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  1. - Top - End - #481
    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 10

    News & Rumors
    • The sultan conveys his deepest sympathies for the loss of brave Neferkare. Ashta hazid, he swears also that his army is with his sister's husband should the Pharaoh call for aid against Isis.
    • The sultan's eldest daughter, Amira Kasima, continues to entertain anemic proposals of marriage and continues to dismiss unimpressive suitors.
    • The sultan's eldest son, Amir Harun, receives his own military command, officially replacing Shiela. Now in her 50s, Shiela heads the Bahith-al-Zael full-time.
    • Bolshur the Cunning, Sharif Al-Gharab, passes at the age of 67. Leadership of the eleven tribes of the Gharab falls to Vashur, son of Bolshur, who is of the Ashir.

    Actions
    • [Intrigue] Investigate Mockeries in 291 (28, Crushing Success, 1 treasure spent) - Sensing another atrocity is imminent Amiras Ayla and Salma go Nellen with a bottomless purse to expunge the Mockeries known to have festered quietly in the land for decades.
    • [Intrigue] Investigate Tower Architecture (20, Success) -
    • [Diplomacy] Explore West of 274 (16, Success) - Bored of entertaining suitors, Amira Kasima heads her own expedition to find new allies.
    • [Opulence] Buyout 288 TP3, Water Buffalo (14, Success, 1 treasure spent) -
    • [Opulence] Buyout 282 TP2, Copper (14, Success, 1 treasure spent) - Having received samples of Vygran bronze spearheads, Zidan bids his court to secure a constant supply of the component metals while Sha goldsmiths retrain their craft to furnish an army.
    • [Faith] 1/4 Upgrade Windowless Tower in 302 to new Truthseer HQ
    • [Faith] 2/4 Upgrade Windowless Tower in 302 to new Truthseer HQ

    Non-Actions
    • Accept all gifts, embassies, and vassals.
    • Gift Arch, Dome and Towers-of-Light Technology to CRO via embassy.
    • Gift Towers-of-Light Technology to HYD via embassy.


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

    Regions: 274, 302, 303, 305, 307
    Capital: 302
    Treasure: 3
    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
    _____• Amir Harun 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 Vashur 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; 2021-01-02 at 10:52 PM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  2. - Top - End - #482
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Vassal of the Sokau Tribes!

    Warchief Kylisa Nahaar-Alqar the Purifier, Princess of Na'Karat
    Diplomacy: 6
    Military: 8
    Opulence: 3
    Faith: 5
    Intrigue: 1

    Actions for Round 12
    • [Diplomacy] Increase Reputation with Truthseers from 0 to 1! (Success!)
      The Truthseers are given a roll among the courts of Alqar as verifiers for the Trinity of Light's seers. Ensuring that they speak true of their prophecies, the two groups become closer together for their cooperation in everyday matters.
    • [Diplomacy] Fabricate a Claim on R16 (Success!)
      Kylisa coordinates an arrangement with the swine-hunters and warriors of R16, her eldest daughter Nylah, aged twelve now, to run among them upon her sixteenth and show them the glory of the Trinity of Light. Though poised as an opportunity to grant them a ward and train her to make war, there are some covert arrangements in place now to alter the succession for their leader such that she can emerge as the leader of their people following his demise.
    • [Diplomacy] Colonize Arrakh-Rah (Success!)
      As the focus of the Scions is split between war, purification, and colonization, Doraan is unable to afford the full attention he requires to ensure the colonization of Arrakh-Rah goes smoothly. When issues begin to appear, Kylisa offers to both Tsraak and him to take over the efforts and keep the city safe until the end of the war - effectively fostering the communities there while keeping them out of the war itself. She feels that this would be the best move for both factions, as well as increasing her own prestige as temporary holder of the ancient city. She requests divine guidance for these efforts, and they are suitably rewarded!
    • [Diplomacy] Diplomatic Mission to the North of R16 (Using Liege's Score - Success!)
      When the war begins, Kylisa feels an intense need to get away from it all. She takes a small fleet of ships and sails out west in search of new people to unite under her banner...
    • [Faith] Seek Aid for the Colonization of Arrakh-Rah (Fail)
    • [Faith] Seek Aid for the Colonization of Arrakh-Rah (Pass - Effect doubled to +2 from artifact!)
      There are no places holier than the city of Arrakh-Rah, and so the seers of Alqar pour their expertise into the successful recovery of the region. Rife with issues in colonizing across territory that they had to threaten to gain access to, filled with the remnants of blight and frozen under centuries of ice, they call upon the guidance of the gods to give them glimpses of sources of how this had best be approached. Their prayers are answered and the stars spell out some of the most threatening issues in the region, but alone they are still not enough.



    Non Actions:
    Accept one treasure from SCR via embassy
    Give SCR permission to buy Marble

    News and Rumors
    1. The defense against the blight that had come to the Blessed-Vale was a success thanks to the heroic efforts of the Scions of Thalaz'ir and the Crimson Kingdom! The interception from the Sokau is also appreciated as it was when the Amaryllis zombies approached from the north, but for most the battle against the Sunrise Citadel stands out in their memories as the defining moment that proves the intentions of both nations that defended them. Their soldiers receive a celebratory feast before returning home, unfortunately featuring no sentient creatures, and a statue is risen on the walls of the citadel to commemorate their victory. Kylisa assures them both that the Alqari people will also have their backs when they need it.
    2. Sizzling tensions are coming to horrifying fruition as three nations simultaneously declare war on the Alqari's liege, the Sokau Tribes just when they were on the cusp of forming an empire. Kylisa, linked in faith and blood against the attackers, finds herself in the terrible situation of needing to choose which part of her life she values more... And finds that her only real option to oppose someone without betraying her faith and family would be to come to blows with the fearsome Uzii warriors she tried so hard to force a peace with. Wishing that she could merely stay out of the conflict but simultaneously unwilling to see the kingdom of her husband and children torn apart, she spends two weeks mostly in the war room while precious time slips away and soldiers await their orders expectantly. Those weeks slip into months, and it becomes apparent in time that Kylisa either will not take any action or it will come too late...
    3. A fourth child is born to Kylisa and Tsraak just before the start of the war, a son named Virne!


    Spoiler: Stats
    Show

    Military Units: 9 (1 Vale Guardians, 2 Alqari Warriors, 2 Lunar Scouts, 2 Sukkomi Fighters)
    Naval Units: 0

    Regions Owned: [Blessed Vale 32] [Dek'varro 31] [Upper Vale 43] [Tanwar 27] [Glimmering Pass 29] [Atel’Nora 48]
    Total Regions: 6
    Land Unit Cap: 13 (6 Capital Unit Cap + 8 Region Unit Cap + 0 Tech - 1 Vassal Status)
    Sea Unit Cap: 4 (3 Base + 1 Coastal Region)

    Cultural Identities:
    Dynasty Head (2d8 to Buyouts and Conversions in kingdoms ruled by Dynasty Members)

    Military Specialization:
    None

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

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

    Military Technologies:
    None

    Heroes:
    Seer Makoa (7)

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

    Deals:
    Ruler is the sister of SOT's ruler
    Agree to vassalize to the Sokau with a marriage alliance for the duration of our rulers' lifespans.

    Regional Benefits:
    Blessed Vale, Mamut (32) [Capital Region, Map of Heaven (Great Project, +1 to seek aid), The Sunrise Citadel (Fortress, +2 Defense)]
    Dek'varro, Mamut (31), [None]
    Upper Vale, Mamut (43), [None]
    Tanwar, Mamut (27), [Standing Stone]
    Glimmering Pass, Mamut (29), [None]
    Atel’Nora, Mamut (48), [None]

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

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

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

    Last edited by Zayuz; 2020-12-29 at 04:11 PM.

  3. - Top - End - #483
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Á'Shansholí
    Round #12


    ---

    Leader Stats
    • Diplomacy: 10
    • Military: 8
    • Opulence: 5
    • Faith: 6
    • Intrigue: 7

    ---

    Actions

    1. Press Claim on Region #178
    • Diplomacy (10)
    • Bonuses: +1 from treasure
    • Roll: 2d6+11 vs TN: 12 (18 for Great Success)
    • Result: 22 ~ Great Success
    • Roll Link: Link


    2. Stabilize Trí'Meloa (Region #140)
    • Diplomacy (10)
    • Bonuses: +1 from SOS, +1 from Irrigation
    • Roll: 2d6+12 vs TN 12
    • Result: 21 ~ Success
    • Roll Link: Link


    Spoiler: In the Wake of Disaster
    Show


    The shock and aftershocks of the Great Trí’Meloa Earthquake are felt all across ÁShansholí and beyond, making mountains tremble and grind and forests quiver and break, but it’s in Trí’Meloa and especially in the coastal trading port of Glická’Shól where most of the damage is done. The wharfs are crushed into twisted piles of wreckage, homes, warehouses an nesting shelves are in tumbled heaps. Great crevasses cut across roads, including the frequently used highway between the harbors of Glická’Shól and Serpent Pass leading to wider Tarandi beyond the mountains.

    However, even more shaken than the earth are the spirits of the citizens of Trí’Meloa. Fears of “The Depths” and horror stories of the dark magic and evil spirits of the earth spread quickly, causing unrest and outright panic. Whole flocks of Skyclad Dancers fall into apocalyptic fervor, taking to the skies and the trees and declaring the end times and the rise of daemons! Some flocks even revert to practices of their old religion and start burning sacrifices to Lord Sun in order to stave of the evils of The Depths.

    Fortunately, not everyone is quite so panicked and High Speaker Ocotlan rises gallantly to the occasion, bringing order through the Council of Thunder Halls and quickly coordinating communications and relief efforts. Shaní citizens in Trí’Meloa also prove mostly levelheaded, having witnessed earthquakes before, if nothing quite so dramatic as this. They try to comfort the devastated and confused flocks of their dancer neighbors and petitions are made to organize a widespread rebuilding project and re-stabilization effort. Votes are held in town squares and council lodges across all the regions and, in surprisingly quick order, a response to this disaster if put together.

    It is determined that the usual pilgrimage and migration to Summer Town for the Summer Festival shall be relocated to Glická’Shól and word is sent out all across Á’Shansholí for citizens to try to make a summer migration to Trí’Meloa, where resources and donations are being gathered to help rebuild the town and fix the roads and port. The usual Summer Festival celebrations shall still be held, including feasts, dancing and religious meditations and renewal, but it will also be an event for rebuilding the region.


    A Dancer Bard's Words of Woe!

    Oh, woe upon us, skyclad souls of song!
    The Depths are stirring, darkness drawing near.
    So, weep mothers, prepare for winters long
    Draw you close children whisper soft of fear
    The earth breaks! Now behold the mountain’s wrath!
    Smokes gush from chasm’s deep, the demon’s path!



    A Song of the Summer Festival that Year

    Well, let me have a rule and a saw and a board
    And I'll cut it
    I'll climb up the ladder with a hammer and nail
    And I'll nail it

    Well, we worked so hard to build a little house
    Together
    In the snow or the rain or the ice-cold wind
    Whenever

    No matter
    What the weather
    We're together

    ~ “House Building Song” by David Ferguson




    3. Stabilize Á’Nôstrásandi (Region #175)
    • Diplomacy (10)
    • Bonuses: +1 from SOS, +1 from Irrigation
    • Roll: 2d6+12 vs TN 12
    • Result: 22 ~ Success
    • Roll Link: Link



    Spoiler: War & Peace ... & Then War Again
    Show


    After the battle against the Goblin King, Merik Horsehorse was taken captive and taken back to Áquêzíbarûdolýn. The Queen of the Goblin’s, the so-called elven daughter, Tesurí’Thaláurên - Misty Waterfall was allowed to remain in the Hollow Mountain with her son, the prince of the the goblins, along with shaní captain Novakin’Westrí and Range’Á’Trí – Claws the Sky the new High Lord of the Eagle Clan.

    While Range and Westrí maintained peace and order, Edge, Ocotlan and Zan’Quezí discussed long term solutions for the governing of Á’Nôstrásandi. The Magical nature of goblins and the Mantle of Meric would not allow them to completely put aside Meric Horsehair or his bloodline. However, the King of the Goblins showed himself to be cooperative and while a royal line could not be completely discarded a “King’s Council” was established, where the King and his blood line serve as High Speaker, but all other possessions are to be elected by the from the ranks of the Stone Born Goblins. The King’s Council would present issues and organize elections for all the people of the region, as in other regions.

    However, there was some reticence to return Meric Horsehiar to power as High Speaker of the King’s Council, especially from the clans of Áquêzíbarûdolýn. Elections got purposely delayed and were not prompt held and counted in Áquêzíbarûdolýn, despite the decision to release Meric passing in the other regions. So for some years, he remained a prisoner in Áquêzíbarûdolýn. Nonetheless, the goblins remained willing to accept occupied rule and wait patiently for the elections to be properly concluded. Only his wife, Thaláurên, grew increasingly impatient with the delay.

    Two years had gone by, when an unnaturally cold wind blew across Á’Shansholi from Múyalah'Yan *the region west of Á’Nôstrásandi,) drawing with it dark clouds and feelings of dread. It blew into the caverns of the Hollow Mountain and suddenly the young prince of the goblins was struck with a shaking fit, falling out of his bed and crying out with screams of terror and pain. His mother was by his side and an instant, taking him into her arms. As the unnatural wind continued to swirl around the room her instincts quickly took over. Taking her son in her arms she shouldered aside woken guardsmen and rush up the many steps and back-passages of the Hollow Mountain. The wind chained her the whole way, but at last she burst into the chamber of the Hollow Lake, the holy site of the region and the wind was rebuffed, slamming against invisible barriers it could not pass. The Goblin Prince ceased shaking, but remained in a coma for four days, before waking weak and traumatized. It was soon discovered that he could not leave the chamber of the Hollow Lake without being attack again by the cursed wind.

    Meanwhile in Áquêzíbarûdolýn, the cell where Merik Horsehair was staying was suddenly filled by the gusting cursed wind. The king staggered and fell to the floor. Edge happened to be on hand that day and heard his shouts. He found Merik kneeling in a circle drawn on the floor, wind gusting all about.

    “What the blight is a’happening?!”

    Meric could barely speak, as he shuttered against a great strain upon his Ka, but Edge’s sharp hears just sought his words through the roaring wind. “A… a curse. By dark magics… my sister, The Wasp…”

    “Who?” Edge unlocked the barred door, seeing mainly that this could be no trig nor ruse put on by the Goblin King. “I don’t’a kin.”

    “Don’t cross the circle! There are ancient magics, Siah... lore lost to time, but once known to Merik and the ancient elves who first forged the bonds of blood… the secrets… are in the Mantle still, deep knowlage no king has dared to delve into. ... My sister… she… has some access to the Mantle. She uses it now to strike through the blood-bond. I can’t… hold this cruse off much longer.”

    Edge halted outside the thin line of the circle an eyed the strain that was twisting Merik’s face and causing his body to shutter and twice. He didn’t understand all the goblin had said, but he could understand enough to see there wasn’t much time to consider.

    “If this is magic, then I reckon it’s magic only magic that will hold it back?”

    “Yes… I can…” the goblin’s face turned pale and he fell over into unconsciousness. The wind surged and he began to violently spasm and twitch, but Edge didn’t hesitate. Stepping over the circle he swung the large goblin over both his shoulders and turned to run with all the speed a shan can muster. It was fortunate that the temporary outpost being used at a prison was near to the forest clearing which was the holy site of the the Bluemoon Forest.

    Edge reached it, breathless and straining but the wind did not enter the clearing and Merik’s twitching body grew still. The king still breathed, but the wind remained gusting about the outskirts of the clearing, trapping the King of the Goblins more securely than any cell.

    Merik The Wasp, half sister of Merik Horsehair, as sent a cursed wind to seek the lives and Ka of all other Blood Born, attempting to take for herself full control of the Mantle. She sits in power in the lands to the west, where she has overthrown the rule of man and dominated the human populace through fear, dark magic and her control over the feral Stray Born goblins.

    It is not just the lives of Merik Horsehair and his son at stake, but the souls of all goblins. For should the Mantle fall to The Wasp, her dominance over the blood bond between all goblins would usher in a reign of terror and warfare.

    Acknowledging that by taking the Á’Nôstrásandi, they also accepted responsibility for the well fair of all its people, the United Councils of Á’Shansholí put forward the proposal that an army be sent into region west of Á’Nôstrásandi into the region of Múyalah'Yan. The Wasp must be found and slain, her rule of tyranny over the men of the west must be ended, as well as the clear and present threat that her cursed wind brings to the line of the Blood Born in Á’Nôstrásandi.




    4. Investigate the Great Sailing Ships of the Sentinels of the Stone
    • Intrigue (7)
    • Roll: 2d6+7
    • Result: 14
    • Roll Link: Link


    Spoiler: Visions of the Waves
    Show


    Stories of the great fortress and mighty ships of the Sentinels of the Stone are told throughout the tribes and peoples of Á’Shansholí, striking awe and amazement. In Shandolyn, a boat-maker called, Roontbaní – Whither-foot - hears of these boats and his ka is captured by the possibilities. His trance visions become full of the images of ships and far away places and sea birds seem to constantly ring in his ears. He becomes possessed by a need to see these great ships for himself and puts all his current projects into the hands of his apprentices, so that he may travel southwest and examine the great boats of the the Sentinels in person.

    Leaning on a crutch and with a large bag of tools, slates and measuring sticks over one shoulder, Roontbaní comes ashore at the Sentinel headquarters and doesn’t even bother with a meal or a rest, before seeking access to the sentinel docks and permission to examine the great ships. The excitement in his amber eyes as he looks upon these Goliaths of the waves shines bright and he begins a barrage of questions and exclamations of discovery toward anyone and everyone around.




    5. Secret Action
    • Intrigue (7)
    • Bonuses: ??
    • Roll: 2d6+7 + ??
    • I have PMed Dark
    • Roll Link: Link


    6. Earn the Right to Hear the Riddle of Steel!
    • Military: 8
    • Roll: 2d6+8 vs TN: 14
    • Result: 17 - Successe!
    • Roll Link: Link


    Spoiler: Alexios Comes to Shandolyn
    Show


    The day Alexios the Undying appeared in Summer Town, a great stir of excitement and gossip moved throughout the village. Elders tried to offer greetings, hospitality and pose inquiries, but his brusk statement made it clear that he would not be distracted from his purpose.

    Nonetheless, during his journey to Winter Town a number of curious and reverent shaní joined his path, traveling with Alexios up the length of the Ka River. So that it was with a flock of pilgrims in his wake that he arrived in Winter Town some weeks later.

    News of his coming had gone ahead and the Winter Council greeted him at the village gates.

    “Welcome Alexios’Siah. May long days an’ warm night bless yer steps an’ Simráh flow strong by yer ka. I am Talákin’Záni’Quêzí, high speaker fer the Winter Council. We have a’heard telling o’ yer coming an’ have made chambers ready fer yeh near to Winter Hall. Whatever yeh have need of simple ask an’ we shall do our best t’ oblige.”

    As Zan’Quezí bowed with fist to forehead and one leg crossed over the other, there was a look of respect and curiosity that seldom had been seen on his face. For many decades now, only the Great Mother herself could have truly named herself Elder over him. For, having lived into the latter half of his fith century, Zan’Quezí’s years grown more than most other shaní could boast.

    It was usually he who had the answers and tests and insight others sought, but now he found himself in a roll reversed from that. Here stood an immortal man to test and teach him, one who’s approval he sought and to him he, Zan’Quezí, had to prove himself worthy. It was a draft of humility larger than he’d lately been accustomed to. Nonetheless, he took a breath and folded his hands calmly behind his back in the normal manner of a student before a teacher. “It has been told to me that ye have come to present a test an’ bring both aid an’ trig o’ trials an’ dangers ahead. The Winter Council deeply respects the Order o’ The Sentinels o’ the Stone an’ their courage an’ wisdom in confronting the Blightspawn that threatens the world. We are prepared to do whatever we must to prepare ourselves to fight fer the protection o’ the world an’ its many peoples. We would stand with yeh an’ all yer brethren o’ the order if ye will teach us how.”




    7. Deploy 3 Naval Units to Region #176 led by Alexios
    • Military (8) / Hero (12)
    • Bonuses: Black Iron Weapons (+2), Three Units (+3), Duel (+4)
    • Roll: 2d10+17/(21)
    • Result: ??
      1. Tactical Doctrine: Skirmishing (2d6+8)
      2. Alexios will Duel: (2d6+12)



    Spoiler: Region #176 - A brief summery of relevant facts.
    Show


    Name: Múyalah’Yan - Land of Clouds
    People: Human (A some goblins)
    Leader: Merik The Wasp

    The region is populated by two distinct human tribes the Múyalí and the Wendro. The Múyali live in the mountains and are known as the “Cloud People” and Wendro’ live in coastal villages as tradesmen and sailors and are known as the “Secret Waves.” The two tribes mostly get along, but there was a clear and ongoing rivalry, which weakened their ability to resist hostile invasion and ultimately undermined their societies, destroying traditions ruling families that had stood for over a century.

    A couple decades ago the banished Blood Born goblin of Á’Nôstrásandi, The Wasp, came west, using what small influence she had over the Mantle of the Merik to control a horde of feral goblins (known as Stray Born) she over threw the nobles of the Múyalí and raided the Wendro villages, slaughtering their people and driving them into submission or into the wilds. Naming herself King of Múyalah'Yan she has taken all the wealth and resources she could to build a small army and has also delved into forbidden curses and dark magics of a Lost Age.

    She has now sent a curse to steel the kai of the two other Blood Born goblins in the world, her half brother, Merik Horsehair, and his only child.

    Her army consists of human warriors forced into her service and Stray Born goblins controlled by her weak grasp on the power of the Mantle. She is a cruel and ambitious tyrant with no fear of either violence nor magics, willing to do anything and everything to take what she believed is hers by birthright.



    ---

    Non-Actions

    Attend event: "The Parley" and bare witness to an accord
    • The Carrion Ward will be ceded into Uldra's stewardship.
    • Uldra will help the citizens of The Carrion Ward establish democracy.
    • A public execution of Skystruck-Tree will be held within the year.
    • A duel between Dara Icechaser and Kari Icechaser will be held in Sangar.
    • The Carrion Ward will be granted autonomy once these conditions are met with satisfaction to all parties.



    Enter a Military Defense Alliance with the Wardens of The Awakened Realms.
    Spoiler: Declaration!
    Show


    It should be made known to all of Wider Tarandi that the Gray Lake in the the Carrion Ward is considered holy and sacred ground to the people and the united councils of Á’Shansholí. The Gray Lake is a place where neither weapon nor claw should be raised in violent bloodshed. It is a place of pilgrimage and place of the most solum of rituals, where the faithful throughout the land travel to find peace in their final days. That any seeking this peace should instead find fear and violence is a sacrilege!

    In order to preserve this holy place and insure the scanty and safety of both those who live on its shores and those who seek it’s waters in holy pilgrimage and solum ritual, the people and the united councils of Á'Shansholí declare their intention to intercept any army that matches upon the Carrion Ward with intentions of war and bloodshed. Further any individual, native or foreign to that land, who brings bloody violence upon that place, be in it battle or by personal vendetta, shall be considered an enemy of the Shandolé.



    Spend 1 favor with the DSP to have them explore N of Region #97, seeking what threats might lurk there that have incited the Children of the Great Mother to rally in that direction.

    Donate 1 Naval Unit to the SOS for the "Swords of a Thousand Men" project

    Donate 1 Land Unit to the SOS on SOL's behalf for the "Swords of a Thousand Men" project

    Spend 1 Treasure on pressing a claim on #178 (the SOS can make good use of gold as well as troops)

    Support WAR's conversion in the Shilo Vale (Region #114) back to the Ancient Ways.

    Support Symphony of Kalatar in converting Á’Nôstrásandi (Region #175) the the Ancient Ways.

    ---

    Embassy Actions

    Send 1 Land Unit to The Star Kingdom of Solias in exchange for Wolf Rider Technology (Exchange done via DAN's Embassy)

    Spoiler: Mustang Warriors Cross the Mountains
    Show


    Having won a great victory against their long and hard-fought enemies the goblins, the noble mustang warriors are anxious to continue on in their traditions of war and glory. Having heard that their brethren and fellow woken in the Bloody Hills came under invasion and were slaughtered by the Viskari, Mustang chiefs toss their manes with impatience and stamp their hooves in righteous anger.

    News of the Viskari warlord’s death and The Star Kingdom’s declaration of war follow soon after and in Áquêzíbarûdolýn mustang warriors hastily put together petitions, anxious to join the fighting. They are brought first before Blue Moon Council and then before the Winter Council in Shandolyn. While many shaní are hesitant to involve themselves in wars east of the mountains, great outrage has been sparked among the woken citizens of Á’Shanolí and the humans and Skyclad Dancers also prove much less reticent toward violence than the shaní tribes. When The Star Kingdom offers to pass the knowledge of bonding with wolves and the secrets to riding great hounds into battle, favor for Clan Solias sweeps a majority. In numerous regions martial support for the Star Kingdom of Solias wins in the forums.

    So, The Winter Council grants permission to Chief Jo’M’Zantá - “Fire in my Eyes”, of the Mustang Clan to gather a unit of warriors and cross the mountains to join the Star Kingdom’s army. Many noble steeds of the Mustang Clan join the ranks, but also a great number of Eagles, Raccoons and other Woken, who’s ire has been stoked by the invasion and bloodshed in the Bloody Hills. A group of Skyclad Dancers also sign up, eager to seek greatness and glory in far away places. Finally, a number of human fortune seekers and hot bloods, looking for opportunities come down from the frontiers of Shilo Vale and take the Mustang regiment’s banner as their own.

    Getting all his troops in order and training them to Mustang expectations of discipline and honor takes some time, but Jo’M’Zantá is a resourceful and bold leader and soon he crosses the mountains to report to Star’s Watch. - (After first getting their travel papers in order with the ever meddling, ever facilitating Dannu Gao :P )



    ---

    News & Rumors Concerning the Battle Against the Goblin King

    Spoiler: Before the Battle - Toshá & Westrí
    Show


    The camp was a hubbub as armies and supplies preparing to ford the Fylyn. Shaní and woken were moving in disciplined lines and camp followers were packing mules and dogs with various saddlebags and calling to one another with a sense of optimistic excitement. With the combined forces of Shandole and Áquêzíbarûdolýn it seemed like victory was all but guaranteed.

    Nonetheless, Toshá’Átrí - Cuts the Sky – High Lord of the Eagles perched on a branch her wings hunched in a pensive manner. Age was beginning to catch up with her. Her feathers were a little less shiny and the cold sank into her hollow bones more easily these days. For many years she’d dreamed of this day. Ever since she lost her son, Talakin’Ákrí – Flying High as the Stars - she’d dreamed day and night of making the goblin king pay and slashing him to ribbons beneath her claws, just as she’d done to his father before him. However, with old age, rage had faded, and regret had begun to haunt her dreams instead.

    Her golden eyes turned to gaze down through the ticket of tree branches to where her faithful guard stood by, as faithful and silent as ever. Westrí was looking out over the camp, some loose strand of his dark hair blowing in the autumn wind. She thought of losing, Ákrí all those years ago and then the thought of Westri also being trampled into the bloody mud and she shuttered.

    His spear held easy in his hand, Westri looked up as he heard the familiar swish of large wings and saw Toshá land beside him, “Siah,’ he greeted, smiling and pressing fist to forehead, as he gave a shallow bow.

    Toshá raised her head with her typical imperious air and surveyed the camp for a moment before saying curtly. “You shall stay here.”

    Westrí opened his mouth and hesitated, certain he’d heard wrong. “What do yeh mean? I’m yer bodyguard. I’ll follow ye all the way, Siah. Ye kin well that I will.”

    Toshá snapped her beak in annoyance, “No, I “kin” well that you will obey me.” She shifted turning half away from him, giving him a cool shoulder as she continued speaking, “I have named Range’Á’Trí – Claws the Sky – as my heir. She is young but has a bold spirit and a cunning mind. After my death, she shall become High Lord of the Eagles. She’s also been appointed to hold the base camp here on the south side of the river. You stay with her. You will guard her life with your own, even as you would guard mine.” Toshà clapped her beak and turned her head to eye him with one golden eye, “You are still young for a shan, Westri. You will certainly outlive me and maybe even Range and other high lords to come. I have decreed that you shall remain chief of the High Lord’s personal guard, while you yet live and carry your spear.” Toshá softened her voice slightly and her head dropped some. “Look after them, Westri. Advise them and protect the honor of the Eagles.”

    Westri met her yellow eye, seeing past her mask of pomp and cold apathy and reading the regret behind it all, the fear of losing yet another loved one and failing her people all over again. “I swore to protect ye,” he protested softly, “Please, don’t send me away now, after all this time…”

    Toshá ruffled her feathers and looked over at where Edge was shouting at a couple of shaní captains, giving harsh orders. “Your friend seems capable enough and, besides, I hardly need protection. I am the High Lord after all, descendant of the Thunderbird.”

    “My friend? Edge? Hardly. I don’t trust him as far as I can throw him. There’s-”

    “I have made my decision!” snapped Toshá cold anger crackling through her voice, “You will stay and protect Range’Á’Trí!” then she flapped her great wings and flew away.

    Westri watched her go with a miserable face, but pressed fist to forehead and nodded his head. Once his lord was out of sight, he took a deep breath and turned to go and report to Range, trying not to be so petulant as to kick a tree stump on his way.




    Spoiler: High Lord of the Eagles Fall in Battle
    Show


    High Lord of the Eagles and High Speaker for the Bluemoon Council, Toshá’Atrí fell in battle, struck down by Merik Horsehair himself, before the Goblin King turned to challenge Edge. She named Range’Á’Trí – Claws the Sky - as her heir. Range was named the new High Lord of the Eagles after the battle and some months later was also ellected as the new High Speaker of the Bluemoon Council.

    Among her final wishes, Toshá’Atri, asked her close friend and the captain of her gruad, Novíkin’Westrí – Sparrow-in-A-Clear-Sky - to carry on his roll for Range’Á’Trí as her chief guardsman and honored advisor and that further he and his descendants shall forever hold such a role for the High Lord of the Eagles for as long as they are willing to bare such responsibility.




    Spoiler: Merik Horsehair "Goblin King" taken Prisoner
    Show


    When Merik throw down his axe and surrender the battle, his will passed through his banner to all other goblin still on the field. The Mud Born immediately threw away their weapons and the Stone Born one by once also accepted the will of their king and surrendered.

    Sorely injured and maimed from his confrontation with the Goblin King, Edge was tempted to strike Merik down where he stood, but wisdom overcame wrath and he accepted Merik’s surrender taking him prisoner on the field.

    With the King held captive, the Stone Born nobles and the army of Mud Born peasants were allowed to return to their homes, as well as Tesurí’Thaláurên the shaní Queen of the Goblins, who’d fought by her husband’s side in the battle.




    ---

    News & Rumors

    Spoiler: As war and strife flare in the east, Á'Shansholí opens their gates to refugees.
    Show


    As war and strife flare in the east, Á'Shansholí opens their gates to refugees.

    In the wake of the fall of the Bloody Hills and as news of continued violence, death and devision in the east reaches the Winter Council, a growing sense of unease and dread affect the shaní. War between nations is one thing and a terrible thing indeed, but clan turning against clan, elders challenged, slain and throw upon fires, great armies of defiers cursing the wisdom of their leaders and promising death by blood and fang - it causes a mix of bafflement and horror to the shaní. It's a culture shock that has them taken aback and questioning the wisdom of ever venturing out of their native valley in the first place.

    Their fellow Shándole of other races are less perplexed and troubled. Dancers tell myths of blood and feuds between the Planet Princes and also wars between Luminaries of old. And humans discuss the rumors as a matter of course, troubling but not particularly surprising - chaos, violence and division had been building for decades in the Carrion Ward and the kind of power Boss Calder had gathered so quickly to himself was likely to gather detractors, even as Raced the Sun had done the same in the Bloody Hills. - "Now look at 'em both! That's what it's get yeh." - . Among the woken of Á'Shansholí, great ire and restlessness stirs. Many speak in defense the Skystruck-Tree and loudly condemn the Arrok of Ulda and Mountain-Leaper together, but others place the turmoil of the wars squarely at the elder vulture's feet and blame her passively and lack of strong unifying leadership as the root of all the Ward's problems.

    All in all, the the Dream Speakers find themselves well favored across all Á'Shansholí and Rauri's Rest is full to bursting as people eagerly listen to any and all rumors threading their way across the the mountains.

    As the months go by, proposals in various towns and regions are brought up and passed and the Winter Council releases a statement offering sanctuary to any woken or human fleeing war, unrest and the destruction in their homelands. A number of villages, particularly in Áquêzíbarûdolýn and Dól’Shilo, have agreed to taken in any refugees in need of a new place to start.



    Spoiler: First-&-Only eats apples. Sends a herd of descendants to evangelize in her place.
    Show


    First-&-Only eats apples. Sends a herd of descendants to evangelize in her place.

    When Silver-Vulture-We-Lost-In-Rain came to the Shandolyn apple orchard where Mare-who-was-First-&-Only lives, he found the famous mare with her pale mane and nose whiskers streaked with gray and her back bowed with age. However, her belly was round and comfortably fat and she rested easily in the shade of her apple trees watching the grasses of the plains wave in the autumn sunshine, as a herd of her descendants played or worked the orchards with their shaní friends and companions.

    She listened politely to Lost-In-Rain's proposal, but then shook her mane. "I'm too old now to be gallivanting over hill an' dale proclaiming virtues an' denouncing the Milk o' the Great Mother. Also, I'm certain this patch o' soft grass an' those barrels o' apples an' barley-mash wouldn't know what to do with 'emselves if I wasn't here to show 'em." She crunched an apple between her teeth, breaking it in half and then nosed one half toward Lost-In-Raid, offering it to him. "Yes, I have found my place an' just want to live my days in peace an' serenity. But my grand son, Kaskí’Án’Rentari, is always seeking some new venture or chance for attention. He has found for himself a pack o' young horses all raring fer adventure an' mighty purpose. I will nudge them in yer direction. By tomorrow I expect ye'll won't kin how t' be rid o' 'em."

    Sure enough before Lost-In-Raid departed the apple farm, a herd of young and eager horses led by a roan stallion who declared himself a "Heroic Poet and Great Adventurer" had surrounded his camp and declare his purpose their own. "An' a great venture it will be!"




    Spoiler: Lekahni’Aki’Letuah Leaves All Behind to Join Nila-Sen & Party on Adventure into the Mountains, Searching for Lost Parents.
    Show


    Lekahni’Aki’Letuah Leaves All Behind to Join Nila-Sen & Party on Adventure into the Mountains, Searching for Lost Parents.

    Lekahni’Aki’Letuah - New-Song-Chasing-New-Horizons- is the youngest daughter of the well known shaní, M’Eldi’Simráh – I Will Stand and Remember - and M’Eld’Á’Monúkarû – I Stand by the Mother’s Grace, famous for the monumental meeting with the Children of the Great Mother and their controversial conversion to the Children’s faith and then their subsequent departure into unknown lands beyond the mountains. For many years now, Lekahni has sought any news of her parent’s whereabouts, while managing the Dreamspeaker tavern, Rauri’s Rest, and listening everyday to the many stories and rumors told in abundance there.

    Her patients may have finally paid off, as she met the well known Phoenix Hero of Dannu-Gaon, Nila-Sen and her companions, as they were preparing their first venture into the Mountains using the miraculous powers recently developed in their homeland to forge ways through the impassible heights.

    What shall be discovered remains to be seen, but it may be that the young shaná shall finally get the answers she’s sought and be reunited at last with those shaní once known as Root & Sozé.

    Into The Mountains! By Blade & Laura




    ---

    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: 8
    • Opulence: 5
    • Faith: 6
    • Intrigue: 7


    Expected Stat Increases: +1 Intrigue, +1 Military



    ---

    Maps

    Spoiler: Maps
    Show











    Á’Nôstrásandi map coming soon, as well as edits to Trí'Meloa Map to show Earthquake crevasses.



    ---
    Last edited by Laura; 2021-01-03 at 02:00 AM.

  4. - Top - End - #484
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon
    Daezirn Isles
    4- 8 K.E.



    Actions:

    [Faith] Convert R71 from Open to Glyemo (14)
    The sjamynn bring back stories of more strange lands. Returning from the west with the body of an enormous bird the sagu continue their so-called investigations and send a group to collect ancient tales from the natives. Arriving with their engraved stories past legends seem to resonate with the inhabitants and they return with more tales than they came with. Having acquired a few important canvases they also earnt the natives respect in the process.

    [Faith] Convert R74 from Sect of the Black Hand to Glyemo (13)

    Oudugur comes back from the south in a new boat, raising more than a little commotion in the process. Finally, new boats mean more wood and maybe some good fires. A large group journey south to see the wooden island, among them a few sagur. The sagu encounter an interesting culture learning much about secrecy as they gather the local history, eventually convincing the natives to uncover past secrets instead of only keeping current ones hidden. Those looking for wood return with new boats, as the populace refuse to give away any trees, believing their true purpose to be as vessels and nothing else.

    [Faith] Convert R76 from Native Animism to Glyemo (11)

    Londkannuaur returns from the frigid north, speaking of giant furred beasts with horns in their face. A few daring sagur set out to collect the tales from this new island, yearning for complete knowledge of their surroundings. Encountering a much chillier welcome than on the other isles so far they return empty handed after a few of them have gotten their own canvas crushed by the local fauna.

    [Diplomacy] Attend the Duel of Champions
    Event subactions

    • Give UZI Sailing
    • Receive Animal Husbandry, Pottery, Irrigation and Masonry from UZI
    • Learn about the ways of CULTURE


    Londkannuaur sails west, only to be swept up in a large storm. Thought to be lost at sea it's a surprise when he returns years later in a new boat.


    [Opulence] Explore East-Northeast from the 5 in R75 (13)
    Worried by their lack of knowledge in the north the sagu guild manage to get an exploration party together with promises of everlasting wood and ores beyond counting, retelling imaginary stories from the northern island. Setting sail for the last known sliver of horizon land the group is a ragtag band of luck-seekers and fools. The exception being a few hardened sjamynn from Troustur Hreggur, desperately searching for wood to stabilize their home with.

    [Bonus Action, Opulence] Buyout Boats from R74.1 (12)
    Seeing the value of the boats in and of themselves Uodugur makes a return trip to the west. Bringing a canoe full of pyroemeralds with her this time. Talking at length with the locals the stubbornly refuse to trade any raw wood, insisting that boats are a far superior form for transportation. While it was worth a try Uodugur happily settles for a continuous supply of boats, hoping to discover even more valuable trade goods in the future.


    Non Actions:
    • Resist all conversions and buyouts



    News and rumors:
    • With rumors of a great land-sea to the west trickling into Miajo Hregger after the most recent explorations Afbyldi accepts that the narrators were telling most of the truth when they talked of great nations surrounding the isles both in the west and east. Worried about what might happen when the realize the great Daezirn are no more she sends away skotor and sjamynn parties, to find the most direct routes between here and there. Their secondary objective is to observe the operations of any foreign kingdoms they discover and perhaps invite the more curious ones for a demonstration of isles politics.
    • Always hearing of the innovations and discoveries in Troustur Afbyldi invites Hugmendir for a conversation. Refusing to enter Miajo Hregger they eventually settle for meeting at sea, shouting between their boats. Discussing the unofficial status of the Hregger at length Afbyldi finally agrees to consider acknowledging the Hregger, after Hugmendir agrees to let an observer from Miajo Hregger inside and protect them from any unfortunate cave ins.
    • Though being a skilled member of the skota guild Derlingur gets acknowledged as a mystorinn in large part due to Afbyldis influence. Almost immediately after her acknowledgment she gets sent on an important mission to Troustur Hreggur. The fact that she is successful enough to not offend anyone in the Hregger but new enough to not be a sizeable loss left unspoken.
    • The adventurous band he set sail with nowhere to be seen when Londkannuaur returns from the north he soon enters one of the sagu tunnels, as he set foot on land once again. Providing a detailed description and even some inscriptions from his journey, before beginning to plan the next.
    • Finding Derlingur near the twisting tunnels of what he considers to be his resting place is a welcome surprise for Londkannuaur. To the dismay of many in Troustur he shows her the paths through the Hregger and even creates a resting place in one of the forgotten and now hidden tunnels. Showing such trust for someone from the capital Hregger is simply not befitting for the outcast hero. Before they can find an outlet Londkannuaur has already left for the open western seas, further solidifying his stupidity.
    • The tunnels under Troustur Hreggur continues to slowly expand, as more wood from far flung isles makes it way underground. Some of the deep tunnels are now more rubble than solid rock but the smiajor expand them one hammer swing at a time, encouraged by the large pyroemeralds they find.
    • Late in the year some strange and pale people arrive to Glaondi Yejon. Speaking an unknown language it takes some time and aid from the narrators to understand them. When it becomes clear they are inviting the Smiaurskotor to a gigantic fire it sparks weeks of speculation and discussions. Unfortunately the most skilled sjamynn are away and Afbyldi discourages anyone else from travelling, as they are unlikely to make it in time or alive. Even so maintaining relations with a culture able to afford ritualistic fires is a high priority and future plans begins to form.


    Spoiler: Skothusbandi Afbyldi
    Show

    Dip 1
    Mil 6
    Opu 4
    Faith 7
    Int 1

    Expected stat increases: +1 Opu, +1 Faith

    New ruler next round? No


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Glaondi Yejon, R75
    Army Units

    Land:0
    Naval:1

    Heroes

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1


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


    Organised Faith Bonuses
    Tier Effect

    Regional Effects

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

    Hugmendir, mystorinn of Troustur Hreggur (44 as of 0K.E.)
    Afbyldi, ruler (39 as of 0K.E.)
    Derlingur, Afbyldi's apprentice (17 as of 0K.E)
    Londkannauar, hero (23 as of 0K.E)
    Oudugur, mystorinn of Vyrslun, the trade guild (33 as of 4K.E.)
    Skensomur, well-known sjamynn (28 as of 4K.E.)
    Last edited by Torv; 2020-12-30 at 04:04 PM.

  5. - Top - End - #485
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    The Displaced Clans of Ixkarr
    Region 1

    Spoiler: Leader
    Show

    High Chieftess Karra

    Diplomacy: 7
    Military: 8
    Opulence: 3
    Faith: 6
    Intrigue: 3

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


    Actions:

    1. [Diplomacy] Stabilize Region 1
    With the victory secured, Karra moves to stabilize her new holdings in this unknown land. Much of the local political structure is kept intact. Karra works to merely install the displaced clans to the top of system instead of radically reforming it.
    Roll: 12 14 Success see below

    2. [Diplomacy] Explore the region north of Region 2 via sea zone
    After the threat of insurgency is definitively avoided, the Koxrrit shift focus to exploring more of this unknown continent. With some of those locals who are deemed most trustworthy in tow an expedition sets sail to make contact with peoples in the north.
    Roll: 17 19 Success Great Success, since I've been informed I no longer take foreign continent penalties in Mamut

    3. [Faith] Seek aid on spirit communion
    Roll: 12 Success

    4. [Faith] Attempt to commune with the spirits in Karra's dreams
    With the aid of the shamans, Karra seeks to make contact with the spirits in her dreams. This proves a more difficult task than anticipated, however.
    Roll: 13 Failure

    5. [Military] Raise an army unit

    6. [Military] Present an ultimatum to the Truthseers, backed by four units
    Once victory in their new home has been secured, Karra's host sails to the eastern shores of the region. Once there, the army swiftly encircles the Truthseer headquarters and delivers Karra's message to the leaders of the Truthseer order. Return Kethix and the Sun Sword at once, and their relocation to Vesparre won't be disturbed further. Failure to comply with this demand within two days will see the orc army march to the city and confiscate all Truthseer property still in the region.

    While Kethix was a devout follower of a doctrine most other orcs had already given up, his skill with his sword had been unmatched and his heroics were well known within the clans. Furthermore, he would surely look poorly upon the coup his sister had organized. Securing his aid would do much for Karra's plans, and seeing him and the Sun Sword returned was the first step in that direction. If that failed, surely there would be something of value in the Truthseer base of operations...

    Nonactions:
    -Accept TSR's peace offer When Kethix finishes relaying the message of the Truthseers, Karra is visibly angered and storms off to order her troops forward. Surprisingly it's her cousin Akitath who steps up to plead the case for making peace. He reminds her that it's never been the Koxrrit way to hold on to grudges. If she still wanted to hold onto one, she should keep targeting it at the K'orel instead. The Truthseer in Ixkarr's role in her being held hostage had been completely inadvertent. The order hadn't clearly made themselves the enemy of Ixkarr during this decade-long war either. The only true way they'd wronged her was the bounty on her head, and surely that was going to be revoked as well if she made peace, whereas attacking the mystics here will bring no glory. And if she truly desires to reclaim their homeland in Sikar without warring with the other clans, something which Akitath readily reminds he would have been all too willing to do, the aid of the Truthseers presents the most realistic approach.

    While perhaps not typical of her kind, Karra can be swayed with reason. While she still protests the loss of the Sun Sword on Kethix's behalf, she informs the Truthseers that she would accept their offer. There would be no raid, and the denizens of the city as well as all the other people of Ura Rankalore (Region 1) will be under the protection of the displaced Koxrrit clans. It is time for a new beginning, not festering resentment.

    News and rumors:
    -Karra's favorable policies toward the emerging merchant class prove fruitful, as the resources secured earlier are directed to her new base of operations instead of them being sent to the rebellious clans in Ixkarr.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 1/6
    Navy units 3/3

    Heroes:
    Kethix of Ippathaka (10) (Captured)

    Technologies:
    War Drums (logistics)

    Opulence:
    Trade posts:
    Cacti: 296.2
    Maize: 281.1

    Resource requirement: Wood (fulfilled)

    Treasure 0/5

    Other items:
    N/A

    Technologies:

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

    Faith:

    Official faith: Path of the Ancient Ones

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

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Round 7
    Round 8
    Round 9
    Round 10
    Round 11
    Last edited by OmnivorousOgre; 2021-01-02 at 07:31 PM.

  6. - Top - End - #486
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 12

    News and Rumours
    • The king is rumoured to be ailing, though messages to Limdimon are answered. It may be that Oniyellīs is now ruling in all but name.
    • Ecimona is said to be furious at the Sentinels' failure to support the projected quest to destroy the heart of shadows in the west, and the time wasted waiting in Troll Country for their arrival. It is widely reported that she has said that "if that onobānā Agatha dares show her face here again, it'll be the last time."


    Actions
    [Military] Recruit a unit
    [Military] Recruit a unit
    [Military] Recruit a unit
    [Military] Recruit a unit
    [Opulence 5] Recognise Xem-Jeng-Xeng in Dum-Hong-Deng (191) as a city.
    [Diplomacy 5] Cultural identity: Favour of the shūvāchē (2d8 on duels)


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


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D 5
    M 8
    O 10
    F 4
    I 4

    Next round +2 Military

    Spoiler: Stuff
    Show

    Regions: 190, 191 (Dum-Hong Deng), 192 (Farilpūll), 193 (Faranandūll, capital)
    Units: 3
    Treasure: 2
    Last edited by Aedilred; 2021-01-02 at 02:09 AM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
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    Spoiler: Previous Avatars
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    (by Rain Dragon)

  7. - Top - End - #487
    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 12




    Year 45-48 of the Kro Dynasty

    News and Rumors
    • Spoiler: The Flock Militant of Kro's Talon
      Show
      In the years since Kro Thorael's ascension to the Sun, blessed be it's light, and his return with the the knowledge the ancient laws a new Flock has formed. The Flock Militant of Kro's Talon is an order of knights, each with a similar contract to Kro Thorael, though none approach the same magnitude. Despite having only just been established, the flock has an inordinate amount of influence. Contracts are not only expensive to have drafted by the Flock of Dawn Seekers, but they also must house and care for those they contract with. So it follows that the Flock Militant is made up of wealthy scions of the most powerful merchant families in Highnest.

      As a side effect or perhaps a boon, contracting with humans allows a crow to take a human form. The Flock Militant takes advantage of this to dramatically change the role of crow officers in the army. Instead of merely shouting orders from high above the battlefield they can dive into the fray, sometimes literally. In mock combat they prefer to drop from the sky, take out an enemy with their talons, and take his weapons to continue fighting. Crows still flew over the battlefield, but this was relegated to the auxiliary so the Talons could lead from the front.



    Actions Rolls
    • [SECRET] Crows gather in the sky. [17, Spend 1 Treasure]
    • [Intrigue] Steal Caravansaries tech from the Fffolllkkk [12, Spend 1 Treasure]
      After years of discussion, crows of the Nightblue Merchant's Flock are fed up with how slowly the Fffolllkkk are to reach agreements to trade their knowledge of caravansaries. It is entirely possible they were even in the middle of explaining it. They just talk too slow. Who could possibly be bothered to hear them out? Only the Inexorable Sun, blessed be his light, has enough days to languish listening to the Fffolllkkk explain anything. So they hatched a plan to steal documentation directly. Surely it would be faster to translate whatever nonsense theses turtles write.
    • [Military] Raise 1 Unit
    • [Military] Raise 1 Unit
    • [Military] Raise 1 unit
    • [QUEST] Kro Thorael explores southwest of the Maw(Region 300), following the lion trails that were documented previously. [16, Success]


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Accumulate 2 Treasure from Trading Posts (17 owned)
    • Accept Embassy from the Kingdom of Lhungho Saar (TRL/Role)
    • Accept gifts from ASH/Nef
    • Send knowledge of Bronze, Wheel and Axle, and Djinn Contracts to the wise and powerful Sultan Zidan al Kasima as tribute.(ASH/Nef)[Gift two techs]


    Ruler Info
    D 4 • M 3 • O 10 • F 5 • I 5
    Expected Gains:
    +1 Int, +2 Mil

    The Vault
    Spoiler
    Show
    5 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; 2021-01-03 at 12:03 AM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  8. - Top - End - #488
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 12)
    King of Kings Wenid Kw'Muketi





    [Faith] Miracle! (effect): Yegin's last breath, carried by a magical wind from the west, echoes across Kiswa and Sikar. Moving in a direct path over Veramondo and across the Sur, it rushes through the countries below, filling the ears of all who are in its path with the death-song of Yegin Kw'Haleti. Such tales of heroism and tragedy are not ignored, and thousands of the listeners convert to Abiherism on the spot, building shrines and telling tales of Yegin and their own cultural heroes.
    [Opulence] Build DSP Tavern in 213 (1/3): The late Yegin Kw'Haleti had possessed a large amount of property purchased with the fruit of battle, and on their death had willed most of it to their children, Kedaten and Taman Kw'Yegini. The one exception was a village on the outskirts of the Okisi mountain territory, which had been left abandoned since Yegin had cleared it of Anigoli squatters. Yegin had been appointed mayor of this village, and in death had granted it to its most notable native, the blemmyae hero Selay Kw'Okisi. To the surprise of many, Selay was soon seen in the Korebita, requesting blemmyae workers to restore the village and transform it into a base for the Dreamspeakers.
    [Opulence] Build DSP Tavern in 213 (2/3): Selay quickly set about rebuilding the village where they had been born, tearing down the rotting wood and thatch huts and building grand stone edifices arranged in a peculiar shape. After the completion of the new city, the strange arrangement was revealed to enhance acoustics, as anything said from the edges of the town would be audible in the unfinished Tavern at the exact center. In this way, the Dreamspeakers would be able to glean any secrets they desired from the travelers in the outer city without being forced to reveal any of their own... unless it suited them.
    [Diplomacy] Host an Event
    Spoiler: Subactions
    Show
    Accept all tech

    [Military] Oyem Kw’Mesihafi quests into the unknown seas east of 214 (17): The Crimson Blade of Yedem Kali had been imbued with the spirit of Dinfat Kw'Torineti, the former Warcaller of the Korebita, and Dinfat often whispered to the sword's owner from beyond the grave. In life, Dinfat had explored the territory of Galghälani, which had finally been incorporated into the United Abiherist Tribes, but had never fulfilled the urge they felt to go beyond and journey across the vast eastern sea. Now, through the whisperings of the Crimson Blade, Oyem Kw'Mesihafi was persuaded to do what Dinfat had been unable to, and ventured out on a one-person outrigger, sailing beyond sight of land and far into the vast unknown of the deep, dark sea.
    [Military] Raise 1 land unit and 1 naval unit: Roused with fury at the death of their hero, the monks of Zemena Lake organized into defensive bands of warriors, fifteen apiece. Dozens of these bands now roam the mountain peaks surrounding the lake, under the command of the monastery's curator, Kahin Kw'Mesihafi. Meanwhile, in the seas off Galghälani, a group of religious zealots dedicated to the old ways of sea worship had gone mysteriously missing for several months, before returning in their canoes claiming to have received the blessing of the leviathan goddess Badëmajha, offering to ferry the faithful out to sea to hear her message themselves. Neither group is wholly under the command of the King of Kings, but neither are they completely unfriendly to the leadership of the United Abiherist Tribes, and under the right circumstances might be convinced to fight alongside the official armies of the country.
    [Diplomacy 5] Create a Cultural Identity (2d8 conversions): Under the command of Tubaw Kw'Mesihafi, the Bete Great Library had exerted a level of control over all Abiherist sects, even those on the other end of Kiswa. Oyem proved to be a less demanding Curator, and proclaimed that Abiherism should be a guiding principle for all those who followed the faith, not a strict dogma. In practice, this meant that Abiherist communities outside the Korebita were permitted to select their own leadership and practice traditions of their own choosing, while barely paying lip service to the original forms of the religion. Naturally, this was a boon to missionaries, who found it understandably easier to convince native populations to adopt Abiherism when it meant functionally no change in their own traditional customs.

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Abiherism

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show



    Spoiler: Songs of the Korebita
    Show



    Spoiler: People of Interest
    Show

    Wenid Kw’Muketi Yegin Kw’Haleti Oyem Kw'Mesihafi Neguwi Kw’Zinabi Huleteni Kw'Muketi
    King of Kings, ruler of the United Blemmyae Tribes, child of Huleteni First in the Realm of Korebita Curator of the Bete Great Library, head of the Abiherist religion Former King of Kings of the Ten Tribes, slain by Warlady MacGill of the Anbroch Former King of Kings of the Ten Tribes, poisoned by Inigid


    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry
    Crab-Claw Sails
    Pottery

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Torineti Warriors, Korebita Slingers, Sewi Warriors, Thunder’s Vanguard, Galghäl Skirmishers, Adeni Marines, Huleteni’s Javelin, +2

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

    Resources Controlled: Tropical Birds (194.1)

    Fortress: Misig Zinabi (213)

    Heroes: Oyem Kw'Mesihafi (10), Gusuhaz Kw’Sewi (8)

    Leader: King of Kings Wenid Kw’Muketi

    Diplomacy: 6 +1
    Military: 9 +1
    Opulence: 3 +1
    Faith: 10
    Intrigue: 2
    Last edited by Gaius Hermicus; 2021-01-02 at 09:26 PM.
    Avatar by Sniper Jo!

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

  9. - Top - End - #489
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Years 245-248
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 209 - Konraech
    Region 208 - Inkhwabi
    Region 202 - Lonn Dhakaa

    Ruunandaraghal Lhungho, High King of the Dhraan, River-King of the Mikra of Narava, Foremost Sage of the Tribes of Unghlaban, Bulwark Of Civilization
    Diplomacy 10
    Military 10
    Opulence 5
    Faith 2
    Intrigue 5


    Actions

    1. [Diplomacy] Attempt to Impress the Truthseers and earn the right to hear the Four Winds Mythica, spending 1 Treasure [Roll Result: 20]
      Ruunandaraghal spares no expense in his efforts to win the knowledge his late father could not before his demise. Both in earning the council and wisdom of the Truthseers keenest and most learned, and in preparing himself for their trials. Without Blightspawn threatening his home, as they did King Haanhangandhal, perhaps he needn't have bothered, however - his focus is clear and keen as he brings to bear every trick of the monarch's trade in proving his worth to the great tower-witches.

    2. [Diplomacy 10] Establish Embassy with CRO


    3. [Diplomacy] Colonize 199 [Roll=autosuccess]
      With the Anbroch clans distracted by the potential for precious dyes, the Dhraan are uncontested in their colonization of the lands once plagued by Shadows. Still, it seemed the land was always destined to be colonized by dwarves - the rocky hills suited them better by far than any Troll, and the stream of refugees from Anbroch land had been long and heavy. Even so, the Vyrka seem more comfortable in the lowlands of the area, and so it joins Konraech in hosting both their cultures.

    4. [Diplomacy] Dispatch a Mission to Explore region 206 (south of 205, west of 207) [Roll Result: 18, Great Success!]
      ((please don't be Blightspawn))

    5. [Military] Send Onoynoyis to help End The Shadows


    6. [Military] Raise Two Naval Units
      Mikra sailors, now no longer at risk of slaughter by Dhraan like feral beasts nor Blightspawn scourge, answer the call of the Troll-King for loyal warriors. Though they ply their trade along the Rivers of Kiswa, working for the merchants and guarding the great food-barges that feed Lhungho Saar and Singhön from Bel-Dan and worse threats, nonetheless they will honor their oaths of service when battle must come.

    7. [Intrigue] Steal Steering Oars Technology from BDA
      Direct action was needed to combat the Shadows, yet the Troll-King bids his messengers remain discreet in word and deed...though, being Dhraan, this does not last long. It quickly becomes apparent that the Troll-King is will to pay well for any who bring him the secrets of the Bel-Dan's maneuverability.



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


    News and Rumors
    • Onoynoyis watched for a week as the creature that slew his mentor burned. The slow, silent tears he shed were consumed by the blaze of the fire before they left his face, and even thrice boiled the water in this place tasted foul - the fermented sapmilk that Isidi had taught him to make tasted nearly as bad, though that was for a different reason. Was this what it meant to be a Hero? What he had been yearning for? What he had, now, proven himself to be? Did it mean watching the gruesome death of friends and family and feeling powerless to stop it even with all your strength?

      It was terrible.


      And Onoynoyis knew he would do it until he died.



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


    Spoiler: Recorded In Chorus
    Show

    State Religion: Abiherism
    Bonuses: +1 Errant Quests, 2d8 Epic Quests

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

    Treasure: 1/10 -1 this round

    Fortress: Walls of Singhön [in Narava (210)]

    Units:
    9/16 Land Units
    1/8 Naval Units + 2
    • Land:
    • Snapping Maw [20dh+++e/dw]
    • Gnashing Teeth [22dh+++e/dw]
    • Broken Scales [19dh++dw]
    • Spitting Stones [20dh++e]
    • Light Bringers [21dh+dh]
    • Shade Breakers [21dh+dh]
    • Efryt Primals [230vk++vk]
    • Efryt Exemplars [170vk+++vk]
    • Ravyk Cardinals [260vk++vk]
    • Naval:
    • Bloatlurks [18dh+e/dw]


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


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


    Embassies:
    HEN
    UBT
    VYG

    Organizations:
    SOS: +2 Rep, 0 Favors
    DSP: +1 Rep, 2 Favors
    TSR: +4 Rep, -1 Favors


    Spoiler: Legends and Legacies
    Show

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

    High King Ruunandaraghal
    Projected Stat Growth:
    +2 Diplomacy
    +1 Intrigue?


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


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


    Scionary Prince Onoynoyis, Champion of Saar Lhungho (Hero 10)
    Firstborn-Prince-to-Klarakrudkhani,
    Secondborn-Princess-Klarakrudkhani, Kladhaarukughaal
    Thirdborn-Prince-to-Klarakrudhkhani
    Fourthborn
    Fifthborn
    Sixthborn
    Firstborn-Princess-to-Ingalhiikhudile
    Secondborn-Princess-to-Ingalhiikhudile
    Thirdborn
    Fourthborn


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

    Last edited by Rolepgeek; 2020-12-17 at 11:57 AM.
    Sincerely,
    Role P. Geek

  10. - Top - End - #490
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Actions:

    1. [Diplomacy] Establish a claim to [Region 187]: 16
    The lands across the hills hold to the same ancestral faith as the Melxab, and, with her position secured, Queen Ben-Udula sails around the northern headland with many Renab priests to begin incorporating them into the Royal Queendom. The fact that Hozhisa has spread like wildfire through Melis itself is quietly ignored, though the locals still demand a marriage to legitimize the claim.

    2. [Diplomacy] Stabilize the Velatares [region 186]: 16

    3. [Diplomacy] Unify the Captains of the Armada (1/5)

    4. [Diplomacy] Unify the Captains of the Armada (2/5)
    Reren Ren-Cha-Fen reaches out to all the greatest Ren-Ub, sending gifts and honeyed words, with the ultimate goal of forging the loose ethnic ties between the Bel-Dan-Ub into something greater...

    5. [Military] Raise a naval unit

    6. [Military 5] Create a Tactical Doctrine: Wealth and Glory

    Pirates are no strangers to pillage and plunder. A field army that can't catch up to a traveling band of raiders will have a trail of devastation to follow.

    Effect: On a successful tactical maneuvering roll, make a Sack attempt against a random owned Trade Post in the region in which the battle takes place.

    Nonactions:
    1. Allow all religious conversions
    2. Resist the Troll theft of Steering Oars: 11 (success)
    3. Accept 1 treasure from the Anbroch via embassy


    Spoiler: News and Rumors
    Show
    • Ren-Cha-Fen...
      .
    • Ren-Pera-Don...
      .
    • Ren-Ben-Udula...
      .



    Spoiler: Ruler Information
    Show

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

    Expected Stat Bonuses: Diplomacy +2, Military +1


    Spoiler: Other notes
    Show

    Land units: 3
    Naval units: 2+1

    Treasure: 2

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

    Favors:

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

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

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

    Tactical Doctrine: Lightning Landings
    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).
    Last edited by Minescratcher; 2021-01-02 at 02:56 PM.

  11. - Top - End - #491
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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



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


    Actions:

    1 [Opulence 10] Technology! Proposed Technology: Winged Guides
    Requires: Flying Beings
    Effects: Allows crossing of 1 additional deep water border. +1 to exploration over water

    2 [Faith 5] Holy Order: The Heralds of the Song in 136
    With almost a half century of existence, the Way of Song is at its strongest in Sangar itself. Although they nominally meet and perform in the Den, they are not Pledges, and thus have quite a large lay membership

    3 [Military] Attack 158 with 8 units led by Vralis the Quiet
    Will duel, skirmishing. Total bonus 8+10+1(bows)+1(Treasure)

    Will attack from 159

    With War in the Carrion Ward averted, Vralis finds himself at the head of an army which has already been mobalised. With Jia on her deathbed, and little to stop him, he organises a long march to bring another region under the fold of the Symphony. In fact, it could be his gift to Jia's daughter...
    4 [Faith] Convert 175 to the Ancient Way, with SHN support 13

    5 [Military] Hinarah explores south of 163 20


    6 [Diplomacy] Agree to an accord

    The Carrion Ward will be ceded into Uldra's stewardship.
    Uldra will help the citizens of The Carrion Ward establish democracy under the guidance of our esteemed Ambassador from Eleftheria.
    A public execution of Skystruck-Tree will be held within the year.
    A duel between Dara Icechaser and Kari Icechaser will be held in Sangar.
    The Carrion Ward will be granted autonomy once these conditions are met with satisfaction to all parties.

    7 [Diplomacy] Improve SOS Rep to 2. 17
    With Blightspawn abound from far off tales, and even the Children ebginning to infiltrate the Sentinels, quite a few of the Sworn carefully make contact with the Sentinels they can find, to at least help bring themselves into favour.

    Non-Actions:
    New Ruler Next Round
    Vralis the Quiet succeeds Prenadi
    Embassy Actions:
    Accept units from WAR (2)
    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    113 TP2: Wood
    155 TP1: Wild Horses
    159 TP1 Copper
    131 TP1 Wooly sheep
    1 Treasure generated per turn
    Embassy:
    CAW
    SHA
    DAN
    Claims: 131
    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 1,
    Truthseekers: Rep 0
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing
    Bows +1 to battle

    Units: 8

    Treasure: 5


    Heroes: Prenadi Kilia 10
    Hinarah the Rider 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-01-02 at 01:45 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  12. - Top - End - #492
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: Oraket the Three Hearts
    Round 12

    Ruler Stats:
    Dip: 1
    Op: 6 + 1
    Mil: 6
    Faith: 10
    Int: 8 + 1

    Spoiler: Other info
    Show

    Tp 1: CRO
    Tp 2: SKO
    Tp 3: SKO
    Tp 4: SKO
    Required Resource: Slaves MET
    Holy Site: Path of the Ancient Ones [+1 to defense]
    Holy Site 10: TBD
    Holy Sites: (10)
    Techs:
    The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
    Animal Handling: +1 to Op or Dip Exploration
    Seeker: Allows exploration over Deep Desert borders[/I] Requires: Nakhla Stone
    Pottery: +1 to buyouts
    Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
    Irrigation:
    Sailing:
    Artifact:
    City: An Akhad
    Treasure: 4
    Units: 5

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

    News and Rumors:

    - A story of the Sol'Ikoth: https://docs.google.com/document/d/1...it?usp=sharing
    - Who could be behind this sabotage of the holy site of Ka'Thoth? The highest officials of the Sol'Ikoth are searching for answers
    -

    Actions:
    1 Op: GP for DSP (3/5)
    2 Op: GP for DSP (4/5)
    3 Faith: Convert 308 Success
    4 Int: Investigate the Phylactery Success
    5 Int: Investigate the Pyramid in 299 Success
    6 Faith: Set HS 10 bonus: 2d8 to resist assassinations.
    rolls
    Non-Actions
    -Resist all Buyouts and Conversions except buyouts from HTD
    -
    -Raise rep with DSP costing 1 favor
    New leader: No
    Spoiler: New Leader Stats
    Show



    Spoiler: Dynastic tree
    Show



    Last edited by Ivor_The_Mad; 2021-01-01 at 08:44 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  13. - Top - End - #493
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

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



    Round 12 Actions:

    1. [Diplomacy] Attend the Yegin's Death-Song Event.
    Sub Actions:
    • Receive Steering Oars from Anbroch Raiders (ANB)
    • Gift War Drums to Anbroch Raiders (ANB)
    • Gift War Drums and Thin-Blood Elixir to United Abiherist Tribes (UBT)

    2. [Diplomacy] Labrythine trade with Hydra (have embassy)
    • Trade 2 units to HYD
    • Trade Bronze and blade sharpeners to HYD
    • Trade region 211 TP2 (Tvila Clay), 216 TP2 (droggen Berries), 238 TP2 (Granite) and 214 TP1 (sea food) to HYD
    • Receive Equestrianism and Celestial Navigation from HYD
    • Receive 307 Gold TP2, 303 Fox TP2, 295 salt TP2 and 291 Desert Bell Seeds TP3 from HYD


    3. [Opulence] Buyout open Hemlock TP 1 in 235 Sucsess 20

    4. [Opulence] Explore south of 215 Sucsess 22

    5. [Opulence] Explore south of 216 Sucsess 24

    6. [Opulence] Buyout Open Horse TP 1 in 289 with support Sucsess 18

    7. [Intrigue] Investigate the presence that left Kiswa after causing an earthquake. 16



    Non Actions:
    • Trade War Drums and Coinage to Vygra for Mountaineer Clothing tech and pay debt owed. (Embassy)



    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Vygra
    • Embassy with the Nocturnal Hydra



    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 7 + 1
    Military: 6
    Opulence: 10
    Faith: 3
    Intrigue: 10


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    208 1 Gamebirds Living beings / food?
    210 2 Bananas Food
    211 2 Tvila Clay clay?
    211 3 Tvila Clay clay?
    213 2 Flint ??
    214 1 Seafood Food
    215 1 Artisans Skilled beings
    216 1 Sweet Droggen Berries Food
    216 2 Sweet Droggen Berries Food
    216 City Sweet Droggen Berries Food
    217 2 Sorghum Food
    218 3 Cacao Food
    221 3 Healing Herbs Medicine
    225 1 Elk Living beings?
    226 3 Copper Metal
    238 2 Granite Stone?
    240 1 Aquamarine Precious mineral
    241 2 Tin Metal


    Spoiler: Treasure (5)
    Show

    Round Reason Change Total
    4 Passive TP income +1 1
    4 Gift to sentinels of stone for rep -1 0
    5 Passive TP income +1 1
    5 Great Success Exploration +1 2
    6 Passive TP income +1 3
    6 Use one for investigation -1 2
    7 Passive TP Income +2 4
    7 Use on for the attack on blightspawn -1 3
    8 Passive TP Income +2 5
    8 Help stop unrest in 215 -1 4
    8 Assist on buyout -1 3
    9 Passive TP Income +2 5
    9 Investigate Shadows -1 4
    9 Investigate Shadows -1 3
    9 Investigate Shadows -1 2
    10 Passive TP Income +2 4
    10 Investigate earthquake -1 3
    10 Assist on Epic Quest -1 2
    11 Passive TP Income +2 4
    11 Blood Ingot reward +2 6
    11 Investigate evil presence revealed by the earthquake -3 3
    12 Passive TP Income +2 5


    Spoiler: Military (4 units)
    Show

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

    Hero
    Name Military Stat
    Dra ranu 8


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Sentinels of the Stone 1 2
    Dream Speakers 1 0
    Truthseers 0 1


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location
    Sikar Translation Done Reduce penalty to -4 when dealing with Sikar N/A


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot
    Blade Sharpeners +1 to Battles Tvila Clay Yes Melee Weaponry
    Bronze +1 to Battles, +1 to Leader Loss Rolls Copper or Tin Resources Yes Special Materials
    Composite Bows +1 to Battles Hooved Animals Resource Yes Ranged Weapons
    Crab-Claw Sails -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics
    Thin-Blood Elixir +1 to all Battles and Quests involving the Gluttonous Shadows N/A Yes Combat Drugs and Medicine
    War Drums +2 to Tactical Maneuvering Rolls N/A Yes Scouts and Logistics


    Non Military
    Tech Name Primary Effect Primary Resource Primary Resource Met
    Advanced Poisoning +1 to theft, assassination, kidnapping, incite betrayal and related secret actions Medicinal or Poisonous Plants Resource Yes
    Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes
    Coinage +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold) Gold or Silver Resource No
    Irrigation +1 to Stabilization rolls N/A Yes
    Masonry +1 to resist Raids and Sacks N/A Yes
    Pottery +1 to Buyouts N/A Yes
    Sailing Permits exploration and troop transport over deep water borders N/A Yes
    Wheel and Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency. N/A Yes
    Writing (United Blemmyae Tribes Script) +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. N/A Yes


    Spoiler: Ruler Actions
    Show

    Spoiler: 'King' Yorick II
    Show

    Attribute 5/10 Action Effect
    Diplomacy 5 Create Embassy An embassy with The Vygra was made.
    Military 5 Raise Hero Dra Ranu (8) is recognised
    Opulence 5 Raise City Manticore Rise now exists
    Opulence 10 Become a Merchant Prince The Sewune now benefit from the Merchant Prince Title



    Spoiler: Previous Posts
    Show

    Round Action of Note TP's bought
    1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2
    2 Acquired required resource in the form of copper TP 3 in region 226 Copper 226 TP3, Cacao 218 TP3
    3 Founded Manticore Rise Elk 225 TP1, Tvlia Clay 211 TP3, Healing Herbs 221 TP3
    4 Started building a military None
    5 Officially converted to Abiherism None
    6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2
    7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2
    8 Stopped unrest in 215 and made an embassy with the Vygra Tin 241 TP2, Artisans 215 TP1, Flint 213 TP2
    9 Mass investigation on the origin of the Gluttonous shadows Gamebirds 208 TP1, Aquamarine 240 TP1
    10 Become a merchant prince, assist with cancer in thevale and investigate the earthquake Seafood 214 TP1
    11 Assisted with Into the blightlands and sikar translation Tvila Clay211 TP2

    Last edited by Moriko; 2021-01-02 at 06:00 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  14. - Top - End - #494
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Reavers



    Actions

    1. [Intrigue] Look for the nature of the World Soul, roll 15 The investigation into the sentinels' standing stones grows more aggressive as rumor spreads that their activities could be responsible for the earthquake in the Gehudu forest. Sentinels who are suspected of keeping secrets are intimidated, drugged, and sometimes even kidnapped as the Anbroch seek more information on the spiritual entities that the standing stones trap. Anything worthy of note is shared with the Sewune, running their own paralell investigation into subterranean spirits.
    2. [Intrigue] Lure Blightspawn away from 205 into region 202, roll 17
    3. [Intrigue] Lure Blightspawn away from 205 into region 208, roll 20
    4. [Intrigue] Lure Blightspawn away from 205 into region 209, roll 21
    5. [Intrigue] Raid Region 189 TRL Trade Post 2 for Purple Sea Snails, roll 20 Lorna MacGill sent reports of Dhraan-funded merchant caravans carrying sea snails that can be made into dye- the luxury good that the Anbroch have clamored for since the False Dawn. Reavers joyously set out to claim for the first time the valuable stuff. The Sirrvadutt honor guard Tasapa the Mongoose leads such band, hoping to imrove his fame and wealth.

    BONUS: [Diplomacy] Attend Yegin's Death-Song
    • Give the Sewune Steering Oars (On condition they not trade it to others without the permission of the Bel-Dan) in exchange for War Drums



    Nonactions:
    Give the Bel-Dan one Treasure as Tribute
    Replace Neno, Who Never hit a Foe Twice with Tasapa the Mongoose The weary Luthrail bandit announces his retirement as a new folk hero grows in prominence among the Anbroch. Captain of the honor-guard provided Rosie MacGill by the Sirrvadutt, he distinguished himself with his speed and acrobatic skill. It is said that the elf is fast enough to behead a cobra as it strikes, earning him his moniker. A devout Abiherist, the young hothead's fondest desire is to outstrip the legendary elf Vetrapa in fame, and he sees his position as captain of Rosie's elven guard as an opportunity more than an obligation.

    News and Rumors

    Spoiler
    Show
    Something was dripping down Rosie’s face. She licked it, and tasted fermented cacao, well brewed.

    “It’s about time” came the harsh bark of a woman’s voice, and Rosie was punched sharply in the gut. She spluttered, and opened her eyes to see a young dark-haired dwarf kneeling on her. The stranger wore a traditional Anbroch wrestling uniform, and took a large swig of a gourd in her right hand, only to spit some more of the Cacao juice onto Rosie.

    “I don’t know who ye are, but ye don’t know who yer dealin’ with,” Rosie sputtered. “If ye don’t let me go right now I’ll have ye killed for insubordination.”

    The dwarf stiffened up. One of her eyes rolled lazily to the side, a fake, as she reacted with oozing sarcasm. “Oh, my goodness, yer highness!. I beg yer pardon!” The stranger gracefully jumped back onto her feet, then offered a hand to Rosie. As she took it, the young dwarf woman spun her to the side with superhuman strength, dangling her over what she now saw was a great underground hall, with dwarves, humans, and blemmyae milling about far below her at a great dining table. She gripped her captor’s hand tighter, staring down at the drop. As she turned her face back up toward the dwarf, she saw that her face had changed, and was now all too familiar.

    Scars pocked wrinkled skin, and her stone eye focused on Rosie as Mollie MacGill pulled her adopted daughter back onto the beam upon which they stood above the great hall.

    “Recognize me now, Rosie? I’ve been watching ye for some time.”

    “Warlady… am I... dead?” Rosie looked down at the feast, and saw more clearly the faces of many departed souls. Her mother and father, her brother’s wife Peggy MacTir, Matriarch MacDool, King of Kings Huleten and Ekaniy, the troll Ingkannu, and even an androgenous bearded dwarf who she was sure must be Loren.

    “No, unfortunately,” Mollie MacGill spat. “But someone else ye might know is.” The warlady pointed down to a Corner where Kasiy K’Sewi stood by the door to the hall, and embraced Yegin Kw’Haleti in a warm hug as they entered.

    “Now, do ye happen ta remember a little oath ye once made, regarding that particular fecal specimen of a blemmyae?” Mollie MacGill asked, as her dagger appeared in her hand and she began to sharpen it on an equally aparitious whetstone.

    “But he died because I-” Rosie began, but was cut off as Warlady Mollie leapt on her, pinning her to the beam with the copper dagger at her throat.

    “Don’t even start with that excuse. What ye did doesn’t count, ye just told the King of Kings the truth. No valor in that. No, ye didn’t do it because ye were afraid. Ye came the closest with that trap in Dozgasil, but that lazy blighter didn’t take the bait, did he? And ye just let him walk away!”

    “I-” Rosie sputtered, but was cut off again as Mollie pressed the dagger closer, on the cusp of drawing blood but not quite doing so.

    “I don’t want ta hear it. A promise was made, and ye had plenty of time ta carry it out. But ye failed, so this is my warning ta ye. Enjoy these last years while ye’ve got em. They may be years of war and death and hardship, but I can assure ye that it’s nothing compared ta the family reception ye’ve got waiting for ye here.” Mollie MacGill growled, spitting more fermented Cacao in Mollie’s face. She drew back, and poised to strike Rosie in the gut…

    “Rosie gasped awake, jumping to her feet on the mat where she lay by Tavish MacGrath, a sound sleeper who was still snoring. Apart from his steady breaths, her room was quiet. The daylight peeked through the fortress window, and as Rosie took deep breaths to calm herself she followed a sunbeam with her eyes, feeling a twinge of fear as it settled on Mollie MacGill’s dagger, resting in its sheath on the shelf.



    Spoiler: Ruler Information
    Show

    "Matriarch" Rosie MacGill
    Spoiler: Biography
    Show



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

    Attribute Improvements:

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (54 yrs): The adopted daughter of Warlady Mollie MacGill and biological daughter of the Matriarch, a lot of negotiations had been conducted to put her in line to inherit more power than either posessed alone. Ruling in the wake of the Warlady's murder, she was not well liked by the soldiers.

    Tavish MacGrath (52 yrs): Third-in-line for the patriarchy of House MacGrath, Tavish quickly became first-in-line during the civil war. Lover of the Warlady, his caldera fortress Slocdun keep is an important asset for the Anbroch.

    Charlie MacGill (48 yrs): The son of the Patriarch and Matriarch, he has been imprisoned since he led a rebellion against his Sister.



    Spoiler: Bookkeeping
    Show

    Land Units: 5
    Ass Raiders: 200 More well-established reavers, accompanied by Donkeys and retinue.
    Anbroch Commandos: 300 Female Reavers who fight alone, trained for Asymmetric warfare.
    Male Reavers: roughly 250 male Reavers, married to the female reavers and expected to fight together.
    Female Reavers: roughly 250 Female Reavers, recruited from the Partisan Militia, accompanied by a few slaves.
    The Stouthearts: A few Battlemistresses stayed behind as partisans and nobles of less stern stuff fled during the civil war and the blight. They remain still, accompanied by their quads in the traditional Anbroch fashion.
    Naval Units: 3
    Luthrails of the North: Luthrail veteran sailors, hardened by bearing the brunt of the Bel-Dan's raids for so long.
    Luthrails of the South: A motley crew of Luthrail fishermen from the erapira, fighting with their traditional staves.
    Bel-Dan castoffs: Bel-Dan pirates serving the Anbroch as mercenaries.

    Treasure: 3

    Trade posts:
    Region 212 TP 2: Wild Asses

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

    Technologies:
    Animal Husbandry
    Crab-Claw Sails
    Masonry
    Pottery
    Sailing
    Steering Oars
    Thin-Blood Elixir
    Wheel and Axle
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2021-01-02 at 07:38 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  15. - Top - End - #495
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Great Scrimthun Unity
    Glory be to Thun, which remembers what it is owed.
    (Round 12)

    Actions:
    1. [Diplomacy]Weave a tale upon the Orrery Stage, in hopes of becoming the Keeper of Fables. Spend 1 Treasure. Success! Roll
      The Thunspeaker was a little surprised when the Dreamspeakers finally revealed the purpose of the complex that the Scrim had constructed for them, but rallied quickly. As soon as it was clear, Nithor began preparations to tell a tale the likes of which the Dream Speakers had never heard before.
      Among those preparations is the hiring of a vast array of public performers, and it seems that every poet, bard, and minstrel fool enough to wander into Thun is picked up by Scrim officials to give a performance, at the Thunspeaker's pleasure. Those found worthy are then given an opportunity: To teach the Thunspeaker
      everything about their craft, in exchange for a handsome reward. Most prove unworthy or unwilling, but enough skilled songsters, balladeers, players and playwrights take the offer to give Nithor a little extra edge when the time comes for the ritual to begin.
    2. [Opulence 5]Create Trading Post: Improve the resource of Emeralds in region 18 via embassy with the Uzii (UZI).
      When the Tradespeaker returns from the North looking a little worse for wear, the Thunspeaker almost immediately sends them, under the watchful eye of Warspeaker Tior, on a new mission for Thun. The emerald supplies of the South may be plentiful, but extraction has remained inefficient- at least by Scrim standards. Taking a sizable party of Scrim along with them, the Tradespeaker begins making arrangements for the Scrim to take over the efforts of removing the precious stones from the ground in the holdings Thun already controls. Almost immediately, the supply of emeralds increases hugely, and exports of the gems to Thun increase in turn.
    3. [Opulence]Buyout: Buyout the Minor resource of Marble in region 31 with support. Success! Roll
      It seems obvious to many that the Scrim should wish to secure additional supplies of stone, but it turns out that they do not wish to convert the stone purchased from Clan Alqar into more Scrim. They claim, instead, that this is a type of marble more suited to construction than procreation. By and large, this seems to be true, as Scrim merchants and their servants arrive to oversee quarrying of the fine stone, which is then sent where it is needed.
    4. [Military]Quest Into The Unknown: Send Arman of the Jouraka-Al-Thun (8) to explore North of region 55. Success! Roll (Note: Bonuses were calculated incorrectly: AH should not have provided a bonus. As such, total result is 17.)
      The Thunspeaker has a special mission for their lover- to pursue sight of the Storm-Bird in the far north. Arman is as much survivalist as warrior, like the ex-Sentinel who preceded them, so it is with sadness and longing that the two part, but not with any expectation of grief, and soon enough, Arman will, all going well, return with more word about the potential location of the great beast's nesting grounds.
    5. [Military]Attack Region 55.
      • Warspeaker Tior (9) leads.
      • Send 5 land units.
      • Challenge native commander to duel, with Trinity of Light shared dueling CI
      • Use the Reckless Attack Tactical Doctrine.
      • Spend 2 treasure using Increased Defense Budget for a total +3 bonus.
      • Total bonus: 9+5+3=17.
    6. [Military]Raise a unit.
    7. [Military]Raise a unit.
      For the first time in decades, the Warspeaker is called upon to perform the full duties of their office. Tior is to lead the gathered armies of Thun and its children, and to see them tested in combat. Further, recruitment is to increase, and arrangements to be made for more soldier-Scrim to be carved.
      In addition, under the direction of the Thunspeaker, experiments are made in carving Scrim not merely inclined to battle, but better suited to it. As of yet, there seems to be little fruit in this line of inquiry, but the Thunspeaker persists, at least for now.


    Embassy Actions:
    1. Receive one unit from the Targiz (TAR).
    2. Send one treasure to our friends Clan Alqar (ALQ) as a token of appreciation.
    3. Trade Arctic Survival tech and future buyout support to the Uzii (UZI) in exchange for Uzii Battlesmithing tech.
    4. Trade 2 Treasure to the Ko (KOB) in exchange for Stage Plays tech.

    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist all unapproved buyouts.
    3. Spend 2 SOS favours to stabilize regions 50 and 53. The Thunspeaker admits that they were, perhaps, a touch callous in not taking any action to protect Thun and Ol’kolsa from the ravages of the passing Blackfire Incursion. In the name of repair and restitution, the Thunspeaker calls in debts with the Sentinels to have them aid and protect the communities in the affected lands so that the locals may focus on rebuilding.
    4. Support all conversions to the Trinity of Light; resist all others.
    5. Gain 2 Treasure at the beginning of the next round from passive income. (10 owned as of this round.) Thun may be rich in art and culture, but it has not stopped being rich in actual riches. In fact, its wealth has grown a little in recent years, and the taxes collected make Thun ever-richer.


    News and Rumors:
    • It seems that during their visit to Targiz with the Tradespeaker, the Warspeaker has found a new faith to follow…
    • Nobody within Thun can say with certainty what words passed between the Tradespeaker and the Warspeaker on their return to Thun, as the former turned around and went back to Kursaal while the latter refuses to describe it. What is known, however, is that whatever passed between them, Lejah turned around before their party reached Swampum, and simply left, taking with them all the retainers and additional staff that should have returned with them. For now, at least, the increased emerald shipments from the South have continued unabated, but the apparent treason of the Tradespeaker is worrying.
    • The people of Thun were surprised, many unpleasantly so, by the Thunspeaker's decision to not contest the marching of troops through their lands by the Scions to strike at the Sokau. After all, it was not so long ago that an army marched through Thun, taking both food and citizens, and the Thunspeaker's failure to resist was not exactly a well-met decision. But while the armies of the Thalaz'ir are not exactly treated as honored guests, they find Scrim officials seem more eager to hurry them through Scrim lands than anything else, and they are provided with many niceties and amenities in an effort to speed them along. Easing matters considerably is the Thunspeaker paying for the surplus supplies provided to hasten the Scions' passage.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Nithor
    • Diplomacy: 10
    • Military: 3 [=>5]
    • Opulence: 8 [=>9]
    • Faith: 2
    • Intrigue: 1

    Units: 5/12 [=>8?/12?]
    Passive Treasure Income: 1 [=>2]
    Treasure: 5/10 [=>1/10]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Arctic Survival
    • Increased Defense Budget

    Last edited by Silent_Interim; 2021-01-02 at 02:11 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  16. - Top - End - #496
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Great Kingdom - Kiswa Regions 226, 225, 236, 237
    Turn 12


    News and Rumors:
    Matji Khetra, revered leader of the Vygra, is the oldest ra in remembered history. Even in the blessed times of the blue sky, most do not live many years past seventy, and no-one recalls any surviving to see eighty. Khetra is more than half a decade past even that. It is clear to all that whatever mystery and training Alexios the Undying imparted to her in secret - which many have asked, and she has never answered - has added significant vigor to the aging Mira. Even now, she is still as spry and agile as Vygra half her age.

    Many have taken to wondering if she has truly become fully immortal, as the sentinel leader himself, and whether she intends to lead forever. Certainly, while the threat of the blighted gluttonous shadows has persisted her strength and resolve have carried the Vygra nation. Now, though, Khetra has announced that she wishes to retire. After conference with the Farahabi priests and her fulji, it is announced across the Confluence that Varsha has been chosen to be elevated. Matji Varsha declares three fulji: Arima, the Efra whose discovery of bronze has propelled growth for the nation; Besiri, a Mira who has shown herself a capable leader during the shadow hunts; and Phaudl, friend and confidant from the Harud and the first human to hold such a position within the new country.



    Actions:
    1) [Diplomacy] Flame Tempered Soul - Induct Matji Varsha.
    It is normal for the matji and her fulji to remain in isolation for a few days prior to the elevation of a new leader. The last night before the announcement, Khetra sends the priests away, and even her daughters are asked to depart for the night. The candle-lights remain visible long through the night, but none dare intrude to overhear what passes between the two, and neither speaks of it after. Those who are observant, however, note that Varsha seems more calm and deliberative than ever - and bears a similar depth of presence to Khetra. Following the announcement of the new matji, the sentinel aspirants who serve as Khetra's personal guard pledge themselves to Varsha as a Flame-Tempered Soul.

    2) [Diplomacy] Press Claim - Region 224 (Roll: 21 - Great Success!)
    Karsha, Mira daughter of Taro and Tapsehi, treats with the people of the region to negotiate their joining into the Confluence. She brings treasure and trade goods to show the benefits of the collective unity.

    3) [Diplomacy] Raise Organization Reputation - Sentinels of Stone from 2 -> 3 (TN 14 Roll: 17)
    While the sentinels scatter to the pleas of other nations, and Alexios departs to far lands to heed the World Soul, Khetra entreats them to continue the supply of Black Iron at least until the gluttonous shadows are more thoroughly exterminated.

    4) [Opulence] Buyout Trading Post - Region 224 TP1 (Roll: 20 - Success)
    5) [Opulence] Buyout Trading Post - Region 224 TP2 (Roll: 18 - Success)
    It is clear that the great beasts of the region the locals call 'elephants' could be put to many valuable uses.

    6) [Intrigue] Investigate Region 238 (Roll: 15)
    7) Holiday bonus action: [Intrigue] Investigate Region 239 (Roll: 12)
    The Vygra once again send scouts to their western tribal neighbors, hoping for better weather to make the path clear.


    Non-actions:
    Trade Mountaineer Clothing tech to Sewune in exchange for War Drums and Coinage. (Embassy)
    Spend 3 treasure on actions, pressing claim and investigations.
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Khetra, Shepherd of the World Soul (Diplomacy 10; Military 10; Opulence 10; Faith 1; Intrigue 4)
    End-of-turn increase: Diplomacy +1, Opulence +1, Intrigue +1

    New Leader next turn: Yes - Matji Varsha

    Heroes: Angna the Furnace (9)

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir
    Units: 4 Vygra Butho, 1 Elkh-Waden, 1 Sentinel Aspirants
    Treasure: 7
    Reputation: SOS (2); DSP (1)
    Favors: SOS (3)
    Capital City: Farahabi - Vyterrat Region 226
    Primary Religion: Way of Green (5HS: +1 to Buyouts)
    Trading Posts 8 (+1 income):
    > Copper - 226 TP2, 226 City
    > Furs and Hides - 237 TP1 & TP2
    > Granite - 238 TP1
    > Healing Herbs - 221 TP1
    > Shale - 236 TP1
    > Timber - 195 TP3
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216)
    Other: Song of the Sands (Sikar Translation), Sewune favor, River Lords favor
    Last edited by Frostwander; 2021-01-01 at 03:35 AM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  17. - Top - End - #497
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    Esfrey Brythion (18)
    Diplomacy: 2
    Military: 8
    Opulence: 1
    Faith: 5
    Intrigue: 2


    1: Military 5: Recruit a hero - Sir Onfroy Brythion, First Thorn Knight of the Corpse Flower.[9] (roll)

    2: Military: Raise 2 naval units with fortress.

    3: Military: Raise a unit.

    4: Military: Drill the troops.

    5: Opu: Hoard Treasure.

    6: Opu: Hoard Treasure.

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

    News & Rumours

    - Onfroy short story coming soon.

    - Whispers of diplomatic emissaries arriving from the Ko & Uzii.

    - Elora found dead in chambers, Jofry missing. Brythion family in tatters.

    - Leviathan approaches. A council called in the grand garden at Green Fields to discuss. Hundreds attend.

    - Dog-men suffering high internal tensions. Packs beginning to squabble. Norren looks west for new hunting grounds.

    - Illian clans reopen old feuds as each seeks to find which other brought about the coming of the Leviathan. The Rock becomes an armed camp.

    Spoiler: Important Characters
    Show

    The Brythions

    Leafhair Brythion [70] - Former 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 ruled in concert. Pursued by advancing age, Leafhair announced his intention to abdicate in favour of Esfrey on his 70th name day. This he did, and now serves as an adviser on the loose council that has developed around Esfrey's court in the Green Fields. He grieves for both his wife and son, and refuses to believe the rumours that the dashing Sir Onfroy was to blame.

    Elora Brythion née Covenantes [57] (Deceased)- Former 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 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 spent increasingly more time with her youngest, Jofry. While still a formidable warrior, Elora's sanity began to fray, a congenital Covenantes failing her forebears traditionally pushed through until their deaths in battle. In her 57th year, Elora was found dead in her youngest son Jofry's chambers, flayed alive, her corpse already festooned with blooming flowers.

    Esfrey Brythion [18] - Caretaker of the Illia & the Deru, Chosen of Illia, wearer of the Circlet of Leaf & Chain. 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. Taking the circlet has only fed Esfrey's appetite for adventure, and she spends most of her time hunting & leading mock battles, as well as scouring the woods for poachers and raiders. She seems unfazed by Onfroy's transformation, welcoming him back to the capital with open arms.

    Onfroy Brythion [18] - 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. He returned a very different man, stronger, faster, leaner, able to tear his flesh and extend red thorns to pierce his foes. To duel the young knight is to die a slow death by blood loss as innumerable small cuts and slices from thorn after thorn drain the life from his foes. He stays close to his sister, her staunch defender and bodyguard.

    Jofry Brythion [14] (Missing) - Youngest son of Leafhair & Elora. He was an inquisitive child, but lacked the dexterous coordination of his siblings. Elora worried, but Leafhair was confident he'd find his way through the trials somehow. While he struggled, the youngster showed a remarkable determination and managed to cling on to life during the arduous tests. Elora grew increasingly attached to him, while Leafhair neglected his youngest to focus on Esfrey's education. Jofry had few friends amongst his peers, and spent 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 were willing to combat the might of even a sapling Deru, so he escaped physical bullying for the most part. He has not been seen since his mother's death, despite extensive searching. His closest friends, 2 sapling Deru and a young dog-boy are also missing.

    Other Notables
    Norren the Mortal [149] - 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. In the aftermath of the failed expedition west, Norren has struggled to bring his pups back to heel, and their packs begin to vie with his for control of the dog-men. Tensions and tempers run high.

    Asha-Shuran [42] - 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. Asha has retreated a little from the capital in recent years, spending more and more time with Norren in the foothills. Esfrey has made no attempt to force her to remain.


    Spoiler: Admin
    Show

    Required Resource - Living Beings (Satisfied with Cattle)

    No New Leader

    Leader stat increases:
    Mil +2, Opu +1

    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: 2/4
    Units: 7/8
    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 Elders- 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.
    Onfroy's Band - the retinue and hangers-on of Sir Onfroy.

    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; 2021-01-01 at 08:24 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  18. - Top - End - #498
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
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    Elsewhere
    Gender
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    Default Re: Empire 6: Embers of Dawn IC

    Star Kingdom of Solais: Round 12 (Year 44-48)



    Actions:

    [Diplomacy]: Host an Event: The Great Fire/Calder's Roast

    [Military]: Invade Region 155
    Units: 4
    Leader: Boss Calder, Thane of the Stag, called the Stoneheart (+10)
    Technologies: Black Iron Weapons (+2 battles); Wolf Riders (+1 battles); Viskari War Bows (+1 battles)
    Tactical Maneuver: All Out Attack
    Duel: Will not challenge, but will not decline if challenged
    Other: None
    Total Bonus: +18 (+2 if TD)


    [Military]: Invade Region 156
    Units: 4
    Leader: Fionn of the Phoenix (+10) and Jayk (+Dog)
    Technologies: Black Iron Weapons (+2 battles); Wolf Riders (+1 battles); Viskari War Bows (+1 battles)
    Tactical Maneuver: Skirmish
    Duel: Will not challenge, but will not decline if challenged
    Other: Fionn is equipped with Iron Claw Phylactery
    Total Bonus: +18


    [Military]: Invade Region 118
    Units: 4
    Leader: Rauri of the Phoenix (+9)
    Technologies: Black Iron Weapons (+2 battles); Wolf Riders (+1 battles); Viskari War Bows (+1 battles)
    Tactical Maneuver: Skirmish
    Duel: Will not challenge, but will not decline if challenged
    Other: Rauri is equipped with Iron Claw Phylactery
    Total Bonus: +17


    [Military]: Raise One Unit

    [Opulence]: Buy Out TP1 of Region 118 (Wild Horses)

    [Opulence]: Buy Out TP1 of Region 139 (Crocodiles)

    Rolls can be found... here.

    Non-Actions:
    Resist all Buyouts.
    Signal for DAN to send SHN Wolf Riding tech in exchange for unit transfers.
    Unwilling to antagonize the Sentinels of Stone within months of taking power, Lessa permits the guarded delegation of Children of the Great Mother to pass through SOL territory, though encourages them to be on their way quickly.

    Embassy-Based Non-Actions:
    Accept 1 unit from the Dannu-Gaon Merchant Principality (DAN).

    Event-Based Non-Actions:
    Send the Rime Blade back to the Viskari (VIS) with the Viskari delegation.
    Receive ownership of 138 from the Viskari (VIS).

    Ruler Stats
    Calder of the Stag: Diplomacy 10, Military 10, Opulence 6, Faith 3, Intrigue 6

    This is Calder's last round.
    Switching Ruler. Roll distribution for new ruler will be Diplomacy 3, Military 4, Opulence 3, Faith 1, Intrigue 4. The two floating values from being non-dynastic will go into Opulence and Intrigue. Eleftherian Democracy will provide +1 to Diplomacy and Military, both of which were 8+ at the time of ruler change. As such, the base starting values for the new ruler before this turn's actions will be:

    Diplomacy 4, Military 5, Opulence 4, Faith 1, Intrigue 5

    Expected Stat Increases: Diplomacy +1, Military +2

    News and Rumors:
    - Calder moves to secure the rear flank in preparation for the major assault on the Viskari. After some time in the field, though, he's recalled by an urgent message - a traitor has been found among the Clans, and his personal attention is required to resolve the matter. A grumpy Calder returns to Star's End only to find that a Great Fire - the Solais mechanism for choosing a new leader - is about to begin and the traitor accused is none other than Calder himself. Lessa of the Stag, backed by the Star Watch and armed with evidence provided by Pina-Mak and her son, has discovered that Calder's declaration of war, far from being a response shaped by recent events, is none other than the end result of years of meticulous planning and collusion with Raced-the-Sun and Skystruck-Tree.

    Calder denies nothing, noting that his machinations and deals have worked out very well for the Clans and that they stand to gain everything while crushing their northwest neighbor in the process. Ever a wily diplomat, his survival of the fittest rhetoric is halfway to securing the cooperation of the other thanes anyway when Rauri and Fionn cut to the chase and challenge him to a blood feud... on behalf of Clan Phoenix, the slain Mezanak, and those who have been devoured by the Solais military.

    The ensuing duels are vicious and bloody. Calder's surprise production of the Rime Blade results in Fionn losing an arm outright, with only the pulse of the Iron Claw Phylactery saving his life. Rauri, more experienced and unburdened by the ravages of age, manages to get inside the effective reach of the mighty artifact, bodily lift Calder, and hurl him into the massive bonfire. While the magic of the Rime Blade extinguishes even this mighty blaze, the Boss of the Star Kingdom of Solais is nonetheless burned to a crisp first. In the years that follow, any comprehensive criticism, humorous or not, of a leader among the Clans becomes known as a 'roast.'

    Tension and confusion set in. Troubled by Calder's crimes but unsure of Lessa's specific role, the six thanes and two ward-thanes agree to hold a new Great Fire, with improvements to the governing structure learned from the Eleftherians. They also choose to allow visitors for the first time, and messages go out to every nation in Tarandi and the Daezirn Isles...
    Last edited by Jade_Tarem; 2021-01-02 at 06:19 PM.
    Amazing Zealot avatar by Elder Tsofu.

  19. - Top - End - #499
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    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 Roll (Spend 1 Treasure)
    Vulture, Vulture, flying high
    Like a spirit passing by
    I am but mortal, if I die
    Will thou feast where I lie?

    From great expanse upon the skies
    Do ye spot me with thine eyes?
    On blackest wings ye do aspire
    Shall it be I soon will expire?

    And with sharp beak and ritual art
    Ye twisteth gristle from the heart
    Yet if that heart still screams to beat
    Would ye still consume its meat?

    With dark hunger most obscene
    Wouldst thou pecketh at my spleen?
    What dread purpose roosts in trees
    My flesh thy talons plead to seize!

    When I lay down and my spirit yield
    At last your dread purpose is revealed
    Did ye crooked smile my fall to see?
    Thou has at last began to circle me

    Vulture, Vulture, flying high
    Like a spirit passing by
    I am but mortal, if I die
    Will thou feast where I lie?


    2. [DIPLOMACY] Press Claim on Region 134 by right of Holy Land Roll (Spend 1 Treasure)
    The Vagabond of the Bloody Hills, an adventuring raccoon rapscallion, travels through the lands of the Sangar in search of a great den to call his home. He manages to bumble his way all across to the very ocean himself where strange mooing creatures have taken him in and offered him milk and sustenance. Though these Aurochs are dull conversational companions he appreciates their candor and swiftly creates an enclave of the Ancient Ways near the beach.
    3. [DIPLOMACY] Gift the Carrion Ward to Uldra
    4. [DIPLOMACY] Contribute to the Dreamspeaker's Tales of Tarandi with a host of story tellers and sages
    5. [MILITARY] Kari regretfully duels her Twin

    6. [FAITH] Convert 114 to the Ancient Ways Roll
    Silver-Vulture-We-Lost-In-Rain, a Scavenger raised by Shani explorers in the lands of Trí'Meloa heads to Dól’Shilo with his adoptive family to spread the Ancient Way. Bearing gifts of worked bone and wood Lost-In-Rain attempts to win back the hearts and minds of those consumed by the psychedelic Milk, establishing eyries from which Thi'Skaids could converse and operate out from to reach the greater public. He even briefly stops by Winter Town itself in search of First-And-Only in order to have a renowned name join his chorus and kickstart a migratory spiritual revolution around the once Blighted Volcano.

    7. [DIPLOMACY] Finish Pressing Claim on Region 131 by right of Holy Land
    Blue-Bear-On-Rivers-Bled leads a great migration of his kin and the packs he has come to gain the respect of over the years from the Carrion Ward into the rolling lands of Sheep. He plans to mark a cave and write his whole life story upon its walls for his future spirit to be rekindled upon discovering it and the idea soon flows through the rest of his disciples.


    Non-Actions:
    - Resist all conversions and buyouts
    - Resist all quests
    - Transfer 2 Units to SAN via Embassy

    News and Rumors:
    As the Bloody Hills are swept in military conquest Jahoon escapes with her retinue of warriors through the Cursed Woad into the Carrion Ward. With Raced-The-Sun deposed his word on no harm befalling the Two-Legs that bear his mark is as valuable as a Maggot's first work. Fangs, talons, and grisly implements are brought to bear at the sight of such foreign intruders. Mountain-Leaper stalks forth with his marauding band of warrior-kin and orphans of conquest to rip the throats of these Two-Leg filth but they arrive at the Gray Lake before such brutality may come to pass.

    The red poppy is in full bloom.

    Copper swords, stone axes, and an endless row of gaping maws align against each other as the dregs of organization amongst the two-leg descendants of the Carrion Ward brace themselves for their final stand. To fight for a place to call their own. But Mountain-Leaper hesitates. Blood spilled upon the Gray Lake is the most heinous of taboos. A stalemate is held, neither side wishing to strike first, and instead the grubs and minuscule host of Mountain-Leaper's dire company attempts to sap and drive off the Two-Legs so the remaining host may feast. So it goes for several days, stealing what scraps of food Jahoon's loyalist can forage, and inflicting filth inexorable upon their heads. But on the third day, when dawn broke, the sun was dotted with a dark smudge, and descending upon the prowling Mountain-Leaper was Skystruck-Tree.

    "You shame us, Orphan-Thief. We are meant to keep to the Way. This... this is a mockery."
    "You are a coward and a fool, Old-Bird. You cringe behind your broken dying tree while we wet the land with new life! When I tear your throat out I will delight in seeing you return as a squirming maggot for your foolishness. You do not deserve the feathers you still have. You see Two-Legs defile the lands and you do nothing."
    "I am here now."
    "Stand aside."
    "I will not. I will stay here until the sun has sputtered and gasped its final breath if it will halt you. If you harm any of these Two-Legs when they are beyond the sight of the Gray Lake I will know. I see far and wide from atop my shattered broken friend. Then I will rip my own throat out upon the Gray Lake and all will know you were the cause of such sacrilegious tragedy. Choose your next words wisely, Friend."

    Mountain-Leaper's host is hushed. He growls, eyes burning at the wounded vulture, and he presses his paw upon the aging vulture's chest. He plucks a feather in the gentle rocking of his razor-sharp claws and returns to his people. "They are the Prey and we are the Hunters. I will kill you, Wounded-Vulture-That-Nests-In-Skystruck-Tree. Never forget that." He departs from the Gray Lake, spreading his word all along the way, preaching his creed of fang and claw, and swelling his horde as they rush towards the lands of Sangar. A realm where Mountain-Leaper claims the Hunter and the Bloodied are respected. In his absence, Skystruck-Tree weaves pack bonds with every Woken she can find and calls upon old ties to prepare for the worst.

    Spoiler: Tales of Tarandi submission: A Visit from Old Lion
    Show


    Twas the night before solstice, when all through the lair
    Not a creature was stalking, not even a hare
    The nests were all tidied and bundled with life
    With fresh children all unburdened by strife
    The eggs were all lined up and tucked safe away
    While starlight and mist descended to play
    And mother with her fur and I with my feathers
    Had snuggled our nuzzles in comfortable druthers
    When out on the Lake their arose such a clatter
    I sprang out from our den to see what was the matter
    Away to the trees I zipped like a fly
    Spread my wings and sharpened my eye
    Eauden on the breast of the new-fallen snow
    Gave the lustre of mid-day to sights below
    When what to my wandering gaze should I spy in
    But that wandering blackguard no good Old Lion
    With an ugly mug so mangled and wide
    I knew in a moment it must be No Pride
    More rapid than Wasps his paws they came
    With a tumbling mannerism fit for his fame
    “Who put a hive here, doh, gah watch that horn,
    Has there always been a rock here I could have sworn...”
    I wondered a moment if he would drown in the fall
    But fate had conspired to give him a call
    As the touch of the spirit that beckons the Void
    He stepped on a mound particularly annoyed
    “Oh, small one, you came out of the blue!”
    “Get lost you lout we’re sleeping here too!”
    And then in a sputtering I heard from below
    A pack of hyenas had come to the show
    As I spun my head and turned to the sound
    Old Lion had already set into a bound
    He was shining majestic his bones all alight
    His claws and his fangs braced for a fight
    His back was speckled, covered with scars
    Jammed in his side were several copper bars
    His eye - fatigued - his cheeks affixed to sulk
    His nose was like dung and his tongue a bulk
    His lax rotting mouth hung all agape
    While snow piled onto his frame as a cape
    Swishing behind his tail hung so high
    I couldn’t believe what I would spy
    He was tired, confused, and thrown in a mood
    I’d worried this pack would turn into late food
    But a laugh of his gut and a shake of his head
    Had banished all notions of the old lions dread
    He spoke not a word but made for his path
    The cackling youngsters avoiding his wrath
    And laying a claw on one fellows neck
    He dusted off a fallen snow speck
    A weight had been lifted from off of my breast
    And away he meandered, off on some quest
    But I heard him proclaim, nay, roar out of sight
    “Happy Solstice to all, and to all a good night!”

    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: +2 Diplomacy

    New Ruler Next Round?
    No

    Military Units 6/6
    - Swarm
    - Jahoon's Retinue
    - Awoken Rabble
    - Awoken Rabble
    - Mountain Leaper's Human Host
    - Mountain Leaper's Feral Force

    Heroes:
    - Old Lion, No Pride, No Death (Hero 10)
    - Kari Icechaser "North-Woman-Who-Wept-At-Conquest"

    Embassies:
    - Sangar (SAN)

    Treasury: 3/5
    Expected Change +0

    Technologies:
    Writing (Kagahara)
    "Masonry"
    Sailing
    Pottery
    Eleftherian Democracy
    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

    Last edited by Tychris1; 2021-01-03 at 12:56 AM.
    “I’m a Terrorist not an idiot.” - Me
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  20. - Top - End - #500
    Troll in the Playground
     
    mystic1110's Avatar

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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, M7, O8, F7, I1

    Round 12

    Actions:
    • DiplomacyAttend EventDuel of Champions

      Subactions:
      • Trade Arctic Survival to SOT in exchange for Comet Phylacteries, 2 Units and buyout support for buyout of Comet Shards.
      • Trade Defense Budget to UZI in exchange for Uzii Battlesmithing.
      • Trade Animal Husbandry, Masonry and Increased Defense Budget to SKT in exchange for Sailing and ongoing Conversion Support in Region 52 and 68 till converted.

    • OpulenceContribute to Grand Project in Region 18 – Help the Uzii with the project in the region in reaction and recognition of their Ko-Ball Protest (2/5)
    • OpulenceBuyout [Region 30, TP 2] (Roll: Success )
      Spoiler: DMs Please Read RE TP 30.2
      Show
      DMs please note that there is an issue regarding the ownership of TP 30.2. Looks like the Ko (in post 95 in the IC) bought out 30.3 of Comet Stone (which was later changed to Comet Shards). Now, I think this was erroneously noted in the tables as 30.2, so, I believe, that when Hraban bought out 30.3 of Comet Stone (in post 207 in the IC) they weren't attempting a hostile buyout of the Ko's TP but instead were trying to buyout an open TP. No resist was rolled, and currently, this is noted in the tables as Hraban owning 30.3, with 30.2 left blank. Please note that I am aiming to buyout (unopposed) 30.2 if it is indeed blank, but if it is not then the TP I am attempting to buyout (hostilely) is whichever one Hraban owns.

    • MilitaryQuest into the Unknown [North of Region 62] (Roll: Success )

      Ces bundles himself in fur and hides and braves the northern winds again. As ice gouges his skin he reflects that used to believe in nothing. He used to think that life was solitary, poor, nasty, brutish, and short – that it had no plan, no point, no hidden mysteries that make up for its obvious miseries and banalities. . . and yet despite the brutal weather, he finds that he was wrong. Life may be solitary but it was hardly lonely, even when one was alone. No longer beset by apparitions, just memories – fond ones of Ogra, Deep-Sigh and even a young Gled; he found himself enjoying the soft sound of night wind and the knowledge that he was the only man — perhaps the only living being — out there in the dark on the windy, frozen meadows on this night that smelled of everlasting snow. It was a thrilling feeling — he smiled looking into the pitch black seeking Lightning.

    • MilitaryErrant Quest Dark Dreams [Region # 43 – The Upper Vale] (Quest: Great Success, Faith (instead of Diplomacy due to Nightmare Pom) TN to oppose the Errant Quest Dark Dreams: 17 (resistor loses on tie), Conversion resist TN if region falls into Dark Dreams: 15 (resistor wins on tie))

      In their dreams, the rain is ash. It pours over the land in dreary storms less violent than morose – in long tedious sheets of grey. People walk underneath the rain as if already dead – the dead that rise are no monsters but just join the joyless monotony of their lives beneath the cinders of ghosts. The people wake in their homes, less terrified of the portent of rising ghouls than gloomy at the utter meaningless of their existences. They will die as all things do – perhaps they too would rise?

      The next time they go to sleep the dream is slightly different. As they walk beneath the ashen rain they raise their hands and watch the ash accumulate on their palms. The ash though is no longer grey. They look closer and notice that it is not grey ash but instead green spores. They sprout into strange fertile shapes that grow and merge onto their arms, the growth speeding up towards their necks. They try to yell buy instead flowers bloom from their throats. They wake more scared of the blossoms than the dead a strange liturgy ringing in their ears.


    • FaithPurify [Region #31 – Dek'varro] (Roll: Fail)
    • FaithOrganize Faith Organize the Bouquet of the Corpse Flower

      Subactions:
      • Set HC 5 Bonus as “Ritualistic Pollination” (+1 to Conversions)

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

      - A recounting of the Liturgy.

    Non-Actions:
    • Generate 3 Treasure with passive income (21 TP owned at beginning of round), gain 1 Treasure from Errant Quest –> 5 Treasure owned beginning of round
    • Support Scrim Buyout for Open TPs in Region 36.
    • Gift Scrim 1 Unit of Scrim Warrior (Non-Action through Embassy)
    • The Corpse Paladin
    • Attend a Fête Champêtre
      Gambling Results:
      • ALQ to support conversion next round of a non-capital region they control.
    • Resist all conversions and buyouts, unless explicitly stated above.

    Spoiler: News
    Show

    International News

    Countries

    TBD.

    International Organizations

    None at the moment.

    Internal News

    Religious Organizations

    The Bouquet of the Corpse Flower is now openly preaching in the streets or Kursaal – former temples of each of the Four Faiths have now mostly been converted to the new order. No hint of the inquisition is seen and Ogra’s legacy is mostly tarnished and forgotten, especially since relations with the Crimson Kingdom continue to improve.

    Secular News

    There are whispers of another great city across the aisles – while some in Targiz wish to discover the secrets of sailing to traverse the waves and meet the potential trading partners, others worry of competitors.

    Military

    Kursaal’s military is increasingly built from foreign soldiers. The city finds that wealth is a greater motivation than blood.

    Ko-Ball

    This season introduces a new competitor and a new champion – the Elvin Paladins of the Crimson Kingdom who had journeyed to explore Kursaal have formed the Caloth Mawr Gourmets who had a domineering season. The elves had taken to the sport with terrifying grace and speed. Their only weakness seemed to be that they could not conceive of the Ko as co-equal partners on their team. Whereas, the Ko-ball is less of a ball and more of an integral partner and team mate, practicing with the team, partying in Kursaal with the team, and so forth (with particularly good Ko-balls being traded and bribed all the time), the Gourmets could only conceive of the Ko as an object – a slave – meant to be thrown. Nonetheless, the Elfs crushed their opposition with a loss-less season, their one black mark being their singular tie against the Uzii who seemed adamant that the Elves were not to be trusted in Mamut let along the holy Ko-Ball field. The Big Strongs and the Gourmets engaged in a downright slugfest (0-0) which seemed more of a preview of a war than a sporting event.

    The Big Strongs also made their displeasure at the actions of the Odds-Mistress and Kursaal in regards to Caloth Mawr, both the rumors of the feast of the Crimson King and the fact of the formation of the Gourmets, known by refusing to play against the Hemlocks. Those who engage in Fantasy Ko-Ball and other types of gambling on the odds were deeply outraged. They rioted in the streets as the Big Strongs are a town favorite and one less game is one less game. So many drafts were ruined by the protest and with them so much wealth remained in the hands of its owners. The Odds-Mistress ever looking towards the bottom line had no choice but to meet with the Uzii team and listen to their demands and in the end agreed to expend some of the wealth of Kursaal helping the Uzii in their endeavors towards the west.

    NEWS!!

    Throughout Kursaal are those in the employee of a vast gossip network that yells out the news as soon as it it is told to them and such news is echoed throughout the city. Travelers and other pedestrians toss these beggar-newsmen gems and metal pieces out of pity for their tweets.

    The news throughout the day was that the Gourmets have won in their very first tournament, but suddenly the criers started crying out with more tragic, or comical (depends on ones politics really - and certainly introduced a bit of chaos which the Odds-makers were fans of) gossip.

    The Gourmets were dead! The entire team! Well not the entire team - usually the Ko that acted as Ko-ball accepts the Flower Crown with the rest of the team but the Gourmets did not extend such privilege to their own Ko, and so their Ko-ball was spared. The enitre team came, saw, conquered and DIED! Crushed beneath a giant statue of a Ko.

    The more stupid citizens cried out "Who could have done this"? The rest of Kursaal just smirked - you can't underestimate the little buggers.

    NEWS UPDATE!

    The Gorumets somehow survived! What a shocking twist which makes the invincible champions legends grow tenfold!

    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 Caloth Mawr Gourmets League Total
    Swampum Big Strongs X 0 3 3 Protest 3 3 3 1 1 17
    Bhaile-Koma Canopies 3 X 3 1 3 3 1 3 1 0 18
    Hrathgan Unkindnesses 0 0 X 3 1 3 0 3 1 0 11
    Blessed Vale Jewels 0 1 0 X 0 3 1 3 0 0 8
    Targiz Hemlocks Protest 0 1 3 X 3 3 3 1 0 14
    Thun Avalanches 0 0 0 0 0 X 0 0 0 0 0
    Pthǎi Èu Whirlpools 0 1 3 1 0 3 X 0 0 0 9
    Dream Speaker Dream Team 0 0 0 0 0 3 3 X 0 0 6
    Na'karat Zealots 1 1 1 3 1 3 3 3 X 0 16
    Caloth Mawr Gourmets 1 3 3 3 3 3 3 3 3 X 25

    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 – Crimson Kingdom - The Glory of Caloth Mawr
    Run for the Poor-Land Daisies – Uzii – Punch Faster
    Run for the White Carnations – Ko – We Raidin’ Here!
    Spoiler: Leader Information and Technology
    Show
    Current Leader:Ank’Anske’Thalez’ir “Rose” Ogra (36 years of age)

    Current Stats:

    Diplomacy: 1
    Military: 7
    Opulence: 8
    Faith: 7
    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 (8 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (4 Years Old)
    3. Ank’Anske’Thalez’ir “Gled” Gleditsio (12 Years Old)
    4. Ank’Anske’Thalez’ir “Acon” Aconita (Stillborn)

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

    Hero Ages:
    Ces Arnif – 52
    - 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
    • Arctic Survival: Permits exploration and troop transport across Arctic borders.

    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
    • Scrim Warriors
    5 Stable
    Nal Dryb 36 Wheat N/A TAR OPEN N/A Bouquet of the Corpse Flower
    • Savlo Revel
    N/A Stable

    Military Limits:
    Land 6/8
    Naval 0/4

    Embassies:
    • Deru
    • Swampum
    • Scrim

    Trade Posts (21):

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

    Incoming Tradeposts:

    30 #? – Comet Shards

    Holy Centers Converted (6):

    Region 8 (unnamed)
    Region 18 (unnamed)
    Region 19 (Targiz)
    Region 36 (Nal Dryb)
    Region 49 (unnamed)
    Region 66 (unnamed)

    Incoming Holy Centers:

    Region 43 (The Upper Vale)

    Favors Available at end of round:

    2 SOS
    1 DSP

    Last edited by mystic1110; 2020-12-28 at 03:53 PM.

  21. - Top - End - #501
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


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

    Dip 5
    Mil 5
    Opu 3
    Faith 7
    Int 4


    Expected stat increases: +1 Dip, +1 Mil

    New ruler next round? No.


    Actions:

    [Diplomacy] Colonize Region 67, Arrakh-Rah! Fail.
    Fluff.

    [Military 5] Raise Hero: Gorrn, Tipen's Might
    Fluff.

    [Military] Attack Region 52 with 8 land units, led by Chepri (Score 7).
    • Path: 53, 52
    • 2d8 For Duels.
    • Reckless Attack
    • Necromancy Miracle Applies
    • +2 to Leader Loss Rolls (Comet Phylacteries)

    For years, the Sokau Tribes have proven themselves dangerous and expansionist neighbours. Though they were tolerated for a time with their marriage pact with Kylisa, the time to turn a blind eye to their misdeeds has passed. A missive arrives in Chief Tsraak's chambers. It too is a declaration of war. The Scions march on [52] to stop the Sokau's northern expansion.
    Spoiler: The Declaration.
    Show
    "Brother Tsraak, you have proven yourself unfit to rule an empire in the changing Mamut, and so you must be taught a lesson. No longer will those around you sit in complacency and accept your veiled insults falsified as truths. We are no fools, however. We know you are a threat and we know you stand a great chance of driving us back. Yet, this will not stop us, for our cause is righteous. With this known, we leave you an ultimatum:

    You will come no closer to Arrakh-Rah, or the very heat of the sun will scorch your flesh and leave behind only the faithful.

    Make your choice, and make peace with it. We pray you make a wiser choice this time."

    Doraan Nahaar, First of His Name, Thalaz'ir of the Trinity of Light.


    [Faith]Purify Region 29 Pass!
    Fluff.

    [Faith]Purify Region 43 Pass!
    Fluff.

    [Diplomacy] Attend the Duel of the Champions Event
    Spoiler: Subactions:
    Show
    Trade Comet Phylacteries Tech, Buyout Support for Comet Shards, and Two Units (To be delivered after war) to the Targiz in exchange for Cold Weather Survival Tech.

    Trade Comet Phylacteries Tech to the Uzii for Uzii Battlesmithing Tech

    Fluff.





    News and Rumours:
    - Doraan urges his sister Kylisa not to get involved in the war between the Sokau and their neighbours, and offers the direct assistance of the church in purifying the revenant ash from their lands as a gesture of good faith. "Should you refuse, we will understand. But it is unwise to throw yourself into harm's way when Alqar blood need not be spilled. Surely the omens have foreseen this?"
    -


    Non Actions:
    Resist all Buyouts unless given permission.


    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; 2021-01-02 at 05:14 PM.
    "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

  22. - Top - End - #502
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
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    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


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

    Round 12 Actions:

    1. [Military]Dara Icechaser challenges Kari Icechaser to a duel hosted in Sangar. (Dara 10, Duels at 2D8.)
    2. [Military 10]T2: Saddles. Requirements: Cavalry Tech and Animal Resource. Effects: +1 to Battle and -10% Casualties.
    3. [Faith]Begin the refurbishment of the Temple at Cristalmont. (1,5)
    4. [Faith]Continue the refurbishment of the Temple at Cristalmont. (2,5)
    5. [Diplomacy]Sign the Ward Accord witnessed by Zan'Quezí of Shandole and Vralis of the Sworn of Kalatar. Details Below.
    6. [Diplomacy]Accept the transfer of The Carrion Ward (Region 137) into Uldra's stewardship.
    7. [Diplomacy 5]Set CI Light the Way (Conversions)


    Accord Details:
    • The Carrion Ward will be ceded into Uldra's stewardship.
    • Uldra will help the citizens of The Carrion Ward establish democracy under the guidance of our esteemed Ambassador from Eleftheria.
    • A public execution of Skystruck-Tree will be held within the year.
    • A duel between Dara Icechaser and Kari Icechaser will be held in Sangar.
    • The Carrion Ward will be granted autonomy once these conditions are met with satisfaction to all parties.


    Embassy Actions:
    • DAN
    • ELF

    Non-Actions:
    • Grant Viho Icewalker the Seventh Ring of the Phoenix.
    • Resist all unauthorized conversions and buyouts.
    • Support all Eauden conversions.


    News and Rumors:
    • Devastated and infuriated by her sister's apparent betrayal, Dara Icechaser herself leads troops to the border of the Carrion Ward believing the Awakened Ones have spread strife and suffering throughout the northern lands beneath the watch of Skystruck-Tree. She must answer for this torment done in her name, by her fellow Awakened, countrymen and kin. Instead of war, an accord is made as terms are made for peace, though Dara insists on challenging her sister to a duel, and Sangar agrees to host.
    • Nigan, Spear of the Magi is eager to prove himself as Uldra's newest Hero by marching Uldran forces to occupy a new stretch of land in our name.
    • Braye's new King Eent the 2nd is invited to tour the new land Viho has explored as proof of Uldra's goodwill and respect towards the small but proud Kingdom.
    • Shira the Iceweaver, daughter of the blessed Snow-Wives is looked to by her people for guidance as Dara Icechaser seeks to duel her sister and pours her energy into rehabilitating the Carrion Ward.
    • Unchanged for decades unknown, the sacred temple at Cristalmont in Hiverness is overdue for renovations as it is currently operating at capacity with the influx of new Circle of the Pack members.


    Ruler info:

    New Ruler Next Round
    Shira Iceweaver, daughter of the Blessed Snow-Wives.
    Diplomacy 4
    Military 2
    Opulence 1
    Faith 5
    Intrigue 5
    (Floating +1's into Fth and Int)


    Dara Icechaser
    Diplomacy 5
    Military 10
    Opulence 3
    Faith 1
    Intrigue 2

    Expected Stat Increases:
    +1 Mil, +1 Dip, +1 Fth

    Last edited by PepperP.; 2021-01-01 at 06:34 PM.
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    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
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  23. - Top - End - #503
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: Empire 6: Embers of Dawn IC

    Hraban Confederacy
    Leader: Frederich Schwarze aus Tirol
    Region(s): 34, 35
    Continent: Mamut
    Round 13 Actions:

    Actions:
    1. [Diplomacy] Attend Uzii Event and Vassalize
      ??
    2. [Faith] Clear revenant ashes issue in region 33
      ??
    3. [Faith] Clear revenant ashes issue in region 42
      ??
    4. [Faith] Convert 7 to Soul Honor
    5. [Faith] Convert 17 to Soul Honor
    6. [Faith] Hand off faith head the Deru



    Non-Actions:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below
    • Allow Uzii units to pass through our territory
    • Vassalize to the Uzii
    • Gift the Uzii 4 units


    Embassy Actions:


    Spoiler: Rolls
    Show



    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):
    Stat Number
    Diplomacy 4
    Military 7
    Opulence 2
    Faith 7
    Intrigue 1


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Faith +1 Mil

    Trade Posts:

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

    Great Project

    Name Effect Location


    Avatar by Gengy

  24. - Top - End - #504
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 12
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH Seek Aid] Success
    2. [FAITH Visit the Bright Place] Failure
      Eae speaks of realms that boggle the mind. The Dolod are a people focused on what can be seen, what can be witnessed. Hearing a description of a place beyond sight, a world that mirrors their own, is not an easy problem to wrestle with. But Eae is the prophet, and Eae can find out more information only with support. So the Dolod do what the Dolod do best: they band together and work toward witnessing something new.

      A temple is constructed, small and unassuming, for Eae. It is understood that they will treat this structure as a house of meditation and living quarters both. Eae is the first Dolod to truly be holy, to be set apart. Their new home is built on the highest hill at the easternmost edge of Gilig, and is watched constantly by the Fist of the Dolod and their followers. The Quluq prohibits entry into this temple, now being called Gieaeig, except to special representatives of the leadership. Eae's meals are carefully monitored. The first mistake proved eye-opening. The second might be more sinister.

      When the temple is finished, Eae takes their place and prayers begin. Across Nellen, Dolod are led by the priests in begging the spirit of the True Dawn for guidance. Eae is treading new ground, and only the all-seeing sun can possibly know what must come next.

    3. [FAITH Seek Aid] Success
    4. [FAITH Investigate the Alien and Strange Realm] Result: 17
      Quietly, Eae is instructed to investigate the eldritch realm beyond the Bright Place. Whereas all of Nellen knows of Eae's main goals - for the Dolod have been seeking these answers for generations - only Eae, the Quluq, and young Yuiyiuy (Lrensusnerl's second) are aware of what might lie beyond. This is the true reason the temple is off limits to most - it would not do for rumors of the wild beyond to spread. The information is new and not yet True. Witnessing it now will lead to conflicting stories and confused children.

      Instead, Lrensusnerl spends weeks in private supplication near the Urelleru. Emnellenme is begged, and many pieces of fine art are crafted and given, beyond sight or witness of the rest of the Dolod. Such secrecy is hard on Lrensusnerl, and they engage in the Abdication of the Mind as soon as the deed is done. Yuiyiuy is slated to take their place.

    5. [FAITH Convert 293(?)] Success
    6. [FAITH Convert 294(?)] Success
      The Alodite Elves are, again, seeking faith. With promises exchanged and missionaries aplenty, the worship of the spirit of the sun spreads yet again out of Nellen and Ta Seti.



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts
    4. Use Embassy to send the Scorched Shield to ASH.
    5. Spend 1 Treasure each on Visiting the Bright Place and Investigating the Big Secret, and an additional treasure on each Seek Aid.


    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's questioning continues.
      - Why are you disappearing?
      - Who is taking you other than the thieves of children?
      - 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?
    • There are rumors in Nellen of a faction calling for the dissolution of the Quluq. They are overseeing many problems with the Dolod, and a perfect guide, one attuned to Emnellenme and capable of defending the Dolod from the Nightmare wielders, is now present. The faction is small, but gains traction weekly.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 2 -
    Military 1 -
    Opulence 8 -
    Faith 6 +3
    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

    No new ruler

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

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

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    E Animal Husbandry +1 to Opulence and Diplomacy exploration None
    E Irrigation +1 Stabilization None
    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: 10
    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
    10. Giant Kangaroos, 318
    11. Wombats, 284


    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
    • The Scorching Shield - Grants holder +2 vs Leader Loss rolls.

    Treasure
    5 Current
    +2 Passive

    Special Actions Used
    F5 - Artifact
    Last edited by JBarca; 2020-12-31 at 02:13 AM.

  25. - Top - End - #505
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Twelve

    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



    As a road to final victory against the Gluttonous Shadows finally emerges in Kiswa, Alexios the Undying feels the call of the World Soul for the first time in decades. Approaching Matji Khetra in the quiet hours of the evening, he fixes weary eyes on his first true protege.

    “Word has reached me of your plan to step down, and make way for the new generation. This is wise, Khetra. It is a mean and twisted spirit that seeks eternal dominion. What you have built here will endure, even after you have passed beyond this broken life and joined the World Soul. Of this I have no doubt. Alas that I shall not be here to see it.”

    Alexios favors Khetra with a rare smile, one tinged as always with ineffable sadness.

    “My duty calls me away, even on the eve of your peoples’ great victory. You and your people have grown strong, and now I am called to answer the need of another people, another leader seeking the wisdom of Steel. Know, though, that I look on you as the daughter I was denied. So long as I live, I shall carry a memory of this place, a memory of you, in my heart.”

    The next day, Alexios’ chambers are empty, the immortal warrior departing with none of the fanfare that accompanied his arrival. Word spreads from the Dream Speakers in the following months of a grey figure traversing the wilds, passing through the Eastern mountains and across the channel from Sikar to Mamut. There he vanishes, until winter passes to spring and the Shani descend from Winter town to find him standing, somber and still at the center of Summer Town.

    “I am Alexios, Undying, first among the Sentinels of the Stone. I come to you now to test the Shani, and to aid you in the trials ahead.”

    He entertains no further questions, instead marching down the still-thawing paths to Winter Town and the Winter Council.

    [As Shepherd of the World Soul, Talákin’Záni’Quêzí has drawn the attention and service of Alexios the Undying! While Alexios remains in Á'Shansholí, Zán’Quêzí may spend a special Military action to train alongside the ancient Hero. While undergoing this training, Zán’Quêzí may roll Military against TN 14 to impress Alexios, and earn the right to hear the Riddle of Steel!]

    Ready Against the Rising Tide - News of the darkness approaching Bhaile-Koma shakes the Sentinels in Mamut from their routine. While strength of arms from the great kingdoms of Mamut has annihilated two great invasions by the Sentinels’ nemeses, they have chosen now to fall among themselves like wild dogs in spite of the danger. Once more, the Sentinels must save the free peoples’ of the world from themselves. Agatha of Mamut is recalled from the battles in Kiswa and links up with one of the Sentinels’ swiftest ships, that she might brave the deep ocean and return to tell the tale. [Agatha of Mamut Quests to see the Leviathan and take its measure!]

    Clearing the Path - The Sentinels of the Stone stand apart from the Children of the Great Mother, but the work of Valens have echoed through those of the order active in Tarandi. As the armed hunters of the Southern cult await entry at the borders of Clann Solais, representatives of the Sentinels emerge to meet with them. They recount the political turmoil that has gripped the Star Kingdom, and offer safe passage of their own authority. Unconcerned with the movements of kingdoms, kings, or bosses, the Children accept. They march through a land ready for war, the Sentinels’ assurance of their good conduct sufficient to prevent any local interference. Only the intercession of a true ruler might impede them now.

    Valens of Tarandi marshals a Unit of Sentinel Aspirants to battle in Alskan! - It is the first time Valens’ prey has eluded him, and the sting of his failure can only be salved by Oraora’s blood. Cold, reptilian eyes watch the movements of Mars as they move from the capital into the Alskan badlands, and a group of Aspirants as murderous as their leader follows in the Hydran army’s wake.

    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


    The completion of a Twilight Orrery in Thun is greeted with praise and newly-spun ballads across Mamut, as an unprecedented gathering of the Dream Speakers descends on the Northern realm. The complex, built to the Speakers’ specifications, is an expansive complex centered around an open-air amphitheater, the walls and floor enchanted by some secret link to the Twilight to project a shadow of that dream realm. Perceptions shift and heighten in that silver mist, moving even the alien Scrim to heights of emotion never before dreamed. All that remains is a dedication, a singular gesture to mark Thunspeaker Nithor and all their descendants forevermore.
    The Twilight Orrery is completed in Thun! Now, the Thunspeaker must join in the Dream Speaker’s most sacred rite - the weaving of a tale. By standing upon the Orrery stage and channeling their creative might, Nithor might for a moment touch the essence of the Twilight and become Mamut’s Keeper of Sagas. Nithor may attempt a TN 16 Diplomacy check to successfully compose and perform this epic.

    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

    Seek Orichalcum - Approaching the Horned King with a request, an unlucky Dream Speaker finds herself instead the centerpiece of a family gathering attended by, among others, young Gled of the Targiz. Not wishing to also suffer the fate of “trespassers,” the Dream Speakers reach out to the other great powers of Mamut with a request - something in the Twilight has quivered at the buried orichalcum arrowheads in the Blessed Vale, and the Dream Speakers desire a supply of the metal that they might discover why. [The Dream Speakers wish to be gifted an Orichalcum Trade Post! Any kingdom that indicates its willingness to support a buyout of the precious metal will gain 1 Dream Speaker Favor if the buyout is successful. This offer will expire once the Trade Post is in Dream Speaker hands.]


    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


    Cast Down The Nemesis The invasion of the Carrion Ward draws cheers from Truthseers across Tarandi and beyond. These cheers are more than simple exultations, however - deep in their windowless towers, the Truthseers call down the power of the north wind to infuse their sudden champions. The half-echoes of strange chants follow the warriors of Uldra, and fill Dara Icechaser with a terrible purpose. [The Truthseers will Seek Aid on any one roll made by each kingdom making war on the Wardens of Awakened Realms]

    Descend on Veramondo - The blessed birth of Sede draws attention from the Truthseers of Kiswa as surely as blood draws a Gluttonous Shadow. The potential for married bloodlines made possible by the Way of Green’s magic cannot be overstated, and the secretive mystics offer gifts of gold, salt, and precious incense to gain access to Queen Verelda. [The Truthseers offer Veramondo 1 Treasure and 1 Favor if they are allowed to examine the miraculous mother and child.]

    Seek Peace with Ixkarr - Unlike the foul beasts infesting Tarandi with discord and despair, the Ixkarr people have not yet succumbed to the malign spirits haunting the Truthseers. When they receive High Chieftess Karra’s ultimatum, the veiled sisters send Kethix with their reply. The hero has been well treated by the sisters, left in their headquarters even as it was evacuated that they might attempt this reconciliation. The Sun Sword is gone, delivered to the Ashir as a token of the Truthseer’s good intentions. While this is no doubt a blow to Karra’s future plans, the Truthseers offer their own services in the sword’s place. [The Truthseers pledge to aid Karra, if she chooses to turn from the path of the Nemesis. If the High Chieftess turns from her planned raid and instead dedicates her soldiers to the protection of the people still living in the Truthseers’ city, her reputation will automatically improve to 0. If the High Chieftess accepts, the Truthseers further pledge to act on Karra’s behalf to negotiate the restoration of her lands in Sikar.]
    Last edited by TheDarkDM; 2021-01-01 at 03:39 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!

  26. - Top - End - #506
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    Unit count: Six

    1: [Military] Raise one unit.
    2: [Military] Raise one unit.
    Though war with Clann Solais was narrowly averted and long-lasting peace with them seems likely and vengeance for the murder of Mezanak by Raced-the-Sun has been exacted, the new Aranin nevertheless seeks to marshal more forces to deal with any further machinations and the inevitable call to arms against the Carrion Ward. Though some call him a coward for not immediately riding south with the entire Host he points out that the lands of Aran Viska were on the precipice of being invaded while the Host was elsewhere.
    To this end he calls upon the Nari to perform their duty or risk being branded as traitors. This sends shockwaves through the Viskari, but in the end the majority of the Nari comply with only a few stubborn holdouts making excuses. As most are not wealthy enough to field their own proper retinues, a large group of minor Nari join together and share the burden with many of their sons, daughters and even themselves joining. Calling themselves the Moon Guard they elect Nar Larisana Veknat as their first Warchief due to her combat experience.
    Meanwhile a number of the Orcs of Zarakor are recruited into a unit of auxiliaries that call themselves the Flamebringers and are led by a Frost Binder Priest known as Yarek Nazon.

    3: [Opulence] Buyout Wood, Region 124 TP 2. Failure.
    Viskari merchants travel east to Eleftheria to work with Dannu-Gao merchants on a deal to gain control of a portion of the local timber supply.

    4: [Diplomacy] Build a Dream Speaker Tavern in Aran Viska, Region 111. [1/3]
    Given the work done by the Dream Speakers on behalf of the Viskari many years before the Moot decides to make arrangements for their accommodations should they come seeking the boon promised to them. To this end a spot is chosen on a hill overlooking the banks of the Tallanak adjacent to the main crossing point into Cayshan Ver which likewise serves as the main route to Dannu-Gaon and Star's End. The structure is just a simple hall at this time with a stable for horses but work is underway to expand the structure into a proper meeting place.

    5: [Diplomacy] Attend the Great Fire.
    Though there is some grumbling among the more stubborn members of the Moot, the invitation to attend and witness the Great Fire is accepted and the Moot dispatches a volunteer, Kallisthan Terridan, to Star's Landing as a gesture of good will and to ensure the peace with Clann Solais is secured. They are greatly thankful for the restoration of the Rime Blade and upon it's return to Aran Viska they place it once more upon its pedestal until such time as it's needed.
    Though initially having
    -Receive the Rime Blade.
    -Transfer control of Region 138, the Bloody Hills, to Clann Solais.

    6: CHRISTMAS BONUS WOO. [Faith 5] Forge a Relic.
    The Moot has promised a mighty boon to the people of Clann Solais as a symbol of friendship and as thanks for their swift action against the duplicitous and craven Calder. Having received a gift of wood from the Red King, the Moot calls upon their finest bowyer and fletcher to craft it into a bow and a dozen arrows of the highest quality. The Spirit of the Red King is strong and so the Moot dares not risk offending it and so they let it lead them in song as they infuse the bow with strength beyond mortal means and immunity to the ravages of time. They further bless their craft with the blessings of Aer Caladon, Iskandrazac and even Karrakul, the little known Viskari Sun God, to sustain a fragment of the Red King's spirit within the bow forevermore.
    By some unexpected curiosity of the ritual the ornate quiver they had prepared received some measure of power of its own for when by accident a member of the Moot accidentally spilled the arrows from it many more than a dozen fell to the ground. Empowered by their curiosity a test firing resulted in the target becoming riddled with arrows despite there being only a single shot.
    With these revelations the Moot dub the bow the Red Storm such that it will rain swift death down upon the enemies of Clann Solais.

    The Red Storm is a great war bow sized for a tall human and crafted from wood carefully harvested from the Red King itself. The bow is adorned with red and black feathers but is otherwise relatively plain. By itself the Red Storm's magical properties are limited as the Viskari artisans who made it did not wish to disrespect the Spirit of the Red King by forcing their own magic upon it. Nevertheless it is still indestructible by mortal means, neither by fire or water or brute strength, and any bow string attached to it will never snap.
    In addition the Viskari craft an enchanted quiver of red leather adorned with bronze charms. Accidentally infused with the power of the Red King, this quiver never runs out despite appearing to only have twelve arrows fletched with red and black feathers, and any arrow from it fired from the Red Storm will multiply mid-flight becoming a shower of a dozen bronze-tipped arrows.

    Nonactions: Resist all unauthorised buyouts, quests and conversions.
    Support all conversions to the Way of Eauden.
    Permit the Children to pass through Aran Viska.

    Embassy actions:
    Trade Bronzeworking to Dannu-Gaon in exchange for one treasure and buyout support.

    Spoiler: News and Rumours
    Show
    Stuff and things.


    Spoiler: Named Characters
    Show
    Staran Illinvak - Aranin Sarak of Aer Caladon - 81
    Hazash Namakar - Aranin Sarak of Iskandrazac - 88

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 58
    Nar Razana Kalsharaz - Warchief of the Winter Wolves - 53
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 70
    Nar Rashan Iskavan - Warchief of the Shade Riders - 64
    Nar Tiran Tazanad - Warchief of the Mist Talons - 44
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 46
    Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 41
    Nar Larisana Veknat - Warchief of the Moon Guard - 54
    Yarek Nazon - Frost Binder Priest and Commander of the Flamebringers - 43

    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 - 58
    Valeris Rey Halon - Highlord of Cayshan Ver - 50


    Spoiler: Ruler Information
    Show
    Diplomacy: 2
    Military: 2 (Maybe four if I get the stat increases from last round.)
    Opulence: 1
    Faith: 5
    Intrigue: 4

    Age: 41

    Expected stat increases: +1 Diplomacy, +1 Military
    Last edited by Elemental; 2021-01-02 at 01:49 AM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
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    Co Founder of LUTAS - For all your less than useful heroes out there.

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

    Dragons!

  27. - Top - End - #507
    Ogre in the Playground
     
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    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D10
    M9
    O3
    F5
    I3

    News and Rumors:

    Military: An unfamiliar face takes charge of the armies of the Naherin, handpicked by the Mehena in a risky attempt to set their star rising once more after the disastrous combined setback of rebellion in their northern holdings and their unplanned failure to properly leverage their influence in the west in a timely fashion. For all that few would look at the ability to present an unknown candidate for the highest field command of a thriving kingdom built entirely on military might and have her chosen, the situation behind the scenes is quite a different matter: While nevertheless an impressive show of power, the Mehena spent favors and bribes like blood (cheaper by far than water, in Sikar) to arrange enough support for the move to have any chance of being successful, and now their rise is tied to hers. Should she acquit herself well in her time as commander - a temporary position, while Aesira is away -, she will drag them along in her wake... But should she fail? That would reflect terribly poorly on their judgement.

    This is how it comes to pass that the Hydran fleet is met by a tall half-elf with scales of an oddly delicate orange-pink, kin to the dying sun or the pieces of coral the Naherin sometimes work into jewelery and streaked with patterns of a dull and bloody red (the same shade as her near-shaved hair). Her body is further marked by lines of a matching color that join the broken patterns of her scales together, filling the gaps left by her skin - perhaps the first tattoos that the Night Elves of Northern Sikar have ever seen, for she is the first to have taken up the practice amongst the Naherin, save for a few slaves of the Mehena who are not, as a rule, exposed to the world at large. The most disquieting aspect of her appearance, however, is likely her eyes, which are the brilliant orange of an open flame and almost seem to have their own light on the twilight shore.

    She raises a great black iron mace half as tall as she is in a salute on seeing Liyae, hefting it in one hand as easily as if it weighs no more than one of Aesira's knives. The looted weapon is likely familiar to the Night Elf's eye, for it is the same one that was wielded by the Dragonslayer in their duel against her lover, though the dark metal now bears an oily sheen and an undertone of crimson where the light catches on it. Perhaps it's only that that makes it seem, from the corner of her eye, that the edges sometimes run with blood that drips to the sand, yet leaves no mark upon it.

    Behind her the host of the Naherin spreads across the shore in silent, ordered ranks, for they have been battered into some semblance of professionalism through their many wars; the first stirrings of an army that is something more than a rabble of warriors to be ground against the same. It is not, by any means, perfect. The warband ends in careful ranks, but that formation spreads across it unevenly; further, no two bear exactly the same weapons or armor. And yet. One can see the shape that such a force might take, in time.

    (Send 6 units to assist the Nocturnal Hydra in defending Dubwul (Region 204), led by Karise the Stained (Hero Score 7); army marches to 281, and receives passage across the strait from Nocturnal Hydra naval units.)
    Military: Aesira Bladedance. Blooded in the unexpectedly-fruitful raid on the Soreni as the barest of adults, she went on to become one of the slayers of the Argent Mother but a few short years later. And in the wake of that, she struck down the Dragonslayer in single combat, for all that she had stone knives against an iron mace. Nor is she alone, for she is the lover of Liyae of the Nocturnal Hydra, and the alliance between their peoples has only grown in the face of threats such as they now face; indeed it was not a year gone that she stood beside Liyae as they fought against Oraora.

    But for all her list of proud victories, and the fact that the Gluttonous Shadows were repelled, she cannot help but tally that night as a failure: Neferkare Elephant-Hunter, the great hero of the Alodites, was taken and there was not a thing that she could do to stop it. Near a hundred of her finest soldiers were slain, and more from every ally who sent aid. And all of this was spent to buy them space to breathe. Oraora yet lives, still threatens her lover's life with every passing moment, and the pair of them together were not enough to cast her down, nor even wound her. For all her skill, it simply was not enough to matter.

    She sets out from Txalitya along a familiar path, for she marches with the army, instructing Karise in the leading of it. She does not stand at its head with her temporary successor when they arrive in Hydran lands - that would undermine her authority on the eve of war - but she does seek out Liyae as the sun sinks beneath the horizon and the troops begin to march onto the waiting ships. A private explanation is offered to her lover, for why she sails for Dubwul with an army she has no intent of fighting alongside: She has heard news from Kiswa of the source of the shadows, and she goes to lend her aid to the slaying of it. That seems the best chance of slaying Oraora, or if not bringing her to her grave at least her knees.

    Days pass in the Troll Lands, amongst a company of strange heroes the like of which has rarely been seen before - even the band that slew the Argent Mother, the closest thing to this in living memory, does not compare. And still they wait as days stretch into weeks, then months, tempers fraying, for the Sentinels of Stone to come. She hones her skills relentlessly in preparation, sparring with any who will accept her offer until her mind is numb and her body slow with exhaustion, and tries not to think of anything but her task, but her worries grow the more time goes on, until finally the Sentinels confirm it: They have no intention of providing the aid they were asked for.

    It takes a troll to hold her back from gutting the messenger they sent in a moment's hateful fury, and were she a priestess or a witch, the curses she heaped upon him would be cause for direst concern. She leaves within the week, as soon as it becomes plain that not nearly enough have the courage to venture forth on such a dangerous quest when the Sentinels seem to have some hidden knowledge of the dangers, and from there she makes her way back to Dubwul. She will fight after all, it seems.

    After the battle, however, she boards a ship alongside Liyae with the knowledge that their paths will once more diverge as soon as they set foot on land: Aesira continues west, a furious resolve in her heart, until she stands before the Alodites, barely able to temper her words enough not to give offense. She wishes to train with the Sentinels, for even if they will not fight, they will still give some aid even if she has to rip it from their corpses.

    (Send Aesira Bladedance to train with the Sentinels of Stone, improving her hero score from 9 to 10).
    Diplomacy: Press Claim on Region 301. (Great Success!)
    Diplomacy: Colonize Region 201 (Failure.)
    Faith: Create artifact.
    Faith: Join Path of the Ancient Ones
    Stat changes: +1 Faith, +1 Military
    Last edited by Lady Serpentine; 2021-01-02 at 11:39 PM.

  28. - Top - End - #508
    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] Raise 1 Unit
      ...
    • [Military] Raise 1 Naval Unit
      ...
    • [Military] Raise 1 Naval Unit
      ...
    • [Faith] Cleanse the Revenant Ash in Region 26 - 22
      ...
    • [Opulence] Buy Out TP 2 of Copper in Region 29 - 19
    • [Opulence] Buy Out TP 3 of Flower Wine in the Land of the Targiz (Region 19) - 17
    Last edited by TheDarkDM; 2021-01-03 at 03:17 AM.

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

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

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

  29. - Top - End - #509
    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.[Faith] Convert to the Way of Eaudan

    2.[Diplomacy] Create Claim on region 122. Offer to the people of region 122 to join with the Brayewen tribes in exchange for two seats on the council of Elders and Thought King Nominations. Roll: 16

    3.[Opulence] Buyout Granite from Region 120 Roll: 14

    4. [Opulence] Explore East into the Ocean past Azumaba Roll:12

    5. [Opulence] Buy out unowned Saffron Trade Post 2 From Region 123 Roll: 14

    6. [Diplomacy] Improve Rep With the Truthseers Roll: 11

    Rolls

    Spoiler: Non-Actions
    Show

    • Accept all Gifts
    • Resist Buyouts


    Spoiler: News and Rumors
    Show





    Spoiler: BOOKKEEPING
    Show

    Thought King Eent the 2nd

    D: 5
    M: 2
    O: 4
    F: 3
    I: 4

    Expected Stat Increases: +1 Opulence, +1 Diplomacy

    New Ruler Next Round?
    no



    Military Units 5
    - none

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

    Embassies:
    - Elefteria

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    TP
    Other Owned Trading Post:
    TP1 & TP3 Salt in region 109, TP3 Grousse Shark Braye region 129, TP2 region 124 Wood, TP1 & TP2 119 Hemp, TP2 110 Caviar
    Last edited by m9p909; 2021-01-02 at 02:39 PM.

  30. - Top - End - #510
    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 (City), 125

    Spoiler: Flag
    Show

    Actions

    1. OPULENCE 10 Great Project: Akadēmos Azumaba
    2. OPULENCE 10 Great Project: ||
    3. OPULENCE 10 Great Project: ||
    4. OPULENCE 10 Great Project: ||
    5. OPULENCE 10 Great Project: ||

    Holiday Special. OPULENCE 10 Economic Unity


    Non-Actions:
    - Fully Accept the Dreamspeaker’s Contribution to the Restoration of Lost Glories
    One free action and four requested actions helps rebuild Azumaba, and also moves Eleftheria’s capital there from Thade.
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions

    News and Rumors:

    THUS ENDS A DARK CHAPTER IN ELEFTHERIAN HISTORY!

    High Speaker Ereth Pasha leads their people out of exile, not to return to the old ways, but to surpass them!
    In the ruins of an ancient city, a new one springs to life!
    On these ashes we bring an unprecedented consolidation of culture, community, and progress!

    Akadēmos Azumaba is a institution of higher learning, a university of sorts. While it attracts great minds of all disciplines, its art and history departments are both quite robust.

    Spoiler: Bookkeeping
    Show
    Leader: High Speaker Ereth Pasha
    D: 6
    O: 10
    M: 2
    F: 1
    I: 2

    Expected Stat Increases: +3 O

    New Ruler Next Round? yes
    High Speaker Leigh Leven
    D: 3
    O: 8
    M: 4
    F: 4
    I: 1

    Treasure 4/5 (+2 passive)

    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 0

    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: (18)
    Expected Change
    - 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
    - 125 (Old World Artifacts) TP 1
    - 125 (Old World Artifacts) TP 2
    - 125 (Old World Artifacts) TP 3

    Last edited by bupkis; 2021-01-03 at 01:22 AM.

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