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  1. - Top - End - #511
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    Default Re: Empire 6: Embers of Dawn IC

    End of Round Twelve

    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!

  2. - Top - End - #512
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    Default Re: Empire 6: Embers of Dawn IC

    Round Thirteen Begin!
    Years 49-52

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

    Good luck!

    Rules Alerts and Changes!
    • The +2 bonus provided by the Nemesis title applies to aggressive actions taken against Truthseer loyalists. Thus, it would apply to a Buyout, but not a Buyout defense. Further, as the bonus represents a general groundswell of malign energies, it can be added to Battle and Tactical Maneuvering rolls, but does not apply to Duels.
    • Rebels that appear in a player’s territory have access to the same technologies as the player’s kingdom.



    Growth!
    • The Alodites build a new city in Ta Seti, Kerma!
    • Xem-Jeng-Xeng in Dum-Hong-Deng (191) has been recognised as a city!
    • Elefthereia has become a merchant princedom!



    Ruin!
    • Absent from the affairs of greater Sikar for many years, rumors begin to swirl of a destructive schism among the Thunderpeople. While nothing is yet certain, it seems that the clouds of disaster have descended on the Southern people.



    Claim!
    • The Sokau tribes successfully press their claim on region 68 and take control of the region.
    • Ketket Herd Tender begins pressing the Alodite claim on region 285.
    • The Bel-Dan Armada has established a claim on region 187.
    • The Brayewen Tribes have established a claim on region 122. It may be pressed once the claimant has been detailed.
    • Á’Shansholí has successfully claimed the Sentinels’ home region of 178!
    • The Vygra Confluence has successfully claimed region 224!
    • The Wardens of the Awakened Realms have concluded pressing their claim on region 131, which becomes their new capital!
    • The Wardens of the Awakened Realms have begun pressing a claim on region 134.



    Colonize
    • The Uzii have established a colony in region 8.
    • The River Lords have established a colony in region 199.



    Heroes!
    • Sir Onfroy Brythion, First Thorn Knight of the Corpse Flower, has been recognised as a hero of the Deru! (9)
    • Gorrn, Tipen’s Might, has been recognised as a hero by the Scions of the Thalaz’ir!



    Quest!
    • Petal Head unleashes Dark Dreams on the Upper Vale, driving the holy site there into worship of Bouquet of the Corpse Flower. The Upper Vale enters Unrest!



    War!
    Spoiler: The Ko Invade Wēkache (Region 47)
    Show

    Ko: 2 naval Units, Ko Commander (Mil 2) = 19
    Sokau Tribes: 1 land Unit, Soge Tsraak (Mil 9) = 26

    Even as the bulk of their forces withdraw to defend Towerhome, members of the Ko Starchildren cult travel across the lake on their northern border to assault Wēkache. The force mustered to repel them is half their size, a dire reminder of the many fronts on which the Sokau tribes are assailed. But where the Ko are led by one of many sycophants gathered around Zinnia’s throne, their enemies follow the Soge himself. Arrayed on the lake shore, the Sokau meet the crush of the Ko with their own brutal charge, crashing into the attacker’s battle line before they have fully regrouped. The Starchildren are inexorably pushed into two divided beachheads, and the larger can only watch as their smaller force is overrun in its entirety. Morale shattered, the survivors retreat to their boats, withdrawing under missile fire to the deep water and thence to Towerhome.

    The Sokau Tribes are victorious! Ko lose 1 naval Unit.


    Spoiler: The Sokau Tribes Invade Towerhome (Region 51)
    Show

    Sokau Tribes: 3 land Units, 1 naval Units, Gouhrei Soro (Hero 9), 1 Treasure = 26
    Ko: 6 land Units, Thorn (Hero 9), 1 Treasure = 29

    Assailed on three fronts, the Sokau Tribes syphon force from their defense to perform a counterattack on their primary foes. Over land and sea, Gouhrei Soro leads an invasion of the tangled forests of Towerhome, while Thorn, twisted hero of the Ko, rallies a defense. Hoping to blunt the Sokau’s advance before they reach the Towerhome itself, the Ko swarm through their secret burrows, only to find they have been outflanked. Clever scouts of the southern raiders manage to identify the larger pockets of ko resistance, leading to a number of early defeats for the diminutive folk. Flush with victory, the Sokau march further into the contested wood, and here Thicket’s paranoia proves the salvation of his people. Beyond the secret ways known only to the Ko, Towerhome’s surroundings are a deathtrap, with deadfalls, snares, and ambush blinds carpeting the forest like leaves in the late days of autumn.

    Marching into this hostile territory, the Sokau begin suffering losses of their own. Their advance bogged down by the need to scout even clear trails, they suffer constant raids by ko skirmishers, stretching their supply lines to their limit. Eventually, the ragged remnants of their force break through to Towerhome itself, where Thorn stands ready to avenge his earlier defeat. The battle that unfolds in the shadow of the elder tower rages for three days, desperation on both sides inspiring acts of heroism and horror in equal measure. At last, the Sokau break, but not before Gouhrei Soro plays a last devastating trick. Luring Thorn and his retinue towards a group of specially chosen warriors, sappers take the opportunity to collapse one of the fortress’ outer walls on the monstrous hero. He disappears beneath the avalanche with a final roar of defiance, his death stunning the Ko long enough to allow the Sokau to retreat.

    The Ko are victorious! Sokau Tribes lose 2 land Units. Ko lose 2 land Units. Thorn is slain in battle!


    Spoiler: The Scions of the Thalaz’ir Invade Region 52
    Show

    Scions of the Thalaz’ir: 8 land Units, Chepri (Hero 7), duelling (lost) = 23
    Sokau Tribes: 2 land Units, 1 naval Unit, Wlihau Mjeilop (Hero 10), duelling (won) = 32

    Farther north still from the pitched battles in Wēkache and Towerhome, the Scions of the Thalaz’ir march to secure a road to their homeland, so recently cleansed of the Blight. Led by Chepri, the Sorceress-Princess of the Trinity of Light, the vast host descends on the windswept plain even as the Sokau shuttle forces from their southern holdings to mount a defense. As the two armies take up battle lines on opposing ridges, the challenge of the Sokau is at last answered. When Wlihau Mjeilop takes the field, Chepri steps out to meet him, and the air erupts in cheers from both sides. Blades leveled, each at the other, the two heroes sound the charge, and the clear air is soon shrouded in the hot breath of hundreds and the choking fume of war.

    The Sokau’s command of the region proves an invaluable boon, as they have maneuvered the Scion warriors into an inferior position. Hidden beneath the snow, a dry river bed ensnares many of their front line, staggering their advance and giving the Sokau the opportunity to close with shocking force. Both sides are soon locked in vicious combat, the Sokau fighting like demons to negate their inferior numbers. At the center of the melee, Chepri and Mlihau find each other like stones sent at the same target, the warriors surrounding them thrown to the ground from the force of their first exchange. Denied his chance to face the Blackfire Incursion, Mlihau finds himself contesting a wholly different darkness, as the air about the Scion princess grows heavy and dim, her every movement echoed and obscured by a shadow that seems in three places at once. A lesser champion might have fled in terror at the occult shield, but Wlihau Mjeilop is one of the mightiest heroes of Mamut. The polished blade of his spear blazes with the reflected light of the sun as he carves through Chepri’s illusions, putting the Daughter of Darkness on the defensive for the first time since her rebirth. Cut a dozen times with fiery light, her summoned shadows fade to sparkling ash, and the blade at last finds its mark. Honed copper pierces Chepri’s shoulder, black blood spraying out to dim the reflected light. Her scream of pain is a primal thing, and for a moment it fills her with a strength not her own. A single blow shaps the spear shaft apart, and though Wlihau Mjeilop is quick to draw the weapon at his hip it gives Chepri the moment she needs to vanish into the chaos of battle.

    With the disappearance of Chepri’s umbral sorceries, the crawling fear that had moved among the Sokau is replaced with a mad certainty of victory. Following their hero into the gap left by Chepri’s retreat, they hammer the flagging Scion warriors, pushing them back to the riverbed that had doomed them. At last, a horn calls the retreat, and the Sokau hurl sling stones and venomous insults at the retreating westerners. It is only on the morning following their victory feast that they realize almost half the Scion dead have disappeared from the field.

    The Sokau Tribes are victorious! Scions of the Thalaz’ir lose 4 land Units. Sokau Tribes lose 1 land Unit. The Scions raise 2 Units of Cometborn!


    Spoiler: The Gluttonous Shadows Infest Dubwul (Region 204)
    Show

    Nocturnal Hydra: 4 Hydra naval Units, 6 Naherin land Units, Liyae (Hero 9), Faith bonus, Composite Bows = 26
    Gluttonous Shadows = 23

    As the Nocturnal Hydra strive to exterminate the last traces of their Consumed Queen from Alskan, the Hydran navy ferries a large army of the Naherin across Thunder Bay to repel the Gluttonous Shadows from Dubwul. Like all the nests of the Gluttonous Shadows, the easternmost point of Hydran power has become a charnel house, and even overwhelming force of arms almost fails in the face of the Shadows’ attacks. Already forced to reorganize following the loss of many warriors to a freak storm, the Naherin and Hydran armies endure a month of siege on their arrival, as the Shadows descend on the region’s largest harbor to feed. A dozen pitched battles against the Shadows inflict terrible losses on the liberators, but finally Liyae organizes a trap that reclaims the momentum. Drawing a swollen clot of the Shadows to a cluster of Hydran ships filled with the bodies of the dead, she has the coffins set ablaze with the Gluttonous Shadows still below, sacrificing a handful of warriors to contain the beasts but buying her army time. By the time the Shadows regroup for another attack, it is against a prepared fortification and rested soldiers, and the tide turns in truth. Sweeping east from their victory, the armies of Hydra and Naherin drive the Gluttonous Shadows before them with torch and bow, eventually reclaiming Dubwul fully.

    The Nocturnal Hydra are victorious! Nocturnal Hydra lose 2 naval Units. Naherin lose 3 land Units. Naherin lose 1 Unit to distance losses. Gluttonous Shadows lose 2 Units.


    Spoiler: Consumed Oraora Infests Alskan (Region 280)
    Show

    Nocturnal Hydra: 6 Hydra land Units, 1 Sentinel land Unit, Mars (Hero 10), Faith bonus, Black Iron, Composite Bows = 32
    Consumed Oraora = 26

    ...

    The Nocturnal Hydra are victorious! Consumed lose 1 Unit. Nocturnal Hydra lose 2 land Units. Oraora Consumes 1 Unit! Nocturnal Hydra lose 1 land Unit to the Consumed infestation. Consumed Oraora migrates away from Alskan!


    Spoiler: Rebellion in Ta Seti
    Show

    Ta Seti: 9 land Units, Shebitku (Mil 10), 1 Treasure, Composite Bows = 38
    Alodite Rebels: 3 land Units, Iris’ Champion (Hero 7) = 23

    ...

    Ta Seti is victorious! Rebellion in Ta Seti lessens to Unrest!


    Spoiler: Á'Shansholí Invades Region 176
    Show

    Á'Shansholí: 3 land Units, Alexios (Hero 12), duelling (lost), Black Iron = 29
    Native Defenders: 1 land Unit, Native Commander (Mil 10), duelling (won) = 27

    ...

    Á'Shansholí is victorious! Á'Shansholí loses 1 land Unit. Region 176 enters Unrest!


    Spoiler: Great Scrimthun Unity Invades Region 55
    Show

    Great Scrimthun Unity: 5 land Units, Warspeaker Tior (Hero 9), duelling (lost), 2 Treasure (+3) = 21
    Native Defenders: 1 land Unit, Native Commander (Mil 8), duelling (won) = 29

    ...

    Native Defenders are victorious! Great Scrimthun Unity loses 3 land Units. Warspeaker Tior is slain in battle!


    Spoiler: Clann Solais Invades Region 155
    Show

    Clann Solais: 4 land Units, Boss Calder (Mil 10), Black Iron, Wolf Riders, War Bows = 35
    Native Defenders: 1 land Unit, Native Commander (Mil 8), River Bonus = 24

    ...

    Clann Solais are victorious! Clann Solais loses 1 land Unit. Region 155 enters Unrest!


    Spoiler: Clann Solais Invades Region 156
    Show

    Clann Solais: 4 land Units, Fionn of the Phoenix (Hero 10), Black Iron, Wolf Riders, War Bows = 30
    Native Defenders: 1 land Unit, Native Commander (Mil 7) = 26

    ...

    Clann Solais are victorious! Clann Solais loses 1 land Unit. Region 156 enters Unrest!


    Spoiler: Clann Solais Invades Region 118
    Show

    Clann Solais: 4 land Units, Rauri of the Phoenix (Hero 10), Black Iron, Wolf Riders, War Bows = 28
    Native Defenders: 1 land Unit, Native Commander (Mil 6) = 14

    ...

    Clann Solais are victorious!


    Spoiler: Symphony of Kalatar Invades Region 158
    Show

    Symphony of Kalatar: 8 land Units, Vralis the Quiet (Hero 10), War Bows, 1 Treasure = 34
    Native Defenders: 2 land Units, Native Commander (Mil 10) = 30

    ...

    Symphony of Kalatar is victorious! Symphony of Kalatar loses 3 land Units. Region 158 enters Unrest!


    The Uzii march unchallenged into Jù Fǎihlè (Region 41), as the Sokau refuse to engage the large host. Jù Fǎihlè has been occupied by the Uzii! Jù Fǎihlè enters Unrest!

    • Nocturnal Hydra new tactical doctrine (unapproved)
    • The Bel-Dan Armada has created a tactical doctrine: Wealth and Glory (on a successful tactical manoeuvring roll, make a Sack attempt against a randomly owned trading post in the relevant region).



    Terror!
    • Gothek does not step down in the face of the threats from the Argent Swarm, but seems to have restored stability to the Sor Dunes.
    • The long study of the Gluttonous Shadows by Fiona MacDool bears additional fruit when the Anbroch Reavers hear of the apocalyptic swarm defending the Mother of Shadows. Seizing on an opportunity to cleanse Kiswa and wound an enemy in one blow, Rosie MacGill dispatches agents to the lands of the River Lords, their packs heavy with foul alchemies. Before the trolls realize the danger, the dwarves have sown their disastrous harvest, poisonous mixtures of blood, bile, and blightflesh spreading through the soil and calling out to the Shadows. And the Shadows answer. A keening howl of rage and pain erupts from every mountainside in northeastern Kiswa, and like the stormclouds of a monsoon the blightspawn descend. At their head flies a red harbinger, bleak and terrible against the gloom, that streaks east like a falling star. It is far more than a simple Gluttonous Shadow, its red chitinous body rising on four leonine legs and leading to a gangled, humanoid torso. It bears a face unknown to Kiswa, but in years to come the tales would confirm the ultimate fate of Neferkare.

      [The Gluttonous Shadows have infested Region 202 and Region 208. The infestations roll to resist eradication with a +14, and attempt to activate the Charnel Night Tactical Doctrine with a +7 bonus. If not unseated, the Gluttonous Shadows will cause Unrest in the region, randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and continue into the next round.

      Consumed Neferkare has infested Region 209. Like a normal infestation of Gluttonous Shadows, if not unseated, the Consumed will randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and continue into the next round. However, every unit slain by the Consumed has a 50% chance of rising as a unit of Gluttonous Shadows, and the threat posed by the Consumed will remain until they are exterminated fully. The Consumed Neferkare (Mil 10) begins in command of 8 Units of Gluttonous Shadows, and unlike other infestations may be Duelled.]

    • Harried from Alskan, the Consumed Oraora flies south with her brood, passing from the lands of the Nocturnal Hydra to those of the Naherin Coalition. Accustomed to fighting the Gluttonous Shadows on foreign soil, the Naherin realize to their dismay that they are the newest kingdom to suffer the Blightspawn’s attentions. Villages that were once scoured for Mockeries now begin to evacuate as they are overrun by the vampiric scourge, and a call goes out to Kehna Tzkepte to deliver her people from this new nightmare.

      The Gluttonous Shadows have descended on the Naherin Coalition (Region 278), led by a Consumed Oraora! The Naherin Coalition enters Unrest. Like a normal infestation of Gluttonous Shadows, if not unseated, the Consumed will randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and continue into the next round. However, every unit slain by the Consumed has a 50% chance of rising as a unit of Gluttonous Shadows, and the threat posed by the Consumed will remain until they are exterminated fully. The Consumed Oraora (Mil 10) begins in command of 2 Units of Gluttonous Shadows, and unlike other infestations may be Duelled.
    • Discontent begins to simmer in the United Abiherist Tribes as a string of kidnappings occurs in the Korebita foothills. Homes in outlying villages are found ransacked, their inhabitants missing and their belongings ruined. As the incidents mount, fear begins to rise of a new and more subtle incursion of the Gluttonous Shadows, abducting people in targeted raids for some sinister purpose. The final victim is none other than fair Arrēsa, spirited from her chambers as if she had vanished into thin air!

      [Korebita Foothills enter Unrest!]
    • Provoked by their sudden dominance of the Ko-Ball season, agents of the Ko target the Crimson Kingdom Gourmets. However, their attempt to flatten the elven athletes beneath a statue goes predictably awry, as guards around the stadium take note of the balls’ skulduggery. The Gourmets return to their kingdom in glory, and reprisal no doubt awaits the Ko.
    • The Soge is dead! Marching home from his successful defense of Wēkache, the leader of the Sokau Tribes retires to his command tent late in the night. When the sun rises, he does not emerge. As the day drags on, his guards eventually grow concerned enough to enter the tent, and find a scene of horrors. Amaryllis flowers cover the interior, sprouting from the rictus scream of Tšrãák’s mouth. Recoiling from the sight and the danger of the Heavenly Amaryllis, the warriors of the Sokau quarantine the area, awaiting word from the Soge’s heir as to how to proceed.
    • Deprived of their principal food source for years and with their homeland now under foreign subjugation, the Wardens of the Awakened Realms are restless in their new territory. They demand both that their supply of carrion be reinstated, and that their leaders make greater effort to meet the needs and demands of the population.

      [Region 131 enters Unrest! It (temporarily) retains the Corpses resource requirement of the Carrion Ward, and gains an additional resource requirement of Taiga Poppy! The unrest will not dissipate until both requirements are met and a stabilisation action taken.]
    • In the absence of heat sources, Glaondi Yejon (Region 75) has entered Unrest!
    • Despite the recent and long-delayed acquisition of purple sea snails, the failure of the Anbroch leadership to deal with the underlying simmering unrest resulting from the Devastation has finally spilled over into active revolt. 1 Unit of rebels arises in Kincany (Region 198), following the new risen Warlady Agnes MacTir (Hero 10)!
    • Fifteen years after its conquest, the Impact Zone chafes against Soreni rule. With residual unrest from the conquest never resolved, charismatic natives gather like-minded malcontents to their size and rise in angry opposition to their reptilian overlords. 1 Unit of rebels appears in Impact Zone led by the Daughter of the Comet (Hero 10)!
    • News reaches the Alodite leadership that discontent in Tasathhi (Region 293) is reaching critical levels and unless dealt with imminently, they anticipate the outbreak of a rebellion.
    • Though progress has been made in the restoration of Region 18, the scars of Heroic avarice remain. Unwilling to wait for their Uzii overlords to bring salvation, a band of desperate peasants raise a motley army of their own and follow the trails scoured by the King’s Hounds into the Lands of the Targiz. Driven to cruelty by their own desperation, they raid outlying farms and steal away goliaths for sale at Crimson Kingdom slave markets!

      [2 Units of desperate brigands led by a Brigand Chief (Hero 7) invade the Land of the Targiz! If not defeated in short order, they will cause Unrest in the region and draw further scum from the surrounding regions.]
    • Shortly after their appearance in Bhaile-Koma, Agatha and her crew sail south, beyond the charted waters of the Deru and into the unknown. As if in answer, a storm grows to full fury on the horizon, blue and purple flashes lighting the clouds even in the black of night. Days pass, and as the line of storm clouds only grows the people begin to gather for silent vigil on the beaches. So it is that on the sixth day, a thousand eyes bear witness to the swelling of the sea, the swift approach of an avalanche of water with something dark at its heart. People scatter in a panic, those who keep their wits heading for higher ground, but the wave never crashes. Instead, it explodes less than a mile from shore, as a many-legged, chitin-plated whale takes to the air, a single figure hanging and screaming her victory from its pierced eye. When the creature strikes the sand, the last gasp of vicious life seethes from between mandibled jaws, and Agatha of Mamut descends in scarred nakedness, her Black Iron harpoon held tightly in a salt-scarred hand. The creature she has felled is massive, stretching more than a hundred feet from nose to tail, but she relays a grim warning - it is but a child of the true Leviathan approaching Bhaile-Koma, one of a host gathered to shatter the Deru’s defenses before their vile progenitor arrives to drown the region in brine and blood. Forewarned, the Deru are able to evacuate coastal villages and ready their defenses in truth, and even the skeptics fall silent as three enormous shapes draw near.

      [Bhaile-Koma has been attacked by three Blightwhales, enormous armored sperm whales whose mandibled mouths bristle with barbed teeth and whole crablike limbs allow them full mobility on land. The creatures are so enormous they will require the combined might of massed arms and Heroic action to slay. Each Blightwhale acts as an attacking army with a combat value of +20, which must be engaged separately. However, Heroes can contribute beyond the act of leading troops. With a TN 16 Hero Check, a Hero or Heroes may reduce the combat bonus of any one Blightwhale by half, reducing them to a +10 bonus. Victory over a Blightwhale will signify its death. Each Blightwhale still living in Round 14 will destroy one Trade Post in Bhaile-Koma and inflict Unrest.]
    • As war rages to the south, in Northern Mamut the Scrim and the Scions face a foe of a different sort. Scouring winds of incredible speed sweep down from the uncharted regions, growing to cataclysmic blizzards that blanket Thun and Tipen in snow drifts that bury entire villages, while peals of white lightning spark forest fires that defy the blaze. But even the howling winds cannot mask the deep and rhythmic pounding of something above the clouds, carrying the storm slowly but surely south.

      [Thun and Tipen are assailed by a once-in-a-century storm, stretching the resources of each region to their limit. Both regions enter Unrest, as the basic function of government breaks down as the roads become impassable.]
    • Without warning, a foul decay begins to flow in from the ocean in Southern Tarandi. The first whispers of it reach the Tillands from their eastern neighbors, but it is not until the phage reaches the borders of Sangar that it becomes an inescapable truth. Flowing against the tide, a sickly yellow ooze bubbles along the surface, the bodies of innumerable fish and insects bloating it from below. Travel along the river soon becomes impossible as the sludge voraciously dissolves boat hulls and flesh, threatening commerce along the entire riverfront. Those living close to the shore soon become ill from the fumes, their skin erupting in sallow hives that radiate icy cold. Something must be done to locate the source of the infestation, and cleanse it before all of South Tarandi is laid waste!

      Meanwhile, the Great Mother is sighted exiting the mountains and traveling along the river’s southern bank, her course taking her towards the eastern ocean.

      [Regions 134, 135, 157, 156, 139, 155, 163, 162, 161, 158, and 159 are afflicted by the Amber Slime, inflicting Unrest on any that belong to an organized Kingdom. The situation will only grow more dire as time passes!

      Epic Quest:The Amber Dive - A Hero or Heroes with access to the afflicted regions may attempt a TN 14 Hero check to discover the cause of the Blight that it might be destroyed. Success at the TN will progress the Quest but expose the involved Heroes to the Amber Slime, reducing their effective Hero score by 1 for 1d4 rounds. Succeeding by 6 or more (TN 20+) indicates the Heroe(s) have succeeded without such deleterious effects. For every Hero aiding in the Quest, the number needed to avoid negative side effects increases by 1.]
    Last edited by TheDarkDM; 2021-01-13 at 04:38 PM.

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

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

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

  3. - Top - End - #513
    Ettin in the Playground
     
    TheDarkDM's Avatar

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

    Organizations!
    The Sentinels of the Stone
    • The Anbroch lose 1 Reputation with the Sentinels of the Stone for their tactics in seeking the truth of the World Soul.
    • The Uzii enter Favor debt with the Sentinels in order to stabilise Region 18.
    • The Star Kingdom drops to Rep 2.
    • The Vygra gain 1 SOS Reputation, putting them at Rep 3.
    • Á'Shansholí drops to Rep 3.
    • The Soreni gain 1 SOS Reputation, putting them at Rep 4.
    • After undergoing rigorous training with Alexios, Talákin’Záni’Quêzí of Á'Shansholí hears the Riddle of Steel.


    The Dream Speakers
    • The Sol'Ikoth gain 1 DSP Reputation, putting them at Rep 3.
    • Breaching the veil of Twilight, Eae peers into the Bright Place and returns bearing truth.

      [Eae has returned from the Bright Place, and brought with them the wisdom necessary to teach others the Twilight Sight. The Dolod become the first Twilight Pioneers, capable of traversing the Twilight without the inborn gift of the Dream Speakers. With this knowledge comes several new possibilities:

      Twilight Pioneers may undertake a Faith Great Project in any region they can access to establish a Pioneer Sanctum. This requires the permission of the region’s owner. A Pioneer Sanctum functions as an Embassy between the Pioneers and the region’s owner. The presence of a Pioneer Sanctum also negates all penalties for interacting across continents for actions taken within two regions of the Sanctum. Accepting a Pioneer Sanctum will reduce a kingdom's reputation with the Dream Speakers by 1, and prevent that kingdom from rising above Reputation 2 with the Dream Speakers.

      Twilight Pioneers are capable of countering the Dream Speakers in their own element. The Dream Speaker bonus to Secret Actions does not function against the Twilight Pioneers.

      Twilight Pioneers may continue to plumb the Twilight for additional knowledge.]
    • In anticipation of the Thunspeaker’s performance, the greater part of the Dream Speakers in Mamut travel to the newly-constructed Twilight Orrery. At last the appointed day comes, and as the sun falls below the horizon the amphitheater shines with the light of a hundred torches. From the Orrery Stage, Nithor’s voice thunders through the night, reaching beyond the Orrery itself until it seems their voice has touched every inhabitant of Thun. The roar of applause runs like lightning through the heartstone of the scrim, and when the Dream Speakers approach with their congratulations, they are delivered as peers.

      [Thunspeaker Nithor has become the Keeper of Fables! They are granted access to all the knowledge of the Dream Speakers, granting several benefits to the Scrimthun Unity.

      The Keeper of Fables’ kingdom is considered to have access to any Technology possessed by five or more kingdoms. This technology cannot be traded, as it represents continued collaboration with the Dream Speakers rather than inherent understanding, but may be used by the Keeper of Fables’ kingdom as normal.

      The Keeper of Fables’ kingdom gains a +2 bonus to defending against all Secret Actions, benefitting from the Dream Speakers’ web of informants, associates, and mystical communicative abilities.

      Where the Dream Speakers walk, they carry word of the Keeper of Fables and their kingdom. Once during the Keeper of Fables’ reign, they may treat a Dream Speaker exploration in a region they have access to as though it were their own Great Success Diplomacy exploration, establishing a claim on the region.

      The title of Keeper of Fables may be passed down to a ruler’s successor, so long as they take a Diplomacy action in their last round to induct their successor in the Dream Speaker mysteries. If a Keeper of Fables is unable or unwilling to do so, their successor may attempt a TN 16 Diplomacy check in the first two Round of their reign to prove worthy of the title. If they fail, it is forfeit.]


    The Truthseers
    • Granted access to Verelda and Sede by the Veramondi, a cadre of Truthseers surround mother and child for a fortnight.
    • The Clans of Ixkarr present an ultimatum to the Truthseers.



    Investigate!
    • The machinations of the Mockeries have turned brother against sister in Ta Seti, and as he marches to war Pharoh Shebitku demands their extermination. Agents of the Pharaoh disperse across the capital with lethal intent, their authority only heightened by Isis’ rebellion. Guided by the information uncovered by investigations into the stillbirths among their herds, the sources of the rarest reagents are tracked down and harshly questioned, and eventually links begin to emerge. Following the trail of their army marching north, the investigators venture into an unremarkable stretch of scrubland, home to a village that had, in earlier years, cut off most contact from its neighbors. Infiltrating the scattered collection of houses in the dead of night, the Alodites fail to locate even a single inhabitant, until one of them spots a sliver of light from beneath a floor board. The investigator who pries open the trapdoor dies to a javelin thrown from below, but his many comrades move swiftly to avenge his death. A series of brief and vicious tunnel fights ensues as the Alodites discover a network of rough-hewn caves and tunnels carved beneath the village, home to dozens of bull-masked cultists as well as a terrifying stockpile of alchemical obscura. When the sun rises, it does so on half the number of seekers, but the Mockeries lie dead in their self-made tombs.

      [The infestation of Mockeries in Ta Seti has been eradicated!]
    • Discovering the whereabouts of Neferkare proves easier said than done, as the trail disappears outside the Alskan royal palace. Skilled trackers and hunters of Blightspawn are dispatched into the northern desert even as the Nocturnal Hydra continue their war against the Consumed, but horror stories of the Gluttonous Shadows distort any possible leads. That is, until word arrives from Kiswa describing the appearance of Consumed in the lands of the River Lords, and the Alodites recognize the panicked descriptions of the Consumed leader.
    • While reconstruction efforts continue in Tri’Meloa, magi from Danneta-Yvaon enter the region to investigate the cause of the earthquake. Travelling to the sites of greatest devastation, where ragged fissures still mark the land, they conduct divinations of Eauden seeking clarity. Alas, no firm answer is forthcoming, the spirits still writing in the aftershocks of the event, but the magi do report to their Nocter and Noctrix that it is unlikely such a tragedy will strike again in Tarandi.
    • Calling upon the power of the North Wind for the first time, Danneta-Yvaon attempts to divine the mystery of the Arch. Guided by gentle whispers of ancient wisdom, the magi sent to assess the architecture of the Truthseers learn in months what required years of experimentation to come to light in distant Sikar. However, passing this knowledge on proves a more onerous task in the north, as the magi struggle to put into words wisdom that was felt as much as heard. After years of interpretation, however, Danneta-Yvaon’s architects arrive at a full understanding of the advanced technique, and realize that the Dome and the Tower might follow on from it.
    • Concern within the Ashirian Sultanate of Mockeries in Nellen proves well-founded, as the Ashirian Inquisition soon realizes that the Mockeries are operating in plain sight! Far from enjoying contact with a distant Eae, the Heralds are in fact an active Mockery cell, that seized on the chaos of the chosen dolod’s disappearance. Lulled into a false sense of security by the Quluq’s willingness to accept them, they move slowly to counter the Inquisition’s aggressive investigation, and most are taken into custody before they can commit ritual suicide. That victory proves short-lived, however, for after admitting to wiping the memories of Nellen’s young wards in years past the Mockeries catch fire as one, immolating for their failure.

      The infestation of Mockeries in Nellen has been eradicated!
    • Having mastered arch and dome, the Sultan and his architects turn their attention to the last of the Truthseers’ architectural mysteries. The missteps of past years prove invaluable stepping stones for mastery, and further development proceeds swiftly under Zidan’s watchful eye. With the construction of their first tower, a humble edifice of clay bricks thirty feet tall, the Ashir realize they have mastered Improved Masonry!

      The Ashirian Sultanate gains the Advanced Masonry technology. Advanced Masonry has no prerequisites and provides a +1 to resist Raids and Sacks that stacks with the bonus of Masonry.
    • Dispatching observers to the hidden harbor of the Sentinels of the Stone, Á’Shansholí eventually receives a breathless report. Allowed to tour one of the mammoth vessels, the Shani shipbuilders cannot overstate the difference in technique and technology present in the Sentinels’ ships. Further research is required to even begin to understand the means of replicating their triremes, beginning with the secrets of Mortise and Tenon Planking.
    • Dispatching a large force of masons and historians to the Maw of Sikar, the Sol’Ikoth begin to uncover the mystery of their broken promised land. Excavations of sand dunes reveal the remains of ancient boulevards, and more intensive digging uncovers buildings of every shape and size, some even with some roof beams petrified and intact. The Pyramid itself is older than the city around it by far, however, its weathered surface depicting faded scratches that might once have been deep reliefs. Only the internal chambers remain somewhat intact, the walls bearing faded paintings of gold-haloed giants with fiery swords stepping down from a heavenly city crowned by two towering obelisks.

      The Sol’Ikoth have begun the process of uncovering their ancient homeland! By undertaking an Opulence Great Project, the City in the Region might be restored to something resembling its old glory!
    • Foiled once by foul weather, the Vygra dispatch a second delegation westwards. They find a loose confederation of tribes clearly in the twilight of its existence, the greatest leader among them little more than a fool drunk on the past glories of his forefathers.

      [Region 238’s defenders are led by a Mil 5 Native Commander]
    • Region 239''s defenders are led by a Mil 10 Native Commander.
    • Subjecting the Nakhla Stone phylacteries to close scrutiny, the Sol’Ikoth fail to gain firm insight inot their construction. Nakhla Stones are clearly central to the strange devices’ inhibition of the Seekers, but the clear lacquers and runes carved into the stones are like nothing the desert people have seen before. Where analysis fails on the stones, though, some insights are gained from the phylacteries themselves. Constructed primarily of siler, they bear little sign of age or wear beyond the sand they were buried in, suggesting they were commissioned recently.
    • While their bold tactics have served them well in the past, the Anbroch find the Sentinels are resistant to their inquiries. The fellowship grows suspicious as aspirants, and even a Sentinel, begin to vanish in and around Kincany. Those members of the group willing to succumb to bribery know little of their innermost workings, and the Sentinels prove vexingly resistant to conventional interrogation.



    Trade!
    • The Great Scrimthun Unity creates a resource of Emeralds in Region 18
    • The Great Scrimthun Unity buyout a Minor resource of Marble in Region 31
    • The Crimson Kingdom buyout a Great resource of Flower Wine in Region 19 from the Uzii
    • The Crimson Kingdom buyout a Good resource of Copper in Region 29 from the Ko
    • The Targiz buyout a Good resource of Comet Stone from the Hraban in Region 30
    • Smiaurskotor buyout a Minor resource of Boats from Region 74
    • The Star Kingdom of Solais buyout a Minor resource of Wild Horses from Region 118
    • The Star Kingdom of Solais buyout a Minor resource of Crocodiles from Region 139
    • The Brayewen Tribes buyout a Good resource of Granite in Region 120
    • The Brayewen Tribes buyout a Good resource of Saffron in Region 123
    • Danneta-Yvaon creates a Great resource of Wood in Region 124
    • The Anbroch Reavers raid a Good resource of Purple Sea Snails in Region 189 from The River Lords
    • Veramondo buyout a Great resource of Timber in Region 195
    • The Vygra Confluence buyout a Minor resource of Elephants from Region 224
    • The Vygra Confluence buyout a Good resource of Elephants from Region 224
    • The Ashirian Sultanate buyout a Good resource of Copper in Region 282
    • The Ashirian Sultanate buyout a Great resource of Water Buffalo in Region 288
    • The Soreni buyout a Good resource of Silver in Region 308 from the Dolod
    • Sewune trades a Good resource of Tvila Clay in Region 211 to Nocturnal Hydra
    • Sewune trades a Minor resource of Seafood in Region 214 to Nocturnal Hydra
    • Sewune trades a Good resource of Droggen Berries in Region 216 to Nocturnal Hydra
    • Sewune buyout a Minor resource of Hemlock in Region 235
    • Sewune trades a Good resource of Granite in Region 238 to Nocturnal Hydra
    • Sewune buyout a Minor resource of Wild Horses in Region 289
    • Nocturnal Hydra trades a Great resource of Desert Bell Seeds in Region 291 to Sewune
    • Nocturnal Hydra trades a Good resource of Salt in Region 295 to Sewune
    • Nocturnal Hydra buyout a Great resource of Clay in Region 299
    • Nocturnal Hydra trades a Good resource of Fox in Region 303 to Sewune
    • Nocturnal Hydra trades a Good resource of Gold in Region 307 to Sewune


    Conversion!
    • The Bouquet of the Corpse Flower has become an organised faith!
    • The Ko attempt to convert the Holy Site in region 47 to Trinity of Light (14, resisted by Sokau?)
    • The breath of Yegin drifts westwards, inspiring some to take up the cause of Abiherism. The Holy Site in Region 267 converts to Abiherism.
    • The Holy Site in region 110 has been converted to Way of Eauden
    • The Holy Sites in regions 71 and 74 have been converted to Glyemo.
    • The Holy Site in region 175 has been converted to the Ancient Way.
    • The Holy Sites in regions 293 and 294 have been converted to Path of the True Dawn.
    • The Holy Site in the Sor Dunes has been converted to Path of the Ancient Ones.
    • The Holy Site in 114 has been converted to the Ancient Way
    • The Children of the Great Mother convert the Holy Sites in Region 163, Rishka Plains (Region 157), and the Bloody Hills (region 138) to Children of the Great Mother
    • The Symphony of Kalatar has established the Heralds of the Song in region 136.
    • The Brayewen Tribes have converted to the Way of Eauden!



    Wonder!
    • Way of Green miracle
    • Abiherism miracle
    • The Symphony of Kalatar has developed a new technology: Winged Guides - allowing for better exploration over water.
    • The Viskari have created the Red Storm bow, an indestructible weapon with an inexhaustible supply of arrows!
    • The Arrok of Uldra have invented saddles!
    • In the wake of the Blackfire Incursions, Mamut unites once more to combat the threat of Revenant Ash. Mystics from the Scions of the Thalaz’ir, Hraban Confederacy, and even the Crimson Kingdom travel to the regions infested by the living dead, and with relic and ritual manage to purify the land. Thus does the Blackfire die, with no grand uprising to signal a second blaze.


    Discovery! Map!
    Spoiler: The Known World
    Show




    Spoiler: Deazirn Isles
    Show


    Region 77 has been discovered by Smiarskotur. It has a Minor resource of Whales, a Holy Site dedicated to Children of the Divine, and 2 units of native defenders!

    The Bozul emerge in Region 86!


    Spoiler: Kiswa
    Show


    The United Abiherist Tribes sail into the seas east of 214 and discover nothing but empty sea.

    Region 206 has been discovered by the River Lords. It is a Wilderness Region with a Good resource of Rice! Further, explorers discover signs of civilization in the Western mountains, ancient doorways carved into the mountainside and leading into the deep dark. [The Kingdom in control of Region 206 may attempt an Intrigue roll to investigate the ancient ruins.]

    Region 231 has been discovered by the Sewune. It has a Great resource of Plums and an Open Holy Site. The sewune gain 1 Treasure and have a +1 bonus to buying out Trade Posts in Region 231 in Round 13.

    Region 232 has been discovered by the Sewune. It has a Good resource of Wild Asses, a Holy Site dedicated to the Wolf and 1 unit of native defenders. The sewune gain 1 Treasure and have a +1 bonus to buying out Trade Posts in Region 232 in Round 13.

    The Lim Dynasty emerges in Region 223.

    The Vygra Confluence gains a +2 to any attempt to resolve the Corrosive Well Epic Quest due to their Great Success in exploring Region 242.


    Spoiler: Mamut
    Show


    Region 15 has been discovered by Clan Alqar. It has a Good resource of Geese, a Holy Site dedicated to the Horned King, and 2 units of native defenders!

    Region 59 has been discovered by the Scrim. It has a Minor resource of Otters, a Holy Site dedicated to the Paragons of Illumination, and 2 units of native defenders!

    Region 60 has been discovered by the Targiz. It has a Minor resource of Opals, a Holy Site dedicated to Ancestor Worship and 1 units of native defenders!


    Spoiler: Sikar
    Show


    Region 3 has been discovered by Ixkarr. It has a Good resource of Peccaries, a Holy Site dedicated to the Animal Spirits and 4 units of native defenders. Ixkarr establishes a claim on Region 3.

    Region 262 has been discovered by the Soreni. It has a Great resource of Mammoths, an Open Holy Site and 3 units of native defenders! The Soreni gain 1 treasure!

    Region 273 has been discovered by the Ashirian Sultanate. It has a Minor resource of Antelope, a Holy Site dedicated to The Cult of the Unknown Flame and 3 units of native defenders!

    Region 312 has been discovered by Kro Thorael. At first dismissing it as a mirage, as the blessed Hero flies further into the region he sees the sand below flow like waves on the ocean. Descending for a closer look, he realizes the sand is indeed moving, but with a rhythm that defies nature. Closer to the ground, a distant thunder can be heard with every shift of the dunes, and with a start Kro Thorael realizes it is growing louder. Ascending once more, he spots a single promontory on the horizon, dark and desolate but welcoming nonetheless for a child of Highnest. Until the mountain moves. Swooping closer, Kro Thorael sees it is no mountain, but a towering mound of flesh stumbling along on six ungainly legs. Where feet or hooves should be, the creature's legs merely splay out like slack in a bag, while its body is a bloated sack covered in tumorous growths and absent neck or head. With every moment, different parts of the beast’s skin grow taut, outlining the figures of horses, camels, men, and fouler things. The corpse titan turns, and as Kro Thorael flies closer its entire front half splits open like an overripe melon, revealing a churning maelstrom of dull flat teeth leading to a wet core. Its roar carries the stench of every rotten thing too far gone even for crows, and as it lumbers forward with increasing speed Kro Thorael wheels around to fly to safety.

    Epic Quest: The Rotting Titan - Region 312 is haunted by an enormous Blightspawn of insatiable appetite! It must be slain if the Region is to be colonized. A Hero or Heroes with access to the Region may attempt a TN 20 Hero Check to seek out and slay the beast.

    Region 298


    Spoiler: Tarandi
    Show


    Region 91 has been discovered by the Dream Speakers on behalf of Á'Shansholí. It has a Great resource of Bones, a Holy Site dedicated to The Abyss and 2 units of native defenders!

    Region 143 has been discovered by Danneta-Yvaon. It has a Good resource of Basalt, a Holy Site dedicated to The Children of the Great Mother and 2 units of native defenders! Breaching the imposing walls of the mountains to the south for the first time, explorers endure weeks of travel through a nearly arctic wasteland before emerging into a wide valley, heated by hot springs and home to a small community of the Children of the Great Mother. Forewarned of their guests’ imminent arrival, the Children emerge to offer food and shelter to the explorers, even retrieving a thick skin of Milk of the Great Mother should any of them wish to partake.

    [Danneta-Yvaon has made contact with the Children of the Great Mother! Danneta-Yvaon or any other Tarandi Kingdom with mountain traversal capabilities may attempt an Intrigue check or Faith check to learn more of the Children and their activities in the mountains.]

    Region 154 has been discovered by the Symphony of Kalatar. It has a Great resource of Timber, a Holy Site dedicated to The Cult of the New Order and 2 units of native defenders!

    Region 126 has been discovered by the Brayewen Tribes. It has a Good resource of Pygmy Goats, a Holy Site dedicated to Native Animism and 1 units of native defenders!

    The Drazollin have emerged in Region 180!

    The Ilduri Civilization has emerged in Region 164!


    Other!
    • Regions 308 and 261 have been stabilised.
    • Region 140 has been stabilised.
    • Region 1 has been stabilised.
    • Region 175 has been stabilised.
    • Region 186 has been stabilised.
    • Ta Seti has opened an embassy in Highnest.
    • Henanda has developed a cultural identity for duelling.
    • The United Abiherist Tribes have developed a cultural identity for conversions.
    • The Arrok of Uldra have developed a cultural identity for conversions.
    Last edited by TheDarkDM; 2021-01-13 at 05:28 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!

  4. - Top - End - #514
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 13)
    King of Kings Wenid Kw'Muketi





    [Diplomacy] Stabilize the Korebita Foothills (9):
    [Faith] Set HC 20 bonus for Abiherism:
    [Diplomacy] Build DSP Tavern in 213 (3/3): With the town in which it would eventually be located completed, work begins on constructing the Tavern under the watchful eye of Selay Kw’Okisi. The tavern is a great feasting hall made from stone, with a sloping roof just slightly higher than the ceiling inside the building, causing a sensation of disorientation when entering the hall. In the walls are thousands of niches, ready to be carved in the secret Dreamspeaker glyphs with tales of far-off lands and bizarre creatures. Finally unveiled, the Tavern is christened Stony Stream (somewhat strangely, as there is no river of any sort in sight) and opened for all who follow the secret whisperings of the Twilight.
    [Faith] Cast Out Lhungo Saar (17):
    [Military 10] Create a Technology (Feathered Capes): For hundreds of years, the blemmyae heroes had worn capes woven from feathers to indicate their status and clan affiliation. Traditionally such cloaks were rare, as the Korebita was not known for a large population of suitable birds, but since the False Dawn the Fikiri clan had successfully obtained a supply of Dozgach flamingoes and tropical birds, which provided more than enough feathers for the heroes of Abiherism. Capes could be fashioned from any type of feather, often dyed in the colors and symbols of the hero’s clan, and served as a powerful reminder to the common folk and to other Wearers of the Feathers that they were not to be trifled with. As the supply of these capes proliferated, a degree of cooperation among its wearers was established, permitting the Wearers to accomplish greater feats of battle and adventure than had been possible before.
    [Military] Oyem Kw’Mesihafi quests to destroy the Mother (34): Freshly back from their exploration of the eastern sea, Oyem discovers the Shadows guarding the Blightmother had been lured away. Seizing the opportunity, they immediately set out across Kiswa to destroy the source of the Gluttonous Shadows, accompanied by whatever heroes the remainder of Kiswa is able to support them with. Zinabi willing, the blightspawn’s reign of terror in Kiswa is finally at an end.

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

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    Spoiler: Part I: Galghälani
    Show


    It was dusk on the ocean of Galghälani, and the shrimp were beginning to rise to the surface of the water. Sunset was the best time for harvesting shrimp: the crustaceans stayed too deep under the water during the daylight hours but it was too dark to catch them later in the night. The Galghäl had plenty of stories of reckless fishers who had cast their nets in the dark, only to walk unknowingly off the side of their boats, get tangled in their own twine, or accidentally snag something far more dangerous than a net full of shrimp. No, twilight was the best hour to cast the nets. Of course, Medmäsha Tänata had never been inclined to take the easiest method of doing anything.
    “Throw me the ropes!” Medmäsha shouted over the sound of the crashing waves and the howling wind as she struggled to keep her canoe from capsizing. On the raft floating thirty yards away, her uncle Phïsambo spun a coil of dried, braided kelp over his head before tossing it across the gap. It was a good throw: Phïsambo had many years of experience as an angler, and his casts rarely missed their mark. Medmäsha caught the end of the rope and clung to it for dear life as a wave lifted her canoe and suddenly dropped it, nearly knocking her into the waters. Finally regaining her balance, Medmäsha tied the rope around her barbed harpoon and tossed the other end back to Phïsambo. As the next wave crested, she sighted her prey and hurled the spear. The shaking of the waves knocked the spear slightly off target, but it still landed, embedding its head into the flesh of the thrashing greatshark as it swam toward her canoe, its mouth opening to snap at her outstretched arms. At the last moment, she jumped backward, and the shark’s wicked teeth slammed together only inches away from her face. As it circled away to come in for another pass, she stole a glance at its lithe, glistening body. It was a huge creature, perhaps the largest she had ever seen. Thirty feet long at a minimum, with a mouth wide enough to swallow her whole… if it could catch her. As the greatshark swam further and further away, Medmäsha said a silent prayer to Badï the Swordfish, God of Stormy Waters, that the rope would not break.
    As her prayer ended, she felt the coiled kelp go taut beneath her fingers, and breathed a sigh of relief. Now came the dangerous part. Lifting herself out of the canoe, her muscles strained as she hung aloft, midway between the taut rope and the churning waters below. Slowly, hand over hand, she pulled herself down the rope and towards the shark, still straining with the weight of Phïsambo’s heavy raft behind it. As she reached the end of the rope, Medmäsha dangled above the shark’s head from one hand, grasping a thick-bladed shark’s tooth dagger with the other hand. She took a deep breath, released it, and, her eyes squeezed shut, dropped.
    §§§

    They hauled the greatshark’s carcass onto the dock of the floating village, grins on their faces as they surveyed the bounty that they had captured. “You’re getting to be quite the hunter, Medmäsha,” said Phïsambo, his watery eyes bright with excitement. “I’ll admit, I was skeptical to take you on at first, but now I must admit I was wrong to doubt you. You may be only a woman, but you hunt better than half the boys I’ve taught - and more fearless than the lot of them!”
    Medmäsha smiled modestly. “Some call it foolishness rather than fearlessness, uncle.”
    “Bah!” shouted Phïsambo, shaking the seawater out of the jellyfish tendrils of their beard. “It’ll be fearlessness in my book so long as you come out of it without being horribly maimed or killed! Foolishness is for those who don’t have the skill to finish the job.”
    “Well, credit must go to Badëmajha and the gods for granting us this magnificent animal,” said Medmäsha, bowing her head in thanks for the leviathan god’s blessing. “May the waters ever flow beneath us.”
    “May the waters ever flow beneath us,” repeated Phïsambo, bowing his head as well. “By the way, what do you think happened to the others?”
    Phïsambo’s question was appropriate, for, while a returning group of greatshark hunters would normally be greeted by the entire family eagerly waiting on the docks, today only Medmäsha and her uncle stood over the trophy of their hunt. “I suppose we had better check inside the huts,” Medmäsha said, leading the way from the dock to the largest of the seagrass-roofed shacks that the floating village was made from.
    Inside the hut, a fire blazed in a carefully tended hearth. One unobserved spark could set the entire village ablaze, so it was rare that the family would light the hearth. Medmäsha’s stomach lurched as she walked in to see most of the population of the village clustered around something near the flames. She had a bad feeling about this. First her family had missed their return from the hunt, then they’d lit a fire, and what was this thing they were all gathered around? Something didn’t feel right about this…
    “What is it?” she asked, pushing her way through the crowd to find her husband. Lehïlali was the son of the village chief, one of the most promising merchants in the family, and completely and utterly in denial of his wife’s ambitions and exploits. He barely glanced at Medmäsha as he pointed to the bundle of rags lying by the side of the hearth. “Haven’t you unwrapped it yet, to see what it is?”
    Lehïlali coughed. “This object was found in a canoe, floating past our village. Whatever it is, it was adrift on the easterly wind, being carried in from the deep water beyond the shallows. It is the property of Badëmajha, and it is not our place to tamper with the will of the leviathan goddess.”
    Medmäsha laughed, kissing Lehïlali on the cheek. “Oh, my poor sweet husband. You’re afraid to unwrap it, aren’t you?”
    “Afraid?” Lehïlali scoffed. “As I just said, this came out of the deep waters-”
    “As did the greatshark I just killed? As do all the fish we make our livelihoods from?” Medmäsha spread her arms and raised her voice. “Oh great leviathan goddess, if you do not wish me to open this gift that you have sent us, strike me down where I stand!”
    Nothing happened. The waves continued to lap against the sides of the floating hut, the wind continued to howl in the storm, the fire continued to crackle in the hearth. “Right then,” said Medmäsha. “I’m going to open it.”
    Stooping over, she pulled the rags away from what lay underneath, but pulled back in shock when she realized what it was. Whispers filled the air.
    “What is it?”
    “It looks like a person of some kind.”
    “Why’s it dressed so strangely?”
    “I can’t tell… is it a man or a woman?”
    “Can we eat it?”
    “No we can’t eat it, you moron, it’s a human.”
    “Is it even breathing?”
    “If it’s dead I’m claiming those bracelets for myself!”
    “Shut up, all of you!” shouted Medmäsha. “It is alive, but asleep. We had better try to wake them up.”
    Another torrent of comments filled the room, but Medmäsha ignored them as she shook the person’s shoulders. “Come on then, wake up - oh!”
    The figure’s eyes had suddenly snapped open, and they attempted to stand up unexpectedly, slamming the top of their head into Medmäsha’s face. “Shësho!” she swore. “What the hell do you think you’re doing?”
    The figure had fallen back down and was now sitting on the floor, their eyes wild. “Let me go! I need to get back to…” They trailed off mid sentence, apparently unsure of where they were supposed to be getting back to.
    Cautiously, Lehïlali approached the dishevelled foundling and looked down at them, false confidence in his eyes. “My name is Lehïlali Tänata, the chief of this village. Who are you, and how did you end up here?”
    Medmäsha elbowed her husband in the ribs. “Dirty liar! He is only the acting chief, while the true chief is away!”
    Lehïlali at least had the dignity to look ashamed, but the ragged person seemed not to notice or to care. “I… I do not know how I came here. I suppose the winds must have washed my canoe ashore after I passed out from exhaustion. All I remember is the heat, and the thirst…” Their eyes went wide, and they began to grasp wildly at Lehïlali’ and Medmäsha’s legs. “Water! Please, give me water!”
    Somebody rushed forward with a waterskin, and the stranger quaffed the entire thing in one gulp. “Oh, by Haleti, that feels good. The thirst… you have no idea. In any case, I remember little of what happened on the water, but much of what happened before that. Listen, Tänata, and I shall tell you my tale of woe.”

    §§§

    “My name is Gusuhaz Kw’Sewi, a resident of the Korebita Foothills. I was once a great warrior, a hero of fame and fortune. I was granted the title Warcaller of the Korebita by the King of Kings, Wenid Kw’Muketi, themself, and I was married to Arrēsa of Faranandūll, the loveliest person in all of Kiswa. My life was perfect. I spent my days traveling across the Korebita, feasting with kings and heroes, and my nights in the arms of my beloved Arrēsa. I had a mansion in Kema, a permanent audience with the King of Kings, and statues to me all over the Korebita. Wherever I went, I defeated those that I had been sent to put down, and the people worshipped me for it. I thought I could do nothing wrong.
    And then one day, everything changed. The King of Kings had ordered the death of an outlaw, the notorious Yegin Kw’Haleti. You may have heard of them. They had been hiding out in a mountaintop monastery, protected by the warrior priests that worshipped them as a god. I had no quarrel with Yegin, but the King of Kings had never steered me wrong before, and I owed everything to them. So I climbed the mountain, accompanied by the King of Kings and a dozen guards, and entered to slay the outlaw. It… went poorly. Even out here, you must have heard the tales of Yegin’s Death-Song. I was the closest when they died, and their last screams shattered my eardrums. I was deafened, left in a world of complete silence. And in that silence, I could not protect those I loved. Evil spirits crept up on me in the middle of the night. I did not know of their presence, for the darkness blinded me and my ears were useless. And when I awoke… my lovely Arrēsa was gone. They said they had been taken by the Gluttonous Shadows, but I could not believe them. The Shadows do not steal; their victims are bled dry and left where they fell. No, somebody else had taken my love, but who it was, I could not find out. My hearing returned to me, but the love of my life could not. I travelled all over Kiswa, searching for one who could give me an answer, but nobody seemed to have seen them. It was then that I heard from one of your kin, one of the Galghäl, about the secret cult of Badëmajha, who revealed the secrets of the depths to her followers.
    I am an Abiherist, and faithful in my worship, but I was desperate. So I took a canoe and sailed into the great open sea to find out if there was truth to these stories… I remember little of what happened next.”

    §§§

    Gusuhaz stopped their tale, realizing that the Galghäl fishermen were staring at them in horror.
    “He is a profaner of the sacred Depths!” shouted Lehïlali.
    “He is cursed by Badëmajha!” roared Phïsambo.
    “Send him back to the sea!”
    The crowd surged forward, on the verge of tearing Gusuhaz apart, stopping only when Medmäsha stepped in their way. “No! If Badëmajha was wroth against him, she would have dragged him into the Depths herself! The fact that he returned from the deep ocean is a sign that the leviathan goddess has blessed him!”
    Phïsambo slammed his fist against the driftwood wall of the hut. “We shall not have a profaner of the Depths in this village! If you are so eager to defend him, then we shall banish you as well!”
    Medmäsha was horrorstruck. “Uncle?” Phïsambo remained resolute. She turned toward Lehïlali. “Husband… you are the acting chief of the village. Surely you will not allow this?”
    Lehïlali stood, silently, and stared at his wife. “I have put up with your insubordination long enough, Medmäsha. It is not becoming of a wife to treat her husband in this manner. And you are irreverent to boot. Do not return to this village.”
    And with that, Medmäsha and Gusuhaz were shoved out of the hut, into the dark and unfriendly night.

    Spoiler: Part II: the Korebita
    Show

    Part 2: The Korebita

    The dice clanked in the narrow clay pot, a hollow, dusty sound. Just like my pocketbook, thought Rasiw Kw’Fikiri, glancing around the table at their fellow gamblers. All of them appeared to be of an unsavory character, although that was hardly unexpected for the Slumtown tavern officially named “Gawapi’s Fountain”, but referred to by most Kemans as “Piss Fountain'' for its foul smell and habit of drawing pests. Serving alternately as winesink, illegal gambling den, and gangster social club, those who frequented the Piss Fountain were almost exclusively those with something to hide. Rasiw was no exception to this rule. They had lost a great deal since Ekaniy’s rebellion and the War of the Blemmaic Succession. Their king had been executed, and many of their friends killed in battle. Then their mansions, slaves, and herds of livestock had been taken from them by that insolent king Wenid, leaving them heavily in debt and without any friends to rely on for assistance. They had survived, in those awful years after the war had ended, by pawning souvenirs they had brought back from their travels to the lands of the Dhraan. And these shady sales had brought them into contact with one Gawap Kw’Anigoli, the owner of the Piss Fountain, and the most successful fence for stolen goods in Kema.
    Gawap was very, very good at their job, and had put Rasiw in contact with dozens of buyers. When the supply of Dhraan goods had run out, Gawap had introduced them to a loose alliance of burglars, setting them up to pilfer the mansions of high-ranking blemmyae who were elsewhere in the Korebita. The proceeds from these robberies had been enough for Rasiw to survive on, and by the time they realized that Gawap was ripping them off for more than nine-tenths the value of their burglaries, the treacherous innkeep had too much dirt on them. If Rasiw complained, or tried to hold back a portion of the profit for himself, they’d simply be handed over to the royal guards, probably framed with a few of Gawap’s own crimes for their trouble.
    The sound of the dice clattering onto the table snapped them out of the cloud of resentful memories and forced their attention back on the game. Two sixes. Excellent. Rasiw pushed forward another gambling token, a sliver of flint engraved with Gawap’s symbol. On their left, a ragged-haired, light-skinned human pushed forward one of their own with a grin. Obviously bluffing Rasiw had seen them in the Piss Fountain many times before, and suspected they were one of the many Kw’Kuli bastards floating around the town. The Bel-Dan vizier had plenty of decent children, of course, but the offspring that they didn’t know about could be found in any winesink in the city, hovering around the members of the criminal underground. A shame, Rasiw thought. Cul themself seemed noble enough, even if they sided with the lickspittle King of Kings. It was a real pity that their clan’s reputation was so poor.
    On Rasiw’s right was a gambler they had never seen before. A tall and slim Kywamma, wearing two gleaming daggers strapped to a black gown, the gazelle woman’s eyes glittered with intelligence. Rasiw didn’t like those eyes. They’d never met a Kywamma before, but distrusted anybody who could walk into the Piss Fountain in clothes like those without being robbed or cheated. Either she was a major underworld figure from another city, or they’d paid Gawap for protection. But why would anybody who could afford the security offered by the biggest gangster in Kema want to spend time dicing in the Piss Fountain? Rasiw didn’t understand the Kywamma, and Rasiw didn’t like anything they couldn’t understand. The gazelle woman hesitated for a moment, before shaking her head. “I’m out,” she said in a thick Sewune accent.
    The fourth player, sitting across from Rasiw, stared coldly into their face. This was the one to beat, thought Rasiw, sizing up their employer. “You’ve had some good luck tonight, Gawap,” Rasiw said mildly.
    “Aye, that I have,” Gawap grinned, but their eyes remained cold and calculating, watching Rasiw for any potential tells. “I’ve always said I have the luck of Anigoli, you know.”
    More like a pair of loaded dice, Rasiw thought. They kept their eyes emotionless and grinned in turn. “Well, Anigoli’s luck ran out for them in the end, didn’t it? How was it they died? Thrown off a cliff in punishment for their criminal behavior?”
    Gawap’s toothless maw stretched wider, but Rasiw thought they had seen a flash of anger behind the facade. Good, good. Break him slowly. “Aye, well, I have no intention of being thrown off a cliff. Besides, let’s see that slobbering King Wenid try to catch me!”
    “I’ll drink to that!” shouted the light-skinned gambler to Rasiw’s left. “Or I would if I had a drink…”
    Everyone else at the table ignored them. “Aye, Gawap, the royals are no threat to you. If anyone manages to off you, it’ll be one of your rivals in the Slumtown. Weyinel Kw’Haleti or Red Gaatrhaj, maybe. But of course, they don’t know enough about your activities to truly pose a threat.” Not unless I tell them, thought Rasiw, making sure to let a slight hint of a threat sneak into their voice.
    The gazelle woman seemed to pick up on the subtle threat, glancing back at Rasiw with interest. “Who’re these people?” she said softly.
    Not a major underworld player, then, Rasiw concluded. “A couple of nobodies. Oh, they’d like to take over from Gawap here, make no mistake of it, but without information about the dealings that go on in this tavern they’ve got no chance to deal with them.” They threw their own set of dice, and to their glee, one of the dice came up a six. “I believe that makes me the winner of this round, my friends,” they gloated, scooping the pile of tokens into their pouch and taking a swig of palm wine from the mug in front of them.

    The front doors to the Piss Fountain swung open, and two more people entered the tavern. Both were humans, dressed in the seagrass skirts of the Galghäl fishermen. One, a broad-shouldered and muscular woman, had a necklace of shark’s teeth hanging over her chest, while the other wore a roughly carved wooden mask. “Two cups of palm wine, please,” said the masked figure. Drinks in hand, the two approached the gambling table. “Any room for me to come in on this game?” they said as the other fisher glowered from behind them.
    “I was just leaving,” said the Kw’Kuli gambler, pocketing what few of their tokens remained on the table and stepping away. The masked person sat in their chair, opening a pouch to reveal a fistful of shining white pearls.
    Rasiw rubbed their hands together, sizing up the new competition. They didn’t know much about the Galghäl… but it had never been their impression that they frequently wore masks. “What’s your name, strangers?” they asked, shaking their dice pot rhythmically. “What brings you to Kema?”
    The woman spoke this time, while the masked figure remained suspiciously silent. “My name is Medmäsha Tänata, of Galghälani. This is a friend of mine. We seek information of an… unsavory nature.”
    “Well, you’ve come to the right place for that,” said Gawap Kw’Anigoli, grinning in what they thought was an endearing smile but in actuality was an unsightly leer. “Ask away… if you’re willing to pay.” They snickered at their own cleverness.
    “What have you heard of the princess Arrēsa?” asked the masked character. “They went missing several months ago, with no sign heard since. Have you heard rumors from any kidnappers that may have stolen them?”
    Gawap outstretched their greasy fingers until the Galghäl placed a glistening pearl into their hand. The innkeep smirked hideously. “As it happens, I can help you with that. It was those Sikarians that snatched them. The Kro, if I remember correctly. Some feathery ne'er-do-well wants them for their queen.”
    The masked Galghät gasped audibly and slammed their fist on the table. “Thrice-cursed crows! I’ll boil them alive and pluck them like chickens! Thank you for that information. You’ve been very helpful. We’ll be needing a way out of the Korebita, then. A secret way, where we won’t be asked to reveal our identities.”
    The gazelle woman across the table, who had been listening intently to this conversation, took this moment to speak up, extending her hand for each of the Galghäl to shake in turn. “Hello, I am Kywamma Cdyppan, of the Lehydy Plains. I can do that for you. I know ways where the agents of the King of Kings will not follow.”
    “I assure you, you will be paid well for the service,” said the masked figure, standing up. “Well, I think that’s all we need, right, Medmäsha?”
    “Not so fast,” Gawap smirked, clicking their fingers. From the upper balcony of the tavern, four of their thugs appeared, clutching knives and heavy cudgels. “First let’s see that face… and I’ll be taking those pearls, too.” They ripped the mask away, but pulled back in horror when they saw who they had been talking to.
    “No,” said Gusuhaz Kw’Sewi, the Warcaller of the Korebita, as they glared at the cowering gangster. “No, I don’t think you will.” Grabbing Gawap, they twisted the greasy-fingered traitor’s hand until the wrist snapped, releasing the pearl Gusuhaz had handed them earlier. Gusuhaz snatched it and ran for the door, only to find it blocked by another set of club-waving thugs. They dropped back, pulling a copper knife from beneath their skirt, while Medmäsha drew her own shark-tooth dagger.
    “It’s nine on two,” screamed Medmäsha. “What were you thinking, coming in here without weapons?”
    “Well, it got the information we needed, didn’t it?” said Gusuhaz. “I’ll admit, it’s unfortunate that we’re probably going to die for it, but…”
    “Nine on three,” a thickly accented voice said from behind them. Cdyppan stood, her narrow fingers wrapped around the hilts of her knives. “It is an honor to meet you, Warcaller. I will help you to rescue your kidnapped princess.”
    With a sudden, almost imperceptible movement, Cdyppan’s wrist flicked, and a gangster collapsed, a dagger suddenly buried in their eye. Cdyppan threw her second knife, and another of the thugs fell. As she reached for more projectiles, Gusuhaz slammed into the guards blocking the door, plunging their knife through their chest and kicking another in the knee, smashing the joint and knocking them to the ground. A moment later, Medmäsha followed them, slamming the third guard’s face into the wall repeatedly until they fell unconscious. As Cdyppan walked backward slowly toward the doors, tossing knives at the thugs on the balcony, they smashed through the doors and exited the Piss Fountain, rushing through the doors and out into the bright Korebita sunlight.
    Gawap gaped at the wreckage as the dust cleared from the tavern. “Just perfect,” they said to themself. Five of their thugs were sprawled dead on the ground, with two others seriously injured. “Those mercenaries don’t come cheap.” Then an idea struck them. “Although,” they whispered, “I’m sure the King of Kings would like to know that their Warcaller is trying to sneak out of the Korebita in secret. They might pay handsomely for that. Very handsomely indeed…” Gawap began to laugh to themself, chuckling with glee at the thought of being rewarded with a legitimate title. Oh yes, they thought, this could turn out to be very lucrative for Gawap Kw’Anigoli. Very lucrative indeed. Then their thoughts turned away from speculating about the wonderful rewards they were expecting, and towards the sudden, very sharp pain in their side. There seemed to be something dripping from beneath their ribs, where the pain was suddenly flowering to nearly unbearable levels.
    “Rot in hell, you miserable bastard,” said somebody behind them, and that was the last thing Gawap ever heard.

    Rasiw Kw’Fikiri wiped the blade of their dagger on the skin of the former mob boss in front of them. That knifing had been a long way coming to Gawapi, they thought. It had felt good to deal with them. For the first time in over ten years, Rasiw into the sunshine as a free blemmyae. It felt good not to have anything weighing on them. Perhaps they’d go find that Gusuhaz fellow and see if there was anything they could do to help them on their quest. Rasiw had a feeling that the Warcaller might be a more generous patron than Gawapi had been. They hummed a little song to themself as they jogged along the roadside to catch up to their prospective employer. Yes, things were really looking up for Rasiw Kw’Fikiri now.

    Spoiler: Part III: Fei Dang
    Show


    “Not another blasted river?” shouted Rasiw. “There’s a few too many rivers in this blighted wasteland, if you ask me!”
    Gusuhaz smiled slightly. Fei Dang was difficult to describe as a wasteland by anybody’s standards. On the contrary, it seemed to be a place of great beauty and abundance. The river that had so irked Rasiw was a clear, cold brook running through a rocky bed. Speckling the sides of the stream were green spruce trees, their branches blanketed in glittering crystals of snow. On the hills behind them, a thin layer of mist barely obscured the emerald hills and tranquil rice paddies beneath the grey-cloudy skies. If it wasn’t so cold, Gusuhaz thought, Fei Dang might well be paradise.
    Medmäsha shrugged, wading into the stream. “I don’t mind the rivers, myself. It’s been too long since I was able to submerge myself. Say what you will about your homeland, but it’s far too dry and dusty.”
    Rasiw grunted. “If we were meant to spend time in the water, Haleti would have given us fins and gills. I take pride in always staying safe on dry land.”
    “Always?” Gusuhaz asked, raising an eyebrow. “You never go in the water at all?”
    “Only when you make me wade through rivers,” Rasiw said grumpily, dipping one toe cautiously into the water and shivering with the cold.
    “What about bathing?” asked Cdyppan in her soft Sewune accent. Gusuhaz jumped: they hadn’t even realized that Cdyppan had been listening to the conversation. The Kywamma had proven herself useful a dozen times over, helping them evade border patrols and find safe lodging using her web of underworld contacts, but her habit of sneaking up on people still unnerved the others - with the odd exception of Rasiw Kw’Fikiri.
    Gusuhaz frowned. While Medmäsha Tänata had become loyal to a fault, and Cdyppan was invaluable due to her contacts, Rasiw had contributed little to the success of the quest across Kiswa so far, and their constant complaining got on Gusuhaz’ nerves. Gusuhaz had remembered Rasiw from the Wogir Rebellion, and their reputation had been as a formidable warrior and battle leader. This unwashed criminal seemed to have little in common with the Rasiw Kw’Fikiri of legend, but they had followed Gusuhaz this far and the Sewi hero needed all the help they could find for a task as difficult as storming the castle of the Kro.
    Rasiw chose to ignore Cdyppan’s question. With a scowl, they stepped into the stream and waded to the other side as quickly as possible, clambering out with a groan. Smiling slightly, Cdyppan simply leaped across the river in a single bound.
    “If the people we talked to at that last town were correct,” said Gusuhaz, “we should be only a few miles away from Tangtzi.”
    “The directions were correct,” said Cdyppan, gazing into the distance. “The city is within my line of sight.”
    Crossing the river, Gusuhaz squinted into the distance. “Indeed it is. Beautiful, isn’t it?”
    Tangtzi was beautiful indeed. Obscured by a slight haze of mist, the roofs of the buildings were just visible above the great wall surrounding the hilltop city.
    “Make sure to mind your manners in the city,” said Gusuhaz, staring pointedly at Rasiw and Medmäsha. “We’ll need a guide to get us through the rest of Fei Dang and into Lhungo Saar, and I don’t want anyone accidentally offending the locals. Be on your best behavior.”

    §§§

    They joined the line of travelers outside the gates of Tangtzi, waiting to be let in. In front of them was a silver-grey haired Vygra, her robes billowing in the chill wind. Gusuhaz frowned. “Excuse me,” they said, tapping the Vygra on the shoulder, “but do I know you from somewhere?”
    The Vygra turned, and on seeing their face Gusuhaz blanched. “Wait… I do know you! Were you at Zemena Monastery, on the night of the Death-Song?”
    “Yes, I was,” said the Vygra cautiously, squinting at Gusuhaz. “I recognize you too. You… you were the one who tried to kill Yegin Kw’Haleti!”
    “It was a mistake, I freely admit that now,” said Gusuhaz, feeling the blood rush to their cheeks. “Perhaps we should pretend that we are complete strangers, and introduce ourselves anew. I am Gusuhaz Kw’Sewi, of the Korebita Foothills.”
    The Vygra did not entirely seem to trust Gusuhaz, but bowed to them nonetheless. “I am Shire, of Vyterrat. I seek passage to the lands of Sikar, to learn more about the strange people that live there.”
    “What a coincidence!” burst in Medmäsha. “We are also going to Sikar! Our intention is to find a guide to take us into the lands of Lhungo Saar, and to hire a ship in Kincany to-” She was cut off by a glare from Cdyppan and realized that she’d said too much.
    Shire didn’t notice Medmäsha’s sudden halt. She was busy being checked into the city by the guards at the entrance gate.
    “Name?” asked the first guard in a bored drawl.
    “Shire of Vyterrat,” Shire answered.
    “What is your purpose in Tangtzi?”
    “I am looking for a guide to take me to Lhungo Saar, and provisions for the journey.”
    “You may enter,” said the guards in unison, evidently irritated at the monotony of their task.
    Gusuhaz stepped up to meet them. “I would like to enter the city, please.”
    “Name?” drawled the guard, her eyes nearly shut as she leaned against the wall.

    §§§

    The group split up as they entered the city. While Rasiw and Cdyppan went to look for a guide using their expertise in criminal negotiations and Medmäsha selected provisions from the marketplace, Gusuhaz ran to catch up with Shire.
    “Shire!” they shouted.
    The silver-haired Vygra looked at them with interest. “What do you want from me?”
    They smiled at her. “I thought, perhaps you would accompany us to Sikar? We are going the same way, after all, and it would be a shame to tie up two guides where one could do. Besides, I wish to prove that I am more than just the one who tried to kill Yegin Kw’Haleti!”
    For a moment, Gusuhaz was sure Shire was going to turn them down flat, but after a short pause, she slowly nodded. “Very well,” she said. “I shall accompany you, but only to observe. Whatever your purpose in Sikar is, I will have no part of it until you have proven yourself worthy.”

    §§§

    “It’s a ****ing disaster!” Rasiw groaned. “Every single guide in this cursed city is busy already! There must be hundreds of travelers passing through this month, and not a single person I spoke to wants to lead a group as small as ours!”
    Cdyppan nodded. “My questioning has revealed much the same.” They walked side-by-side down a narrow alleyway. “The question now is, do we keep looking without much chance of success, or give up and try to find our own way to Lhungo Saar?”
    They stopped, the narrow alleyway in front of them blocked by two Fei youths. Apparently assuming the blemmyae and Kywamma’s strange appearance was indicative of inferiority, they pointed knives at them. “Hello, travelers, and welcome to Tangtzi. This part of the city has a tax, and we’re here to collect it. Empty your pockets!”
    Rasiw glanced at Cdyppan. While either of them could easily overcome these low-grade muggers, they weren’t sure whether fighting the locals would cause problems with the city guards, and Gusuhaz had said to avoid offending the townsfolk…
    “All right, don’t do anything hasty,” Rasiw said, reaching slowly for the pouch at their hip. “You want money? I can give you money…”
    “Don’t give them anything!” shouted somebody from the rooftops above them. In unison, the blemmyae, the Kywamma, and the two Fei glanced upward, squinting into the sun. On the roof, standing with their coat fluttering in the wind, stood a silhouetted figure, their features impossible to make out, but their noble posture and the drawn bow in their hands were unmissable. “Put down the knives and get out,” the archer commanded, “and don’t ever try to rob somebody again.”
    The youths glanced at each other, then dropped the daggers and ran full pelt away from the alley. The archer slowly brought the bowstring back to resting position and slid down to the street level, facing Rasiw and Cdyppan. They were younger than expected, apparently no older than the would-be muggers he had scared. In addition to their bow, a copper-tipped spear was slung over their back. “I’m sorry about that. I hope you didn’t get the wrong impression of Fei Dang from those two. This land is very beautiful and criminals like that don’t represent the rest of us.” Realizing how quickly the situation had progressed for the others, they blushed. “I’m sorry, where are my manners? I am Yaozhong Gun. Pleased to meet you.”
    Cdyppan smiled ethereally at him. “Pleased to meet you, Gun. My name is Kywamma Cdyppan, and my ignoble friend here is Rasiw Kw’Fikiri.”
    Gun looked at them with obvious interest. “What brings you to Fei Dang? I’ve never seen anybody like either of you before.”
    “We are just passing through,” said Rasiw, allowing their hand to slip off the hilts of their daggers. “We’ve been trying to find a guide to lead us to Lhungo Saar, or on a boat down the Sur, but so far it seems nobody is willing to take us.”
    Gun’s eyes lit up with joy. “You’re… going to some far-off land, then? On an adventure?”
    “Aye, that we are,” said Rasiw, glancing interestedly at the lad, who was nearly jumping into the air with excitement. “I don’t suppose you know anybody who could guide us through the mountain passes?”
    Gun grinned, their hands shaking with gleeful anticipation. “Actually, I might know just the man for the job.”
    “Who is it, then?” demanded Rasiw, suddenly hopeful. “Come on, out with it! I’ll pay you very handsomely for the name!”
    “Rasiw…” said Cdyppan slowly, “I think he might be referring to himself.”
    Gun’s smile grew even wider as they shook with happiness. He nodded, his head bobbing up and down frantically.
    “...Oh,” said Rasiw. “****.”

    Spoiler: Part IV: Kincany
    Show


    All of Kiswa was celebrating, for at last the Womb of the Gluttonous Shadows had been destroyed and the blightspawns’ reign of terror that had held Kiswa for over a decade was finally at an end. It was just a coincidence, really, that the triumphant Oyem Kw’Mesihafi was passing through Kincany at the same time that Gusuhaz’ motley crew of adventurers arrived in the dwarven capital. By chance, the ferry taking Oyem across the Sur and the riverboat hired by Gusuhaz made landfall at the same wharf at nearly the exact same time.
    “Oyem?” said Gusuhaz incredulously, staring at the boat pulling in alongside them. “Is that really you?”
    “Gusuhaz, my friend!” shouted Oyem. “What are you doing so far away from home?” The pair leaped onto the wharf and embraced, Oyem slapping Gusuhaz hard on the back.
    “Oh, it’s a long story,” said Gusuhaz with a grin. “Suppose we dine together tonight, and I’ll tell you all about it.”

    §§§

    Oyem set a good table, that Gusuhaz could not deny. The spread of mixed Anbroch and blemmyae styles was nothing if not impressive, but the Warcaller of the Korebita didn’t feel like eating. Their stomach twisted as they sat listening to Oyem telling their stories.
    “And then,” said Oyem, “with one swing of their knife, Nikara sliced the bastard open from gullet to thorax! I nearly died laughing!” The feasters around them laughed raucously. Gusuhaz wasn’t in the mood for jokes but managed a brief chuckle to avoid upsetting the Curator. “Ah, but enough stories about that quest of ours! I’m still dying to hear what you’re doing here in Kincany; I hadn’t heard the slightest whisper of what you were doing ever since your wife went missing.”
    Beside Oyem, a charcoal-haired Vyrka blushed fiery red. “Aye, stop telling stories about me! I’ll hear a story from the one who beat me to Arrēsa’s bed, and enjoy not being the center of attention for a change!”
    Gusuhaz nodded sadly. “Very well. After Arrēsa disappeared, I traveled over Kiswa for months, distraught with worry for their safety. I took pains to evade the sight of the King of Kings, for I knew that if they found out where I was I would be forced to cease my search for Arrēsa. I hope, if I return from my quest to Sikar, that they will forgive me for deceiving them.” Gusuhaz paused, apparently unsure what to say next. “I had heard of a mysterious ocean spirit off the coast of Galghälani that I thought could answer my questions. I found no such spirit, but I did find Medmäsha Tänata, who sits across the table from you. See them, in the grass skirt? They are a stalwart and loyal companion who has accompanied me this entire way. In Kema, I discovered that it was Kro Karael, that pestilent bird-prince of Sikar, who had stolen my love. I passed through the Sewune and Vygra lands with the help of criminals and spies, two of whom accompany me still today. To be entirely honest, I don’t know why they are still following me. The Kywamma is named Cdyppan, and the blemmyae is Rasiw.”
    “Not Rasiw Kw’Fikiri?” Oyem gasped. “I know of them by reputation… but they died after the Wogir Rebellion, certainly?”
    “It seems they survived, and became a criminal to avoid the executioner’s spears,” Gusuhaz replied. “I do not entirely trust them, but perhaps they seek a chance to redeem themselves for their past crimes. In any event, we then found our way into the secret vale of Fei Dang, a place of wondrous mountains and cool, clear streams, where we met the final members of my quest: Shire, a Vygra who was witness to the Death-Song, and Gun, who I fear may be too young to endure with the hardships that we may face. But they are eager enough, and perhaps they have depth beyond what I have seen so far. We sailed up the Sur, intending to take a boat from Singhön and sail to the coast of Sikar, but our port of call was shut down due to raids from the Bel-Dan pirates. We were forced to go north, to make landfall here in Kincany. There may be fewer ships on offer here, but at least we will be able to set sail tomorrow rather than in a month.”
    “That’s quite a tale,” said Oyem interestedly. “Tell me, what do you intend to do when you reach Highnest?”
    “I will demand the freedom of Arrēsa, and a tribute to be paid in recompense for the suffering that they have caused to my wife and myself. If they refuse I shall demand to face the spineless Karael in single combat and slice their miserable head off. The worms shall feast on their fetid corpse for the crimes they have committed!”
    Oyem and Nikara pounded their mugs on the table and roared. “That they will! Do you know, Gusuhaz, I hope you succeed. I really do. In fact, I’d like to give you a going-away present for your first quest.” Oyem reached for the scabbard at their hip and, with a single fluid motion, unsheathed the Crimson Blade of Yedem Kali.
    The air hummed, seemingly with the sound of whispering voices. Copper runes inscribed on the bright red sword glowed, pulsing with sanguine light. The whispering grew louder and louder, sounding to Gusuhaz like bellowed battle cries heard from a long distance. They stared in Oyem in awe.
    “But… the Crimson Blade is your weapon! You’re the Crimson Curator!” Gusuhaz cried, astonished. “You would give it away?”
    “By Haleti, do you take me for an idiot?” said Oyem, laughing. “Absolutely not! I expect it back, in perfect condition, as soon as you’re reunited with your wife.”
    “Well, thank you, Oyem,” said Gusuhaz, still awestruck.
    “Don’t lose it, though” said Oyem, suddenly serious. “If you lose it I’ll break all your ribs.”
    “I won’t lose it, have no fear.”
    “You’d better not.”
    There was a brief and awkward silence. Finally Oyem said, “You know, now I’m beginning to get concerned that you’re going to lose it.”
    “I’m not going to lose it,” said Gusuhaz. “I don’t make a habit of losing sacred magical weapons, you know.”
    “Still, just to be sure…” Oyem considered for a moment, thinking. “Nikara, I know you must be eager to get home to Singhön, but would you mind going with Gusuhaz, to make sure they don’t lose my sword?”
    Nikara blushed. That seemed to be a habit of theirs, Gusuhaz thought. “I… I suppose so, Curator.”
    “Right. Gusuhaz, if they let you lose the sword, break all their ribs. And the same goes for you, Nikara.” Oyem looked back and forth at the two of them before finally handing the Crimson Blade to Gusuhaz. “My friend of Sewi, could I have a word with you in private, please?”

    §§§

    “How many times do I have to tell you? I’m not going to lose your sword,” said Gusuhaz exasperatedly as Oyem pulled them into the silence of the night.
    “I know you won’t. I brought you here for a different reason. Gusuhaz… whatever they say about me in the Korebita, they’re wrong. I’m not perfect. I’ve lived… well, to be perfectly honest with you, I’ve lived a life of lies. They all think I’m the perfect one. The crimson god walking the earth. But I’ve made mistakes, mistakes I regret to this day.” Oyem stopped, their eyes hazy with tears. “When I was in Kincany, all those years ago, there was a dwarf. A youngling, barely out of childhood. I mentored them, tried to be a good role model to them. Tried to teach them how to be a hero. I thought I knew what it was to be a hero back then. Well, they were an apt pupil, and they learned quickly. I’d groomed them into the perfect ruler… or so I thought. You might know… well no, it was before your time. Before you were even born, I expect. Their name was Charlie MacGill.”
    Oyem paused, letting the bittersweet name slip past their lips. “I’d encouraged Charlie to take the throne, to rule over the Anbroch, as was their birthright. I advised them on how best to do it, how to get support and overthrow the current regime. But in their most desperate moment, when they sprang the plan I had devised for them… I was not there to help. I abandoned them, ran off on some other adventure. I didn’t raise a complaint when the rebellion failed, and Charlie was thrown ignobly into prison. Oh, I may have felt some slight pang of guilt then, but as the years went past, and my youthful ignorance began to fade, I realized just how careless I had been. Just how… evil I had acted. Yes, Gusuhaz, evil! I used them as a tool, and discarded them as soon as they served no further use!”
    A tear welled in Oyem’s eye, shining in the clear moonlight. “I have regretted it ever since. Even if their cause was hopeless, better to have died standing by their side than to live in this guilt. It consumes me. I tell you this, Gusuhaz, for two reasons. The first is that you may avoid making my mistake. Do not abandon those that you call friend, do not shy away from honor in the name of self-preservation, and by all means do not allow yourself to forget your past when you are swept up by the desire for fame and fortune. If you can do this, you are a hundred times the hero I could ever be.”
    “But the second reason, Gusuhaz, is that you may, perhaps, allow me to redeem myself somewhat for the horror I have caused. Charlie has been released from prison, to avoid the MacTir rebels from using their name as a rallying cry. But where can they go? If they stay in Kincany, their head will be on a spike within a month. And even if they would accept my help, I could not bring them back to the Korebita. Muketi forgive me for speaking ill of our King of Kings, but as likely as not they would turn Charlie back over to Rosie MacGill to curry favor. But I will not allow them to be abandoned again. Therefore, Gusuhaz, I must ask a favor of you. Take Charlie with you to Highnest. Keep them safe, and listen to their words of wisdom. They are old now, and will not be much use to you in a fight. In fact they may slow your group down. I do not desire to hamper your quest for justice, but I feel I must ask this of you, for the sake of the dwarf whose life I stole. Will you accept the task that I once failed in, Gusuhaz? Will you do this for me?”



    Spoiler: Songs of the Korebita
    Show



    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry
    Crab-Claw Sails
    Pottery
    Thin-Blood Elixir
    War Drums

    Spoiler: Bookkeeping and Ruler Info
    Show

    Land Units: Torineti Warriors, Korebita Slingers, Sewi Warriors, Thunder’s Vanguard, Galghäl Skirmishers, Zemena Monks

    Naval Units: Adeni Marines, Huleteni’s Javelin, Badëmajha Cultists

    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: 7 +1
    Military: 10
    Opulence: 4
    Faith: 10
    Intrigue: 2
    Last edited by Gaius Hermicus; 2021-01-16 at 10:30 PM.
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  5. - Top - End - #515
    Titan in the Playground
     
    Aedilred's Avatar

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

    Henanda, Round 13

    News and Rumours
    • Etelis finally breathes his last, and his nephew Oniyellīs is rapidly installed as his successor as both chief of the Esala and paramount chief of the Bannanda. An attempt to install another candidate in his place fails partially due to inability to agree on one, lack of enthusiasm from Onodīs for the role, and the intercession of Hilelme spearmen at Oniyellīs's command.
    • It is said that Etelis died following the news of his daughter's abduction, and that he was rising from his sickbed in a rage when his heart gave out.
    • Now exercising effective personal control over two of the major tribes of the Bannanda, Oniyellīs becomes the most powerful ruler in memory.


    Actions
    [Military 10] Fortify Sa-Ó-Dod in Dum-Hong-Deng (191).
    [Military] Ecimona joins a quest to destroy the Mother (17)
    [Opulence] Buy TP1 of Avocados in Faranandull (193) from the Dream Speakers, spending 1 treasure (20)
    [Opulence] Buy TP1 of Copper in Dubwul (204) (17)
    [Opulence] Buy TP3 of Yaks in 223 (with support) (18)


    Non-Actions
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts
    • Gain 2 Treasure at start of next round from owned trading posts


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D 5
    M 8
    O 10
    F 4
    I 4

    New ruler next round: Oniyellīs

    D 4
    M 6
    O 3
    F 4
    I 3

    Stat increases: +1 Opulence


    Spoiler: Stuff
    Show

    Regions: 190, 191 (Dum-Hong Deng), 192 (Farilpūll), 193 (Faranandūll, capital)
    Units: 7
    Treasure: 3
    Last edited by Aedilred; 2021-01-16 at 02:47 PM.
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  6. - Top - End - #516
    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: 8
    Military: 9
    Opulence: 3
    Faith: 7
    Intrigue: 3

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


    Actions:

    1. [Diplomacy] Press claim on Region 3
    The denizens of Region 3 indicate willingness to come under Karra's rule, and she starts integrating them into her newfound realm in this strange continent.
    Roll: 12 Success

    2. [Diplomacy] Establish claim on Region 2
    Karra arranges a marriage alliance with the ruler of Region 2 by marrying her son Akex to one of the warlord's daughters. On the surface this seems like a prestigious opportunity for the young man. However, those close to Karra know that she's never had much love for her eldest child, and may have decided to kill two birds with one stone by having him leave the court for political gain.
    Roll: 16 Success

    3. [Military] Kethix quests into unknown lands north of Region 3
    Kethix had finally been returned to his people. His heathenism however served to create tension between him and the rest of the Koxrrit leadership. But Karra cared more for his abilities than beliefs, having taken up the faith in large part due to Kethix's treacherous sister's influence. She encouraged Kethix to explore further north, and promised that should he find any willing converts to Path of the True Dawn he could bring them with him to Ura Rankalore.
    Roll: 18 Great Success

    4. [Military] Raise an army unit
    A higher proportion of the Koxrrit population than usual is trained in the art of war to bolster their numbers.

    5. [Faith] Convert the Holy Site in Region 1 to the Path of the Ancient Ones
    The shamans of the Ancient Ones are quick to implement their doctrine across Ura Rankalore. The Phoenix is inducted into the growing Koxrrit pantheon as the Harbinger of Dawn, and the festivities and rituals held in its honor are kept largely intact.
    Roll: 13 Success

    Nonactions:
    -Accept techonology gifts from ALO

    News and rumors:
    -The years spent in their new home are already starting to make their impact on Koxrrit culture, as several of the more common idioms and words describing local curiosities have already made their way into the orcs' everyday language.
    -The children Karra's had with Berbani have grown up and started attracting attention from people outside the Exkerrethet clan. Their names aren't public knowledge to people outside their clan, as per Koxrrit tradition. Due to their parentage they can however hardly blend in and have attracted the nicknames Agitated Fennec, Purple Diamond, Starry-eyed Rock and Sprinkling of Salt for themselves.
    -A handful of Sharghi refugees arrive from Tasathhi, fleeing Shebitku's iron fist. They are welcomed into Ura Rankalore and soon live among those of their brethren who'd arrived with Ixkarr's main force.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 2/6
    Navy units 3/3

    Heroes:
    Kethix of Ippathaka (10)

    Technologies:
    War Drums (logistics)

    Opulence:
    Trade posts:
    Cacti: 296.2
    Maize: 281.1

    Resource requirement: Manpower (not met)

    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

    HS5: +1 to defensive battles (active)
    HS10: 2d8 to resist assassinations (inactive)

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Round 7
    Round 8
    Round 9
    Round 10
    Round 11
    Round 12
    Last edited by OmnivorousOgre; 2021-01-16 at 03:53 PM.

  7. - Top - End - #517
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
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    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 13
    [Uzii Protectorate of Mamut]

    [Homage Closed-Fist Mudmore]
    Region(s): 8, 18, 33, 39, 40, 41, 42

    Actions:
    1. [Military] Battlemother Pain-Drop Redmoon, Champion of Mamut, goes to combat the Blightwhales [First Herald of Doom, Roll: 17]
      Hearing of the trouble coming to Mamut's shores, the Uzii are at first prepared to shift their war efforts away from the Sokau. When the Homage finds out that the Deru intend to make their stand themselves, he acknowledges their strength... but also asks the Champion of Mamut to go wreck these 'Blightwhales' destructively.
    2. [Military] Sword-Strike Stoneborn explores the ocean directly south of Rhodrak (40), and southeast of Ilia (38) [Roll: 19]
      In order to better see the Leviathan coming, the Uzii request one of their mightiest warriors explore beyond the coast of the Deru's lands. Sword-Strike takes a Catamaran and uses knowledge from both the Sentinels and Dreamspeakers to guide him.
    3. [Military] Raise (2) Naval Units [Fortress]
      With the advent of Sailing finally beginning to make sense to the Uzii, they develop new warships, that they call Swamp Catamarans. Easily able to navigate the swamp and the sea, the Uzii train specific warriors for these unusual vessels.
      The process to convert all former Float Bashes into Swamp Catamarans takes time, so the warriors at Fort Death-Grasp are asked to assist in the rebuilding.
    4. [Opulence 5] Establish a City in No-Climb Cliffs (33)
      With a gathering of a smattering of races from all over Mamut being in No-Climb Cliffs, it is no surprise that trade and cultural exchange is highly important in the region. As the village around South Lake develops, it grows naturally into a large town. Deciding that it requires fortification and some established guardsmen, Talky Chieftess Sun-Bright Deathgrasp calls for the Scrim in the region to help shape nearby stone into walls. For the humans who call the area home to reinforce those walls with various lumber. For Shamans from both Uzii and Hraban to bless those walls in the name of the ancestors. For Goliath miners to dig pits on the outside of those walls, large enough that even the Deru visitors have trouble getting out of the pits without help. But it is after this that the Talky Chieftess gets a surprise: All her people agree that the name of the newly developed City is to be known as Sun-Bright City.
    5. [Opulence] Re-seed farms and restore herds in Region 18 (4/5)
      With new responsibilities in the west, the Uzii seek to show the people to their south that they are here for their safety. The begin to repair the land, and keep the bandits away.
    6. [Faith 5] Establish a Holy Order in Swampum (39)
      Though many of his contributions were in the background, Deep-Sigh Thumpstrong was highly respected. Having moved on from Swampum to Too-Dry Dunes, the Thumpstrong Snort still decides to build a more formal Shaman School, and name it after their former Snort Tusker. Thus, the Deep-Sigh Academy is assembled in the north of Swampum, partly on land, and partly floating above the swamp. Many Shaman gather to be teachers, and guide students from all over the protectorate in the ways of being a warrior, being a shaman, and just simply being.

    Non-Actions:
    • Support conversion of any owned regions to Soul Honor. Resist conversion for any other faiths.
    • EMBASSY (Scrim): Gift Scrim Sailing tech
    • EMBASSY (Scrim): Support their buyout of Cheese in Region 40
    • EMBASSY (Targiz): Gift Targiz Sailing tech, as acknowledge for their aid in reforming Posleyd Nadeh (18).


    Spoiler: News and Rumors
    Show

    • To test their mettle and earn some retribution against their actions, the Homage sent a massive armed force north to face off against the Sokau Tribes. Instead, they found a people entirely undefended. Not even a token force. For some Uzii, this was deeply saddening. For others, the lack of respect for their own people as well as the Protectorate was maddening. To hear that instead of fighting the Uzii, the Sokau attacked Towerhome? That was rage inducing. And then... then the news that Soge Tsraak died. The rage died with it. Until the Homage hears of just how the Sokau's leader died. Using Amaryllis Flowers as weapons? The Protectorate could do nothing at this time, but once evidence has proven whom slew Soge Tsraak arises, the Uzii would march across Mamut ceaselessly to punish the perpetrator.
    • Battlemother Pain-Drop Redmoon was officially declared the Champion of Mamut for her victory in the Duel of Champions. This brings great joy to all of the Protectorate! They have utmost pride in their hero! That same hero, however... is locked in combat with grief and sadness, for two of her friends have died. Thorn was not someone she always agreed with, but she did respect him as a warrior. His passing was met with a night of revelry, and a rare evening of the Battlemother telling stories, speaking for long moments of her time with Thorn. Then... Pain-Drop found out that Warspeaker Tior died. That evening, an entire Fight Throng of Uzii were bruised and battered, as they tried desperately to quell the Battelmother's rage. The Homage himself had to come with Sword-Strike Stoneborn to face off against the Battlemother and knock her unconscious. Only in the morning was she willing to listen to reason, and only then because of the rumors of the Blightspawn Whales to the south. She leaves the next day, taking her grief and sadness and preparing to throw it behind her fists.
    • The attack from the brigands of Posleyd Nadeh into Targiz controlled land is an embarrassment to the Uzii. When the Homage asks if the Targiz need assistance, however, the Odds-mistress seems to make some kind of deal with him. No one is quite sure what this deal entails, but for the short term, it means that the Goliaths will defend themselves from the attacking brigands. Meanwhile, Posleyd Nadeh continues to be improved...
    • Ko-Ball is very popular in Swampum. Once again, the Big Strongs secure a second place victory, only narrowly losing first place. While not an ideal situation, it is much improved over last season! The sport seems to return to some normalcy, and some Uzii begin to ask... what if the Protectorate could have two teams?
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads, so it is with no little amount of rage that they discover that the Crimson Kingdom - being chased out of Ko-Ball - turns its attentions to Toad Racing. The Triple Flower Cup is something that all breeders covet, and over the past decade, the Uzii have won once in each event, but that the Crimson Kingdom was able to win twice on their first time? The Homage must fight many duels against breeders whom are insistent upon attacking the Crimson Kingdom straight away. Breeders lose these duels, but instead of further grumbling, seem to walk away with smiles on their face. Apparently, the Homage let them know something of the plan...
    • Closed-Fist Mudmore is beginning to feel his age. While he still remains the strongest Uzii in the Protectorate, he has taken to wearing less armor, and uses his spear less as a weapon, and more as a cane. The rumors are that he will not partake in the next Snortsmoot, but instead support his son, Far-Reach Mudmore for the next Homage.
    • Fort Death-Grasp! Don't train for fightin' at any other! Fort Death-Grasp! Almost as strong as the Battlemother!



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 10 10 5 5 4
    Starting Stats 5 3 2 4 4
    End of round 5 0 1 1 0 0
    End of round 6 1 1 0 0 0
    End of round 7 2 0 0 0 0
    End of round 8 2 0 0 0 0
    End of round 9 0 2 0 0 0
    End of round 10 0 3 0 0 0
    End of round 11 0 0 1 0 0
    End of round 12 0 0 1 1 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Opulence


    Spoiler: Kingdom Information
    Show

    Embassies:
    • Targiz
    • Scrim


    Techs:
    • Animal Husbandry
    • Writing
    • Masonry
    • Irrigation
    • Pottery
    • Sailing
    • Stage Plays
    • Uzii Battlesmithing
    • Arctic Survival {restricted}
    • Comet Phylacteries {restricted}
    • Increased Defense Budget {restricted}


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


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


    Treasure:
    • (2) Treasures


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

    Last edited by Gengy; 2021-01-13 at 10:19 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  8. - Top - End - #518
    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 13)

    Actions:
    1. [Diplomacy]Stabilize: Stablize Thun (Region 53). Success!
      Thun has endured many storms before. It will take more than mere weather, no matter how severe, to destroy the spirit of the Scrim. No matter the conditions, Scrim couriers will reach their appointed destinations, even if they must burrow through layers of ice and snow more typical of the lands to the North to do so. Naught will stay the passage of Thun's laws; not even a tempest such as this.
    2. [Opulence]Buyout: Buyout the Minor resource of Cheese in Rhödödendräk (Region 40) with support. Success!
    3. [Opulence]Buyout: Buyout the Good resource of Wheat in Nal Dryb (Region 36) with support. Success!
      Old favours are called in with the Uzii and the Targiz, and Thun expands its commercial holdings a little further.
    4. [Opulence]Buyout: Buyout the Good resource of Orichalcum in Region 21 with support. Success!
      What the Dream Speakers request, they shall have, all going well. The Horned King will find it rather more difficult to eat Scrim merchants, although the possibility that they will be turned into decorative rockeries instead is alarmingly real.
    5. [Military]Quest Into The Unknown: Send Warspeaker Arman (8) to explore West of region 59. Great Success!
      Despite the increasing of recruitment, Tior’s disastrous campaign in the North- clearly a product of their heresy and turning away from the Trinity, as well as their own personal madness- has left Thun with less soldiers at its disposal than Nithor would like. But the Scrimspeakers rankle at the prospect of recruiting more Scrim to the fighting cause, and the Watchers, Arkusans, and Tel’kolsans alike have found their population of fighting-ready adults reduced significantly. So, although the Thunspeaker and the replacement Warspeaker would like to increase it significantly, for now, recruitment remains steady, and other concerns are given attention.
      Chief among them, the hunt for the eyrie of the great Storm-Bird. With waning attention from the Sentinels as years of expeditions North return fruitless, a last great push to see what lies across the far-northern mountains is made. Though the storm striking Thun is foul, Arman takes it as an omen that the beast cannot be far now.
    6. [Military 5]Recruit Hero: Recognize <Steady-Hand-Spills-Black-Blood-On-White-Snow> as a new Hero of Thun. Hero Score: 10
      With Arman now serving as the head of the military, he has much less time to devote to personally defending the Thunspeaker. A promising young Watcher with an impressive record when it comes to killing Blightspawn is recruited, at Arman’s recommendation and with his guidance, to serve as the Thunspeaker’s personal guard. She accepts, and the one known as Steady-Hand becomes a new champion for Thun.

    Embassy Actions:
    1. Accept Sailing tech from the Uzii (UZI), though not without some trepidation and doubt.
      Boats are, in the Scrim view, perhaps the stupidest thing anyone has ever invented. Still, the Uzii insist that the Scrim learn the techniques for making better ones. They agree, on the principle that all knowledge can be kept and perhaps used, but they are dubious that they will ever use this particular knowledge.

    Non-Actions:
    1. Attend any events to which we are invited.
    2. Support the Crimson Kingdom's buyout of the Good resource of Truffles in Ol'kolsa (50.2).
      To the pleasant surprise of the Scrim, they find the emissaries of the Horned King quite willing to engage in trade. In exchange for access to truffles that they can turn into oil, they are quite happy to allow the Scrim access to some of their supply of Orichalcum.
    3. Resist all unapproved buyouts.
    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. Earlier trade continues to pay dividends.
    6. Rename the hero Arman of the Jouraka-al-Thun to Warspeaker Arman.
      The unexpected demise of the previous Warspeaker plunged the military into brief internal chaos. It was only through the swift and decisive appointment of another to the office that order was restored, and the Scrim armies will now be led by a human, the Thunspeaker’s former bodyguard and current lover, Arman.


    News and Rumors:
    • Still no word about the seeming treason of the Tradespeaker. A few reports have surfaced of Lejah hiding out in Kursaal, but nothing substantial. If the traitor has anything planned, they’re biding their time.
    • Thunspeaker and Dream-speaker! Keeper of Fables! Privy to deep secrets! Truly, Thun could not hope for a greater leader.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Nithor, Keeper of Fables
    • Diplomacy: 10
    • Military: 5 [=>6]
    • Opulence: 9 [=>10]
    • Faith: 2
    • Intrigue: 1

    Units: 5/12 [=>6/12?]
    Passive Treasure Income: 2
    Treasure: 1/10 [=>3/10]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Arctic Survival (Active, 65.1)
    • Increased Defense Budget (Active, 18.2 and 18.3)
    • NEW: Stage Plays (Inactive, need refreshments)
    • NEW: Uzii Battlesmithing (Inactive, need hard metal)

    Spoiler: Keeper of Fables, more like Keeper of Techs
    Show
    • Bronze (Inactive, need copper or tin)
    • Crab-Claw Sails
    • Thin-Blood Elixir
    • Wheel and Axle
    • Coinage (Partially active, need silver or gold)
    • Composite Bows (Inactive, need hooved animals)
    • Equestrianism (Inactive, need horses)
    • War Drums
    • Eleftherian Diplomacy
    • Viskari War Bows (Inactive, need additional wood)


    Last edited by Silent_Interim; 2021-01-13 at 07:50 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  9. - Top - End - #519
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


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

    Actions
    Rolls


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

    [Faith] Convert 228 to the Way of Green


    [Faith] Convert Troll Country (221) to the Way of Green


    [Military] Attack the Gluttonous Shadows in Region 208
    Led by Kona, with 3 naval units and 2 land units, plus a Vygra land unit, using Thin-Blood Elixir, Bronze, Black Iron Weapons, and War Drums. Total bonus +20 to battle, +11 to Tactical Maneuvering.


    [Economy] Buyout 228 TP 1 for Rice


    Nonactions

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy

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

    Spoiler: National Info
    Show
    Units: 10/10 land, 2/5 sea
    Treasure: 5/5 (+1 per round)
    Heroes:
    Kona: 9
    Relics:

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

    Trade Posts:
    Cacao: 218.C, 218.1
    Flamingoes 229.C
    Stone: 213.1
    Timber: 192.1, 195.3
    Wild Asses 212.1

    CIs
    Practiced Debate: 2d8 on Conversions. (Permanent)

    Rep Bonuses
    DSP 1: +1 Exploration
    DSP 2: Incur distance losses every 5 regions.
    DSP 3:
    DSP 4?
    SoS 1: +1 Stabilization
    SoS 2: +1 existing Hero related rolls
    TSR 1: +1 Establish Claim
    Fortresses: Atasamar Kanorage (218)
    Cities
    Kanorage (218) Does not count towards city count limits.
    The one in Flaschorikia that I forgot the name of (229).


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

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

    Spouse:
    Queen Enva Hadev

    Other Family:
    Kortam Hadev: Cousin

    Last edited by bc56; 2021-01-16 at 08:42 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  10. - Top - End - #520
    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+158



    Keeper Jia Polahi
    Dip 7
    Mil 3
    Op 3
    Faith 6
    Int 3


    Actions:

    1:[Diplomacy] Stabilise 135 12

    2:[Diplomacy] Stabilise 157 18

    3:[Diplomacy] Stabilise 158 14

    4:[Diplomacy] Stabilise 159 13

    With the amber spreading over the tillands and may other settlements along the river Kalatar, Lovati moves fast to bring aid and relief to all that she can, to hopefully contain what she can of this pox.

    5:[Military]Hinarah explores Water east of 159 17

    6: [Military]Vralis explores overland south of 161 19


    Non-Actions:

    Support all AW conversions. Resist all others
    Embassy Actions:
    Trade Song of the Wind with SHN for Wolf Riders
    Trade Song of the Wind with WAR for Bronze
    News and Rumours:

    Song of the wind [Prereq: Animal husbandry, Sailing](slightly updated fluff) With the long distances over the waters, no single bird nor boat can travel, thus the Kalatrans have decided to use their boats as a roost. With this, flying companions can fly out from the ship and keep watch from above, allowing a far better view of the surrounding waves. These flyers also serve in two other capacities. Firstly, they can spot sschools of fish with great ease, and with training catch them, allowing a crew to sail far out while taking little with them. Secondly, with years of training, they can learn to feel and read the air currents over the endless waters, and help the crews guide the ship on better routes. With the boats serving as resting places, these winged beings can help search far greater areas than either working alone.
    Regions currently in unrest: 135, 157, 158, and 159
    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
    HO: The Herald
    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 2,(TBC)
    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
    Animal Guides/Song of the Wind TBC
    Units: 8

    Treasure: 5


    Heroes: Prenadi Kilia 10
    Hinarah the Rider 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-01-16 at 01:27 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...



  11. - Top - End - #521
    Dwarf in the Playground
     
    xanxosttheslaad's Avatar

    Join Date
    Apr 2020
    Location
    EST

    Default Re: Empire 6: Embers of Dawn IC

    Bozul
    Round 13

    Rolls!
    *Note: I forgot to include +1 to Buyouts from Pottery, turning the 11 on Pearls into a success.

    Bonus Actions:
    1. [Opulence] Buyout Coal TP in 86.2 (Failure!)
    2. [Opulence] Buyout Coal TP in 86.3 (Success!)
    3. [Opulence 5] Raise City in 86: The Hive
    4. [Military] Recruit 1 Land Unit
    5. [Military] Recruit 1 Land Unit
    6. [Military] Recruit 1 Naval Unit


    Actions:
    1. [Opulence] Expedition South of East (Success!)
    2. [Opulence] Expedition North of East (Success!)
    3. [Opulence] Expedition West of North (Success!)
    4. [Opulence] Buyout Whale TP in 77.1 (Success!)
    5. [Opulence] Buyout Pearl TP in 83.1 (Success!)


    Non-Actions:
    • None yet, I don't think


    News and Rumors:
    • Several groups of Bozuls have departed on large rafts fashioned from air-filled Bozul pots, going out in many different directions in search of new regions from which to extract resources and feed the Hive. In the nearest island to the west, one group of Bozuls (the only group that has returned so far) finds natives, which they gift several pots of honey. While they are not able to communicate with the inhabitants of that island, the Bozuls return to Ogrontir with several whale carcasses. While the Bozuls at the Hive have not yet found a use for the whales, they begin sealing away whale blubber in their pots, and set out the skeletons in large piles to dry in the sun.
    • Several weeks later, a second raft returns to Ogrontir, from the South. These Bozuls tell of strange four-limbed fleshy creatures, larger, more intelligent, and less furry than the mammals of Ogrontir. In exchange for the gifts of filled pots they brought, the Bozuls that landed on the small island to the south received crude clay pots, engraved with foreign squiggles, and filled with countless glimmering pearls. Upon their arrival at the Hive, Queen Polari ordered that one pot of pearls be used to decorate her chambers, so that the walls gleam like a thousand stars. Henceforth, the Queen of the Bozuls shall be known as Queen Polari the Magnificent!
    • A small group of Bozuls shared a strange dream. The next day, when they were under orders to forage, they captured several arctic hares, and trapped them in pots in uninhabited bell pits. Over the next few days, they fed the hares honey from a stolen pot, watching them gorge. With a crescent-bladed copper grass-cutter, they beheaded them, mixing their sweetened blood back into the leftover honey in the pot, turning it into a rich, viscous, crimson. The three of them then arranged themselves equidistant about the pot, and emitted a sinusoidal humming pattern in unison. With each swell of their hum, they let out their proboscises, taking in a taste of the sugary liquid. After several minutes, two abandoned the bell pit, and returned to the Hive. With much of the liquid remaining, the third flew out to the flower fields with the pot. At each flower, she took in some of the blood-honey from the pot and let it drip out over the innermost petals. After a little over two hours, she emptied the pot, and flew back to the Hive to join her sisters.
      The hares' carcasses rot in the pit where they had been left. The mysterious ritual was not repeated, but the flowers of Ogrontir bloomed especially vibrantly that thawed season.
    • Many of the Bozuls of the Hive have become fascinated with the strange squiggles adorning the foreign pots, despite not understanding their purpose. In dancing, spiraling rows sprawling all over the numerous tunnels, pits, and pots of the Hive, the Bozuls inscribe their own made-up runes, mimicking those found on the clay pots.


    Spoiler: Bookkeeping
    Show

    Ruler: Queen Polari the Magnificent!
    • Diplomacy: 3 (+0)
    • Military: 3 (+1)
    • Opulence: 5 (+4)
    • Faith: 1 (+0)
    • Intrigue: 1 (+0)

    Land Units: 0/6 (+2)
    Naval Units: 0/3 (+1)
    Treasure: 0/5 (+1)
    Regions: (1)
    • Ogrontir, 86 (Capital)

    Trading Posts: (1, +4)
    • 86, Coal (1/3, +1, +C)
    • 77, Whales (0/1, +1)
    • 83, Pearls (0/2, +1)

    Technologies:
    • Pottery (+1 to Buyouts)
    • Sailing (1 Dark Blue Border)

    Last edited by xanxosttheslaad; 2021-01-20 at 04:28 PM.

  12. - Top - End - #522
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    [IMG][/IMG]

    Clan Alqar

    Warchief Kylisa Nahaar-Alqar the Invisible Hand, Custodian of the Sacred City
    Diplomacy: 8
    Military: 8
    Opulence: 3
    Faith: 6
    Intrigue: 1

    Actions for Round 13
    • [Diplomacy] Stabilize R48 'Atel'Nora' (Success!)
      The Amaryllis cult that lingers in R48 cannot be permitted to exist, but operating in a disloyal province is unnecessarily complicated. Efforts are made to quell slave unrest and keep a close eye on their powerful elven masters, paving the way for Trinity practice to be established in the following years.
    • [Diplomacy] Press Claim on R16 (1/2 - Roll)
      Qian ventures out to R16 to join the hunters, taking her well practiced skills as a professional bladefighter and using them to quickly rise in ranks among their number. Kylisa urges her to challenge the leader's rule and establish her dominance, but Qian is not so ambitious and wishes instead to wait for him to pass naturally, given that their leader is already of old age. Her authority and ideas are prevalent enough among the foreigners now that she claims that she should be chosen naturally when the time comes. Kylisa laments her patience, but does not push.
    • [Diplomacy] Raise Rep with the Truthseers from 1 to 2 (Success!)
      Alqari owns too much territory for a single warchief to govern, and it begins to show as administration and transport from one side of the territory to the other can take weeks for the best of riders, let alone crossing the sea in the west to R16 that should come into the fold before long. With the promise that she intends to leave Alqar's governance proper to their traditional shamanistic election Kylisa begins to make some reforms that would seem to put her a step above the chief of a single clan. With her family ever in mind she wishes to keep their succession dynastic, beholden to neither fickle spiritual blessings nor a temporary position of strength like those in the Sokau have enacted. She's rumored to discuss these matters at length with a Truthseer by the name of Kellman, an old Alqari man who is well traveled across Mamut and supposedly beyond, experienced with systems of rule and their various pros and cons. The discussion pulls the interest of other Truthseers, prompting a fruitful discourse that brings the two groups closer together.
    • [Diplomacy] Raise Rep with Dreamspeakers from 0 to 1 (Auto-Pass [TN10, 8 dip and minimum of 2 on 2d6])
      Though unpopular for their acquisition of children with the sight, Alqar opens dialogues with the dreamspeakers with the hopes that they may reconcile the ability of the seers with their seers, both of whom function as a glimpse into the unknowable. This puts the groups on more common terms, and the Dreamspeakers are not so feared as they once were.
    • [Military]Conquer R46 (Džíu Phè Hwǔ) with 9 units lead by Kylisa (Mil 8), using Reckless Attack TD
      Uses the path 48 -> 47 -> 46

      Finally, choose a side. The season of blood beckons.

      Kylisa's nightmares that so many assured her were not divinations from so many years ago have come true as Tsraak is found dead in his tent from the horrors of Amaryllis. The news makes for an awful return from out west, and keeps her four children close for their safety when she notes that it is not her eldest son Īçeno who the Sokau put in command of their banners. She knows from her time among their courts that the new ruler, King Hràiyúik of Héokalón is no fan of her faith and will doubtless frame her lack of involvement when family members come to arms as treason like her husband did. Yet if her son, a mere sixteen years old but trained for the burden of rulership and loyal to the Trinity were to take the throne, they might avoid such repercussions and resolve this in a way that builds a lasting peace instead of a bitter rivalry. A missive is sent to Hràiyúik's court, this time with no need for translation as it is writ by hand in the tongue of her son's people.

      Spoiler: To the Sokau, but public knowledge nonetheless
      Show
      King Hràiyúik of Héokalón,

      It is the darkest of days when a mother is asked to shed the blood of her parents and children both, corruption seeds the earth, and nightmares become reality. Out of respect for my family on both ends I have decided not to involve myself in this feud, and let my choices repel steel where they may. For it I have earned scorn from both sides, lost my love in more ways than one, and allowed my son's throne to be usurped.

      I have lived among your people, and they are dear to me as any who my family does shepherd. It is to both our misfortune that the Sokau are no longer guided by the blood of my blood, and neither words nor time will be enough to mend this bridge. It is impossible for me to ignore your people's attempt to covet the Holy City when my own men had already sewn the lands and declared it outside of your petty war, an offense that has finally pushed my patience to its limits. To your recent victories in combat I say glory to the Sokau, let them flourish under the reign of Īçeno Nahaar-Alqar of Clan Sọ́gẹ, faithful to the Trinity of Light, or not at all.

      You will give up your claim to rulership within the year or through the assurance that is death. Consider this your first and only warning.

      - Warchief Kylisa Alqar-Nahaar


      (I have left Īçeno relatively blank for his history because if I accomplish my demands I want him to be a character that you would enjoy playing (Aventine). The main requirement is that he is devout to the Trinity of Light and generally not a terrible person who would have proven more appealing to Kylisa to put on the throne of the Sokau Tribes than his two sisters, perhaps because he has better connections there/among family or is generally the most ready.)
    • [Non-Action] Request that the SOS look into the production of Blackfire Axes used by the incursion in years prior on Behalf of Alqar, owing up to 2 favors for successfully discovering and sharing the tech with them
      The purification of Arrakh-Rah and the subsequent defeat of the Blackfire Incursion remains the grandest victory against the Blight in Mamut for the past century, and Kylisa's daughter Qian wishes to make the most of it before she heads out west to live among the hunters of R16. A warrior herself who wields a Blackfire Axe, she finds the craftsmanship not of the material but of the particular weapon to be superior to those produced across Mamut. The weapons feature more bone-breaking ability than any in use today, capable of tearing through blightflesh and shields for combat against both monster and man - which she proves in eager exercise against any warrior that will hold a blade against her. Despite being aged only eighteen, she has practiced with the finest blademasters available to Alqar and has the physique of practiced warrior. Upon being informed of the blighted nature of the weapons and their refusal to investigate them, Qian relents and submits her weapon for purification.


    Non Actions:


    News and Rumors
    1. A list of suspects is drafted surrounding the death of Tsraak, primary among them including the Slavers of R48, the Ko, Hràiyúik, someone within the Scions, and the Corpse Flower cult. The Slavers of R48 are primary on the list because of their affiliation with the Amaryllis flowers, and their worship of its perverse nature, and they are angered by her conquest of their lands. The new leader of the Sokau, Hràiyúik, is expected for their potential gain right now during the war they're winning as the now most powerful Sokau tribe, a scion could have done it for any number of reasons, primary among them the Sokau's attempt to covet the holy land, and the Ko for the same reasons. Finally the Corpse Flower faith is expected because of their general eerie aesthetic and affiliation with the flower, an apparent reverence for death and the benefit they might find if the heir to the Sokau was not of the Trinity. Despite her grief and rage, she seems to blame the war itself for the death more than any one suspect deserving of her ire.
    2. It is by miracle that the armies of the Blackfire Incursion were stopped and then purified without the Clan Alqar so much as raising a spear in their own defense. To call Kylisa the 'Purifier' these days would be a mockery, but her title changes to that of the Invisible Hand, custodian of the Sacred City.
    3. The Jewels have won Ko-Ball for the second time, narrowly defeating their Uzii rivals to the south to take the lead! Celebrations are held in the streets despite the uncertainty of war on the horizon, though the Sokau markets within the capital see a downturn of imports from their homeland. Everyone hopes that victory will be as quick and clean as that of the tournament.
    4. The people of Alqar are unimpressed at the failure of the Bouquet of the Corpse Flower to purify the region that they offered to cleanse, finding things less stable and not infested with wicked practices from the south as well as their initial issue. Were it not for the Uzii stepping in to do the job properly, the Blackfire Incursion may have been given a second chance to rise and threaten their heartlands. Unsure weather to attribute this to malice, a flawed faith, or simply not having enough people to cover the entire area, tolerance of the Corpse Flower begins to wane and religious groups begin to finance trips to afflicted areas to attempt to 'save' their followers, the results of which will be ascertained in the following years.


    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] [Arrakh-Rah 67]
    Total Regions: 7
    Land Unit Cap: 17 (6 Capital Unit Cap + 6 Other Regions * 2 + 0 Tech - 1 Vassal Status)
    Sea Unit Cap: 5 (3 Base + 2 Coastal Regions)

    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. (Just expired)

    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]
    Arrakh'Rah, Mamut (67) [Potential Extra City]

    Secrets Whispered: 0
    Embassies: SCR, SKT

    Resources controlled:
    [Gems, Blessed Vale (32)], [Slaves, Atel’Nora (R48)]
    Passive Treasure Income: 0
    Treasure: 1

    Rep:
    Truthseers - 1

    Last edited by Zayuz; 2021-01-20 at 12:41 AM.
    "What is to give light must endure burning."

  13. - Top - End - #523
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Reavers



    Actions

    1. [Military] Invade Region 199 with 5 units led by Rosie MacGill (10), using the Cautious Advance Tactical Doctrine and Challenging to duel (applying blight poison to the duel roll), and the War Drums and Steering Oars technologies.
    2. [Military] Put down the rebellion in Kincany with 3 units led by Tasapa the Mongoose (10), using the Reckless Advance Tactical doctrine and with the War Drums and Steering Oars Technologies.
    3. [Military] Raise 2 Units Inspired by the audacity of an attack on the Dhraan, more partisans petition to become reavers.
    4. [Military] Fiona MacDool quests to destroy the mother, bringing her Clear-Blood Elixir with her. Roll 20 With a great deal of curiosity to see the mother of the shadows for herself, Fiona MacDool travels to the south to join the company of heroes seeking to destroy the mother. Whatever Kiswa thought of the Anbroch, they would show their commitment to the cause of destroying the shadows by sending one of their best.
    5. [Intrigue] Secret


    Nonactions:
    Give the Bel-Dan War Drums

    News and Rumors

    Since the death of Yegin Kw'Haleti, Rosie MacGill seems to have become more concerned about her place in the afterlife. She spends time and money honoring the deaths of those closest to her, and has been spending more time with abiherist advisors.

    Rosie MacGill orders Charlie MacGill released after years of imprisonment. Between the rebellion and the attack on the trolls, she cannot promise her brother's safety, and feels it better that he accept freedom and exile than risk the MacTir rebels claiming his name for their cause. Charlie travels with a small group of his old companions to Kema to meet with Oyem on his return from the battle against the mother.

    Tasapa the mongoose was furious when Ren-Pera-Don sailed in with a massive fleet and removed him from command of the efforts against the Anbroch rebels. His fellow Sirrvadutt honor guard do their best to avoid him as he storms around Slocdun keep in an ego-fueled rage. This changes once he receives a messenger from the Warlady, however.


    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 (58 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 (56 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 (52 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: 2

    Trade posts:
    Region 212 TP 2: Wild Asses

    CI: Never Again (Increased Die Size on duels)
    Heroes:
    Tasapa the Mongoose (10)
    Fiona MacDool, the poisoner (10)

    Technologies:
    Animal Husbandry
    Crab-Claw Sails
    Masonry
    Pottery
    Sailing
    Steering Oars
    Thin-Blood Elixir
    War Drums
    Wheel and Axle
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2021-01-12 at 04:57 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.

  14. - Top - End - #524
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes





    1.[Diplomacy] Daezirn Isles Translation Project [3/4] As A sign of good faith (and in exchange for some techs from Dannu Gaon), the brayewen tribes have agreed to aid in the completion of Uldra's Daezirn Isles Translation Project. With help from the truthseers, the project advances rapidly.
    2.[Diplomacy] Daezirn Isles Translation Project [4/4] The Braywen Tribes are proud to become the first Kingdom in Tarandi to successfully communicate with the Daezirn Isles. Thought King Eent is especially proud of the accomplishment.

    3.[Opulence] Explore North above region 120, into the great frozen tundra Roll: 12

    4.[Opulence] Begin Great Project, the great potato farm. Analysts report that potatoes are growing very well in braye compared to other carbohydrates, so they will begin selling potatoes in very small quantities to nearby peoples.

    5.[Diplomacy 5] Temporary Cultural Identity: Aggressive Debaters (pressing claims). The Braywen have exceptional debate skills from constantly arguing amongs themselves and have been able to put those skills to good use by being exceptionally persuasive when claiming territory



    Spoiler: Non-Actions
    Show

    • Accept Technologies from Dannu-Gaon


    Spoiler: News and Rumors
    Show





    Spoiler: BOOKKEEPING
    Show

    Thought King Eent the 2nd

    D: 6
    M: 2
    O: 5
    F: 3
    I: 4

    Expected Stat Increases:

    New Ruler Next Round?
    no



    Military Units 5
    - none

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

    Embassies:
    - Elefteria
    - DAN

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Other Owned Trading Post:
    TP1 & TP3 Salt in region 109, TP3 Grousse Shark Braye region 129, TP2 region 124 Wood, TP1 & TP2 119 Hemp, TP2 110 Caviar, Granite and Saffron
    Last edited by m9p909; 2021-01-16 at 10:44 PM.

  15. - Top - End - #525
    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 13 Actions:

    1. [Military] Dra Ranu Assists on Quest to finish off the shadow whomb Success 16

    The Sewune were the first to find the Gluttonous Shadows giving the rest of Kiswa mere months of warning before the blight descended upon them. They have since assist in quests with their chosen hero Dra Ranu to lessen the advance of the shadows. Only a few years ago she once again set out with Oyem to find the heart of the Gluttonous Shadows. It is time she returns there to finish the job.

    2. [Intrigue] Secret use 3 treasure Success? 19

    In a world where gods walk among mere mortals the Sewune stick to the shadows.

    3. [Military] Send 1 unit to invade 131 (No defenders)

    With new lands found just south of the Capitol the Sewune must secure these lands.

    4. [Diplomacy] Establish claim on 132 Success 14

    One cannot use force on all their neighbours and claim to be merciful. The Sewune travel to the newly discovered lands to establish relations with the locals and some of the most influential merchant families.

    5. [Diplomacy] Raise rep with the TSR Success 14

    The Truthseers have much in common with the Sewune and it was high time this relationship was improved. Sending over some of their top investigators to swap stories and interests.

    6. [Opulence] Buyout Yak TP2 in 223 (with support) Success 17

    Eager to expand towards Sikar the Sewune people look for a more direct path avoiding the Blighted northen regions. When they reach the mountains dividing the continent they meet a new and interesting race of people called the Fei. It appears that unknown to most of Kiswa a kingdom called the Lim Dynasty resides here. Promising to share their technological knowledge the Sewune return home to the Gehudu Forest with new friends and allies to formalize the relationship. The first step is to establish trade and accept their ambassadors into our lands.


    Non Actions:
    • Receive 2 land units to from the nocturnal Hydra, and accept their use of a TSR Favour to raise my Rep with the TSR.
    • Trade Wheel and Axle and Crab Sails techs to the nocturnal Hydra.
    • Accept Embassy from The Lim Dynasty



    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Vygra
    • Embassy with the Nocturnal Hydra



    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 8 +1
    Military: 6 + 1
    Opulence: 10
    Faith: 3
    Intrigue: 10


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Count Region Trade Post Slot Resource Category
    1 208 1 Gamebirds Living beings / food?
    2 210 2 Bananas Food
    3 211 3 Tvila Clay clay?
    4 213 2 Flint ??
    5 215 1 Artisans Skilled beings
    6 216 1 Sweet Droggen Berries Food
    7 216 City Sweet Droggen Berries Food
    8 217 2 Sorghum Food
    9 218 3 Cacao Food
    10 221 3 Healing Herbs Medicine
    11 225 1 Elk Living beings?
    12 226 3 Copper Metal
    13 235 1 Hemlock Poisonous plant
    14 240 1 Aquamarine Precious mineral
    15 241 2 Tin Metal
    16 289 1 Wild Horses Live Animals
    17 291 3 Desert Bell Seeds Seeds
    18 295 2 Tin Metal
    19 303 2 Salt Live Animals
    20 307 2 Gold Precious Metal


    Spoiler: Treasure (10)
    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
    13 Passive TP Income +3 8
    13 Great Success Exploration +1 9
    13 Great Success Exploration +1 10


    Spoiler: Military (2 units)
    Show

    Name Ships Weapons
    Panneac yna husso No Bows
    Taan yna husso No Spears

    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
    Equestrianism -10% friendly unit casualties Horses Resource, Animal Husbandry Tech Yes Cavalry
    Steering Oars +3 to Tactical Maneuvering in naval battles and battles in coastal regions Sailing Technology Yes Cavalry
    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
    Celestial Navigation Allows transit of one additional deep water border and grants -1 distance loss to deep water travel 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 Yes
    Irrigation +1 to Stabilization rolls N/A Yes
    Masonry +1 to resist Raids and Sacks N/A Yes
    Mountaineer Clothing Allows exploration and troop transport across Mountain Borders Furs and Hides Resource 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 Tech Gained
    1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2 Writing, Animal Hisbandry (start tech), Irrigation
    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 Pottery (secret)
    6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2 Sailing (secret)
    7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2 Crab Claw Sails, Masonry
    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 Wheel and Axle
    10 Become a merchant prince, assist with cancer in thevale and investigate the earthquake Seafood 214 TP1 Bronze
    11 Assisted with Into the blightlands and sikar translation Tvila Clay211 TP2 Thin-Blood Elixir, Advanced Poisoning, Blade Sharpeners, Coinage, Wardrums, Composite Bows
    12 Massive trade deal with HYD Hemlock 235 TP1, Wild Horses 289 TP1, Gold 307 TP2, Fox 303 TP2, salt 295 TP2, Desert Bell Seeds 291 TP3.
    Lost: Tvila Clay211 TP2, Droggen Berries 216 TP2, Granite 238 TP2, Sea Food 214 TP1
    Steering Oras, Mountaineer Clothing, Equestrianism, Celestial Navigation

    Last edited by Moriko; 2021-01-12 at 11:59 AM.

  16. - Top - End - #526
    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, 224, 236, 237
    Turn 13


    News and Rumors:



    Actions:
    1) [Military] Epic Quest - Shadow's End: Angna the Furnace assists Oyem Kw'Mesihafi (Roll: 17)
    Angna joins with a number of other Kiswan heroes to strike at the source of the shadows, and finish the work her grandmother began alongside Alexios.

    2) [Military] Assist the River Lords in battle against the Shadows - Send 1 Vygra Butho to region 202 (Black Iron Weapons, Thin-Blood Elixir, War Drums)
    3) [Military] Assist Kona and the Veramondi in battle against the Shadows - Send 1 unit Elkh-Waden to region 208 (Black Iron Weapons, Thin-Blood Elixir, War Drums)
    With the influx of shadows swarming into the riverlands away from the heart, the Vygra send aid to bring the sentinels' advanced weapons, along with their own equipment and force of arms, to stem the tide long enough for the heroes to do their work at the shadows' heart.

    4) [Military] Attack region 238 (Tac Man +5, Battle +13)
    > 6 Units (3 Vygra Butho, 2 Hajje Mahout, 1 Sentinel Aspirants)
    > Matji Varsha leading - no duel (Mil 4)
    > Tactical Doctrine: Skirmishing
    > Techs: Black Iron Weapons (Special Material), War Drums (Scouts and Logistics)
    > Treasure spent: 1
    Upon hearing the slovenly state of their close neighbors' leadership, Varsha leads forces to secure their lands and resources against the possibility of outside incursion or blightspawn infestation. She hopes to quickly depose the drunkard and unify the tribes into the Confluence.

    5) [Intrigue] - Investigate Region 240 (Roll: 10)
    Concerned over the conditions of the southern tribes, the matji dispatches scouts to check in on the others they have encountered along the tundra.

    6) [Intrigue] - Secret Action


    Non-actions:
    Spend 1 treasure for improved resources for the troops moving with with Matji Varsha.
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Varsha, Flame-Tempered Soul (Diplomacy 5; Military 4; Opulence 7; Faith 2; Intrigue 6)
    End-of-turn increase: Military +2, Intrigue +1

    New Leader next turn: No

    Heroes: Angna the Furnace (9)

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Black Iron Weapons
    Units: 8 - 4 Vygra Butho, 1 Elkh-Waden, 2 Hajje Mahout, 1 Sentinel Aspirants
    Treasure: 6
    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 10 (+2 income):
    > Copper - 226 TP2, 226 City
    > Elephants - 224 TP1 & TP2
    > 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), River Lords favor
    Last edited by Frostwander; 2021-01-17 at 02:53 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 - #527
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Danneta-Yvaon, The Jewel of Tarandi
    Chiefs: Nocter Felessan-Mak and Noctrix Pina-Mak


    News and Rumors
    - Akoda, the Albino Husky supposedly in possession of great destiny whom Dara Icechaser gifted to Felessan and Pina at their coronation has passed away, her heart simply giving out.
    - Rumor has it that Pina-Mak can't seem to help but smile knowingly at the sight of a Ring of the Phoenix, as if privy to a joke no one else can hear. Though she has a reputation for being distant and contemplative, she nevertheless seems to have an uncanny knowledge of things, and is quickly gaining a reputation as a Great Sage of all Tarandi. Her pregnancies at least do seem to bring her back to Earth from her stargazing, though, loath to leave care of her children entirely to Truthseer tutors.
    - With his wife's unusual focus on wholly esoteric affairs shrouded from the understanding of most, Felessan-Mak has taken up much of the day-to-day governance of the realm.
    - Unlike Irin-Mak, Felessan's thinking is not rooted in the old ways of the Dannu-Gao and his grasp of war as other Kingdoms think of it - as open field clashes and territorial control rather than a sequence of raids, captures, and counter-raids - is much stronger. While Danneta-Yvaon still lacks a true army so much as a collection of levies and mercenaries, Felessan has done much to organize it. Many of the old Hunter-warrior class are aghast and upset, but things have changed and few have been trained in the Hunter techniques for decades. Felessan's new military backbone is not platoons of stealthy slingers but an Elite Core of Houndsmen from the great Houses that can afford to equip their sons well and trained to ride great Wardogs from Hiverness' famed brood, with spears and masked caps of bronze. This hammer is supported by a line of archers with fine bows of the Viskari style and a smattering of War-trained Magi. While few in number compared to the great hosts of other lands, it it difficult to argue with the quality of their training and equipment.
    - Alongside proper contact with the Children, forays across the mountains uncover a nascent civilization just stretching out its legs. With initial contact proving friendly enough, Dannu-Gao explorers inform their leaders of much about wider Tarandi and offer to escort a group across the mountains to return to the Court of Danneta-Yvaon with them as honored guests, to learn more and begin establishing diplomatic lines.

    [Opulence] Buyout Region 99 Mammoths TP1 (supported) [TN 12, Roll 16, Success] - .

    [Military 5] Recognize a Hero: Akoda, the Marble Hound [Hero 9]
    Spoiler
    Show
    The loss of family is never easy. Pina-Mak couldn't help but draw comparisons as she carried her treasured pet into the Tomb of Sere-Mak: The former Noctrix, and her mother. Dara Icechaser had brought her the pup on the day of her wedding and coronation, only a day after her Mother was entombed here and scarcely a fortnight after Sere-Mak took her own life. Irin-Mak, her father, hadn't understood. His wife's death had broken him inside, and he'd lived out his last days in sorrow even as he tried his best to prepare her husband and herself to rule.

    But Pina-Mak saw. She understood things few others did or could, and the mysteries of the Cosmos were only puzzles to her now, with pieces she could try to assemble. What few understood, truly, was that Sere-Mak, her mother, may have taken her own life, but a person's spirit, their purpose, the true essence of personhood, is not their life. This was what the Ancient Ways did not understand - though the pieces of a person return to the world-soul and can cycle back to life, this was a new person, not some continuity with a past life. No doubt the beasts and their followers would be horrified if they understood the truth, and perhaps even attempt to breach the sacred halls to desecrate her. It was a white lie she could live with, that her mother was dead, to spare her remains such insult.

    Because her Mother had cheated, and not all of that red was blood. Driven by a moment of fanatical revelation, she had painted herself in ochre and spell-cast something even she only partly understood even now. But where venerated, preserved remains can transform the dead to a new role as a Guardian Spirit and normal entombment can return a person fully to the Earth, Sere-Mak had in defiance of nature managed both, simultaneously. Others had picked up her personal affectation of referring to Kladi, the mountain of the seven maidens at whose base Danneta-Yvaon sat, as "Mother Mountain", and she had been silent to keep the secret despite how much it vexed her; she had taken to this phrase because she meant it quite literally.

    This was the Great Secret of the Stonesages. The stone moves for them with the same loyalty and love as a Mother has for her children, because the sublime spirit Sere-Mak has become knows and loves them. She was, in a spiritual sense, kin to all the stones of the world, but closest of all to Kladi.

    And now she brought Akoda to her Mother's Tomb. Dara Icechaser told her, on her coronation day, that the pup had a great destiny, and only now did she see the shape of it. She only barely understood an ounce of what her mother had done, and now she sought to emulate it. Pina-Mak placed Akoda's rigid form at the base of the slab on which her mother rested, and she felt her Mother's love here in the heart of the mountain. She kneeled and drew forth a pot of white paste to inspect - one of her artisans had made it from lead and promised that it would be the purest white. Satisfied, she drew a brush from her satchel, and she began to paint. In spirals and shapes, she went as inspiration took her, until the pot was nearly empty. With the last of it, she painted a circle at her own feet, and she danced. Pina-Mak could feel the spell swelling, confused stone-spirits unsure what she was doing but joining the dance just the same, and then the tension broke, a faint rumble beneath.

    She called. "Akoda, here!", just as she did in life. The body was still a moment, and then sank through the solid stone beneath like mud. The offering accepted, the paint too seemed to seep into the Earth, and the Noctrix sighed with a mix of emotions.

    Then it emerged from the wall, seemingly grown spontaneously: The canine was tall enough to look her in the eyes, and broad to match, its body formed from purest white broken only by a pair of iridescent turquoise stones where eyes belonged. Sculpted from Marble and Alabaster, chalk-dust shook loose from its joints as it approached her, but for all its intimidating appearance it meant her no harm. Tentatively, Pina-Mak reached out to scratch the statue behind the "ears", and even as chalk dust filled the space under her nails, she smiled. She could feel her now, contentment of a loved one filtering in, the same way she felt her mother here.

    Her loyal hound was returned to her.


    [Military] Nila-Sen performs an Epic Quest: The Amber Dive! [TN 14, Roll 19, Success] - Bid so by Felessan, the Magi Nila-Sen takes the Pure Vessel from the stores of the Circle of the Strix's Quill and seeks the source of the bizarre threat afflicting much of Southeast Tarandi, ministering to the sickened as she goes with the bowl's magic.

    [Faith] Convert 118 to Way of Eauden (supported) [TN 12, Roll 16, Success unless resisted]
    [Faith] Convert 155 to Way of Eauden (supported) [TN 12, Roll 19, Success unless resisted]
    [Faith] Convert 156 to Way of Eauden (supported) [TN 12, Roll 24, Success unless resisted] - With the progress of friendlier government into lands once dominated by the damned Snake Cult, quick and decisive action is taken to hopefully prevent its spread and remove problematic figures from local influence, as well as confiscating the milk - forbidden in Solais lands anyway - wherever possible.




    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Support Viskari Buyout of Region 124 Wood TP2
    - Host Mini-Event: Invite the Drazollin to Court at Danneta-Yvaon (TSR Rep 3 to make this a non-action)
    Spoiler: Event Sub-Actions
    Show

    - Gift Sailing, Pottery, Masonry, Animal Husbandry, and Irrigation to the Drazollin


    Embassy Actions
    - Accept Saddles Technology from ULD
    - Grant ULD passage through the Mountains
    - Gift Phylactery of Claws to SOL
    - Gift Animal Husbandry, Writing, Masonry, War Bows, and Bronze to the Brayewen Tribes as thanks for a favor.
    - Gift the secrets of the Arch to Aran Viska


    Spoiler: Ruler Info
    Show

    Nocter Felessan-Mak and Noctrix Pina-Mak
    Diplomacy: 3
    Military: 5
    Opulence: 6
    Faith: 10
    Intrigue: 6


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 2/6
    - Felessan's Elites
    - Felessan's Elites

    Treasure: 8/15
    (+2 passive treasure/round)


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

    Heroes:
    - Magi Nila-Sen (Hero 9)

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

    Organizational Overview:
    Sentinels of the Stone: Rep 2, 2 favors
    Truthseers: Rep 3, 0 favors
    Dream Speakers: Rep 1, 1 favor

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Trading posts (18, 2 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 96 (Living Stone) TP1
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 116 (Safflower Oil) TP2
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 124 (Wood) TP2
    - 124 (Wood) TP3


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

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    10 HS: 2d8 when Dueling
    Miracle: Water-Bending (Ability to cross Arctic Borders)
    Miracle: Spell-Casting (+1 to Battles)
    Miracle: House Mak Bends Earth (Ability to treat Mountains as Hill Borders, can grant fellow Eaudenites Mountain Crossing for 1 round via Embassy)

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


    Spoiler: Expected Stat Gains
    Show
    +1 Military


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2021-01-16 at 04:05 PM.

  18. - Top - End - #528
    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 3 • F 2 • I 10

    News & Rumors
    • Rumors claim that Amira Kasima has eloped with a self-styled prince of the southern outlands. The royal court refuses to substantiate such claims, but the whereabouts of Kasima are unknown.

    Actions
    • [Military] Assault Oraora and the Gluttonous Shadows in 278 ((Al-Zamira leads 6 ASH Units and challenges a duel with +13 (10 +2 Sun Sword +1 Golden Lion). TD = Cautious Advance, 10 + 2 War Drums. Combat +20 (10 Leader +6 Units +1 Golden Lion +1 Bronze +1 Composite Bows +1 Faith from HYD for defending). Leader Loss +4 (+2 Scorching Shield + 1 Bronze +1 Aid Sought DOD. -10% casualties from Equestrianism))
      .....+10 HYD units +4 NAH units +1 SOS Unit +1 Blade Sharpener HYD Tech
    • [Diplomacy] Explore south of 270 (19, Great Success!) - Princess Kasima continues her exploration of the unknown lands south of the Sultanate.
    • [Faith] 3/4 Upgrade Windowless Tower in 302 to new Truthseer HQ
    • [Faith] 4/4 Upgrade Windowless Tower in 302 to new Truthseer HQ
    • [Faith] 1/4 Sun Temple GP in 302 - In the rocky highlands, not far from the town of Olan and Al-Kazar, the sultan commands the construction of a grand mastaba to serve as the foundation for a temple of his own design. Enormous slabs of granite are laid to support the principle structure with its grand dome, locally quarried limestone serves to constitute the bulk of the elevation. Somewhat surprisingly, the Dolod are not consulted as the sultan does not value their opinions on architecture. In some respects, the temple is reminiscent of the original Solarium of Dzah, albeit at such scale and design that would make the old Sha craftsmen weep.
    • [Faith] 2/4 Sun Temple GP -


    Non-Actions
    • Accept all gifts, embassies, and vassals.
    • Gift Advanced Masonry (and Tower) and Equestrianism to CRO via embassy.
    • Gift Advanced Masonry (and Tower/Arch/Dome) to DOD via embassy.
    • Gift Wheel & Axle to HYD via embassy.
    • Generate 1 Treasure from TPs
    • The Sultan trusts the Truthseers almost implicitly and approves of the match for his eldest son, Harun. As the Ashir are known for favoring foreign consorts (and casual polyamory), the 25 year old Amir has no real objections to the proposal as long as the northern princess is not ugly and can be taught to ride. Zidan bids the Truthseers return to Clan Mak with gifts consisting of the following: 3 Recurve horn bows purchased from Ash Elf masters, 60 poplar arrows with wide bronze heads, a set of short obsidian knives for shaving, a sack of peppercorns, a palm wood box with candied oranges, a Night Elven star chart on velum (which makes no sense in the northern hemisphere), a handsome collection of gold jewelry, soapstone figures in the likeness of the Sultanate's armies and other foreign forces, a fist sized orb of polished lapis lazuli, detailed drawings of the planned Sun Temple which demonstrate a remarkable understanding of architecture, copied excerpts from Zidan's mathematical treatises (among them, proof that pi is 22/7, a long list of prime numbers, and system for measuring angles that uses 40 degrees), a collection of regional coins, a collection of cosmetics and illustrated instructions for their use.
    • Granting audience to a Dream Speaker delegation, the Sultan, a product of materialistic Ashirian thought, confesses honestly that he is vexed as to how he could forbid his subjects from dreaming. He shares his judgement that if Eae were dangerous, she would not have been returned to the Dolod by the Dream Speakers. And that which is done through the radiant power of the sun must be permissible. The sun would not grant such power to those unworthy to wield it! If there was danger in the Twilight, as they claim, then the Dream Speakers should have been much more forthcoming with such information. They are again thanked for returning Eae, and for standing against the Mockeries, but Zidan demands the Dream Speakers educate him about their magics as he cannot rule from ignorance. He reminds them also of the peerless skill of the Bahith-al-Zael. Should the Sultan's inquisitors wish something, there would be no keeping them from it, and cloaked mysticism is no safeguard.


    Spoiler: Bookkeeping
    Show
    Stat gains: ?
    Next Round: D 10 • M 10 • O 3 • F 2 • I 10

    Regions: 274, 302, 303, 305, 307
    Capital: 302
    Treasure: 0
    Trading Posts: 302-1 Ashirian Horses, 279-1 Peppercorns, 282-2 Copper, 289-3 Waterbuffalo, Silver (Argent Heart)
    Embassies: CRO, DOD, HYD, THU
    Technologies Known (Military): Composite Bows ⭐, Bronze ⭐, Equestrianism ⭐, War Drums ⭐
    Technologies Known (Other): Animal Husbandry, Pottery, Writing (Kagahara), Irrigation, Sailing, Coinage ⭐, Masonry, Advanced Masonry
    Translations Known: Mamut, Kiswa

    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; 2021-01-16 at 09:34 PM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  19. - Top - End - #529
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Lim Dynasty


    Spoiler: News and Rumors
    Show

    As part of her outreach to foreign nations, Queen Lim Xia welcomed emissaries from the Bennanda. After a lengthy period of exchanging gifts and negotiation, Queen Xia and Oniyellis have agreed to a pact. Under the conditions of their agreement:
    The Henanda agree to teach Lim artisans the secrets of smithing bronze within 4 years
    Henanda Pledged to march to the aid of the Lim Dynasty should they be attacked at any point within the next 20 years. It was agreed that this guarentee should be defensive in nature, not applying to any wars which the Lim may initiate themselves. Nor would the agreement apply to any wars that Oniyellis should engage in.
    In exchange, the Lim Dynasty agreed to supply herds of Yaks in Fei Dang to Henanda merchants and protect their trade post for the duration of the treaty, at a minimum.
    The agreement was sworn orally in a public ceremony between monarchs before shrines of both people's gods, and a copy of the terms, written in Veramondi script, the Fei not having their own, was made for the archives of both rulers.


    As news of the violent and dangerous world beyond Fei Dang reaches the Lim court, Queen Lim Xia has chosen to take precautions against possible aggression. She has thus ordered the raising of two companies of Ghutai, or Royal Guards, raised at her expense. Each guard is equipped with an axe, spear and padded armor. Being personally recruited and equipped by the Lim family, it is hoped that these warriors will be more reliable than drafted village levies, who have historically been of dubious morale and quality.

    As the Lim Dynasty has settled into its position as overlord of the Fei, the family's wealth has grown exponentially. Queen Xia has seen it appropriate to organize the family's wealth and to make accounts of what is owned. Servants of the family have been dispatched to every town and village to make account of the debts owed to the Lim, the lands owned by the family, the tributes paid by merchants and vassals, the profits of the family's harvests, the rents of its tenants and the contents of its storehouses. The accounting has revealed the family to be wealthier than expected, with a great excess of grain stored in warehouses, as well as chests of copper ornaments and fine cloth.


    Bonus Actions:
    [Opulence] Hoard Treasure: Chest of beaten copper ornaments
    [Opulence] Hoard Treasure: A granary full of rice
    [Military] Raise Troops: The Queen's Guard
    [Military] Raise Troops: The Palace Guard
    [Military] Raise Troops: The Northern Guard
    [Military] Raise Troops: The Southern Guard

    Actions:
    [Diplomacy] Colonize Region 206 (Success: 13)
    The Zho cadet House of the Lim sets out for northern lands with Dynastic blessing. Funded by the Lim dynasty, they establish a small town on the headwaters of the Sur river and several satellite villages, where they hope to take advantage of the fertile fields to grow large quantities of rice for sale back in Fei Dang. The new land is named Fei Zho, in honor of its founding house. Farmers quickly discovered ancient ruins and strange doors leading into the mountains. After a near-scare where a child was lost for two days after "exploring" a small cave, the local lord ordered that all known tunnels and entrances be sealed and guarded until further notice, and any strange artifacts be turned over for inspection immediately. The ruins would not be tampered with until a proper expedition could be organized.
    [Diplomacy] Establish Embassy: Sewune of Gehudu
    The arrival of strange explorers from the distant Sewun people was a shock to the Fei, who had lived for generations in the relative isolation of the mountains. The strangers, armed in resplendent gear and speaking of many arts foreign to the Fei people, have convinced Queen Lim Xia that isolation is no longer viable for the Fei. If the Lim Dynasty wishes to survive, it will need to expand its borders and connect with the rest of Kiswa. Spies and merchants were sent across the continent to make discreet inquiries, and after finding that the promises of the travelers were made in good faith, the Queen determined to send an embassy to the distant king, Yorick II. The Queen's 3rd daughter, Lim Dechen, has been sent to court with the king, along with an entourage of Ghutai escorts, servants, courtiers and merchants.
    [Diplomacy] Establish Claim: 241 (Success: 13)
    Seeking to expand the Lim house's influence across the Taikan mountains, Queen Lim Xia sends her cousin, Lim Baodai, to marry into the local royal family. Baidai is young and handsome, known for his charisma and strapping figure. It is hoped that the young couple will compare favorably to the rather boorish and self-absorbed heir, perhaps convincing the local king to seek closer ties with the Lim family in the future.
    [Opulence] Hoard Treasure: A chest of fine cotton cloth
    [Opulence] Hoard Treasure An inventory of debts owed to the Lim Dynasty


    Non-Actions:
    Support Buyout of Yaks 2 by Sewune in Region 223
    Support Buyout of Yaks 3 by Aed in Region 223
    Seal access to the Investigation in Region 206 (no one gets in or out without the queen's permission)
    Resist all unauthorized intrigue/buyouts/quests etc.

    Spoiler: Book Keeping
    Show
    Ruler
    Queen Lim Xia
    Diplomacy: 5 (+1)
    Military: 3 (+2)
    Opulence: 2 (+2)
    Faith: 1
    intrigue: 3

    Military Units: 0 (+4)

    Regions Owned: [Fei Dang 223]
    Total Regions: 1
    Land Unit Cap: 6 (6 Capital Unit Cap)

    Cultural Identities:

    Military Specialization:
    None

    Artifacts:

    Military Technologies:
    None

    Civilian Technologies:
    Masonry - +1 to resist raids and sacks

    Heroes:

    Regional Benefits:
    Embassies:

    Resources controlled:
    [Yaks, Fei Dang (223)]
    Treasure: 0 (+4)

    Reputation:
    Last edited by Talis; 2021-01-14 at 10:37 PM.

  20. - Top - End - #530
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Candake of Ta Seti


    Pharoh Shebitku The Rider

    Stats
    Dip 8 (+1)
    Mil 10
    Op 5
    Faith 2
    Int 6 (+1)



    Actions:

    Faith: Seek Aid for Kro's duel with Neferkare roll 15

    Diplomacy: press claim on region 285

    In return for their silk, the Aracnae Weavers of the north are bribed with treasures and promised protection by the Alodite state.

    Diplomacy Stabalize capital, spend treasure roll 18

    Every day after the decisive battle, one of the several hundred dissidents captured by the loyalist forces is crucified at the gates of Kerma. Without exception, every one of the dissidents is left to slowly die of exposure outside the capital gates. Rumor has it that everyday Isis is forced to watch as a new supporter is crucified outside the city. As her Alodite supporters perish in the Sikarian heat, their bodies are burned on the cross, denying their successors the right to cannibalize their elders. This process continues for 500 days until Isis too is crucified outside the city gates. Mutuwa is the only traitor not executed, only blinded and castrated, before being banished to Twa. Their young son disappears from the record after this, his fate unknown to all but the inner circle.

    Diplomacy:Stabalize 293, spend treasure roll 17

    Despite the delay, the Alodite army eventually arrives in Tashati, garrisoning the fortress with 1000 loyal Alodites, while horsemen quickly begin demanding tribute from the surrounding regions. Orc villages that that peacefully acknowledge their rightful rulers are given prime lands for grazing and farming. These orcs are the bedrock of enforcement within the region, while those who resist are crushed. But they are not crushed equally, some clan is hunted down to the last man and devoured, others face stiff penalties of grain, while some clans are negotiated with.

    Intrigue: investigate Mockery Alchemy roll 14

    Intrigue: SECRET


    Non-actions
    Accept all embassy gifts
    Endorse ASH buyouts
    Support Dolod conversions
    Give Recurve bows to The Kro

    News and Rumors
    • Pronouncement of The Pharoah: Shebitku The Just remembers all those of Sikar who've sat quietly as brave men, birds, and elves fought back the shadows. Those who wait and stood idle will be made to pay in due course.
    Last edited by Lleban; 2021-01-17 at 12:09 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
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  21. - Top - End - #531
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes

    Hràiyúik
    (Round 13: 49-52)

    Actions
    1. [Diplomacy] Improve Reputation with Truthseers (roll=xx)
      placeholder
    2. [Military] Double Recruit
      placeholder
    3. [Military] Invade Towerhome...
      • Ẉlìḥáu Mjẽilọ̀p (M10)
      • 8 units (6 land 2 naval)
      • Challenge duel (with CI)
      • Reckless Attack
      placeholder
    4. [Opulence] Buyout [Something?] (roll=xx)
      placeholder
    5. [Intrigue] Investigate the Assassination (roll=xx)
      I mean, we all know who it was, both OOC and IC...
    6. [Intrigue] Secret (roll=xx)
      placeholder


    Non-Actions
    • Passively gain 1 treasure
    • Support Targiz conversions in Regions 52 and 68


    News and Rumors


    Hràiyúik

    Diplomacy: 4
    Military: 6
    Opulence: 3
    Intrigue: 2
    Faith: 3

    Increase: Military and Intrigue

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Site Holy Order Org Base Other
    Máklè Phyõ 44 Amber Sọ́kǎu (open) (open) (open) (none) (none)
    Héokalón 45 Aurochs Scions
    XX
    XX
    The Cult of the Sky (none) (none)
    Džíu Phè Hwǔ 46 Wood Sọ́kǎu (open) (open) Tšhlèi (none) (none) City, Fortress
    Wēkache 47 Goats (open)
    XX
    XX
    Native Animism (none) (none)
    Sënǎatj Fwëlais 52 Silk The Ko Sọ́kǎu
    XX
    Trinity (none) (none) unrest
    [Region 68] 68 Barley (none) (none)
    XX
    Trinity (none) TSR

    Region # Owner Resource Minor Good Great Holy Site Holy Order Org Base
    Tanwar 27 Clan Alqar Iron Sọ́kǎu Targiz The Scrim Horned King (none) SOS
    The Blessed Vale 32 Clan Alqar Gems Alqar The Ko Sọ́kǎu Trinity (none) (none)
    Jù Fǎihlè 41 Uzii Cattle (open)
    XX
    XX
    The Dreamflower ? (none) (none) (unrest)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units (l | n) Unit Cap Treasure Hero Hero Tactical Doctrine Cultural Identity Vassal's CI
    6 | 2 17 | 6 4 Gọ̀uhrèi Sọró (9) Ẉlìḥáu Mjẽilọ̀p (10) (none) Dueling Conversions/Buyouts in kingdoms ruled by Merine's bloodline

    Liege Vassal
    (none) Clan Alqar

    Embassies
    Clan Alqar

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    3
    1
    +1 stabilization and questing
    DSP
    2
    0
    +1 exploration, distance losses every 5 regions
    TSR
    0
    0
    (none)
    *(+ is owed to us, - is owed by us)

    Military Technology
    Technology Slot Effect Requirement

    Technology
    Technology Effect Requirement
    Animal Husbandry +1 Opu and Dip exploration (none)
    Increased Defense Funding Can spend an additional treasure on battle rolls; for every 2 treasures spent on a battle roll, gain an additional +1 to the roll Gems or Precious Metal
    Irrigation +1 stabilization (none)
    Masonry +1 resist raids and sacks (none)
    Pottery +1 buyouts (none)
    Sailing Cross deep water (none)

    Spoiler: Resource Requirements
    Show

    Resource # Required for Sources
    Gems or Precious Metals 2/1 Increased Defense Funding Blessed Vale (32) #3, Máklè Phyõ (44) #1
    Iron 1/0 (nothing) Tamwar (27) #1
    Luxury Goods 3/1 Capital Requirement Blessed Vale (32) #3, Máklè Phyõ (44) #1, Sënǎatj Fwëlais (52) #2
    Wood 2/0 (nothing) Džíu Phè Hwǔ (46) #1 and City
    Last edited by Aventine; 2021-01-08 at 09:00 PM.

  22. - Top - End - #532
    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 13

    Ruler Stats:
    Dip: 1
    Op: 7
    Mil: 6
    Faith: 10
    Int: 9

    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: [+1 to resist Assassination and Kidnapping]
    Holy Sites: (11)
    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: 7

    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
    - Ancient gods and mysteries lie in the lands to the east. Tantalizing knowledge, enough to fill a thousand scrolls. So new yet so familiar

    Actions:
    1 Faith: Convert 281 SUCCESS
    2 Faith: Convert 289 SUCCESS
    3 Op: Begin Restoration of the Ancient City (1/5)
    4 Op: Begin Restoration of the Ancient City (2/5)
    5 Int: Investigate the Phylactery 19 SUCCESS
    rolls
    Non-Actions
    -Resist all Buyouts and Conversions
    -The GP for the DSP has been completed. effect TBD
    -
    New leader: No
    Spoiler: New Leader Stats
    Show



    Spoiler: Dynastic tree
    Show



    Last edited by Ivor_The_Mad; 2021-01-15 at 08:18 AM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  23. - Top - End - #533
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Soreni Actions
    ________
    |::::::::::|
    |:::\ s /:::|
    |::~( )~::|
    |:::/ s \:::|
    |::::::::::|
    \:::::::::/
    _\::::::/
    __\:::/
    ___V

    Leader Stats will go here.
    10 dip
    10 mil
    6 opu ( I think)
    1 faith
    5 intrigue

    Actions:
    [MIL] Stop Rebellion with all units I have, and my 8 hero, skirmishing, and all military techs that I have, there will be no chance for failure.
    [MIL] Recruit Units (2, I think, because I have a fortress)
    [MIL(s)] Roll to impress Alexios: 20
    [OPU]Treasure
    [OPU]Treasure

    Nonactions:
    TBA

    Numbers:
    OPU 7 next round probably
    Last edited by D&D_Fan; 2021-01-16 at 04:31 PM.

  24. - Top - End - #534
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Regions 186, 194, 195, 196
    The Bel-Dan Armada
    Leader: Reren Ren-Cha-Fen
    49-52 Era of Great Ocean


    Actions:

    1. [Diplomacy] Press claim to [Region 187], spending 1 treasure: 15
    In 49 Great Ocean, Royal Queen Ben-Udula marries a priest from [Region 187] named Ah-Peku in a lavish ceremony. He fully supports her efforts to incorporate the region into the Queendom, and together they begin assembling a coalition of priests to pressure any resistance. Rumors of his extreme devotion spread, some even claiming he secretly converted to the Hozhisa ways.

    2. [Military] Ben-Udula assists in the quest against the Shadows: 15
    Shortly after her marriage, Ben-Udula receives a message from Ren-Cha-Fen. Though she reveals its contents to none, she quickly appoints a council of trusted stewards and rushes to Ten-Fuj-Sa-Cos, where she meets with the Reren. She sails south soon after, joining the Blemmy hero in what seems to be the final effort against the Gluttonous Shadows.

    3. [Military] Ren-Pera-Don leads the battle to put down the Anbroch rebellion with 3 land units and 3 naval units, and 3 units of dwarven allies (TM +9, attempting to activate Cautious Advance; +10 Hero, +9 units, +2 Fortress; +21)
    Sailing south from the Velatares, Ren-Pera-Don brings his force of warriors and reavers to Kincany, absorbing the much smaller dwarven loyalist force into his own before moving to defeat the rebel faction. Though the Reren is heard to express frustration at the proverbial instability of dwarves, Ren-Pera-Don seems to exult simply in the thrill of battle.

    4. [Military] Raise a land unit
    Velata slingers prove adept at harassing the enemy from afar, even from the swaying canoe surface, and many are incorporated (with varying degrees of freedom) into Bel-Dan raiding forces.

    5. [Military] Raise a naval unit
    The crash of falling trees, the scraping of bark, the chopping of axes, all echo throughout the jungle as more ships are built to replace those sunk by fate or foe's valor.

    Nonactions:
    1. Allow all religious conversions
    2. Accept War Drums from the Anbroch via embassy
    3. Resist Troll theft of Steering Oars: 12


    Spoiler: News and Rumors
    Show
    • The Reren is now far past the point where he should have died, but lingers on, secluded with his closest allies and his sages. Some whisper that the current Ren-Cha-Fen is an impostor and the real one died years ago, yet none are stirred to act - the chaos of the Triumvirate is well remembered still, and Ren-Cha-Fen's name still holds great respect.
      .
    • Ren-Pera-Don's exploits have won him great renown across the Armada, and his warriors are mighty and loyal. The Velatares pay him tribute, and the dwarves will soon be indebted to him, yet he seems unwilling to move against the ancient Reren. With him bogged down in the treacherous tunnels of Kincany, though, none can say for certain what his plans are.
      .
    • Royal Queen Ben-Udula has risen rapidly to prominence in recent years, and with her rise has come greater scrutiny of several strange mass disappearances. Rumors swirl that her armies are loyal to her personally through her use of sorcery to control their minds, and her new husband's devotion only stokes the rumor.
      .



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 8
    Military: 6
    Opulence: 2
    Faith: 1
    Intrigue: 5

    Expected Stat Bonuses: Military +2


    Spoiler: Other notes
    Show

    Land units: 3 +1
    Naval units: 3 +1

    Treasure: 3-1

    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)
    • +War Drums

    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).

    Wealth and Glory
    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.
    Last edited by Minescratcher; 2021-01-15 at 05:41 PM.

  25. - Top - End - #535
    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 (& Illia, region 38)



    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: 10
    Opulence: 2
    Faith: 5
    Intrigue: 2


    1: Military: Fight the Heralds of Doom! Defend Bhaile-Koma!
    Fight the first herald of doom - Sir Onfroy (9) & 4 units (Onfroy's Band, the Grey Grove, Widhu's Wrath & Norren's Marauders) defend the Sannha with the aid of city and fortress.
    (1 treasure expended)
    Fight the second herald of doom - Esfrey (10) & 4 units (the Queen's Own, Illia's Children, Illia's Elders & 1 naval unit) defend Widhu with the aid of city & fortress.
    (1 treasure expended)
    Fight the final herald of doom - Asha-Shuran (8) & 4 units (the Ashan Grove & 3 naval units) defend Fiodh with the aid of city & fortress.
    (1 treasure expended)

    2: Faith: Convert region 41 to Soul Honour with support from the Uzii. [15]

    3: Faith: Convert region 44 to Soul Honour. [13]

    Not all in the lands of the Deru are so easily swayed. The Illian clans send the Sightless Ones out in droves to spread the worship of the ancestor spirits, determined that e'en as Onfroy's star rises, theirs shall not so far fall.

    4: Faith: Begin Great Project - sow the seeds. The Corpse Flower brings many floral gifts, but only if there are flowers through which to give. Onfroy's retinue roams Fiodh planting all manner of bloom. These plants are not your ordinary flowers either, but something a little more... sinister.

    5:
    Faith: Convert to the Bouquet of the Corpse Flower.
    Onfroy's return does nothing to quiet the murmurs of the growing cult presence in Bhaile-Koma. Esfrey takes little note of such rumblings but Onfroy is well aware, and uses his substantial influence at court to assemble a swell of support for the Corpse Flower and persuade Esfrey to take the step of declaring it the Deru's official faith. The Illian clans are outraged, but then again are they ever not?

    Non-actions: Support all conversions to Bouquet of the Corpse Flower, support all buyouts of unowned TP's, accept all gifts & diplomatic traffic from TAR.
    TSR rep 3 non-action: Host Event - The Dawn Council.
    Messengers stride forth from the capital, tireless Deru & dog-men racing to deliver word of the impending doom to the peoples of Mamut. Unfazed by the ongoing war the emissaries inform the great they encounter that Esfrey has convened a council in the Green Fields to discuss the threat, and requests the presence of any that remain friend to the Deru.


    News & Rumours

    - The Illian clans answer their Chosen's call, sending their young and their old to fight alongside Esfrey, including a large majority of their clan chiefs.

    - Rumours of sightings of Jofry in the foothills of the highlands on the border of Bhaile-Koma & Illia persist, but with the blight's approach no search party has yet been sent out.

    Spoiler: Important Characters
    Show

    The Brythions

    Leafhair Brythion [74] - 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 grieved for both his wife and son, and refused to believe the rumours that the dashing Sir Onfroy was to blame. With the reappearance of his youngest son Leafhair is a man at peace with the world, trusting in his children to protect Bhaile-Koma better than he ever could.

    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 [22] - 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 [22] - 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. The foremost advocate for the Bouquet of the Corpse Flower within Esfrey's court, Onfroy wields substantial influence. Esfrey delegates much of the day-to-day running of the kingdom to her brother, and he takes it quietly in his stride. More recently he has developed a relationship with Alhambra, a survivor of No-Climb Cliffs he duelled during the Uzii's contest of might. While the pair rarely find the time to spend together, they always come back to the temple beneath Caretaker's Hall in the end.

    Jofry Brythion [18] (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 had not been seen since his mother's death, despite extensive searching. His closest friends, 2 sapling Deru and a young dog-boy were also missing. He resurfaced during the Dawn Council, stumbling upon visiting dignitaries from the Scrim.

    Other Notables
    Norren the Mortal [153] - 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 [46] - 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

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    No New Leader

    Leader stat increases:
    Faith +2

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

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

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

    Naval Units: 4/4
    Units: 8/8
    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.
    The Queen's Own - Caretaker Esfrey's personal guard.

    Treasure: 4.

    Heroes: Asha-Shuran (8), Sir Onfroy (9)

    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; 2021-01-15 at 04:03 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  26. - Top - End - #536
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Ilduri
    Round 13

    Bonus Actions:
    1. [Opulence] Buyout Lumber TP in 164 [18]
    2. [Opulence] Buyout Lumber TP in 164 [12]
    3. [Opulence] Expedition to the region to the West [9]
    4. [Opulence] Expedition to the region to the South [11]
    5. [Military] Recruit 1 Land Unit
    6. [Military 5] Recruit Hero




    Actions:
    1. [Opulence] Great Project
    2. [Opulence] Great Project
    3. [Opulence] Great Project
    4. [Opulence] Great Project
    5. [Opulence] Great Project




    Non-Actions:
    • None




    News and Rumors:
    • Other civilized peoples outside of Storvuur are rumored to exist according to the intrepid explorer, Kannaska, after their latest adventure into the unknown. Unfortunately, they did not record their adventures in any recognizable capacity. After hearing this news, although unverified, the Council decides to take some precautions and initiative in seeking out and preparing for an encounter with another people.
    • Recognizing the possibility of a hostile confrontation with an exterior power, the Council has decided to raise a fighting force to protect Storvuur. The fighting force is to be led by philosopher and tactician, Alamen.
    • Recognizing the need for such a person, the great hunter, Eramathuur, is recruited by the Council to represent the pinnacle of Ilduri strength. Several other representatives of the Ilduri are selected by the Council. The head of the Council, Inga, is chosen to represent the Ilduri government. The great philosopher, Speeki, was chosen to represent the pinnacle of Ilduri intelligence. An experienced farmer and forester, Verksmath, was chosen to represent the Ilduri agriculture and industry.
    • In an attempt to verify the claims of Kannaska, the Council assembled a few small exploratory teams to map the unexplored areas around Storvuur. They have also initiated the construction of a path through the nearby mountains to facilitate future travel across them.
    • An elder councilperson has chosen to rejoin with the Eternal Flame before their burnout. A small ceremony will be held for them.



    Spoiler: Bookkeeping
    Show

    Representative Inga
    • Diplomacy: 3 (+0)
    • Military: 5 (+1)
    • Opulence: 5 (+4)
    • Faith: 2 (+0)
    • Intrigue: 2 (+0)


    Land Units: 0/6 (+1)
    Naval Units: 0/3 (+0)
    Treasure: 0/5 (+0)
    Regions: (1)
    • Storvuur, 86 (Capital)


    Trading Posts: (1)
    • 164, Timber: 1/3 (+2)


    Technologies:
    • Pottery

    Last edited by cactiguy3; 2021-01-16 at 03:48 PM.

  27. - Top - End - #537
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show

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


    Actions:
    • [SECRET]
    • [Int] Slander the Crimson Kingdom to the Sentinels [Total: 14]
    • [Mil 5] Raise Fosfer the Night-Dancer to the status of hero. [Mil 9]
    • [Mil] Raise 2 Units w/ Fortress
    • [Mil] Defend the Towerhome. Assist the Scion defenders who are surely on their way with all available troops. 5 units +1 naval unit. +4 defensive bonus. Whatever tactic the Scions use.



    Non-Actions: Accept all embassies and gifts.

    Military: 4 units led by Zinnia, 1 naval units, led by Gooseberry the Seafarer

    Treasury: 5 - 2 + 1 = 4

    Embassies: The Scrim

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


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


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


    Spoiler: Characters!
    Show

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

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


    News and Rumors

    Last edited by Miltonian; 2021-01-16 at 07:50 PM.

  28. - Top - End - #538
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


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

    Round 13 Actions:

    1. [Military]Nigen of Wolfenhall (8) will lead 1 unit to conquer region 119.
    2. [Diplomacy]Attend Event. (Details Below)
    3. [Faith]Convert region 122. 14
    4. [Faith]Convert region 120. 15
    5. [Faith]Convert region 93. 18
    6. [Faith]Learn more of the Children and their activities in the mountains. (With TSR and DAN support.) 18


    Event Actions:
    • Cede The Carrion Ward (Region 137) back into WAR's control.
    • Gift SOL Saddles Technology.
    • Accept the gift of Bronze from WAR.

    Embassy Actions:
    • DAN: Send Saddles to DAN. Ask DAN for passage through the mountains.
    • ELF

    Non-Actions:
    • Support DAN Buyout of Mammoths.
    • Resist all unauthorized conversions and buyouts.
    • Support all Eauden conversions.

    News and Rumors:
    • The Duel
    • The Execution
    • Democratizing the Carrion Ward
    • 119
    • Holy Order


    Ruler info:

    Shira Iceweaver, daughter of the Blessed Snow-Wives.
    Diplomacy 5
    Military 3
    Opulence 1
    Faith 6
    Intrigue 5

    Expected Stat Increases:
    +2 Fth

    Last edited by PepperP.; 2021-01-16 at 03:54 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  29. - Top - End - #539
    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 131


    Spoiler: Map of the Carrion Ward
    Show


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



    Actions

    1. [DIPLOMACY] Raise Reputation with Dreamspeakers from 2 to 3! Success! 15
    Wings-Of-Stars is invited once more to the Carrion Ward this time to witness the death of Skystruck-Tree and is entreated to feast of her flesh as a sign of goodwill and deference to the Dreamspeakers. A tunnel in the Eyrie of Truth's Majesty is marked down as a welcome home to the traveling bards though if it will ever become a true Tavern is yet to be seen. Old Lion regretfully allows Acindi to begin the process of writing down a snippet of the stories he can recall in his winding deteriorating odyssey.
    2. [DIPLOMACY] Finishing Pressing Claim on Region 134 by right of Holy Land
    Finished recruiting amongst the populace for his band of blithe beasts the Vagabond of the Bloody Hills consolidates his hold of the coastline and begins to experiment with primitive rafts and devices for maneuvering through the many rivers and eddies present in the region. Wielding a dagger he calls his "trusty blade" the Raccoon dispatches his trusted confidant, Big-Bear-Laughs-At-Mountains, to speak with the locals filtering in through the Symphony and broker peace with the newly enlightened animals of the land.
    3. [DIPLOMACY] Host Event: The Execution of Skystruck-Tree
    Event Subactions:
    • Sign the Wild Pact with the Star Kingdoms, gifting 4 Units and Bronze Technology to SOL in exchange for a Defensive Alliance
    • Recieve the Bloody Hills (Region 138) from the Star Kingdoms (SOL) and gift them the Phylactery of the Finger Wolf
    • Gift 1 Military Unit and Bronze Technology to the Drazolin
    • Recieve the Carrion Ward (Region 137) from the Arrok of Uldra and gift them Bronze



    4. [DIPLOMACY SPECIAL 10] Permanent Cultural Identity (Natural Philosophy: 2d8 on Conversions)
    With the presence of Uldran forces in the Carrion Ward the beasts of the awakened realms are at once exodused and united through the process of quibbling and speechcraft. Packs put forth Ferals who bring forth the issues of those they call Kin and the nights are filled with yowls, roars, and cawing for political and theocratic power and posture. The teachings of Eauden eke and bleed through the cracks of those foreigners squatting in the Carrion Ward as Skystruck-Tree awaits her morbid dream. The Scavengers of the Ancient Ways consume and regurgitate these theological points and debates unceasingly, quickly losing their origins as they internally filter from maw to maw, and refine their philosophy through the painstakingly piecemeal process.
    5. [FAITH] Convert 138 to the Ancient Ways Success unless resisted (21)
    Jahoon returns to her homeland, bronze sword in hand, and beseeches the Clans of the Star Kingdom to recognize her rightful place upon the Bloody Hill and to cast out the heretics of the Snake. She carries with her a totem of a bird perched upon the sun in honor of her distant love and implants it in the center of the valley she had known since her days as a young girl.
    6. [FAITH] Convert 157 to the Ancient Ways Success (23)
    Born-Of-Mist, guardian of the great prophet Poppy-Paws escorts her old friend once more into the lands of Song. While Poppy-Paws attempts to sway the hearts of those still untouched by the milk Born-Of-Mist simply engages in long intensive staring contests with the priests of the Children. Few hold fast to the lion's game.




    Non-Actions:
    - Resist all conversions and buyouts
    - Resist all quests
    - Trade Bronze and region 131 for Song of the Wind with SAN via Embassy
    New Ruler Stats

    News and Rumors:

    - Jahoon of the Bloody Hills heads to the Moot of Elders in Aran Viska to beseech them to free her beloved. She is joined by her royal retinue, what remains of it, and demands to duel for the honor of the one who holds her heart.


    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: +2 Diplomacy, +1 Faith

    New Ruler Next Round?
    Yes, Vagabond of the Bloody Hills

    Military Units 5/6
    - Swarm
    - Jahoon's Retinue
    - Awoken Rabble
    - Awoken Rabble
    - Bear Force

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

    Embassies:
    - Sangar (SAN)

    Treasury: 1/5
    Expected Change

    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; 2021-01-17 at 01:45 AM.
    “I’m a Terrorist not an idiot.” - Me
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  30. - Top - End - #540
    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 6
    Mil 6
    Opu 3
    Faith 8
    Int 4


    Expected stat increases: +1 Op, +1 Dip

    New ruler next round? No.


    Actions:

    [Opulence] Buyout TP2 of Wood in R46 Success!
    While war with the Sokau rages, not all people are guilty of their nation's crimes. Even as war consumes Sokau territory, Arrakhi traders and merchants work with local civilians to secure a trade deal that will grant them a steady source of wood going forward, and hope that the Sokau common folk can live in harmony with the Arrakhi for generations to come.

    [Opulence] Buyout TP2 of Copper in R29 (Support from KOB) Success!
    After some sporadic trade deals during the latter years of Thalaz'ir Haraman's rule, his son and successor orders the reacquisition of at least one operational copper mine, and who better to purchase one from than the very nation they sold it to in past, the Ko. An agreement is quickly made between Doraan and Zinnia, and the mine begins transporting copper to Na'karat in short order.

    [Diplomacy] Stabilize Region 54 Success!
    The sudden storms that ravage the landscape of Tipen are of no consequence to the native Risasno population, but the Arrakhi settlers living in Heather Hill are much more panicked. As soon as the storms stop coming, relief efforts begin in earnest as the Risasno dig out the Arrakhi's homes and workplaces buried beneath mounds of snow. Fresh resources are hauled north from Na'karat to rebuild burned and ravaged structures, and funerals are held for those who were lost by traditionalist moon shamans from the Blessed Vale.

    Eyes among the Trikhas turn to the clouds as suspicions grow that the mighty storm bird has returned south... but for what?


    [Military] Defend Towerhome (Region 51) with 6 units led by Gorrn(Score 10).
    Challenge/Accept Duels (2d8 Faith CI)
    Comet Phylacteries.
    Reckless Attack.
    Necromancy Miracle Applies.

    The Scions closest allies, the Ko, are under threat again from the arrogant Sokau tribes. With their newest commander fresh and thirsting for battle, the armies of Na'karat march in lockstep towards the great trapped tower. Gorrn seizes command of the local Ko defenders, standing a full 5x their size and at the head of the defense formation. "By the frozen fangs, this place of stone shall stand free forever. I swear it."

    [Diplomacy]Establish a Claim on Region 55 Success!
    Spurred into action by the recent storm, Doraan's envoys head northwards to secure his borders and investigate the locals for their interpretation of the phenomenon. Talks prove to be far more fruitful than anticipated, and the natives enter talks to join the Arrakhi.








    News and Rumours:
    - Chepri, taking a break from leading troops herself, decides to visit the Horned Prince Ceron in an effort to learn more about the culture and practices of the Crimson Kingdom. Should he ask about her powers, she will demonstrate.

    - Nyct and Olea, the daughters of Rose and Haurun, visit their father's home in the capital for the first time! Taking a break from his duties on the Thalaz'ir's council, Haurun shows his children around Na'karat, carrying the younger Olea on his shoulders for most of their travel time. Both girls receive regal Arrakhi garments to wear, but their Targiz clothing is also accepted! Their uncle Doraan personally gives Nyct a necklace inlaid with pure comet stone as a sign of respect and love for the further side of their family, and gives to Olea a stuffed Auroch 'plushie', or what would pass as one in this time period, telling her that the beast represents strength, and the warrior she will one day be.

    On occasion both children are exposed to Trinity practices as their father must attend proceedings with the Thalaz'ir, but the religion is not forced upon either of them should they choose to abstain.

    Towards the end of an extended visit, both girls are offered a permanent residence with their father in Na'karat should they wish, but it is no secret the offer is most directly given to Olea, as her duties in Kursaal are lesser than her sister's.


    - The golden-scaled Ko known as Pine is taken under Thalaz'ir Doraan's wing as a personal 'assistant' and companion, as Doraan teaches her to commune with the Sun as he does, all the while keeping an eye on her for any changes since falling in the sacred pools of Towerhome...

    Meanwhile, Towerlady Zinnia, the young prince Onyx, and the rising moon shaman Theris are brought from Towerhome to Na'karat as a precaution should the tower fall. They will be well protected by the Thalaz'ir's own personal guard.


    - The rumblings have been heard. The craters that dot Na'karat begin to collapse as sinkholes form beneath them. While people's homes are dragged beneath the rock and despair abounds, not negative is the omen it seems. Crackling cobalt light seeps from the exposed caverns, and the wailing of past Solaan-gone-by can be heard beneath. By the light of the comet, Shaal'ator the Fallen One, He Who Rent the Shadow, Guide of the Faithful has been found at last! The Divines must be notified immediately.


    Non Actions:
    Resist all Buyouts unless given permission.


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Na'karat, R30
    Tipen, R54

    Army Units

    Land:3
    Cometborn:3
    Naval:0

    Heroes

    Chepri the Daughter of Darkness (7)
    Gorrn, Tipen's Might (10)


    Owned Resources
    Resource Region TP
    Comet Shards 30 1
    Aurochs 45 1
    Barley 54 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
    Sailing Exploration + Troop Transport over Deep Water Borders None
    Comet Phylacteries +2 to Leader Loss Rolls Comet Shards
    Uzii Battlesmithing -10% Casualties Hard Metals
    Arctic Survival Exploration + Troop Transport across Arctic Borders Wood


    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.
    Daughter of Darkness In the aftermath of any battle where their ruler or hero leads, the Scions may roll 1d3 for every land Unit lost to battle casualties. On a 3, that Unit is revived as comet-born, and joins the Thalaz'ir. Only friendly units can be raised.


    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; 2021-01-16 at 08:57 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

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