Magi Min-Tana prior to his ironic death by fast-acting poison. No matter its origin, this pewter bowl is decorated simply with a single silver band inscribed with runes reading "The Waters Reach to Eauden, the Fallen Wash Away". Tarnish and corrosion fail to touch it, the pewter never scratches, murky waters inside clear. It is said that a sip from the vessel can restore sight to the blind, heal the leper, give clarity to the madman. It is said that the waters from it are anathema to what is blighted and evil, that it brooks no poison to exist in its presence. Whatever the truth, this vessel is a thing of great power and wonder.


    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Support Viskari Buyout of Region 124 Wood TP2 (see embassy actions)
    - Gift a unit to the Sentinels of Stone for a favor.

    Embassy Actions
    - Trade 1 treasure and buyout support (see non-actions) to Aran Viska for Bronzeworking Technology.
    - Trade Wolf Riders Technology to A'shansholi for 1 unit.
    - Gift 1 unit to Clann Solais.


    Spoiler: Ruler Info
    Show

    Nocter Felessan-Mak and Noctrix Pina-Mak
    Diplomacy: 3
    Military: 4
    Opulence: 6
    Faith: 8
    Intrigue: 6


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

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

    Treasure: 7/15
    (+2 passive treasure/round)


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

    Heroes:
    - 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 the Brayewen Tribes
    - Embassy with Sangar

    Organizational Overview:
    Sentinels of the Stone: Rep 2, 1 favor
    Truthseers: Rep 3, 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 (17, 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
    - 116 (Safflower Oil) TP2
    - 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)
    Miracle: House Mak Bends Earth (Ability to treat Mountains as Hill Borders, can grant fellow Eaudenites Mountain Crossing for 1 round via Embassy)

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


    Spoiler: Expected Stat Gains
    Show
    +2 Faith, +1 Military


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2021-01-01 at 03:30 PM.

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