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  1. - Top - End - #31
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C)



    Round 1 Actions:

    1. [Diplomacy] Attend Event
    Spoiler: Event SubActions
    Show

    • Accept writing tech from Blemmyae
    • Accept writing tech from Veramondo
    • Trade Animal Husbandry to Henanda for Irrigation



    An invitation from our neighbours could not be ignored and so representatives were send over to communicate with and observe our prospect trade partners.

    2. [Opulence] Buyout regions 216 TP2 Success 12

    The first step of owning a trade empire is to own the trade posts in ones home.

    3. [Intrigue] Investigate the rumours of large amount of blightspawn in the eastern hills of Kiswa 10

    Is it truly for our protection or is something else amiss?

    4. [Intrigue] Secret 15

    Strange there should be an action here. A well better move along.

    5. [Opulence] Expedition Explore northwest Success 15

    New lands must be explored in order for our trade caravans to prosper and access new goods.


    Non Actions:
    • Support conversion from Blemmyae.



    Spoiler: Diplomatic arrangements
    Show




    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 4
    Military: 3
    Opulence: 5 + 1
    Faith: 3
    Intrigue: 5 + 1


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    216 1 Sweet Droggen Berries Food


    Spoiler: Military (0 units)
    Show

    Name Ships Weapons

    Generals
    Name Military Stat


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot


    Non Military
    Tech Name Primary Effect Primary Resource Primary Resource Met
    Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes


    Spoiler: Ruler Actions
    Show

    "King" Yorick II (first ruler)
    Attribute 5/10 Action Effect

    Last edited by Moriko; 2020-07-25 at 04:19 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  2. - Top - End - #32
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 1 Actions of the Soreni

    Diplomacy: Attend an event.
    The one Nef is holding.
    • The Soreni give all attendees Writing Tech
    • The Soreni Recieve Animal Handling from the Al Ashir.
    • Exchange Writing with the Crows.



    Diplomacy 5: Establish Cultural Identity - Right to Rule
    The Soreni have an Identity of Diplomacy, specifically in Pressing Claims. Seeing themselves as a civilized people who are worthy of land around them.

    Diplomacy: Diplomatic Mission Success!
    The Soreni send a mission the land the the west of them. what happens, we will see. They get a +1 for establishing a claim next round!

    Military: Recruit units
    The Soreni military begins to builds its soon to be mighty army.

    Opulence: Hoard Treasure
    The Soreni hoard some neat loot. They have a +1 stored up now.

    Spoiler: expected attribute increases
    Show
    +1 to diplomacy

    Spoiler: New ruler next round?
    Show
    Yes. I will roll stats soon. Link placeholder.
    Last edited by D&D_Fan; 2020-07-26 at 11:28 AM.

  3. - Top - End - #33
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Anbroch Houses
    Kiswa region 198

    Actions

    1. [Diplomacy]Attend the Feast of the Blue Star.
    • Accept Writing from Veramondo

    2. [Diplomacy]Begin construction of a Truthseer base in region 198. The Truthseers were well respected by the Anbroch for religious reasons: the dwarves believed their abilities to stem from blessings given to them by the dwarf god of rumor and gossip, Loren. To cement their power and influence in Kincany, both the Warlady and the Matriarch wish to see them take a larger role in court, and begin building them a place to stay.
    3. [Opulence]Explore up the coast to the northeast. Roll 7. Many of the Luthrails and partisans hired on by Peg MacClellan for her expedition to the north returned, but she did not. Rumor spreads that this was due to early encounters with a culture extremely skilled at the production of alchoholic beverages, for which MacClellan traded away the entirety of her expedition's supplies. Other rumors claimed that this story is a fabrication of the Warlady to encourage further expeditions to the region.
    4. [Intrigue]Kidnap a feral troll from TRL. Roll 14. The Warlady returned from the feast of the Blue Dawn fascinated by the regeneration powers of the trolls, perhaps due to her own missing eye. She put out a bounty for the capture of a live troll, which prompted the young battlemistress Peggy MacTir and a Luthrail bandit named Neno to form a small company to perform the dangerous task.
    5. [Intrigue]Secret

    News and Rumors
    The Blue Star marked the beginning of a new age in Kincany, much as elsewhere. The light began to shine just as the forces of House MacGill were preparing to assault House MacTir's last surface fortress. Taking the light as a favorable omen, Warlady MacGill pushed her troops onwards over the walls and through the interior of the fortress for the full two days' time, giving the defenders no time to rest and capturing the keep at great cost to both forces. When Matriarch MacTir finally surrendered, only 34 MacGill battlemistresses and 6 of house MacTir were left standing.

    While victory over the MacTirs was a great triumph for house MacGill, the Blue Star also brought complications for the Matriarch. Thought barren after the birth of her first daughter, she gave birth to a son. While the men in the tunnels praised fate for this kindness, the birth cast a shade of doubt on the political world of the surface, for should he grow to maturity and take a wife, the carefully negotiated succession agreement between the Warlady and the Matriarch would be for naught.

    Princess Kona of the Veramondi returned from the Feast of the Blue Star with the Warlady against the wishes of her father. While her body and skills were weak, her determination and blood were strong, and she began training as a battlemistress. MacGill personally attended her lessons often, as she herself was practicing fighting with her shield in the arm that had been mangled by the King of Kings, as it could no longer wield a weapon quite so ably.

    Kona was also responsible for teaching some Anbroch priests and scribes to write in the Veramondi's language. Carving the letters in stone quickly became popular among the men underground as a way to mark tunnels, but was less popular on the surface.

    Spoiler: Ruler Information
    Show

    Warlady Mollie "Stoneye" MacGill
    Spoiler: Biography
    Show
    As a young woman of House MacGill, the Warlady earned her fame and title by leaving her house and running a bandit gang composed of Luthrails and outlaw dwarves in the northeastern portion of Kincany. After she secured the vassalage of House MacClellan among others by the use of brutal and daring day raids, the Matriarch of House MacGill welcomed the Warlady and her bandits back into the fold, on the condition that Mollie train the Matriarch's daughter as an heir. Power dynamics between the Matriarch and the hotheaded Warlady are tense, but it was the Warlady's forces that cowed the other houses, making her the de facto ruler of the Anbroch.


    Stats:
    2 Diplomacy
    4 Military (3+1)
    4 Opulence (3+1)
    1 Faith
    4 Intrigue

    Attribute Improvements: +1 Diplomacy, +1 Intrigue

    Link to Stat Rolls

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Warlady Mollie MacGill (28 yrs) : The power behind the throne, the Warlady was the one responsible for cowing the other Anbroch houses. If the MacGills wished their dynasty to endure, they needed someone seen as a legitimate continuation of her power.

    Patriarch MacGill (52 yrs): The titular head of House MacGill. Scarcely ever on the surface, he deferred management of the house's surface holdings to the matriarch.

    Matriarch MacGill (50 yrs): The surface leader of House MacGill, the Matriarch negotiated an arrangement in which the Warlady adopted her daughter Rosie, making Rosie the successor to both the MacGill Matriarchy and the Warlady's more informal holdings.

    Rosie MacGill (10 yrs): The adopted daughter of the Warlady and actual daughter of the Matriarch, a lot of negotiations have been conducted to put her in line to inherit more power than either posessed alone.

    Charlie MacGill (4 yrs): The son of the Patriarch and Matriarch, his existence has cast the agreement between the Warlady and the Matriarch into doubt, as should he take a wife, she would inherit the Matriarchy rather than his sister Rosie.

    Last edited by Potato_Priest; 2020-07-25 at 03:59 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  4. - Top - End - #34
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra
    Kiswa Region 226
    Turn 1

    Spoiler: Banner
    Show


    Actions:
    1) [Diplomacy] Attend the Feast of the Blue Star
    The Vygra send a delegation led by Fulji Hamyra and Fulji Tapsehi to attend the celebration feast held in Veramondo, and meet their neighbors.
    Spoiler: Sub-actions
    Show
    Receive Technology: Writing from United Blemmyae Tribes (UBT)
    Trade Technology: Irrigation to Lhungho Saar (TRL) to Receive Technology: Animal Husbandry

    2) [Diplomacy] Diplomacy 5 Special: Create Embassy - Veramondo - Region 218
    Following the successful relations established at the Feast of the Blue Star, the Vygra look to reinforce the ties with their near neighbors. An embassy is created in Moro Karem with a small residence of ra, and messenger routes are established between the two region's capitals.
    3) [Military] building a Standing Stone in 193 (2/3)
    The Sons of Sirrvat are to receive the Favour from the Sentinels
    The Vygra are to receive the reputation bonus from the Sentinels
    Unstanding the importance of keeping the blightspawn at bay, Matji Khetra works with the Sentinels and the Hellves elves to identify the best location and complete the Sentinel Base in Henanda. Significant efforts are redirected to have it completed with all haste.
    4) [Military] Raise a Unit (2/3)
    To better defend the region, Fulji Aruni works to train a standing force to patrol beyond the normal militia. They practice moving and fighting in groups with copper blades and hide shields.
    5) [Diplomacy] Raise Reputation with the Sentinels of the Stone. (Roll: 12)
    While working to complete the standing stone, Matji Khetra spends time discussing the region of Vyterrat and recent blightspawn troubles there. The goal is both to gain insight into the Sentinels' methods, as well as impress them with the defenses already considered.

    Non-actions:
    Matji Khetra engages the Dream Speakers' offer of exploration services, requesting that they share their findings on the region to the east of Vyterrat (226).

    Spoiler: Leader Stats
    Show
    Matji Khetra (Diplomacy 5; Military 4; Opulence 5; Faith 1; Intrigue 3)
    End-of-turn increase: Diplomacy +1, Military +1

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation
    Units: None
    Treasure: 0
    Last edited by Frostwander; 2020-07-25 at 11:59 PM.

  5. - Top - End - #35
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Creatures of Ancient Ways
    Tarandi Region 137 The Carrion Ward



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


    Actions

    1. [MILITARY] SPECIAL 5 Recruit Hero "Old Lion, No Pride, No Death": The Ancient has returned! The Land walks amongst us and we tremble! He who gazed upon the sky as it bled! In ages past the stories go when the Old Lion was Young Cub he fled his Pride in the Scavenger Wars to travel the wider world. A roaming Adventurer's Spirit. But his Pride was ravaged and when he returned in wizened age he found no refuge in the caves of the Carrion Ward! We cast him away as he descended into a senescent demise. The Coward clings to an unwanted life, a centenarian monster of no home, and stubborn refusal of death. Many cycles have taken place since last No-Death has returned from roaming to the Carrion Ward, longer still than even some Vultures have lived, and his latest attempt at reclaiming a spot in his ancestral home as heralded a change in the winds. Some chitter at the Gray Lake that his death could soon be at hand. Others know better.

    2. [MILITARY] Raise One Unit: Lions leave their regal caves! Rats make haste to swell the Warren. Hyenas of open plains and craggy rocks swear bonding pack oaths beneath the new moon and Snow Leopards sing out in the dead of night. Some travelers through the Carrion Ward report strange shifting clouds of a twilight shade, the swarming patterns of Wasps or Flies who have banded together.

    3. [SECRET]: Now sleep, awake in times of deception, and dream of distant dreams where insensibility is history. Roll

    4. [DIPLOMACY] SPECIAL 5 Cultural Identity "Natural Philosophy" (2d8 on Conversion Rolls): Scavengers are Natural Philosophers. Many a denizen of the Carrion Ward spends countless sessions in the Poppy Fields dreaming of strange sights, reciting stories of lives past, and pondering the nature of the world. They are extraordinarily quick studies in the field, Flies capable of proselytizing with adamant fervor, and memorize talking points and ritual with frightening accuracy. A spiritual bond felt not only amongst themselves but with a number of creatures in the mortal world.

    5. [DIPLOMACY] Attend Event: Wounded-Vulture-That-Nests-In-Skystruck-Tree heads north in Tarandi on word from a Truthseer that the Two-Legs were gathering to speak of the Cerulean Crow that banished the blooded sky and returned us to blessed twilight. A step towards the Unbroken Dream. She is accompanied by a Fly she adopts along the way, Sleeps-In-Fire, and a Cave Hyena she helped nurse back to life when she was younger, Highrock-Songs. They have little hope for convincing the Two-Legs the error of their ways but Skystruck-Tree is hopeful that the tales of Two-Leg hearts being gripped by darkness are hyperbole. To at least some extent.
    Event Sub-Actions: Gift Writing to Shandole (SHN), Sangar (SAN), Brayewen Tribes (BRA), and Eleftheria.

    Non-Actions:
    - Accept the Dreamspeakers offer to explore Southwest of Region 137 The Carrion Ward.
    - Accept the offers of Delegations and the uplifting of animals from Sangar and Shandole
    - Send a Snow Leopard, Rain-Spotted-Leopard-Who-We-Found-In-New-Moon, to Aran Viska to observe their people and begin the work of education and spirituality

    News and Rumors:
    - A Rat quickly gains prominence as a holy figure. Duskeyed-Rat-Of-Dreamcut-Tail, who translates the meanings of their strange Poppy induced visions in the form of dance, has gathered a following of several Scavengers who look to them for wisdom.
    - Hunters are spotted near the heart of the Carrion Ward for the first time in dozens of cycles. They are swiftly mauled by roving Snow Leopards picking them apart one by one but not before their presence unsettled the still waters of the Gray Lake. What this could mean is feverishly discussed at the holy site and all consider it an ill omen.
    - Highrock-Songs returns from northern territories to her pack though rumors spread of her dissatisfaction, most evident from her lackluster howling on her eponymous craggy stage.
    -A gang of Beetles begins the work of driving off the ancient whose name is spoken in disgusted whispers, Old-Lion-No-Pride-No-Death, and have made a habit of dropping dung on him from the tops of trees before fleeing.

    Spoiler: BOOKKEEPING
    Show

    D: 5
    M: 5
    O: 1
    F: 4
    I: 4

    Expected Stat Increases: +1 Dip, +1 Mil

    New Ruler Next Round?
    No

    Military Units 0/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies
    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (1)
    - 137 (Taiga Poppy) TP1
    Last edited by Tychris1; 2020-07-25 at 02:02 AM.
    “I’m a Terrorist not an idiot.” - Me
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  6. - Top - End - #36
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Kingdom of Lhungho Saar

    Years 201-204
    Region 221 - Troll Country

    King Haanhangandhal
    Diplomacy 3
    Military 4
    Opulence 3
    Faith 1
    Intrigue 2


    Actions

    1. [Diplomacy] Attend the Feast of the Blue Star
      Spoiler: Event Subactions
      Show

      Trade Animal Husbandry to BDA in exchange for Sailing.
      Trade Animal Husbandry to VYG in exchange for Irrigation.

    2. [Diplomacy] Raise Reputation with the Dream Speakers [Rolled: 10]
    3. [Military] Recruit an Army Unit
    4. [Military] Recruit an Army Unit
    5. [Opulence] Explore to the north [Rolled: 11]


    Non-Actions
    Fail to resist a feral troll getting kidnapped by Anbroch - Rolled: 7

    News and Rumors



    Last edited by Rolepgeek; 2020-07-25 at 07:46 PM.
    Sincerely,
    Role P. Geek

  7. - Top - End - #37
    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
    Xehra Tzkepte
    D1
    M5
    O5
    F4
    I3

    Military: Raise Hero.
    Military: Raise a Standing Stone for the Sentinels. (1/3)
    Military: Raise a Standing Stone for the Sentinels. (2/3)
    Diplomacy: Raise a Standing Stone for the Sentinels. (3/3)
    Diplomacy: Attend the Ashir's event.

    Stat changes: +1 Military, +1 Diplomacy.
    Last edited by Lady Serpentine; 2020-07-23 at 05:19 PM.

  8. - Top - End - #38
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria
    Tarandi Region 133 Thade, The Distant Shore


    Spoiler: Flag
    Show



    An approximation of what Eleftherians looked like when they first arrived in Thade


    Actions

    1. [OPULENCE]: Hoard Treasure

    2. [OPULENCE]: Hoard Treasure

    3. [OPULENCE]: Buyout Trading Post (Braye 129) 12
    Success! Eleftheria shall enjoy access to Grousse Shark

    4. [OPULENCE]: Expedition (Northeast using sailing) 7
    Failure!

    5. [DIPLOMACY]: Attend Event
    Only familiar with travel by Night-Sea, Eleftheria sends an entourage to the meeting at Southrocks that arrives dreadfully late.
    Event Sub-Actions:
    Accept Writing from CAW in exchange for an agreement that CAW will not convert Thade or Azumaba
    Trade Sailing to the Dannu-Gaon Tribes in exchange for Irrigation
    Trade Sailing to The Brayewen in exchange for buyout support, pottery
    Trade Sailing to Shandole in exchange for Animal Handling and support in some future buyouts
    Trade Sailing to the Arrok in exchange for an embassy as soon as possible

    All trades of sailing include an agreement to not take territory on the island of Azumaba.

    Non-Actions:
    - Accept the Dreamspeakers offer to explore the region sharing the eastern border of Region 133.
    - Give the Truthseers a family tree. The Sorgen family was confused at the Truthseers request for sexual information of specific conceptions. Why would they want to know what happened when their parents were in dawning? Do the Truthseers have some ulterior motive? (familyecho.com/?p=START&c=dnq46vuqbj&f=576754584913457520)

    News and Rumors: Rumor has it that I will finish writing the fluff for this and post in the event

    Spoiler: Bookkeeping
    Show

    Leader: Nel Sorgen
    D: 3
    M: 2
    O: 3
    F: 2
    I: 2

    Expected Stat Increases: +2 Opulence

    New Ruler Next Round?
    No

    Treasure 0/5
    Expected increase +2

    Military Units 0/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies
    Temporary Cultural Identity: None
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (1)
    - 133 (Nightsea-Shells) TP1
    Last edited by bupkis; 2020-07-26 at 12:39 AM.

  9. - Top - End - #39
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes




    ACTION!

    1.[Diplomacy] Attend the Summit at Southrocks
    Spoiler: Event Actions
    Show

    • Accept Writing tech from the Creatures of The Ancient Ways
    • Trade Pottery For irrigation with the River-Smiths
    • Trade Pottery For Sailing with Eleftheria



    2.[Opulance] Explore! King Kartoffel has decided he will examine the surrounding lands in an attempt to locate a wood resource. He explores straight north in search of wood. Roll = 10

    3.[Opulance] Explore! King Kartoffel has decided he will examine the surrounding lands in an attempt to locate a wood resource. He explores straight west in search of wood. Roll = 6

    4. [MIlitary] Train a new group of Brayewen fighters to protect our borders

    4. [MIlitary] Train a new group of Brayewen fighters to protect our borders

    Spoiler: Non-Actions
    Show

    • Support Eleftheria's Buyout in Braye (region 129)
    • Recognize the lost Island of Azumaba as the territory of Eleftheria


    Spoiler: News and Rumors
    Show



    Spoiler: BOOKKEEPING
    Show

    D: 4
    M: 2
    O: 4
    F: 2
    I: 1

    Expected Stat Increases: O + 1 M +1

    New Ruler Next Round?
    No

    Military Units 0/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Pottery

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (1)
    Great Mamut Shark
    • BRAYE
    • Unowned
    • Unowned

    Last edited by m9p909; 2020-07-25 at 07:53 PM.

  10. - Top - End - #40
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    Round 1




    Year 1 of the Kro Dynasty

    News and Rumors
    • With King Kro Parael's introduction to the Al Ashir the outside world became aware of the Crow Tribe, but many still did not recognize their intelligence (or natural superiority). The first attempts of Crow merchants to integrate into the greater society of Sikar fail as they are chased out of markets. These slights will not be forgotten.
    • King Kro Parael fell ill on the return trip from Al Ashir and sadly did not survive the year. His son Kro Thorael succeeds him.



    Actions
    • [Opulence] Buyout one tradepost of Horses in Vesparre (Region 302) (9 - Failure)
    • [Opulence] Buyout one tradepost of Gold in the Sands of Sha (Region 307) (11 - Failure)
    • [Opulence] Hoard Treasure
    • [Opulence] Hoard Treasure
    • [Diplomacy] Attend the event at Al Ashir's royal court


    Non-actions
    • Trade Writing for Animal Husbandry with Al Ashir.
    • Trade Writing for Irrigation with Nocturnal Hydra.
    • Gift Writing to Ta Seti.
    • Gift Writing to the Soreni.
    • Gift Writing to Ixkarr.
    • Gift Writing to the Sol'lkoth


    Ruler Info
    King Kro Parael
    D 2 • M 1 • O 5 • F 1 • I 3
    Expected gains: +2 Opulence

    Changing Rulers!
    Next Turn's Ruler:
    King Kro Thorael
    D 3 • M 2 • O 6 • F 4 • I 1
    (This turns stat gains already included)
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  11. - Top - End - #41
    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: Region 30
    Thalaz'ir Haraman I
    Dip 1
    Mil 4
    Op. 3
    Faith 5
    Int 2

    Military: Recruit one unit of Na'karat Wardens
    Military: Recruit one unit of Na'karat Zealots
    Military: Recruit one unit of Na'karat Zealots
    Military: Recruit one unit of Na'karat Wardens
    Diplomacy: Attend the Ko's event. (Trading Masonry to Clan Alqar, receiving Irrigation from Clan Alqar.)

    Expected Stat Changes: +2 Military.

    Spoiler: Fluff
    Show
    Spurred on by the discovery of other races that may vie for the power of ancient Arrakh-Rah, the High Priestess raises legions of zealots to defend the homeland. The masses flock to the temple at Na'karat's heart seeking the wisdom of the High Priestess and the young Thalaz'ir, though she insists he is unavailable for comment at the current time. Tensions rise between his supporters and his critics, leading to a brawl amidst the assembled crowd. Sun Priests of the Mortuary Cult disperse the rabble and arrest the instigators, but more eyes watch from afar with interested eyes.

    A successful meeting with their long lost brethren of Clan Alqar inspires the young Thalaz'ir with hope for the restoration of their fallen empire. With nobles and commoners both under his rule, the glory of Arrakh-Rah seems both a memory, and a prospective future. The High Priestess of the Sun keeps her grip tight around the young leader, her lust for power obvious to several of his retainers. Those that whisper of it amongst themselves are swiftly removed from his grace's presence by the Mortuary Cult in the dead of night, and the Thalaz'ir is none the wiser.

    In the meantime, the Sun Priests gather in their holy temple, a great congregation from each of the castes singing praise to the Sun for the discovery of their long-lost half, the traditions of Lunar Shamanism restored at last. Announced publicly to the masses by Speaker Gezhe of the Core Caste, the ancient faith of Arrakh-Rah, the Celestial Cult is restored! (In fluff, at least.)
    Last edited by SOSDarkPhoenix; 2020-07-26 at 12:43 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

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    Played the Harmony in Empire! 5
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  12. - Top - End - #42
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    Default Re: Empire 6: Embers of Dawn IC

    End of Round One
    Last edited by TheDarkDM; 2020-07-26 at 02:00 AM.

  13. - Top - End - #43
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    Default Re: Empire 6: Embers of Dawn IC

    Round Two: Begin!
    Years 5-8

    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!
    • Construction of Cities is limited. A Great Kingdom or Kingdom may only construct one City in their territory. An Empire may construct two Cities in their territory. Cities captured from other kingdoms are not destroyed to match this limit but do prevent construction of new Cities if they push a kingdom to their cap.
    • When Regions with Native Defenders are attacked, they will automatically generate a commander to lead them. This commander's Mil score will be decided by a roll of 1d6+4.
    • Added a new action type to Faith, Seek Aid. Before making a roll, a player may take a Faith action to Seek Aid from the spirits, their ancestors, their gods, or some other supernatural force. Seek Aid must be actioned before the action it is meant to affect, and if successful against a TN 12 Faith roll provides a +1 to the subsequent specified action. This may be done on behalf of another player if you share an organized faith.


    Growth!
    • The Ko found a new City in their homeland (51) - Towerhome
    • The Sol’Ikoth found a new City in their homeland (292) - An Akhad


    Claim!
    • No Claims Are Made


    Trade!
    • The Arrok of Uldra successfully Buy Out Trading Post 2 of Husky Dogs in Hiverness (108)
    • Eleftheria buys out Trading Post 2 for Grousse Shark in region Thade!
    • The Sewune buy out a second Trading Post for Droggen Berries in their home region of 216
    • Crow's Tribe buy out Trading Post 3 for Gold in the Sands of Shá!


    Conversion!
    • The Shá successful convert Vesparre (302) to the Path of the True Dawn with support


    Spoiler: Failed Conversions
    Show

    • The Shá: 306
    • UBT: 216


    Heroes!
    • Ixkarr recruits Thekr of Rathox (9)
    • Sangar recruits Prenadi Kilia (10)
    • UBT recruits Yegin Kw’Haleti (7)
    • Sentinels recruits Theodora of Kiswa (8)
    • Hraban recruits Erwin Weitschritt von Braunschweig (8)
    • Thunderpeople recruits The Ripper (9)
    • Bel-Dan recruits Ren-Cha-Fen (9)
    • Clan Alqar recruits Merine, Medusa Moon Shaman (7)
    • Ta Seti recruits Nefekare Elephant Hunter (10)
    • Sons of Sirrvat recruits Vetrapa (10)
    • CAW recruits No-Pride, No Death (10)
    • Nocturnal Hydra recruits Liyae (8)
    • The Naherin Coalition recruit [REDACTED] (7)
    • The Sol'Ikoth recruit Sikar Johnson(7)
    • Clann Solais recruits Rauri of the Phoenix (8)


    Investigate!
    • Sending out agents to converse with any Sentinels in the area, King Yorick waits half a season for the return of any of them. Eventually one woman returns, her face half burned away and her remaining eye perpetually haunted. She reports trailing a local Sentinel north, bribing guides and even a small contingent of local guards with promises of the King’s generosity. Eventually reaching the forbidden reaches, she and her retinue lost the trail, and were on the verge of turning beach when they were set upon by Blightspawn. With a quivering voice, the Sewune woman remembers a swarm of ants the size of a large dog, their carapaces a horrible fleshy pink and their mandibled heads resembling the contorted, screaming faces of human infants. Guide and guards both fell beneath the creatures’ acidic bile and bone-crushing mandibles, and she herself was only saved by the sudden arrival of a group of Sentinels. Already wounded by the Blightspawn, she lost consciousness until awakened by a Sentinel searing her wounds closed with his black mace. Foully albino pus leaked from her burned flesh, only to writhe on the ground until it finally died. Whatever lurks in the northern hills, it seems the Sentinels are wise to warn people away.


    Wonder!
    • In distant Aran Viska, forge masters craft a weapon against the Blight unequalled outside the Sentinels themselves. The Nine Rings of the Phoenix are imbued with the lingering magic of the blue comet, their silver frames thrumming with the power and potential of a new age. [Artifact Created! The Nine Rings of the Phoenix enhance the power of Heroes working together to combat the Blight. When two or more Heroes bearing one of the Nine Rings work together on an Epic Quest involving Blightspawn, the bonus for each Hero that successfully aids in the quest rises to +3. However, the magic of the rings is tied to the cooperative spirit in which they were made - should any ring be lost to those of ill intent, the magic will fade until the collection has been restored to righteous hands. Though each ring benefits from the protection of a Hero should they be gifted to one, the cooperation and sacrifice inherent to them negates the usual Loyalty bonus provided by an Artifact.]
    • Three years after the passing of the blue comet, another omen graces the skies of Mamut. A winged figure crosses from the ocean to the mountains, glowing like new-fallen snow, and in its wake it leaves a rain of pure white flower petals. Their sweet perfume saturates the air, feeding the peoples’ wonder as the days turn into weeks. Soon, local leaders are petitioned to send envoys to the isolated goliaths, that the holy petals might be turned to flower wine to mark the blessed occasion. [Regions 51, 47, 45, 44, 42, and 34 are blanketed by the white sky-petals. If the players in control of these regions take an Opulence action to gather the petals and refine them into flower wine, they generate 2 Treasure rather than 1 as the peoples’ fervor drives unusual demand.]
    • The untainted sunlight that follows the passage of the blue comet reveals many things, but it also seems to have drawn something to the surface of Sikar’s desert. Merchant caravans in Ixkarr, Sol'Ikoth, Highnest, and Shá report sightings of glittering reflections coming from the deep desert. A few foolhardy wanderers attempt to discover the source, only to be confronted by disorienting mirages and high winds that stripped flesh from bone. In the absence of truth, rumor takes hold, and soon the lands bordering the deep desert are abuzz with the promise of wealth and glory. [Epic Quest - The Argent Sands! The lands bordering Sikar’s deep desert have all received multiple reports of something tantalizingly close to their traditional borders. Lacking a conventional means of probing the shifting sands, they must turn to Heroes. Any Heroes dispatched to investigate the phenomenon must succeed at a TN 16 Hero Roll or be pushed back by the storm. Those that succeed will uncover the truth of the rumors, and perhaps calm the furor rising among the commons. This Quest expires in two Rounds (Round 4).]


    Terror!
    • Treachery stalks the Bel-Dan-Yb! Drawn south by tales of a village ravaged by Blightspawn with its treasures still intact, a raiding party lands to find a village ready to repulse them. Blood stains the sand, and after a pitched struggle the Bel-Dan are forced to retreat...only to find shadowy figures attempting to make off with their ships! Blooded but unbroken, the Kiswan pirates send the mysterious thieves to flight and effect their escape, denied their plunder but richer in the knowledge of an enemy working against them.
    • One spring day, a village in southern Uldra awakens to a tragic violation. Their beloved huskies, friends and partners for many since birth, have disappeared, their pens ripped open and left in ruins. Here and there, the corpse of a brave dog that leapt to the village’s defense lies steaming in the sun, but the vast majority are nowhere to be found.
    • A hunting party goes missing in northern Aran Viska. At first merely days overdue in returning from the wilds, their absence stretches to a week, and then a month. Death rites are held despite the lack of bodies to confirm the hunters’ fate, and life seems poised to go on. That is, until a Dream Speaker brings word of a slaughter upon the tundra. Leading a strong party of the hunter’s kin far into the howling plains, she exposes a scene of horror - frozen in the bitter wilderness, the lost expedition’s last moments are etched like stone. Faces contorted in rage and panic, they lie in a tangled circle, bones splintering through frostbitten flesh and blood shrouding the snow in crimson ice. No wounds mark their bodies, at least not after so long exposed, save for the fact that each hunter’s hands have been severed. The cuts are so clean as to raise doubts their hands ever occupied the frozen stumps, especially as no sign of the appendages remain. At least, until the Dream Speaker points north, and the viskari see a road of dozens, hundreds, of bloody hand prints disappearing into the trackless vast.


    Organizations!
    • Henanda Kingdom, Sons of Sirrvat, and Vygra successfully completes a Kiswan Sentinels of the Stone Standing Stone in 193! Sons of Sirrvat gain 1 Favor with the Sentinels of the Stone! Vygra gains 1 Reputation with the Sentinels of the Stone!
    • The Shá and Dolod successfully complete a Sikarite Sentinels of the Stone Standing Stone in 307! The Dolod gain 1 Favor and the Shá gain 1 Sentinels of the Stone Reputation!
    • The Shándole and Dannu-Gaon successfully complete a Tarandine Sentinels of the Stone Standing Stone in 115! The Shándole gain 1 Sentinels of the Stone Reputation! Dannu-Gaon gains 1 Favor!
    • The Vygra successfully increase their Sentinels of the Stone Reputation to 1!
    • The United Blemmyae Tribes successfully increase their Sentinels of the Stone Reputation to 1!
    • The Hraban Confederacy successfully increase their Sentinels of the Stone Reputation to 1!
    • The Arrok of Uldra successfully increase their Sentinels of the Stone Reputation to 1!
    • Sangar successfully increases its Dream Speakers Reputation to 1!
    • Dannu-Gaon successfully increases its Sentinels of the Stone Reputation to 1!
    • Dolod resists the Dream Speakers recruitment of the Twilight Sighted in Sikar decreasing their Dream Speakers Reputation to -1!
    • The Anbroch Houses, apparently the victims of slander, find their Truthseers Reputation decreasing to -1!
    • The Uzii gain a favor from assisting the Dream Speakers with the Manual of Mamut which they exchange for an exploration!
    • The Sokau Tribes gain a favor from assisting the Dream Speakers with the Manual of Mamut!
    • Sangar gains a favor from assisting the Truthseers with the History of Tarandi Dynasties!
    • Dannu-Gaon gains two favors from assisting the Truthseers with the History of Tarandi Dynasties!
    • Hiverness gains two favors from assisting the Truthseers with the History of Tarandi Dynasties!


    Discovery! Map!
    Spoiler: Kiswa!
    Show

    • Region 212 has been discovered by Veramondo. It has a Great resource of Wild Asses, an Open Holy Center, and 2 units of native defenders!
    • Region 228 has been discovered by Veramondo. It has a Great resource of Rice and a Holy Center dedicated to Seven Stars.
    • Region 217 has been discovered by the Sewune. It has a Good resource of Sorghum and a Holy Center dedicated to The Hydra Cult.
    • Region 220 has been discovered by Graka Yonghalo. It has a Good resource of Tobacco, a Holy Center dedicated to The Gods of the Lightning and 2 units of native defenders!
    • Region 192 has been discovered by the Dream Speakers on behalf of the Henanda Kingdom. It has a Good resource of Timber and a Holy Center dedicated to Forest Spirits. Henanda owes 1 Favor to the Dream Speakers!
    • Region 194 has been discovered by the Dream Speakers on behalf of the Bel-Dan Armada. It has a Good resource of Tropical Birds and an Open Holy Center. The Bel-Dan Armada owes 1 Favour to the Dream Speakers!
    • Region 229 has been discovered by the Dream Speakers on behalf of the Vygra. It has a Good resource of Flamingoes and a Holy Center dedicated to The Golden Mandate. The Vygra owe 1 Favor to the Dream Speakers!

    Spoiler: Mamut!
    Show

    • Region 47 has been discovered by the Ko! It has a Minor resource of Goats and a Holy Center dedicated to Native Animism.
    • Region 50 has been discovered by the Scrimthun Unity. It has a Great resource of Truffles, an Open Holy Center, and 1 unit of native defenders!
    • Region 54 has been discovered by the Scrimthun Unity. It has a Good resource of Barley and a Holy Center dedicated to the Horned God.
    • Region 65 has been discovered by the Scrimthun Unity. It has a Minor resource of Timber, an Open Holy Center and 1 unit of native defenders!
    • Region 40 has been discovered by the Uzii Ancestral Snorts. It has a Great resource of Cheese and a Holy Center dedicated to Ivenism.
    • Region 45 has been discovered by the Sokau. It has a Minor resource of Aurochs and a Holy Center dedicated to The Cult of the Sky.
    • Region 36 has been discovered by the Deru. It has a Good resource of Wheat and an Open Holy Center.
    • Region 38 has been discovered by the Deru. It has a Good resource of Sour Quinces, an Open Holy Center and 2 units of native defenders!
    • Region 42 has been discovered by the Dream Speakers on behalf of the Uzii. It has a Minor resource of Cattle and a Holy Center dedicated to Ancestor Worship. The Uzii owe 1 Favor to the Dream speakers which they repay with a story for the Manual of Mamut!

    Spoiler: Sikar!
    Show

    • Region 289 has been discovered by the Nocturnal Hydra. It has a Great resource of Wild Horses and a Holy Center dedicated to the Wandering Sun.
    • Region 281 has been discovered by the Nocturnal Hydra. It has a Good resource of Maize, a Holy Centre dedicated to the Brotherhood of the Immortal Heart and 1 unit of native defenders!
    • Region 293 has been discovered by the Sol’Ikoth. It has a Minor resource of Simurghs, an Open Holy Center and 2 units of native defenders!
    • Region 303 has been discovered by Al-Ashir. It has a Good resource of Desert Foxes, a Holy Centre dedicated to the Cult of the Triangle and 2 units of native defenders!
    • Region 277 has been discovered by Al-Ashir. It has a Good resource of Maize and a Holy Center of Revivalism.
    • Region 311 has been discovered by the Soreni. It has a Good resource of Slaves, an Open Holy Center and 1 unit of native defenders.
    • Region 296 has been discovered by the Dream Speakers on behalf of Ixkarr. It has a Good resource of Cacti and a Holy Center dedicated to The Cult of Future Reflections and 2 units of native defenders! Ixkarr owes 1 Favor to the Dream Speakers!
    • Region 276 has been discovered by the Dream Speakers on behalf of the Thunderpeople. It has a Good resource of Fish a Holy Center dedicated to Shamanistic Paganism and 2 units of native defenders! The Thunderpeople owe 1 Favor to the Dream Speakers!
    • Region 305 has been discovered by the Dream Speakers on behalf of the Shá. It has a Good resource of Agave, a Holy Center dedicated to Gods of Rain and 1 unit of native defenders! The Shá owe 1 Favor to the Dream Speakers!

    Spoiler: Tarandi!
    Show

    • Region 99 has been discovered by Aran Viska. It is a Wilderness region with a Great resource of Mammoths.
    • Region 112 has been discovered by Aran Viska. It has a Good resource of Tin, a Holy Center dedicated to the Creator and 1 unit of native defenders!
    • Region 120 has been discovered by the Braywewen Tribes and Hiverness. It has a Good resource of Granite, an Open Holy Center and 1 unit of native defenders!
    • Region 132 has been discovered by Sangar. It has a Good resource of Einkorn, an Open Holy Center and 1 unit of native defenders!
    • Region 116 has been discovered by Clann Solais. It has a Good resource of Safflower Oil, a Holy Center dedicated to The Divine Twins and 1 unit of native defenders!
    • Region 114 has been discovered by the Dream Speakers on behalf of the Shándole. It is a Blighted region, prowled by colonies of Ember Bats that makes their lair in a volcano at the edge of the mountains! [Epic Quest - Quench the Skies! The Ember Bats are terrible opponents, horse-sized chiropteran creatures composed entirely of fiery flesh and obsidian bone. Alighting on the stormy air around their nest, no conventional force has a hope of prevailing. Heroes are needed to slay the creatures, and claim whatever treasures they hoard. The Ember Bats can be dispersed with a TN 18 Hero Roll. There is no time limit to this Quest.]The Shándole owe 1 Favor to the Dream Speakers!
    • Region 110 has been discovered by the Dream Speakers on behalf of Hiverness. It has a Good resource of Caviar, a Holy Center dedicated to Native Animism and 1 unit of native defenders! Hiverness owes 1 Favor to the Dream Speakers!
    • Region 138 has been discovered by the Dream Speakers on behalf of the Creatures of Ancient Ways. It has a Great resource of Cranberries, a Holy Center dedicated to The Creed of the Rosy Cross and 1 unit of native defenders! CAW owes 1 Favor to the Dream Speakers!
    • Region 134 has been discovered by the Dream Speakers on behalf of Eleftheria. It has a Minor Resource of Cattle, a Holy Center dedicated to Sacred Drunkards and 2 units of native defenders! Eleftheria owes 1 Favor to the Dream Speakers!


    Failed explorations
    • Anbroch region 197
    • Shandole region 140
    • Hraban Confederacy region 35
    • Alodites south
    • Brayewen tribes west
    • Clann Solais east


    Other!
    • Hiverness establishes an Embassy with the Arrok of Uldra.
    • Vygra establishes an Embassy in Veramondo
    • The Thunderpeople realize a new Cultural Identity - Questing (What type TBD)
    • The Deru realize a new Cultural Identity - Raising Reputation With Organisations
    • The Shá realize a new Cultural Identity - Conversions
    • The Creatures of Ancient Ways realize a new Cultural Identity - Conversions
    • The Soreni realize a new Cultural Identity - Pressing Claims
    Last edited by TheDarkDM; 2020-07-26 at 04:04 PM.

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

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

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

  14. - Top - End - #44
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 2)
    King of Kings Huleten Kw’Muketi




    Actions
    [Military 5] Create a Hero (7): While Neguw Kw’Zinabi had promoted people based on loyalty and personality, the new King of Kings sought merit above all else. The king of the Torineti clan, Dinfat Kw’Torineti, had many times in the past proved to be a force to be reckoned with. They were unmatched both as a tactician and as a warrior. The King of Kings had no difficulty in making a decision: Dinfat was to be promoted to Battle-Caller, placing them in command of all military operations that the United Tribes might take.
    [Military] Raise a Unit: One of Dinfat’s first moves as Battle-Caller was to move away from ancient discrimination in favor of sheer pragmatism. The Anigoli clan had a long tradition of training slingers and spear throwers, which unfortunately contributed to their reputation as dishonorable: no blemmyae would kill from a distance when there was more glory to be won directly in the fray. Nevertheless, Dinfat recognized the effectiveness of these weapons and the skill of those who used it, so to usher in a new age of acceptance of the Anigoli way of life, a small force of elite slingers was recruited to join the best Torineti warriors in defense of the realm.
    [Faith] Convert region 216 to Abiherism (13): After the unfortunate failed conversions against the Sewune, a new tactic was adopted by the missionaries of the Mesihafi clan. Instead of preaching against the old religion, the Abiherists sought to simply fold it into their own faith. Reverence of Elward was encouraged, as he was recognized to be a great hero who, through his legacy on earth, had ascended to the afterlife.
    [Faith] Convert region 211 to Abiherism (15): The peaceable Sewune were not the only target of Abiherist conversion. The Sirrvadut elves far to the west had proven to be fearsome warriors by their king’s battle with First in the Realm Yegin Kw’Haleti, and the Abiherists believed that their devotion to battle and personal glory would make them prime converts to the faith. This task was especially desirable considering that the Sirrvadut already used the script of the blemmyae, so there would be no literacy barrier to their conversion.
    [Diplomacy 5] Create an Embassy with the Dhraan:

    Nonactions:
    Support Sewune buyout, resist all others
    Resist buyouts
    Attend event


    Spoiler: News and Rumors
    Show
    There is a story told among the blemmyae of the Muketi clan, an ancient tale of the adventures of their heroic ancestor. In the Cosmic Era, the sun was a phoenix, a fiery bird flying where it chose through the heavens. It rarely came to earth, and when it did it inevitably came too close, setting the crops aflame and burning villages. Various heroes had attempted to capture the sunbird, but all had failed. The mountaintops were scattered with their scorched corpses. It was Muketi, forebearer of the clan that carries their name, who figured out how to capture the sun. Climbing to the top of a mountain, they cut off the peak and hollowed a bowl into the top, hundreds of feet in diameter. When the sun next flew to earth, Muketi called out to it, challenging it to a test of strength. The sunbird, arrogant and headstrong, could hardly resist the chance to show up another foolish hero, and it flew at Muketi. The cunning hero dived into the hollow at the peak of the mountain, and as the phoenix landed in front of them, its heat instantly melted the snow. Water rushed into the bowl, filling it to the brim and dousing the flames of the sun. Thus saved from a charring, Muketi was able to tie a thick rope around the bird’s foot and pull it into the sky. From this day on, the sun is a tame, docile creature, which always remains at a safe distance from the sky. Except, that is, when Muketi takes it into the afterlife for some unknown purpose.

    Muketi must have required the use of the sunbird on the day of Neguwi Kw’Zinabi’s funeral, for there was no light on that day. The new King of Kings had been expected to preside over the funeral rites, but, in the tradition of their clan, they refused to set foot outside while the sun was not in the sky. Thus, it fell to Tubaw Kw’Mesihafi, the leader of the Abiherist religion, to bury the slain king. In a way, this was more suitable. King of Kings Huleten Kw’Muketi had not been with Neguwi when their predecessor was slain, nor had they been as close a friend as Tubaw had. Indeed, the Librarian had been devastated by Neguwi’s death. They had become reclusive, barely even emerging to perform their duties as the religious leader of the Korebita Foothills.

    Neguwi was to be buried in the Bete Great Library itself, as befitted a hero whose name would go down in history. A special room had been prepared for them on the hallway belonging to the Zinabi clan. Neguwi was in fact relatively insignificant compared to some others buried there, but as a former King of Kings who had died an honorable death in courageous battle, it was presumed that their soul would pass easily into the afterlife. The song of their life would be carved into the walls of the room, which was already filled with treasures and sentimental items belonging to the King of Kings. More would doubtless have been added by the people of the Korebita, who had loved their king, but their offerings had been too many to cram into the tomb. Said offerings would instead be used to pay the costs of the elaborate funeral.

    The first part of the burial was to take place outside the Bete Great Library, where a crowd had already gathered. Neguwi had been an exceptionally popular king, and over a thousand people had gathered to pay their respects. Surrounded by stone and copper statuettes, the corpse lay on a wood litter, borne on the shoulders of six blemmyae standing on a ledge thirty feet above the gathered throng. Beside the corpse stood Librarian Tubaw Kw’Mesihafi, Diplomat Tengir Kw’Sewi, and First of the Realm Yegin Kw’Haleti. These three had been the ones who had seen Neguwi die. It was only fitting that they be the ones to bury them.

    Tubaw spoke first, their shaking voice barely audible over the murmur of the crowd below. “People of the Korebita, let us remember our lost King of Kings. Let their name go down throughout the eras, just as their soul shall live forever in the palaces of Dumuzi. I now call upon you to remember their progenitor of their line, the hero Zinabi, caller of the storm. May Neguwi meet with approval in their eyes!” Tubaw stepped aside, visibly shrinking as Yegin Kw’Haleti pushed to the front of the ledge.
    “People of the Ten Tribes! Hear my promise to you!” There was none of Tubaw’s quivering in the voice of the First of the Realm. Their voice carried clearly over the gap, booming out into the crowd. “There will be no peace in the mansions of Yegin Kw’Haleti, not while the murderer who slew our King of Kings still breathes! This dwarf, Warlady MacGill, has signed their own death warrant!” Lifting their fist above their head, Yegin brandished a copper knife. “This is the knife which I pulled from the King of King’s body. This is the knife that ended the life of my king. Well, hear my promise to you, people of Korebita! I will not rest until I have returned this knife to its owner! I will bury it to the hilt in the skull of the King of King’s murderer!”

    As one, the crowd shouted. All the uncertainty of the past years seemed to be expelled at once: the wars of succession, the shock of the end of Red Dawn, the discovery of new races, and the death of their beloved King of Kings all became fuel for their raw display of emotion. Yegin brandished the knife, shouting along with them, until the shouts finally died down. Tubaw again stepped to the fore, their voice stronger than it had been before. Softly, at first alone, but soon joined by the crowd, they began to sing.


    “My beloved, lost to death’s grasp, rest in glory
    In Dumuzi, home of all heroes in the sky
    Let us pray your name will never be forgotten.

    We, your comrades left alone on earth by your death
    We will mourn you and carry one your legacy
    We will sing the songs of your illustrious life.

    Gaze down upon us from your home in the heavens
    Bestow upon your people your moral knowledge
    Show us the best way to emulate your glory.”



    As the final notes of the song rang out over the hills, the litter bearing the body of Neguwi Kw’Zinabi was carried into the darkness of the Library, on its way to the room where, for all eternity, it would sit: a memorial to the life and deeds of the great King of Kings.


    Spoiler: Songs of the Korebita
    Show

    On a mission from the Bete Great Library
    Oyem Kw’Mesihafi set off to the south
    Into the wastelands bordering the Sewune.

    With them were four of the Sewune, brave fighters
    Noble Nelrynt, clever Nuca, fearsome Dimeb
    And brave Cdaja, bravest of them all by far.

    On the eighth day, as sunset fell, they stopped to sleep
    Arraying their tents in a circle, they rested
    Their eyes closed to the terrors that lurked in the night.

    Beneath the moon’s treacherous light, a demon lurked
    Its teeth sharp, its jaws slavering, its eyes yellow
    Accompanied by bone-chilling cold and foul stench

    Silently, the monster slipped into Nelrynt’s tent
    And with one awful bite, crushed the poor wretch’s skull
    Never again would his pleasant singing be heard.

    Hearing the shouts, Oyem rose from their sleeping mats
    And with knife in hand, roused the other Sewune
    For they feared what manner of beast was among them.

    Said Oyem: “Some creature is still in Nelrynt’s tent
    We must act with prudence before confronting it
    Let us draw lots, the loser must observe the beast.”

    So they drew lots, and the loser’s lot was Nuca’s
    She said: “I fear I may die as well as my friend
    Nevertheless, I shall observe this foul monster.”

    With a short gasp of fear, she peeked into the tent
    Over Nelrynt’s body hunched the ravenous beast
    Gorging itself in bloody flesh picked from his bones.

    Oh, horror! Its piercing eyes stared into her own
    And icy fingers of terror crawled up her spine
    The fear broke her mind, and she fled that cursed tent.

    “Oh, Nelrynt!” she screamed, “My poor, beloved Nelrynt!
    In his tent he lies, in the cruel embrace of death
    A monster has slain him, and devours his flesh!”

    Its head is that of a man, with three rows of teeth
    But it crawls on all fours, with paws of the lion
    Its tail is a hissing snake, fanged and venomous.”

    “Tell more about the manner of this beast!” they cried
    But despite their pleas, Nuca would say nothing more
    Her face had gone pale and she could get no words out.

    So it was only three that went to face the fiend
    Cdaja in the lead, bearing his two-pronged spear
    Dimeb next, and Oyem with their knife in the rear.

    Cdaja entered the tent, but at once fell back
    Impaled by a terrible spine, like a snake’s fang
    He collapsed onto the ground, bleeding from his wound.

    Oyem took up the fallen Cdaja’s sharp spear
    And, with great agility, dived beneath the tent
    A second spine whistled above them, moments late.

    A minute later, knife-wielding Dimeb joined them
    And together they burst through the floor of the tent
    Paralyzing the awful monster with surprise.

    It flicked its snake-like tail at Dimeb
    Scoring a grievous injury, but not mortal
    Shouting, she severed the tail with one swift knife stroke.

    Now Oyem struck, lunging at its face with the spear
    One sharpener prong went through its left eye, blinding it
    The other missed, grazing a gash on its forehead.

    Twice wounded, the foul demon screamed in agony
    The volume of its cry was enough to deafen
    And both Oyem and Dimeb staggered back, deafened.

    Regrouping, they attacked from separate directions
    Dimeb, with her shorter weapon, favored the left
    While Oyem charged the monster’s less vulnerable right.

    A frenzy of wild combat, and it was done
    The monster’s throat slashed open by Dimeb’s dagger
    Black blood seeping from its wounds, it thrashed on the ground.

    As it died, the monster screamed out into the night
    Its awful howling rose into the starry sky
    And lo, the vultures and songbirds dropped dead like stones.

    Dimeb would survive the wounds inflicted on her
    As would Cdaja, with a period of rest
    But Nuca, driven mad, never once spoke again.


    -from The Song of the Manticore



    Spoiler: Technologies
    Show

    Writing

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Torineti Warriors, (+1)

    Treasures: 0

    Resources Controlled: Flint (213.1)

    King of Kings Huleten Kw’Muketi

    Diplomacy: 5
    Military: 5 [+1]
    Opulence: 3
    Faith: 5 [+1]
    Intrigue: 5
    Last edited by Gaius Hermicus; 2020-08-08 at 01:57 PM.

  15. - Top - End - #45
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
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    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Liege of none, subject of none.

    Chief Kalm Alqar (Ref)
    Diplomacy: 2
    Military: 6
    Opulence: 2
    Faith: 5
    Intrigue: 2


    Actions for Round 2 (Rolls)
    • [Diplomacy] Attend another event!
      Spoiler: Subactions
      Show

      - Exchange the techs Pottery, Writing (Hraban Runes), Animal Husbandry to SOT for 2 units (to aid in enforcing new faith 'Celestial Cult' and the organization of proper authority in the Blessed Vale)

      There's something to be said for spending too much time in foreign lands to govern one's own territory, but that makes the assumption that the chief of Alqar was well listened to to begin with. Heading north for some time to the newly discovered lands where his brethren live, he finds that The Scions of the Thalaz'ir have begun to reintegrate the lunar side of their faith with the solar part. Wishing to follow suit in reigniting past culture (with some more current adjustments made to it), Kalm agrees to adopt the faith if given some force with which he can protect his lands. He receives just what he is seeking to acquire, tripling his military might while those warriors who now inhabit his land take note of the many advancements that have been made in the Vale after the last few years of cooperation with the other locals.
    • [Faith] Note brighter stars amidst the sky, and their position relative to the earth's position. (3/5)
      Keeping track of and comparing previous records to current ones is night impossible when it comes to stargazing. With so many possible configurations noted on stone tablets that need to be found and compared (assuming they're even oriented properly and the sky is clear), nothing efficient can be found at all. In order to remedy this, an effort to mark the brightest and most consistent stars is made by Merine, who manages to discover a few key arrangements in which the rest of the sky can be mapped by charting against them. Still, this provides some difficulty in comparing the orientation of the tablets, and it seems that instead entire collections of these stars would have to become grouped as 'constellations.'
    • [Faith] Note prominent constellations (4/5)
      Among the clean sky, Merine charts for the first time the following major constellations and anomalies in the darkness from atop the mountains beside her home.

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

      Constellations vary broadly across the sky, each associated with different meanings as per oral tradition spread within Lunar Mysticism. They are often given animal forms, and are picked out for their ability to stand out among the sky, helping in both navigation and divination. To divine is not only to look up at the sky, but to see what the world favors. It is not uncommon for instruments such as gems to be used to aid in clearing the mind of the diviner, and smoke to reveal the whims of the sky. Truly proficient diviners take recent signs and travels associated with a location and a time, and map those to where they correspond to in the stars to find their will.

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

    • [Military] Protect (attack) region 42 with 1 unit lead by Merine (7) using skirmish tactics (12) and accepting the duel!
      The Uzii and their intimidating battle-toads hop into region 42 to claim it as part of their territory, which the chief sees as an attempt to gather up all of the petals in the area before anyone else can get their hands on the valuable things. He asks his trained men who wishes to make a small fortune, to which many reply with cheers, and says that if they can push their competitor out of the valley between their homes that they will be given the rights to any petals they can find. Better to have wealth in the hands of his men than foreigners, after all. As the leader it tends to find its way into his pockets eventually. Miss Merine is tasked with leading the excursion, as she has been trained by the shamans in keeping spirits up and possesses natural weapons with which she can defend herself. Hopefully the bloodshed will be light, and the rewards will be great!
    • [Military] Raise a unit (Combat Hounds)
      As the rapid advancement of society comes, many new jobs are available. New tamers, masons, and other such jobs allow military applications where things were not previously possible. Specifically in the area of tamers, Chief Kalm sees a personal group of his most capable militiamen gifted with tamed hounds both to aid in their farm-lives at home as well as in times of conflict. As Kalm seems to lack things to do compared to leaders of other clans and peoples given Alqar's decentralized nature, he spends a lot of time helping to raise these animals and becomes something of a gifted handler himself with his own trio of dogs named after constellations in the sky: (to be filled out)

    Non Actions:
    Request that the Dreamspeakers explore to the south of the Blessed Vale for Clan Alqar using the favor that they would acquire from contributing to the Manual of Mamut

    Spoiler: News and Rumors
    Show




    Spoiler: Contribution for the Manual of Mamut
    Show

    What is shared with the Dream Speakers is a tale commonly known in the Blessed Vale - a tale of loss passed along from generation to generation and recounted once a year to commemorate the lost and teaches all those to fear returning north to where they once came. It is always told a bit differently each time, but the essence is the same.

    The grand kingdom of Arrakh-Rah was a city made of stone, with as many people as there are stars and a Thalaz'ir who commanded his people like the sun commands crops to grow. They were protected by strong men of stone, tall as trees and fierce as cougars... But they were not so fierce as the blight. At first the sky went out, the lights drowned, the whispers of the divine that guided the priests went quiet - for their connection was broken, and the times of darkness were upon us! Terrified men of the north began to come down and speak of great monsters that had torn through their villages and claimed human heads as prizes... They were coming south, to the great city, to continue their grand purge and tear down the walls that protected the fine city, so strong and large compared to the minor clans that exist now. The men to be of the Vale were not soldiers, they were not kings, and they were not ready. They tended to the fields and had lived under the protection of their leaders, so helpless against the blight that they could only watch as sickness claimed their fields and starvation began to set in. As people begun vanishing and monsters left entire sections of road too dangerous to check if any yet remained alive. Through the darkest of nights they finally came in full, marching an army of wicked creatures down towards the city... A lunar shaman among them was sent to keep them calm and still. As all watched the city in dire anticipation, he watched the sky... And dim through the clouds he found an omen, the first in so long. A star to the south - much further south. It pleaded that they escape with their lives, and they took all they had left to obey its command. They say that as they were leaving, they saw the silhouette of a beast large enough to cover the moon soaring through the skies... Its shrieks heard for days as the trek south was made. None saw it fully, but none would dare return to confront it.

    We were lucky to escape. We must be ready for their return, but to tread north to the homeland and invite them towards up to finish off the survivors that so narrowly escaped would not only kill the man who went, but doom the clan together. It is forbidden, for the good of us all.


    Spoiler: Stats
    Show

    Military Units: 1
    Naval Units: 0

    Regions Owned: [Blessed Vale 32]
    Total Regions: 1
    Unit Cap: 6 (6 Capital + 0 Regions + 0 Tech + 0 Vassals)

    Cultural Identities:
    None

    Military Specialization:
    None

    Holy Artifacts:
    None

    Military Technologies:
    None

    Heroes:
    Merine, Medusa Moon Shaman (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

    Deals:
    Permission given by HRA for 1TP of Gems
    Non-aggression with the Ko

    Capital: Blessed Vale, Mamut (32)
    Secrets Whispered: 0
    Embassies:
    Resources controlled:
    [Gems, Blessed Vale (32)]

    Last edited by Zayuz; 2020-08-07 at 08:07 PM.
    "What is to give light must endure burning."

  16. - Top - End - #46
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    Ixkarr
    Region 295

    Spoiler: Leader
    Show

    High Chieftain Rakthuk

    Diplomacy: 5
    Military: 7
    Opulence: 3
    Faith: 3
    Intrigue: 2

    Projected stat increases: +2 Military
    No new ruler for next round.


    Actions:
    1. [Military] Raise a unit
    2. [Military] Raise a unit
    Rakthuk and Thekr continue their efforts to create a combined army of the warriors of all the clans. Each unit is comprised of three groups of forty warriors, with a few lesser helpers accompanying them.

    3. [Military] Attack 293 with 3 units, led by Rakthuk (total +11)
    A worthy opponent has been revealed to the east! The Koxrrit issue a challenge to the people of 293, and a year later Rakthuk leads the host of orcs outside Ixkarr. Drums and deep voices echo across the desert as the clans sing their traditional march songs. Each and every warrior is excited at the prospect of defeating a new foe.

    +3 units, +7 Rakthuk's Military score, +1 SoS trainees = +11 to battle roll before other modifiers

    Subactions:
    -Challenge enemy commander to a duel!
    -Use Military Doctrine: Reckless Attack (Roll: 13)

    4. [Military] Collaborate with ALO, HYD on the Epic Quest: The Argent Sands
    Something had made its presence known in the Maw of Sikar. Something big. Thekr wanted to investigate what this something was, as he finally had some respite from organizing the army since Rakthuk had departed on his campaign. But he knew very well the danger that the deep desert presented. Every year or two someone declared that they would conquer the Maw for glory. None had ever returned. Leaving alone would be foolish, but he would need someone on his level to accompany him. But who?

    Well... there were those two elves whose strength he had acknowledged a few years back. Though he had vowed to defeat them the next time they'd meet, conquering the Maw and whatever lay there would be a much greater challenge than a rematch. Or in other words, would bring more glory. Reluctantly he sent word to them that he was seeking aid for an expedition to reach the deep desert. The thought that he wouldn't end up being the leader of the pack didn't even cross his mind at this time.

    Aid roll: 18

    5. [Diplomacy 5] Cultural identity: Glory or Death (Increased die size when dueling)

    Nonactions:
    -Support DSP buyout of 295 TP #1 While the Dream Speakers' desire for material wealth is met with puzzlement, the orcs happily forfeit the majority of the produced salt to the organization.

    News and rumors:
    -While Koxrrit generally remain illiterate, Rakthuk's daughter Karra has taken an interest in reading. Starting with the necklace gifted to her by the Soreni, she's taken steps towards learning to read all three of the Sikarite scripts. Most of the few texts she's been able to acquire have been supplied to her through the Dream Speakers. While this interest is deemed odd by many in her clan, Rakthuk thinks it harmless.
    -The adoption of irrigation and improved techniques in animal husbandry prove to be a great boon for all the clans, making them less reliable on hunting for food. While farmers and herders are still scoffed at by many for leading a life that has few opportunities for glory, their work leading to full bellies has increased their standing in the Koxrrit society.

    Spoiler: Statistics
    Show

    Diplomacy:

    Military:
    Army units 3/6
    Navy units N/A

    Opulence:
    Trade posts:
    295 TP#1 Salt

    Resource requirement: Wood (unmet)

    Treasure 0/5

    Technologies:

    Animal Husbandry
    Irrigation
    Pottery

    Faith:

    Intrigue:
    Last edited by OmnivorousOgre; 2020-08-08 at 05:03 PM.

  17. - Top - End - #47
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Clan Al-Ashir
    Lead by the Grand Prince Zidan il Kasima
    D 6 • M 4 • O 2 • F 1 • I 2

    News & Rumors
    • ASH, HYD, & NAH have entered into a robust military alliance based largely on existing cultural similarities, a martial bent, and leisurely interbreeding, dividing much of the eastern Sikar between them. Provisionally, (and rather prosaically) this is known as the Alliance of Eastern Sikar.
    • Outriders inform THU, insomuch as these savages can understand the noble Ashiric tongue, that trespass within 276 and 303 will result in swift expulsion.
    • Lacking what other peoples might consider ambition or even an ability to fight, DOD agrees to vassalize to ASH at the nearest opportunity for protection.
    • Ambitious, affable, and aggressively diplomatic, the young ruler of the Ashir lays out his plans for bringing many lands and peoples under his banner to form an indomitable Sultanate and perhaps, eventually, a united and peaceful Sikar.
    • Known to be materialistic and at least less superstitious than the people they rule, the Ashir begin to pay a token lip-service to the worship of the "True Dawn", positing that the Sha's sun god does favor them, despite Ashir society being entirely nocturnal.
    • Princesses Kasha and Ashina have been dispatched to the Alodite royal court to represent the interests of Clan Al-Ashir abroad, master their language, and facilitate cultural exchange.
    • The first half elf progeny are born to Clan Al-Ashir.
    • The 18 year old Malak Amir announces that his cousin and friend Amira Shiela will succeed him in the event of his untimely death. Zidan seeks to marry soon and produce his own heir.

    Actions
    • [Diplomacy 5] Establish Embassy with DOD 🤝 - A shala elem. As the Ashir desire spices more than any other resource, even gold, Prince Akali is dispatched to the Dolod to facilitate trade and foster diplomatic relations. Viewing the strange creatures as childlike, the Ashir offer the Dolod protectorate status in the imminent Ashirian Sultanate.
    • [Diplomacy] Create Claim to 305 (16 - Success!) - Ashta hazid. Bear witness. The Ashir claim the lands and peoples of 305 with the blessing and cooperation of Clan Shá! A shala elem. Beautiful Princess Zara goes with most skilled tongue to persuade and seduce.
    • [Military] Recruit Unit 🐎 - Ashta hazid. Grand Prince Zidan himself now commands five companies of Ashir riders upon swiftest steeds. Let none withstand the great Malak Amir!
    • [Military] Recruit Unit 🐎 - Ashta hazid. Prince Omar commands five companies of Ashir riders upon swiftest steeds. Let none withstand him.
    • [Military] Recruit Unit 🐎 - Ashta hazid. Princess Amala commands five companies of Ashir riders upon swiftest steeds. Let none withstand her.

    Non-Actions
    • After an uneasy silence on the matter, DSP is now forbidden to recruit from the Ashir. However, they make no demands for the Vesparrese peasants.
    • Support SHA buyout of 1 Ashirian Horses
    • Support CRO buyout of 1 Ashirian Horses
    • Resist Conversions


    Spoiler: Bookkeeping
    Show
    Stat gains: +1 Dip, +1 Mil
    Next Round: D 7 • M 5 • O 2 • F 1 • I 2

    Technologies Known: Animal Husbandry, Pottery, Writing (Crow), Irrigation

    Army Units: 2 🐎🐎
    _____• Prince Azim with 200 Light Cavalry
    _____• Princess Shiela with 200 Light Cavalry

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

    Last edited by Nefarion Xid; 2020-08-07 at 07:17 PM.

  18. - Top - End - #48
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Dannu-Gaon Tribes
    Chiefs: Nocter Irin-Mak and Noctrix Sare-Mak


    News and Rumors
    - Though many foreign guests find their way to the Dannu-Gaon for the first time, it is Simi of Hiverness who seems the darling of the Noctrix's attention. After many conversations on theology, the Way of Eauden is, though strange, deemed to bear the ring of truth. Further discussion is welcome.

    [Op] Buyout Hardwood TP 2 in Region 113 [TN 12, Roll=17 (19 support?), Success] - The expansion of Dannu-Gao civilization forces many of the clans to begin building villages out of wood rather than simply fortifying caves, and the long tradition of woodworking becomes far more fruitful with trade from Clann Solais. These outsiders are both feared and respected, but the Nocter hopes that perhaps these fellow Highlanders can be worked with, to produce a lasting bond of friendship. Even if the traditional means, a political marriage, is of little use.

    [Op] Buyout Salt TP 2 in Region 109 [TN 12, Roll=16 (18 support?), Success] - Demand for Arrok Salt is high, driven by a need to preserve food for the long winters. Securing a supply proves thankfully trivial.

    [Dip] Raise Reputation with the Sentinels of the Stone (1->2) [TN 12, Roll=11, Fail] - Unfortunately, the Sentinels are clearly busy and efforts to further win their favor do not bear fruit.

    [Int] Raid Region 136 (Sangar) Musical Instruments TP1 [Roll=9] - The spread of the Creatures of Ancient Ways' philosophy is looked on with deep concern, and those who would welcome it with disdain. If the Clan Polahi wishes to renounce civilization and all the works of mankind and be ruled by beasts, their subjects ought to be reminded that the beasts did not give them the music or instruments they hold such pride in.

    [Int] Raid Region 129 (Brayewen Tribes) Grousse Shark TP1 [Roll=12] - So too the Brayewen Tribes, though the Nocter had a poorer understanding of their cultural strengths, endangered by the short-sighted "Thought King" welcoming this corruption as unvarnished truth. If they would be ruled by beasts, their ways of life would be torn asunder and have to change, considering how many of them thrived on fishing and the Grousse Shark. It is only right that someone appropriate this thriving industry, if the king were to reject its value.





    Non-Actions
    - Accept Embassy from the Arrok
    - Support Conversion to Way of Eauden


    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 4
    Military: 1
    Opulence: 4
    Faith: 3
    Intrigue: 5


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 1/6
    - Dannu-Gao Hunter Militia

    Heroes:
    - none

    Embassies:
    - none

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

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

    Technologies
    - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry

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

    Trading posts (1)
    - 96 (Living Stone) TP1


    Spoiler: Expected Stat Gains
    Show
    +1 Opulence, +1 Intrigue


    Spoiler: Link to Rolls
    Show
    [/QUOTE]
    Last edited by BladeofObliviom; 2020-08-02 at 05:09 PM.

  19. - Top - End - #49
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Sangar
    Region 136



    Keeper Lovati Polahi
    Dip 5
    Mil 6
    Op 2
    Faith 2
    Int 1


    Actions:

    1 [Diplomacy 5] Establish Embassy with CAW
    Lovati and the Polahi knew for sure that the Creatures of Ancient Ways were indeed close, however, being within spitting distance of a few outlying settlements meant proactive action had to be taken. Lovati quickly sends a few members of her family to ensure that some minor habitation is present, so that they can learn all they can from the beasts.

    2 [Diplomacy] Establish Claim on 132 12
    Fresh from her long trip, Jia finds herself set up for a political marriage, to a neighbouring land, to help bring them together so that the Polahi might have sway over both 132 as well as Sangar. Finding herself no longer the appointed heir, Jia is seen to grumble, but accept this for now. At least her spirit had managed to sway the heart of her groom.

    3 [Military] Quest to the South-East 19 [/B]

    Prenadi, having spent some time with her 'mentor,' seems as disgruntled as Jia, if more restrained. Finally however, she manages to convince Lovati to allow herself to show her skills in other lands, especially as she had technically fulfilled one of the trials. With renewed vigour, she travels to the South-East, trying to find glory and approval there.
    4 [Military] Raise a Unit[/B]
    Meanwhile, Milah, still calm and quiet, begins to organise his own personal detachment of Sworn.

    5 [Secret Action]
    Beneath all of this, in the shadows, a lilting tune plays. A prelude, yet to what?

    Non-Actions:
    Support CAW Conversion
    Resisting Dannu-Gaon Raid: 10

    News and Rumours:
    Milah Polahi, despite his meekness at the gathering in the north, has managed to gain the favour of Lovati and become the current designated heir, a ruling that both he and his wife both appreciate, especially with the birth of their first born. Jia would seem to have had a falling out with her Mother, and is said to be in the line for a political marriage for the good of the family in the future.

    To the far west, a few trappers and hamlets have become very wary of any scavenger coming past, lest it launch into a rant if it gets caught in a trap.

    Prenadi, having spent some time, however begrudgingly, under the old Lion certainly seems more level-headed. While she still has the rashness that defines her, she is unlikely to pull such a stunt again.

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments




    Orgs:
    Dreamspeakers: Rep 1

    Truthseekers: Favour 1
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet


    Units: 1


    Heroes: Prenadi Kilia 10


    Required Resource: Animals (Unmet)
    Last edited by Tentreto; 2020-08-08 at 08:44 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  20. - Top - End - #50
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C)


    The lands are connected new avenues for trade are open.

    Round 2 Actions:

    1. [Opulence] Buyout region 226 TP3 (copper) with support success 15

    2. [Opulence] Buyout region 221 TP3 (Healing Herbs) Failure 9

    3. [Opulence] Buyout region 218 TP3 (Cacao) success 15

    4. [Opulence] Buyout region 213 TP3 (Stone) Failure 10

    5. [Intrigue] Secret 8


    Non Actions:
    • Support conversion from Blemmyae.
    • Support the Bel-Dan Armada buyout of TP 3 in region 216



    Spoiler: Diplomatic arrangements
    Show




    Spoiler: Ruler Information
    Show

    "King" Yorick II:

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


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    216 1 Sweet Droggen Berries Food
    216 2 Sweet Droggen Berries Food


    Spoiler: Military (0 units)
    Show

    Name Ships Weapons

    Generals
    Name Military Stat


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot


    Non Military
    Tech Name Primary Effect Primary Resource Primary Resource Met
    Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes
    Irrigation +1 to Stabilization rolls N/A Yes
    Writing ()United Blemmyae Tribes Script +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. N/A Yes


    Spoiler: Ruler Actions
    Show

    "King" Yorick II (first ruler)
    Attribute 5/10 Action Effect

    Last edited by Moriko; 2020-08-07 at 10:28 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  21. - Top - End - #51
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Nocturnal Hydra's IC post
    https://i.imgur.com/HCDmBdj.png

    Actions
    Expected Stat Growths
    Dip 6->7
    Mil 6->7
    Opu 3
    Fai 1
    Int 1
    Buyout Cattle from Ta Seti (Economy) (success, 15)
    These resources quell the relative famine that had been going on within the Alskan region. Some people have tried using them as mounts, but this has largely proven to be a fruitless effort. They serve very well as pastries, aka the primary use.

    Establish Claim on 281 (Diplomacy) (success, 20)
    Turns out the Immortal Heart has a small clan of Night Elves amongst their larger population of humans, who have been steadily working to help their Night Elf brethren worm their way into the higher courts of the controlling government of the region. Zora has a legitimate position within their ruling body, and may soon be able to direct their armies wholesale.


    Action 3
    Diplomacy 5: Create an Embassy with the Ashir. Accept a natural wedding intermarriage to help interweave relations.

    Action 4
    Military: Participate in the Epic Quest exploding the edges of the deep sands
    There were many drinks and stuff to be had, and yet those drinks ran out all too soon.
    Thankfully as is the nature of an Epic Quest, there were enough prey to be hunted for wild cookout feasts to be had continuously.
    "Jeez it is bloody sandy in here. Thought I had it rough on the outskirts but I'm fairly sure I'll be bringing half the deep desert home in my gullet and lungs."

    Action 5
    Move a military unit into the vacant 289 to claim it (Military conquest action)
    The menhorses have murdered the firstborn apprentice of our ruler, they must be taught a lesson. Probably harsh given they're a little disorganized and few in number, especially given there's some evidence this was a false flag operation to deceive Zora herself into conquering those outside lands, but it is what it is.


    Rumors and Events
    A wild infestation of catosaurs invades the region. They're too cute and quick to scurry to be reasonably domesticated yet, but a scant few are collected for the wealthy elites within the Nocturnal Hydra high class. Madam Toibae Niame has made her own (profitable) project to get a sizable breeding population, and spread the concentrated D'awh across the continent.
    Last edited by Epinephrine_Syn; 2020-08-06 at 06:03 PM.

  22. - Top - End - #52
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC

    Sọ́kǎu Tribes
    Yúkró
    (Round 2: 5-8)

    Actions
    1. [Military] Invade Region 45 with 1 unit (undefended)
      The explorers from the Zbãyúik tribe return downriver. They report venturing up the river as far as a great fork, where they decided to turn north and follow the smaller branch. Enthusiastic at the prospect of not one, but two major river routes into the deep land, the tribe organizes a new expedition. They hope to secure control of the river, and the land along the north and east banks, and establish more reliable contact with the people spotted by the explorers. A significant number of the tribes best warriors join the expedition, in case the natives prove to be dangerous and worthy enemies.
    2. [Military] Invade Region 47 with 1 unit (undefended)
      The expedition upriver eventually continues beyond the furthest point the original explorers reached. Meanwhile, Ṭhùtšrũ leads his band of raiders north along the coast, beyond the borders of Sọ́kău land and towards Ko territory, establishing basic fortifications at a good natural harbor there as a new home base for future raids.
    3. [Opulence] Buyout Aurochs: Region 45 TP #1 (roll=10)
      The Zbãyúik explorers brought back stories of great beasts in the less heavily forested stretches of the river, and of observing at one point warriors from some native tribe hunting the beasts. Not to be outdone, a group of warriors from the second expedition decide to try their own hunt, and bring back some of the beasts' horned skulls as trophies of their valor. Unfortunately, the hunt goes very poorly. Unused to the new animals' behavior, and underestimating their strength, the hunters are forced to return humiliated. The other members of the expedition agree that any future attempt should wait until they have had a chance to explore more and make contact with the natives.
    4. [Opulence] Buyout Gems: The Blessed Vale (Region 32) TP #3 (roll=13)
      A group of Sọ́gẹ tribesmen, suspecting the Clan Alqar to live up the other branch of the great river based on the account of Karmen Yelz, launch their own smaller expedition. Having learned something of foreign ways from Karmen Yelz and their own chieftain's experience at the Towerhome, they bring gifts. Carrying a load of pearls, beautiful shells, linen and fine furs upriver, they hope to make peaceful contact and trade for the gems the Alqar supposedly possess. The fact that they are also scouting for possible future raids is conveniently left unmentioned.
    5. [Diplomacy] Improve Reputation with the Sentinels of Stone (roll=8)


    Non-Actions


    News and Rumors
    • In the seventh year of the comet, Yúkró's wife gives birth again, this time to their second daughter.
    • The Sọ́gẹ tribe takes an interest in the results of the Zbãyúik's exploration upriver. The latter are uneasy with the sudden competition, which they had hoped to avoid, but also wary of open conflict. After several years of tense and uneasy peace, the two tribes agree to an alliance and Yúkró takes a daughter of the Zbãyúik chieftain as his second wife in the eighth year of the comet.
    • A few traders and generally adventure-minded Sọ́kău seek permission to remain in the Blessed Vale. They hope to establish contacts in the region, in order to help develop the nascent trade, but also to master the Arrakhi language. Knowledge of what is apparently a much more widely spoken language than could have been guessed has quickly become seen as valuable and important.
    • The feud between the Tšhlŭyúik and Zbãyúik tribes continue. The Tšhlŭyúik benefit from their enemies' preoccupation with exploration and expansion upriver, and gain the clear upper hand. The alliance between the Zbãyúik and Sọ́gẹ threatens the Tšhlŭyúik and causes them to begin seeking allies among the other tribes in case a larger conflict breaks out.
    • Ṭhùtšrũ's northern raids have made a number of notable enemies. Eventually the Gãk tribe declares a feud with him. Attention turns to the Lọ̀plẹ̀ tribe, Gãk's biggest rival, to see if they will join their fellow northerners in driving out the southerners or take advantage of the opportunity to move against their traditional enemies.


    Yúkró

    Diplomacy: 4
    Military: 5
    Opulence: 6
    Intrigue: 2
    Faith: 1

    Increase: Military and Opulence

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Site Holy Order Org Base
    Džíu Phè Hwǔ 46 Wood Sọ́kǎu (open) (open) Tšhlèi (none) (none)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units Unit Cap Hero Tactical Doctrine Cultural Identity
    3 | 0 6 | 3 (none) (none) (none)

    Embassies
    (none)

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    0
    0
    (none)
    DSP
    0
    1
    (none)
    TSR
    0
    0
    (none)
    *(+ is owed to us, - is owed by us)

    Military Technology
    Technology Slot Effect Requirement

    Technology
    Technology Effect Requirement
    Sailing Cross deep water (none)

    Spoiler: Resource Requirements
    Show
    Resource # Required for Sources
    Luxury Goods 0/1 Capital Requirement -
    Last edited by Aventine; 2020-08-07 at 11:14 PM.

  23. - Top - End - #53
    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 2

    News and Rumours
    • There is much rejoicing as the king's half-brother Ocēmis returns to the capital. The tales of his heroism spread widely.
    • The Dream Speakers are permitted to occupy the trading post they demand, but the king is far from happy, considering that they have acted in bad faith, and annoyed that this will damage his reputation among the other tribal leaders: being deceived is not a good look for the paramount chief.


    Spoiler: Burial rituals among the Bannanda
    Show

    The most ancient form of burial among the Bannanda is cave burial. A chamber of a cave is designated as a burial room and the dead are taken there together with grave goods: any worldly belongings that have not been passed on to their family or descendants, favoured possessions, trophies of their former life, and amulets for protection against the depredations of hostile shūvāchē.

    Because the number of chambers in a cave is of course limited, it is usual for all members of a tribe to be buried in the same spot. If the chamber fills up and no others are available, the shūvāchē of the deceased will be called on (where they deign to answer) and asked if they object to their body's being moved. If they agree, the remains will be separated and arranged in a more space-efficient manner. In some of the older and smaller caves, burial chambers are consequently full of piled bones and skulls.

    Since the exodus from the caves, the same burial traditions have largely remained, except now the majority of people are buried in graves dug in the ground rather than in caves. Often a community will have a single large tumulus designed to accommodate the needs of the whole community, but unlike a cave, such tumuli can be expanded, so the need to "reorganise" bodies is usually less pressing. Some tribes have abandoned the practice altogether. In general, the hill tribes where caves are more common have retained more of the ancient burial traditions than the lowland and river tribes.

    Most banozhisyi however still prefer to be buried in the old way, inside caves, where possible, regardless of what tribe they belong to.

    The loss of a body is not uncommon but is cause for additional lament. Where someone is lost in the woods, often a search party will be sent to find the body and return it. Sometimes this will be guided by the sūwācha of the deceased, who can lead people to where their body lies. But the river communities are more used to their people being lost without hope of recovery, whether swept away by the waters or swallowed by some aquatic monster. There, it is increasingly common for people to create a clay image of themselves with a drop of their blood. This is left at home so that in the event that their body is lost, the clay figure can be buried instead and the deceased can retain a physical anchor to the place of burial.


    Actions

    [Military] Recruit Hero: Ocēmis (9)
    [Faith] Convert region 194 to Hozhisa - success! (15)
    [Faith] Convert region 192 to Hozhisa - success! (13)
    [Military] Occupy region 192 with 1 unit
    [Opulence] Hoard 1 Treasure

    Non-Actions
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Odilon

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

    Next round: +1 Military, +1 Faith
    Last edited by Aedilred; 2020-08-08 at 07:50 AM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

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

  24. - Top - End - #54
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 2
    [Swampum, Home of the Uzii]

    [Homage Death-Grasp Mudmore]
    Region(s): 39


    Actions:
    1. [Military] Send a Fight Throng to protect (attack) region 42, led by Homage Death-Grasp Mudmore (Mil 5)
      Reckless Attack - Roll; (13)
      Challenge Merine to a Duel
      The Humans of the Blessed Vale seek to prove that they are more worthy protectors of the region to Swampum's northwest. This both surprises and delights Homage Mudmore, as he did not hear anything favorable about Clan Alqar; to see them put up a fight is heartening to the continued security of Mamut. Every Uzii is pleased and prepared for battle... only to start hearing rumors that Clan Alqar only wants the fancy feathers that fell from the sky, and don't actually care about the innocent people that live there. The pleasure of a fight soon turns to the single-minded desire to protect against those too greedy to see the beauty in the water of the swamp.
    2. [Military] Send a Fight Throng to protect (attack) region 40
    3. [Military] (Build an SoS Base, 2/3) The Sentinels of Stone are highly respected in Swampum, and they want a base in Mamut. Shaman direct many Uzii towards construction!
    4. [Military 5] Create a Hero, "Soul-Rend Proudhoof" (Mil 9) [roll]
    5. [Diplomacy 5] Establish a Cultural Identity, "Singular Honor" (+die size when dueling)

    Non-Actions:
    • Accept the aid of the Scrim (SCR) in building the Standing Stone for SOS in region 39
      (Suggested reward distribution, pending GM review, is Reputation boost to UZI and Favor to SCR. Or both get both, that's cool too!)
    • Support the Buyout of Region 39, TP#2, for the Targiz


    Spoiler: News and Rumors
    Show

    • There are people out there. We can save them!
    • Some shiny feather things apparently fell from the sky. Many Uzii weep at what be some of their Ancestral downy wing feathers finally coming to rest. They also have little interest in actually acquiring these feathers at the moment, and see them only as a distraction to the acquisition of areas with which to protect.
    • Ko-Ball is very popular in Swampum. There are many duels over whom will join the Swampum Big Strongs and minor teams among the Snorts are created to make sure only the best are on the regional team. Volunteering Ko are incredibly well treated (outside of their Ko-Ball duties) and highly protected against the dangers of the swamps.
    • While most Uzii are satisfied with the end result of the first Ko-Ball league, the Big Strongs blame the Whirlpools for their league loss. Victory all came down to that match. It was an honorable fight, but the Uzii on the field felt like a rematch is required. And the Big Strongs will have a plan for dealing with the champion tree-folk next time!
    • A Scrim construction delegation arrives in Swampum, and assist in building the Standing Stone within the Groundpound Snort territory. At first, the Groundpound Snort doesn't know what to make of these rock-people, but they are impressed by their willingness to help others do hard labor, and while it would be wrong to say that the Uzii and Scrim are friends, it would not be wrong to say that the Uzii and Scrim are friendlier than before.



    Spoiler: Ruler Information
    Show

    Homage Death-grasp Mudmore D M O F I
    Current 5 5 3 3 2
    End of round 1 1 1 0 0 0
    End of round 2 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Mil
    Last edited by Gengy; 2020-08-06 at 08:50 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  25. - Top - End - #55
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Two

    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.


    [Opulence] Issue a call for Treasure - From somewhere west of the furthest reaches of known Tarandi an entourage of elite Sentinels arrive in settled lands bearing a humble request from their leader, Alexios. While the Sentinels were peerless warriors with unbreakable skin and enchanted weapons they still had material expenses maintaining their presence around the world, tending their fortresses, and providing for those non-Sentinels who dedicated themselves to the order’s service. Paying these expenses was a burdensome challenge at the best of times and with the increase in Blightspawn encounters owing to the increase in movement among the civilized peoples since the arrival of the Phoenix the strain was becoming almost unbearable on the Sentinel’s coffers. Hoping to replenish their stores the Sentinels petition the wider world for donations to fund their order for years to come. (Request: Contribute Treasure to the SOS. Reward: 5+ Treasures contributed: +1 Rep for all donators, 10+ Treasures contributed +1 Favor for all donators, 20+ Treasures contributed +2 Favors for all donors. 40+ Treasures contributed the top donor from each continent may choose a kingdom from their continent (including themselves) to receive a Hero Score 7 Hero . 80+ Treasures contributed the top donor from each continent may choose a kingdom from their continent (including themselves) to receive a Hero Score 9 Hero. Reward(s) will be paid out at the end of the duration. Donations can be made at any point during the duration as a non-action but the Treasure must have been created prior to being donated. If a kingdom wishes their donations to be counted as donations from another kingdom they may choose to do so in their non-action. Note that this will exclude the actual Treasure sender from being counted among the donors if all their Treasure is donated in another name. Each reward tier includes the rewards listed on the previous tiers. Penalty: None. Duration: Rounds 2-4)

    [Military] Train with the armies of Sikar - Looking to train heroes under the oppressive climate conditions of the desert lands in Sikar the Sentinels dispatch a number of trainees all across the continent to join any planned military campaigns occurring in the sands. These hero aspirants are instructed to follow all orders issued by the emerging desert civilizations related to the matters of military action be they full on campaigns of conquest or simple sacks against rival competitors. Given the number of militarized settlements nestled in the dunes it is hoped that there will be no shortage of opportunities for Sentinels to test their mettle and earn their names as champions. (Request: None. Reward: +1 to all non-Special Action Military rolls by Sikar kingdoms. Penalty: None. Duration: Round 2)

    [Military] Cleanse the Hills of Kiswa of Blightspawn - A concerted effort headed by Theodora of Kiswa is spearheaded among the infested hills of northern Kiswa. Blightspawn big and small are put to the sword and dozens of young Sentinels earn their names amid the slaughter. Dream Speaker bards come to record the tales of the Sentinel’s great purge but find few willing to give much in the way of inspiring statements or grandiose descriptions of their crusade. Indeed, it appears the Sentinels work with a determined stoicism whether inspired by their commander Theodora or a more universal Sentinel trait remains unclear to observers around the hills but none can deny the unrivalled efficiency with which the warrior sect dispatches its most hated foes.


    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.


    [Opulence] Buyout trade posts from all indebted kingdoms (BDA, CAW, ELF, HEN, HVN, IXK, SHA, SHN, THU, VYG) - In a rapid turnaround from ethereal favors to material wealth the Dream Speakers seek to make good on the promises accrued to them for their exploration services exchanging goodwill for investment in the primary export of their clients. All across the known world Dream Speakers move to take over mature markets filling the coffers of the wandering organization through guile and trade. Any additional requests made for their exploration services in these final years of offering will likewise have their owed favor immediately repaid in the markets and disputing these rightful claims made on favors owed will be looked upon poorly not only by Dream Speakers but all who rely on honorable repayment of favors owed. (Request: All kingdoms owing 1 Favor to DSP for explorations (including owed favors accrued this round) will repay that Favor through forfeiture of their Capital region’s TP1 to DSP if they cannot repay it in an alternative fashion (ala Favors earned from the Manual of Mamut). Reward: -1 DSP Favor owed. Penalty: Electing to resist as a non-action or through selling a TP to a third party will force DSP to roll instead of automatically acquiring the TP (DSP +5). Resisting as a non-action will result in -2 DSP Rep and -1 SOS & TSR Rep though the owed Favor will be relieved. Duration: Round 2)

    [Opulence] Prepare an expedition for a lost city in Kiswa - In the age before the False Dawn many great civilizations had covered the world but the devastation wrought by the red sky had destroyed these mighty societies and felled their once great cities. Lately in Kiswa the Dream Speakers have dreamed of lost cities overgrown with jungle vines, sunken beneath the muddy swamps, and forgotten amid the endless plains. Desiring to discover the source of these dreams, or at least one such source, the Speakers gather a band of explorers and set out to rediscover one of these ancient sites and, if possible, restore it to a semblance of its former glory. Just where they will uncover this lost city depends upon the actions of the Kiswan kingdoms. (Request: Kiswa kingdoms may take Opulence or Intrigue actions to sway the DSP to explore for a lost city in their name. The Kiswa kingdom which takes the greatest number of actions wins. If an equal number of actions are taken the winner will be decided by roll off between the greater of the top players’ Opulence or Intrigue scores. Winner will be determined at the end of the duration at which point the reward will be granted. Reward: Acquire a City in a region of your choosing that does not already possess a City. This City is not limited by the once/kingdom establishment. Penalty: None. Duration: Rounds 2-3)

    [Diplomacy] Collate the Manual of Mamut (4/5) - Having received aid from the Uzii & Sokau Tribes the Manual of Mamut was growing at a rapid pace. Already the Dreamspeakers spun new tales from the contributions made but the desire for yet more could not be easily sated. Across the fertile river valleys the Dream Speakers hung about lowborn haunts and noble parties collecting the most outlandish and enthralling stories native to the subcontinent. (Request: Mamut-only players may choose to aid in this endeavor in multiple ways. Submitting appropriate fluff writings and/or contributing to the Great Project with actions. Reward: Gain max 2 Favors per sufficient length/content fluff submission fit for inclusion in this catalog and/or Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Duration: Rounds 1-5)


    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.


    [Diplomacy] Errant Quest in the Truthseers honor - Heroes worldwide are privy to a request from the enigmatic Truthseers. Carry the banner of the Seers alongside their own and journey into the wildlands of the world heralding civilization everlasting as their patron and be rewarded with the favor of the sisterhood. While touted as a means of expanding Truthseer influence and enlarging the reputation of individual heroes as scions of this most ancient and noble order it seems just as likely the Truthseers were seeking a less coarse means of fundraising in this time of rapid growth as their peers in the Sentinels did with requests for treasure and the Dream Speakers accomplished through the seizure of trading posts. (Request: Heroes may Errant Quest in the name of the Truthseers forfeiting any Treasure gained to TSR. Reward: +1 Favor/success, +2 Favors/Great Success. Penalty: None. Duration: Rounds 2-6)

    [Diplomacy] Offer aid in establishing claims in Mamut for favors owed - With an explosion of explorations in Mamut, double those of most other emerging continents, the Truthseers focus their attentions upon the populous cluster of kingdoms offering their diplomatic aid to local leaders in arranging political marriages between the settled peoples and newly contacted settlements. The Truthseers offer to take on the full burden of arranging these careful diplomatic entreaties in exchange for a significant indebtedness to their order. Given the relief of normal diplomatic channels and the allowance for kingdoms to pursue their own independent diplomatic strategies elsewhere the Truthseers seem confident their seemingly steep price is reasonable though it shall be up to the sovereigns to decide if they are right. (Request: Truthseers will establish a claim on a neighboring explored region once per kingdom upon non-action acceptance of their offer. This claim will not count against the once/ruler claim limit. Reward: 2 Favors owed to Truthseers. Penalty: None. Duration: Rounds 2-3

    [Diplomacy] Collect Histories of the Tarandi Dynasties (4/5) - The Dannu-Gaon, Hiverness, and Sangar have each worked with the Truthseers to expand their records of dynasties in Tarandi. Only the Gethan remained among the direct dynastic states in Tarandi not to share their familial histories but the Truthseers continue to remain open to integrating themselves more closely with the noble lines of the Gethan and other less centralized kingdoms. Already the information provided was being analyzed for suggestions of optimal pairings between the northmen royal lines though without a complete record no explicit suggestions were yet forthcoming. (Request: Tarandi-only, dynastic-rule-only players welcome to aid in this endeavor. Reward: Gain max 1 Favor for creating and sharing a Family Tree. Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Duration: Rounds 1-5)
    Last edited by RandoMan; 2020-07-26 at 07:50 PM.

  26. - Top - End - #56
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Soreni Actions - Round 2
    Years since the meeting with the Ashir and the rest of Sikar.
    Vasrik is gone, he died in his sleep. Some claim it was murder, others disease, some say it was meant to be.
    In his absence, Gothek, his former assistant and fellow royal, took control.
    Her support is not unanimous, but it may not be long until it is.
    She is a ruthless and efficient ruler that actually gets things done.
    And major shifts will happen in the Soreni, for better or worse.

    Spoiler: Important Stuff
    Show

    Spoiler: Leader - Gothek
    Show

    Age - mid 30s
    Gender - female
    • Dip - 5
    • Mil - 5
    • Opl - 3
    • Fth - 1
    • Int - 5


    Spoiler: Tech
    Show

    • Writing - Writing (Runic Sor, never adopted Crow writing)
    • Animal Handling - from the Ashir (thanks for being the only generous people at the party besides the Soreni)




    Establish Claim - Region 311 Result: 13 (Using one treasure on this for +1)
    The Soreni discovered this land, and it does in fact belong to them. The Soreni duke Sekthel of house Velrik enters political marriage with one of the local nobles.

    Expedition - Southwest Result: 3 +1 from AH would be 4, but still no difference
    The Soreni need to discover more land.

    Hoard Treasure
    +1 treasure.

    Hoard Treasure
    +1 treasure.

    Buyout - Region 311 Result: 10
    The Soreni are not going to let anyone else have this land.


    Nonaction: Oppose Conversion by the Sands of Sha Roll: 9+1 so 10, forgot to include writing bonus first time.

    Spoiler: Expected stat increase
    Show
    +2 Opulence

    Spoiler: Tech, and other stufffs.
    Show

    Techs:
    • Writing +1 on resist conversion.
    • Animal Handling +1 on exploration w/ Dip or Opl

    Cultural Identity - Right to Rule - Pressing Claims

    Spoiler: News and Rumors
    Show
    TBA
    Last edited by D&D_Fan; 2020-08-01 at 07:44 AM.

  27. - Top - End - #57
    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

    Actions
    Rolls

    [Opulence] Encourage the Dreamspeakers to seek a lost city in the name of Veramondo.
    Legends of a ruined city rich in ancient treasures have repeatedly made the rounds in Veramondi society. However the Dream Speakers sudden interest in such matters sparks a flurry of such stories. The lost city of Kanorage is said to be somewhere in the east of Veramondo, built around a forgotten second sacred spring. Some warriors return from the jungle with corroded copper trinkets, claiming that they are ancient relics of the lost city, but the site is yet to be located, if it even exists.

    [Opulence] Buyout 212 TP 1 for Wild Asses 15
    +1 from Expedition bonus
    Veramondi merchants begin dealing with the locals of region 212, acquiring donkeys from them in exchange for cacao and other jungle fruits. The donkeys are first used for food themselves, but occasionally find other uses within Veramondo.

    [Military 5] Raise a Hero: Kona 8
    Kona returns from her rebellious sojourn among the Anbroch, having spent almost 6 years training with the dwarves. Her first act on returning, before even telling anyone that she's back, is to go out into the jungle and slay a jaguar in the rite of passage for a Veramondi warrior. Then she returns, presenting the head of the beast to her father as proof. Despite his wishes, she is a warrior now. Although sentiments about her are mixed, no one can deny her drive, or her effectiveness in combat with two-handed axe or Veramondi longspear. She brings with her an Anbroch 'quad, a group of dwarf warrior women sworn to protect her with their lives. To many, she's become something of a barbarian, uncivilized, rash, and aggressive, a drunkard and a brawler. Not a proper woman at all. To others, she's an icon, inspiring other Veramondi women to take up arms as well. Her favored weapon is a longspear, with a gleaming copper head of fine dwarven craftsmanship.

    [Military] Attack 228.
    With 1 unit led by King Oram Hadev II (5) total +6
    Fertile farmland has been located, now all that is necessary is to seize it. King Oram leads an army into the undefended territory south of Veramondo, taking food and slaves from the populace as he travels.

    [Faith] Convert 195 to the Way of Green 11
    +1 from Writing
    After the Bel-Dan-Ub accept the gift of writing from the Veramondi, and a promising discussion is had between King Oram and one of their Ren, missionaries are sent with the emissaries teaching the alphabet to the pirates. They hope to show that the gifts of the land also come to those who live on the sea, for is not the sea a part of the land?

    Nonactions


    Vygra Embassy


    News and Rumors


    Spoiler: National Info
    Show
    Units: 2/6
    Heroes:

    Relics:

    Technologies:
    Irrigation
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.1

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 3
    Military: 5+1
    Opulence: 6+1
    Faith: 5
    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

    Spouse:
    Queen Enva Hadev

    Other Family:

    Last edited by bc56; 2020-08-04 at 08:08 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  28. - Top - End - #58
    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: Koth Akosh
    Round 1

    Ruler Stats:
    Dip: 3
    Op: 6 +2
    Mil: 6
    Faith: 1
    Int: 2

    Spoiler: Other info
    Show

    Tp 1: SKO
    TP 2:
    Tp 3:
    Required Resource: Slaves UNMET
    Holy Site: Cult of Ancients
    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
    Pottery: +1 to buyouts
    City: An Akhad


    Actions:
    1 Op: Buyout 311 Tp: 1 Slaves 18
    2 Op: Hoard Treasure
    3 Op: Hoard Treasure
    4 Op: Hoard Treasure
    5 Faith: Convert 293 11 fail
    rolls
    Non-Actions
    Last edited by Ivor_The_Mad; 2020-08-11 at 10:46 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?

  29. - Top - End - #59
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: Empire 6: Embers of Dawn IC

    Round 2
    The Shá
    Sands of Shá (307)
    Revered Triad of Kai, Sani, & Yeitso Sani, Yeitso, & Tiba

    Actions
    1. [Faith 5] Create an artifact, the Sun Sword, +2 to Duel rolls - Forged of gold this short blade is imbued with the holy power of the radiant Sun through the transfer of Revered Elder Kai's lifeforce strengthening it's structure and hardening its edge despite the soft metal of its construction. A worthy tool for the aspiring hero this shining khopesh emits warm light sparking with bursts of light when struck that leave the wielder unaffected but dazzle and blind one's opponent. Forged from a single forge pouring of molten gold the pommel is a radiant sunburst and the handle is wrapped in finely made horse leather. The handle is warm to the touch even in the coldest environs and the blade singes flammable materials. No runes mar the khopesh's smooth golden surface though it is clear by touch alone that magical energy flows through the length of the blade.
    2. [Faith] Convert Highnest (306) to Path of the True Dawn with support 19 - Once more, this time backed with a greater understanding of Crow's Tribe owing to their increasing level of mercantile interaction within Shá, priests enter Highnest hoping to bring word of the Path of the True Dawn to the avian inhabitants of the region. Great Ancestor Crow is extolled as a heroic, clever, and wise agent of the Sun with implications made that Crow was an aspect of the Celestial Emperor made flesh. Local tales of Crow's theft of the sun are altered ever so slightly to suggest Crow had always been avatar for the divine forces represented in sky above by Holy Sun and his retreat to the southlands with Sun in tow was not just clever escape from unwise vultures but righteous punishment from a just god upon unjust mortals. A shala elem. May all the mighty tribes of Sikar grow together as one united People of the Sun.
    3. [Faith] Convert Sor Dunes (308) to Path of the True Dawn 17 - The Soreni are next to be targeted by the priests of the Sun. The reptilian race had disunited eclectic beliefs and the Shá sought to unify the saurians under a central belief in the godly pirmacy of the Sun. Soreni views on luck are adopted wholeheartedly dismissing the notion of such a supernatural force as either ignorant attribution of divine influence or blind refusal to acknowledge one's superior or inferior abilities as such. Likewise the disavowment of greed as a meaningful motivating force is folded into the Path's existing teachings with ease. It is only when confronted with those Soreni who would deny the existence of the gods, and most especially the Godhead Emperor itself, that conflict arises between proselytists and proselytized.
    4. [Faith] Convert 305 to Path of the True Dawn 12 - Having been uncovered by the Dream Speakers on behalf of the Shá as a favor to the Ashir for their endorsement of the Path among their people Revered Elder Yeitso looks to capitalize upon this unified purpose in converting the newfound natives to join their neighbors in praising the Sun. With the Ashir moving to become the region's new masters it was only appropriate the region was brought in line with their beliefs to reduce friction during their integration with the wider community of Sikar.
    5. [Opulence] Buyout Vesparre (302) Ashirian Horses TP 2 17 - Having worked a deal with the Grand Prince of the Ashir during the meeting of Sikar some years back Revered Elder Yeitso dispatches merchants to make good on the agreement. While Ashir horses were bred for speed and mobility they were still horses and would fulfill the need within the Sands of Shá for beasts of burden to quicken transport through the sands and the plowing of the arable oases.


    Non-Actions
    1. Endorse DSP buyout of Gold TP 1
    2. Endorse ASH buyout of Gold TP 2
    3. Endorse CRO buyout of Gold TP 3 (Sold!)
    4. Support ASH claim on 305


    • Holy gold is sought by many from neighbors to farflung travelers and the Shá are eager to oblige. Already so many come to Dzah to trade and do business that the oasis city in the center of the desert begins to grow more and more prosperous. Talk of using these foreign goods brought in barter and trade to improve and expand the capital circulates among all the echelons of society.
    • The Sentinels have chosen the sands of Shá to erect their Standing Stone! The Triad claims this to be a sign not only of holy guidance on behalf of the Sun leading Sentinels to where they are needed most but a portent that magic runs strong through the sands. The time will come when red soaked sand shall fuel the mystical energy of all Sikar and the Sentinels will help shepherd that truth into reality.
    • Eagerness to contact the Dolod grows as the two develop their seemingly congruent and yet un-joined religious practices. Plans to launch a religious probe to the Dolod through newly opened pathways explored by the Naherin Coalition. They, and the Ixkarr, will certainly be receiving priests bearing gospel of the sun in the coming years.


    Spoiler: Ruler Information
    Show

    Revered Triad of Kai (84), Sani (80), & Yeitso (75)
    Stat Value Increase?
    Diplomacy 5 -
    Military 3 -
    Opulence 3 -
    Faith 5 -
    Intrigue 1 -

    Revered Triad of Sani (80), & Yeitso (75), Tiba (69)
    Stat Value Increase?
    Diplomacy 1 -
    Military 4 -
    Opulence 5 -
    Faith 4 +2
    Intrigue 4 -

    Spoiler: Regions
    Show
    Region Name Region Number Resource Learning Center Holy Order Status Bonuses
    Sands of Shá 307 Gold (Great) Path of the True Dawn - Capital, Stable SOS Standing Stone (???)

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Cultural Identity Praise the Sun 2d8 on Conversions No

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts: 1
    1. Sands of Shá (307) Gold TP 1

    Treasure

    Military Units CAP: 6

    Heroes

    Artifacts


    Previous Round Posts
    1. Round 1

    Last edited by Roarke; 2020-08-08 at 09:13 PM.

  30. - Top - End - #60
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Region 195
    The Bel-Dan Armada
    Leader: Reren Ren-Num-Har
    5-8 Era of Great Ocean


    Actions:

    1. [Opulence] Hoard treasure
    Ren-Num-Har demands many Ra-ub increase their tribute, especially those he dislikes. Treasures of stone, shells, pearls, and copper flow to his village, which has begun to grow into a hub of trade and travel.

    3. [Diplomacy] Raise rep with the Sentinels of Stone (-1 to 0): 13
    A number of northern and eastern Ra-ub join forces to sway the Sentinels, pledging to donate a great deal of valuables to the cause. Led by Ra Ta-Nel, a charismatic, highly skilled administrator, their raiders set out more often, and their gatherers spend weeks in the jungles. They provide plunder, food, and timber to the Sentinels, helping to sway their view of the Bel-Dan after the misunderstandings of previous years.

    3. [Diplomacy] Raise rep with the Dreamspeakers: 15
    Ren-Num-Har desires to stay on good terms with the mysterious Dreamspeakers and tasks the Ra-ub with ensuring that any Dreamspeakers in Ten-Fuj-Sa-Cos are treated like foreign kings.

    4. [Military] Invade Region 194 with 1 land unit led by Reren Ren-Num-Har (Mil 7) (+8)
    Tes-Rus and her newborn son flee the wrath of Ren-Num-Har, sailing with a few household slaves south. When the Reren learns that she has borne a son and they have fled to [Region 194], his furious outbursts are said to shake the very land itself. He leads a band of his followers to seize the exiles, who flee even further south, towards the Anbroch....

    5. [Military 5] Establish a Tactical Doctrine: Lightning Landings
    The Bel-Dan-Ub are skilled seafarers whose ships can reach the shore twenty minutes after it comes over the horizon. The prelude to their invasions is a rapid landing, seizing the coastline before the defender can adequately respond, which allows them to bring in more ships without being forced to fight with the sea at their backs.

    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).


    Nonactions:
    1. Allow the Dream Speakers to buyout Ten-Fuj-Sa-Cos TP 1 for Timber
    2. Allow all religious conversions
    3. Support Vygra buyout of 195 Timber TP3
    4. Send a small delegation to the meeting at the Standing Stone
    5. Resist Anbroch slander: 12
    6. Marry the Reren to someone from the Bannanda(?)



    Spoiler: News and Rumors
    Show
    • He who attacks the Bel-Dan-Ub, who steals their ships, who denies them their treasure, he is cursed by fate. His life shall be short and his death painful. His people shall rise against him, his realm shall splinter and fall, and his family shall desert him.
      .
    • Ren-Num-Har proves to be not merely greedy, but utterly ruled by avarice. Upon becoming Reren, he demands a "sacrifice to nature" of various treasures from the Ren-ub, then uses them to decorate his own home. He orders his wife, Tes-Rus, to have only daughters, so that he can collect dowry money when his children marry rather than having to pay the dowry, and threatens to kill her if she bears him a son.
      .
    • Almost predictably, Tes-Rus's first child is a son, born in year 5 Era of Great Ocean. She and the newborn flee to the south before Ren-Num-Har finds out, and she names the child Cul, which means Exile.
      .
    • The young elf Tahaat-gev who returned to Ten-Fuj-Sa-Cos with Ren-Cha-Fen joins the crews of several raiding canoes through the years, less for the fighting and plunder than for the chance to explore Kiswa's coasts. His captains travel from the little-known waters north of Ten-Fuj-Sa-Cos to the calmer seas south of Kilcany, meeting many different tribes and mostly intimidating them into giving up their valuables.
      .
    • The followers of Ren-Cha-Fen continue to grow in number. Deserters from the armies of Ren-Num-Har, escaped captives, and rebellious youths all flock to him and his foreign technologies. Some he sends back to their homes to train their communities to write and domesticate the wild boars of the jungle, but most of them stay encamped in a newly-built village in the far north. Little news comes back from his village, and most respectable Bel-Dan-Ub put him and his bizarre landwalker ways out of mind for now.
      .



    Spoiler: Prompt: Birth and Death
    Show
    birth placeholder

    Funerals among the Bel-Dan-Ub are large events involving the entire village. Before dawn on the second day after their death, the deceased is wrapped in strips of Pandanus leaf, with trinkets and keepsakes from their friends and family placed in the wrapping. Their closest family members, usually their spouse and children, bear the body down to one of several sacred places on the shore, with a silent procession following behind. When they reach the water's edge, the body is lowered under the lapping waves. A sage, or the local Ra if no sage is available, recites the deceased's accomplishments in life, and the entire procession sings a funeral lament; then, the deceased's family push the body out into the water. The sacred sites are chosen to ensure the body does not wash back up on land, and when one does, it is considered a strong ill omen. In lands outside of Ten-Fuj-Sa-Cos, the locations of these sites are unknown, so the bodies of warriors and raiders tend to be burned or left unceremoniously to rot. However, the survivors bring mementos back home, where they can be sent into the sea in place of the body.


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 4
    Military: 7
    Opulence: 2
    Intrigue: 3
    Faith: 3

    New Ruler Next Round? no:
    Expected Stat Bonuses: Diplomacy +1, Military +1


    Spoiler: Other notes
    Show

    Land units: 2
    Naval units: 1

    Resources controlled:
    • Region 195: Timber

    Techs:
    • Sailing
    • Animal Husbandry
    • Writing

    Last edited by Minescratcher; 2020-08-08 at 05:23 PM.

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