New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 19 of 41 FirstFirst ... 91011121314151617181920212223242526272829 ... LastLast
Results 541 to 570 of 1217
  1. - Top - End - #541
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    ^Turn Thirteen

    My Round Actions
    Lands of the HYD
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13

    Game Round Opener Posts
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10pt1 R10pt2 R11pt1 R11pt2 R12pt1 R12pt2 R13pt1 R13pt2


    Ruler: Wuuluu, The Sought Queen
    Dip 7 +1
    Mil 9 +1
    Opu 5
    Fai 1
    Int 4


    Actions
    Mil Raise Unit x2 (2 Land Units)
    Mil Chase down Oraora, helping the Naherin and Ashir defend against her in 278
    (Aka, **** it, we’re all in, the fly queen dies now.)
    Spoiler: Battle Orders
    Show

    Send 4 Naval and 6 Land units to battle Oraora.
    Contributing techs (notably Sharpened Blades which is a +1 melee slot tech, all the others I think they also have (Comp Bows, Equestrianism, War Drums, Bronze)) (also the PotAtO +1 def faith bonus, if applicable)
    Allow the Naherin to choose who leads the battle. Or if they don’t participate/step up, the Ashir.

    Mil Mars Explores West of 318. Roll = 22
    Great Success! +1 Land Unit!
    Mil Liyae Explores South of 265. Roll = 16
    Dip Raise Rep with DSP Roll = 15
    Dip Establish Claim on 318 Roll = 15



    Sub-Actions
    Retire Mars as a hero after this turn, replacing her with another one narratively at the start of next tun.
    After mortal-but-not-lethal injuries suffered, Mars has fended off Oraora, and stopped herself from becoming a Consumed in the process. Not expecting to have survived, she nethertheless is crippled and no longer can pursue the path of heroism. She’s trying on a far away expedition during her recovery, but ultimately discovers that even this is too much and that she must find a successor.
    At the end of the round, Charlie replaces Mars as a successor for the 10 Hero slot.
    Spoiler: Charlie, The Dragon Swindler (Female, Night Elf)
    Show

    Cliffnotes
    Charalatan who swindled one Night Elf Noble too many out of bronze and horse. Was put to death in a crazy spectacle, eaten by a ravaging Alskan Worm. Yet, she made friends with it, in such a fast manner that had only ever been done before by Zora herself. With this talent supremely recognized, Zora pardoned all her crimes and took her in as a new hero for the HYD.

    Can talk to animals, and has a preternatural affinity for getting them to do as she pleases. Usually small critters like birds and rats, but she’s also capable of befriending bigger beasts like horses and worms.

    An unashamedly smug little ****.

    Despite her unrelenting greed, she’s incredibly generous on a whim. Especially to poor people, unlike the rich people she steals from.

    Rolls Dem Bones, master of rolling dice and all manner of gambling.

    Fights by flinging those rocks at people.

    Also by her command over a giant 20 ft long Alskan Bull Worm.

    His name is Fred.

    A master of fashion, wears a different hat every month. Sometimes tophat, sometimes a feather in her cap, sometimes a royal headdress mocking that of the queen.


    Non-Actions
    Spoiler: Default Non-Actions
    Show

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


    Receive Recurve Bows from the Ta Seti.
    Use a TSR Favor to raise the Rep of the Sewune with the TSR. Trade 1 land unit to the Sewune.
    Receive Crab Sails from the Sewune.
    Trade 1 Treasure, Coinage, Pottery, Masonry, and Bronze to the Naherin.
    Receive Wheel and Axle from the Ashir, in exchange for having given them Celestial Navigation last turn.
    Trade 1 land unit to the Ashir (4 more to go).
    DM permission Edit: Accept vassal of the NAH.

    Hydra’s Feast has been approved (Hydra’s Feast is approved with the removal of the Embassy provision.). I’m not sure whether it’s the 20% or the 30% version that’s approved without that, I’ll assume the 20% given the removal of the embassy proviso unless somebody tells me otherwise.

    Armies and Coffers of the HYD
    Spoiler
    Show

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

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


    Spoiler: Opulence TP Stuff
    Show

    Spoiler: Owned TPs
    Show

    211/2/Tvila Clay
    214/1/SeaFood
    216/2/Droggen Berries
    238/2/Granite

    267/2/Mountain Goats
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Copper
    288/2/Water Buffalo
    289/City/Wild Horses
    299/3/Clay


    Spoiler: TPs in Owned Territories
    Show

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



    Spoiler: Techs/Bonuses
    Show
    Total Tech List: All Default Techs, Comp Bows, Equestrianism, War Drums, Bronze, Sharpened Weapons [+Recurve, Crab Claw Sails this turn]
    Coinage [+Wheel and Axel this turn]
    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    PotAtO +1 Def Battles
    Spoiler: War Tech Table
    Show

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

    Last edited by Epinephrine_Syn; 2021-01-17 at 04:59 AM.

  2. - Top - End - #542
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon
    Daezirn Isles
    Year 9- 12 K.E.



    Actions:

    [Faith] GP (5/5) Breakthrough, Amazement
    With so many new islands discovered Hugmendir manages to secure a steady supply of at least some wood, from a mish mash of places. Stabilizing one of the deep tunnels the smiajor finds a large chunk of pure pyroemerald crystal, blocking the tunnel from floor to roof. Amazed by the phenomena their marvel doesn’t end there, when they hack around it a cavern opens up. Gathering the largest and brightest pyroemeralds in Troustur Hregger they enter.

    Inside are giant crystals, piercing through from all sides, creating an interlocking and twisting web multiple tunnels tall, stretching further in than the eye can see. Glimmering with the blue green color of the ocean when light hits them the illumination jump around and splits off in a dazzling show when one climbs over and walks around the crystals. Unsure of what they should the smiajor consult with the sagur, who forbids any excavations in the cave, as they begin to transform it for a different purpose.


    [Faith] Convert R76 to Glyemo (15)
    Gaining control of their immediate surroundings is still a high priority of the Sagu guild and a new, more well-prepared journey is undertaken to the north. Treading carefully, as to not disturb the local fauna the new delegation manages to establish contact with the natives. With what is now a practiced speech the Sagu soon learn of the native’s old ways and improves them with teachings from Glyemo. Traversing the terrain with ease and newfound knowledge as they leave.

    [Faith] Convert R77 to Glyemo (13)
    Not immediately returning to Glaondi Yejon the now somewhat drained party takes a detour to the east. Arriving at a small and barren island finding the inhabitants proves easy, but the sea-ragged group doesn’t make a great first impression. Rectifying their initial mistake by showing of the depth of their knowledge and breadth of their innovations the natives eventually recognize the Sagu’s teachings as superior to their own.

    [Faith 5] Organize Glyemo
    • Set HC5 Bonus +1 to Investigations

    As the Sagu converge in unprecedented numbers in the ocean cave it enables previous untought of discussions. Most of the isles seems to have survived the false dawn, even if the Daezirn are nowhere to be seen. Presenting a teaching with as many schools of thoughts as there are raindrops in the ocean won’t do when trying to elevate the isles. While they inscribe the pyrocrystals with tales of bygone forges another text takes form on the stonewalls, as the Sagu debate over their beliefs.


    [Military] Explore into Unknown Lands due west of R75 (16)
    After returning from the west with the most fantastic tales and trinkets Londkannuaur became trapped on land for quite some time, always getting pulled in one direction or the other to retell his stories. Fleeing he spent his days hidden in Troustur Hreggur, endlessly discussing this and that with Derlingur. Unable to restrain himself he once again set sail west, this time cheered on by others and determined to figure out a reliable way to traverse the western seas.


    Non Actions:
    • Resist all conversions and buyouts



    News and rumors:
    • In an unexpected turn of events after their last interaction Afbyldi signs a life contract with Hugmendir. Acknowledging Troustur Hreggur as a proper Hregger Afbyldi is allowed passage into the glimmering ocean cave under Hugmendir’s supervision.
    • Later in the same year an expected accident befalls Hugmendir, ending his life. Due to a lack of kin or unwillingness to present themselves Afbyldi claims the family name for herself, citing the recent life contract. Entering the ocean cave for the first time under her own supervision she seems almost giddy, despite her age.
    • The Truthseers are not surprised at all by this chain of events and attribute it to the shot-husband curse, a cultural oddity of the Smaiurskotor, making the formation of any regal bloodline very short lived.
    • Troustur Hreggur meanwhile is in uproar. Who should lead them now? Derlingur, having survived her stay due to Londkannuaurs hideaways, decides to speak up as the man once again leaves her embrace for the sea. Begrudgingly acknowledged as a member of the rebel hregger after years of conflict her words catches on and soon the tunnels echoes with cries for the mad (and respected, but definitely insane) sailor to represent Troustur. Having survived when none other did he’ll do just fine against the other grognard Hreggrer as well.
    • The western delegation have established a viable, though slow sea-route to a lovely island full of rabbits. There they encounter some scaly merchants speaking a strange tongue, before continuing further west.
    • The eastern delegation have found a mostly viable sea-route to an island with frightening large birds. Lengthening the route even further by making a detour through safer terrain they continue east. A few of the members return to Glaondi Yejon instead speaking of how many of the pearls from the eastern island seemed to be shipped further north.
    • During their stay on the northeastern island the Sagu encountered rumors of small flying merchants coming from further east to acquire some of the captured whales. Hearing a similar tale about the pearls it earns their full attention. Unravelling the stories a picture of a new merchant power to northeast begins to form. A few even speak of the Daezirn finally re-emerging. Others question them as to how the Daezirn would have become small and achieved flight? Regardless excitement brews in Glaondi Yejon, as tales of a new kingdom spreads.
    • The winters of year 10 and 11 are some of the coldest in memory and the need for fuel becomes dire. Having discovered all the horizon islands Afbyldi orders Skensomur to search the waters around their home for any passages they might have left unexplored. Dearly hoping they discover an island with an excess of something they can burn and not just more giant animals.


    Spoiler: Skothusbandi Afbyldi
    Show

    Dip 1
    Mil 6
    Opu 5
    Faith 8
    Int 1

    Expected stat increases: +2 Faith

    New ruler next round? No


    Spoiler: Bookkeeping
    Show

    Owned Regions

    R75, Glaondi Yejon, Capital

    Army Units

    Land:0
    Naval:1

    Heroes
    Londkannuaur (10)

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1
    Boats 74 1


    Owned Techs
    Tech Effect Requirements
    Writing(Styinn) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Sailing Can traverse over one deep ocean border None
    Animal Husbandry +1 to Opu and Dip explores None
    Irrigation +1 to Stabilization rolls None
    Masonry +1 to resist raids/sacks None
    Pottery +1 to Buyouts None


    Organised Faith Bonuses
    Tier Effect

    Regional Effects

    Region Type Effect

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

    Hugmendir, mystorinn of Troustur Hreggur (44 as of 0K.E.)
    Afbyldi, ruler (39 as of 0K.E.)
    Derlingur, Afbyldi’s apprentice (17 as of 0K.E)
    Londkannauar, hero (23 as of 0K.E)
    Oudugur, mystorinn of Vyrslun, the trade guild (33 as of 4K.E.)
    Skensomur, well-known sjamynn (28 as of 4K.E.)
    Last edited by Torv; 2021-01-16 at 12:00 PM.

  3. - Top - End - #543
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
    Location
    Elsewhere
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Star Kingdom of Solais: Round 13 (Year 49-52)



    Actions:

    [Diplomacy]: Attend Skystruck-Tree's Execution

    [Diplomacy]: Stabilize Region 139 (Success)

    [Diplomacy]: Stabilize Region 155 (Success)

    [Diplomacy]: Stabilize Region 156 (Failure)

    [Opulence]: Create City (Cathair Realtai) in Region 117 [Opulence 5 Special]

    [Opulence]: Buy out TP2 of Region 159 (Copper) (Success)

    Rolls can be found... here.

    Non-Actions:
    Resist all Buyouts.
    Support all conversion attempts in regions 118, 138, 155, and 156.

    Embassy-Based Non-Actions:
    Receive the Iron Claw Phylactery from Dannu-Gaon (DAN).

    Event-Based Non-Actions:
    Grant ownership of 138 to the Wardens (WAR).
    Receive the Iron Claw Phylactery from the Wardens (WAR).
    Receive four units and Bronze Technology from the Wardens (WAR).
    Receive the Red Storm from the Viskari (VIS).

    Ruler Stats:
    Lessa the Firecrown, First Thane: Diplomacy 4, Military 7, Opulence 5, Faith 1, Intrigue 5

    Expected Stat Increases: Diplomacy +2, Opulence +1

    News and Rumors:
    - Lessa succeeds in her bid to be appointed the leader of the Clans at the otherwise subdued Great Fire, leveraging her strong foreign diplomatic ties, military experience, long lifespan, and role in bringing the crimes of Boss Calder to light. Some question the wisdom of allowing a nigh-immortal being to attain a lifetime office, but are assauged by the understanding that her journey to the Heartwood will eventually consume her and necessitate a change in leadership.
    - The beginning of Lessa's reign sees several changes, among them the alteration of the outdated 'Boss' title to First Thane. While ceremonial, this change is supported by the remaining thanes and the citizenry is largely ambivalent about it. Calder's remains leave with the Viskari delegation as promised, and his deeds are recorded as accurately as can be recalled, good and bad. What other business he might have been up to, it seems, will have to remain a mystery buried in the sands of time. He is recorded as Calder the Stoneheart, and while his end was stained by his final actions, he is nonetheless the first leader of the Star Kingdom, warts and all.
    - After a while, Lessa picks up her own impromptu title of Lessa the Firecrown, an apparent reference to her prized headwear from her home in the Sidhe Valley. Lessa appreciates it at first before realizing after an embarrassingly long time that it was also a veiled joke at her expense. After an unpleasant week, she eventually chooses to laugh it off and keep the name.
    - Upon hearing of the Amber Slime, Lessa is partway through preparations to dispatch Fionn or Rauri when Felessan-Mak and Pina-Mak send word that one of their own will make the effort. Clann Solais instead pivots to providing aid and support to the affected areas.
    - Lessa and Tai of the Fire also attend the execution of Skystruck-Tree. There they strike a deal to trade the already war-savaged Bloody Hills back to the Wardens in exchange for a third Iron Claw Phylactery. With one also on the way from Dannu-Gaon and diplomatic ties with the Sentinels already established, it seems that the unification of the mighty artifact Rauri once learned of from Idris of Sikar might not be so far in the future after all.
    - Lessa also strikes a second deal with the now democratic Wardens. A conditional mutual defense agreement, providing that the Wardens and their allies do not provoke an assault, in exchange for troops and technology. She also renews a condensed version of Calder's Writ of Split Heavens, decreeing that all are free to proselytize within the borders of Clann Solais and leaving further religious politics up to her discretion.
    - Finally the delegation to Skystruck-Tree's execution returns with the mighty Red Storm, a magic bow crafted from the wood of the Red King by Viskari artisans. This bow is promptly gifted to Rauri of the Phoenix, partly due to seniority but mostly due to the fact that Fionn only has one arm, making decent bow use difficult.
    - Similarly, Calder's old ban on the Mother's Milk is maintained, bolstering the efforts of those who would try to crowd them out of holy sites within Solais territory.
    - After much discussion, debate, and development, the settlement Cathair an Realtai on Loch Airgid has finally become a true city. Originally built up around the Dreamspeaker Tavern in the area, it now serves as a major trade junction for Solais territory as well as boasting the largest concentration of population in the Clans. May the City of Stars on the water stand the test of time.
    Last edited by Jade_Tarem; 2021-01-15 at 01:06 PM.
    Amazing Zealot avatar by Elder Tsofu.

  4. - Top - End - #544
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Á'Shansholí
    Round #13


    ---

    Leader Stats
    • Diplomacy: 10
    • Military: 9
    • Opulence: 5
    • Faith: 6
    • Intrigue: 8

    ---

    Actions - WIP

    1. Pursue the final Steps of the Riddle of Steel
    • Diplomacy (10)
    • Roll: 2d6+10 vs TN: 16
    • Result: 15 - Failure
    • Roll Link: Link



    2. Raise Two Naval Units at the Fortress of Gilead (Region #178)
    • Military (9)
    • No Roll Necessary
    • Move both units to Shandolyn (Region #115) by the end of the round.



    3. Buyout Eagles in Áquêzíbarûdolýn (Region #142) - TP#2
    • Opulence (5)
    • Bonuses: +1 From Pottery
    • Roll: 2d6+6 vs TN: 12
    • Result: 17 - Successe
    • Roll Link: Link



    4. Buyout Timber in Region #154 - TP#2
    • Opulence (5)
    • Bonuses: +1 From Pottery
    • Roll: 2d6+6 vs TN: 12
    • Result: 15 - Successe
    • Roll Link: Link



    5. Convert Region #158 to the Ancient Ways
    • Faith (6)
    • Bonuses: +1 from Writing, +2 from SAN's Support
    • Roll: 2d6+9 vs TN: 12
    • Result: 17 - Successe
    • Roll Link: Link



    6. Convert Region #177 to the Ancient Ways
    • Faith (6)
    • Roll: 2d6+6 vs TN: 12
    • Result: 12 - Successe
    • Roll Link: Link.



    ---

    Non-Actions - WIP

    Attend Event - The Morbid Dream of a Skystruck Tree

    Support any conversions to the Ancient Ways & resist any other conversions

    ---

    Embassy Actions

    Teach Eleftheria the ways of Wolf Riding (Tech Trade - one way)

    Teach the Symphony of Kalatar the ways of Wolf Riding in exchange for learning how to use Song of the Wind (Tech Trade - two ways)

    ---

    News & Rumors - WIP

    Spoiler: Faith Grows
    Show


    Faith Grows

    The term “World Soul” is one that has been used within Á’Shansholí often as a non-elven translation of the word “Simráh.” However, it gains more use and traction after the brief, but impactful stay of Alexios Undying first of the Sentinels of the Stone and the integration of the region of Gilead the headquarters of the SOS and the location of a holy site dedicated to the World Soul. Whether truly accurate or not, the terms “World Soul” and “Simráh” begin being used interchangeably as cultures and languages draw closer together. If someone were to describe the Á’Shansholí’s branch of the Ancient Ways as “Way of the World Soul” rather than “Way of Simráh” very few would contradict nor see issue with this, other than the use of a non-elven translation of the concept.

    However, this meeting of languages and blending of concepts and cultures does begin to have some profound effects on how the people think about and understand “Simráh,” spiritualism and one’s moral/ethical duty. Traditionally, to follow the way of “Simráh” would be to center one’s spiritualism on inner reflection, enlightenment and harmony with one’s community. As the proliferation of “World Soul” spreads though the religious consciousness more focus begins to shift toward guardianship and protection of physical nature and a sworn opposition to Blightspawn. Physical strength, fitness and training begins gain more spiritual and ethical relevancy, whereas mental training and understanding used to dominate the shándole spiritualism.

    Leading many of these religious shifts is High Speaker Talakin’Zaní’Quêzí himself. Previously, he had left spiritual matters primary in the hands of lore masters and shamans, such as Speaker Leoshá’Lyndonáh, but after his training and relationship with Alexios, Zan’Quêzí takes a much more active roll in religion, particularly in pushing for more physical mindfulness and a dedication toward guardianship.

    Eventually, Zan’Quêzí manages to pass an edict that expanded the role and budget of the holy order based in Winter Town. A second branch called the “Shepards of Simràh” is added to the existing “Scribes of Simráh.” While the Scribes remain as a mostly pacifistic order of historians, educators and truth-seekers, the Shepards branch is much more militant, involving the study and training of martial arts and oaths of guardianship and protection.



    ---

    Ruler Information

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


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

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 10
    • Military: 9
    • Opulence: 5
    • Faith: 6
    • Intrigue: 8


    Expected Stat Increases: +1 Opulence, +1 Faith



    ---

    Maps

    Spoiler: Maps
    Show











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



    ---
    Last edited by Laura; 2021-01-17 at 02:04 AM.

  5. - Top - End - #545
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Regions 19 and 36
    The Targiz
    Current Leader: Odds-Mistress Ank’Anske’Thalez’ir “Rose” Ogra
    Current Abilities: D1, M8, O9, F8, I1

    Round 13

    Actions:
    • MilitaryDeploying UnitsDefending Targiz with 8 Rank Hero (Ces Arnif, and if relevant +1 for Duel or Tac Doc through Rank 2 SOS Bonus), 7 Units, 2 Treasure (+3 total with Increased Defense Budget), +1 City Defense Bonus (Total of +19) and accepting all other additional units that are sent to help from other countries. Ces will not challenge enemy commander to a duel but will accept duels if challenged. Tactical Maneuvering – Reckless Attack. Uzii Battlesmithing (-10% Casualties) and Comet Phylacteries (+2 Leader Loss) are active.

      Once again on the walls of Kursaal Ces stands older, wiser, saner. The hoard is different, but if he closes his eyes he can still see the Huntmaster. The cannibal leader long haunted his nightmares, even after all these years, tribulations and redemptions. Ces shakes his head – his hair is gray now, his skin marked with wrinkles of years spent in swamps and frozen lands – and clears his mind. Kursaal has been his home for ill most of the time but it was still his duty to defend it. He raises his left hand, now his dominant hand after all these years of use and practice. It is striking how malleable man is. Ces points the sword at the coming Brigands and yells the command for the assembled troops of Targiz to defend their home.

    • MilitaryEpic Quest [Petal Head battling whichever Blightwhale Onfroy is leading the defense for, and if that is taken, then any other open Blightwhale quest] (Roll: Success)

      Summoning

    • OpulenceContribute to Grand Project in Region 18 (5/5)
    • OpulenceBuyout [Region 46, TP 3] (Roll: Success )
    • Faith – Convert [Region 52] (Roll: Success)
    • Faith – Convert [Region 68] (Roll: Success)

    Non-Actions:
    • Generate 3 Treasure with passive income (22 TP owned at beginning of round) –> 5 Treasure owned beginning of round.
    • Resist all conversions and buyouts, unless explicitly stated.
    • Support Scrim Buyout of 36.2
    • Accept all gifts (units) from Deru (non-action through Embassy)
    • Gift Sailing, Irrigation, Pottery to Deru (non-action through Embassy)
    • Exchange one DSP Favor for 2 Treasure (Rank 2 Favor).

    Spoiler: News
    Show

    International News

    Kursaal is once again under attack – the endless masses clamoring at the chance for the largest gamble itself – a chance to win the city.

    Rose's paramour, Haurun, offers his two distant daughters a home in Na'karat. Nyct graciously refuses, her duties as the heir apparent keep her busy and she still has much to learn. Olea though is delighted since she always found Kursaal stifling, here in the North with its open and wide expanses, great mountains and beautiful forests her imagination can run free and wild. Nyct kisses her sister on the forehead and extends her hands to her sides palms down in that Goliath expression of goodbyes and says farewell to Olea as she leaves to make it to her mother. Olea copies her sister's motions and gives her a lily flower, the goddess of sisterly love. Nyct rarely shows much expression, but she is clearly touched by Olea's action and places the lily in her hair. After saying goodbye, Olea roams around the lands Na'karat taking full advantage of her freedom from the city - the half golaith girl is young but is almost as tall as a human already. She caries the auroch doll that her father gave her and takes to calling it "Ranyer".

    Internal News

    Targiz breaths pollen and spores as its exhales rituals of honey and filth.

    Ko-Ball

    The Odds-Mistress’s hand was forced to ask the Crimson Kingdom to retire from Ko-Ball as reigning champions. The Uzii and the Ko were too integral to the machinations of the league and the league too integral to the functioning of the city’s gambling apparatus. Their will, at least as it comes towards the integrity of the games, proved a higher law. With the Crimson Kingdom retired, the Big Strongs and the Jewels battled it out for dominance – obtaining an equal amount of League points. However the Jewels emerged victorious from their head to head match against the Uzii (2-1) winning the Flower Crown this season.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Èu Whirlpools Dream Speaker Dream Team Na'karat Zealots League Total
    Swampum Big Strongs X 3 3 0 3 3 3 3 1 19
    Bhaile-Koma Canopies 0 X 3 3 1 3 3 3 1 17
    Hrathgan Unkindnesses 0 0 X 1 1 3 0 3 3 11
    Blessed Vale Jewels 3 0 1 X 3 3 3 3 3 19
    Targiz Hemlocks 0 1 1 0 X 3 1 3 3 12
    Thun Avalanches 0 0 0 0 0 X 0 0 0 0
    Pthǎi Èu Whirlpools 0 0 3 0 1 3 X 3 1 11
    Dream Speaker Dream Team 0 0 0 0 0 3 0 X 1 4
    Na'karat Zealots 1 1 0 0 0 3 1 1 X 7

    Triple Flower Crown

    While excluded from the Ko-Ball Arena, the Crimson Kingdom flexes its economic might and begins to raise the finest of Battle Toads.

    Run for the Roses – Crimson Kingdom – Ceron’s Glory
    Run for the Poor-Land Daisies – Crimson Kingdom – Arlais’ Valor
    Run for the White Carnations – Swampum – The Lone Punch Out
    Spoiler: Leader Information and Technology
    Show
    Current Leader:Ank’Anske’Thalez’ir “Rose” Ogra (42 years of age)

    Current Stats:

    Diplomacy: 1
    Military: 8
    Opulence: 9
    Faith: 8
    Intrigue: 1

    New Ruler Next Round: No
    Succession: Hereditary (Matrilineal primogeniture but with no male exclusion, meaning that it is absolute primogeniture if no immediately related female heir) –
    1. Ank’Anske’Thalez’ir “Nyct” Nyctagina (12 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (8 Years Old)
    3. Ank’Anske’Thalez’ir “Gled” Gleditsio (16 Years Old)
    4. Ank’Anske’Thalez’ir “Acon” Aconita (Stillborn)

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

    Hero Ages:
    Ces Arnif – 56
    - Successor: None at the moment
    Petal Head – N/A
    - Artifacts Held
    • Nightmare Pom

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

    Opulence Technology:
    • Masonry: +1 to resist Raids and Sacks
    • Writing: +1 Conversion Defense, +1 Conversions in regions that share your writing system (Hbaran Runes)
    • Irrigation: +1 Stabilization
    • Animal Husbandry: +1 to Opulence and Diplomacy exploration
    • Pottery: +1 Buyouts
    • Arctic Survival: Permits exploration and troop transport across Arctic borders
    • Sailing: Permits exploration and troop transport over deep water borders

    Military Technology
    • Increased Defense Budget:
      • Slot: Scouts and Logistics
      • Resource: Gems or Precious Metals
      • Effect: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus.
    • Uzii Battlesmithing
      • Slot: Armor
      • Resource: Hard Metal
      • Effect: -10% Casualties
    • Comet Phylacteries
      • Slot: Combat Drugs and Medicine
      • Resource: Comet Shards
      • Effect: +2 Leader Loss rolls.

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

    Spoiler: Resources
    Show

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

    Military Limits:
    Land 7/8
    Naval 0/4

    Embassies:
    • Deru
    • Swampum
    • Scrim

    Trade Posts (22):

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs
    8 #1 - Okra
    17 #1 - Ulurothan Spearmen
    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    27 #1 – Iron
    30 #2 – Comet Shards
    33 #1 – Copper
    33 #2 – Copper
    35 #1 – Madder
    36 #1 – Wheat
    37 #2 – Living Wood
    38 #1 – Sour Quinces
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 - Cheese
    51 #2 – Kaffe Beans
    53 #2 – Furs and Hides
    61 #1 – Falconers

    Incoming Tradeposts:

    46 #3 – Wood

    Holy Centers (7):

    Region 8 (Too-Dry Dunes)
    Region 18 (Posleyd Nadeh)
    Region 19 (Targiz)
    Region 36 (Nal Dryb)
    Region 43 (The Upper Vale)
    Region 49 (unnamed)
    Region 66 (unnamed)

    Incoming Holy Centers:

    Region 37 (Bhaile-Koma)
    Region 52 (unnamed)
    Region 68 (unnamed)

    Favors Available at end of round:

    2 SOS
    Last edited by mystic1110; 2021-01-16 at 11:36 AM.

  6. - Top - End - #546
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Years 249-252
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 209 - Konraech
    Region 208 - Inkhwabi
    Region 202 - Lonn Dhakaa
    Region 199 - Cnamhatan

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


    Actions

    1. [Military] Defend 202 with 2 units (1 naval, 1 land), Bronze, and Thin-Blood Elixir, led by Onoynoyis Mil 10), with help from VYG (1 unit, Black Iron Weapons, War Drums), using Reckless Attack Tactical Doctrine. Total Combat Bonus: +18 ; Total Tactical Maneuvering Bonus: +12
      Onoynoyis spends many a month studying the heart of the Gluttonous Shadows threat from afar, after burning the bodies of his mentor and the beast which claimed her. The man takes to the task of understanding their nature - and the means of their destruction - with a passion that lent itself more to determination than to proper study, never quite feeling finished with the reconnaissance first undertaken in the weeks while they waited for Agatha to bring with her the secrets of Black Iron by which to force their way in. Though he is the first to realize the change in the behavior of the Gluttonous Shadows, his time traveling the Sur and seeking out clues beyond the borders of Lhungho Saar means that even this is too late - by the time he returns to the royal palace, his first visit in nearly five years, a ruinous plague had already settled into the colonies of the river kingdom.

      Onoynoyis regretted his...he could only call it selfish in retrospect - behavior almost immediately. It had simply been...every skipped visit to the royal palace had lent itself more and more to a feeling of independence - or perhaps, looking back on it, simply distance. Almost without exception, his entry was greeted with joy and relief - his mother Ichippā raced to embrace him with an almost painful tightness the moment he came into view, leaving a startled and confused cluster of Cha-Daně-Dan captains in her wake. He had missed the birth of nearly a half-dozen of his...well the Dhraan would call them kin-siblings, he supposed. He'd missed the deaths and funeral feasts of several servants and even Eenie's birth-Mother.

      And so in his shame, Onoynoyis accepted the task laid upon him. He had arrived within a fortnight bearing word of the dangers to come, but it was scant days after when word came by way of those Dream Speakers who had braved the dangers of the colonies to give witness to the tales of those beleaguered settlements - the danger was greater than ever before. Before long, the palace was a buzz of activity - messengers and communications passed on to powers across the known world to both seek aid in the scouring of this menace, and alert them to the opportunity that lay at Kiswa's feet - to strike a mortal blow against the literal heart of the Blightspawn, and - one hoped - end their threat with finality. Onoynoyis, who had spent years lingering on the fantasy of such a task, would have no role in this - though he felt the yearning to aid in this, so too could he not pry the images of the dead from his mind. Thus, in his private penance, he would meet with the Vygra upon the shores of the Sur, and lead a combined force of Vygra and Dhraan across that great river to cleanse the lands of their taint.

      He wished greater luck to those who would venture into the heart of darkness than they had been greeted with in years prior.

    2. [Military] Aid CRO (1 unit, Thorael, 1 Treasure, War Drums) in the defense of 209, with 4 units (1 naval, 3 land), Bronze, and Thin-Blood Elixir, with help from SOS (1 unit, Black Iron Weapons). Total Combat Bonus: +23 ; Total Tactical Maneuvering Bonus: +6
      Elsewhere, though, aid comes from an unexpected corner - Sikar. Highnest sends word that their greatest champion, Kro Thorael, is come to give a final mercy to the creature that leads the Gluttonous Shadows, which once they called 'friend'. The Sentinels, too, send the aid missed in prior years, in the form of Valens of Tarandi, from whose lips fall prayers and praises to a goddess that would ring familiar in the ear of many a Dhraan - and one made all the stranger for it.

      In their long vigilance against the Gluttonous Shadows, the river trolls had neglected to keep so careful a watch on all their neighbors, and as such when word comes of aid proffered by the Veramondi to their east, it comes as both surprise and blessed relief, and it is with a great awareness of their own reliance on these makeshift alliances that the Troll King directs Kona's forces to meet with the Elkh-Waden sent by the Vygra and their weapons of black iron, so that they might cross the river and cleanse Inkhwabi once more, the region's very architecture having been warped by now to reflect the fear and uncertainty of the next attack by Blightspawn.

    3. [Military] Defend 199 with 6 units (1 naval, 5 land) and Bronze, led by High King Ruunandaraghal Lungho, using Riparian Ambush Tactical Doctrine, with Deep Water defense bonus, accepting the Duel (Cultural Identity applies to Duel). Total Combat Bonus: +21 ; Tactical Maneuvering Bonus: +9
      Lorna MacGill is the one to surmise the culprits behind the poisoning and devastation of the colonies across the Sur, and this is only confirmed when word arrives of a great force of Anbroch amassing on the river's banks to cross into Cnamhatan. While many of his warriors fight the shadows, he leads the greater part of the kingdom's forces north, over ten dozens of Dhraanish warriors, outfitted with gleaming Vyterrati bronze. The gleam would soon be obscured by the weeds and silt of the river as they prepared their trap for the encroaching invaders, on the banks of the great river....

    4. [Military] Raise Two Land Units
      The need for warriors willing to march under the banner of the Troll King is greater than ever, and news of the pernicious work of the dwarves to the north drives many into a fury - High King Ruunandaraghal has no patience for misdirected violence, however, and a number of Ixhudhu who let this fury out on their thralls are dealt with harshly. A number of Ixhudhu with rather more self-control are convinced to pledge their teeth and their war-thralls (overwhelmingly elven, for unclear reasons) to the royal family's service, under the promise of opportunity to use them on the treacherous Anbroch in years to come.

    5. [Faith] Change State Religion to Way of Green
      Spoiler: WIP
      Show
      [Impressing the Trollsmoot @ Bellowing Bridge] [Kamiya and Tuvini; bringing up the possibilities created by miracle of Orem and Enya; restoring the land after the Blightspawn]


    6. [Intrigue] Steal Steering Oars Technology from Bel-Dan Armada [Roll Result: 10 - Failure (defender roll: 12)]
      Following the initial failures to see results, the kingdom of Lhungo Saar employs a marginally subtler strategy - sending dwarves to attempt to worm their way into Bel-Dan industry circles to learn what it was that made their craft so nimble on the waters in recent years. Between the relationship of the Dhraan to their dwarven thralls, the nature of the Anbroch's relationship with the Bel-Dan, and the very poorly hidden attempts to discern these secrets in years prior, it is perhaps unsurprising that this strategy would likewise end in failure.


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


    News and Rumors



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


    Spoiler: Recorded In Chorus
    Show

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

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

    Treasure: 0/10

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

    Units:
    9/18+2 Land Units
    4/9? Naval Units
    • Land:
    • Snapping Maw [20dh+++e/dw]
    • Gnashing Teeth [22dh+++e/dw]
    • Broken Scales [19dh++dw]
    • Spitting Stones [20dh++e]
    • Light Bringers [21dh+dh]
    • Shade Breakers [21dh+dh]
    • Efryt Primals [230vk++vk]
    • Efryt Exemplars [170vk+++vk]
    • Ravyk Cardinals [260vk++vk]

    • Naval:
    • Bloatlurks [18dh+e/dw]
    • Mikra Primals [220vk+vk]
    • Mikra Exemplars [160vk+vk]
    • Cha-Daně-Dan Salt Hawks[180bd+bd/e/dw] ?


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


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


    Embassies:
    HEN
    UBT
    VYG

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


    Spoiler: Legends and Legacies
    Show

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

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


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

    Royal Matriarch & High Queen-Consort Ichippā of Henanda
    Great Wife Klarakrudkhani
    Low Queen Lorna MacGill, formerly of the Anbroch
    Grand Princesses Kamiya & Tuvini
    Eminent Princess Ingalhiikhudile

    Scionary Prince Onoynoyis, Champion of Saar Lhungho (Hero 10)

    Firstborne-Prince-to-Ruunandaraghal
    Secondborne-Prince-to-Ruunandaraghal

    Firstborn-Prince-to-Klarakrudkhani,
    Secondborn-Princess-Klarakrudkhani, Kladhaarukughaal
    Thirdborn-Prince-to-Klarakrudhkhani
    Fourthborn-Prince
    Fifthborn-Princess
    Sixthborn-Princess
    Seventhborn-Princess
    Eighthborn-Princess
    Ninthborne-Prince
    Tenthborn-Princess

    Firstborn-Prince-to-Lornamacgill

    Firstborn-Princess-to-Ingalhiikhudile
    Secondborn-Princess-to-Ingalhiikhudile
    Thirdborn-Princess
    Fourthborn-Princess
    Fifthborne-Prince
    Sixthborn-Princess

    Firstborn-Princess-to-Kamiya
    Firstborn-Princess-to-Tuvini
    Secondborn-Prince-to-Kamiya

    Firstborn-Prince-to-Parvahdi
    Secondborn-Princess-to-Parvahdi

    Firstborne-Prince-to-Mhanmosochaan

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

    Last edited by Rolepgeek; 2021-01-17 at 02:51 AM.
    Sincerely,
    Role P. Geek

  7. - Top - End - #547
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Karael
    Round 13




    Year 45-48 of the Kro Dynasty

    News and Rumors
    • Rumors fly as King Kro Karael announces he has taken a wife. Even more rumors fly as it becomes apparent that she might have been literally taken from her home in the Korebita Foothills of Kiswa. Crows were more well traveled than many tribes, but few had seen the skies of Kiswa so they were not sure what to expect.

      All were surprised when she was revealed to be a human at the wedding. That day his bride was crowned Queen Kro Arresa. The DSP was quick to spread the story, and it made it's way swiftly back to Kiswa.



    Actions Rolls
    • [Military] Kro’s Talons march to Kiswa led by Kro Thorael to put an end to Neferkare’s blighted afterlife. [1 Unit, +11 Thorael (and lion) +1 Treasure to combat, +1 Treasure to leader survival, War Drums]
      The defense of 209 also includes TRL (1 naval/3 land, Bronze, and Thin-Blood Elixir), ALO (1 unit, Recurve Bows) and SOS (1 unit, Black Iron Weapons). Total Combat Bonus: +26 ; Total Tactical Maneuvering Bonus: +6
      Kro Thorael, He Who Seized the Sun, seeks out the blighted husk of his old friend Neferkare to end it's wretched existence and consecrate the remains to ensure his suffering is ended. DUEL: +12 (10 + 1 Lion + 1 Crow Seek Aid)
    • [Military] Create Tactical Doctrine! TBD, in OOC for review.
    • [Diplomacy][3/3] Finish TSR Tower in Highnest
    • [Diplomacy] Raise Reputation with TSR [+1 Treasure, 14 Success!]
    • [Faith] Seek Aid for Kro Thorael’s victory in his duel against Neferkare. [+1 Treasure, 16 Success!]
      Dawnspeakers call upon the Inexorable Sun, blessed be his light, to fill Kro Thorael with his power and lead him to victory.


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Resist any conversions.
    • Resist any Intrigue actions with Liege Score
    • Accumulate 2 Treasure from Trading Posts (17 owned)
    • Accept gifts from the powerful and generous Sultan Zidan al Kasima (ASH/Nef via embassy)
    • Gift Caravansaries and Crab Claw Sails to the wise and just Sultan Zidan al Kasima as tribute. (ASH/Nef via embassy)


    Ruler Info
    D 4 • M 5 • O 10 • F 5 • I 6
    Expected Gains:
    +1 Diplomacy/Military

    The Vault
    Spoiler
    Show
    5 Treasure - 4 + 2 = 3 at next turn start.
    Shattered Runestone (TP1, City, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Horses (TP3, Region 302)
    Agave (TP2, Region 305)
    Fish (TP2 Region 276)
    Nahkla Stone (TP1, Region 292)
    Desert Bell Seeds (TP1, Region 291)
    Iron (TP3, Region 310)
    Onions (TP2, Region 270)
    Bloodfire (TP3, Region 278)
    Kelp Oil (TP3, Region 266)
    Sand (I forgot)
    Golden Lions (TP1, Region 300)
    Last edited by zabbarot; 2021-01-14 at 11:16 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  8. - Top - End - #548
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 13
    The Dolod, Twilight Pioneers
    Nellen
    Led by The Quluq and Eae

    Actions
    1. [FAITH Seek Aid - Leader Loss Roll for Jana] SUCCESS
      The Paladin of the Path of the True Dawn leads an army to root out the Gluttonous Shadows. The Dolod, lacking any capacity to assist in this endeavor, promise Jana Al-Zamira their thoughts and prayers the blessings of the sun itself. With the great eye looking upon the field of battle, the hero will see those who stand before her fall. Shadows cannot touch that which is shrouded in the sun's glory. Crow is asked to pull the great eye to the site of the battle.
    2. [FAITH Plumb the Depths of the Bright Place] 19
      Eae is but scratching the surface. They devote more and more time to their journeys. The Bright Eyes, the Quluq, the guards, and the rest of Nellen grow anxious as Eae's consciousness comes only in fits, so much time are they spending in search of new truths. What little time they do spend aware is used entirely to teach others what is being learned.

      Their advanced age worries some - they should mate before they lose the chance! Others, though, have already proclaimed Eae immortal. They survive as long as their are new places to see, new horizons to explore.
    3. [FAITH Seek Aid - Investigating the second Dream Realm] SUCCESS
    4. [FAITH Investigate the Alien and Strange Dream Realm] 25
      When time permits, Eae continues to investigate the eldritch realm beyond the Bright Place. Whereas all of Nellen knows of Eae's main goals - for the Dolod have been seeking these answers for generations - only Eae, the Quluq, and young Yuiyiuy are aware of what might lie beyond. This is the true reason the temple is off limits to most - it would not do for rumors of the wild beyond to spread. The information is new and not yet True. Witnessing it now will lead to conflicting stories and confused children.

      Lrensusnerl has passed. Yuiyiuy takes up their place, begging guidance of the sun. Something is just beyond reach for Eae, and it will be found. Now known as the Prophet, the Pioneer, and the Dreamguide, Eae has the absolute faith of the Dolod.
    5. [FAITH Convert 287] SUCCESS
      The Alodites have fully accepted the teachings of the Path of the True Dawn. What yet remains is traveling to their distant territories and informing those that still cling to outmoded understandings of the sun.



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts
    4. Spend Treasure on Plumbing the Depths and Investigating the new realm.
    5. Use liege's (Ashir) MIL/INT/DIP to resist hostile actions


    Rumors and Stories

    • When the Quluq's representative takes their trip to the Ashir court, they naturally bring with them 12 followers, including one recent offspring, to ensure the important memories are able to arrive safely.
    • The Bright Eyes, Eae's self-appointed devotees, lose traction with the general population as the Mockeries are rooted out. The cult is, in some minds, associated with these defilers. Support for Eae themself is, of course, still nearly unanimous.
    • The Dolod send word to Vesparre, to Highnest, and to Ta Seti of Eae's discovery. The Twilight Sight is not the sole blessing and curse of the lying Dream Speakers. Eae has been blessed with it and is even now teaching other Dolod its use.

      The Twilight is Dream. It is a realm above, being dreamt by Emnellenme itself. The Dream Speakers do not understand this - they are blind in this realm. The claim to speak for the Dream, but in reality the origin of this Dream knows and watches them. They are unaware. They do not even witness the Realm in which they walk, let alone understand that they are barely touching the surface.

      The Twilight pours forth from another Realm, another plane of this Dream. There is another, besides Eae, who resides there. Eae is blessed to be safe in this realm, the others are not. Yet this other being exists like Eae.

      There is more, much more to learn. The Dolod's minds are suited to passing such mental, spiritual information quickly and easily, so the Pioneer can share their findings. The Dolod hope to share this technique with the world and obviate the need for the Dream Speakers, but this is not possible. Yet.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 2 -
    Military 1 -
    Opulence 8 -
    Faith 9 +1
    Intrigue 3 -

    The current Quluq is:

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

    Ssialaiss is serving as Sharif
    Liil is serving as Vizier

    No new ruler

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

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

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    E Animal Husbandry +1 to Opulence and Diplomacy exploration None
    E Irrigation +1 Stabilization None
    E Masonry +1 to resist Raids and Sacks None
    E Coinage +1 to resist buyouts to players w/o coinage; +1 to buyouts Gold or Silver resource
    E Towers of Light +2 to defend against raids if attacker moves through a region with a TP you control. +1 to Investigate per other owner of this tech taking the Investigate action this round (Max +2) Silver resource, Masonry tech
    E Advanced Masonry +1 to resist Raids/Sacks None
    - - - -
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 10
    1. Clay, 299
    2. Clay, 269
    3. Shattered Runestones, 306
    4. Silver, 308
    5. Silver, 308
    6. Desert Bell Seeds, 291
    7. Kelp Oil, 266
    8. Sand, 301
    9. Iron, 310
    10. Giant Kangaroos, 318
    11. Wombats, 284


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

    Military Units CAP: 6

    Heroes

    Artifacts
    • All-Seeing Memory - Grants holder +1 to one roll per round when defending against Intrigue actions. - Held by the Sol'Ikoth
    • The Scorching Shield - Grants holder +2 vs Leader Loss rolls. - Held by the Ashir

    Treasure
    5 Current
    +2 Passive

    Special Actions Used
    F5 - Artifact
    Last edited by JBarca; 2021-01-16 at 03:42 PM.

  9. - Top - End - #549
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Kingdom


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

    Actions
    • [Opulence] Buy Out TP 2 of Truffles in Ol’kolsa (Region 50) - 18
      Following a trade deal struck with the Scrim, merchants from the Crimson Kingdom arrive in the north, having bet their fortunes on the truffle trade. The kitchens of Caloth Mawr are quick to reward them.
    • [Opulence] Buy Out TP 1 of Geese in Region 15 - 19
      Presented with further opportunities for opulence, the Horned King dispatches representatives to take charge of the economies to his west.
    • [Intrigue] Raid Towerhome for slaves - 14
      Incensed by the attempt on the Gourmets, the Horned King dispatches a retributive force to Towerhome. Small enough to evade organized military resistance, they scour the borders of the ko homeland, seeking a ready supply of Ko-Ball participants to disrupt Towerlady Zinnia’s control of the sport.
    • [Intrigue] SECRET
    • [Faith] Convert the Holy Site in Region 7 to Horned King - 15
    • [Military] Arlais the Left Hand Errant Quests into No Climb Cliffs - 22 (Turned aside by Uzii diplomacy)


    Non-Actions
    • Support the Scrimthun Buy Out of Orichalcum.


    News and Rumors
    • Gled of the Targiz has reached adulthood while training among the Paladins of the Crimson Kingdom! The Horned King has overseen the education of the young heir to the goliaths, and now orders a grand celebration. Granted a rare honor, Gled accompanies the Horned King to one of the royal’s private pastures, there to select a prime cut of human veal to serve as the centerpiece of the feast.
    Last edited by TheDarkDM; 2021-01-14 at 02:03 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!

  10. - Top - End - #550
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Thirteen

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

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

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



    Shortly after his private audience with Zán’Quêzí, a runner from the Sentinels’ headquarters reaches Alexios. It is a message he has received before, but never one he receives easily. Approaching the leader of the Winter Council, he presses an iron seal into his hands.

    ”This bears my mark, and is proof of your dedication to the Riddle. Present it at our fortress when you are ready, and you will be taken to pledge your service to the World Soul. I am needed elsewhere.”

    He departs soon after, upon a Sentinel trireme that slides into the port of Summer Town like a beast out of legend. It is many months before he is seen again, coming ashore in the territory of the Alodites. He arrives in the Sor Dunes with a sandstorm at his back, and brooks no argument as he ascends to Gothek’s throne.

    ”This city still reeks of the Blightspawn and their servants. Know me as Alexios, Undying, first among the Sentinels of the Stone. Together, we shall root out the corruption that plagues the Soreni.”

    [As Shepherd of the World Soul, Gothek has drawn the attention and service of Alexios the Undying! While Alexios remains among the Soreni, Gothek may spend a special Military action to train alongside the ancient Hero. While undergoing this training, Gothek may roll Military against TN 14 to impress Alexios, and earn the right to hear the Riddle of Steel!]

    The Salvation of Bhaile-Koma - Unshaken by her brush with death against the Leviathan, Agatha of Mamut sets her sights on more manageable prey. Her armor restored to her, she lifts her Black Iron harpoon high above her head, and with ancient battle cry joins Battlemother Pain-Drop Redmoon and Petal Head against the Leviathan’s brood.

    [Agatha of Mamut Quests against the last of the Blightwhales!]

    Hunting the Shadows - As the Gluttonous Shadows erupt from their nest, Valens of Tarandi appears in Lhungo Saar. The scaled, half-mad elf is unlike any of his kin known to the Trolls, and carries with him the gospel of a great defender of the world - The Great Mother. Accompanied by a similarly zealous band of followers, he puts himself at King Ruunandaraghal’s service until the crisis has passed.

    [Valens of Tarandi leads 1 Unit of Sentinel Aspirants to hunt down the Consumed in Region 209.]

    Death to Oraora - Called to take Valens’ place battling the consumed in Sikar, Idris and his compatriot come to blows in the deep desert. Incensed that his prey would ultimately be denied him, Valens refuses to leave until his honor is satisfied, and Idris obliges. Expecting a battle between equals, the Sikarian hero is blindsided by the Child’s utter ferocity, and is soon lying battered upon blood-soaked sand. For a moment, it seems Valens has passed beyond reason, but as his Black Iron hangs lethally in the night air the fire goes out of his eyes. He and his followers leave without a word, and despite his wounded pride Idris continues towards the Naherin Coalition.

    [Idris of Sikar leads 1 Unit of Sentinel Aspirants to hunt down the Consumed in the Naherin Coalition.]

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

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

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


    Petition the Sultan - As word of Eae’s achievement reaches the Dream Speakers, representatives are dispatched to the court of Sultan Zidan. Citing the friendly relations enjoyed by the Ashir and the Dream Speakers, they decry Eae’s trespass of the Twilight in the strongest possible terms. While they are well aware of the Dolod’s importance as citizens of the Sultanate, they request the Sultan act immediately to curtail further breaches of the Twilight by those not properly initiated in its mysteries.

    [Offer the Ashirian Sultanate 1 Rep and 1 Favor to forbid the Dolod from exercising the powers of the Twilight Pilgrims for 20 years.]

    Curry Favor - Aware of the influence they hold in Kiswa, the Dream Speakers reach out to the kingdoms friendly to them in the eastern land. They make clear their woes in dealing with the Dolod, and how favorably the Dream Speakers would look upon tales of suffering from Nellen. Effectively unchallenged in their control of international communications, word of this duplicity never reaches the court in Vesparre.

    [Any Kiswan kingdom taking hostile action against the Dolod will gain a +2 bonus to raising Reputation with the Dream Speakers. Actions judged to be particularly harmful to the Dolod will gain 1 Favor in addition.]

    Secret


    The Truthseers
    Spoiler
    Show

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

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

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

    Histories of the Mamutian Dynasties: Scions of the Thalaz'ir


    Matchmaker - The Truthseers arrive in the court of Sultan Zidan, truly the most enlightened monarch in Sikar. Alongside the veiled sisters that have become a common sight in Vesparre is a young woman of uncanny complexion and unfamiliar features, her veil more diaphanous and her robes clinging more closely than those of her sisters. She is presented to the Sultan as a potential match for his son Harun, that two magnificent bloodlines might come together in harmony.

    The Grey Tower - With the conquest of the Carrion Ward, the strength of the Nemesis in Tarandi has been greatly weakened. Still distrustful of the scavengers who remain, the Truthseers sent envoys with a request for the Arrok of Uldra. The Truthseers wish for Shira Iceweaver to construct a tower on the banks of the Grey Lake, that the Truthseers might keep watch on their enemies.

    A Promise Kept - Having found common ground with the exiled High Chieftess of the Ixkarr, the Truthseers act to uphold their part of the treaty. Truthseer sisters enter the court of Oraket and his Black Pharaoh, strangers in a strange land. Bowing humbly before him, they plead the case of the Ixkarr, hoping that the Pharaoh will see fit to heal the wounds inflicted by more than a decade of stubborn violence.

    [Offer 1 Rep and 1 Favor if the Sol’Ikoth return control of Region 295 to High Chieftess Karra.]
    Last edited by TheDarkDM; 2021-01-14 at 02:38 AM.

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

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

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

  11. - Top - End - #551
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    Unit count: Eight

    1: [Military] Raise one unit.
    2: [Military] Raise one unit.
    The Aranin continues his campaign of raising more warriors for the Host and after a successful campaign of bullying and threats he manages to get the last of the powerful Nari to join along with their retinue. Nar Hanazash Coravan and his riders all clad in red armour adorned with eagle feathers join up and make themselves available for the Aranin's future campaigns. Following the example set by these Blood Eagles, as they call themselves, the last of the stubborn Nari join up and bolster the ranks of the Moon Guard.

    3: [Opulence] Buyout Wood, Region 124 TP 2. Success.
    Despite earlier difficulties the Viskari press forwards to gain control of vital timber resources. After many years of effort they reach an agreement with local supplies and shippers and a feast is held to thank the Dannu-Gaon for their assistance.

    4: [Diplomacy] Build a Dream Speaker Tavern in Aran Viska, Region 111. [2/3]
    The initial hall is expanded and a second hall built opposite it. A third, larger, hall for feasting and recitations is built so that the three form three sides of a square. The space between them is paved to form an outside performance space for dances and other activities.

    5: [Diplomacy] Attend the Execution of Skystruck-Tree.
    -Gift the Red Storm to Clann Solais.

    Nonactions: Resist all unauthorised buyouts, quests and conversions.
    Support all conversions to the Way of Eauden.
    Accept the Arch from Dannu-Gaon.


    Spoiler: News and Rumours
    Show
    Upon arriving in Aran Viska the body of Calder Stoneheart is ceremonially cleansed before being beheaded. His headless corpse is burned and atop a remote hill and his ashes scattered to the four winds. His head meanwhile is defleshed and cleaned and his skull is placed in a lead box while the Moot decides what to do with it.

    The Viskari hear rumours that the secrets of forging bronze have been stolen from them, but without much in the way of evidence they decide to wait and see, knowing that time will reveal the thief.


    Spoiler: Named Characters
    Show
    Staran Illinvak - Aranin Sarak of Aer Caladon - 85
    Hazash Namakar - Aranin Sarak of Iskandrazac - 92

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 62
    Nar Razana Kalsharaz - Warchief of the Winter Wolves - 57
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 74
    Nar Rashan Iskavan - Warchief of the Shade Riders - 68
    Nar Tiran Tazanad - Warchief of the Mist Talons - 48
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 50
    Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 45
    Nar Larisana Veknat - Warchief of the Moon Guard - 58
    Yarek Nazon - Frost Binder Priest and Commander of the Flamebringers - 47
    Nar Hanazash Coravan - Warchief of the Blood Eagles - 43

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

    Karalas Anviskad - Son of Talsharn Anviskad - 62
    Valeris Rey Halon - Highlord of Cayshan Ver - 54


    Spoiler: Ruler Information
    Show
    Diplomacy: 3
    Military: 3
    Opulence: 1
    Faith: 5
    Intrigue: 4

    Age: 45

    Expected stat increases: +1 Military, +1 Diplomacy
    Last edited by Elemental; 2021-01-17 at 01:43 AM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  12. - Top - End - #552
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D10
    M10
    O3
    F6
    I3

    News and Rumors:


    Military: Defend Region 278 with four units, led by Karise the Stained; Janna of the Ashir leads the overall battle and the Ashir may determine dueling and tactical doctrine as they see fit.
    Military: Send Aesira Bladedance, hero score 10, to assist in destroying the Heart of Shadow in Kiswa: Success.
    Diplomacy: Explore Southwest of Region 311: Great Success!
    Diplomacy: Stabilize Region 278: Success.
    Military: Raise unit.

    Stat changes:

    Nonactions: Vassalize to the Nocturnal Hydra.
    Last edited by Lady Serpentine; 2021-01-16 at 04:01 PM.

  13. - Top - End - #553
    Pixie in the Playground
    Join Date
    Dec 2020
    Location
    In de` Void!
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Drazollin
    Region: 180

    Round 13

    Spoiler: Rolls: (Note cannot post links yet, so straight HTML is in spoiler)
    Show
    https://forums.giantitp.com/showsinglepost.php?p=24887803&postcount=1287


    New player bonus actions:
    1. [Opulence] Buyout 180 TP2, Salt (Failed)
    2. [Opulence] Buyout 180 TP3, Salt (Failed)
    3. [Opulence] Expedition to the region to the West (Success)
    4. [Opulence] Expedition to the region to the East. (Failed)
    5. [Military] Recruit 1 Land Unit
    6. [Military] Recruit 1 Sea Unit


    Actions:
    1. [Diplomacy] Raise Organization Reputation (Sentinels of the Stone ) (Success)
    2. [Diplomacy] Raise Organization Reputation (Dream Speakers ) (Success)
    3. [Diplomacy] Attend Court at Danneta
    4. [Diplomacy] Attend the Execution of Skystruck-Tree
    5. [Military 5] Recruit Hero = Hero Score 9


    Non-Actions:
    Resist All Buyouts
    Resist All Quests
    Resist All Conversions
    Accept all Gifts

    News and Rumors:
    None to report.


    Spoiler: Bookkeeping
    Show

    Stats for High Curator Eseakial of Drazollin

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


    Units:
    Land 0 (+1)
    Sea 0 (+1)


    Trading Posts (1)
    • Salts 1/3 180


    Technology:
    • Writing

    Last edited by LifeInDeVoid; 2021-01-17 at 01:54 AM.

  14. - Top - End - #554
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

    Tarandi
    Capital: Azumaba, The Lost City Region 125
    Other Regions: 133, 123, 124 (City), 125 (City)

    Spoiler: Flag
    Show

    Actions

    1. FAITH 4 Convert Region 125 11
    2. FAITH 4 Convert Region 124 12
    3. OPULENCE 8 Create Trading Post Region 118 (Wild Horses) TP 2
    4. OPULENCE 8 Buyout Trading Post Region 126 (Pygmy Goats) TP 1 14
    5. OPULENCE 8 Buyout Trading Post Region 126 (Pygmy Goats) TP 2 17
    6. OPULENCE 8 Expedition North of Azumaba (Region 125) 17


    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Accept Wolf Riding Tech from Shandolé

    News and Rumors:

    Spoiler: Bookkeeping
    Show
    Leader: High Speaker Leigh Leven
    D: 3
    O: 8
    M: 4
    F: 4
    I: 1

    Expected Stat Increases: +1 F +2 O

    New Ruler Next Round? no

    Treasure 6/15 (+2 passive)

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

    Heroes:
    - Cleis (8)

    Great Projects:
    - Akadēmos Azumaba Region 125 (5/5)

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

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

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

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

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (18)
    Expected Change +3
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    - 123 (Saffron) TP1
    - 123 (Saffron) TP2
    - 95 (Emeralds) TP2
    - 96 (Living Stones) TP2
    - 134 (Cattle) TP1
    - 114 (Diamonds) TP1
    - 135 (Spelt) TP 1
    - 138 (Cranberries) TP 1
    - 156 (Flax) TP
    - 125 (Old World Artifacts) TP 1
    - 125 (Old World Artifacts) TP 2
    - 125 (Old World Artifacts) TP 3

    Last edited by bupkis; 2021-01-16 at 08:57 PM.

  15. - Top - End - #555
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    End of Round Thirteen

    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!

  16. - Top - End - #556
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round Fourteen Begin!
    Years 53-56

    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!


    Growth!

    • The Bannanda have fortified the site of Sa-O-Dod in Dum-Hong Deng (191)
    • Sun-Bright City has been founded in No-Climb Cliffs
    • News has spread of a city in Ogrontir (86), the Hive
    • The city of Cathair Realtai has been founded in region 117.



    Ruin!

    • Having withered under the pressing threats of the past several decades, the government of the Hraban Confederacy formally dissolves. Ever the close partners of the Uzii protectorate, their regions peacefully incorporate into the larger kingdom.

      [The Hraban Confederacy dissolves! Regions 34 and 35 become part of the Uzii Protectorate!]
    • With their capital taken, the Sokau Tribes disintegrate as a unified kingdom. Faced with a war on three fronts and robbed of their great warleader, the successors who survive the sack of Tšrìj Ṭhù are scattered without hope of resistance.

      [The Sokau Tribes dissolve! Regions 44, 45, and 47 become unowned and generate native defenders as the locals band together against presumed annihilation. The Regions will need to be Investigated for further details.]



    Claim!

    • Ixkarr has established a claim on region 2! This claim may be pressed once the claimant has been identified!
    • The Nocturnal Hydra has established a claim on region 318. This claim may be pressed once the claimant has been identified!
    • The Sewune have established a claim on region 232. This claim may be pressed once the claimant has been identified!
    • The Scions of the Thalaz’ir have established a claim on region 55. This claim may be pressed once the claimant has been identified!
    • The Lim Dynasty has established a claim on region 241 by marriage of the Queen’s cousin, Lim Baodai. Or at least, so it appears! On their return to finalize details of the marriage, Lim diplomats discover the match has been met with scandal by the tribal peoples’ of the region, who insist that the Lim are unworthy of their devotion! Lim Baodai and his young bride are forced to seek refuge in Queen Lim Xia’s court, negating the claim! [The Lim Dynasty’s Establish Claim unexpectedly fails! This does not exhaust Queen Lim Xia’s 1/rule limit on establishing a claim.]
    • The Koxxrit have begun pressing their claim on region 3. Further diplomatic work will be necessary to complete their takeover of the region.
    • Clan Alqar has begun pressing its claim on region 16.
    • The Anbroch have begun pressing their claim on region 187.
    • The Wardens of Awakened Realms have finished pressing their claim on region 134.



    Colonize

    • The Lim Dynasty has established a colony in region 206.



    Heroes!

    • Steady-Hand-Spills-Black-Blood-On-White-Snow of the Scrim has been recognised as a hero (10)
    • Akoda, the Marble Hound, has been recognised as a hero by the Dannu-Gaon (9)
    • The Ilduri have acknowledged Eramathur as a hero. They may be used once their prowess has been determined!
    • Fosfer the Night Dancer has become a hero of the Ko (9)
    • The Drazollin have recognised a hero (9). They may be used once their identity has been determined!



    Quest!

    • As the furious storm of Gluttonous Shadows descends on civilized Kiswa, a band of the greatest heroes of the East gather together and strike out across the Blightlands. Led by Oyem Kw’Mesihafi, the combined might of Ecimōnā, Fiona MacDool, Kona, Dra Ranu, Angna the Furnace, Ben-Udula, and Aesira pass through the desolated regions surrounding the Shadows’ nest, plunging headlong into the nightmare landscape of the Blight’s making. Though the Shadows themselves have gone, the foul byproducts of their presence still remain, and many a horror falls beneath the weapons of the heroes before they begin their climb towards the still-living corpse that is the Mother of Shadows’ home. Cresting the final ridge, they look down on the enormous skeleton, seemingly naked in the absence of its carpet of juvenile shadows. But the parasite wrapped around its still-beating heart remains.

      As the heroes descend towards the Mother of Shadows, the true scale of the colossus becomes apparent. Slopes of grey stone give way to walls of petrified bone, dappled by dizzying shadows cast through the membrane-encrusted ribcage. Secure in its victory, the Mother of Shadows pays little mind to the assassins’ approach, until at last they begin the ascent up the dead beast’s spine. Tendrils of varicose flesh encrusting the upper skeleton shudder as the heroes approach, and the terrible silence of the valley is banished by an ululating roar echoing through bone and rock and flesh. The Mother of Shadows pulls away from its feast like an overfull leech, slick red hide broken not by one mouth but by innumerable chattering orifices of teeth, which open wide enough to tear new lesions in its crimson hide. Catching a familiar scent on the air, Fiona shouts a warning moments before the torrent of poisonous blood crashes down, eating away the stone around them like water through salt, but doing little harm to the bones. It is the dead giant’s resilience that saves the heroes, as they begin a mad scramble between the interlocking arches of bone and sinew to take cover from the Mother of Shadows’ vile expulsions.

      The climb that follows is worthy of immortalization all its own, eight heroes swinging on corrupted flesh across chasms of bone and darkness. Within the walls of its citadel, the awful bulk of the Mother of Shadows becomes sickeningly clear, ropey strands of pustulent slime emerging from every inch of it to secure its high position in defiance of gravity. Were it not Blightspawn, the creature would be easily slain, but as the heroes maneuver around it they discover that every perceived blind spot is simply a trap, as the Mother’s flesh splits open to reveal some new grotesque appendage. Before the heroes can truly gain their footing, the Mother’s serpentine mass has buckled into a barbed, multi-headed hydra, each fluid pseudopod bristling with needle teeth and dripping venomous bile. On the brink of being overwhelmed, it is Ben-Udula, the rigging-wise pirate queen, who strikes upon the Mother’s one vulnerability. Breathlessly dodging yet another gout of bloody fire, she turns her spear not on the writhing monstrosity, but on the ropey strands holding it aloft. The secreted resin gives way with a brittle snap, and for a moment the Mother’s assault pauses. Sensing their opportunity, the other heroes pounce.

      Blades of stone, copper, and bronze prove more than a match for the tangled web of the Mother of Shadows, each severed strand providing another handhold for the heroes’ aerial assault. At first only slowed by the change in tactics, the Mother’s assault grows less focused with every cut, as more and more malformed tendrils lash out in search of purchase rather than prey. But for all the creature’s foul strength, its bloat proves far greater, and as Kona makes a final cut at one of the oldest and thickest strands of meaty webbing the entire lattice collapses. Screaming blood from every pore, the Mother of Shadows plummets to the ground, its flesh bursting like a rotten melon as it hits the ground. Inside the charnel cathedral, the cry echoes for more than a minute, and when silence falls the heroes look down on an enemy slain. At least, until a turbulent pulse ripples over the mass of corrupt flesh. Reforming itself by sheer malevolent will, the Mother of Shadows rears up a singular, overwhelming maw and roars a challenge. One answered in equal measure by eight voices raised as one.

      The toothed maw slams down on Ecimōnā’s foothold, only to find them already plummeting down with murderous focus. Trapped in the cage of its own lair, the Mother of Shadows can neither avoid nor divert the strike, and as Ecimōnā’s spear carves a long furrow in the rupturing flesh the wound is joined by dozens more. The Mother begins to founder in a lake of her own caustic blood, sinking ever deeper into a morass of slurried stone and excrement. The beast’s gnashing mouths slow their riotous gnashing, growing fewer and fewer as more and more tumorous flesh disappears into the murk. At last, Oyewm strikes the killing blow, swinging up from below to sever what remains of the Mother’s squirming head. It falls, and with the impact the dam finally breaks, spilling the noisome pool at the base of the great skeleton’s spine into the valley below. Unwilling to leave it at that, Ben-Udula dives down into the beat’s innards, spearing through its malformed organs. Across Kiswa, infestations of the Gluttonous Shadows rear back in searing agony, their screams drowning out the mimicry of their wings as their blood boils from within. The embedded corruption around their hive begins to melt like wax, spilling pustulent fluid into the ground that evaporates into black smoke moments later. The heroes make for high ground as the cathedral of flesh above them follows suit, watching as the accumulated foulness of decades melts away like snow at Spring’s arrival. And as the last of the Shadows’ miasma rises up to be burned away in the sun, the still-living heart of the great beast beats freely once more.

      [The Mother of Shadows has been slain! All Gluttonous Shadows infestations are destroyed! The effect of successful Gluttonous Shadows infestations this round are negated! All Heroes involved become Shadow Slayers, and gain a +2 bonus on Errant Quests in Sikar and Kiswa. Kingdoms suffering Gluttonous Shadows infestations in Round 13 may undertake an Investigation in Round 14 to sift through the Shadows’ remains. Region 205 becomes a Wilderness region with a Great resource of Blood Amber.]
    • As the Blightwhales advance on Bhaile, three heroes step forward to divert their paths of destruction. Recovered from her expedition into uncharted waters, Agatha of Mamut is joined by Pain-Drop Redmoon of the Uzii and the Targiz’s living god Petal Head, the three heroes moving in the vanguard of the Deru’s main force to distract the Blightwhales as best they can. Wise to the ways of reckless aggressors, Pain-Drop Redmoon is able to keep her Blightwhale’s attention with a constant barrage of annoyances, pelting its eyes with javelins and sling stones while she runs ahead of its unceasing legs. Petal Head takes a different strategy, the voiceless monstrosity striding forward to meet a Blightwhale head on. Seemingly content to be trampled underfoot, its strategy only becomes clear when an attending skirmisher spies its enormous flower climbing one of the Blightwhale’s writhing legs. Unholy strength proves sufficient to crack the creature’s protective chitin, allowing Petal Head to tear away at the tender flesh beneath. Against so large a creature, it is little more than an irritation, but it proves one the Blightwhale can neither brush off nor crush despite its writhing. Agatha attempts a similar strategy, leaping to spear the scarred nose of a Blightwhale that she might climb up to its glowing eyes, but she does not know the terrain as well as her fellows. Thrashing to rid itself of its pest, Agatha’s Blightwhale skitters into a dense copse of trees, tall enough to batter the Sentinel even as she struggles to climb the Blightspawn’s hide. A rocky outcropping proves her undoing, as the Blightwhale slams home, dazing itself momentarily but crushing Agatha between its own mass and the unyielding stone. The Sentinel does not emerge from the crater of the impact, and is barely alive when Deru scouts find her.

      [Pain-Drop Redmoon and Petal Head successfully distract their Blightwhale! Agatha fails and is unavailable for 1 Round.]
    • Journeying east, Nila Sen of the Dannu-Gaon carries divine respite in her hands as she visits the communities afflicted by the Amber Slime, lifting strangers from a dozen tribes from the brink of death. For all the good the Magi accomplishes, though, she is wise enough to know it is nothing if the cause of the calamity is not found. Leaving the holy artifact in the care of a pure-hearted and grateful family, she walks alone through the fume rising from the corrupted waters, and dives through the Amber Slime to the waters below. The cold is the first shock, the river nearly frozen from the frigid aura of the Blight. Rot is the second, as the Magi finds herself contending not only with the slime but with the layer of decaying river creatures held fast beneath it. Even the swiftly-flowing river is not enough to scour the foulness from her skin, and it is with dire foreboding that she forces her eyes open to examine the invader from below.

      No light penetrates the skin of the Amber Slime, but a pale foxfire lights the underwater realm, burning along lengths of ephemeral cilia descending from the slime down to the riverbed. The river answers Nila Sen’s call then, pushing down against mud and sediment to reveal a wriggling bundle of jaundiced tendrils burrowing along the river bed. Sensing their danger, they pull apart like a scattering of eels, most forcing their way deeper beneath the earth while a trio lash out at Nila Sen like serpents. Faceless coils of sinew hardened into spear points, only to crumple against a wall of ice called forth by the Magi’s desperation. As the coils come apart like rotting vines, the Amber Slime anchored to them discorporates and a high-pitched whine rises from the length of the river. Scores more seeking tendrils erupt from beneath the murk, and as they lance towards her Nila Sen finally begins to succumb to the poison of the Amber Slime. It is only a last act of heroic will that propels her back to the surface, as her limbs begin to numb even as her lungs gasp for air. Lying on the river bank, she can do little more than stare at the sky, even as a low rumble from the south grows with terrible speed into a bone-shuddering pulse. A shadow falls over her, and soon the sky itself is blotted out by white scales. A blue eye fills the Magi’s vision, and with a blast of hot breath banishes the worst of the icy languor in her veins.

      "WELL MET, DAUGHTER OF THE DANNU GAO. IT SEEMS WE SEEK THE SAME PREY."

      [The cause of the Amber Slime has been found, and must now be followed to its source, perhaps with the help of the Great Mother!

      Epic Quest: Sever the Threads - the Blightspawned vines spreading along the river bed have proven tenacious foes, capable of massing in great numbers when threatened. To be permanently cleansed, their core must be found and destroyed. A Hero or Heroes may attempt a TN 20 Hero check to delve the Eastern Sea in search of the Amber Seed.

      Epic Quest: Serpent’s Kiss - alternatively, the Heroes of Tarandi can join the Great Mother in her own efforts. Too large to attack the vines effectively, she offers to coat the weapons of any interested Heroes with her venom. Once this purifying fire has infected the vines, she will be able to follow them to their source and expunge the Amber Seed in one blow. Successfully aiding the Great Mother requires a TN 16 Hero check, risking the same deleterious effects as the Amber Dive.]



    War!

    Spoiler: The Anbroch Reavers Invade Region 199
    Show

    Anbroch Reavers: 5 Units, Rosie MacGill (Mil 10), duelling (won) = 23
    River Lords: 5 land Units, 1 naval Units, High King Ruunandaraghal (Mil 10), duelling (lost) = 37

    ...

    The River Lords are victorious! The Anbroch Reavers lose 2 Units. The River Lords lose 1 land Unit. High King Ruunandaraghal dies duelling Rosie MacGill!


    Spoiler: The Anbroch Reavers Pacify Kincany
    Show

    Anbroch Reavers: 3 Units, Tasapa the Mongoose (Hero 10) = 23
    MacTir Rebels: 1 Unit, Agnes MacTir (Hero 10) = 19

    ...

    The Anbroch Reavers are victorious! The Anbroch Reavers lose 1 Unit. Kincany transitions from Rebellion into Unrest!


    Spoiler: The Vygra Invade Region 238
    Show

    Vygra: 6 land Units, Matji Varsha (Mil 4) = 22
    Native Defenders: 1 land Unit, Native Commander (Mil 5) = 23

    ...

    Native Defenders are victorious! The Vygra lose 2 land Units.


    Spoiler: Consumed Oraora Infests The Naherin Coalition (Region 278)
    Show

    Ashirian Sultanate: 6 Ashirian land Units, 4 Hydra naval Units, 6 Hydra land Units, 4 Naherin land Units, 1 Sentinels land Unit, Al-Zamira (Hero 10), Composite Bows, Bronze, Golden Lion, duelling (won) = 54
    Consumed Oraora = 16

    ...

    The Ashirian Sultanate is victorious! The Ashirian Sultanate loses 1 land Unit. The Nocturnal Hydra loses 1 land Unit. The Consumed are destroyed outright.


    Spoiler: The Sokau Tribes Invade Towerhome
    Show

    Sokau Tribes: 6 land Units, 2 naval Units, Ẉlìḥáu Mjẽilọ̀p (Hero 10), duelling (lost) = 32
    Scions of Thalaz’ir: 6 Scions land Units, 5 Ko land Units, 1 Ko naval Unit, Gorrn (Hero 10), duelling (won) = 35

    ...

    The Scions of Thalaz’ir are victorious! The Sokau Tribes lose 3 land Units and 1 naval Unit. The Scions of Thalaz’ir lose 2 land Units. The Ko lose 2 land Units. The Scions of Thalaz’ir raise 2 Units of Cometborn.


    Spoiler: Rebellion in Impact Zone
    Show

    Soreni: 4 land Units, Veskrath (Hero 8) = 24
    Comet Rebels: 1 land Unit, Daughter of the Comet (Hero 10) = 21

    ...

    The Soreni are victorious! The Soreni lose 2 land Units. Impact Zone transition from Rebellion into Unrest!


    Spoiler: The First Blightwhale in Bhaile Koma
    Show

    Deru: 4 land Units, Sir Onfroy (Hero 9), 1 Treasure, City, Fortress = 28
    Blightwhale = 22

    ...

    The Deru are victorious! The Deru lose 1 land Unit.


    Spoiler: The Second Blightwhale in Bhaile Koma
    Show

    Deru: 3 land Units, 1 naval Unit, Esfrey (Hero 10), 1 Treasure, City, Fortress = 25
    Blightwhale = 21

    ...

    The Deru are victorious! The Deru lose 1 land Unit and 1 naval Unit.


    Spoiler: The Third Blightwhale in Bhaile Koma
    Show

    Deru: 1 land Unit, 3 naval Units, Asha-Shuran (Hero 8), 1 Treasure, City, Fortress = 31
    Blightwhale = 28

    ...

    The Deru are victorious! The Deru lose 1 land Unit and 1 naval Unit.


    Spoiler: Brigands Assault the Land of the Targiz
    Show

    Targiz: 7 land Units, Ces Arnif (Hero 8), 2 Treasure, City = 35
    Brigands: 2 land Units, Brigand Chief (Hero 7) = 25

    ...

    The Targiz are victorious! The Targiz lose 1 land Unit.


    Spoiler: Gluttonous Shadows Infest Region 202
    Show

    River Lords: 1 Troll land Unit, 1 Troll naval Unit, 1 Vygra land Unit, Onoynoyis (Hero 10), Black Iron, Thin-Blood Elixir = 24
    Gluttonous Shadows = 17

    ...

    The River Lords are victorious! The River Lords lose 1 land Unit. Onoynoyis dies in battle!


    Spoiler: Gluttonous Shadows Infest Region 208
    Show

    Veramondo: 2 Veramondo land Units, 3 Veramondo naval Unit, 1 Vygra land Unit, Kona (Hero 9), Black Iron, Thin-Blood Elixir = 23
    Gluttonous Shadows = 31

    ...

    The Gluttonous Shadows are victorious! The Veramondo lose 2 land Units and 1 naval Unit. The Vygra lose 1 land Unit.


    Spoiler: Consumed Neferkare Infests Region 209
    Show

    Kro: 1 Kro land Units, 1 Troll naval Unit, 3 Troll land Units, 1 Sentinel land Unit, Kro Thorael (Hero 10), Golden Lion, Black Iron, Composite Bows, Thin-Blood Elixir, 1 Treasure, duelling (tie) = 31
    Consumed Neferkare = 30

    ...

    The Kro are victorious! The River Lords lose 1 land Unit and 1 naval Unit.


    The Arrok of Uldra have conquered region 119 without opposition. Region 119 is Unstable!

    Clan Alqar has conquered Džíu Phè Hwǔ (Region 46) without opposition. Džíu Phè Hwǔ is Unstable!

    The Sewune have conquered region 231 without opposition. Region 231 is Unstable!
    Last edited by TheDarkDM; 2021-01-20 at 12:23 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!

  17. - Top - End - #557
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Terror!

    • As the last of the Blightwhales falls dead in Bhaile-Koma, the victory celebration is short-lived. Sensing the deaths of its children, the lurking shadow at the center of the hurricane to the south finally moves, sending forth a tidal wave that annihilates many communities that were mercifully already evacuated. Twelve burning eyes flare up in the gloom, rising impossibly high as the Leviathan’s chitinous body crests the surface. Corded lengths of rubbery flesh and muscle strain against the sheer enormity of the beast, and as it makes landfall it unleashes a roar of mocking laughter. A head larger than the Blightwhales themselves slams down on an encampment of Deru defenders, annihilating all in a blast of flash-frozen salt. The creature rears up once more, secure in its invincibility, and unleashes a second mocking laugh. But this time, the laugh is answered.

      Far to the north, the storm shrouding Thun and Tipen finally moves, the unprecedented blizzard dissipating with uncanny speed. The frozen winds instead blow southwards, screaming over the fertile riverlands as a prelude to winter. None can now deny the rhythmic beat of something above the clouds, and as the Leviathan celebrates its impending victory the Storm Bird plummets down through the clouds. Storm meets storm as the two titanic creatures collide, snapping and clawing each other with talons and fangs that rival Mamut’s great fortresses in size. Taken by surprise, the Leviathan is forced back into the sea, but it is a mixed blessing for the Deru. Returned to its element, the Blightspawn proves far more capable than the Amaryllis Dragon against the Storm Bird, forcing the titanic beast into a desperate struggle to keep from being dragged beneath the waves. Lightning arcs out in bolts brighter than the sun to sear the Leviathan’s flesh, and it responds with gouts of arctic sea spray that send the Storm Bird’s iron feathers careening into the wind.

      Though the battle begins off the coast of Bhaile Koma, it moves northwards as the combatants vie for supremacy, raking the coasts of Ilia and Rhödödendräk with hurricane-force winds and freezing sleet. In a moment of greatest terror, the sea explodes around the Leviathan in a wave large enough to swallow it and the Storm Bird both. A scream of defiance from the Storm Bird rends the air, so terrible it scours the storm clouds from the heavens, and with a monumental effort it takes the Leviathan’s head in its talons and hauls the creature skywards. The monstrosity is laid bare for all to see, before with a final cry the Storm Bird drives it into the ground, cracking its indigo carapace and exposing the tender flesh beneath. Searing lightning arks from the Storm Bird’s open mouth to flood the wound, and the Leviathan dies slowly. In the wake of the battle, the Storm Bird seems in no great hurry to return whence it came, instead perching over its latest victory with grim amusement.

      [Already prepared to weather the storm of the Blightwhales, Bhaile-Koma suffers little additional damage from the battle between the Leviathan and the Storm Bird. However, Ilia and Rhödödendräk enter Unrest as their populations grapple with the aftereffects of the storm. The Storm Bird is currently occupying the land around the Leviathan’s corpse in Rhödödendräk.]
    • It is a small thing when it starts, little more than a grimy blot at the edge of vision, noticed only by the most desolate nomads and desperate caravan masters. It is only months later that those same outcasts realize the blot has grown to enshroud the horizon. Alerted at last to the strange phenomena, the kingdom’s surrounding the Maw dispatch scouts that all return with the same warning - a vast and ceaseless storm is brewing in the heart of the deep desert, expanding gradually with every passing day. Eventually, it will slip the borders of the deep desert, and begin to swallow the civilized regions of Sikar.
    • As arrangements are finalized for the Naherin Coalition to swear fealty to the Nocturnal Hydra, Kehna Tzkepte suffers a haunting visitation. Shocked out of sleep by a sudden chill, her eyes open in the dead of night to reveal the spectral figure of the murdered Xehra Tzkepte floating above her. Wounds leaking ephemeral blood, the grand unifier of the Naherin scowls down at her chosen successor, eyes ablaze with disappointment and disdain.

      “I rose to power as a conqueror. You were chosen to continue my legacy, and spread our dominion across Sikar. Instead, you have chosen to groven before a mongrel queen. The dragon’s blood cries out at the indignity you force upon it, traitor queen. No true daughter of mine would so meekly submit herself, and my Coalition will not long survive your cowardice.”

      The specter vanishes in a flash of baleful light, leaving Kehna alone in the dark.
    • Training with Alexios, Gothek’s routine becomes a thing of habit, widely known through the Soreni court. It is perhaps inevitable that some would try to take advantage. On a day like any other, Gothek descends to the training field, only to find the gates barred to her and the guards nowhere to be seen. Her indignat shouts go unanswered, and it is only when cloaked figures slip free of the shadows that Gothek realizes the true extent of the danger. Bronze knives gleam in the early morning light, but the Soreni are born with weapons just as deadly. A bitter, ugly melee plays out in the deserted halls, as Gothek disembowels two of the masked assailants. But faced with two more, and bleeding from several wounds, all seems lost until an impact shakes the doors to the yard on their frame. The assassins pause in confusion, and a second blow shatters the left gate to reveal Alexios, robe in tatters but flesh unscarred. Stepping from the field where a dozen masked assassins already lie broken, he joins Gothek in quickly dispatching the remaining pair. Unmasked and uncloaked, the assassins include night elves, humans, and Alodites beneath their lion masks.
    • Panic fills the streets of Sol'lkoth "He is not here either have we looked everywhere?" Can be heard as people frantically look for the Black Pharoah. The Avatar of the ancient one was arranging state affairs one moment and was gone the next. The search expands to surrounding towns and villages to no avail. A few days after the disappearance a messenger appears who walks to the town square and reads off a clay tablet. The accent of the woman was foreign, her hands had one extra finger each. "Dear citizens of Sol'Ikoth, the Black Pharaoh has traveled to the lands of Kiswa to join and explore the followings of Abiherism. You may see and converse with him again at a gathering of which the time and location will be announced soon and will take place in Sikar. With kind regards the Sewune of Gehudu forest." Before any of the guards can apprehend her she uses the chaos of the news to disappear.

      [The Black Pharaoh has betrayed the Sol'Ikoth and joined the Sewune!]
    • Having disappeared into the wild years earlier, the Children of the Great Mother’s hunting party finally reappears in Region 91. Diminished to less than half their original number, the wounded survivors are pursued by similarly-battered Blightspawn, a horde of bone-spined foxes with the heads of mummified Shani. Fighting each other across the bone-strewn tundra, it seems inevitable that both forces will destroy each other without outside interference.

      Epic Quest: An Arctic Rescue - a Hero or Heroes may attempt a TN 14 Hero check to come to the aid of the Children of the Great Mother, and perhaps receive a boon from them. If no Hero succeeds at this roll in Round 14, the hunting party and their Death Fox enemies will both die.
    • Soon after celebrating their liberation from the Gluttonous Shadows, the people of Veramondo are struck with an entirely different tragedy. Despite the blessing of their faith, young mothers begin to miscarry at an alarming rate, sparking fears of some dread curse spreading through the Way of Green. Hunters sent in search of curative agents to counteract the affliction also go missing, leaving the commons with little recourse but prayers. Tensions rise as the ruling elite go unaffected, with some whispering that it is a cruel means of ensuring their control.

      [Veramondo enters Unrest!]
    • With the majority of their strength dispatched to face the Gluttonous Shadows, the Sentinels guarding the standing stone in Faranandull are left unprepared for an organized attack. Striking at night, Tasapa the Mongoose and a force of Anbroch Reavers butcher the aspirants on guard, only to find their fellows unwilling to surrender despite their circumstances. The fighting is swift but brutal, and leaves the dwarven strike force in control of the standing stone. The following morning, a messenger is dispatched to the Bannanda court, with the following missive.

      Spoiler: A Message to King Oyinellis
      Show
      King Oyinellis,

      Tasapa the Mongoose and the Anbroch have driven the Sentinels of Stone from the standing stone in your territory. We did so not because we are a friend of the blight, but because the Sentinels have hampered the efforts of Kiswa against the shadows by their secrecy, unpredictability, and ego. The knowledge of Black Iron and the sentinels' magic, if publicly known, would allow everyone to fight the blightspawn with the same strength. The sentinel Agatha forced Kiswans to accept her leadership over our own by threatening to march into the blightlands on her own, almost certainly becoming consumed herself. The sentinels, after hoarding their secrets, failed to arrive to an expedition to kill the mother of shadows in the year 48, dooming the whole venture and forcing heroes to travel hundreds of miles for nothing. The leader of the sentinels similarly abandoned the continent just as the mother was discovered. Rather than helping Kiswans to protect themselves, the Sentinels Favor their continued existence as an organization by sabotaging Kiswan efforts with their unpredictability and egoistic demands to lead, and by keeping secret the nature of the blight and the best techniques for fighting it. It has become necessary to seize the means of fighting the blight for Kiswa, to free ourselves from the capricious machinations of the sentinels. Thus, the Warlady apologizes for the small necessity of violence in your territory. We have tried to harm the standing stone as little as possible, so that Kiswans, and not solely the sentinels, may understand it and use its magics against the blight. You will have our aid in this, if your wisdom permits it.

      Warlady Rosie MacGill



    Organizations!

    The Sentinels of the Stone

    • The Ko attempt to slander the Crimson Kingdom, but the Sentinels find their arguments unconvincing.
    • The Drazollin successfully raise their reputation with the Sentinels, becoming Rep 1.
    • Hoping to uncover further truths about the strange Black Fire, Clan Alqar asks the Sentinels to investigate the remnants of the Incursion. However, the Sentinels prove reticent to delve the mysteries of Blight-spawned magics, and decline.
    • Gothek successfully trains alongside Alexios, earning the right to hear the Riddle of Steel!
    • Záni’Quêzí continues to center himself in preparation for communing with the World Soul and becoming Flame-Tempered!
    • The flagrant attack on the Standing Stone in Faranandull enrages the Sentinels! The Anbroch Reavers’ reputation plummets, becoming Rep -3. Shortly after taking control of the Standing Stone, strange events are reported across Kincany. Blightspawn are sighted but disappear soon after, leaving the locals unmolested. Those forces occupying the Standing Stone begin complaining of a creeping malaise, sapping their strength if they spend too much time in the stone's presence. Strangest of all, Rosie MacGill begins to hear a voice on the wind, whispering half-understood words to her in the dead of night, tempting her into the darkest tunnels, abandoned since the Gluttonous Shadows ravaged the region.

      [The Anbroch Reavers begin to suffer strange visitations by some unknown force! Rosie MacGill may attempt a TN 14 Intrigue check to follow these phenomena to their source and confront it.]


    The Dream Speakers

    • The Veramondo successfully raise their reputation with the Dream Speakers, becoming Rep 4.
    • Pushed from their position by the Veramondo, the Great Scrimthun Unity becomes Rep 3.
    • The Nocturnal Hydra successfully raise their reputation with the Dream Speakers, becoming Rep 2.
    • By embracing their role as the Twilight Pilgrims, the Dolod are locked at Rep -3 until such time as they repent their ways.


    The Truthseers

    • The Sewune successfully raise their reputation with the Truthseers, becoming Rep 1.
    • The Nocturnal Hydra expend a favor with the Truthseers to raise the reputation of the Sewune to Rep 2.
    • Kro’s Tribe successfully raises their reputation with the Truthseers, becoming Rep 1.
    • As a new High King takes the throne, the River Lords’ reputation declines, becoming Rep 3.
    • The Ashir have completed the new Truthseer headquarters in Vesparre. So long as the Truthseer HQ remains and the Ashirian Sultanate in good standing (Rep 0 or higher) the region cannot fall into Unrest. Ownership of the region holding the Truthseer HQ provides an additional +1 to their Reputation 1 and Reputation 2 bonus, and provides a +1 bonus to seeking the Four Winds Mythica. For this singular act of devotion, the Ashirian Sultanate’s reputation rises to Rep 4.



    Investigate!

    • Having successfully infiltrated the disorganized tribes on their borders, the Vygra dispatch spies further afield. Sadly, their earlier success proves a handicap, as the Vygran agents assume traits of nearby tribes with unforeseen vendettas against them, forcing an early withdrawal from Region 240before an accurate accounting can be made of the region’s defenses.
    • Left with a wealth of alchemical material from the devastated Mockeries, the Alodites collect the horde and deliver it into the hands of their most gifted sages. Poring through the notes of the Mockeries and unraveling their cyphers, the investigators are left with more questions than answers. Much of the Mockery shorthand seems to be missing crucial steps in a number of processes, assuming intuitive leaps without rhyme or reason as to the underlying logic. Clearly the Mockeries themselves were capable of deciphering the dreamlike tangle, but further effort is required to unlock their secrets.
    • Continuing to pursue the truth of the sabotage of the Seekers, the Sol’Ikoth redouble their efforts to uncover the source of the strangely worked nakhla stones. After months of fruitless inquiry, the agents of the Black Pharaoh finally strike upon a promising lead. A passing caravan provides a link to a Soreni silversmith, whose records are easily acquired with a surefire combination of threats and bribery. From there, the Sol’Ikoth track the phylacteries themselves to a caravan master who regularly passes through their territory, and lay a trap. The caravan’s hired guards surrender en masse when confronted with an armed contingent of the Pharaoh’s troops, and the caravan master proves only slightly more resilient. In tears, he betrays the identities of several citizens of the Sol’Ikoth who ordered the phylacteries through him. The investigators mount immediate raids on the suspects’ holdings, but find them messily abandoned. Clearly the culprits received some forewarning, if only just.
    • Guided by Clan Mak Mountainshapers, representatives of Uldra’s Arrok cross the mountains in central Tarandi to reach the Children of the Great Mother. They receive a similar welcome as the first band, greeted with open hospitality and offers of communion. Offers the Uldra are circumspect enough to turn down without offending their hosts. What follows instead are several days of lively debate with the monks of the temple, who prove as curious of the ways of Eauden as the Uldra are of their own hermetic religion. In the intervening time, more secular members of the delegation probe for details of the Children’s monasteries, and find themselves receiving guileless answers. The Children seem largely ignorant of the distrust towards their faith in civilized Tarandi, recounting the actions of their missionaries as missions of humanitarian relief as much as proselytizing.

      [The Children of the Great Mother have monasteries established in Region 143, 144, 147, and 149, with an additional High Temple established in Region 145. Once these regions are discovered, they may be destroyed as Organization Bases.]

      Spoiler: The Childrens' Philosophy
      Show
      Central to the Children of the Great Mother’s theology is their understanding of the Great Mother herself. While aware she is not an absolute power, the Children still attribute her with divine power, in large part due to the miraculous effects of her Milk and her status as their protector through the aftermath of the False Dawn. Members of their society partake of a communion of the Milk as a rite of passage when they become adults, with most emerging with nothing but the overwhelming sense of belonging that comes from sharing in the Great Mother’s Dream. Some emerge with a greater understanding, and are recognized as possessing a special destiny for leadership of the Children. A major component of the Childrens’ faith is how they continue to grapple with and interpret the memories of this communion, in many ways rediscovering their sense of self from the new perspective of having shared, however briefly, in something far greater. This journey of self-discovery and betterment organized around two pillars - outward good works and inward meditation. The first takes many forms, including missionary work, and is responsible for the Childrens’ communal society. The second is more private, shared only with close friends and family. Extended families among the Children have their own small rituals passed down from parent to child, resulting in a thousand minor sacraments that all funnel back into a driving goal of replicating the Great Mother’s stewardship of the land and all the creatures that call it home.

    • Eae breaches the Twilight once more, searching for answers in the Bright Place. (19)
    • Eae steps beyond the realms understood by Dolod or Truthseer, and plunges into the primordial darkness of the Guardian Dream. (25)



    Trade!
    • The Ilduri buy out a Good resource of Timber from Region 164
    • The Ilduri buy out a Great resource of Timber from Region 164
    • Eleftheria buys out a Minor resource of Pygmy Goats from Region 126
    • Eleftheria buys out a Good resource of Pygmy Goats from TP2
    • Aran Viska buys out a Good resource of Wood from Region 124 from the Danneta-Yvaon
    • The Crimson Kingdom buy out a Good resource of Truffles from Region 50
    • The Crimson Kingdom buy out a Minor resource of Geese from Region 15
    • The Targiz buy out a Great resource of Wood from Region 46
    • A'Shansholi buys out a Good resource of Eagles from Region 142
    • A'Shansholi buys out a Good resource of Timber from Region 154
    • Star Kingdom of Solais buy out a Good resource of Copper from Region 159
    • Henanda buys out a Minor resource of Avocados from Region 193 from the Dream Speakers
    • Henanda buys out a Minor resource of Copper from Region 204
    • Henanda buys out a Great resource of Yaks from Region 223
    • The Great Scrimthun Unity buys out a Minor resource of Cheese from Region 40
    • The Great Scrimthun Unity buys out a Good resource of Wheat from Region 36
    • The Great Scrimthun Unity buys out a Good resource of Orichalcum from Region 21 from the Crimson Kingdom
    • The Bozuls buy out a Minor resource of Whale from Region 77
    • The Bozuls buy out a Minor resource of Pearl from Region 83
    • The Bozuls buy out a Great resource of Coal from Region 86
    • The Scions of the Thalaz'ir buy out a Good resource of Wood from Region 46
    • The Scions of the Thalaz'ir buy out a Good resource of Copper from Region 29 from the Crimson Kingdom
    • The Danneta-Yvaon buy out a Minor resource of Mammoths from Region 99
    • Veramondo buys out a Minor resource of Rice from Region 228
    • Sewune buys out a Good resource of Yak from Region 223



    Conversion!

    • The holy site in region 1 has been converted to Path of the Ancient Ones.
    • A holy order, the Deep-Sigh Academy, has been established in Swampum.
    • The holy sites in regions 118, 155, and 156 are converted to Way of Eauden by the Danneta-Yvaon!
    • The holy sites in regions 281 and 289 have been converted to Path of the Ancient Ones!
    • The holy sites in regions 41 and 44 have been converted to Soul Honour!
    • The Arrok of Uldra convert holy sites in regions 93, 120 and 122 to Way of Eauden!
    • Holy sites in regions 138 and 157 have been converted to the Ancient Way from the Children of the Great Mother!
    • The holy site in region 177 has been converted to the Ancient Ways!
    • The holy sites in regions 76 and 77 have been converted to Glyemo!
    • The holy sites in regions 52 and 68 have been converted to Bouquet of the Corpse Flower!
    • The holy site in region 287 has been converted to Path of the True Dawn!
    • The holy site in region 7 has been converted to the Horned King!
    • The holy sites in Troll Country (221) and the Adzbark Wetlands (228) have been converted to the Way of Green!
    • The holy site in Region 124 has been converted to Atheism!
    • The holy sites in The Tillands (Region 135), 158, 161, and 162 have been converted to Children of the Great Mother!

    • The Deru have officially converted to Bouquet of the Corpse Flower!
    • The River Lords have converted to Way of Green, and have been cast out from the Abiherist faith by the United Abiherist Tribes!



    Wonder!

    • The Blemmyae create Feathered Capes!

      [Feathered Capes: Slot: Armor & Personal Equipment; Requirement: Feathers; Effect: When active, on a Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes.]
    • An unknown benefactor has gifted the Ixkarr with the secrets of Celestial Navigation and Composite Bows!



    Discovery! Map!

    Spoiler: The Known World
    Show


    Spoiler: Daezirn Isles
    Show


    Region 85 has been discovered. It has a Good resource of Penguins, a Holy Site dedicated to Drynosm and 1 units of native defenders!

    Region 87 has been discovered. It has a Good resource of Wolverines, a Holy Site dedicated to The Watcher and 2 units of native defenders!

    The Bozuls set out into the frozen waters north of Ogrontir, but find no land.

    Ships from Smiaskotur sail due west but fail to reach land, although they see signs of it beyond the horizon.

    The Avicennians have emerged in Region 70!

    The Citlallo have emerged in Region 81!


    Spoiler: Kiswa
    Show


    No new regions have been explored!

    Region 205 becomes a Wilderness Region with a Great resource of Blood Amber.

    Region 203 becomes a Wilderness Region with a Great resource of Dyes.

    Region 200 becomes a Wilderness Region with a Great resource of Spices.


    Spoiler: Mamut
    Show


    Region 5 has been discovered by Kethix of Ixkarr. It has a Minor resource of Ostriches, a Holy Site dedicated to the Order of the Crown and 3 units of native defenders! Kethix returns home with 1 unit of followers! Ixkarr has discovered Greater Mamut!

    Swordstrike Stoneborn sails out aimlessly into the ocean and discovers nothing.

    Region 58 has been discovered by the Warspeaker Arman of the Scrim. It has a Great resource of Flax, a Holy Site dedicated to Idolatry and 2 units of native defenders! Arman returns with 1 unit of followers.


    Spoiler: Sikar
    Show


    Region 271 has been discovered by the Ashir. It has a Minor resource of Moose, a Holy Site dedicated to The Cult of the Last Day and 2 units of native defenders!

    Region 264 has been discovered by the Nocturnal Hydra. It has a Great resource of Sapphires, a Holy Site dedicated to The Beady Eye and 2 units of native defenders!

    Region 325 has been discovered by the Nocturnal Hydra,. It has a Good resource of Ginger a Holy Site dedicated to Alubedo the Spider and 2 units of native defenders!

    Region 319 has been discovered by the Naherin. It has a Good resource of Cave Cats, a Holy Site dedicated to the Cult of Brabeqir and 3 units of native defenders!

    Region 298 is a region of salt flats transitioning to sand sea at its southern border. While the Dream Speakers who discovered it on Ixkarr’s behalf originally mistook the region for uninhabited wilderness, they were disabused of that notion when overtaken by a sand storm on their fifth day charting the expanse. At the center of the storm flew a flock of white-feathered creatures, their bodies resembling enormous condors ending in serpentine and eyeless eels’ heads. Despite their apparent blindness, they swept down on the Dream Speakers with uncanny speed, feathered underbellies unfurling into masses of infantile human hands. Only by the sacrifice of their mounts were the Dream Speakers able to escape with their warning!

    [Epic Quest: The Grasping Flock - Region 298 is a Blighted region assailed by a roving group of flying Blightspawn, capable of conjuring sand storms with their erratic movements and possessing unnerving speed. A Hero or Heroes may attempt a TN 20 Hero Check to hunt down and slay the beasts, freeing the region for colonization.]


    Spoiler: Tarandi
    Show


    Region 6 has been discovered by the Symphony of Kalatar. It has a Good resource of Desert Dragons, an Open Holy Site and 4 units of native defenders!

    Region 121 has been discovered by the Brayewen Tribes. It has a Good resource of Giant Kites, a Holy Site dedicated to The Black King and 2 units of native defenders!

    Region 152 has been discovered by the Ilduri and by Vralis of the Symphony of Kalatar. It has a Great resource of Timber, a Holy Site dedicated to Ancestor Worship and 2 units of native defenders! Vralis returns with 1 unit.

    Region 165 has been discovered by the Ilduri. It has a Minor resource of Spices a Holy Site dedicated to the Children of Purity and 1 unit of native defenders!

    Region 179 has been discovered by the Drazolin. It has a Great resource of Marble a Holy Site dedicated to The Flower of Carnage and 2 units of native defenders!

    Eleftheria launches an expedition into the sea north of Azumaba, but discovers nothing but open ocean! On the horizon, sailors report seeing the shores of North Tarandi, leaving little doubt that no sizable islands exist in the region.

    The Brayewen Tribes have completed the work begun by the Arrok and Nordgen in learning the ways and tongues of the Daezirn Isles. The Arrok of Uldra and Brayewen Tribes take a reduced penalty on actions in the Daezirn Isles!


    Other!

    • Region 53 has been stabilised.
    • Regions 135, 157, 158 and 159 have been stabilised.
    • Region 48 has been stabilised.
    • Region 54 has been stabilised.
    • The Brayewen Tribes have, via their debating prowess, established a cultural identity for pressing claims.
    • The Lim Dynasty and the Sewune have exchanged embassies.
    • Regions 288 and 293 have been stabilised.
    • Natural Philosophy has become a permanent cultural identity of the Wardens of Awakened Realms.
    • Regions 139, 155 and 156 have been stabilised.
    • Region 278 has been stabilised.
    Last edited by TheDarkDM; 2021-01-23 at 04:48 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!

  18. - Top - End - #558
    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: 6
    Opu: 7
    Faith: 7 => 9
    Int: 7


    Actions:
    • Faith Great Project: Charting the Stars [1/5]
      Theris has asked for the help of the other spiritual leaders of the Trinity in recreating the Night Kingdom's Star Map. Upon a positive response, the Ko send their best seers and priests to recreate the massive work.
    • Faith Great Project: Charting the Stars [2/5]
    • Faith Great Project: Charting the Stars [3/5]
    • Faith Great Project: Charting the Stars [4/5]
    • [Opu] Send the CK a ransom in exchange for all the kidnapped Ko returned and promises not to do that again. This ransom will be delivered by the majority of the Ko army to limit the Horned King's options for betrayal.



    Non-Actions: Accept all embassies and gifts.

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

    Treasury: 4 - 3 +1 = 2

    Embassies: The Scrim

    Spoiler: Trade Posts (Needs updating)
    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
    Translation of the Daezerin Isles (2/5 Int)
    The Star Map (4/5)


    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.

    Fosfer: A whirling dervish and mad Ko.


    News and Rumors

    • After the disastrous party, Zinnia has confined herself to the Towerhome, under guard by a small group of Scion and Night Kingdom soldiers, along with her own personal retinue. Though still in charge, she will be conducting business through emissaries. Tensions are high, but she remains a cordial host.
    Last edited by Miltonian; 2021-01-26 at 01:46 PM.

  19. - Top - End - #559
    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 14

    Ruler Stats:
    Dip: 1
    Op: 8
    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: (14)
    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) MIA
    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 282Success
    2 Faith: Convert 309Success
    3 Int 5: Protect the Empress of the Nocturnal Hydra Success
    4 Int: Investigate the Mockeries in 308 Fail
    5 Dip: Attend the Blemmyae event
    - Trade Seekers and support of buyout from SEW for Advanced poisoning
    - Trade Seekers to the Blemmyae for Feathered Cloaks
    - Vassalize to The Nocturnal Hydra and trade Seekers and 1 treasure for Celestial Navigation and Masonry
    - Gift Region 296 to IXK to honor the TSR's deal
    rolls:
    Non-Actions
    -Resist all Buyouts and Conversions except from SEW
    -The GP for the DSP has been completed. effect TBD
    -
    New leader: Yes
    Spoiler: New Leader Stats
    Show

    Dip 1
    Mil 3
    Op 4
    Faith 4 +1
    Int 4 +1

    Spoiler: Dynastic tree
    Show



    Last edited by Ivor_The_Mad; 2021-01-30 at 10:32 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  20. - Top - End - #560
    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


    [Economy] Build a University for the Dream Speakers
    King Oram has long been a patron of the arts, and it is with pride that he unveils the magnum opus of his 60 year reign. One of the old buildings in the fortress city of Kanorage has been restored, along with its furnishings, and shall serve the Dream Speakers as archive and amphitheatre.

    [Military] Attack region 227
    Using 5 land units led by Kona (9) for a total bonus of +14. Challenge the enemy to a duel.
    After a long dormancy, the military might of Veramondo awakens once more. It lashes out at neighboring regions, eager to bring their wealth into the kingdom.

    [Military] Attack region 230
    Using 3 land units and 1 naval unit, led by King Oram II (10) for a total bonus of +14. Accept duels, but don't challenge.
    Oram the Ancient himself leads a Veramondi army south, marching towards the cold lands. Despite his advanced age, he is still sound of mind and body. Some believe that the magic of the Way of Green is sustaining him longer than he should live.

    [Diplomacy] Stabilize Veramondo
    In the wake of unholy stillbirths, priests of the Way of Green travel the land, teaching and healing where they can.

    [Economy] Buyout Vesparré TP 3 for Ashiran Horses
    The brief encounter between Veramondi merchants and the Ashir of Sikar leaves an impact. A large merchant caravan crosses into the desert with the intent of buying supplies of horses from the nomads.

    Nonactions

    Spend a favor with the TSR to Consult the Bones and ask: "Where can the root of the plague of stillbirths upon Veramondo be found?"
    Spend a treasure on any and all rolls to resist losing my DSP reputation.

    Support TRL buyouts of unowned Rice and Flamingoes

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy

    News and Rumors
    King Oram is very old, but still quite fit and able to lead his army himself.

    Spoiler: National Info
    Show
    Units: 8/10 land, 1/5 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
    Rice: 228.1
    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: 2d8 secret actions
    DSP 4: No cross-continent penalty, distance losses every 6 regions, +2 Exploration
    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.
    Flamakar Sangrisil (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; 2021-01-29 at 12:59 AM.
    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

  21. - Top - End - #561
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    The Night Kingdom

    Kylisa Nahaar the Invisible Hand, Queen of Night
    Diplomacy: 10
    Military: 8
    Opulence: 3
    Faith: 6
    Intrigue: 1

    Actions for Round 14
    • [Diplomacy 10] Form a Great Kingdom "The Night Kingdom" (NTK)
      Clan Alqar and its holdings are abuzz with activity surrounding a missive sent to each and every region under the clan's control, and further beyond. A speech first spoken in the capital transcribed and distributed for all to see concerning the future of their people.

      "I am Kylisa Alqar-Nahaar, born of the Moon's Propet, Merine, and the Chosen of the Sun, Haraman. I was chosen by the gods to rule Clan Alqar by spiritual election, and with my guidance it has prospered and grown strong. The realm is more unified than it has ever been, and on this day our borders span from one sea to another - to lands we knew not even existed only a few short decades prior! Though my name bears the honour of the Clan I reign as Warchief, I have no claim to it by blood. The name of Alqar is symbolic, and it is my desire now to return it to its rightful heir after we have weathered the long night and its countless horrors. An election has already been held, and the chosen Chief of Alqar is none other than Dennir Alqar, nephew of the beloved chief before myself. I know he will serve in my position better than any. Rejoice, times of daylight and harvest are upon us, of recovery and unity! Even the sacred city of Arrakh-Rah is returned to the Thalaz'ir, its rightful ruler by our very efforts. But despite this success, it is through night that our legacy was born, and by the blessings of the Sun and Moon both that we stand here today, unconquered by Blight and united under one name. Alqar - That name is but a fraction of our many diverse peoples. For a new age, we need a new name! I proclaim our dominance over the Darkness for an eternity to come as The Night Kingdom, to which I will not be your Warchief, but your Queen!"

      The unfurling of the Kingdom's new banner is revealed at the end of her speech, and in any transcription there is a copy of it's sigil - the eclipse.

      In the following days, suzerains are elected to govern each region, all of whom pay tribute to the Queen of Night who rules from Alqar - but not directly ruling Alqar. The complex administration of having so many lands is streamlined and revamped, and in a few years the new monarchy will begin functioning many times more efficiently than the old Clan structure had.
    • [Diplomacy] Attend the Event in Mamut
      - Grant Arrakh-Rah (R67) to the Scions of Thalaz'ir (SOT)
      - Accept all techs offered (Comet Phylacteries, Arctic Survival, Uzii Battlesmithing from SOT)
      - Announce that the Night Kingdom is claim the remaining Sokau lands between their capital and ours for the Night Queen's son, Iceno.
      - Grant Sailing to the Scions of Thalaz'ir (SOT)
    • [Faith] Seek aid for rep raise from 3 to 4 (Success!)
      When it is revealed that the Truthseers are enamored with another from across the seas via Merine's precognitive gift, extra measures are taken to reach out their way and discover who these refined individuals might be... A delegation goes south to Sikar for the first time, using the best of Sokau ships and braving waves scarcely traveled by those of Mamut. Human vessels reach Alodite Elf shores, and from judging by the sandy lands that await them the explorers presume to be in the right place. They make contact with and are brought to an Alodite leader, who they introduce themselves to and kindly ask the way to the 'mounted champions of light' that the divinations had shown them. Still surrounded by new peoples and cultures, Seek Makoa, the expedition's leader, invites the refined elves to attend a wedding among the 'most exalted of all Mamut' in the coming years, to which a boat will come to escort their representatives safely.

      After their meeting with the elves, the delegation continues to onto new lands and into the realm of the Ashirian Sultanate. They do not make it to the Sultan proper before they are chased off by the Desert's harsh conditions, but the trip had still proven valuable in charting new lands and finding out two key factors about their rival among the Truthseer's favor: The Sultan has influence everywhere in a way that eclipses all powers in Mamut save the Crimson Kingdom, and second that they built the truthseers a grand headquarters. When the news reached Kylisa she gives it some consideration and opts to accompany her her mother's attempts to curry favor with their organization by granting them their own villas within the most important administrative centers in the realm. While expensive and somewhat ostentatious, those truthseers staying far from one of their towers seem to enjoy the luxury in a way that just barely pushes the Night Kingdom to their foremost favor.
    • [Diplomacy] Press Claim on R16 (2/2)
      Qian finally becomes leader of the warband in R16 when the leader passes naturally, and as his right hand she goes on to lead the clan in her mother's name. When she's recalled home after a couple years of leading, she swears fealty for the hunters to the Night Queen before choosing her successor to rule in her stead and lending them some Arrakhi mentors in the arts of war. Soon enough the natives are working alongside standard Night Kingdom military, and bare the flag new flag with pride.
    • [Diplomacy] Raise Truthseer rep from 2 to 3! (Success! (20) Replace DERU)
      Not only has Kylisa heard the advice of the Truthseers on how to run a nation, but she is putting that advice into action. Her family plans to kindle ties with powerful, a wedding planned in the approaching years. As new people are encountered from the south and a star falls in the east, they plan to strike out and forge new ties among them to enhance their bloodline further. Truthseers are regarded as more honored and essential guides than ever at this time, when translation and intention are critical.
    • [Non-Action] Spend a favor to increase Truthseer rep from 3 to 4! (Success! (17) Boosted by 2 from seek aid! (19) Replace ASH)
      Merine, Kylisa's mother and unaging paragon of faith begins to inquire about the nature of the Truthseers sight and compares it to that of her bloodline's clairvoyance. Their discussions are long, analytical, and somewhat fruitful. They believe that they share a similar gift, and the idea of a dynasty given those powers in particular is quite enticing for their particular interests.


    Accept the SOT embassy with much gratitude!

    News and Rumors
    1. After their confrontation of Zinnia at their uncle's festival, Kylisa's eldest son and daughter Iceno and Nylah seem to have become implicated with Arlais, Daughter of the Crimson King. While taking time to gather their forces and putting movements into play, plotting to recover their lands by words and bloodshed, their fast friendship blossoms into something more intimate and exploratory. Not only do the two heirs Alqari heirs tour lands unknown to them and learn why and how their dubiously ethical practices work (perhaps beginning to develop an appreciation for them) but Arlais is also brought all across their own vast territories and gets to experience Eastern Mamut firsthand. The twins are somewhat competitive in their bouts for their shared girlfriend's favor, but their competition remains mostly friendly.
    2. When the Ashir's princesses arrive in the Court of the Night Queen, Kylisa takes the opportunity to learn much about their desert lifestyles and expectations, and believes herself ready to make the trip to one of their events in due time. They bring bows the likes of which have never been seen so far north - and coins that provide some interesting ideas on how one might regulate exchange in their lands. But most important among the gifts is the star-map of the southern hemisphere, which seems to accidentally hold a tremendous amount of religious significant and and earns her two guests the promise of establishing an embassy in the coming years. Of course, the princesses are taught much of Mamut in turn.

      Particularly on the practice of giving gifts upon arrival, one might be remiss to attempt to do so with the Kobolds of Towerhome - who would find such a practice offensive. All other peoples should take them well enough, particularly the human/elven realms of the Thalaz'ir and the Crimson Kingdom... And it goes without saying, the Night Kingdom. Mamut has no formalized greeting, but one who attends another's event is expected to come armed but place their trust in the host that nothing will go amiss. A small guard is acceptable at most, and there have thus far never been any diplomatic incidents that have resulted in a host turning on their guests for any reason. Doing so shows trust in their ability to protect and lead. The Night Kingdom seems to practice slavery, but in a way in which status is shown by the quality of life for a noble's slaves. The better kept their slaves may be, the more respect that noble ought to garner. Becoming the Queen's slave, it seems, is something of an honor in itself reserved for the most capable common folk.

      Kylisa would pleasantly show the princesses the niche craft of regal stage-plays and show them in the center of their Kingdom's capital a grand structure of metal that serves as a grand astroglobe, one that charts all the stars and planets so that their priests and seers can divine based on their positions even with the sky is bright or clouds cover their fortune. All the stars are lit up with what must be magic, and which Kylisa has no explanation for save that her mother is a 'very talented woman.' That's not the last they hear of Kylisa's mother - a medusa with scintillating specs that seem like gemstones in her skin, she mothered a dynasty that now spreads across three kingdoms and is set to inherit into two more. Those born of her blood can glimpses into the future, and also tend to carry snake-like features about them. It is no coincidence, they find, that Kylisa has snake-like eyes and sparkled scales on parts of her skin. The Kingdoms under their lineage are the Sokau Tribes and the Scions of Thalaz'ir, but soon to also be the Targiz and the Crimson Kingdom.

      Speaking of Lineage, the princesses become acquainted with Kylisa's children - all of whom are mostly human but share her snake-like traits. Iceno and Nylah are the heirs to the recently collapsed Sokau Tribes, working with a fierce warrior of an elf named Arlais to reclaim their lands. Qian is a young warrior in her own right, who has recently returned from a journey west to prove her worth. The last is a young boy named Virne, who has more of his mother's Arrakhi features than the blend of Arrakhi-Sokau features of his siblings. Through context clues, they find out that none of these heirs are married, but that Iceno and Nylah are romantically implicated with Arlais. Kylisa herself is widowed, and currently pursuing justice against those who slew her husband who was the leader of the Sokau Tribes.

      Finally provided with maps and short synopses of the nearby powers, the two are permitted to stay as they please but are recommended to tour the lands - which are supposedly mostly tamed and friendly for capable human outsiders like themselves.
    3. Zinnia drama
    4. Progress among the Sokau Tribes


    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] [New region]
    Total Regions: 8
    Land Unit Cap: 20 (6 Capital Unit Cap + 7 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 6 (3 Base + 3 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

    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]
    New Region

    Secrets Whispered: 0
    Embassies: SCR, SKT

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

    Rep:
    Truthseers - 2
    Dreamspeakers -1

    Last edited by Zayuz; 2021-01-30 at 02:50 PM.

  22. - Top - End - #562
    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 7
    Mil 6
    Opu 4
    Faith 8
    Int 4


    Expected stat increases: +2 Dip

    New ruler next round? No.


    Actions:

    [Military] Conquer Region 49 with 6 units, led by Gorrn (Score 10)
    Comet Phylacteries
    Uzii Battlesmithing
    2d8 Dueling Faith Bonus
    Necromancy Miracle Applies

    The last time the Scions entered into R49, they barely failed to defeat the native defenders, but they did not have the full might of a yeti, nor their undying comet stone legions...

    [Diplomacy] Press Claim on Region 55
    After many talks and several years of courting, the moon's divine, Oloa, marries into a native family of R55, ensuring a lasting bond between the region and the Arrakhi peoples.

    [Diplomacy] Raise Dreamspeakers Rep from 0 to 1 (TN10) Success!
    Following in his father's footsteps, Doraan orders emissaries to seek out the Dreamspeakers and offer them aid in whatever tasks they require. A simple measure, but the first step in ensuring good ties between the Arrakhi and the organization.

    [Diplomacy 5] Establish Embassy with ALQ/NTK
    It has been far too long that the Arrakhi clans have gone without a permanent embassy. As brothers and sisters of Arrakh-Rah, Doraan and Kylisa work hand in hand to see to the construction of such buildings.

    [Diplomacy] Host the Festival of New Horizons Event
    Spoiler: Trades:
    Show
    Trade Comet Phylacteries, Arctic Survival, and Uzii Battlesmithing to ALQ/NTK in exchange for Sailing and Region 67 (Arrakh-Rah)
    Trade Comet Phylacteries, Arctic Survival, and Uzii Battlesmithing to CRI for Cliffstep Riders, Horned Cavalry, and Cinnabar Warclubs (as well as buyout support for Cinnabar.)
    Trade Arctic Survival to IXK for Sikar Translation.
    Accept Embassy from CRI

    See event thread!








    News and Rumours:

    Spoiler: A Whisper of a Storm
    Show
    The Scions excavation of the caverns beneath Na'karat continued in earnest for the next two years, carefully cutting out the great comet so central to their ancestral theology. It was after all the falling comet that led the Scions to Na'karat during the terror of the false dawn. As the last chunk of stone falls away, a deep resonating thrum echoes through the air, shaking the ground and toppling scaffolds. A minute later, and the earth is still. The comet inert, as if nothing had happened.


    A month later, unbidden guests arrive from the north atop beasts built for snow. Their leader, a strange woman in naught but paint and beads, glowing cometstone interwoven to her skin, demands and audience with the Thalaz'ir. Her guards remain outside, their thick winter attire in stark contrast to the woman who leads them. Doraan accepts the audience with this strange visitor, who calls herself Amin. Amin explains that her people, the Zhatani Clan (or Clan Zhatan) were a third group of Arrakhi survivors of the False Dawn, her clan having been the smallest, but the most connected to the stars and their mortal incarnations. The Zhatani were drawn to Na'karat after Amin had heard the awakening of the fallen one, the great comet beneath the earth.

    Further, Amin reveals that there were not two, not three, but eight distinct Arrakhi clans that once formed their empire, and that those who now call themselves 'Scions' were once the Solaani of Clan Solaan. Understandably shocked by this news, Doraan takes several hours to digest the information and relay it to his two nearby siblings, as well as his mother.

    The Zhatani asks if she may go commune with the comet herself, a request to which Doraan agrees. The pair venture beneath the ground, and when they return, they bear grim faces, and speak of imminent threats to the Arrakhi's return to power, words imparted to them from Shaal'ator itself.

    "Soil soaked in blood.
    Petals blossom as the world decays.
    Unite what was scattered.
    Before the dark retakes the wounded sky."


    - Tensions reach a boiling point within the internal courts of Na'karat, as the Alqari declare themselves a rival power separate from the rule of the Thalaz'ir, and the Ko's Towerlady comes under scrutiny for the deaths of two important political figures of Mamut. Doraan locks himself away from the populace in meeting after meeting with the three Divines and other political officials before making a public statement. The Night Kingdom are allies of the Scions, and with the restoration of the holy city growing closer, there will be no need for rivalry. The glory of the ascending sun will be clear for all to see.

    - Meanwhile, old love reaches a head as the crimson prince Ceron proposes to his long-time partner Chepri, the Arrakhi princess thrilled to accept. A wedding is planned within the walls of Arrakh-Rah, the first event to be held within the sacred city for over two centuries.

    -

    -


    Non Actions:
    Resist all Buyouts unless given permission.


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Na'karat, R30
    Tipen, R54

    Army Units

    Land:2
    Cometborn:4
    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
    Wood 46 1
    Copper 29 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; 2021-02-02 at 11:16 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

  23. - Top - End - #563
    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 Regions 134, 137, 138


    Spoiler: Map of the Carrion Ward
    Show


    Vagabond-Of-The-Bloody-Hills, Feral Voice of the Gray Lake



    Actions

    1. [DIPLOMACY SPECIAL 5] Cultural Identity Natural Citizenship (2d8 on Pressing Claims)
    Wherever the Ancient Ways spread the Woken are not far behind. Milling through the roots and the vegetation of the world they are the firstborn children of the land and their faces are recognizable in all realms, known or unknown.

    2. [DIPLOMACY] Begin Translation Great Project of Mamut "The Fable of Flowers" (4/4 with Contributions from Sa
    As the Sangarian explorers return from their voyage overseas to lands strange and distant the Scavengers of the Carrion Ward huddle and whisper in their broods. Wakes of Vultures hemming and hawing as they contemplate these strange foreigners and their backward ways. Elves that ate the flesh of men? Flowers worshipped as divine? A truly bizarre place. Yet the flora of these distant visas is all the more tempting for the Poppy keen beasts of the Gray Lake and their desire for greater wisdom and knowledge swiftly outweighs any concerns of foreign trespass or sacrilege. A pack of Hyenas, Huskies, and Leopards descends into A'Shanshole to speak with the Skyclad Dancers amidst Vagabonds negotiations. Word from Dream Speakers, Wings-Of-Stars especially, had given them the understanding that distant kin had been spotted in "Mah-Moot" and the bridging of these two wayward cultures would be a natural stepping stone to begin the exhaustive task of translating and deciphering the cultural intricacies of hulking Goliaths and diminutive lizard people. Perhaps they did not yet understand the names and noises of these strangers, but a flower is just as beautiful and delicate by any other name.

    3. [OPULENCE SPECIAL 5] Create City in The Carrion Ward (138), Raatn-Bükh
    The Eyrie of Truth's Majesty is quickly seized upon by Vagabond of the Bloody Hills. His pack of Blithe Beasts sallying forth into the heart of the Gray Lake with tools and skills aplenty, plundered or profiteered from long voyages through the Symphony of Kalatar, the rapscallion raccoon plants a seed in the center of the Heart Soul to commemorate the occasion. Tunnel networks are rapidly expanded upon by burrowing woken gathered throughout the Awakened Realms and beyond. Complex multi-part nests and hives are interwoven together into grand towering structures blended smoothly and breathtakingly into the trees and foliage of the Heart Soul and the shores of the Gray Lake. Stones are gathered and hobbled over one another, turned into impromptu caves for Lions and Bears to chat and commiserate over. Swarms of Rats and Wasps hustle and bustle out of every nook and crevice around the Gray Lake exchanging in poppy seed, meat, bone, shiny stones, especially useful or aesthetic twigs, and services rendered in a breakneck microcosm of marketplace dynamics. Business ventures rise and crash in the span of days as packs band together and dissolve into different organizations looking to attain the highest social standing amidst the newly empowered administration of Blithe Beasts.

    Out in the fields of Dreamer's Fall a great company of Butterflies descends from the Bloody Hills. Hopped up on pollen they rapidly etch down on petals estimations and projections of investments and timings for maximum Taiga Poppy impact, selling and bartering not only the flower themselves but the ideological concept of their rewards, and dissecting the anatomy of the dream-inducing flora for all interested Woken. This "Stalk Market" of Taiga Poppy is a booming upstart industry with manic butterflies rapidly losing their fortunes or ascending into heights of theoretical promised riches. Some grow so despondent by failure (Or so obsessed with the pursuit of more Pollen) that they cease to eat or nourish themselves and a significant number of these Poppy Peddlers are found dead every month. They are quickly consumed by their kin. All the while Vagabond continues to organize and offer philanthropic "advice" and oversight to a variety of operations. The beginnings of a wooden bridge from the shores of the Gray Lake to the Heart Soul is put forth for a petition by a Pack Voice of Hyenas wishing for easier transport to the burgeoning city. A handful of trees of Brobdingnagian size are scoped out by Laughs-At-Mountains whose very weight and profile are used as the template for the minimum standards of this Tree Lake Passage. No permanent homes or establishments are ferreted away for Two-Legs in this popup city but tents and makeshift homes are pitched on the shores of the Gray Lake and frequented by the Woken residents of this Beastial Haven. On the one-year anniversary of the cities completion, Vagabond dubs it "Raatn-Bükh" and declares it home for all Scavengers and Woken.

    Not all in the Carrion Ward are pleased to see such a sight however and the ever-present eyes of disapproving packs and wary loners is a reminder of the tenuous nature of Raatn-Bükh in the land of Savage Sacredness.


    4. [OPULENCE] Buyout TP 2 Skyclad Dancers region 140 Success (17)
    Vagabond negotiates with troupes of Skyclad Dancers to come to the Awakened Realms and permanently take residency in the Carrion Ward and beyond. Though their skill in the performative arts and flight are renowned the cunning Woken is more interested in their remarkably short life spans and funeral rites under the Ancient Ways to assuage his peoples hunger.

    5. [FAITH SPECIAL 5] Create Holy Order in The Carrion Ward “The Wake”
    A kettle of Vultures forms in the heart of this newly born beast city. A society of philosophers, writers, poets, and mystics who witnessed the death of Skystruck-Tree and believe it to be the catalyst of great change. The death of key individuals are taken as omens, though what they creep towards none say for certain outside the secret meetings of The Wake, and they indoctrinate clandestine acolytes into the order on every new moon. They roost in a copse of trees bent and gnarled into a protective canopy over the proceedings though where exactly they conduct their rituals and rites is a mystery to all. They have also undergone some investigatory work and prying into the affairs of the Blithe Beasts of Vagabond much to the Feral Voices chagrin.

    6. [FAITH] Convert 135 to the Ancient Ways Success! 22
    Laughs-At-Mountains has little time to deal with the irksome needling of crochety old vultures as he is soon called upon by the same Sangarians he negotiated with years prior to see to the encampments of Great Mother worshippers in the Tillands. Though he appreciates their generous caregiving efforts he focuses in on reestablishing prominent Thi’Skaids and local leaders in the forefront of communal spiritual matters.

    Non-Actions:
    - Resist all conversions and buyouts
    - Resist all quests
    - Accept all gifts/techs

    News and Rumors:
    - Old-Lion-No-Pride-No-Death, The Zarakoran Lion, The Ancient. Having negotiated with the Star Kingdoms the Dread Lion has moved into The Bloody Hills and declared himself a center of political power. He has allowed the deposed Jahoon to work and rule in the seat of her ancestral power with the combined populace of those immigrants and travelers left over from foreign population. In recognition of the efforts taken to get to this point No-Pride-No-Death dubbed these amalgamated human polities “The Clann of the Lion” and shepherds their efforts at agriculture so long as they provide him a relatively comfortable existence in the depths of their valley and nearby caves. Jahoon, bound by tradition, placed upon the Zankorian Lion the thorned crown of the Bloody King, and declared him Old King of the Lion Lands. He wears the crude circlet as a reminder of the debt he is owed but has yet to ever actually utilize his ostensible station or political power beyond laying in the sun and vanishing into the night amidst another spurious wandering session.

    - Vagabond sends missives throughout the greater realm of Tarandi inviting all of the great powers that be to give representatives or channels through which to begin a revolutionary work. The North Hold, he marks it in the message with his own body, and in it details his desire for a unified and peaceful front from which the nations of magic and wonder can present themselves before the newly contextualized world. This whole world, the Woken have referred to as Delki, has expanded rapidly, and must be met swiftly before the forces of strange foreign darkness can fester. No missive is sent to the land of the Viskari, for Vagabond sees in them an impetuous, stubborn, and ill mannered polity that would only serve to compromise efforts at serious delicate diplomatic foreign relations.

    - Old Lion awakens one day in the midst of a strange land. Wandering these grounds he comes upon creatures of a size that dwarfs even his own and quickly sets about the grand challenge of ripping their flesh from their bones and their fur from their skin. With great bone spears protruding from their bodies and feet strong enough to crush a Cave Lions skull he battles near constantly in a hunt that barely flickers the ambrosia of youth upon the mind. Dazing in and out of sleep as he wanders about, half gazing into the setting sun, the Old Lion soon finds his sport is not as lively or numerous as he first thought and is met with smaller less exciting foes. The sound of Two-Legs screaming quickly alerts him that his nap was more sequestered than usual as a handler of Danneta-Yvaon spots the Zarakoran Lion on menagerie grounds. Unsure of where the grounds end and the rest of the world begins the Zankorian Lion merely follows the sun until the bothersome noises stop.

    - Vagabond of the Bloody Hills has reportedly experienced strange dreams and waking lucid moments of surreal wonder. He laughs off any concern for his well-being for he is a young and scrappy Raccoon in his prime. He is a Scavenger and a Survivor.

    - Maggots throughout the Carrion Ward note a strange recurring dream shared eerily in detail. A great fire which contains within it the smoldering remains of a script. A mantra of some kind? An omen? Or perhaps nothing at all. When asked to copy down or repeat the message many squirm or feign ignorance but the few who do answer rub their memory into reality with fraught speed.

    Spoiler: The Dream transferred to plain script
    Show



    Spoiler: BOOKKEEPING
    Show

    D: 6 (4 Rolled +2 Actions)
    M: 1 (Rolled)
    O: 5 (4 Rolled +1 NonDynasty)
    F: 6 (4 Rolled +1 Actions +1 Democracy)
    I: 5 (3 Rolled +1 NonDynasty +1 Democracy)

    Expected Stat Increases: +1 Dip, +1 Op, +1 Faith

    New Ruler Next Round?
    No

    Military Units 1/10 Land 0/3 Navy
    - Swarm

    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
    Bronze
    Song of the Wind
    Temporary Cultural Identity -
    Permanent Cultural Identities - Natural Philosophy (2d8 Conversions)

    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; 2021-01-30 at 08:52 PM.
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
    █░▄░█▀░▄░░░░░░░▀▀░░█
    █░░▀▀▀▀░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    ░█░░▄▄░░▄▄▄▄░░▄▄░░█░
    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

  24. - Top - End - #564
    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 14


    News and Rumors:



    Actions:
    1) [Diplomacy] Great Project - Tarandi Translation "Serenade of the Snows" - (1/5)
    2) [Diplomacy] Great Project - Mamut Translation "Ballad of the Blossoms" - (1/5)
    With the news of the larger world, and diverse travelers spreading word of far more tribes and nations than ever heard, the matji and her fulji are in agreement that the Confluence needs to expand their communications. Travelers, Dreamspeakers, Truthseers, Sentinels and more are interviewed, and emissaries are sent abroad, to learn everything that can be gathered about the distant lands.

    3) [Military] Assist defending region 210 - Angna the Furnace leads Vygra forces in the defense of Narava (TacMan +6, Battle +24, Leader Loss +1)
    > Units: 4 land units (2 Vygra Butho, 2 Hajje Mahout) plus four units from River Lords (3 land, 1 naval)
    > Leader: Angna the Furnace (Hero Score 9) leading - Decline Duel
    > Route: 221 -> 220 -> 210
    > Tactical Doctine: Skirmishing
    > Techs: War Drums (Scouts and Logistics), Bronze (Special Materials)
    > Regional: City and Fortress +3, River border +2
    > Spend 1 Treasure
    In the aftermath of the horrors visited on the river country by the gluttonous shadows, it is learned that the Anbroch who lured those forces here, now called the Blightslave by the Sentinels who survived their assault, intend to take the land their actions have left vulnerable. Angna leads the forces of the Confluence to shore up the defenses of the Vyrka in Narava, hoping to halt the Anbroch advance at the Walls of Singhön.

    4) [Military] Raise a Unit
    The Vygra continue training new warriors - recovery from the shadows now in sight, it is crucial to rebuild. Who knows what threat may next rear it's head?

    5) [Intrigue] Investigate Region 208 - Sift through the Shadow's Remains (TN 14, Roll: 16 Success)
    The Vygra assist the River Lords in sifting through the battlefields where the shadows last fell, to recover any survivors or salvageable materials.

    6) [Opulence] Opulence Special 5 - Create Trading Post Region 225
    Programs to protect and manage the herds of Elkhrime have produced an increase in the namesake animals of the region.

    Non-actions:
    Trade 4 treasure to Sewune in exchange for Composite Bows tech and Celestial Navigation.
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
    Spend 1 treasure on battle in Narava.
    Spend 1 treasure on relief supplies for Inkhwabi (investigation action).

    Spend 2 favors with the Sentinels of Stone to Retire a Sentinel - Gain a Hero. Spend 1 additional favor to maintain Reputation 3. Hero Score: 9
    Among the various sentinel aspirants who have guarded the Flame-Tempered soul of the Confluence, and battled against the gluttonous shadows, one has proven themselves time and again a dedicated champion. A Himara of the icy south, Niharyka is an accomplished veteran warrior. Despite the darkness and horror she has witnessed, she remains unusually cheerful and optimistic. Matji Varsha has requested that she remain with the Confluence in a position of greater responsibility as they rebuild in the aftermath of the shadows' fall.

    Attend an event - The Arrēsiad, Chapter II
    Shire accompanies Gusuhaz' expedition to the gates of Highnest in Sikar to demand the return of his bride.

    Attend an event.
    Khetra, no longer matji but still alive and strong, meets with Matji Varsha, and then departs. Her journey takes her beyond the lands of Kiswa, and it is over a year before her return. Rumors abound about her destination and purpose.

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

    New Leader next turn: No

    Heroes: Angna the Furnace, Shadow Slayer (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: 5 - 2 Vygra Butho, 2 Hajje Mahout, 1 Sentinel Aspirants
    Treasure: 6
    Reputation: SOS (3); 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; 2021-01-29 at 07:46 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  25. - Top - End - #565
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon
    Daezirn Isles
    Year 13- 16 K.E.



    Actions:

    [Faith 10] Miracle: Ignite the Ocean Forge (Effect: something with artifacts, specifics TBD)

    Working tirelessly the Sagu continues their work in the crystal cave. Besides inscribing the crystals a hole has been hacked out in the middle, with the intricately inscribed skull of Hugmendir placed at the centre. The runes tell a tale of a leader who ushered in change, made inventions and through it all constantly balanced a guild of widely different individuals, so they all worked in unison. As the script flows around the cranium a never-ending tale of transformation, innovation, balance and transformation anew is formed.

    As the Sagu covers the last pyroemerald with inscriptions of the ancient forges it begins to melt, trickling to the centre of the cave, where a churning sea of blue green flames is forming around the skull. Hotter than any natural flames their teal light flickers in the remaining crystals, until the inferno settles into the round recess, glimmering with the oceans own colors. Melting anyone stupid enough to touch it till nothing but bones remain, Hugmendir’s skull hidden at the bottom by the blistering warm light.


    [Mil] Quest into unknown lands between R74 and R78 (19)(OOC-note: this is possible with basic sailing even though there is two dark blue borders drawn between the regions on the map)

    Londkannuaur returns from the northern ocean only to be greeted by a horde of people declaring him mystorinn of Troustur Hreggur. Fleeing deep into the tunnels he evades any pursuers and aim to set sail once again. Resting in the Sagu’s private quarters he overhears Skensomur’s description of a new horizon island in the south. Seeking anything else to focus his mind on than mystorinn duties he agrees to search the southern waters for any sign of a forest and sets sail with a burning determination.

    [Mil] Invade R78
    • Skothusbandi Afbyldi (6)
    • 1 Naval Unit
    • Reckless Attack
    • Accept duel if challenged

    The harsh winters keep coming and a few of the support beams in Troustur Hreggur has even been burnt down. Recently made aware of the Bozul to the northeast and still remembering the invitation to a ceremonial fire on the eastern land-sea the new rumours of a fire people in the southeast is the final straw for Afbyldi. Unable to sail to so distant lands en masse she gathers all sjamynn and sets out east in a desperate attempt to gain a foothold for trading further east.



    [Dip] Stabilize R75, Glaondi Yejon (10)

    Left alone in Troustur Hreggur Derlingur finds herself shivering through the ever colder and lonlier nights. Until there is a sudden warmth from below. Gathering the Skota guild she tries to invite the other Hregger clans to utilize this warmth created by the Sagu. Without Londkannuaur backing her the rebel hregger rejects her wild proposals and only the most influential of guild members manages to secure a living quarter around the forge itself.

    [Opu 5] Raise City (Styinor)

    The warmth from the ocean forge spreads upwards through Troustur Hreggur. Shockingly the Crystal cave maintains a survivable temperature, while the surrounding rock becomes searingly hot. Quickly cooling with increased distance from the forge the Smiaurskotor finds a small reprieve from the otherwise damp and cold tunnels. What began as a few tunnels becomes a connected circle with plenty of widenings for living around the forge. Breaking through to the surface the small tunnel system is expanded into a proper city with new construction methods. Flowing along the ridge Styinor is a staggered and narrow city containing a plethora of small rectangular stone buildings. Connected by a few tunnels underground the roads seem nonsensical at first, often leading into seemingly dead ends.


    Non Actions:



    News and rumors:
    • Encountering strong winds the western delegation drifts north, landing on mangrove covered islands. Intrigued by the ever-present glow they make contact with the natives in hopes of bringing some of the moss home. A few even offer to give them some of Glaondi Yejon’s glowing pyroemeralds in return if the shaggy inhabitants were to come with them.

      Most of the delegation continues their journey and sets foot on the western land-sea. They aim to find the scaly merchants, the walking rocks, the short tempered furry Uhtsi and any coastal kingdoms they encounter along the way.

    • On their journey south the now battered delegation encounter a dark variant of humans with colourful manes. The humans display an amazing aptitude for working with fires on the lush island. Interested by their skills a few ugglos stay, hoping to convince a few of them to travel and teach of their ways on Glaondi Yejon.

      Setting foot on the eastern land-sea the rest of the delegation begin to look for kingdoms previously only known in rumours. Their goal is to find the fire worshippers, the shiny humans with pale manes, shorter humans with darker manes and skin, able to form water with their will and any coastal nations they encounter along the way.

    • Far too curious a large group of Smiaurskotor leaves Glaondi Yejon to find the flying merchants of the northeast. Underprepared most of the group quickly drops off but a few “enthusiasts” continues, happy to bring any evidence of the Daezirn’s return home. Luckily a Sagu is among them, limiting the wackiness. More interested in the merchant themselves then any crazy rumours he simply whishes to establish a relation with this newly emerged kingdom so close to their own home and invites any inhabitants he meet back to Glaondi Yejon.

    • Enjoying their tepid new homes and impressed by her drive the mystorinns of the Skota guild acknowledges Derlingur as a honorary Husbandi, while Afbyldi is away.

    • One night viridian streaks sear through the sky, brighter than any such phenomena witnessed in the past. Blotting out some of the stars with its pyroemerald like gleam the Sagu begin a seemingly fruitless search for the source.


    Spoiler: Skothusbandi Afbyldi
    Show

    Dip 1
    Mil 6
    Opu 5
    Faith 10
    Int 1

    Expected stat increases: +1 Mil

    New ruler next round? YES
    Derlingur
    Dip 1
    Mil 3+1
    Opu 2
    Faith 1+2
    Int 2


    Spoiler: Bookkeeping
    Show

    Owned Regions

    R75, Glaondi Yejon, Capital
    Army Units

    Land:0
    Naval:1

    Heroes
    Londkannuaur (10)

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1
    Boats 74 1


    Owned Techs
    Tech Effect Requirements
    Writing(Styinn) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Sailing Can traverse over one deep ocean border None
    Animal Husbandry +1 to Opu and Dip explores None
    Irrigation +1 to Stabilization rolls None
    Masonry +1 to resist raids/sacks None
    Pottery +1 to Buyouts None


    Organised Faith Bonuses
    Tier Effect
    HC5 +1 Investigations

    Regional Effects

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

    Afbyldi, ruler (39 as of 0K.E.)
    Derlingur, mystorinn of Skota (17 as of 0K.E)
    Londkannuaur, hero (23 as of 0K.E)
    Oudugur, mystorinn of Vyrslun, the trade guild (33 as of 4K.E.)
    Skensomur, well-known sjamynn (28 as of 4K.E.)


    Spoiler: Glyemo
    Show

    Glyemo begun as the act of meticulously recording everything in writing, to expand the knowledge of those coming after. Not everything is worth remembering though and writing takes time from other chores. While it is common for families and guilds to keep their own internal records the Sagu compiles it and shape the overall picture.

    Records

    The scale and focus of the summaries vary and thus there are multiple societal murals, encompassing everything from the number of fish in a certain lake to the founding and upkeep of an entire hregger (approx. underground village). Of the murals two surpass the others in importance. First there is the Somfélog, detailing the combined history of the Smiaurskotor, since the false dawn’s beginning. Secondly there is the Smido, a record of all things related to smithing, some more sensible than others.

    Equally important as recording the knowledge itself is the act of ensuring it only reaches the intended audience. Because knowledge only gives an absolute advantage while others lack it. As such becoming a member of the Sagu guild includes many trials and requires any other ties to be forsworn. Even if murals are the prevalent form of record keeping many contains secrets guarded by both families and guilds alike, if the location is unsecure it is usually written in code. Many have combined the two features but a Sagu aspire to read every mural unhindered, as such any rivalling ties are forbidden.

    Obsessions

    While most skills can benefit from Glyemo the Smiaurskotor are obsessed with mastering smithing once more. If the obsession stems from the public Smido-mural or if the mural is a byproduct from the obsession is a subject best avoided unless one seeks a lengthy argument, ultimately leading nowhere.

    Less widespread is the search for the Daezirn's origin and whereabouts, a tall and mighty race which controlled many an isle before the false dawn. Those getting sucked into the mystery often acquire an almost fanatical devotion to their searching. Unwilling to share their findings to anyone else than other devotees little is known about their actual goals.

    Afterlife

    Believing skulls to keep the wisdom of the dead burial of the body takes place at sea, after the cranium has been prepared separately. The skulls are often kept as talismans. Prosperous guilds might have entire walls decorated with successful members from the past. Once a cranium has been properly inscribed by the Sagu it seems to hold forever and some even claim to get guidance from the skulls in their daily lives.

    Magic

    Often objects of importance are engraved in Styinn, telling a story of fiction, their creation or past. This practice is believed to imbue the object with a will of its own. Anyone can etch runes into an object but imbuing it with the essence of those runes is a much more complicated process. An art practiced almost exclusively by the Sagu Somtvinno uses the object’s own surfaces to shape the runes and adjusts the sentences after the shape and curvature of the object, bringing the tale to life.

    Holy Places

    Just south of Glaondi Yejon lies Grytt, a rocky isle with few living things except grass and birds. This is the most common place for Smiaurskotor to send of their dead into the sea, usually inscribing memories of those gone into boulders and cliff faces on the isle. Over the years this etching tradition has turned the whole isle into a giant collective mural.
    Last edited by Torv; 2021-01-31 at 02:26 AM.

  26. - Top - End - #566
    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: 9
    Military: 10
    Opulence: 3
    Faith: 7
    Intrigue: 3

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


    Actions:

    1. [Diplomacy] Press claim on Region 3
    After years of growing closer relations, Region 3 is integrated in full to Karra's newfound realm.
    Automatic Success

    2. [Diplomacy] Press claim on Region 2
    Akex's marriage is utilized to bring Region 2 into the fold.
    Roll: 14 Success

    3. [Diplomacy] Attend event
    Subactions:
    Trade Sikar translation project and War Drums to TAR for Increased Defense Budget and Uzii Battlesmithing
    Trade Sikar translation project to SOT for Arctic Survival

    4. [Military] Defend Region 5 with Kethix and seven units, joining the native defenders (+18+3)
    The warrior circles had made known their displeasure at the lack of fighting in recent years, and finally Karra sends a force to Region 5. But unlike what was expected, they go there to defend the region instead of attacking it. The Deru are invading and fighting the stronger opponent brings more glory, although some suspect that is not Karra's sole motivation. The Koxrrit war drums and chants sound for the first time in years, as Kethix is given one more chance to show he can lead an army to victory. His army contains his newfound sun zealots native to the region, and a choice few orcs who seek to avenge their only loss in this fun new sport they learned recently...

    Ixkarr's forces join the natives in fighting against the Deru together. Kethix insists that he lead.
    +10 Kethix, +4 army units, +3 navy units, +1 Path of the Ancient Ones, +3 native defenders for a total of +21, plus any other modifiers the natives might have if applicable.
    Reckless Attack Tactical Doctrine will be used. +10 Karra, +2 War Drums, -2 army size for a total of +10
    Kethix will challenge the enemy leader to a duel. Dueling CI applies.


    5. [Military] Raise an army unit

    Nonactions:
    -TBD

    News and rumors:
    -It is with great shock that the displaced clans receive the news of how big their new home continent truly is. But soon the initial disbelief turns into excitement at the new possibilities this information brings.
    -Some demand action when they learn that the Alodites are attacking Ixkarr, but Karra is surprisingly mum on the matter.
    -With access to Gothakath cut off, the shamans have taken to marking down their dream visions on papyrus instead. A suitable place for permanent storage has not yet been found, however.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 4/6
    Navy units 3/3

    Heroes:
    Kethix of Ippathaka (10)

    Technologies:
    Composite Bows (ranged weapons)
    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
    Celestial Navigation
    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 (active)

    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
    Round 13
    Last edited by OmnivorousOgre; 2021-01-30 at 09:03 PM.

  27. - Top - End - #567
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Years 253-256
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 209 - Konraech
    Region 208 - Inkhwabi
    Region 202 - Lonn Dhakaa
    Region 199 - Cnamhatan

    Ghondukholaak Lhungho, High King of the Dhraan, River-King of the Mikra of Narava, Foremost Sage of the Tribes of Unghlaban, Bulwark Of Civilization
    Diplomacy 4
    Military 5
    Opulence 4
    Faith 1
    Intrigue 4


    Actions

    1. [Military]Defend Cnamhatan (199), Lonn Dhakaa (202), Narava (210), and Unghlaban (220)!
      Spoiler: Defense Sub-actions
      Show
      • Defend in Cnamhatan (199) with 3 Land Units and a High King Ghondukholaak Lhungho (Mil 5), using Bronze [+1 to Battle & Leader Loss Rolls], benefitting from a Deep Water Border Defense Bonus [+4] attempting to use the Riparian Ambush Tactical Doctrine [-20% own casualties], while declining the duel. Combat Bonus: +13 ; Tactical Maneuvering Bonus: +5
      • Aid in defense of Lonn Dhakaa (202) with 2 Naval Units, under the command of Aesira Bladedance (Mil 10), using Bronze [+1 to Battle & Leader Loss Rolls]. 2 TRL Naval Units are being used to transport 4 LIM Land Units from 206 to 202. Total Expected Combat Bonus: +22? Total Expected Tactical Maneuvering Bonus: +11
      • Aid in defense of Narava (210) with 3 Land Units and 1 Naval Unit, under the command of Angna the Furnace (Mil 9). Total Expected Combat Bonus: +22? ; Total Expected Tactical Maneuvering Bonus: +6
      • Defend in Unghlaban (220) with 2 Land Units, under the command of Valens of Tarandi (Mil 10), using Bronze [+1 to Battle & Leader Loss Rolls], attempting to use the Skirmishing Tactical Doctrine [1 step lower on casualty track for both sides], while declining the duel. Combat Bonus: +13 ; Tactical Maneuvering Bonus: +5

      Spoiler: Currently Unused Attack Action skeleton; GMs pls ignore
      Show
      without SOS support:
      Attack Kincany (199) with 8 Land Units and 3 Naval Units, under the command of High King Ghondukholaak Lhungho (Mil 5) using Bronze [+1 to Battle & Leader Loss Rolls], attempting to use the Riparian Ambush Tactical Doctrine [-20% casualties, +2 to battle roll], while declining any duels. Combat Bonus: +15 Tactical Maneuvering Bonus: +3
      with SOS support:
      Attack Kincany (199) with 8 Land Units and 3 Naval Units, under the command of Valens of Tarandi (Mil 10)? using Black Iron Weapons [+2 to Battle Rolls]. Total Expected Combat Bonus: +24 ; Total Expected Tactical Maneuvering Bonus: +6


    2. [Military 5] Recognize Hero: [Roll Result: 9]


    3. [Diplomacy] Colonize 203 [Roll Result: 8]


    4. [Diplomacy] Colonize 205 [Roll Result: 12]


    5. [Opulence] Buyout TP2 for Rice in the Adzbark Wetlands (228) [Roll Result: 14]


    6. [Opulence] Buyout TP1 for Flamingos in Flaschorikia (229) [Roll Result: 14]



    Non-Actions
    Standing: Accept any Embassies or Technologies offered.
    Allow SEW and VYG to investigate the remains of the Shadows
    Fail to resist the Sack from BDA (rolled a 12)

    News and Rumors



    Spoiler: n&r prompts
    Show
    [*]Stories of Singhon[*]Folktale to write: The [First/Best/Most Famous] Sin-Eater[*]Feelings about things in the 'Moot


    Spoiler: Recorded In Chorus
    Show

    State Religion: Way of Green
    Bonuses: +1 Buyouts

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

    Treasure: 0/10

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

    Units:
    8/18 Land Units
    3/9 Naval Units
    • Land:
    • Snapping Maw [22dh++e/dw]
    • Broken Scales [20dh++dw]
    • Spitting Stones [20dh++e]
    • Light Bringers [20dh+dh]
    • Shade Breakers [21dh+dh]
    • Dhraanish Hardbacks [23dh++e]
    • Dhraanish Bonesplinters [24dh++e]
    • Efryt Exemplars [170vk++vk]

    • Naval:
    • Bloatlurks [19dh+e/dw]
    • Mikra Primals [220vk+vk]
    • Cha-Daně-Dan Salt Hawks[180bd+bd/e/dw] ?


    The Fallen:
    • River's Surge [20dh+++e/dw]
    • Lashing Tail [24dh++++e/dw/bd]
    • Vyrka Primals [230vk++vk]
    • Mikra Exemplars [160vk+vk]
    • Efryt Primals [230vk++vk]
    • Ravyk Cardinals [260vk++vk]
    • Gnashing Teeth [22dh+++e/dw]


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


    Embassies:
    HEN
    UBT
    VYG

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


    Spoiler: Legends and Legacies
    Show

    Troll King Haanhangandhal - Slain Through Subterfuge, xxx
    Diplomacy 10
    Military 8
    Opulence 5
    Faith 1
    Intrigue 2

    High King Ruunandaraghal - Slain By The Use Of Poison, mid-252
    Dip 10
    Military 10
    Opulence 5
    Faith 2
    Intrigue 5




    The Royal Family - THIS IS TO BE UPDATED
    Royal Patriarch & High King Ruunandaraghal
    Great Chief Geputen Kw'Torineti
    Low King Mhanmosochaan
    Grand Princeps Tyja Pemmelg
    Herald Prince Parvahdi of Harkatna

    Royal Matriarch & High Queen-Consort Ichippā of Henanda
    Great Wife Klarakrudkhani
    Low Queen Lorna MacGill, formerly of the Anbroch
    Grand Princesses Kamiya & Tuvini
    Eminent Princess Ingalhiikhudile

    Scionary Prince Onoynoyis, Champion of Saar Lhungho (Hero 10)

    Firstborne-Prince-to-Ruunandaraghal
    Secondborne-Prince-to-Ruunandaraghal

    Firstborn-Prince-to-Klarakrudkhani, Ghondukholaak (born xxx)
    Secondborn-Princess-Klarakrudkhani, Kladhaarukughaal (born xxx)
    Thirdborn-Prince-to-Klarakrudhkhani
    Fourthborn-Prince
    Fifthborn-Princess
    Sixthborn-Princess
    Seventhborn-Princess
    Eighthborn-Princess
    Ninthborne-Prince
    Tenthborn-Princess

    Firstborn-Prince-to-Lornamacgill

    Firstborn-Princess-to-Ingalhiikhudile
    Secondborn-Princess-to-Ingalhiikhudile
    Thirdborn-Princess
    Fourthborn-Princess
    Fifthborne-Prince
    Sixthborn-Princess

    Firstborn-Princess-to-Kamiya
    Firstborn-Princess-to-Tuvini
    Secondborn-Prince-to-Kamiya

    Firstborn-Prince-to-Parvahdi
    Secondborn-Princess-to-Parvahdi

    Firstborne-Prince-to-Mhanmosochaan

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

    Last edited by Rolepgeek; 2021-01-30 at 11:08 PM.
    Sincerely,
    Role P. Geek

  28. - Top - End - #568
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC

    The Avicennian Isles
    Leader - Arli Shimglow

    Round 14

    Leader Stats:
    Diplomacy - 3
    Military - 2
    Opulence - 4
    Faith - 2
    Intrigue - 4

    Bonus Actions:
    1. Military - Raise naval unit
    2. Military - Raise naval unit
    3. Military - Raise naval unit
    4. Military - Raise land unit
    5. Military - Raise land unit
    6. Military - Raise land unit
    As the Avicennians become aware of the world beyond their holy isles, one thing becomes clear - it's a sloth eat sloth world out there and an armada is a must for defense and cargo

    Actions:
    1. Diplomacy - Great Project - Mamut Translation 1/5
    2. Diplomacy - Great Project - Mamut Translation 2/5
    3. Diplomacy - Great Project - Mamut Translation 3/5
    4. Diplomacy - Great Project - Mamut Translation 4/5
    5. Diplomacy - Great Project - Mamut Translation 5/5
    The strange western creatures spotted in their own quaint boats and shorelines are so utterly alien. They aren't even covered in hair! An endeavor is started to understand these...beings. After all, it's difficult to take the baubles of a creature if you can't tell what's bauble and what's creature, or if gaining said bauble will cost more than you want to spend.

    Non-Actions:
    Resist all buyouts and conversions

    New Ruler Next Round: No


    Leader Stats Round 15:
    Diplomacy - 5
    Military - 5
    Opulence - 4
    Faith - 2
    Intrigue - 4

    Spoiler: Record-Keeping
    Show

    Units:
    Naval: 3/3
    Land: 3/6

    Technologies:
    Pottery
    Sailing

    Trade Posts:


    Ruler Age:
    24/70

    Last edited by LapisCattis; 2021-01-22 at 11:49 PM.

  29. - Top - End - #569
    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
    - All Tarandi is invited to a great festival in Danneta-Yvaon while Pina-Mak calls the realms of Eauden together for a Conclave of Circles at the Strix's Quill compound on the mountainside. There she pushes for reform and the establishment of structured Eaudenite belief, directed by the Circles and under the oversight of an administrator she dubs Archmagi, for the Great Half-Moon Arch any such ecclesiarch would be consecrated under. She refuses to pursue this role for herself, but instead nominates the Arrok Chieftess Shira Iceweaver, the daughter of the blessed "snow wives". Though there are holdouts as not all local branches of worship across the realms accept these proclamations even with Pina-Mak's great demonstration later that night, the formation of a true Eaudenite Church begins in earnest.
    - In a perhaps ironic twist, despite her role in catalyzing it, the Noctrix Pina-Mak has no command of the star-light she summoned forth. It was a Gift, and not for her to take. Her husband Felessan, on the other hand, seems much more gifted in its use - perhaps reflective of the reality that Danneta-Yvaon has flourished under his eye, while his wife has been consumed with esotericism. Some whisper that his management of the city and its holdings gathers glimmer in all people and things, however diffusely.

    [Opulence] Buyout Region 107 Woolly Rhinoceros TP1 [TN 12, Roll 11, Failure] - Yet another great northern beast, these creatures seem well-suited to pulling heavy loads, their coats perhaps suitable for textiles, their body fat for oil, and their bones and horns of potential value as ingredients in traditional potions or workings. Such desirable beasts are most welcome, if they can be tamed. Unfortunately, that last part met with...difficulties.

    [Opulence] Buyout Region 121 Giant Kites TP1 [TN 12, Roll 16, Success] - These terrors of the North may be best known for swooping down to prey upon the unwary, but they are deemed clever birds and trainable. Efforts are made to lure and tame a set of these gargantuan birds of prey for return to Danneta-Yvaon. The feathers would be useful in art and for comfort, and the birds themselves fearsome hunting aids.

    [Military] Quest: Magi Nila-Sen attempts the Serpent's Kiss! (Assists: Hinarah the Rider and Dra`arrack of Drazollin) [TN 16, Roll 18, Success] - Nila-Sen was barely able to stand when she met the Great Mother for the second time, but she did nonetheless. They spoke for what felt to her like hours, but finally they came together with a plan of...cooperation. She explained to the enormous serpent how the blessing of her magic waxed and waned with Eauden's light and she would be at her strongest in four days, and how she had brought with her a Holy Relic that could heal the sickened, as she had done often searching this place out. She left it with a family of good heart so that it would not be lost at sea should she fail to return - though she certainly could use its power now! If the Great Mother could remain or return at the next Full Moon, she would have more than enough time to recover, as well as acquire a proper edged weapon to deliver her venom with. On the appointed night, however, she returns with a spear purchased from a nearby village, the pure vessel in her hand, and unexpected company in tow - the aging Hero Hinarah the Rider of Sangar, who wandered in himself searching for the source of the Amber Slime, who encountered her by fortune and rather shortcut the whole endeavor. Also joining her was a Hero from a land far to the south, a dark Seiscales in equally dark Leather she only caught a glimpse of due to her own keen senses, who had been following the trail of the Great Mother and stumbled across the Amber Slime in the process. He too offered his sword when Nila-Sen intercepted him and explained - the Blight was an enemy to all. Together, they carefully poisoned their weapons with the Great Mother's help and the Magi Nila-Sen spread the foulness of the river aside using waters she'd purified from the Eastern Sea: Their approach was nigh, and she would try to keep them dry if she could, lest the venom wash off their weapons. Together, though, this Blight would be ended once and for all.

    [Military] Quest: Akoda, the Marble Hound, Quests into Unknown Lands in search of 145! [TN 12, Roll 20, Great Success] - Not satisfied with her knowledge of the Children, Pina-Mak sends her loyal hound to reconnoiter more deeply into the Mountains, along with a crowd of hangers-on and more conversational types who might be able to relay back more of what they see. The outlying villages were not nearly enough to sate her thirst for knowledge - she must know of the High Temple.

    [Faith 10] Miracle: The Star and the Glimmerwood - After Pina-Mak's grand display at the Conclave of Circles, viridian streak in the skies visible even from Mamut, a grove of Glimmertrees shining with inner light begins to grow at Star's Landing where the seed was planted, along with rare clusters in lands all throughout the world where the North Wind scattered scions of the Star's woody shell. Yet stranger still: Throughout the lands of Eauden thousands of medicine women, farmers, midwives, and nurturers of all stripes are seized by moments of inspiration, able to feel the stellar light beneath their feet and understanding pieces of its connection to the element of Wood. Known simply as Glimmer, it is potential - a diffuse power than can be gathered into herbs, trees, animals, and even people by cultivation and ritual. New things appear in the market stalls of Danneta-Yvaon and the pockets of soldiers, priests, adventurers, and others in need of portable stored hedge magic: Potions and poultices made from glimmer-rich herbs and animal secretions, Wands carved from ritually raised and slaughtered mammoth-ivory, Staves made from the branches of trees ritually danced beneath under full moons for years, and yet greater wonders made from true Glimmerwood.

    Spoiler: Story: Gleam.
    Show
    The Lady Pina-Mak - Noctrix of the Great House of Mak, the Regent of the North Wind and the bearer of its Jewel Actinais, First and Greatest of the Stonesages, Mistress of the Tramontane, she is the Great Sage of Tarandi and Keeper of Mysteries, Faithful Student of Life, eldest daughter of Irin-Mak and Sere-Mak who unified the Dannu-Gaon Tribes and built Danneta-Yvaon, direct descendant of Mak the Great whose cleverness brought the Parrdame low, author of a half-dozen treatises on matters both ecclesiastical and esoteric, practical living Saint of the Way of Eauden and Chosen of the Truthseers - took a deep breath.

    She had pondered long and hard on the wisdom of doing what she now did, and deemed the risks worthwhile, to return a bit of the World-Soul's Love to harmony and alleviate a bit of its Pain. The Cosmos would only bend so far for one person, and no doubt this would use the greater share of her allotment in one fell swoop, but what it would bring was worth it. She did this for all that Lived and Loved.

    Pina-Mak spoke to the gathered Magi, and to Shira Iceweaver, whom she had sponsored as Arch-Magi under a crescent of stones frozen in their destined fall. The Conclave of Circles was a means to an end. At the end of the day, Church politics of the Way of Eauden had little bearing on her - her words wielded power such that she doubted any Ecclesiarch would or could challenge her on theological grounds. Her eyes were cast higher; she could have claimed the mantle of leadership for herself but still she had to Dream, and administrative matters already weighed on her. Felessan, the dear man, had practically taken over many of her duties of rulership as she took more and more time to plumb the cosmos, and strengthen the hold of her belief. She pushed for church organization not for power but for Unity, that a more organized mass of the faithful might stand together and drown out what could not be suffered.

    Pina-Mak whispered a prayer to Eauden. What she wanted now was Guidance, more than anything. She had chosen a night of the Full Moon where her strength was great and her Gaze firmly on the World-Soul. The Tidal Light would be key in the coming hours.

    Pina-Mak looked to the assembled spectators, those not of Eauden but who had been welcomed to the halls to bear witness - and particularly to the Sidereals. They would likely never fully understand just how their will was feeding her Great Work tonight, but Names have power, and their work in establishing Names would do her service. She could scry upon the Star now, one of those contained within the Druid, though not one used to draw the lines - she would not take that from them. The quintessence of it glowed viridian through its tangled branches, the Basket of Glimmer-Wood that had grown to protect the raw Glimmer inside, so distant from where it belonged in the world soul. Glimmer. Pure Potential, Growth, perhaps latent Dream. So far away only the barest hints of its light were shared with the World-Soul, a shame.

    Pina-Mak whispered to the Mother Mountain, just to feel the motherly love coming through that bond as a source of strength, and bid her to accept the coming tribute, to pull it into the place Named and Destined for the Work.

    Pina-Mak whispered finally to the North Wind, her constant companion and chiefest ally. It showed her so much, and though Eauden would be guide tonight, it was the great Tramontane, and possessed unimaginable strength. And so with the Mountain's pull and Eauden guiding, it fell to the North Wind to provide the motive force, the push.

    So finally with all the cosmos at her call in that moment, Pina-Mak bid the Star that the Sidereals had named for her unbound from the firmament, freed from the Night Sky and driven gently downward. Much of the North would witness this, she was sure, a reliable star turning abruptly to a brilliant emerald streak, e'en as far away as distant Mamut where it would shine alongside even the Sun. But those before her across the ritual lake, Magi and guests alike, she willed to SEE as she did in the water's reflection. The Star's true form, its quintessence and nature, bits of Glimmerwood breaking free in its fall to scatter scions glowing with inner light far and wide. And then the water showed its destined resting place - where else than Star's Landing, in Star's End to the east? Names have power. This was a place that wanted to accept a Star, where a Star wished to fall. All it needed was a push.

    The Star Watch witnessed what was coming too. Of course they did. But when the Star landed, most of its Glimmerwood had already been shed and most of its quintessence absorbed: Only a core sphere of brilliance a few dozen paces wide remained, fast approaching the ground.

    "Gently.", Pina-Mak bid, reaching her hand out as if to cup it, and though many miles away the Falling Star simply stopped a few feet from the Earth, held in place by a torrent of swirling winds as if she had caught it. She kneeled on the grass and raked through the water of the pool with her fingers as if throwing dirt aside, and in the rippling water the Earth yawned open.

    And then she planted the Seed, raking back over it and patting down the soil just like that. "What you have witnessed tonight...", she uttered softly, though the North Wind ensured she was heard, "...was an act of healing. We have returned a piece of the World-Soul to its proper place. This is the flourishing of life, this is a mended scar. Nurture it, and you will be rewarded."

    It was only with Akoda's help that she retired to a private place before she collapsed, exhausted but proud. This was not a selfish act - this was a gift, to all the world. "Thank you, all of you" were her last words before she drifted into a dreamless sleep.


    [Faith] Convert 119 to Way of Eauden (supported) [TN 12, Roll 20, Success unless resisted] - With the Snake Cult nearly banished from the Northwest, only one region remains strongly under their belief and abandoned by Eauden's light in the North. This must be corrected, by the Grace of the Goddess.




    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Host Event: The Conclave of Circles (TSR Rep 3 to make this a non-action)
    Spoiler: Event Sub-Actions
    Show

    - Gift Irrigation, Writing [Hiverness Runes], Masonry, Animal Husbandry, and War Bows to Citlallo Isle.
    - Gift Writing [Hiverness Runes] and Animal Husbandry to the Ilduri.

    - Openly support Shira Iceweaver's Bid for Faith Head
    - Spend 1 SOS Favor to test Akoda's Metal (Boost Akoda, the Marble Hound from Hero 9 to Hero 10)


    Embassy Actions
    - Grant passage through the Mountains?
    - Gift the Arch to the Star-Kingdom of Solais (SOL) and the Arrok of Uldra (ULD).


    Spoiler: Ruler Info
    Show

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


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 2/8, Naval 0/3
    - Felessan's Elites
    - Felessan's Elites

    Treasure: 10/15
    (+2 passive treasure/round)


    Relics:
    1x Ring of the Phoenix (Held by Nila-Sen)
    1x Pure Vessel (Held by Nila-Sen)

    Heroes:
    - Magi Nila-Sen (Hero 9)
    - Akoda, Marble Hound (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, Saddles

    - 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 - Saddles (+1 to Battle, -10% Casualties, requires canines (for wolf riders) + animal resource)
    - 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
    - 99 (Mammoths) 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) 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, +1 Opulence


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2021-01-30 at 08:55 PM.

  30. - Top - End - #570
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 14

    News and Rumours
    • Quickly becoming bored with the reality of life in the camp at Highnest, Ecimona separates off in search of adventure. After hearing stories of the blightspawn in Thunderport and the hunts conducted there, she makes for it and rampages across the region slaying monsters, before returning carrying blightspawn trophies and dripping wth jewellery and other treasures.
    • The eradication of the Gluttonous Shadows opens up a vast swathe of new land to the west ripe for the boons of civilisation. To encourage this process, the king annouces that the treasury will be opened and a reward will be given to any colonies established in these regions, to help ensure their success.


    Actions
    [Military] Recruit two units
    [Military] Errant quest in 275: 16 (success) Gain 1 Treasure
    [Diplomacy] Attend the Arresiad, Chapter II
    • Give Animal Husbandry, Irrigation, Pottery, Sailing, Writing (Veramondi Logography), Bronze and the Sikar cultural project to the Lim Dynasty
    • Trade with the Veramondi?

    [Diplomacy] Explore northwards from region 190 (7 - failure)
    [Intrigue] Secret (9)


    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
    • Transfer 1 Treasure to the River Lords
    • Use 1 Sentinels of Stone favour to stabilise region 190


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Oniyellīs

    D 4
    M 7
    O 4
    F 4
    I 3

    Stat increases:


    Spoiler: Stuff
    Show

    Regions: 190 (Faragumūll/Kledehem), 191 (Dum-Hong Deng), 192 (Ilcerapirūll/Farilpūll), 193 (Faranandūll, capital)
    Units: 7
    Treasure: 4
    Last edited by Aedilred; 2021-01-30 at 09:12 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •