Results 661 to 690 of 1217
Thread: Empire 6: Embers of Dawn IC
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2021-02-16, 02:47 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- Elsewhere
- Gender
Re: Empire 6: Embers of Dawn IC
Star Kingdom of Solais: Round 16 (Year 61-64)
Actions:
[Diplomacy]: Press Claim on Region 153 (Success. Claim progress at 2/3)
[Diplomacy]: Establish Claim on Region 145 (Success. Claim progress at 1/3)
[Diplomacy]: Stabilize Region 154 (Success)
[Diplomacy]: Stabilize Region 163 (Success)
[Military]: Raise One Unit
[Military]: Defend Region 138
Route: 118 -> 138
Units: 16
Leader: Fionn of the Phoenix (+10)
Technologies: Bronze (+1 battles, -1 Leader Loss); Wolf Riders + Saddles (+1 battles, -10% Casualties); Viskari War Bows (+1 battles)
Tactical Maneuver: Cautious Advance
Duel: Fionn will challenge the enemy leader to a duel! And Jayk will watch! The Way of Eauden's martial arts provide a dueling CI (2d8+10 to duel).
Other: Fionn is equipped with an Iron Claw Phylactery. The Way of Eauden's metal magic provides +1 to the battle roll.
Total Bonuses and Effects: +30 to the battle roll. -4 to the Tactical Maneuver roll from army size. +2 to Leader Loss roll. -10% casualties from tech. TD could provide -2 to the Battle Roll and -20% Casualties. Duel could provide +/-4 to the battle roll.
Rolls can be found... here.
Non-Actions:
Resist all unauthorized Buyouts.
Rauri carries one Iron Claw Phylactery and a Ring of the Phoenix.
Artifacts not in use will be kept by the Circle of Dreaming Deer (Three Iron Claw Phylacteries).
Support Uldra's (ULD) ongoing claim to the position of Faith Head.
Embassy-Based Non-Actions:
Request transport over mountain borders from the Dannu-Gaon (DAN).
Accept 2 Treasure from the Dannu-Gaon (DAN).
Send the Red Storm to Dannu-Gaon (DAN).
Ruler Stats:
Lessa the Firecrown, First Thane: Diplomacy 8, Military 9, Opulence 6, Faith 3, Intrigue 5
Expected Stat Increases: Diplomacy +2, Military +1
News and Rumors:
- The rebels in the Bloody Hills received a warning from the Clans that they should negotiate or stand down and elected, with that new information, to sack a holy site instead. An unamused Rauri and Fionn are dispatched with the bulk of the Solais military to end it once and for all, though Rauri demands a promise from Lessa to let her get back to exploring and visiting new lands for at least a few years. Lessa agrees, sending humanitarian aid to regions still in unrest and recruiting additional warriors, outriders, and archers to defend the Clans' expanded territory, but not planning any new conquests for the immediate future.
- Kylara of the Tower is not a Thane, war leader, explorer, or ambassador for the Solais but is nonetheless a household name in the Clans. Lessa's forest-folk cousin is easily recognized by her beautiful features, unusually pale skin, and bright gold hair that changes to white in the fall and winter. It is widely said that Kylara has every bit of Lessa's ambition and up to a third of her ability, a characterization that Kylara seethes at. After years of pestering the First Thane to let her take a crack at more responsibility and prove herself, Lessa finally sends Kylara up into the mountains with a set of guards, a proper retinue, and a pair of earthshaper guides from the Dannu, purportedly to learn more of the ways of the commune of Children of the Great Mother that live there. She has explicit instructions to not drink the milk and secret instructions to get to work convincing them to peacefully join Clann Solias through whatever means are necessary short of violence. Her detractors aside, Kylara is well equipped to handle such a broadly defined task and considers little beneath her in the pursuit of it, eagerly getting to work.
- Piemur of the Wind apparently made quite the impression on the locals when he explored the final stretch of uncharted land north of the southern reach, no doubt aided by the pleasant surprise that they weren't getting conquered like all of their neighbors were. After they expressed interest in joining the Clans voluntarily, Lessa sends Robinton of the Cloak, retired Thane of Clan Eye, to capitalize on this. Though getting on in years, Robinton is still an incredible charmer, skald, and ladies' man, and wastes no time in capitalizing on the Solais' existing good impression.
- The lands of the Solais have grown to tenfold their original size. Even with the aid of the Dreamspeakers, even with adjustments made to the Eleftherian democratic template for representative government, proper administration of the Clans is beginning to experience slowdowns and procedural obstructions. The First Thane proposes a new decree - the Writ of the Root - that would permit the First Thane to make a select set of decisions regarding foreign policy and the ability to settle internal trade disputes without the clearance of the other Thanes, reducing the number of required get togethers and drastically cutting down on the correspondence, messenger runs, and so forth required to reach obvious decisions. This has the added benefit of leaving the Thanes more time to manage the territories of their own clans and see to their families. The writ is approved with some reservations, which die out when supply shortages and construction blockages clear seemingly overnight.Last edited by Jade_Tarem; 2021-02-26 at 06:55 PM.
Amazing Zealot avatar by Elder Tsofu.
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2021-02-16, 03:52 PM (ISO 8601)
- Join Date
- Mar 2015
- Location
- West Siiiiide!
- Gender
Re: Empire 6: Embers of Dawn IC
ULD
Regions 99, 100, 108, 109, 110, 130, 119
Tarandi
Round 16 Actions:
- [Diplomacy]Establish claim on the former Brayewen Tribes capitol, region 129. Fluff in N&R 16
- [Diplomacy]Tainn helps continue the Tarandi-Kiswa Translation Project Flames United. (2/5)
- [Military]Conquer region 120. (Nigen of Wolfenhall, Spear of the Magi 8 + 1 Unit.)
- [Military]Conquer region 101. Details Below.
- [Faith]Convert region 164, the capitol of the Ilduri. 20
- [Faith]Convert region 163. 26
Conquering 101: Arctic Border Crossing via Eauden.
Leader: Viho Icewalker, Fang in the North 10.
Number of units: 7.
Duel Challenge: Yes. (Rolled at 2d8 due to hc 10 size bonus.)
Tac Doc: Skirmishing.
Tech: Wolf Riders, Saddles (x2 Northern Huskies), Viskari War Bows (Wood). +2 to Battle and -10% Casualties.
Faith Bonus: +1 to Battles from Spellcasting Miracle.
Totals: +20 to battle, 2d8 Duel, -10% Casualties, Skirmishing.
Embassy Actions:
- DAN: Send Hero Rarras (8) to DAN.
- ELF
- SHN: Accept Mamut Translation (Fables of Flowers) from SHN.
Non-Actions:
- Resist VIS challenge for Faith Head with support from DAN and SOL. +14 Total.
- Resist all unauthorized conversions and buyouts.
- Support all Eauden conversions.
News and Rumors:
- Former Chief of Hiverness, Kosumi, sends his eldest son Robse of Wolfenhall to meet with Thought King Ent II of Braye. The King is now of an advanced age and his grasp on the Tribes is fading with his health. Robse proposes an alliance of marriage between himself or his brother Alemi (Whichever the elder monarch prefers) and one of the Thought King's granddaughters, in exchange for joining Hiverness beneath the banner of Uldra.
Ruler info:
Shira Iceweaver, daughter of the Blessed Snow-Wives.
Diplomacy 7
Military 3
Opulence 1
Faith 10
Intrigue 5
Expected Stat Increases:
+1 Dip, +1 Mil
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2021-02-16, 04:32 PM (ISO 8601)
- Join Date
- Jul 2010
- Location
- Mt. Ebott
- Gender
Re: Empire 6: Embers of Dawn IC
Wardens of The Awakened Realms
Tarandi Regions 134, 137, 138
Spoiler: Map of the Carrion Ward
Vagabond-Of-The-Bloody-Hills, Feral Voice of the Gray Lake
Actions
1. Extra-No Stat [DIPLOMACY] Finish Pressing Claim on Region 177 by right of Holy Land
2. [INTRIGUE] Secret Dice Roll
What was he doing, the sly Vagabond
Down in the bank by the Lake?
Spreading trifles few found fond
Splashing and paddling upon his tiny boat
And breaking the ivory poppies afloat
With the wandering fly on the Lake
He pried off a branch, the sly Vagabond
On the deep cool heart of the Lake
The dreary subject rippled the pond
The withered poppies turned to ash
And many a Fly would surely pass
To the sight at his act of the Lake
High on the waves sat the sly Vagabond
While bubbling stirred the Lake
He gutted, peeled, and stripped the rod
With the edge of his soul in the shape of blade
The gruesome act left it withered and frayed
A distant cousin to the Lake
He whittled it short, did the Sly Vagabond
(How long it reached towards the Lake!)
Then unfurled the pith, its heart robbed
Steadily from the outside ring
And notched the poor dry empty thing
In holes, as he sat on the Lake
"This is the way!" laughed the Sly Vagabond
Laughed while he sat on the Lake
"The only way, so called Gods facade
The act of creation robbed so divine."
Then, dropping his mouth to a hole in a line
He blew in magic on the Lake
Sweet, sweet, sweet Vagabond!
Haunting allure by the Lake!
Temptation so sweet, O Wise Vagabond
The men of the Bloody Hills refused to die,
And the poppies revived, and the wandering fly
Came back to dream on the Lake
Yet a savage beast is the Sly Vagabond
To laugh as he sits on the Lake
Making art from with life abscond
The lingering spirits sigh for the blood and pain,
For the branch which grows nevermore again
As a man floating face down in the Lake
3. [INTRIGUE] Investigate other applications and interactions with the Fountain of the Great Mother’s Milk in 159, particularly with Taiga Poppy and the waters of the Gray Lake. 17
As the Symphony of Kalatar debates on the efficacy of allowing pilgrims of the Great Mother unfettered access to this font of power newly bestowed in their lands packs of Scavengers waste no time to descend upon the sight. Once word of Kari's journey spreads through Woken circles the intrigued beasts gather what supplies they can and begin the process of ferreting away samples of the mystical substance to research and understand the truth of their capabilities.
4. FAITH Seek Aid Secret Action Success
Vagabond can scarcely sleep as he wanders through the copses of the Carrion Ward. He distances himself from his Blithe Beasts, surrounded more and more by the chittering chatter of the Wake, and they whisper into his ears such dark dreams. He is anointed with unguents and balms, drinking of a strange foreign substance called "Kaff", and stutteringly stumbles through his homeland of the Bloody Hills seemingly ignorant or uncaring of the civil war raging around him. What he seeks is of utmost secrecy, something deeply coveted by the clever Raccoon, and when he finishes his quest he sequesters himself for weeks within the heart of the Gray Lake.
5. [FAITH] Convert 161 to the Ancient Ways 16
6. [FAITH] Convert 159 to the Ancient Ways 21
7. [FAITH] Convert 158 to the Ancient Ways 22
Non-Actions:
- Resist all conversions and buyouts
- Resist all quests
- Accept all gifts/techs
- Accept all Embassies
- Earmark 1 Treasure for resisting a Secret Action
Embassy: Transfer 1 Unit to SAN
News and Rumors:
- Vagabond gathers forth his entourage of cutthroats, rapscallions, thieves, and hoodlums to travel far across Tarandi. Boarding on the edge of their home they sail forth to distant Mamut, those Blithe Beasts all, and come in contact with a strange sight. Two legs to be sure, but none like they had ever seen before, and the sight gave them pause. A cross between man and boar they had done their due diligence in correlating the Fable of Flowers and soon the realization dawned upon them that they were treating with none other than the "Ooo-Zee". After a bout of shenanigans, they settled into a long night of drinking and carousing with these foreign pigmen and traded stories in equal measure with the use of their brutish squealing tongue. The voracious Vagabond slathered at the mouth, his demeanor nearly cracking into a foaming fit as the Uzii Shaman described to him the Crimson Kingdom, and the Horned King who sat atop it as some untouchable god. Such a prize was impossible to ignore, a deed of derring-do and sly art unlike any other, and with the pompous head of a royal to make it all the sweeter. It took all of Laughs-At-Mountains wits and brawn to restrain his shorter companion from launching an immediate heist into the Paladin guarded realm. But the Vagabond of the Bloody Hills does not soon forget and after bidding farewell and establishing mutual ties with the Warriors of Swampum he soon begins to ruminate on how best to return to the strange lands of Mamut.
Spoiler: BOOKKEEPING
D: 8
M: 1
O: 7
F: 8
I: 5
Expected Stat Increases: +1 Int, +2 Faith
New Ruler Next Round?
No
Military Units 1/10 Land 0/3 Navy
- Swarm
Heroes:
- Old Lion, No Pride, No Death (Hero 10)
- Kari Icechaser "North-Woman-Who-Wept-At-Conquest" (Hero 10)
Embassies:
- Sangar (SAN)
Treasury: 1/5
Expected Change
Technologies:
Animal Husbandry
Irrigation
Writing (Kagahara)
"Masonry"
Sailing
Pottery
Eleftherian Democracy
Bronze
Song of the Wind
Temporary Cultural Identity - Natural Citizenship (2d8 on Pressing Claims)
Permanent Cultural Identities - Natural Philosophy (2d8 Conversions)
Tactical Doctrines
- Reckless Charge
- Skirmishing
- Cautious Advance
- Special Materials
- Armor
- Weaponry
- Ranged Weaponry
- Cavalry
- Scouts and Logistics
- War Beasts
- Combat Drugs and Medicine
- Fortifications
- Sappers and Siege Weapons
- Subterfuge
Trading posts
Taiga Poppy (City Raatn-Bükh)
Skyclad Dancers
Last edited by Tychris1; 2021-02-27 at 10:27 PM.
“I’m a Terrorist not an idiot.” - Me
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2021-02-16, 04:42 PM (ISO 8601)
- Join Date
- Aug 2018
- Location
- United Kingdom
Re: Empire 6: Embers of Dawn IC
Sewune of Gehudu Forest
Regions: 216(C), 215, 231, 232
Round 16 Actions:
1. [Intrigue] Investigate mockeries in 191 19 (Towers make this currently 19 (Hydra investigation) potential 20 if ASH, CRO, DOD or NAH do an investigation)
The danger these mockeries represent cannot be ignored we must learn what we can.
2. [Intrigue] Investigate mockeries in 213 20 (Towers make this currently 20 (Hydra investigation) potential 21 if ASH, CRO, DOD or NAH do an investigation)
The mockeries seem to originate from UBT lands we must see if we can track down the source.
3. [Intrigue] Investigate explosion in the gehudu forest 20 (Towers make this currently 20 (Hydra investigation) potential 21 if ASH, CRO, DOD or NAH do an investigation)
An explosion of one of our bunkers was it the mockeries?
4. [Quest] Assist Thorael in exploring the heart of the desert with the Black Pharaoh (user 3 treasure). Success 15
The Black Pharaoh was asked to investigate the sandstorm together with the hero Kro Thorael and other heroes of Sikar. Together they will attempt to travel to the heart of the desert to find out the cause.
5. [Diplomacy] Assist on the Mamut translation project (5/5?).
We must be able to converse with other continents if we wish to establish trade.
6. [Opulence] Buy region 239 TP 1 of Ivory from Open Success 24
Aquasition of new resources is always a top priority.
Non Actions:
- Trade Recurve bows to HYD and receive Worm Wrangling via embassy
- Support buyout of TP 1 in region 232 from the UBT
- Accept any technologies offered
- Resist all conversions
- Oppose all unauthorised buyouts
- Resist all thefts
Spoiler: Diplomatic arrangements
- Embassy with the Vygra
- Embassy with the Nocturnal Hydra
- Embassy with the Lim Dynasty
- Embassy with the Lhungho Saar
Spoiler: Ruler Information
"King" Yorick II:
Diplomacy: 10
Military: 7
Opulence: 10
Faith: 3
Intrigue: 10
Spoiler: News and Rumours
Spoiler: Book Keeping
Spoiler: Trade Posts
Count Region Trade Post Slot Resource Category 1 208 1 Gamebirds Living beings / food? 2 210 2 Bananas Food 3 211 3 Tvila Clay clay? 4 213 2 Flint ?? 5 215 1 Artisans Skilled beings 6 216 1 Sweet Droggen Berries Food 7 216 City Sweet Droggen Berries Food 8 217 2 Sorghum Food 9 218 3 Cacao Food 10 221 3 Healing Herbs Medicine 11 223 2 Dag Yaks Living beings 12 225 1 Elk Living beings? 13 226 3 Copper Metal 14 235 1 Hemlock Poisonous plant 15 240 1 Aquamarine Precious mineral 16 241 2 Tin Metal 17 289 1 Wild Horses Live Animals 18 291 3 Desert Bell Seeds Seeds 19 292 2 Nakhla Stone Stone 20 295 2 Salt ??? 21 303 2 Desert Foxes Live Animals 22 307 2 Gold Precious Metal 23 308 2 Silver Precious Metal
Spoiler: Treasure (11)
Round Reason Change Total 4 Passive TP income +1 1 4 Gift to sentinels of stone for rep -1 0 5 Passive TP income +1 1 5 Great Success Exploration +1 2 6 Passive TP income +1 3 6 Use one for investigation -1 2 7 Passive TP Income +2 4 7 Use on for the attack on blightspawn -1 3 8 Passive TP Income +2 5 8 Help stop unrest in 215 -1 4 8 Assist on buyout -1 3 9 Passive TP Income +2 5 9 Investigate Shadows -1 4 9 Investigate Shadows -1 3 9 Investigate Shadows -1 2 10 Passive TP Income +2 4 10 Investigate earthquake -1 3 10 Assist on Epic Quest -1 2 11 Passive TP Income +2 4 11 Blood Ingot reward +2 6 11 Investigate evil presence revealed by the earthquake -3 3 12 Passive TP Income +2 5 13 Passive TP Income +3 8 13 Great Success Exploration +1 9 13 Great Success Exploration +1 10 13 Use on Secret -3 7 14 Passive TP Income +3 10 14 Claim on 232 -3 7 14 Investigate shadows in 209 -3 4 14 Trade with Vygra +4 8 14 Trade with Hydra +1 7 15 Passive TP Income +3 10 15 Investigation into the Glutonous Shadow Corpses +5 15 15 Investigation assassination on Queen Wuuluu -3 12 15 Investigate The alchemical mixture found in the holy spring of Lumo Taher in Vermando -3 9 15 Secret action -3 6 15 Trade to TRL -2 4 15 Trade from HEN +3 7 15 Trade from LIM +1 8 16/TD]
[TD="align:center"]Passive income+3 11 16/TD]
[TD="align:center"]Assist on exploring the sand storm-3 8
Spoiler: Military (4 units)
Name Ships Weapons Panneac yna husso No Bows Taan yna husso No Spears Puyn yna husso No Daggers Amg yna husso No Swords
Hero
Name Military Stat Special Effect Dra ranu 8 +2 bonus on Errant Quests in Sikar and Kiswa Black Pharaoh 9 -4 to defend against betrayal
Spoiler: Reputations
Organization Rank Favours Sentinels of the Stone 1 1 Dream Speakers 1 0 Truthseers 2 1
Spoiler: Great Projects
Project Name Project Progress Project Effect Project Location Sikar Translation Done Reduce penalty to -4 when dealing with Sikar N/A
Spoiler: Techs
Military
Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot Blade Sharpeners +1 to Battles Tvila Clay Yes Melee Weaponry Bronze +1 to Battles, +1 to Leader Loss Rolls Copper or Tin Resources Yes Special Materials Composite Bows +1 to Battles Hooved Animals Resource Yes Ranged Weapons Crab-Claw Sails -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics Equestrianism -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics Feathered Capes When active, on a Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes. Feathers Resource Yes Armor Recurve Bows +2 to Battles Composite Bows Tech and Hooved Animals resource (effectively 2 hooved animal resources) Yes Cavalry Steering Oars +3 to Tactical Maneuvering in naval battles and battles in coastal regions Sailing Technology Yes Cavalry Thin-Blood Elixir +1 to all Battles and Quests involving the Gluttonous Shadows N/A Yes Combat Drugs and Medicine War Drums +2 to Tactical Maneuvering Rolls N/A Yes Scouts and Logistics
Non Military
Tech Name Primary Effect Primary Resource Primary Resource Met Advanced Masonry +1 to resist Raids and Sacks that stacks with the bonus of Masonry None Yes Advanced Poisoning +1 to theft, assassination, kidnapping, incite betrayal and related secret actions Medicinal or Poisonous Plants Resource Yes Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes Celestial Navigation Allows transit of one additional deep water border and grants -1 distance loss to deep water travel N/A Yes Coinage +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold) Gold or Silver Resource Yes Irrigation +1 to Stabilization rolls N/A Yes Masonry +1 to resist Raids and Sacks N/A Yes Mountaineer Clothing Allows exploration and troop transport across Mountain Borders Furs and Hides Resource Yes Pottery +1 to Buyouts N/A Yes Sailing Permits exploration and troop transport over deep water borders N/A Yes Seekers Permits exploration and troop transport over deep desert borders Nakhla Stone Resource Yes Towers of Light +2 to resist raids. Additionally grants a +1 to investigation rolls for each player with this tech that uses an investigation action in the same round. (+2 max) Silver Resource and Masonry Technology No Wheel and Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency. N/A Yes Writing (United Blemmyae Tribes Script) +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. N/A Yes
Spoiler: Ruler Actions
Spoiler: 'King' Yorick II
Attribute 5/10 Action Effect Diplomacy 5 Create Embassy An embassy with The Vygra was made. Intrigue 10 Incite Betrayal on the Black Pharaoh The Black Pharaoh joined the Sewune Military 5 Raise Hero Dra Ranu (8) is recognised Opulence 5 Raise City Manticore Rise now exists Opulence 10 Become a Merchant Prince The Sewune now benefit from the Merchant Prince Title
Spoiler: Previous Posts
Round Action of Note TP's bought Tech Gained 1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2 Writing, Animal Hisbandry (start tech), Irrigation 2 Acquired required resource in the form of copper TP 3 in region 226 Copper 226 TP3, Cacao 218 TP3 3 Founded Manticore Rise Elk 225 TP1, Tvlia Clay 211 TP3, Healing Herbs 221 TP3 4 Started building a military None 5 Officially converted to Abiherism None Pottery (secret) 6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2 Sailing (secret) 7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2 Crab Claw Sails, Masonry 8 Stopped unrest in 215 and made an embassy with the Vygra Tin 241 TP2, Artisans 215 TP1, Flint 213 TP2 9 Mass investigation on the origin of the Gluttonous shadows Gamebirds 208 TP1, Aquamarine 240 TP1 Wheel and Axle 10 Become a merchant prince, assist with cancer in thevale and investigate the earthquake Seafood 214 TP1 Bronze 11 Assisted with Into the blightlands and sikar translation Tvila Clay211 TP2 Thin-Blood Elixir, Advanced Poisoning, Blade Sharpeners, Coinage, Wardrums, Composite Bows 12 Massive trade deal with HYD Hemlock 235 TP1, Wild Horses 289 TP1, Gold 307 TP2, Fox 303 TP2, salt 295 TP2, Desert Bell Seeds 291 TP3.
Lost: Tvila Clay211 TP2, Droggen Berries 216 TP2, Granite 238 TP2, Sea Food 214 TP1Steering Oras, Mountaineer Clothing, Equestrianism, Celestial Navigation 13 Stole the Black Pharaoh Dag Yaks 223 TP2 14 Started pressing claim on 232 Nakhla Stone 292 TP2 Towers of Light, Feathered Capes, Advanced Masonry(secret) 15 Investigated murder on HYD leader and cleared mockeries from Veramondo Silver 308 TP2 Recurve Bows (secret)
Last edited by Moriko; 2021-02-27 at 06:31 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
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2021-02-16, 06:26 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Maine
- Gender
Re: Empire 6: Embers of Dawn IC
The Great Kingdom of Ngedhuun Thukhulu Saar Lhungho
a.k.a.
The River Lords
Years 261-264
Region 221 - Troll Country (Ljung Ghrakka Saar)
Region 220 - Unghlaban
Region 210 - Narava
Region 208 - Inkhwabi
Region 205 - Aangzi
Usuukhusaa Lhungho, High Queen of the Dhraan, River-King of the Mikra of Narava, Foremost Sage of the Tribes of Unghlaban, Bulwark Of Civilization
Diplomacy 5
Military 6
Opulence 3
Faith 4
Intrigue 5
Actions
- [Military 5]Recognize a Hero: Niraka of Singhön! [Rolled: 10!]
- [Military] Recruit one Naval Unit and one Land Unit
- [Diplomacy] Finish the Ballad of the Blossoms 4/4
- [Diplomacy] Finish the Serenade of the Snows 4/4
The help of Dora-Mak, envoy from the Mythic North and first member of Usuukhusaa's Kin-Circle, as well as the aid of the Truthseers with their gift of tongues, are both crucial to finishing the collections of songs concerning the continents of Mamut and Tarandi, first started by the Vygra, and it is with celebration that singers are sent to all the noble circles of Lhungho Saar to teach of these far-off places so that the Kingdom might conduct trade and conversation with the inhabitants of these distant lands.
- [Faith] Convert Troll Country (221) to Children of the Great Mother, spending 1 Treasure [Rolled: 12]
- [Faith] Convert Narava (210) to Children of the Great Mother, spending 1 Treasure [Rolled: 11]
Though the frustrations of the Abiherists in Narava serve to disrupt the attempts of the High Queen to efficiently spread the word of the Great Mother and establish a bastion of Children in Singhön, but in Ljung Ghrakka Saar, the efforts of the the Royal Matriarch meet with more luck, carefully doling out the few remaining supplies of the Great Mother's Milk to those she guesses as being best-suited to handle the drink and come out of it with enough understanding to proselytize to those less blessed than they. This does not work as well as she hoped - it is hard to tell who can handle the potent substance without simply having them try it. Nonetheless, with the gift of Black Iron daggers to cement their entry to the faith, it is simple enough to convince the old guard still holding to the worship of Ghrakka Yonghalo that the Great Mother is one and the same with the River goddess, and from there, the religion can only grow. A number of highly placed Dhraan travel with Usuukhusaa for a pilgrimage to the Great Carcass of Aangzi, by the western mountains, and though at first they only humor her as their young queen by the end of the trip they are nearly as zealous as she, and committed to not merely the tenets of the Great Mother and the Long War against the Blight, but to Usuukhusaa as High Prophet of the Great Mother - an epithet she does not, apparently, see fit to remand them for using...
Non-Actions
Standing: Accept any Embassies or Technologies offered.
News and Rumors
Spoiler: Recorded In Chorus
State Religion: Children of the Great Mother
Bonuses: Conversion Resistances rolled at F10(?)
Trade Posts:
Faranandūll (193) - TP3 - Avocados
[Singhön] Narava (210) - City - Bananas
Adzbark Wetlands (228) - TP2 - Rice
Flaschorikia (229) - TP1 - Flamingos
Treasure: 9/10
Fortress: Walls of Singhön [in Narava (210)]
Units:
4/18 Land Units
2/9 Naval Units
- Land:
- Snapping Maw [20dh++e/dw]
- Broken Scales [20dh++dw]
- Efryt Exemplars [170vk+vk]
- Mikra Radicals [320vk++vk]
- Hybrid Zealots [90h-dh|e++e]
- Naval:
- Mikra Primals [210vk+vk]
- Mikra Primals [220vk+vk]
The Unbound:
- Light Bringers [18dh+dh]
- Shade Breakers [19dh+dh]
- Dhraanish Hardbacks [21dh+d]
The Fallen:
River's Surge [20dh+++e/dw]Lashing Tail [24dh++++e/dw/bd]Vyrka Primals [230vk++vk]Mikra Exemplars [160vk+vk]Efryt Primals [230vk++vk]Ravyk Cardinals [260vk++vk]Gnashing Teeth [22dh+++e/dw]Cha-Daně-Dan Salt Hawks[180bd+bd/e/dw]Bloatlurks [19dh+e/dw]Dhraanish Bonesplinters [24dh++e]Spitting Stones [20dh++e]
Techs:
Animal Husbandry
Irrigation
Sailing
Writing (Veramondi Logography)
Pottery
Masonry
Crab-Claw Sails
Thin-Blood Elixir
Bronze
Embassies:
HEN
UBT
VYG
CRO
SEW
DOD (Sanctum)
Organizations:
SOS: +3 Rep, 0 Favors
DSP: +0 Rep, 0 Favors
TSR: +2 Rep, -1 Favors
Spoiler: Legends and Legacies
Troll King Haanhangandhal - Slain Through Subterfuge, xxx
Diplomacy 10
Military 8
Opulence 5
Faith 1
Intrigue 2
High King Ruunandaraghal - Slain By The Use Of Poison, mid-252
Dip 10
Military 10
Opulence 5
Faith 2
Intrigue 5
The Royal Family
Royal Matriarch & High Queen Usuukhusaa
Great Chief Dora-Mak, of the Mythic North
Royal Patriarch & High King Ruunandaraghal
Great Father Geputen Kw'Torineti
Low King-Father Mhanmosochaan
Grand Princeps-Father Tyja Pemmelg
Herald Prince-Father Parvahdi of Harkatna
Royal Matriarch & High Queen-Consort Ichippā of Henanda
Great Mother Klarakrudkhani
Low Queen-Mother Lorna MacGill, formerly of the Anbroch
Grand Princess-Mothers Kamiya & Tuvini
Eminent Princess-Mother Ingalhiikhudile
Firstborne-Prince-to-Ruunandaraghal, Ghaali Kw'Torineti
Secondborne-Prince-to-Ruunandaraghal,
Firstborn-Prince-to-Klarakrudkhani, Ghondukholaak (born xxx)
Secondborn-Princess-Klarakrudkhani, Kladhaarukughaal (born xxx)
Thirdborn-Prince-to-Klarakrudhkhani
Fourthborn-Prince
Fifthborn-Princess
Sixthborn-Princess
Seventhborn-Princess
Eighthborn-Princess
Ninthborne-Prince
Tenthborn-Princess
Firstborn-Prince-to-Lornamacgill
Firstborn-Princess-to-Ingalhiikhudile
Secondborn-Princess-to-Ingalhiikhudile
Thirdborn-Princess
Fourthborn-Princess
Fifthborne-Prince
Sixthborn-Princess
Firstborn-Princess-to-Kamiya
Firstborn-Princess-to-Tuvini
Secondborn-Prince-to-Kamiya
Firstborn-Prince-to-Parvahdi
Secondborn-Princess-to-Parvahdi
Firstborne-Prince-to-Mhanmosochaan
Another...let's say twelve, since Ruunandaraghal's death
Genders:
NB amab
F
NB afab
F
M
F
F
M
F
F
F
M
Ingkannu Isidi, Champion and Daughter of Ghrakka Yonghalo(Former Hero 10 - Slain in one last act of spite by monstrosities)
Scionary Prince Onoynoyis, Champion of Saar Lhungho(former Hero 10 - slain in battle during a vain attempt at redemption against foul creatures plaguing his people)
Last edited by Rolepgeek; 2021-02-26 at 10:28 PM.
Sincerely,
Role P. Geek
-
2021-02-16, 06:56 PM (ISO 8601)
- Join Date
- Jun 2019
- Location
- Rural Victoria, Australia
- Gender
Re: Empire 6: Embers of Dawn IC
The Deru
Bhaile-Koma, region 37 (& Illia, region 38)
We do not speak for the trees. We are the trees. By the grace of the Sannha, we stride.
We are the blessed of the Sannha. We are all its children. By the sacred waters, we abide.
Esfrey Brythion (34)
Diplomacy: 2
Military: 10
Opulence: 2
Faith: 8
Intrigue: 2
1: Faith: Convert region 47 to the Bouquet of the Corpse Flower. [19]
2: Faith: Seek Aid with battle in region 7. [13]
3: Faith: Convert region 55 to the Bouquet of the Corpse Flower. [17]
4: Military: Once... more... unto... the breach... Invade region 7 with 4 land units led by Esfrey (Mil10), seek aid +1, Reckless Attack, +2 to own leader loss rolls f/ Circlet, challenging for a duel.
It cannot be. Twice the forces of the Deru have entered the lands of Molok's flame, and twice they have been burned. Esfrey's sanity is now truly beginning to fray. It has not been Onfroy or Jofry holding her to her final frayed nerves, but a new companion -Rakatak, second cousin once removed of Chieftess Karra of Ixkarr - who bears the brunt of holding Esfrey together. He had noticed her during the battle that saw Esfrey carried unwillingly from the field, and his general slain - and she had noticed him. Journeying to Bhaile-Koma Esfrey granted him an audience. Impressed by his martial might and keen sense of tactics, and he by the same the pair would talk long into the night. Three years on Rakatak sits now at Esfrey's right hand. Armed with experience and burning for revenge Esfrey marches once more to war. On the march, Esfrey begins to be afflicted with a more common malady - morning sickness.
5: Faith: Convert region 15 to the Bouquet of the Corpse Flower. [20]
Rolls, conversions +1 from HC bonus I forgot to include
Non-actions: Support all conversions to Bouquet of the Corpse Flower, support all buyouts of unowned TP's, accept all gifts, & accept diplomatic traffic from TAR & UZI.
News & Rumours
- The Prophet, the Listener. He speaks once more. From the pillar at the centre of the great garden that creeps further and further up the sides of the Rock he surveys the assembled faithful.
"The time of trials and terror is upon us all. Our lands strive for balance but around us... around us decay is driven before the tools of the righteous spirits. The arrogant tools of the fallen build great structures, defile the natural order and burn away the necessary detritus of rot and ruin. No more. Our saviour has risen in truth - the earthly agent, the Paragon of Decay strides the moors of matter and mind, in night and in nightmare. Tremble, ye cultured unfaithful and despair, for the natural order comes to reassert balance. Soon will rise in this land that Paragon's children, and the Corpse Flower will bloom again. The Rose has risen. More will follow. Go. Go, all of you! Tell the lands of the civilised that their reckoning is nigh. So say the betrayers, the liars, the beggars, the blind and insane. So say the spirits. Go!"
-Knights
- Jofry & Olea celebrate the birth of a daughter, Lily. Onfroy & Alhambra celebrate the survival of a son, Arnfroy, and note the disappearance of a daughter, unnamed, at three days. Esfrey & Rakatak anticipate the birth of a child.
Spoiler: Important Characters
The Brythions
Leafhair Brythion [79] (Deceased)- Former Caretaker of Illia & the Deru, wearer of the Circlet of Leaf & Chain. Installed in the midst of a succession crisis, Leafhair transformed the governance of the Deru from a loose group of religiously aligned groves into a hereditary monarchy in a union with the neighbouring Illia peoples. Wed to Elora, Chosen of Illia, the two ruled in concert. Pursued by advancing age, Leafhair announced his intention to abdicate in favour of Esfrey on his 70th name day. This he did, and now serves as an adviser on the loose council that has developed around Esfrey's court in the Green Fields. He grieved for both his wife and son, and refused to believe the rumours that the dashing Sir Onfroy was to blame. With the reappearance of his youngest son Leafhair is a man at peace with the world, trusting in his children to protect Bhaile-Koma better than he ever could. Slipping into mild insanity in his later years, Leafhair rejoiced at his son Jofry's return, but soon barely remembered his disappearance. He spent much time reminiscing with his old Deru companions, themselves near to taking root, of his first days amongst the great trees, and the wonders of the forest he barely knew. At last he died peacefully napping in the woods, buried beneath his old friends, themselves taking root earlier that year.
Elora Brythion née Covenantes [57] (Deceased)- Former Chosen of Illia, join ruler of Illia & the Deru. Wed to Leafhair. A standout warrior in a strong warrior culture, Elora has led the peoples of Illia for three decades, since her choosing. She strengthened the power of the sightless ones, spiritual leaders & masons of Illia, made peace with the hill-dwellers by taking Norren the Mortal into vassalage, and presided over a prosperous aftermath of the new dawn. She and Leafhair have 3 children. Increasingly growing distant from her twin children, viewing them as straying from Illian traditions and exploiting their privileged positions, she spent increasingly more time with her youngest, Jofry. While still a formidable warrior, Elora's sanity began to fray, a congenital Covenantes failing her forebears traditionally pushed through until their deaths in battle. In her 57th year, Elora was found dead in her youngest son Jofry's chambers, flayed alive, her corpse already festooned with blooming flowers.
Esfrey Brythion [34] - Caretaker of the Illia & the Deru, Chosen of Illia, wearer of the Circlet of Leaf & Chain. Eldest daughter of Leafhair & Elora, Esfrey is a rambunctious and headstrong youngster, taking well to the traditional Illian trials. She has proven a precocious student, achieving her right to bear spear & sling by age 10. Completing the trials at age 16 alongside her twin Esfrey is ecstatic to have been named heir to her father, and routinely arrives to take command of forces during exercises in the Green Fields. A reckless adrenaline-junkie Esfrey has an odd aversion to duelling, preferring to let Onfroy defend her honour while she prepares for her next escapade. Taking the circlet has only fed Esfrey's appetite for adventure, and she spends most of her time hunting & leading mock battles, as well as scouring the woods for poachers and raiders. She seemed unfazed by Onfroy's transformation, welcoming him back to the capital with open arms. Outraged at her forced removal from the battlefield against the Orcs of Ixkarr Esfrey has become dangerously aggressive and borderline unstable. Followed by defeat against the Master of Fire and Dust Esfrey has crossed the borderline, requiring bodily restraint in her moments of madness. The Illian clans and dog-men's packs have become dangerously autonomous during this period of intermittent rule, permitting the Listener to gain increasing sway.
Onfroy Brythion [34] - Eldest son of Leafhair & Elora, twin brother of Esfrey, Onfroy is a similarly headstrong youngster, although a little less confrontational than his twin, preferring more thoughtful methods of dealing with those who contest him in the trials. He has progressed similarly swiftly in his studies, achieving his right to bear spear & inscribe letters by age 10. Pressed into service as his twin's champion, Onfroy channels his resentment of the role as fury unleashed upon his opponents, maiming several peers Esfrey claimed had slighted her in some petty manner. Furious he was not named heir in his sister's place, believing his martial and intellectual prowess outstrips her own, Onfroy was sent away from council at age 17 to train under the Targiz hero Petal-Head. He returned a very different man, stronger, faster, leaner, able to tear his flesh and extend red thorns to pierce his foes. To duel the young knight is to die a slow death by blood loss as innumerable small cuts and slices from thorn after thorn drain the life from his foes. He stays close to his sister, her staunch defender and bodyguard. The foremost advocate for the Bouquet of the Corpse Flower within Esfrey's court, Onfroy wields substantial influence. Esfrey delegates much of the day-to-day running of the kingdom to her brother, and he takes it quietly in his stride. More recently he developed a relationship with Alhambra, a survivor of No-Climb Cliffs he duelled during the Uzii's contest of might. While the pair rarely found the time to spend together, they always came back to the temple beneath Caretaker's Hall in the end. Onfroy is a fearsome figure within the court in no small part due to Alhambra, as after her transformation into a Thorn of the Red Rose her martial murderous might rivals Onfroy's own. Together they quietly and in some cases very publicly eliminate dissent. They have had 2 children together - the first, an unnamed daughter, disappeared three days after her birth, missing from her cot of flowers. The second, a son called Arnfroy, was born with skin mottled and patterned, split by imprints of 5-petalled red roses.
Jofry Brythion [30] - Youngest son of Leafhair & Elora. He was an inquisitive child, but lacked the dexterous coordination of his siblings. Elora worried, but Leafhair was confident he'd find his way through the trials somehow. While he struggled, the youngster showed a remarkable determination and managed to cling on to life during the arduous tests. Elora grew increasingly attached to him, while Leafhair neglected his youngest to focus on Esfrey's education. Jofry had few friends amongst his peers, and spent most of his time outside of the trials in the company of young Deru, preferring their down-to-earth, measured approach to life. Few of his peers were willing to combat the might of even a sapling Deru, so he escaped physical bullying for the most part. He had not been seen since his mother's death, despite extensive searching. His closest friends, 2 sapling Deru and a young dog-boy were also missing. He resurfaced during the Dawn Council, stumbling upon visiting dignitaries from the Scrim. Apprehended during his attempted flight by Onfroy the boy disappeared once more for nearly a year before re-emerging as an emissary for his older twin siblings, loyal to all outward appearances. Marked out by two birds, a hawk and a falcon, perpetually adorning his shoulders, the boy-turned unusually hard man was struck by a chance encounter at the Festival of New Horizons, and a new feeling long left undrawn upon begins to return - love. He and Olea stole what time they could while his twins were away on campaign and he left the regent of the Deru. Attending the Union of the Crimson Sun together the pair seem insatiably inseparable...
Lilium 'Lily' Interspinus Brythion 3 - Youngest daughter of Jofry & Olea. Lily's goliath blood flows strong, and at 3 she is already the size of an Illian 5 year old. While Esfrey has bordered on commanding the girl commence the trials, both Jofry and Olea have done all they quietly can to keep Lily under Esfrey's gaze. The trials death rate has risen to almost one in two under the Listener's gaze, as penalties for even slight failure are harsher than ever before.
'Arnfroy' Arnoldii Brythion1 - Youngest son of Onfroy & Alhambra. Arnfroy's abominable heritage is immediately evident in his mottled & split skin, crossed by imprints of five-petalled red roses. He is an exceptionally quiet child.
Other Notables
Norren the Mortal [159] (Deceased)- This cunning old dog-man leads the pack that serves Elora as her vassal. While in his youth the wily soldier fought long and hard against the Illians of the rock, when the war became so entrenched as to approach a war of extinction he betrayed the elders of his pack and led his fellow disaffected's over to Elora's side. Faced now with overwhelming odds the remaining packs retreated to their hill-forts to lick their wounds. Norren was charged with protecting the foothills, and with his pack now granted respite from the century of war and fed by the Illians is exceptionally effective. His pack has grown strong, and he now serves Leafhair & Elora as equal masters. His moniker was given by a soothsayer many moons ago who predicted his death in battle. Norren replied that while he is no more than mortal, his death will happen only when he so chooses. He has been tested and tested, and remains a capable warrior even has his age begins to catch up with him. Having crushed the remaining Dog-men of the highlands, Norren split his pack amongst his pups and theirs, preparing for a great trek westwards. In the aftermath of the failed expedition west, Norren has struggled to bring his pups back to heel, and their packs begin to vie with his for control of the dog-men. Tensions and tempers run high. The death of Norren by choice in battle, defending his sworn liege Esfrey, has rather accelerated the collapse of semi-independent dog-men packs. The infighting his death triggered threatens to tear the packs apart and endanger wider Illia.
Asha-Shuran [58] - this Wattlea is the Deru's finest tactician, outfighting all comers in a series of exhibition matches between the Grey Grove & Widhu's Wrath. A rarity among the Deru, she is renowned for her quick temper and agile mind, and is usually raring for a fight. She finds a kindred spirit in old Norren, and spends long hours discussing theories while the two hunt. Concerned at the growing pugnacious spirit of the Uzii, and trusting the Crimson Kingdom to stay in their mountains high Asha spends most of her days teaching Esfrey to lead warriors in battle, although she despairs of ever teaching the young Illian to refrain from a charge. Asha retreated a little from the capital, spending more and more time with Norren in the foothills. Esfrey made no attempt to force her to remain. Finding her favour at court again restored as Onfroy sought allies Asha-Shuran led a force against the blightwhales, conducting herself admirably. Devastated by the death of Norren she resolved to do right by Esfrey in her remaining years of service and while she again has fallen out of favour as Esfrey is enraged that she was removed from the field Asha remains a powerful commander with the loyalty of the Ashan Grove.
The Listener ?? - this former sightless one is a mysterious figure, a red rose & crimson poppy sprouting from where his eyes once were. Claiming to speak for the ancestor spirits, to hear the voices of the rotted, the sacrificed, the deplored derided and defamed. He delivers their counsel, for in death they have nothing left to lose. The sightless ones, once an order of mute & blind stonemasons, has grown massively in size since the Listener's rise, now ranging far and wide to preach and proselytise, giving seeds and stirring the fertility of barren land in exchange for sacrifices and the bodies of the dead. The Listener himself has a near-iron grip on the Rock and its surrounds, facilitated by Esfrey's growing insanity. For years he has waited, prepared, sent feelers out to all who would listen, but now he preaches more. That the time of trials and terror is at hand in earnest.
Spoiler: Admin
Embassy with Targiz
Required Resource - Living Beings (Satisfied with Cattle)
No New Leader
Leader stat increases:
Faith +2
City in region 37 (Bhaile)
Fortress in region 37 (the Green Fields)
Holy Order in region 37 (Knights of the Red Rose)
TP's:
Region 37 TP1 (Living Wood)
Region 42 TP1 (Cattle)
Techs:
Animal Husbandry
Writing (Hraban)(Elecctricat)
Masonry
Irrigation
Sailing
Pottery
Wild Riders
Naval Units: 1/4
Units: 4/8
The Grey Grove - Traditional Fuinn warrior-trees.
Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.
Illia's Children - Well-organised band of proud young Illian warriors.
Illia's Elders- Age brings experience as well as scars - Illia is no peaceful place, and those warriors that survive are capable indeed.
Ashan Grove - Asha-Shuran knows well the tales of the Ash Grove, and her own band of most loyal followers are similarly inclined to revel in past glories.
Onfroy's Band - the retinue and hangers-on of Sir Onfroy.
The Queen's Own - Caretaker Esfrey's personal guard.
Treasure: 0.
Heroes: Asha-Shuran (8), Sir Onfroy (9)
Cultural Identity/ies: Children of the Sannha (2d8 on raising organisation reputation) (temporary).
Artifact(s):
Circlet of Leaf & Chain: A stone chain circlet with ever-green wattle leaves entwined throughout, permitting communication with the voices of Councillors & Chosen past, granting +2 to own leader loss rolls when ruler is personally leading troops.
Tactical Doctrine/s: none.Last edited by Ausar; 2021-02-16 at 07:43 PM.
"Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
So shall you tread, once you pass the precipice of villainy.
-
2021-02-16, 07:33 PM (ISO 8601)
- Join Date
- Jul 2008
Re: Empire 6: Embers of Dawn IC
🐎
Ashirian Sultanate
Led by the Sultan Zidan il Kasima
D 10 • M 10 • O 3 • F 6 • I 10
News & Rumors
- Of the princesses that visit the court of King Oniyellīs, Mahira and Katja are sufficiently taken by his majesty to entertain the idea of marriage. As the King prefers Katja and Qadira, Katja seems the obvious choice. The sultan sends word that he consents to such a union, but that two of his beloved daughters would be too much for any man. Katja's shrewd sisters say that Oniyellīs will have their blessing only if he declares his love with some grand gesture. What could garner their blessing is left to his artistic interpretation, but they of course allude to their own mother's resurrection and the construction of the Sun Temple. Jana's daughters are not their mother's equal on the battlefield, but their vigor and loveliness seems to be just as enduring. Even at 35, Mahira shows no signs of age.
- The sultan's mother Kasima dies shortly after her 100th birthday. Her mummified remains are interred deep beneath the Sun Temple.
- Delegates from the Night Kingdom and Chaarn Stormcaller's party are welcomed to the sultanate with a grand reception.
- Roka-Mak, wife of Amir Harun, writes to Eae of Nellen, explaining the tenets of the Eauden faith. She politely insists that the moon is not evil, and requests that the dawnpriests reconsider their doctrine. Upon request, Roka is happy to demonstrate the capabilities of a stonesage: splitting a limestone block in half with her fist. Her children are delighted.
Actions
- [Faith] Zidan Seeks the Blessed Isle (15, Failure. 1 Treasure spent) -
- [Faith] Seek aid for the above (13, Success) -
- [Faith] Seek aid for Kro Thorael's quest (8, Failure) -
- [Faith] Convert 306 to True Dawn (16, Success) -
- [Diplomacy] Stabilize 272 (24, Success) - Millet farmers' depressing existence surprisingly unaffected by transfer of executive power.
- [Diplomacy] Stabilize 275 (21, Success) - Briga Greenfang emerges as the victor at the second running of the Silversport Labyrinth, succeeding the elderly Ragna Redspiral as High Chief of the Five Tribes of Thunder. Satisfied that their customs have been followed and Briga has availed herself of worthy sport, the five tribes pledge their loyalty and Zidan bestows upon her the title of Sharifa.
Non-Actions
- Accept all gifts, embassies, and vassals.
- Generate 1 Treasure from TPs
- Support conversions to True Dawn
- Gift region 276 to CRO
- Support HYD buyout of 271-1
- Trade to NKT via embassy: Composite & Recurve Bows for Arctic Survival & Uzii Battlesmithing
- TSR Matchmaking - The sultan commends Amira Jasmin to the veiled sisters and the Night Kingdom's ambassador to be taken north and presented for consideration of marriage. Amir Aman, the sultan's second son after Harun, is regrettably too young for marriage, and his training as faris is insufficient. The sultan insists Aman remain with his people until his 16th year and then be presented to the Alqar. Jasmin is a studious woman of 22 years with a good mind for mathematics.
Spoiler: BookkeepingStat gains: +2 Faith
Next Round: D 10 • M 10 • O 3 • F 8 • I 10
Regions: 271, 272(u), 274(u), 275 (u), 276(u), 302, 303, 305, 307
Capital: 302
Treasure: 1
Trading Posts: 302-1 Ashirian Horses, 279-1 Peppercorns, 282-2 Copper, 289-3 Waterbuffalo, Silver (Argent Heart), Ashirian Horses (Artifact Horse)
Vassals: CRO, DOD
Embassies: CRO, DOD, HYD
Technologies Known (Military): Composite Bows ⭐, Bronze ⭐, Equestrianism ⭐, War Drums ⭐, Crab-Claw Sails ⭐
Technologies Known (Other): Animal Husbandry ⭐, Pottery ⭐, Writing (Kagahara) ⭐, Irrigation ⭐, Sailing ⭐, Coinage ⭐, Masonry ⭐, Advanced Masonry ⭐, Towers of Light, Wheel & Axel ⭐
Translations Known: Mamut, Kiswa
Great Projects: Sun Temple 302 (+1 Hero Loyalty), Truthseer Headquarters 302 (+1 Create Claim, +1 Investigation, +1 Mythica, cannot enter Unrest, -1 Reputation for attacker)
Hero: Jana Al-Zamira (10)
Wielded Artifacts: Sun Sword (+2 Duels), Scorching Shield (+2 Leader Loss), Golden Lion Pet (+1 Battle, +1 Duels)
Army Units: 9 🐎🐎🐎🐎🐎🏹🏹🛡️👳🏾
_____• Sultan Zidan with 120 Elite Light Cavalry
_____• Amir Harun with 200 Light Cavalry
_____• Amir Azur with 200 Light Cavalry
_____• Amira Nasrin with 200 Light Cavalry
_____• Amira Mahira with 200 Light Cavalry
_____• 200 Night Elf Archers
_____• 200 Night Elf Archers
_____• Sharif Vashur with 400 Heavy Infantry
_____• Sheikh Adamu with 1000 Light Infantry
Spoiler: Ashiric Phrasebook"A shala elem" - Traditional greeting, lit. "Be you at peace". Informally shortened to "A shala" and just "Shala". Used quite literally, it means they do not intend to fight you.
"Ashta hazid" - "Hear this" or "Bear witness" or "I swear", lit. "Witness truth". A preface used to assert that what follows is avowed true and may not be disputed without most grievous insult.
"Abin barat" - "Forty blessings". The standard number of blessings for a joyous occasion, such as marriage.
Amir/a - Prince/ss
Malak - Master or Great. Used as an aggrandizing modifier.
Spoiler: Peerage & OrganizationMalak Amir - The Grand Prince and leader of the Ashir. The Malak's successor is chosen from among any princes of the clan, though tradition has favored first born child as age, experience and strength tend to yield the best war leaders.
Amir/a - A prince or princess. Any grandchild of any previous Malak Amir. As only matrilineal ties are definite and casual sex with multiple partners quite common, a male Malak Amir and his sons must avow that children are theirs. Known to be a reliably honest people, this is seldom an issue, but has assuredly led to some children being mislabeled as princes.
Sharif - A lord or count. Regional rulers who are considered peers to Amirs and subordinates to the Malak Amir. A representative of a Sharif attends the Ashir royal court to relay their concerns and provide counsel.
Sheikh - A chief or elder. Typically the leader of a village, the patriarch of a large family, or an overseer of arable land.
Sahib - Any estimable person, usually a courtesy title for family of a Sharif or Sheikh.
Akaid - A military captain who commands a company of 40 Farsan.
Faris - A cavalier, or rider in an active war company. Plural: Farsan.
Sayis - A cadet, groom, or squire too young to serve as a full fledged Faris.
Muatin - A member of the clan who never served as Faris.
Hajin - Anyone born to Ashir parents, but who never develops nightvision and is thus expelled from the clan upon reaching adulthood.
Ajnabi - Anyone who is not Al-Ashir.
Spoiler: Links to Rollshttps://forums.giantitp.com/showsing...5&postcount=21
https://forums.giantitp.com/showsing...8&postcount=45
https://forums.giantitp.com/showsing...5&postcount=71
https://forums.giantitp.com/showthre...4#post24947524
Stabilization should have been rolled for 272 instead of 271. 271 is not in unrest. Please ignore my stupidity.
Last edited by Nefarion Xid; 2021-02-27 at 06:16 PM.
I apologize for drawing CockroachTeaParty as a winged centaur.
-
2021-02-16, 09:58 PM (ISO 8601)
- Join Date
- Apr 2012
Re: Empire 6: Embers of Dawn IC
The Vygra Confluence
Great Kingdom - Kiswa Regions 226, 225, 224, 236, 237, 241
Turn 16
News and Rumors:
Matji Varsha and a small group of attendants travel from Farahabi to Narava during the dryer season. Some time is spent in erecting a small memorial to the ra who fought in the defense of Singhon, an open bronze oil brazier that is lit to represent the four races.
The evening after the commemoration, there is sudden concern among the delegation - the matji has vanished from her rooms, and no-one can account for her whereabouts. Fearing foul play, a search is hastily mounted by a combination of the Vygra and the city residents, proving fruitless for several hours until Varsha returns to their lodgings on her own. She is embarrassed at having caused such concern, apologizing; she simply wished to go for a walk alone to consider some things weighing on her mind.
Actions:
1) [Diplomacy] Stabilize Region 241 - (Roll: 12 - Success)
Varsha speaks with the people of the region to share with them the benefits of joining the confluence. A leader among the people comes forward, one who has been trusted among them, who is chosen to speak for their interests - a woman named Līdamis. She is darker-skinned than most of the others, and bears features reminiscent of the Bannanda people."
2) [Diplomacy] Colonize Region 242 - (Roll: 11 - Failure)
The blighted well of the mountains dispatched and cleansed, a combined edition of ra and humans of the confluence set about bring in supplies and building an outpost to settle the heights and maintain the passes.
3) [Diplomacy] Special 5 - Establish Cultural Identity “With Open Arms”
> Raise Reputation actions increases from 2d6 -> 2d8
The Vygra have long been friends to the Sentinels of Stone, the first to truly ally themselves with them. With the Dream Speakers and Truthseers, relations have always remained cordial as well, and the Confluence has shown itself among the more diplomatic of many nations in their dealings. It is commonly spoken that if you need to find a representative of any of these organizations, you would need look no farther than Farahabi.
4) [Military] Conquer region 240 - (TacMan +11, Battle +15, Leader Loss +2)
> Units: 3 land units (1 Vygra Butho, 1 Hajje Mahout, 1 Sentinel Aspirants)
> Leader: Matji Varsha (Military 9) - Issues Duel Challenge (+2 Flame Tempered Soul)
> Route: 241 => 240
> Tactical Doctrine: Reckless Attack
> Techs: Composite Bows (Ranged Weapons), War Drums (Scouts and Logistics), Black Iron Weapons (Special Materials)
After leaving the base of the western mountains, Varsha continues to conquer the tribes along the snow line to bring their strength into the Confluence’s fold.
5) [Military] Quest into Unknown Lands - Niharyka explores north from region 184 (Roll: 19 - Great Success!)
> Techs: Sailing, Crab-Claw Sails, Celestial Navigation
There is something more out there, she knows. Niharyka continues to chart islands, and send reports of her excursions back to the Confluence, but never loses sight of the goal: Tarandi. She keeps sailing, looking not just for land, but for a coast to fill the northern horizon.
6) [Diplomacy] Establish Claim - Region 184 (Roll: 17 - Success)
Danburl, son of Fulji Phaudl, is possessed by the same wanderlust as his mother, and is intrigued by the tales of the islands to the north and their inhabitants. He accompanies Niharyka on her next voyage, and during a stop for re-supplying becomes quite enamored of the chief’s daughter. He spins stories of the great southern Confluence in an endeavor to woo the young woman (and win her parents’ approval).
Non-actions:
Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
Spend 3 treasure: 1 each on exploration, claim, and colonization.
Spoiler: Leaders and HeroesLeader: Matji Varsha, Flame-Tempered Soul (Diplomacy 7; Military 9; Opulence 7; Faith 2; Intrigue 7)
End-of-turn increase: Diplomacy +2, Military +1
New Leader next turn: No
Heroes: Angna the Furnace, Shadow Slayer (9); Niharyka (9)
Spoiler: Vygra ResourcesTechs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Black Iron Weapons, Composite Bows, Celestial Navigation, Advanced Masonry
Tactical Doctrines: Butho Horns
Units: 3 Land - 1 Vygra Butho, 1 Hajje Mahout, 1 Sentinel Aspirants
1 Naval - Isle Rafters
Treasure: 6
Reputation: SOS (3); DSP (1)
Favors:
Capital City: Farahabi - Vyterrat Region 226
Trading Posts 11 (+2 income):
> Copper - 226 TP2, 226 City
> Elephants - 224 TP1 & TP2
> Elk - 225 TP2
> Furs and Hides - 237 TP1 & TP2
> Granite - 238 TP1
> Healing Herbs - 221 TP1
> Shale - 236 TP1
> Timber - 195 TP3
Primary Religion: Way of Green (5HS: +1 to Buyouts)
Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216)
Other: Song of the Sands (Sikar Translation), River Lords’ favorLast edited by Frostwander; 2021-02-27 at 01:48 AM.
"It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
~Antoine de Saint-Exupéry
Empire! 6 - The Vygra Confluence
Empire! 7 - Costa Sereia
Empire! 8 - Caipe Ushere
Avatar by Gengy
-
2021-02-17, 02:15 AM (ISO 8601)
- Join Date
- Dec 2012
- Location
- Limbo, I guess
Re: Empire 6: Embers of Dawn IC
Actions
- [FAITH Convert 208]
- [FAITH Convert 210]
With the Sanctum in Kiswa, the Dolod immediately set to work alongside the growing cult of the Mother, spreading a sympathetic truth to that their new allies of the rivers teach. - [FAITH Convert 285]
- [FAITH Convert 286]
With the growing power of the Alodites and their decidedly sympathetic new Pharaoh, the Quluq devotes resources to bringing the edges of the growing Candake into the fold. - [OPU Buyout TP 1 in 328]
Sunstone is now within reach, and the Dolod do not hesitate to send merchants and miners to the new holy land to begin collecting it.
ROLLS - Should be successes across the board, barring any neat surprises.
Non-Actions
- Resist all Conversions.
- Accept all tech except Writing.
- Resist all Buyouts.
- Use liege's (Ashir) INT/MIL/DIP to resist rolls, in that priority order.
- Accept all Embassy gifts
except units.
Rumors and Stories
- When the Quluq's representative takes their trip to the Ashir court, they naturally bring with them 12 followers, including one recent offspring, to ensure the important memories are able to arrive safely.
- The Dreamspeakers are, of course, prohibited from entering Gilig, or indeed any of Nellen, to steal the history of the Dolod. As always, they are forbidden from entering any temples, shrines, or other holy locations in the Path of the True Dawn faith. Followers of the True Dawn are strongly encouraged to refuse these thieves their attempt to burgle the culture of Sikar.
Spoiler: Ruler Information
The Quluq
Stat Value Increase? Diplomacy 2 - Military 1 - Opulence 10 - Faith 10 - Intrigue 3 -
The current Quluq is:
Unununu - Master of Speech, Overseer of Culture, Mouth of the Quluq.
Reledeler - Master of the Militia, Overseer of the Wall, Fist of the Quluq.
Misim - Master of Pottery, Overseer of Crafts, Fingers of the Quluq.
Yuiyiuy - Master of Memory, Overseer of the Urelleru, Mind of the Quluq.
Yaday - Master of Travel, Overseer of Intrigue, Eyes of the Quluq.
Lsinisl - Master of Peace, Overseer of Trade, Hand of the Quluq.
Ororo - Master of Joy, Overseer of Festivals, Face of the Quluq.
Ssialaiss is serving as Sharif
Liil is serving as Vizier
- These people are probably all dead, this needs updated next round.
No new ruler
Spoiler: RegionsRegion Name Region Number Resource Holy Center Holy Order Status Bonuses Nellen 307 Desert Bells - Spices (Great) The Urelleru - Capital, Stable -
Spoiler: Technology/SpecialtiesSpecialties
Type Name Effect(s) Permanent? - - - -
Technologies
Type Name Effect(s) Required Resource? E Pottery +1 Buyouts None E Animal Husbandry +1 to Opulence and Diplomacy exploration None E Irrigation +1 Stabilization None E Masonry +1 to resist Raids and Sacks None E Coinage +1 to resist buyouts to players w/o coinage; +1 to buyouts Gold or Silver resource E Towers of Light +2 to defend against raids if attacker moves through a region with a TP you control. +1 to Investigate per other owner of this tech taking the Investigate action this round (Max +2) Silver resource, Masonry tech E Advanced Masonry +1 to resist Raids/Sacks None E Caravansarai +1 to resist Raid/Sacks Masonry Tech, Clay or Stone resource - - - -
Spoiler: Mechanical Bookkeeping
Trading Posts Owned:119
- Clay, 299
- Clay, 269
- Shattered Runestones, 306
- Silver, 308
- Desert Bell Seeds, 291
- Kelp Oil, 266
Sand, 301- Iron, 310
Giant Kangaroos, 318- Wombats, 284
- Gamebirds, 208
Faith head of The Path of the True Dawn
Holy Site Total Effect Category 5 +1 Resist Assassination/Kidnapping 10 2d8 Investigations 20 T1 Tech N/A 40 T2 Tech N/A 80 Bonus N/A
Military Units CAP: 6
Heroes
Artifacts
All-Seeing Memory - Grants holder +1 to one roll per round when defending against Intrigue actions.- Held by the Sol'IkothThe Scorching Shield - Grants holder +2 vs Leader Loss rolls.- Held by the Ashir
Treasure
4 Current
+1 Passive
Special Actions Used
F5 - Artifact
F10 - Miracle
Last edited by JBarca; 2021-02-28 at 01:37 AM.
-
2021-02-17, 02:34 PM (ISO 8601)
- Join Date
- Dec 2020
Re: Empire 6: Embers of Dawn IC
The Lim Dynasty
Stories and Rumors
Rumors spread of impending military action as Queen Xia calls up many new recruits for her house forces. Herds of Yaks and shipments of copper have been hauled to Tangtze and forged into weapons and equipment. Speculation is abuzz about the Queen's intended target. Does she intend to cross the mountains and invade the strange turtle-folk who live there, or is she perhaps planning to pursue her wayward relatives, who still refuse to accept the new Serpent Faith?
Queen Xia publicly requests that foreign nations return members of the Lim Dynasty or client houses who have fled following her conversion to the Children of the Great Mother.
Protests break out as Queen Xia attempts to replace the temple to the Golden Emperors in Tangtze. After a tense meeting with local diviners and public figures, the Queen leaves the original altar to the Golden Emperors, while also erecting a new wing devoted to the Great Mother. The trend is followed in many smaller temples and shrines, although few of the common people follow the strange new god.
With only the limited amount of Great Mother's Milk brought by the River Lords at her disposal, Queen Xia has reserved its use for wise women and members of the Lim family. To help spread the faith, among the various branch houses she has delegated several "Seers" to teach the ideas of the new religion to any who are willing to hear. Those who are willing to convert drink a ceremonial mix of Yak milk and psychedelic herbs - a pale imitation of the true experience - as a ritual of induction.
The Queen's third daughter travels to the strange land of the Nocturnal Hydra to discuss the "turtle issue." After intense negotiations they agree to split their influence over the Ffolk's lands. The Lim also sign a non-aggression pact with the Necturnal Hydra, agreeing that neither side shall invade the other without prior notice or dissolution of the pact. Queen Xia further pledges not to allow any third parties to attack the Hydra through Lim territory. The agreement is inscribed on a tablet and stored within the palace archives.
Actions:
[Military] Raise Unit
[Military] Raise Unit
[Military] Raise Unit
[Opulence] Raise City: Tangtze (223)
With the massive influx of new craftsmen and merchants, Tangtze has burst its bounds. Queen Xia orders a massive number of public works projects to expand the city walls and improve living conditions, lest fire and disease wrack the city. The slums are demolished to make way for robust, stone houses and cobbled streets. Great cisterns carved into the mountain store vast supplies of water for the city's needs, while a system of cut trenches ushers refuse away into the rivers below. Merchants from all directions come to the great marketplace to exchange goods.[Opulence] Buyout copper in region 202 (Success: 17. Post #29)
To support the forging of new, bronze arrowheads and armor, the Lim Dynasty sets up a number of copper mines in the rich swamplands to the north. Despite trepidations, an agreement is made with the local pirate-lord for future favors, and the mountain-folk are allowed to go about their business unmolested.
Non-Actions:
Grant the Anbroch Raiders access to 206 for investigation
Resist all unauthorized intrigue/buyouts/quests etc.
Spoiler: Book KeepingRuler
Queen Lim Xia
Diplomacy: 6
Military: 7 (+1)
Opulence: 5 (+1)
Faith: 1
intrigue: 3
Military Units: 3 (+3)
The Queen's Guard
The Palace Guard
Serpent Guard
Regions Owned:
[Fei Dang 223]
[Fei Zhao Dang 206]
Total Regions: 2
Land Unit Cap: 8 (6 Capital Unit Cap + 2 for provinces controlled)
Cultural Identities:
Military Specialization:
None
Artifacts:
Military Technologies:
Bronze - +1 to Battles, +1 to Leader Loss Rolls
Composite Bows - +1 to Battles
War Drums - +2 to Tactical Maneuvering Rolls
Civilian Technologies:
Masonry - +1 to resist raids and sacks
Advanced Masonry - +1 to resist Raids and Sacks that stacks with the bonus of Masonry
Animal Husbandry - +1 to opulence and diplomacy exploration
Irrigation - +1 to stabilization rolls
Pottery - +1 to buyouts
Sailing- Permits exploration and troop transport over deep water borders
Writing (Veramondi Logography) - +1 Conversion Defence, +1 Conversions in regions that share your writing system.
Mountain Clothing - Allows exploration and troop transport across Mountain Borders.
Feather Capes - When active, on a Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes.
Heroes:
Lim Gun (rank 9)(Age: 24)
Regional Benefits:
Sikar Translation Project
Embassies:
Sewune
Resources controlled:
[Yaks, Fei Dang (223)]
[Yaks, Fei Dang (223)] (pending)
[Cotton (197)]
[Bronze (202)](pending)
Treasure: 0
Reputation:Last edited by Talis; 2021-02-27 at 02:23 AM.
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2021-02-17, 11:39 PM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Back home
- Gender
Re: Empire 6: Embers of Dawn IC
The Anbroch Reavers
Actions
1. [Military] Put down the Rebellion in Kincany with 1 unit led by Rosie MacGill, using Slocdun keep, Never Again CI, the composite bows (+1 to battle), war drums (+2 tacman), and steering oars (+3 tacman) technologies, with the blightslave bonus (+2 to all military rolls) canceled out by the capital rebellion penalty (-2 to all rolls), attempting the Skirmishing Tactical Doctrine, and Challenging to Duel. Total Bonus: +14 Battle, +15 Tactical Maneuvering, 2d8+10 duel Rosie's reaction to this most recent rebellion was markedly different from her others. When in past wars she had called in the Bel-Dan to crush the rebellions with wanton fire and destruction, in 61 she instead led only a small force of Anbroch Commandos, the elite female reavers. Striking rebel encampments unpredictably from the tunnels, Rosie's forces seek to destroy food supplies and weaken morale more than kill the enemy. The 70-year old dwarf takes to the field herself, hoping to hunt down whatever inexperienced Battlemistress has risen to leadership of the irresponsible rebellion to put the matter to rest with a minimum loss of life.
2. [Military] Raise 2 Units The end of the war has exposed to the Anbroch a massive new population to recruit from. Thralls from all over ex-Dhraan lands seek to prove themselves in the first Tryings in 20 years for the right to become Quadmembers for the newly minted Reaver-turned-Battlemasters and Battlemistresses.
3. [Intrigue] Raid HYD Trade post 2 for Droggen Berries in Gehudu forest, roll 12 The reality that the rebellion is fostered by discontent with Rosie's failure to secure the Anbroch's economic future by capturing Narava not lost on her, Rosie sought some alternate diversion to distract the bulk of her own Reavers. When a few enterprising raiders suggested attacking boats on the Erapira carrying Droggen berries to Sikar, she enthusiastically encouraged the venture. The raids ought to keep the raiders busy in the short term, and the alchohol that can be brewed from the berries themselves would hopefully distract them in the longer term.
4. [Diplomacy] Stabilize region 199, Roll 12 Tavish MacGrath, consort to the Warlady and an asset until now almost unused, is asked by Rosie to travel to Knamhatan to prevent the dwarves there from seeking independence. Promises are made and speeches are given, but will it be enough?
5. [Diplomacy] Raise reputation with the Truthseers, roll 12
Nonactions:
Pay 1 Treasure to the Bel-Dan as Tribute
News and Rumors
When the Warlady is questioned about her experiences drinking the milk of the great mother, she responds with an uncharacteristic humor, jesting only that it "has a kick like ye wouldn't believe" and winking. As for the religious experience, she brushes it aside, saying only that it was a welcome reminder of her responsibility to her people.
The acquisition of new regions will require a new Nobility. Rosie MacGill names matriachs across Konnraech from the ranks of the elite in their cities, and for Knamhatan and Kincany from her reavers. However, her choices seem to anger many. Though she gave the expected appointments to Reavers famed for their clever misdirections and skillful deceits in the war, she did not honor those who had earned glory for killing the largest numbers of foes as would be expected for a Warlady in her position.
The MacGrath twins, Leslie and Jean disappear from Kincany for a short time.
Spoiler: Ruler Information
"Matriarch" Rosie MacGill
Spoiler: Biography
Stats:
7 Diplomacy
10 Military
2 Opulence
1 Faith
10 Intrigue
Attribute Improvements: +1 Diplomacy
No New Ruler next round.
Spoiler: Inheritance Information
Important Figures:
Rosie MacGill (70 yrs): The adopted daughter of Warlady Mollie MacGill and biological daughter of the Matriarch, a lot of negotiations had been conducted to put her in line to inherit more power than either posessed alone. Ruling in the wake of the Warlady's murder, she was not well liked by the soldiers.
Tavish MacGrath (68 yrs): Third-in-line for the patriarchy of House MacGrath, Tavish quickly became first-in-line during the civil war. Lover of the Warlady, his caldera fortress Slocdun keep is an important asset for the Anbroch.
Spoiler: Bookkeeping
Land Units: 4
Anbroch Commandos: 300 Female Reavers who fight alone, trained for Asymmetric warfare.
Male Reavers: roughly 250 male Reavers, married to the female reavers and expected to fight together.
Female Reavers: roughly 250 Female Reavers, recruited from the Partisan Militia, accompanied by a few slaves.
The Stouthearts: A few Battlemistresses stayed behind as partisans and nobles of less stern stuff fled during the civil war and the blight. They remain still, accompanied by their quads in the traditional Anbroch fashion.
Naval Units: 3
Luthrails of the North: Luthrail veteran sailors, hardened by bearing the brunt of the Bel-Dan's raids for so long.
Luthrails of the South: A motley crew of Luthrail fishermen from the erapira, fighting with their traditional staves.
Bel-Dan castoffs: Bel-Dan pirates serving the Anbroch as mercenaries.
Treasure: 1
Trade posts:
Region 212 TP 2: Wild Asses
Region 189 TP 1: Purple Sea Snails
CI: Never Again (Increased Die Size on duels)
Heroes:
Tasapa the Mongoose (10)
Fiona MacDool, the poisoner (10)
Technologies:
Animal Husbandry
Blight Poison (Temporary tech, limited reserves)
Bronze
Composite Bows
Crab-Claw Sails
Masonry
Pottery
Sailing
Steering Oars
Thin-Blood Elixir
War Drums
Wheel and Axle
Writing (Veramondi Logography)
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2021-02-18, 11:53 AM (ISO 8601)
- Join Date
- Jul 2015
- Location
- The Astral Plane!!!
- Gender
Re: Empire 6: Embers of Dawn IC
Candake of Ta Seti
Pharoah Nefertiti Dust Walker
Stats
Dip 7 (+1)
Mil 4
Op 2
Faith 3
Int 4 (+1)
Actions:
Miltary: Recruit 2 naval units:
In preparation for defending the new holy land, a small fleet of great canoes was raised. Though they are normally used for lake and riverine warfare, deeper body canoes designed to work in the open ocean are commissioned by the Pharoah with the assistance of Kiswan sailors.
Intrigue Learn the Gate of Life (3/5)
Intrigue: Learn the Gate of Life (4/5)
Intrigue: Learn the Gate of Life (5/5)
At the behest of the Pharoah, the finest Alchemists of Ta-Seti work day and night in order to recreate the formulas and rituals outlined. Soon a Dias is prepared at the rock of ages
Diplomacy Colonize 328 roll 15
As the sun commands, an island rises from the sea itself, rich in the holy mineral. Here Nefertiti commands that a holy city must be built here. For the island shall be a paradise for all those who follow the path of True Dawn. Some say Nefertiti has spent days in isolation praying to the sun in order to divine how best to settle this new land.
Months later 3 great canoes are stocked with cattle, goats, corn, seed, and millet in preparation to settle and survey this new island. The Pharoah has divined that the settlement must be built atop the sun sunstone quarries facing north.
Diplomacy: Press claim on R286 roll 16
The humans of the northern rainforests have long been belligerent. So much so that their warrior Queen Negus Kitara of The 7 spears, was able to slay the former Pharoah in a disastrous battle. Nefertiti tries a different strategy, one that perhaps kills two birds with one arrow. She offers her half-brother Horus as a future husband to Kitara in exchange for allowing her to remain governor of the region.
Non-actions
Trade Recurve bows and Caravansaeri for the wheel and axel with HEN
Trade Caravansaeri for Worm Wranglers
News and Rumors
Last edited by Lleban; 2021-02-28 at 02:24 AM.
Beautiful Avatar thanks to Gengy
Hangs out on the World building forums
Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
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2021-02-18, 02:55 PM (ISO 8601)
- Join Date
- May 2017
- Location
- The Halls of Valhalla
- Gender
Re: Empire 6: Embers of Dawn IC
The Sol'Ikoth
Leader: The Son
Round 15
Ruler Stats:
Dip: 1
Op: 4
Mil: 4
Faith: 6 +2
Int: 5
Spoiler: Other info
Tp 1: CRO
Tp 2: SKO
Tp 3: SKO
Tp 4: SKO
Required Resource: Slaves MET
Holy Site: Path of the Ancient Ones [+1 to defense]
Holy Site 10: [+1 to resist Assassination and Kidnapping]
Holy Sites: (13)
Techs:
The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
Animal Handling: +1 to Op or Dip Exploration
Seeker: Allows exploration over Deep Desert borders[/I] Requires: Nakhla Stone
Pottery: +1 to buyouts
Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
Irrigation:
Sailing:
Celestial Navigation
Masonry
Feathered Cloaks
Advanced Poisoning
Artifact:
City: An Akhad
Treasure: 5
Units: 7
Spoiler: Heros!Sikar Johnson (7)
-Golden Lion (Little Johnson): He bonded with Little Johnson during a great and epic quest to the south
Sikar Johnson is a middle-aged man of much knowledge and adventure. He has traveled and mapped much of Sikar and gone off on many epic quests. He dons a fedora and brown vest over a white undershirt. his chest is crossed with two bandoleers and a pouch at his hip, containing the tools he uses to record his findings. His right arm is that of solid gold but has maintained its possibility. Set in the back of his hand are a sun and a moon-shaped stone. One from the Dolod and one from the black Pharaoh. He never goes anywhere without his Little Johnson on display for everyone to see. He found his Little Johnson while venturing down south. He is his pride and joy. In his off time, he is always playing with his Little Johnson and many people come to see this marvelous sight.
Olx and Sep Blight-Trixters (9)
-
Olx and Sep are two small gnome-like creatures with a maniacal sense of humor. Unlike gnomes, their bodies are disproportionate and grotesque and their skin is an off shade of purple-grey. Their mouths are too big for their faces and are almost always in a big grin showing off their rows of jagged teeth. Their hideous form is almost always on display, covered only by a loincloth. Another trait of interest is the long sharp dagger-like claw that extends from their middle fingers that they use mostly to eat. Olx and Sep are never apart and are mostly found, Olx standing atop Sep's shoulders while they don a long cloak. This tactic lets them more or less pass for human... assuming Sep doesn't decide to peak out. We don't want a repeat of the banquet incident.
The Black Pharaoh (9) MIA
Tsakra of Ippathaka (9)
Artifact: Ruling Flail: Ruling Scepter
the holder commands the thousand unliving servants bound to the service of the Black Pharaoh.
Counts as a TP of Slaves.
A hero wielding the scepter may contribute to a great project as an action. They contribute 2 rounds worth of effort. In addition, on a Great Success on an Epic Quest in an unowned region in which the holders of both items participated, the players possessing the artifacts each get a claim on the region.
News and Rumors:
- A story of the Sol'Ikoth: https://docs.google.com/document/d/1...it?usp=sharing
-
-
Actions:
1 Faith Convert 280 to Oracles of Elder Memories 10 +2 Support? SUCCESS
2 Faith Convert 299 Oracles of Elder Memories 12 SUCCESS
3 Faith Convert 281 Oracles of Elder Memories 10 +2 Support SUCCESS
4 Faith Convert 292 Oracles of Elder Memories 17 SUCCESS
5 Int: Secret? 10 ???
rolls
Non-Actions
-Resist all Buyouts and resist Conversions except by Oracles of Elder Memories
-
-
New leader: No
Spoiler: New Leader Stats
Spoiler: Dynastic tree
Last edited by Ivor_The_Mad; 2021-02-26 at 08:55 AM.
Come to the dark side; we have pop-tarts.
Avatar by Linklele
"Is no fun. Is no Blinsky" ᛣ "He is... FIZBOP THUNDERTOES!!!!!"
Spoiler: The Night of the Living ThreadThe thread that would never die http://www.giantitp.com/forums/showt...eeding-Dragons
Requilacs Dragon stats: http://homebrewery.naturalcrit.com/share/S14yjdENf
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2021-02-19, 08:34 AM (ISO 8601)
- Join Date
- Aug 2005
- Gender
Re: Empire 6: Embers of Dawn IC
Round 16
[Uzii Protectorate of Mamut]
[Homage Far-Reach Mudmore]
Region(s): 8, 18, 33, 34, 35, 39, 40, 41, 42
Actions:
- [Diplomacy] Press Claim on 7 (Roll: 17)
The Homage's mate, Coarse-Pond Windswept, still has distant relatives that she wishes to see join the Protectorate. While the Uzii respect that the Deru are attempting to lay claim via glorious battle, they have tried for nearly a decade. That alone has garnered respect among the Tuskers; defending against the strong armies of the tree-folk is nothing to be belittled. The Uzii will not fight their battles for these people - not yet - but they can attempt to reach out in peace and respect. - [Diplomacy] Press Claim on 11 (Roll: 18 Great Success!)
Through skillful words, after even more skillful meetings and greetings, the Uzii surprise everyone by laying claim to a region of southern Mamut without a single (known) swipe of the spear... - [Diplomacy 5] Create Embassy with WAR
Rose-Blood Mudmore, trained by the former Battle Mother, was once thought to be her successor. Even she thought she would be the new Battle Mother when Pain-Drop stepped down. Rose-Blood increasingly becomes vocal towards her brother, the Homage, until finally Far-Reach cannot stand it anymore and gives his sister an 'important assignment' far away from him. She is to take some of Clan Mudmore, including her mate, and travel to Tarandi, there to set up a new Den for these... Wardens of Awakened Realms. Establishing friendly relations with new continents is a challenge that Rose-Blood - surprisingly - accepts, and if her first few months after establishing the new Den is to be believed, she seems to excel at. - [Diplomacy] Attend the Night Kingdom Trade Event.
.Spoiler: Sub-ActionsTrade SOR [Wheel and Axle] and [Advanced Masonry] for [Arctic Survival]
Trade SOR [Coinage] for [Stage Plays] - [Military 5] Establish a Tactical Doctrine - Protectorate Phalanx
Effect: +1 Battle, -10% self casualties
After literal decades of constant training, the Uzii have developed a way to march in unison with their shields and spears. This is terrifying for their enemies, as they still lean down to charge. But now it's in unison, and protecting themselves from any ranged attacks. Woe betide the foes of the Protectorate, for the Phalanx comes for thee. - [Military] Intercept Gled at Region 42 - WAR
- 6 Land Units
- 1 Naval Unit
- Mil 10 Hero (Big-Chief Running Ox)
--> [For determining Tactics: Military Score is currently 8] - Skirmishing
- Uzii Battlesmithing (-10% Casualties)
- Black Iron Weapons (+2 Combat)
- Interception in Own Region Bonus (+2 Tactics)
- War Drums (+2 Tactics)
- Soul Honor (+1 Tactics)
- River Bonus (+2 Defense)
- +1 Treasure (Combat)
- Duel CI
- Challenge Gled to Honorable Combat (Duel for Capture; also choose to Capture on a low enemy leader loss roll)
A family matter has spiraled out of control, and now many people are about to get hurt. The Uzii take notice, and the Homage receives word from the Husband of the current Odds-Mistress of the Targiz. Gled, a former cannibal whom ate of Uzii flesh, seeks to harm people to the north. Friends of the Uzii, who have chosen not to use their magics for Gled's only child. While the Uzii can understand the frustration of a child lost to pain and misery, the fact that armies march across Protectorate lands cannot be ignored. Gled's forces have chosen to come in a large force, without Uzii permission... and that means they want to fight. If they want to pass through Uzii lands, they'll go through the same tests others do: glorious battle.
Perhaps most curiously of all, the leader of the battle is not an Uzii, but a Cau... which leads to the largest surprise for everyone involved. The Uzii don't charge forward. In their armor, with their spears thrust forward, they hold the line as best as possible, near the river crossing. Almost as though they are practicing some new doctrine...
Originally Posted by Gled, upon hearing of the Protectorate's choice to DefendOriginally Posted by The Homage, upon hearing Gled's Response
Non-Actions:
- Support conversion of any owned regions to Soul Honor. Resist conversion for any other faiths.
- Allow Deru to pass uncontested into region 7.
- [Embassy] Trade the Kalatar Uzii Battlesmithing for Bronze, under the agreement that further trades of the newly received technologies are not further traded without permission.
- [Embassy] Trade the Kalatar War Drums for Viskari War Bows
- In exchange for their promise of an object of power from SMI, use TSR "Consult the Bones" (-1 Favor). Ask the following question:
Where can Hof, mastersmith of the Smiaurskotor, find an item made by the smiths in myth, to elevate her craft even further?[OoC-note: Torv is looking for something unowned and cursed. It does not need to provide any benefits.]
Spoiler: News and Rumors
- The former Uzii slaves from the Crimson Kingdom are a curiosity to Swampum Uzii. The 'Freed Uzii' have spread to both No-Climb Cliffs and Too-Dry Dunes, and while some of them still have their fighting spirit - those that were captured during their lifetime - the majority of them were born into a life of slavery, and are more docile and less prone to fighting. This, of course, only makes the Swampum Uzii want to fight them, which... has mixed results. Far-Reach is quick to remind everyone of the Rules for Punching Others, and how that applies to Freed Uzii. Coarse-Pond is also pleased to remind everyone that a Freed Uzii is able to do as they please, within the laws of the land, and that their children will likely not have the same docile nature.
- Coarse-Pond's first brood of whelps survive long enough to get names. Only one of the eight died to the terrors of the swamp; a sad moment for the one loss, but a vast improvement over even half a decade ago. There is quite the celebration among Clan Mudmore, for each of the three Den Daughters, Gloom-Dawn, Sand-Shine, and Fleet-Sight. Four male Uzii survive, and the eldest among them has both the powerful strength and quiet decisive wisdom of the Mudmore line. As a whelp, he was thought to be the next Shaman for Clan Mudmore, but he has no whispers of an Ancestral Spirit. For this reason, he assumes the Deaf-Breath Mudmore, and ends up becoming the new Clan Chief within moments after earning the right to challenge the old Chief.
- Ko-Ball is very popular in the Protectorate, and this season certainly had some ups and downs. Without a single loss, the Uzii are very surprised that the Big Strongs are not this season's champions. Of course, figuring out why involves math which just angers most Uzii Ko-Ball fans. While there are no riots for being tied for second place, fans of the Big Strongs are unhappy this season and are less talkative when the sport comes up. Most just maintain faith that eventually, they'll have their time to shine in the international league.
- Toad Racing continues to hold the attentions of the breeders of Battle Toads, so there is quite a bit of rejoicing for the losses from the Crimson Kingdom. Non-fans of Toad Racing point out that the Uzii did not win, but the fact that the Crimson Kingdom also lost appears to be victory enough this Flower Cup.
- The Uzii find the Wardens of Awakened Relams fascinating. While they don't much care for birds, they can forgive them their feathers for the ability they possess to also be Lions which are just the best thing to fight, if most Uzii are to be believes. Of course... most Uzii don't know what a Lion looks like so it is probably a mix of actual diplomacy and wishful thinking that is making this new relationship work.
- Deep-Sigh Thumpstrong fights his last fight. The former Tusker Shaman, surrounded by family of his own from Too-Dry Dunes - a lifelong wish of his - returns to be ritually burned within the Thumpstrong lands of Swampum. Unlike many Uzii, he battled the only foe that even an Homage cannot defeat: age. His battle was long, and he got in many blows that will be felt for generations. Even as he was coming close to passing, his family whispered that he gripped his staff tightly, and swung it at something only he could see, before smiling in victory. His last words were, "Take your damn time following me. I'll wait."
- Being approached by a strange creature by the name of Hinarah, the Uzii find out that he is from Kalatar; a land across the seas. Too-Dry Dunes sees him first, riding upon a Desert Dragon, a large Eagle flying behind him. The people of the Dunes get to know him better, and learn that Kalatar has taken an interest in Mamut. The Protectorate is pleased to make a new friend, and desires to know more of this far off land, so when Hinarah proposes that they build an 'embassy' here, the reaction is immediate. Too-Dry Dunes would be thrilled to have a Ko-Ball Stadium, and the Kalatar are welcomed into the Protectorate to see it happen. There is some fighting among the current Tuskers as to whose name goes on the new Stadium, but they all lose to Coarse-Pond Windswept, who insists that the stadium be in her name. With the Homage backing his mate, Coarse-Pond Stadium is built within Too-Dry Dunes. An additional annex is also added to Proud-Laugh Stadium, for visiting dignitaries from Tarandi.
- Fort Death-Grasp! Charge at them without fear! Fort Death-Grasp! Stab at them with a spear!
Spoiler: Ruler Information
Homage Far-Reach Mudmore D M O F I Current 7 8 5 3 5 Starting Stats 4 6 4 3 5 End of round 14 2 1 0 0 0 End of round 15 1 1 1 0 0 End of round 16 0 0 0 0 0
New Ruler Next Round
Expected Stat Bonuses: +3 Diplomacy
Spoiler: Kingdom Information
Embassies:
- Targiz
- Scrim
- Kalatar
Techs:
- Animal Husbandry
- Writing
- Masonry
- Irrigation
- Pottery
- Sailing
- Stage Plays
- Uzii Battlesmithing
- Arctic Survival {restricted}
- Comet Phylacteries {restricted}
- Increased Defense Budget {restricted}
- War Drums
- Sikar Translation
- Daezirn Translation
- Tarandi Translation
Hero(es):-
Battle Mother Pain-Drop RedmoonBig Chief Running-Ox (Mil 10) - Wild-Swing Mudmore (Mil 10)
Units:- (7) Fight Throngs [Melee]
- (3) Hraban Murders [Melee]
- (3) Swamp Catamarans [Naval]
Treasure:- (8) Treasures
Great Projects:
- (Region 39) "Rules for Punching Others" [Defend Errant Questing via Dueling, rather then Diplomacy]
- (Region 18) "Good Farms, No Bandits" [Keeps Bandits from Farms]
Last edited by Gengy; 2021-02-26 at 12:27 PM.
SpoilerBladeofObliviom 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
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2021-02-22, 03:54 AM (ISO 8601)
- Join Date
- Apr 2010
Re: Empire 6: Embers of Dawn IC
Turn Sixteen
My Round Actions
Lands of the HYD
R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13 R14 R15 R16
Game Round Opener Posts
R1 R2 R3 R4 R5 R6 R7 R8 R9 R10pt1 R10pt2 R11pt1 R11pt2 R12pt1 R12pt2 R13pt1 R13pt2 R14pt1 R14pt2 R15pt1 R15pt2 R16pt1 R16pt2
Ruler: Wuuluu, The Hydran Sovereign
Dip 10
Mil 10
Opu 5+1
Fai 1
Int 5+1
Actions
Mil Raise Unit x2 (2 Land Units)
The kingdom of the thunderpeople collapses utterly and entirely. The swelling of the Hydran Army continues as the opulent empire uses its influence to sway many a wayward mercenary into their camp while the Ashir are focused on taking their literal land. Having taught these people to fire arrows, their surprising strength of muscles (from being human as compared to elf) have lead to them being an especially strong division of the mercenary fleets.
Opu 5 Dubwul gains a City [Marsport]
(Fluff in Rumors and News)
Opu Buy out TP 1 of Mooses in region 271 with support. Roll = 14
Mooses are like horses, but bigger and more horny. They’re closer to the native wild destrider breeds on Mt Silver, and thus importing in many a moose to ride alongside them provides for quite a bit of popularity.
Int A host of strange reagents and alchemical tools were found, hinting at Mockery presence, supposedly left behind by Mockeries. Confiscate and investigate these regents and alchemical tools, and sweep the kingdom for more alchemical regents to study. Purge all traces of mockeries found within the lands of the Nocturnal Hydra in the process. Roll = 15
Int Hunt down and stomp out the cause of “Xehra Tzkepte’s ghost” haunting the Naherin Coalition. Roll = 11
Mil Liyae helps with the exploration into the deep desert lead by Kro, everyone’s having a party, and it’s time to find some blight spawn to chew and some ass to kick. Roll = 19
Mil Char leads an assault on the native turtles of 266.
Spoiler: Battle Orders
Using 3 Land Units, attacking over land, marching down from 268.
Techs: Bronze, War Drums, Worm Wrangling, Sharpened Blades, Equestrianism, Comp Bows
+3 Battle, +2 Tac Doc, +10% enemy cas, -10% own cas, +1 leader loss rolls.
Char Leads (10 score hero)
1 Treasure on the Battle Roll
Battle Roll: 10+3+3+1[+17]
Tac Doc Roll (Roar of the Hydra) (-10% enemy cas, +3 to Battle Roll): 10+2[+12]
No Duel
Fluff being something about the natives of this settlement having abandoned the higher structure that Nocturnal Hydra made friends with decades prior, and about them peacefully looking to reintegrate the turtle kingdoms. Storming their capital and taking out the war bands that were separating from their main government, and integrating their primary government as another Vizier Kingdom under the banner of the Nocturnal Hydra.
Sub-Actions
Non-Actions
Spoiler: Default Non-Actions
Accept all trade gifts (treasures, units, technologies, etc)
Accept all Embassies.
Accept Vassalization of the NAH and the SKO.
Resist all buyouts not explicitly allowed within HYD territories.
Resist all buyouts on TPs that the HYD specifically own (as opposed to unowned or owned by other players), superseding general support to buy out TPs.
Resist all conversions to religions other than Path Of The Ancient Ones.
Support all conversions to Path Of The Ancient Ones.
If I’m purchasing a TP that is owned, and there is an available unowned TP in the same region, default to buying the unowned TP instead unless I explicitly mention to buy the other player out.
Any actions that entirely fail for whatever reason should be converted towards a GP of that type (or just a Raise Unit, if military and there is room)
Embassy: Trade Worm Wrangling to the SEW. Receive Recurve Bows from the SEW.
Trade Worm Wrangling to the ALO. Receive Carvernsai from the ALO.
(Both these trades being under the understanding of not trading it to anybody else without asking HYD first)
Receive 5 treasure from the SOR via Embassy, letting them cross and take 324 uncontested.
Collaborate the Tarandi Project with the Soreni that I have from a previous round’s action with the one they’re doing this round (2/5)
Support the conversion of regions 280 and 281 to Oracles of Elder Memories.
Roll to resist the Raid on Droggen Berries TP 2
Roll = 13
Raider Roll = 12
Successful Defense
Treasure Tracking For Turn 16
Start turn with 4
Receive 5 from the Soreni
Receive 4 from NAH
-5 for expenditures from rolls
+2 for passive TP generation
End Turn with 11 Treasure
(Cap is 15 because of Empire)
Spoiler: Rumors and News
(+)
The Soreni want to explore way off to the west and make a large colonial outpost there. Zora and a lot of the court are opposed for many reasons, not the least of which being their previous crimes, but Wuuluu is somewhat greedy and prone to being bought The Soreni are willing to give her a literal dragon’s hoard of gold and silver for her to negotiate safe passage both across her own lands and across that of her fellow queen.
The final piece of this is that the Soreni have proven themselves to keep the company of the SoS, which the Naherin have signaled they want to bring along into their camp. While Alexios is heading off to slay Darude, she quietly schemes with her consorts on the best method for her fellow queen to achieve those ends.
(+)
Wuuluu hosts a private funeral rite for the to-be queen in place of a coronation ceremony. The one she planned to be her successor, her first-born daughter, the one she groomed to become the Hydran Sovereign. This would have been the day she fostered the girl into a commanding position. But instead that girl, who stayed ever so close, rescued her from a horrific death, and died in her own place. She wiped away the tears, accepted that the fates intended for her to keep leading the Nocturnal Hydra, and stayed strong in the face of these cloaked enemies.
Buried within the new city in Dubwul, the queen considered making a massive grave for the girl and a monument, but figured that no, that’s not what she would want. The younger child wasn’t in it for the glory, though if she’d been promoted to queen like was the intent perhaps she would have learned to seek it out, like Wuuluu learned to.
(+)
Alskan Worm Wrangling has been made into an official war form. This does not include weaponizing the Elder Worms, who are too giant to be ridden and tamed by all but the most disciplined of trainers (those are still represented by the Tac Docs of the Nocturnal Hydra). It instead refers to beasts akin to war elephants, worms that could almost but not quite eat a horse whole. Riding in and stampeding through anything in their path, they provide a good wall and bulwark for the horse archers of the Night Elves to float around and take shots at whoever tried to engage or flee from it.
Often times this involves letting them rip on an enemy in a spot where the stampede primarily impacts them over you. This isn’t super efficient tactically, at that point you need to play keep away as much as your enemy, but it inflicts large amounts of casualties. Plus, if you’re not keeping a worm to grow it all the way until Elder status, it’s better to let them loose into an enemy army rather than to have to slaughter them once they get too big to be controlled in your own lands.
(+)
The Nocturnal Hydra and the Lim Dynasty have come to an understanding over a general discussion of what to do with the turtle rebels and factional combatants. Laying some claims to those in the regions directly across the mountains, the Hydran armies don’t launch an assault on the closer turtles, instead moving southwards right into the former capital of the fff. Ideally trade relations between these regions can still commence, even if at this point the turtles will be forming in essence two separate governmental bodies between the north and the south.
The Nocturnal Hydra and The Lim Dynasty have a general NAP, as well as an agreement by The Lim Dynasty to not allow invaders through their lands.
(+)
Night elf naming structure in high society typically has two syllables, and one syllable in lower society. Also, the rule of father donating the first consonant and the mother donating the last vowel of the word is significantly looser and often not even present amongst the lower class and higher multitudes of Night Elves.
(+)
Sleep structure for Night Elves is typically a cultural thing with an actual structure. Often times bed time is regulated such that different families sleep on different cycles, and often winds up adjusted for different times in the year. This doesn’t mean it is strictly stuck to in any places, but especially in war time or for sensitive operations it can be very tightly held.
(+)
Mars opens up an Archery and Athleticism training facility in Dubwul. She has extensive knowledge, and while her wife Saturnae often needs to help her move at this point, and while she has been freed from all obligations, she still does her best to raise up the next generation of Night Elves to fight whatever horrors might await them.
(+)
Marsport
The city is named after the retired hero Mars, who lead armies up and down the coasts assaulting the Blightspawn, and multiple fights against the dreaded Consumed. Her fights against them ended with her lighting herself on fire to prevent herself from becoming one of the consumed like Oraora and Neferkare (who both have monuments dedicated to them at the center of the square, along with the rest of the deceased), and while she can no longer fight, she’s earned enough royalties and favor to last her early retirement through even an Elf’s long lifetime.
Having become a central hub of trade for the Night Elf colonies down to Grovelia all the way to to the end of Easika, more and more attention has been placed on this bronze capital. Many a mangrove help manage these ports and are typically the first faces that you see. Tycoon Gan Hyu and the upcomer Bea represent a large portion of control over this region of territory, and a Mangrove and Night Elf working together to increase the opulence of this segment of the empire.
The mines which once were abandoned now are filled with workers and excavation teams, dedicated to getting coper and other rare minerals and metals out. While the easy pickings have been taken, the slightly-less-easy pickings are still plentiful and will serve as a bastion of wealth for the Sikaran colonies for decades to come.
(+)
The Ko pass through the Night Elven lands on their way southwards to meet the Soreni. Regional champion Red comes down from Mt Silver to meet them as they travel inwards. They get many copper shines to collect, and referee a fun unrecorded set of practice games of Ko Ball inside Fort Hexen. It’s a lot of good, solid fun. The Ko are a little too short to properly play Horse Lacrosse, but they get to pet the horses and ride them around.
Chaarn meets with Zora Soulsilver as he passes through her fort, and they exchange pleasantries. She assigns Saturnae to help give them additional directions on where they need to go, further inland, and they exchange many interesting ideas about their differing cultures.
(+)
Worm Wranglers head on over to the Sewune and the Alodites. The close trade relations and allyship with these two groups of people have deemed it full of merit for them to learn how to tame Alskan Worms in enough numbers and power to fit inside of their armies. In addition, it’s learned that anything that can be made into wine will serve as an…. Acceptable substitute for the Flavored Water native to the Alskan Oasis in terms of taming these beasts, even though it takes way more gallons of Droggen Berry wine imported to get the same effect as you do with native Alskan Oasis wine.
(+)
Spoiler: New Character Introduction List
Gan Hyu, the Bronze Oak
Fill in details later
Red, Moonworm Cavalry Champion
The prodigy champion from the underworld beast brawl circuit wasn’t complacent after conquering his way to the top of Mt Silver. He went and helped organize a team for the far-off Ko Ball. Sadly, literal horse riding wasn’t part of the competition, but he roused it up regardless. And his lads and lassies *won*, besting out all their neighbors in the competition. It was enough renown to get some recognition back home from the higher class of Night Elves, though it would have been much higher if he wasn’t bested by the foreign champions. It was to be expected, they knew the game much more. Didn’t mean Red was happy about it.
Still, Red owns a rather absurd command over wild beasts and monsters. Buff Destrider, game bird the size of an Uzii, an actual youngling Alskan Worm. One would almost think it’s supernatural, that there’s far more to this child from the streets that supposedly had crazy amounts of funding than anybody else suspects.
Armies and Coffers of the HYDSpoiler
Heads of the Hydra: HYD, NAH, SKO
(+2 to ruler turnover, +2 to land unit cap)
Spoiler: Night Elven Armies And Coffers (As of 244-248 AFD)
Coffers: 4/15 Treasure, 6/3+6[9] Naval Units, 7/6+14+2[22] Army Units
Trading Posts/Cities Controlled: 10/1 (+2 Treasure at turn-end)
Favor/Rep Status: 0/2 with SoS, 0/2 with DSP, 0/2 with TSR
Spoiler: Opulence TP Stuff
Spoiler: Owned TPs
211/2/Tvila Clay
214/1/SeaFood
216/2/Droggen Berries
238/2/Granite
267/2/Mountain Goats
271/1/Moose
278/2/Bloodfire
280/1/Flavored Water
282/1/Copper
288/2/Water Buffalo
289/City/Wild Horses
299/3/Clay
Spoiler: TPs in Owned Territories
Table
280 Fla Wat HYD/FLK/Open
281 Maize FLK/ALO/XX
282 Copper HYD/ASH/Open
289 Wild Horse SEW/Open/Open/(HYD)
318 G Kangaroos DOD/Open/Open
268 Sea Food FLK/XX/XX
204 Copper HEN/FLK/XX
203 Dyes Open/Open/Open
(Getting a city in 204 and TP 1 of moose in 271. Succcessfully defended Drog Berries in 216)
Spoiler: Techs/BonusesTotal Tech List: All Default Techs, Comp Bows>Recurve Bows, Equestrianism, War Drums, Bronze, Sharpened Weapons, Crab Claw Sails, Worm Wrangling
Coinage, Wheel and Axel, Seekers, Advanced Masonry, Thin Blood Elixir, Cavernsai
Flowerlands (Mamut) Codex
Blightlands (Kiswa) Codex
Tarandi Codex 1/5
PotAtO +1 Def Battles
Spoiler: War Tech Table
Equipped Techs
* Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls
* Armor (none)
* Melee Weaponry (Sharpened Weapons) +1 Battle
* Ranged Weaponry (Composite Bows) +1 Battles
* Cavalry (Equestrianism) -10% friendly casualties
* Scouts and Logistics (War Drums) +2 Tac Doc
* War Beasts (Worm Wrangling) +10% enemy casualties
* Fortifications (none)
* Combat Drugs and Medicine Thin Blood +1 to Quest/Battle with Blightspawn
* Sappers and Siege Weapons (none)
* Subterfuge (none)
(Add Recurve Bows to table next turn)
Last edited by Epinephrine_Syn; 2021-02-28 at 01:42 AM.
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2021-02-22, 10:59 PM (ISO 8601)
- Join Date
- Jan 2013
Re: Empire 6: Embers of Dawn IC
Crow's Tribe
King Kro Karael
Round 16
Year 65-68 of the Kro Dynasty
News and Rumors
- King Kro Karael and Queen Arresa present their children to the kingdom publicly for the first time on their 10th birthday.The triplets appear to take after their father, at least physically. They have the same onyx skin as their father and grandfather. It has yet to be seen whether they have their ability to shapeshift.
Actions Rolls
- [Secret] Crows gather in the sky. (-1 Treasure)
- [Quest] Kro Thorael heads deeper into the desert to find the source of the harsh weather. He is joined by the Black Pharaoh, Liyae, and Alexios. (-1 Treasure, 24 Success!)
- [Military] Raise a unit
- [Military] Raise a unit
- [Military] Raise a unit
Non-actions
- Resist any buyouts (+1 from coinage unless they have coinage).
- Support the Ashir conversion of Highnest back to True Dawn
- Resist any other conversions.
- Accumulate 2 Treasure from Trading Posts (17 owned)
- Accept all gifts given through an embassy.
- Levy troops for the Sultanate in return for the right to govern region 276. (Send 4 Units to the Ashir via Embassy)
Ruler Info
D 5 • M 7 • O 10 • F 5 • I 7
Expected Gains:
+2 Mil
The Vault
Spoiler3 Treasure -1 +2 at next turn start.
Shattered Runestone (TP1, City, Region 306)
Gold (TP3, Region 307)
Maize (TP2, Region 277)
Blightspawn Trophies (TP3, Region 275)
Slaves (TP2, Region 311)
Agave (TP2, Region 305)
Fish (TP2 Region 276)
Nahkla Stone (TP1, Region 292)
Desert Bell Seeds (TP1, Region 291)
Iron (TP3, Region 310)
Onions (TP2, Region 270)
Bloodfire (TP3, Region 278)
Kelp Oil (TP3, Region 266)
Sand (I forgot)
Golden Lions (TP1, Region 300)
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2021-02-23, 12:14 PM (ISO 8601)
- Join Date
- Nov 2019
- Location
- Laniakea Supercluster
- Gender
Re: Empire 6: Embers of Dawn IC
Great Soreni Kingdom - Round 16
Stats:
DIP 10
MIL 10
OPU 8 → 9
FAI 1
INT 5
Actions:
[DIP] Tarandi Translation Project (1/5)
[DIP] Attend NKT Event- Trade Wheel and Axel and Advanced Masonry to UZI for Arctic Survival
- Trade Coinage to UZI for Stage Plays
- Trade Wheel and Axle, Advanced Masonry, Coinage and Celestial Navigation and War Drums to NKT for Arctic Survival, Comet Phylacteries, and Uzi Battlesmithing
[MIL] Send Alexios to aid Kro Thorael in the quest. 17
[OPU] Treasure
[OPU] Treasure
Nonactions:
[N/A] Resist all buyouts of Silver in Region 308
[N/A] Transfer 5 treasure points to HYD through the embassy.Last edited by D&D_Fan; 2021-02-26 at 05:54 PM.
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2021-02-24, 01:58 PM (ISO 8601)
- Join Date
- Jun 2020
- Location
- USA Texas
- Gender
Re: Empire 6: Embers of Dawn IC
Á'Shansholí
Round #16
---
Leader Stats
- Diplomacy: 10
- Military: 10
- Opulence: 8
- Faith: 8
- Intrigue: 8
---
Actions
1. Continue Tarandi-Kiswa Translation Project "Flames United": 3/5
- Diplomacy (10)
- No roll Necessary
2. Raise Reputation with the Dream Speakers From 2 to 3 by Challenging SKO
- Diplomacy (10)
- Bonuses: +1 From Treasure
- Roll: 2d6+11 vs TN: 14
- Result: 21 - Success
- Roll Link: Link
3. Transfer 2 Naval Units to The Sentinels of the Stone
- Military (10)
- No Roll Necessary
4. Raise 2 Naval Units from the Fortress in Gilead (Region #178)
- Military (10)
- No Roll Necessary
5. Investigate the Great Ships of the SOS, Particularly the Craft of Mortise & Tenon Planking
- Intrigue (8)
- Bonuses: +1 to Investigations from AW lev5
- 2d6+9 vs unknown TN
- Result: 19
- Roll Link: Link
- I forgot to include the +1 from AW on the roll thread, so I added 1 to the results here.
6. Secret Action
- Intrigue (8)
- Bonuses: +1 From Treasure, +1 to Investigations from AW lev 5
- Roll: 2d6+10 vs unknown TN
- Result: 16
- Roll Link: Link
- Remember to PM Dark
- I forgot to include the +1 from AW on the roll thread, so I added 1 to the results here.
---
Non-Actions
Spend 1 Treasure on Raising Rep with the Dream Speakers.
Spend 1 Treasure on a Secret action.
Spend 1 Favor from the DSP to raise rep from 3 to 4.
Support all Conversions to the Ancient Ways and Resist all others.
---
Embassy Actions
Trade "Song of the Sea" for Saddles & Daezirn Isles Translation with DAN
Gift "Song of the Sea" to SAN
Gift Mamut Translation (Fables of Flowers) to ULD
---
News & Rumors
---
Ruler Information
Spoiler: Talákin’Záni’Quęzí - Eagle Flies High and Sees All
Talákin’Záni’Quęzí - Eagle Flies High and Sees All
High Speaker of the Winter Counsel
New Leader Next Round?: No
Current Stats
- Diplomacy: 10
- Military: 10
- Opulence: 8
- Faith: 8
- Intrigue: 8
Expected Stat Increases: +1 Intrigue
---
Maps
Spoiler: Maps
---Last edited by Laura; 2021-02-25 at 11:58 AM.
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2021-02-25, 05:11 AM (ISO 8601)
- Join Date
- Apr 2008
- Location
- Los Angeles
- Gender
Re: Empire 6: Embers of Dawn IC
Organization Actions
Round Sixteen
The Sentinels of Stone
SpoilerThe Sentinels of the Stone (SOS) are an order of deeply mysterious itinerant warriors dedicated to slaying the twisted blightspawn that arose in the wake of the False Dawn. They wield unbreakable weapons of black stone and are rumored to be impervious to harm. Your most common interaction with them at game start is likely to be a Sentinel showing up, expecting your hospitality, and warning you against venturing into certain reaches until they return.
Slabs of Prowess (Open for submissions through Round 8): Bananda in Combat, Sangar in Combat, Uzii in Combat, Scrim in Combat, Alodite Styles, Koxrrit in Combat, Carrion Ward Styles, Soreni Styles, Dannu-Gaon Styles, Sọ́kǎu Tribes in Combat, Nocturnal Hydra in Combat, Shandole in Combat, Vygra in Combat, Ashir in Combat & Styles, Blemmyae in Combat, Veramondo Styles, Battle Mothers & Shaman, Goliath "Knife" Fighting, Fighting Styles of the Blemmyae, Fighting Styles of the Anbroch, Fighting Styles of the Nocturnal Hydra, Fighting Styles of the Trolls, Clann Arts and Crafts of War
Spoiler: SOS Treasure TrackerDonor Continent Treasure Amount ELF Tarandi 3 HEN Kiswa 2 VIS Tarandi 2 BDA Kiswa 1 SIR Kiswa 1 TRL Kiswa 1 SHN Tarandi 1 VYG Kiswa 1 TAR Mamut 4 SKT Mamut 1 HYD Sikar 2 VER Tarandi 1 SCR Mamut 1 UBT Kiswa 1 UZI Mamut 1 SKO Sikar 4 DAN Tarandi 1 ULD Tarandi 1 ALO Sikar 1 IXK Sikar 1 DOD Sikar 1 SEW Kiswa 1 ASH Sikar 3 SOL Tarandi 1 SOS - 4 GRAND TOTAL - 41
On Strange Shores - The emergence of the Daezirn Isles as the site of new and vital kingdoms took the Sentinels by surprise, but the time has finally come to remedy their meager presence in the archipelago. One of the Sentinels’ fortress-ships embarks to visit the four great powers of the Isles, offering aid against the Blightspawn and increased cooperation should one of the four work with them to erect a Standing Stone.
[The Sentinels request a Standing Stone in the Daezirn Isles! The first kingdom to complete this request will automatically gain 1 Rep.]
Into the Maelstrom - Even as the Blight retreats in some areas of the world, in others it rises in new and terrible forms. The storm pushing out from the Maw of Sikar shows no sign of slowing, and might consume the entire world if its source is not found and slain. Idris of Sikar joins Kro Thorael in his expedition, bringing his Black Iron blade to the divine hero’s cause.
[Idris assists in the Exploration Quest!]
Blood of the World - While the Sentinels of Kiswa celebrate the destruction of the Corrosive Well, tales of the quest seem to disquiet their senior members. Coded missives are dispatched to Alexios and the Sentinel Headquarters, and a detachment of the elite warriors travels to Region 242 to investigate what remains of the Blightspawn’s lair.
[The Sentinels investigate Region 242!]
Standing Offers- Offer 1 Favor and 1 Rep if the Henanda rebuild the Sentinels base in Faranandull
- The Sentinels will pay 2 Treasure for every 1 Unit transferred to them with a Military action. A single Military action may be used to transfer any number of Units for this purpose. Any kingdom that transfers 3 Units or more will also gain 1 Reputation with the Sentinels. This offer expires at the end of Round 16.
- The Sentinels of the Stone seek a Trading Post of Textiles. Any kingdom of Rep 0 or higher may transfer a Trade Post to the Sentinels with an Opulence action. The Sentinels will reward every such donation with 1 Favor and 2 Treasure.
The Dream Speakers
SpoilerThe Dream Speakers (DSP) similarly wander the wilds, but where the Sentinels of the Stone do it in search of monsters the Speakers seem driven simply to explore. They are all blessed with the Twilight Sight, the ability to pass beyond normal dream and into a realm of grey fog where distances shorten and they can converse across half a world. They are skalds and storytellers, carrying in their hearts tales of peoples never seen by those living in the four starts. However, there is a shadow that follows them, as the Twilight Sight is known to occur in children with no relation to the Speakers, and they will come to collect their errant neophytes.
Manual of Mamut (5/5) (Open for submissions through Round 5): Uzii During the False Dawn, Blightspawn in the Blessed Vale, The River That Carved the World, Stories Gathered From Drunks and Gamblers Part 1, Stories Gathered From Drunks and Gamblers Part 2, A Den Mother's Warning: Small Print,
Kiswan Collection (Open for submissions through Round 8): Histories and myths of the Bananda, Songs of Korebita, Songs of Korbita Pt. 2, Why the Moon Rises in the Daytime
The Preservation of Tales - With no sign that the Howling Maelstrom will abate, the Dream Speakers act to carry the greatest treasures of Sikar to safety. They move with all haste to the great centers of learning and culture on the continent, absorbing all they can and delivering recollections of the Sikarian arts to their fellows in Mamut and Kiswa. Even if Sikar dies, its memory will live on eternally.
Delving the Depths - News that the Anbroch may have discovered their ancestral home sends ripples of excitement through the Kiswan sect of Dream Speakers. The nearest of the wanderers is dispatched to the court of the newly-enlightened Rosie MacGill, offering the aid of the Dream Speakers in any further exploration of the mountain vaults.
[The Anbroch may, as a non-action, request the aid of the Dream Speakers in their investigation, providing a +2 bonus.]
Secret[/b]
The Truthseers
Spoiler
The Truthseers (TSR), in contrast to the Sentinels and the Speakers, are not known to travel far. Instead, this illusive sisterhood dispatches members from their windowless towers to join the courts of every powerful leader. Blessed with the ability to faultlessly discern truth from lie, they often become trusted advisors and confidants to those they serve. However, the nature of their abilities and their motives remain unknown to all.
Histories of the Tarandi Dynasties (5/5): Sangar: Line of Polahi, Dannu-Gaon: Line of Mak the Wise, Hiverness: Line of Chief Rayen of Wolfenhall, Eleftherians: Line of Nel Sorgen
Histories of the Sikarian Dynasties: Nocturnal Hydra: Line of Zora, Ashir: Line of the Amir, Crow's Tribe: Line of Ancestor Crow
Matchmaker - With the ascension of a new Disciple of the Four Winds in Mamut, the Truthseers look towards strengthening the bonds between their greatest friends across the world. This mission is made more complex, however, by the intricate web of marriages and familial alliances already present in the Night Kingdom and its neighbors. However, knowing Zidan to be a man blessed with many children, the Truthseers make a request - allow them to present one of his sons and one of his daughters at the court of Kylisa Nahaar, in the hope they might find a worthy match in the northern realm.
Ill Omens - Though a relative peace has reigned since the appearance of the Phoenix, the crones of the Truthseers grow restless. In their meditations they have foreseen great adversity on the horizon, and so empower their representatives in foreign courts to turn the fullness of their arts towards the protection of their charges.
[Any kingdom of Rep 1 or higher with the Truthseers may expend 1 Favor to gain the effect of a Seek Aid for the next 20 years. This offer will expire at the end of Round 20.]
Secret
Standing Offers- The Truthseers offer 1 Favor to any follower of the Ancient Ways who contests the Wardens of the Awakened Realms for the status of Faith Head.
- Any hostile Military action taken against the Wardens of the Awakened Realms will result in a 1 Reputation increase with the Truthseers.
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2021-02-25, 10:44 AM (ISO 8601)
- Join Date
- Apr 2020
- Location
- EST
Re: Empire 6: Embers of Dawn IC
Bozul
Round 16
Rolls!
Actions:
- [Diplomacy] Attend Styinor's Market
- [Diplomacy 5] Create an Embassy in the Citlallo Isles
- [Diplomacy] Press Claim in South Ogrontir (Success unless opposed)
- [Military 5] Make a Hero out of Queen Artika the Vast (7)
- [Opulence 10] Invent Shaped Composite Hulls (Effect to be Discussed in Podcast, Hopefully)
Event Sub-Actions:
- Receive Celestial Navigation from Ixkarr
- Dance-Off!
- Discuss the Bucket
- Gift 1 Treasure to Ixkarr
- Bid 2 Treasure and 1 Naval Unit on the Artifact (Outbid by Gengy)
Non-Actions:
- Support Conversions to Glyemo
- Resist Buyouts in Ogrontir
News and Rumors:
Spoiler: Bookkeeping
Ruler: Queen Polari the Magnificent!
- Diplomacy: 5 (+1)
- Military: 5 (+0)
- Opulence: 10 (+0)
- Faith: 1 (+0)
- Intrigue: 1 (+0)
Land Units: 4/6 (+0)
Naval Units: 2/3 (+0)
Treasure: 1/5 (+1)
Regions: 1 (+1)
- Ogrontir, 86 (Capital)
- South Ogrontir, 85 (As of Round 17)
Trading Posts: (6, +0)
- 86, Coal (2/3, C)
- 77, Whales (1/1)
- 83, Pearls (1/2)
- 87, Wolverines (1/2)
Technologies and Translations:
- Pottery (+1 to Buyouts)
- Sailing (1 Dark Blue Border)
- Animal Husbandry (+1 to Opulence and Diplomacy Exploration)
- Irrigation (+1 to Stabilization)
- Masonry (+1 against Raids and Sacks)
- Writing, Styinn (+1 Conversion Defense, +1 to Conversions in Styinn Regions)
- Viskari War Bows (+1 to Battles)
- Tarandi Translation
- Mamut Translation
Last edited by xanxosttheslaad; 2021-03-03 at 10:14 AM.
Thanks to Gengy for the custom avatar! (Based on art by Steve Ellis, with WotC)
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2021-02-25, 03:33 PM (ISO 8601)
- Join Date
- Sep 2017
Re: Empire 6: Embers of Dawn IC
The Avicennian Isles
Leader - Arli Shimglow
Round 16
Leader Stats:
Diplomacy - 6
Military - 6
Opulence - 4
Faith - 2
Intrigue - 4
Actions:
1. Diplomacy - Attend Event - Styinnor's Market
Accept Celestial NavigationDespite their fur slowly beginning to dim from time away from the sacred isles, the delegation remains to travel to this new event, and comes upon an ultimate price - better navigation to find more trinkets and decorations. Api was forced to leave to attend the Gleam dances, however the continued success of her delegation brought her great renown, aiding in both her success and establishment as Gleam of Abia for the past three years.2. Diplomacy - Send a Mission northwest - Fail (10 (11 with tech))
Emboldened by the success of meeting other races, a four-person boat strikes off in the hopes of finding new resources and goods, and perhaps to expand the wonder of the isles. Unfortunately,3. Opulence - Buyout Moas - 71.1 - Success (13)
Though these large flightless birds cannot be used as decorations, the merchant Avicennians reach a consensus that these towering birds would make excellent background dancers and allow for a whole new method of elevating dance platforms.4. Opulence - Buyout Moas - 71.2 - Success (14)
5. Military - Raise Land Unit
Amka's gain in status allows her to push for training more soldiers. With all the riches being obtained and learned of, they must be protected.[/INDENT]
https://forums.giantitp.com/showthre...1#post24945474
Non-Actions:
Resist all buyouts and conversions
News and Rumours:
In this year's Gleam competitions, Api manages to continue her position as Gleam of Abia through a bare mis-step and a striking new style of braiding her fur in a spiral around her body, blending her colors in a most attractive way. Mari and Teka both establish themselves as new Gleams of Angio and Arsio respectively, Mari using stunning jump moves and Teka mesmerizing the crowd with the use of moss-dyed cloth to whip and twirl about him. Ori continues to his second year as Gleam of Aegica. To cement their victories, each travels to Acantha to cultivate the telltale purple cap ringed with their islands' glow to mark their status.
New Ruler Next Round: No
Leader Stats Round 16:
Diplomacy - 7
Military - 6
Opulence - 5
Faith - 2
Intrigue - 4
https://forums.giantitp.com/showthre...1#post24945474Spoiler: Record-Keeping
Units:
Naval: 3/3
Land: 3/6
Technologies:
Pottery
Sailing
Mamut Translation
Irrigation
Masonry
Animal Husbandry
Viskari War Bows
Writing (Hiverness Runes)
Celestial Navigation
Trade Posts:
70.1 - Glowmoss
70.3 - Glowmoss
71.1 - Moas
71.2 - Moas
Ruler Age:
32/70
Hero:
Amka - Mil 9
Gleams:
Angio - Mari - 1 year running
Abia - Api - 3 years running
Arsio - Teka - 1 year running
Aegica - Ori - 2 years running
Last edited by LapisCattis; 2021-02-25 at 03:59 PM.
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2021-02-26, 04:44 PM (ISO 8601)
- Join Date
- Dec 2020
- Location
- In de` Void!
- Gender
Re: Empire 6: Embers of Dawn IC
The Drazollin
Region: 180
Round 16
Spoiler: Rolls: (Note cannot post links yet, so straight HTML is in spoiler)https://forums.giantitp.com/showsinglepost.php?p=24948548&postcount=76
Actions:
1. [Diplomacy] Raise Organization Reputation with Truthseers (0 > 1) (Success)
2. [Opulence 5] Raise City in Drazol (Region 180)
3. [Military] Recruit 1 Land Unit
4. [Opulence] Expedition to the region to the Ocean South of 180. (Great Success)
5. [Diplomacy] Continue to Press Claim on Region 179
Non-Actions:
Resist All Buyouts
Resist All Quests
Resist All Conversions
Accept all Gifts
News and Rumors:
WIP
Spoiler: Bookkeeping
Stats for High Curator Eseakial of Drazollin
- Diplomacy: 6 (+1)
- Military: 8 (+0)
- Opulence: 6 (+1)
- Faith: 1 (+0)
- Intrigue: 3 (+0)
Units:
Land 3 (+0)
Sea 3 (+0)
Trading Posts (1)
- Salts 180(TP1,2)
- Flax 93(TP1)
Technology:
- Writing
- Sailing
- Pottery
- Masonry
- Animal Husbandry
- Irrigation
- Bronze
Reputations:
Sentinels of the Stone: 1
Dream Speakers: 1
Truthseers: 0
Mic.
Embassies:
Danneta-Yvaon
Spoiler: CharactersHigh Curator Eseakial - Leader of the Drazollin Council.
Dra`arrack - First Hero of Drazol
Aszerous - Council Member en route to Region 179Last edited by LifeInDeVoid; 2021-02-27 at 04:51 PM.
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2021-02-26, 04:47 PM (ISO 8601)
- Join Date
- Sep 2011
- Location
- An Abyssal Tower
- Gender
Re: Empire 6: Embers of Dawn IC
Aran Viska
By the Will of the Moot, Tanrak Nalavan, Aranin of All Viskari
May the Moon guide him in this life and the next
Actions:
Rolls.
Unit count: Six
1: [Military] Raise one unit.
2: [Military] Raise one unit.
3: [Faith] Contest Faith Head. Spending Treasure.
After many years of discussion, interpreting omens and communing with the honoured spirits of the dead, the Aranin Sarak of Aer Caladon addresses the Moot and declares the result of the Conclave null and void. Lazarul cites inauspicious omens, blasphemy and the taint of base politics as reasons to repudiate the Conclave. He concludes his speech and calls upon his counterpart, the Ara Sarak of Iskandrazac to lead the Moot of Elders in prayer and song while he himself dispatches messages throughout the lands and into Dannu-Gaon and Arrok Uldra to inform all of his decision.
In addition, a great sacrifice is held at the Circle of Heroes. A lion, an eagle, an aurochs and a wolf are sacrificed and their hides, and also feathers and horns, are sanctified and hung from the entrance of the sanctuary.
4: [Faith] Seek Aid on Contesting Faith Head. Spending Treasure. Success.
A great procession proceeds into the depths of Iskaran Venat such that the Aranin Sarak may consult with the eldest and wisest of the Saraks interred there, including Razulak, the legendary first Sarak of the Viskari whose rest has remained undisturbed for generations. As part of the procession a sword cast from solid silver is carried and planted in the ground at Razulak's barrow and left to tarnish.
5: [Diplomacy] Stabilise Region 97. Failure.
Members of the Moot of Elders meets with the defeated Great Chieftain of the Ivory Land's son. They recognise his claim to rulership over his people and their land and grant him many assurances that peace will exist between them provided he accept the protection and overlordship of Aran Viska.
Nonactions: Resist all unauthorised buyouts, quests and conversions.
Spoiler: Named CharactersStaran Illinvak - Former Aranin Sarak of Aer Caladon - 97
Lazarul Havanak - Aranin Sarak of Aer Caladon - 65
Asha Marzul - Ara Sarak of Iskandrazac - 66
Vaskan Sharaz - Warchief of the Phoenix Warriors - 74
Nar Manik Kalsharaz - Warchief of the Winter Wolves - 49
Nar Kalathan Navrazak - Warchief of the Swamp Sabres - 55
Nar Issana Iskavan - Warchief of the Shade Riders - 58
Nar Tiran Tazanad - Warchief of the Mist Talons - 60
Tavanis Ren Kelsa - Commander of the Blackhorn Company - 62
Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 57
Nar Larisana Veknat - Warchief of the Moon Guard - 70
Yarek Nazon - Frost Binder Priest and Commander of the Flamebringers - 59
Nar Hanazash Coravan - Warchief of the Blood Eagles - 55
Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - Slaughtered by CAW
Vanaruk Mazendan - Harbinger of the Damned - Hero - The weight of years holds no meaning for this individual
Valeris Rey Halon - Highlord of Cayshan Ver - 66
Spoiler: Trade DetailsAran Viska, Region 111, TP1: Silver
Cayshan Ver, Region 112, TP3: Tin
Zarakor, Region 98, TP1: Dire Goats
The Emerald Coat, Region 95, TP3: Emeralds
Region 124, TP2: Wood
Treasure: 5
Spoiler: Ruler InformationDiplomacy: 6
Military: 6
Opulence: 1
Faith: 5
Intrigue: 4
Age: 53
Expected stat increases: +1 Faith, +1 MilitaryLast edited by Elemental; 2021-02-26 at 05:39 PM.
Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
(::) Current avatar by Smuchmuch (::)
Co Founder of LUTAS - For all your less than useful heroes out there.
My Deviant Art. Careful, it's full of ponies.
Dragons!
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2021-02-27, 09:36 PM (ISO 8601)
- Join Date
- Jun 2020
Re: Empire 6: Embers of Dawn IC
Eleftheria
Tarandi
Capital: Azumaba, The Lost City Region 125
Other Regions: 133, 123, 124 (City), 125 (City)
Spoiler: Flag
Actions
1. FAITH 8 Organize Atheism into the Guardians of Despair (GOD) with a +1 to resist conversion as the first bonus. Faith Leader: Yona Clade, a young archeologist
Galen Nardrick’s life comes to an end in prison, and their dying wish is to reveal the secrets they documented of the Four Winds Mythica passed to them from their parent, Veret Haftain. A meeting of atheists and scholars is held at Akadēmos Azumaba, these revelations are discussed and debated as public information.
Spoiler: Paraphrase of the Four Winds Mythica“Long ago, a kingdom called Nemoikriosus reigned for many generations and over many lands. This dynasty of rulers was crowned by a gift from the Phoenix, a wisdom that strengthened their empire. This wisdom is known as the Four Winds, and though the kings of old enjoyed this blessing, they too suffered the wrath of the Wyrm. A sickness of the mind poisoned their rulers, more and more with each passing generation. Emperor Artavazd set in motion what would become the destruction of that world, and his dire command was his Folly. The Crown of the Four Winds is a relic from a previous Age of the Phoenix, and the Regalia of Nemoikriosus. The Truthseers, empowered by the Phoenix, were able to hide it on the Isle of the Blessed before the end”
Until now, atheism was a loose collection of traditions and skepticisms about other faiths in the world. Now, we are united against these influences. We can not depend on the whim or good will of beings such as the Phoenix, and the Wyrm is more than proof enough that such entities are capable of great destruction. A benevolent god asking for obedience takes just as much from their followers as a benevolent patron from an artist. Our paths must be our own, our interests unaffected. A mortal’s life is fleeting, owed only to themselves, and not to be wasted in service. Spurn thy masters! Transcend the old ways! Despair, for we stand alone in this world. From Despair, freedom. From freedom, capability. From capability, our future.
2. FAITH 8 Convert 172 14
3. FAITH 8 Seek Aid for Buyout 19
4. FAITH 8 Seek Aid for Quest 15
5. MILITARY 5 Quest into unknown lands: Cleis (8) Quests two borders North of Azumaba (125) 21
+1 SOS
+1 Song of the Wind
+1 Seek Aid
6. OPULENCE 10 Buyout Semi-precious Stones (122 TP 1) 20
+1 Pottery
+1 Seek Aid
Non-Actions:
- Accept all Embassies
- Resist all Buyouts, Raids, and Conversions
- Accept Song of the Sea Tech from Shandolé
- Trade Mamut Translation and Song of the Wind to The Dannu-Gaon in exchange for the Daezrin Translation and The Arch and soon its partner techs
News and Rumors:
Spoiler: BookkeepingLeader: High Speaker Leigh Leven
D: 3
M: 5
O: 10
F: 8
I: 1
Expected Stat Increases: +2 Faith
New Ruler Next Round? no
Treasure 10/15 (+3 passive)
Military Units
2/6
4/4 Naval
- Mon Ood Sen
- Rosegust
- Vai Ood Lur
- Disparatus
Heroes:
- Cleis (8)
Great Projects:
- Akadēmos Azumaba Region 125 (5/5)
Embassies:
- The Arrok of Uldra
- The Dannu-Gaon Tribes
- The Brayewen Tribes
- Shandolé
Orgs:
SOS Rep 2 Favors 0
DSP Rep 2 Favors 0
TSR Rep 2 Favors 0
Technologies:
Sailing
Irrigation
Pottery
Animal Handling
Writing (Kagahara)
Masonry
Eleftherian Democracy
Viskari War Bows
Wolf Riding
Song of the Wind
Bronze
Temporary Cultural Identity: Friendly Faces (Raid Resistance)
Permanent Cultural Identities: None
Tactical Doctrines
- Reckless Charge
- Skirmishing
- Cautious Advance
- Defensive Blockade (+3 when defending against deep water attacks)
Special Materials:
Armor:
Weaponry:
Ranged Weaponry: Viskari War Bows
Cavalry:
Scouts and Logistics:
War Beasts:
Combat Drugs and Medicine:
Fortifications:
Sappers and Siege Weapons:
Subterfuge:
Trading posts: (21)
Expected Change +1
- 133 (Lime) TP2
- 129 (Grousse Shark) TP2
- 136 (Musical Instruments) TP2
- 137 (Poppy) TP2
- 137 (Poppy) TP3
- 115 (Furs) TP2
- 123 (Saffron) TP1
- 123 (Saffron) TP2
- 95 (Emeralds) TP2
- 96 (Living Stones) TP2
- 134 (Cattle) TP1
- 114 (Diamonds) TP1
- 135 (Spelt) TP 1
- 138 (Cranberries) TP 1
- 156 (Flax) TP
- 125 (Old World Artifacts) TP 1
- 125 (Old World Artifacts) TP 2
- 125 (Old World Artifacts) TP 3
- 126 (Pygmy Goats) TP 1
- 126 (Pygmy Goats) TP 2
- 118 (Wild Horses) TP 2
Last edited by bupkis; 2021-02-27 at 09:52 PM.
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2021-02-27, 11:07 PM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Avatar by Kasanip
- Gender
Re: Empire 6: Embers of Dawn IC
The Naherin Coalition
Sikar Region 278
Kehna Tzkepte
D10
M10
O3
F7
I3
News and Rumors:
Diplomacy: Stabilize 279. (Success.)
Military: Transfer three units to the Sentinels of Stone.
Diplomacy: Raise reputation with the Sentinels of Stone (currently Reputation 2). (Success.)
Intrigue: Kehna, increasingly tormented by vile dreams, commands Valyae Ashwalker to at least learn how it came to be that anyone knew of her mother's return - she has told few of it, and doubts they seek to overthrow her, so how didnthe supposed "Daughters of Xehra" come to learn of her nightmares? (Investigate Kehna's affliction, using the Nocturnal Hydra's int score: 14)
Faith: Convert 279. (Success.)
Stat changes: In accordance with historical trends, this section will be removed as unnecessary in future rounds.
Non-actions: Transfer all treasure to the Nocturnal Hydra.
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2021-02-28, 01:38 AM (ISO 8601)
- Join Date
- Apr 2008
- Location
- Los Angeles
- Gender
Re: Empire 6: Embers of Dawn IC
The Crimson Kingdom
The Horned King
Diplomacy 10
Military 10
Opulence 10
Faith 10
Intrigue 10
Actions
- [Diplomacy] Stabilize Region 17 - 15
- [Diplomacy] Raise Reputation with the Truthseers - 14
- [Opulence] Buy Out TP 1 of Mangoes in Region 2 - 20
- [Opulence] Buy Out TP 3 of Comet Shards from the Ko in Na'karat (Region 30) - 12 vs. 13
- [Faith] Convert Region 11 to Horned King - 16
- [Faith] Ceron shares the stories of his homeland with his children
Non-Actions
- ...
News and Rumors
- ...
-
2021-02-28, 03:00 AM (ISO 8601)
- Join Date
- Apr 2008
- Location
- Los Angeles
- Gender
-
2021-03-02, 06:24 AM (ISO 8601)
- Join Date
- Apr 2008
- Location
- Los Angeles
- Gender
Re: Empire 6: Embers of Dawn IC
Round Seventeen Begin!
Years 65-68
Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.
Good luck!
Rules Alerts and Changes!
Growth!
- The Arrakhi Sundom has become a Great Kingdom!
- The Bel-Dan Confederation has become a Great Kingdom!
- The Clans of Ixkarr have built a fortress in the village of Sanhani in region 2
- The Lim Dynasty have founded a city!
- The Nocturnal Hydra has founded a city in Dubwul (204)
- The Drazollin have founded a city in region 180.
- After a period of quiet reorganization, the people of Region 131 emerge onto the world stage! The Stoneblood Khanate will no longer quail before its neighbors.
Ruin!
Claim!
- The clans of Ixkarr have finished pressing their claim on region 5.
- The Scrim have begun pressing their claim on region 69.
- The Arrakhi Sundom has taken control of region 55.
- Citlallo has begun pressing its claim on region 82 (fluff?)
- The Star Kingdom of Solais has begun pressing its claim on region 153.
- The Star Kingdom of Solais has established a claim on region 145.
- The Arrok of Uldra have established a claim on region 129.
- The Wardens of Awakened Realms have finished pressing their claim on region 177.
- Region 241 has been stabilised.
- The Vygra have established a claim on region 184 through marriage of Danburl, son of Fulji Phaudl, with a local chief’s daughter.
- The Alodites have begun pressing their claim on region 286.
- The Uzii have begun pressing their claim on region 7.
- The Uzii have successfully claimed region 11.
- The Bozuls conclude pressing their claim on region 85.
- The Drazollin conclude pressing their claim on region 179.
Colonize
- Colonists from Ta Seti arrive on the newly risen island off their coast with the intention of setting up permanent residence. At first, their mastery of the island is challenged by Bel-Dan seafarers from the east, leading to some tension, but after the first unsuccessful winter the Bel-Dan cut their losses and depart, leaving the Alodites in control of the territory. Ta Seti has colonised region 328!
Heroes!
- Yazaburon of the Azipāra has been recognised as a hero of the Bannanda! (9)
- Nirakha of Singhon has been recognised as a hero by the River Lords! (10)
- The Bozuls raise Queen Artika the Vast to the status of hero (7)
Quest!
- The vile presence of Petalhead invades the dreams of Region 59! Tormented by verdant visions of horror, the citizens of the Scrimthun Unity turn to the profane faith of the south. Region 59 converts to Bouquet of the Corpse Flower! Region 59 enters Unrest!
- - The foul nightmares of Targiz are no longer bound by time or space! Even as he menaces Region 59, Petalhead invades the sleep of the people inhabiting Region 270. Region 270 converts to Bouquet of the Corpse Flower!
- - Beset by the growing threat of the Howling Maelstrom, Kro Throael leads a fellowship of Alexios the Undying, Liyae of the Nocturnal Hydra, the Black Pharaoh, and Idris of Sikar to uncover the source of the storm. Pressing on through scouring winds and walls of black sand, they are assailed every night by chill terrors emerging from the gloom, that prove no match for the heroes’ might. Beyond the touch of the sun’s light, the days bleed into one another, and it is without warning that they finally breach the eye of the storm. Stumbling from pitch darkness into the bright morning light, the heroes behold an immense flat plane broken by a towering plateau of golden stone, nearly a mile tall and more than twice as long. The bleached white walls of a grim citadel rise from one side of the promontory, its topmost tower thrumming with an aurora of dark power. As the heroes absorb the scene, they begin to discern contours and ridges in the mesa beyond those of natural stone, though the truth eludes them until Kro Thorael takes to the air. From a lofty position astride the wind, he sees the truth of it - what looms before them is no mesa at all, but the petrified body of a golden lion of unspeakable size, sides slick with the blood of a thousand shallow wounds. Swooping down to report what he has seen, the shapeshifter espies dark figures emerging from the sands, bodies girded in petrified bone and bearing weapons wreathed in black fire. No challenge leaves the throats of the oncoming horde, only an ululating war cry that rises to match the howling of the storm around them. They fall upon the five heroes like a great wave, only to break against their unyielding might. Dozens of the foul creatures are cut down, their armor shattering to reveal mummified bodies animated by foul sorcery. Distant figures gather on the walls of the fortress, masked faces betraying nothing but raising their voices in a dissonant chant that strikes to the very bones. Slowly, the heroes are forced back by the twin assault of undead flesh and enervating magic, but they escape back into the storm with victory of a kind. For they have found the source of Sikar’s doom, and might now strike before its great work is realized.
War!
Spoiler: Gled is Intercepted in Cäuplakai (Region 42)
Gled: 4 Land Units, Gled (Hero 8), Never Tell Us the Odds (failed), Duelling (lost), Treasure = 31
Uzii Protectorate: 5 Land Units, 1 Naval Unit, Big-Chief Running Ox (Hero 10), Skirmish (succeeded), Duelling (won), Black Iron Weapons, River Border, Treasure = 43
Blinded by grief, Gled gathers his mercenary army and marches north to Arrakh-Rah. It is a mad quest, a doomed quest, and the armies of Mamut gather to bar his passage. Heedless of the danger, the Prince of Targiz crosses the border into Cäuplakai to contest the army of his brother-by-marriage. For all his passion, though, Gled’s training on the slopes of Caloth Mawr have prepared him little for the lowlands and river mires he hopes to traverse, and his march slows to a crawl. It is a state of affairs Big-Chief Running Ox is quick to take advantage of, as his superior force envelops Gled’s without offering a decisive battle. Increasingly impatient at Running Ox’s “cowardice,” Gled’s exhortations to his soldiers eventually rouse them to a surprisingly rapid advance on the main Uzii camp, but by then it is too late. Attacking through the early morning fog, Gled’s vanguard comes under fire before they even see their enemy, sling stones and javelins falling among the rabble like rain. To their credit, they push forward under the eye of their commander, who leads from the front as he was taught. His copper armor polished to a mirror sheen, Gled appears as the warrior ideal as he charges from the mist into the sunlight, an ideal that wavers in Running Ox’s shadow.
Spear in hand, Gled offers a war cry to his foe, only for the cry to turn to a cry of pain. Running Ox’s sling stone catches the young goliath in the temple, denting his helm and sending him into a whirl of vertigo. His shield managed to catch the Big-Chief’s second blow, but a punch catches Gled on the chin and hammers him into unconsciousness. Running Ox’s bodyguard raise a cheer at his prowess, and the Big-Chief smiles down at his still-breathing kin. He reaches down to take Gled in hand, only for a cry of pain to rise from behind him. One of his guards falls clutching a torn belly, and as Running Ox roars a challenge dozens of figures emerge from the mist. One look at their fallen commander steels the mercenaries’ resolve, as they abandon Gled’s cause in favor of Kursaal’s great unifier - profit. As the greatest opportunists strip Gled of his panoply, a mob of mercenaries from across Mamut descend on Running Ox, heedless of the course of the battle around them. Eight of the desperate soldiers fall beneath their enemy’s fist and spear, as even more rip the finery from his guards, and eventually the weight of blows overwhelms him. Lashing out to shatter the jaw of a scarred goliath, Running Ox is too-slow to dodge a stone-studded truncheon that shatters over his head, stunning the hero into unconsciousness long enough for the mercenaries to bind him, gag him, and drag him back to Kursaal to be auctioned off.
When the Uzii warriors secure the field of battle, a confusing scene awaits them at the center. Gled, unharmed and unconscious, lies stripped bare at the periphery of a scene of carnage, the bodies of mercenaries and elite Uzii alike lying scattered around the deep footprints of the missing Big-Chief.
The Uzii Protectorate is victorious! Gled is captured in his duel! Big-Chief Running Ox is captured in battle! The Targiz lose 1 Land Unit. The Uzii lose 1 Unit to distance.
Spoiler: The Symphony of Kalatar Invades Region 152
The Symphony of Kalatar: 2 Land Units, 1 Naval Unit, Vralis (Hero 10), Skirmish (failed), Duelling (won), Viskari War Bows, Bronze, Treasure = 26
Native Defenders: 2 Units, Native Commander (Mil 7), Reckless Attack (succeeded), Duelling (lost), Deep Water Border = 34
Sailing forth from the river Kalatar, Vralis boards upon the newly minted fleet of the Symphony, and makes his way south to expand the realm. Untested in the arts of naval combat, the forces of Pledges and Warriors under the Silent’s command were caught off guard when their sudden landing was not met with an entrenched defence but a full blown berserker charge. Singling out the enemy commander with a gaze that could wither flowers Vralis picked at his duelist at first. Arrows corralled him into a position where the Sangaran hero was directly between them and their remaining forces. Bronze sword proved sharper than stone as Vralis cleaved the crude weapon with one powerful stroke and prepared to finish the duel on the spot. That is until he had snapped out of his focused battle trance and realized the devastation of his transporting ships and the routing of his forces. Kicking the enemy commander into the river unceremoniously Vralis reconvened with his scattered forces and marshaled them for the long march home. A proud hymn at the strength of his sword arm but an overall dirge for the initial striking force at play.
Native Defenders are victorious! The Symphony of Kalatar loses 1 Land Unit and 1 Naval Unit. Native Defenders lose 1 Unit.
Spoiler: The Star Kingdom of Solais Crushes Rebels in The Bloody Hills (Region 138)
The Star Kingdom of Solais: 16 Land Units, Fionn (Hero 10), Cautious Advance (failed), Duelling (tied), Bronze, Saddles, Viskari War Bows = 38
Rebels: 1 Land Unit, Rebel Leader (Mil 5), Reckless Attack (succeeded), Duelling (tied) = 20
Hunting down rebels was never going to be an easy task, but dealing with the disaffected settlers of the Bloody Hills was tougher than Fionn had ever suspected. The rebels, far more familiar with the area than Fionn, led him on one wild goose chase after another before leading him into a trap of their design. The rebel leader even managed to split Fionn off from his forces, engaging him in a series of feints that kept him occupied and ineffectual in the main battle even as their forces ambushed the Solais.
The rebels did everything right, outmaneuvered Fionn at every turn, and it just wasn’t enough. Their weapons were not sharp enough, their armor not hard enough, their forces not large enough, and their tactics too reckless. Their initial assault was repelled by field commanders more experienced than Fionn without meaningfully damaging the Solais forces. In the end, their last stand was made at a barricade in a minor village where they were quickly overrun, leaving their leader dead and hanging from the muddy battlements, the tattered flag of a free Bloody Hills his burial shroud.
The Star Kingdom is victorious! The Rebellion in the Bloody Hills fades into Unrest!
Spoiler: The Arrok of Uldra Invade Region 101
Arrok of Uldra: 7 Land Units, Viho Icewalker (Hero 10), Skirmish (succeeded), Duelling (won), Viskari War Bows, Saddles, Way of Eauden Weapons = 34
Native Defenders: 2 Units, Native Commander (Mil 5), Reckless Attack (failed), Duelling (lost) = 18
Marching from their southern foothold, rows of Uldran warriors braced themselves for the grueling campaign ahead of them, and took comfort in the mystical protections and guidance of the Icewalker. Scouts spread throughout the realm, with keen wolf ears in play, they stalked the forces of their foes, and swept into the land like the wrath of winter. As the hand strokes art into being so did Viho’s brushing suss forth an off season blizzard. The fog and snow unnaturally permuted the battlefield, the stark cut off line of its border a clear sign of greater forces at play, and decisively bisected the enemy army crippling their tactical awareness. The fighting went on for hours but it was mostly unseen, the occasional hunter running from out of the cover only to be dragged away by hulking lupines, and a clearing in the center where the Icewalker himself proved true to his name and incapacitated his rival general by sinking his feet into the snow below and freezing it solid. He was the only thing left over on the battlefield, propped up by a spear through the chest, and the distant howling of victory as the Uldrans dispersed like dew in the rare sun.
The Arrok of Uldra is victorious! Region 101 enters Unrest!
Spoiler: The Deru Invade Region 7
Deru: 4 Land Units, Esfrey (Mil 10), Reckless Attack (failed), Duelling (won), Seek Aid = 31
Native Defenders: 1 Unit, Native Commander (Mil 10), Reckless Attack (succeeded), Duelling (lost) = 23
Accustomed by now to fighting in the arid environments of Southern Mamut, Esfrey leads a contingent into the desert, accompanied by priests of the dread Corpse Flower. Though their ilk have learned the futility of calling upon their god in the flesh, their incantations and rituals prove vital in the harsh desert sun. Though bringing the nomads to task in a decisive battle proves impossible once again, each of the ambushes and raids leaves dead on both sides - and each site of these skirmishes and attacks becomes a miniature, temporary wellspring, as blood seeps into the sands and bodies are buried - or perhaps swallowed would be the more appropriate term, the ground almost eager to accommodate their new addition. Every time, running water is discovered not long after. Even so, it is only with the death of their leader during a particularly daring raid that the back of the resistance is broken, leaving the commander to take stock of the fearful, beleaguered folk of the area, numbers much reduced by the costs of a decade of war.
The Deru are victorious! The Deru lose 1 Land Unit. Region 7 enters Unrest!
Spoiler: The Vygra Confluence Invades Region 240
Vygra Confluence: 3 Land Units, Matji Varsha (Mil 9), Reckless Attack (tied), Duelling (tied), Composite Bows, Black Iron = 21
Native Defenders: 2 Units, Native Commander (Mil 8), Reckless Attack (tied), Duelling (tied) = 27
The Invasion led by Matji Varsha seemed to be going well at first. Their rapid movement into the tundra was fiercely contested by the local tribes but always the Vygra pushed forward. Twice Varsha met the leader of the tribal resistance on the field, a slight and nimble man with a painted black face who laughed at the Vygra’s claims to unification through bloodshed as the dead piled up around them, and twice she fought him off.
But everything changed when the Vygra entered the tussocks. Their first defeat of the campaign was a minor one, a small group sent for supplies defeated by an equal number of natives nimbly dancing across the mounds of swamp grass while the Vygra and humans of the confluence stumbled and fell, their Butho collapsing as they tripped over each other and the lumpy ground. But once the weakness was known, word spread. Native military camps previously set up on cold and rocky ground were moved to the marsh, villages moved their populations to the swamps for the protection of the tussocks, and the Vygra forces were attacked viciously whenever they passed through a swamp.
The final battle before Varsha was forced to return home was fought in those same thrice-damned tussocks, and though clearly the superior fighter Varsha even found herself frustrated by her opponent’s nimble movements on the piles of swamp grass. If she stood still the painted native leader could not land a blow, but whenever she lunged to retaliate, the grass gave way and she stumbled as he skipped out of her reach. This final battle carried on for two hours, the two leaders locked in a stalemate, until finally Varsha was forced to hold up the banner of truce to prevent the last of her troops being slaughtered on the swampy ground. Laughing, the native leader guaranteed the Vygra free passage back to their lands before his forces skipped away across the tussocks back to their villages.
Native Defenders are victorious! The Vygra Confluence loses 2 Land Unit. Native Defenders lose 1 Unit.
Spoiler: The Anbroch Reavers Crushes Rebellion in Kincany (Region 198)
Anbroch Reavers: 1 Land Unit, Rosie MacGill (Mil 10), Skirmish (succeeded), Duelling (won), Composite Bows, Fortress = 36
Kincany Rebels: 6 Units, Kincany Liberator (Mil 6), Skirmish (failed), Duelling (lost), Composite Bows = 27
Many would-be Battlemistresses have raised the banner of rebellion in Kincany before, but this time is somehow different. The rebels are more numerous than ever, but their leadership is more desperate than skilled, the rank and file more haggard despite their number. But yet more unusual are the loyalists opposing them - Rosie MacGill has only a pittance of forces at her back, few enough that the rebels initially surge in morale before the campaign is fully underway. Rosie seems a changed woman - her forces eschew the poison and brutality her previous crackdowns have been known for in favor of night raids, ambushes, and capture. The rebels were ill-prepared for this type of war, having expected blood to wash the realm once more and met with a tension in the night. Fear and loss of supplies quickly cause many rebel desertions as morale fails, and the upstart Battlemistress proves no match at all for Rosie when they do finally meet on the field, even as she eschews many of her tricks and fights quite poorly by all accounts, having given the other woman every chance to surrender before taking her life.
The Anbroch Reavers are victorious! The Rebellion in Kicany fades into Unrest!
Spoiler: The Great Soreni Kingdom Invades Region 324
Great Soreni Kingdom: 7 Land Units, Queen Gothek (Hero 10), Negate Maneuvering (succeeded), Black Iron = 31
Native Defenders: 2 Units, Native Commander (Mil 10), Reckless Attack (failed) = 15
Led by their aging Queen The Soreni forces, re enforced by a core of sentinel aspirants face down the natives of this isolated Sikarian taiga. As the Soreni march through the conifer forests they are ambushed by a host of tribesmen, wearing kangaroo pelts and deer antlers on their heads. Unfortunately it would be the natives who fall into a trap as information leaked by sentinel scouts quickly prepares the Soreni hosts for the native assault. Outmanned and without the element of surprise, the natives quickly are cut down in the ensuing melee. Soon the forest floor becomes dyed red with blood as the Soreni recklessly pursue the routed defenders.
The Great Soreni Kingdom is victorious! The Soreni lose 1 Land Unit. Region 324 enters Unrest!
Spoiler: The Nocturnal Hydra are Intercepted in Region 267
Nocturnal Hydra: 3 Land Units, Char (Hero 10), Roar of the Hydra (succeeded), Bronze, Composite Bows, Blade Sharpeners = 34
Native Defenders: 2 Units, Native Commander (Mil 8), Reckless Attack (failed) = 29
Marching from Dubwuul a Hydran army headed by Char marches south to subjugate the ffolkk. The newly independent natives on the way were not alerted to this and seem to have taken great exception to the largest empire on the continent treating their lands as a hiking trail. Unfortunately their reckless attack is dashed by a hail of arrow fire, tearing through their ranks as the bronze weapons cut down the strongest of the native warriors. Only the sheer surprise of the native assault was capable of seizing a few Hydran stragglers.
The Nocturnal Hydra is victorious! The Nocturnal Hydra loses 1 Land Unit. Native Defenders lose 1 Unit.
Spoiler: The Nocturnal Hydra Invade Region 266
Nocturnal Hydra: 2 Land Units, Char (Hero 10), Roar of the Hydra (succeeded), Bronze, Composite Bows, Blade Sharpeners = 34
Native Defenders: 2 Units, Native Commander (Mil 8), Reckless Attack (failed) = 26
The Hydran forces arrive in the lands of the turtles by mid spring, the rivers dotting the regions engorged by flood waters from the nearby peaks. Used to the prevalent patterns of wet and dry seasons Char navigates their forces through the seasonal marshes with a horrifying efficiency, building wood bridges, killing mosquitos, draining any marsh within their path. Outside the local pass the Ffffolllkkk commander sallied the local militias into a last stand. Holding a defensible position at a river crossing the commander, thought they’d be able to negate the Hydran numerical advantage. Seeing this predicament Char decided to hide the vast majority of their elite shock troops within a nearby forest, while the more lightly armed regiments would assault the Fffollkkk position. Buoyed by the initial weakness of Hydran infantry the local militia’s abandon their defensive position in a foolhardy charge to reach the Hydran camp. Distracted by the riches of the Hydran army the turtle folk fail to notice encirclement by the heaviest of the Hydran troops. In the ensuing slaughter the native commander is the last one engulfed by smoke, flame, and viscera.
The Nocturnal Hydra is victorious! Region 266 enters Unrest!
The Arrok of Uldra conquer Region 120! Region 120 enters Unrest!
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2021-03-02, 06:25 AM (ISO 8601)
- Join Date
- Apr 2008
- Location
- Los Angeles
- Gender
Re: Empire 6: Embers of Dawn IC
Terror!
- The Standing Stone in Faranandūll, awaiting reoccupation by the Sentinels, has suffered a further outrage and has been destroyed by the Bel-Dan! The Bel-Dan Armada falls to Rep -3 with the Sentienls of the Stone!
- - Years after the demise of the Blightwhales, the lasting aftereffects in some coastal regions remain. Feeling neglected by their government, the displaced and impoverished finally take up arms in the hope of gaining the attention of their leadership!
[4 units of rebels appear in Ilia, with a Military 7 commander!]
- - Blightspawn continue to menace communities in Konraech [209], and with the Anbroch’s resources occupied elsewhere in their regions, the locals take up arms in their own defence. When representatives of the Anbroch government approach, they find that the population is disinclined to submit to their authority once again.
[3 units of rebels appear in Konraech [209], with a Military 8 commander!]
- - A dirge of ice and fire plays out in the Carrion Ward, to the terror of all! Floating at the heart of the Grey Lake, Vagabond communes with a multitude of dark and terrible spirits, dreaming of fire even as the waves crash high around him. The north wind howls with frigid might, and the indomitable body of the wanderer begins to fail even as his spirit blazes brightly in the night. The scavengers watching are surely dumbstruck as the waves begin to freeze in jagged arcs around their leader, entombing him in an iceberg of murderous intent. But before the last glimmer of light vanishes beneath the blackened ice, a final gasp escapes Vagabond, and with it his spirit. Body sinks to ignominious burial, lost in the heart of the holy lake, while two blazing ghosts chart a course through the night sky. Their trail leaves a senseless, chaotic pattern in their wake, until at last a vulture and racoon of flickering, bloody flames loom above their successor. And, without warning, drive themselves into its heart. Across Tarandi, some among the faithful of the Ancient Ways awake with blazing eyes, and know at last what must be done.
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[The Wardens of the Awakened Realms have become the Agents of Ruin, even as Vagabond dies! Outbreaks of violence lead to Unrest in Shandolé and Sangar, as wild-eyed zealots set fire to outlying buildings in major settlements, raving all the while of the salvation to be found in destruction. Regions 131 and 175 enter Unrest, as the hateful ghosts unleashed by the Agents of Ruin possess the weak-willed and the angry, driving them to acts of senseless violence!
The Agent of Ruin is tied irrevocably to the Phantoms of Destruction that lurk in the firmamaent. Every round, two regions adjacent to the Agent of Ruin enter unrest. If the Agent of Ruin is a liege, possesses an embassy, or is faith head, those regions touched by that influence are also subject to this effect. The Agent of Ruin may direct these instances of unrest with a Faith action, by may not target regions already in Unrest.
As a special Intrigue action, the Agent of Ruin may roll an opposed Intrigue check against a region they have sent into Unrest. If successful, they inspire a Possessed Rebellion in a region sent into Unrest by their influence. A Possessed Rebellion is led by a Rebel Leader of strength equal to the Agent of Ruin’s Faith minus one, and spawns 1d3+1 Rebel Units.
An Agent of Ruin’s regions are permanently in Unrest. However, this Unrest will never progress to Rebellion naturally. Use of the I10 Spark Rebellion functions as normal.
An Agent of Ruin gains a +2 bonus to any hostile Intrigue action in a region in Unrest. An Agent of Ruin must take one hostile Intrigue or Military action each round. This bloodlust can be delayed with a nonaction rolling Faith against TN 10, but may not be delayed twice in a row.
It is difficult for a kingdom to divest itself from the mantle of the Agent of Ruin. Exorcising the Phantoms of Destruction requires a TN 14 Faith check, which forever bars the kingdom from regaining the title. While an Agent of Ruin retains the title, they are locked at -3 Rep with the Truthseers, and any action taken in aid of an Agent of Ruin reduces the offending kingdom’s reputation with the Truthseers by 1.]
- - In the far island of Azumaba, the resettled Eleftherians begin to suffer strange dreams. Drawn into a grey and featureless void, they quail at the knowledge they are being watched, but wake with no memory of by what. Some begin to fear the return of the Heart of God, but none are visited by the affliction a second time, and no disaster rises from the sea. Yet still the dreams persist, passing from person to person like an ill wind.
- - Tragedy strikes in Swampum, as a generation of Uzii are born with frail bodies and weak constitutions. Some of these children manage to overcome their handicap and grow into the stature of their forebears, but many are left crippled, ill-suited to the activities held so dear by Uzii past and present. Some, enraged at their fate, die by attempting acts of foolish bravery, while others simply wither away in their Dens, bereft of hope. At first, this is treated as an isolated bout of ill fortune, the Shamans gathering to make mighty sacrifices to appease the ancestors, but then another generation emerges with a similar affliction. Then another.
[Swampum enters Unrest, as young Uzii are increasingly born as weak and sickly as Ko!]
- - A ghost rises up to plague the Displaced Clans of Ixkarr. Over the course of several years, multiple patrols of the orcish warriors as their Mamutian allies go missing on the frontier, always in the dead of night and with no bodies left to find. Recognizing a campaign of terror when she sees one, High Chieftess Karra doubles the warriors sent on such expeditions, and after a strengthened coterie goes missing, triples them. At last, this proves enough to stymie the Clans’ hidden enemy, as a survivor stumbles back from the wilderness, bloodied but alive. They speak of savage, bone-clad warriors appearing like ghosts from the darkness, led by a towering figure with the face of High Chieftain Rakthuk. This revelation stuns Karra’s advisors, who had long assumed the vanished Rakthuk had simply perished in a desert campaign. To have risen against them now, whether as warrior of flesh and blood or as spirit, is an ill-omen indeed.
[Ura Rankalore enters Unrest as word of Rakthuk’s malign reappearance spreads through the populace!]
- - Though it stands far from Azumaba, in Arrakh-Rah the dreams are much the same. Scattered Arrakhi wake in a cold sweat, no more than a handful each night, their stomachs heavy dread at something’s attentions. Eyes begin to drift to the uncharted north, but most force themselves to forget after a time. At least, until their friend, their neighbor, or their child wakes from the same nightmare.
- - Though the guard on the Empress of the Nocturnal Hydra has been doubled and redoubled since the attempt on her life, subversive forces continue to haunt Alskan! This time it is not the royal personage itself that suffers, but rather the utmost symbol of her authority - the crown of the Hydra. The regal diadem goes missing one autumn night, only to reappear months later in the throne room of the Naherin Coalition. Placed for all to see at the foot of Kehna’s throne, it is surrounded by a message written in blood -
Claim what is yours!- - Even as the Howling Maelstrom moves to envelop them, further tragedy strikes in Impact Zone. Without warning, the earth bucks like a wild stallion, tearing great rifts in the earth and belching toxic gasses into the sky. Hard-scrabble villages and settlements are shaken to ruin, and everywhere the people of the Great Soreni Kingdom cling to each other for survival. The earthquake lasts mere minutes, but the breadth of the destruction is heartbreaking.
[Region 310 enters Unrest following a massive earthquake!]
- - Long a symbol of strength in the Sands of Sha, the Sentinels’ standing stone has been one of the few sources of stability in the wake of the Howling Maelstrom. No longer. In a night made all the darker by the storm above, an army of malformed Blightspawn descends on the Sentinel fastness, battering themselves to bloody pulp against its walls and falling in screaming fury on Black Iron blades. At first it seems a futile effort, but as the bodies of the Blightspawn begin to surmount the walls and the Sentinel Aspirants grow weary they see the inevitability of their doom. A rider is dispatched to the Sultan, warning Zidan of the danger in the storm, and carrying word of the standing stone’s ruin to the wider world.
[The Sentinels base in Region 307 is destroyed.]
- - Even as the heroes of Sikar pierce the heart of the Howling Maelstrom and discover its supernal heart, the storm grows relentlessly. Pushing far beyond the boundaries of the Maw of Sikar, it begins to loom on the horizon of distant lands, including the settled home of Ixkarr diaspora.
[The Howling Maelstrom spreads! Regions 294, 287, 288, 290, 280, 278, 277, 302, 305, 304, 309, 310, 319, and 324 are engulfed by the storm. All Actions taken in these regions are rolled with a -2 penalty, and TP 1 of those regions is disabled so long as the Maelstrom continues. Meanwhile, the storm’s power intensifies in those regions already affected - all actions taken in Regions 296, 295, 293, 291, 279, 301, 306, 307, 308, 311, 318, and 325 are rolled with a -4 penalty, and TP 1 and 2 of those regions are disabled. All actions taken in deep desert regions, with the exception of 299, are rolled with a -6 penalty, and all TPs in those regions are disabled.]
Organizations!
The Sentinels of the Stone
- The United Abiherist Tribes spend 1 Favor to stabilize the Korebita Foothills
- The Bel-Dan Armada strikes against a Standing Stone of the Sentinels and plummets to the rank of Blightslave!
- The Citlallo contribute 3 units and send diplomatic missives, gaining 6 Treasure and rising to Reputation 3 (No challenge listed all rep 3 spaces filled)
- The Naherin contribute 3 units and send diplomatic missives, challenging the Soreni for their title and Alexios’ services (No rep 3 target listed, going from 2 > 4)
- Á'Shansholí donate 2 Units to the Sentinels, gaining 4 Treasure
- In the nights following his order to destroy the Sentinel Stone, Ren-Cha-Fen's dreams grow strange. He walks down an unfamiliar beach, his heart pounding as only it can, until the gleaming sand beneath his feet turns black as tar and cold as ice. Rising from the waves before him is a dark and shrouded siren, its form ever-shifting but somehow more pleasurable to the eye than any paramour of the pirate's waking life. It reaches out to Ren-Cha-Fen, and he feels in his soul that it awaits him on that accursed beach.
[Ren-Cha-Fen begins to enjoy strange visitations by some unknown force! He may attempt a TN 14 Intrigue check to search out this chosen beach, that he might embrace his vision in truth.]
The Dreamspeakers
- Á'Shansholí challenge the Scrimthun for the right of Child of Twilight, and supplant them as the Dream Speaker's favorites! The wanderers begin to gather in Shandolé from across Tarandi, establishing a tent-city on the edge of Winter Town. Approaching the Winter Council, they request one of the grandest construction projects in the history of the young empire of the Shani!
[The Dream Speakers have found a secure home in the lands of the Shani, and desire the makings of a grand center of arts and learning in Shandolé. Such a glorious construction and compilation may be attempted with a TN 14 Opulence Check.] - Henanda raise their reputation to 1
- Veramondo go through a change of leadership, falling to reputation 2
- Danneta-Yvaon spend 1 Favor to deploy the Dreamspeakers in search of the mysterious Salt Demons!
The Truthseers
- Henanda raise their reputation to 1
- The Crimson Kingdom raise their reputation to 1
- The Anbroch raise their reputation to 1
- The Uzii Consult the Bones for 1 Favor asking “Where can Hof, mastersmith of the Smiaurskotor, find an item made by the smiths in myth, to elevate her craft even further?”
- The Drazolin raise their reputation to 1
- Danneta-Yvaon drop to reputation 2 and 2 favor debt to establish an embassy with The Night Kingdom!
Investigate!
- Turning their greatest mathematicians loose on refining aspects of the dome and sequestering themselves to personally meditate upon the tower, Nocter Felessan-Mak and Noctrix Pina-Mak strike upon a series of breakthroughs. Moving from scale models to experimental constructions outside Danneta-Yvaon, they soon realize that they have gained the requisite knowledge to begin to rival the Truthseers’ own constructions. Danneta-Yvaon gain the Advanced Masonry technology.
- - Shaken by the kidnappings among their eldest storytellers, the United Abiherist Tribes do what they can to interrogate the survivors and retrace their steps. Mutilated until they are deaf, dumb, and blind the recovered blemmy can be of little help though, and the Council’s investigators meet with little success in uncovering trails that are months or years old.
- - While the United Abiherist Tribes pursue their investigation, agents of the Sewune descend on the Korebita Foothills, intent on a similar mission. While the blemmy are stricken with grief and careful to avoid further harm to their elders, the Sewune have no such impediments, searching homes in secret and tracking those closest to the victims in pursuit of a pattern. And, slowly, one begins to emerge. Certain friends of friends make the journey between afflicted clan holds, always with seemingly innocent intentions that never seem to occupy more than a pittance of time. Eventually, these disparate blemmy cross paths with one another, and the Sewune identify nearly a score of conspirators. The agents move to apprehend the suspects on their own initiative, raiding a number of clanholds even as the Council’s own agents make their inquiries. What follows is a violent series of near-misses and diplomatic incidents, as the conspirators prove to be Mockeries in truth. Several attack their accusers in a sudden madness, forcing the battle out into the streets to be seen by all, while others choose a swift and brutal suicide. In the aftermath, the Sewune face the entirely different task of justifying their actions in a foreign land, but a thorough examination of the Mockeries’ homes suggests no further members in the cell.
- - While their investigation in Korebita is a rousing success, the Sewune are stymied in the Henanda Kingdom. For all the adversity of its conquest, Dum-Hong Deng appears free of the Mockeries’ particular brand of subversion.
- - Descending the ruins of one of their hallowed bunkers, the Sewune discover the faintest signs of sabotage. A strange residue in the lowest levels of the excavated structure continues to give off a bitter cold, in defiance of all sense, bringing to mind faint rumors of the Blackfire that ravaged Mamut decades ago. Of greater interest to the people of the Gehudu are the corpses dredged from that same level, turned to little more than broken ash beneath the collapsing bunker. It seems that whoever plotted to sow destruction in Gehudu Forest was dealt a certain measure of justice, as well as failure. For after years of excavation, a secret chamber is unearthed, containing a leather-bound journal in an unfamiliar tongue. Without further research, none can be sure what it contains, but the sketches within depict columns of black flame rising from specially prepared clay vessels.
- - Having uncovered a nest of Mockeries beneath the royal palace itself, the Nocturnal Hydra waste no time in hunting for the elusive cult. Word of the assassination has spread, and every town and village is brimming with their own theories and accusations. A season of judgement overtakes Alskan, one that only grows more desperate as more and more supposedly promising leads become dead ends or are revealed to be slander. While Wuuluu’s agents are able to uncover no end of minor corruption, they return to their Empress without a Mockery between them.
- - Shamans of the Nocturnal Hydra enter the Naherin Coalition in pursuit of the spirit that haunts Kehna Tzkepte. The finest incense is burned at sites meaningful to Xehra, and relatives of her closest compatriots are found to give offerings of flesh and blood. However, the spirit eludes all attempts to contact it, and the investigators that accompany the shamans find nothing to suggest a more temporal cause for Kehna’s malady.
- - The shipwrights of the Shani make great strides in their art, as they observe the construction of several new ships by the Sentinels of the Stone. The intricate fitting required for the hulls of their vast fortress-ships is eventually mastered by the elves, who begin experimenting with mortise and tenon planking of their own. However, their close observation of the Sentinels’ secretive shipwrights suggests two further mysteries - the Girded Keel, and the Foremast.
- - Acting on behalf of the Smiaurskotor, the Uzii request a divination from the Truthseers. Reaching out with their sight beyond sight, the veiled sisters eventually cry out in dismay and collapse in exhaustion. Their leader is the first to recover, shivering beneath her robes as she stands.
”The First Sword draws near. It glides over the southern waves, borne by ghostly hand. Despair at its coming, and despair for its wielder.”
- - Boarding the ferry to the Blessed Isle, both Kylisa of the Night Kingdom and Zidan of the Ashirian Sultanate vanish into the mists. They return days later, forever changed.
- - The Alodites complete the Gate of Life! Exhausting their supply of occult reagents recovered from the Mockeries, the alchemists of the Candake eventually achieve a breakthrough to stun the world. Applying arts of mystic chemistry unlike any known divine blessing, their most learned sages clutch the very essence of a living being in trembling hands! Knowledge of the Gate of Life grants the possessing kingdom a -10% reduction to all battle casualties, a +1 bonus to leader loss rolls, and a +1 bonus to stabilization rolls. This knowledge, steeped as it is in the Alodites particular scholastic traditions, cannot be easily shared, but perhaps others who recover secrets from the Mockeries might benefit from such discoveries.
- - Venturing to the newly-created fountain of the Great Mother's milk, The Wardens of the Awakened Realms work to divine the properties of the strange venom. Reaching the site before the Children themselves have been granted access by the Sympohony, the woken have free range of the Blightspawn corpse, which has unforeseen ramifications. Those who linger too long near the flow of the Milk begin to feel ill, their heads pounding as if something inside them were lashing about in fear. A mixing of the Grey Lake's waters with the Milk only invites further uncertainty, as the two liquids wrap around each other in an animated struggle, the point of contact glowing with conflicting energies. The lesser portion of water from the Grey Lake is eventually wholly undone, and the same occurs to a small amount of the Milk when added to a greater measure of Lake water. While both liquids clearly carry great power, the very nature of it seems to work in opposition, suggesting that any Woken partaking of the Milk would be in grave danger. Unwilling to abandon their investigation, the woken procure the services of some hapless two-legs to test the Milk, and observe an effect identical to that reported by the Shani. The addition of mundane reagents, even the potent poppy of the Carrion Ward, has little effect of the vivifying infusion of the Milk.
Trade!
- The Great Scrimthun Unity buys out a Minor resource of Silver in Region 173
- The Great Scrimthun Unity buys out a Minor resource of Copper from the Targiz in Region 33
- The Arrakhi Sundom buys out a Minor resource of Goats from Region 47
- The Arrakhi Sundom buys out a Great resource of Cinnabar from Region 22
- The United Abhirist Tribes buy out a Minor resource of Wild Asses from Region 232
- The Bel-Dan Confederation buy out a Minor resource of Timber from the Dreamspeakers in Region 195
- The Sentinels of Stone receive a Minor resource of Flax in Region 156 from Danneta-Yvaon
- The Ilduri buy out a Good resource of Lead from Region 151
- The Sewune buy out a Minor resource of Ivory from Region 239
- The Dolod buy out a Minor resource of Sunrock from Region 328
- The Lim Dynasty buy out a Good resource of Copper from Region 202
- The Nocturnal Hydra buys out a Minor resource of Moose from Region 271
- The Avicennian Isles buy out a Minor resource of Moas from Region 71
- The Avicennian Isles buy out a Good resource of Moas from Region 71
- Eleftheria buys out a Minor resource of Semi-Precious Stones from Region 122
- The Crimson Kingdom buys out a Minor resource of Mangoes from Region 2
Conversion!
- In icy Eleftheria, a new Faith emerges - the Guardians of Despair!
- The Viskari attempt to contest the headship of the Way of Eauden, but fail to garner significant support.
- The holy site in the Land of the Targiz has been converted to Trinity of Light, despite the attempts of the Targiz leadership to resist!
- The holy sites in region 178 have been converted to the Ancient Way!
- The holy sites in regions 163 and 164 have been converted to Way of Eauden!
- The holy sites in regions 158 and 159 have been converted to the Ancient Way!
- The holy sites in regions 15, 47 and 55 have been converted to Bouquet of the Corpse Flower.
- The holy sites in regions 292 and 299 have been converted to Oracles of Elder Memories.
- The holy sites in regions 208 and 223 have been converted to Way of Green.
- The holy site in region 172 has been converted to Guardians of Despair.
- The holy sites in regions 208, 210, 286, and 287 have ben converted to Path of the True Dawn
Wonder!
- Smiaurskotor has created an artifact, the Prosperous Noggin! [+2 to buyouts or +1 to resist raids across dark blue borders, use reasonable targeting.]
- Henanda has created the Helmet of Invisibility! [Effect unknown!]
- The Targiz have created the Disquiet Pom. [+1 to Errant Quests, Corpse Flower Holders may Errant Quest as a Faith action]
- The United Abiherist Tribes create an unknown artifact.
- The United Abiherist Tribes have managed to discover 1 Treasure from an unknown source!
- The Bel-Dan Confederation have developed a new type of shield: Peltae! (Effect: +1 to battles; Armour slot; requires Timber)
- The Bozuls create Shaped Composite Hulls (Effect to be decided)
- The Ascension of the Ko! The leadership of the Ko has transformed themselves from diminutive Ko into mighty dragons, wielding the power of their own dreams. Their roars thunder from the Towerhome as all of Mamut takes notice… Due to their enhanced leadership abilities, the Ko from here on out have a floating +1 to any one roll per round. In addition, they gain +1 to leadership loss rolls.
- The promised boons of the Hunters of the Great Mother finally arrive in Aran Viska and Á'Shansholí! Drawn by tales of these kingdoms’ commitment to the defeat of the Blightspawn and their friendship towards the Children, 1 Unit of Hunters arrives in each kingdom, pledging their service so long as the Viskari and Shani stand in defense of the World Soul. In addition, recognizing Aran Viska’s sacrifice in rescuing their comrades, a group of pathfinders from the mountain realms offer to explore one region of Aran Viska’s choice. This may be designated as a non-action.
- Granted access to the newly created font of Milk of the Great Mother, the Children of the Great Mother spend years establishing a new hermitage around the decaying core of the Amber Slime. A Holy Order of the Children of the Great Mother is established in Region 159!
Discovery! Map!
Spoiler: The Known World
Spoiler: The Daezirn Isles
Spoiler: Kiswa
Region 181 has been discovered by Niharyaka of the Vygra!. It has a Minor resource of Brightly Coloured Fish, an Open Holy Site and 2 units of native defenders! The Vygra gain 1 naval unit!
The Vygra have made direct contact with Tarandi! A translation project of Tarandi languages and customs has also been completed! The Vygra, River Lords and Sewune can now take actions in Tarandi, at a -4 penalty!
A translation project of Mamut languages and customs has been completed! The Vygra, Bannanda, River Lords and Sewune can now take actions in Mamut, at a -4 penalty!
Spoiler: Mamut
Spoiler: Sikar
Region 315 has been discovered by Kro Thorael’s expedition! It is a Blighted Region, home to the Dead Citadel of the Old Master.
[Epic Quest: Eye of the Storm - A Hero or Heroes may attempt to brave the Howling Maelstrom and assault the citadel mountain of the Mockeries with a TN 20 Hero check. Success will no doubt end the supernatural tempest slowly devouring Sikar, and may deal a mortal blow to the murderous cult. ]
Spoiler: Tarandi
Region 88 has been discovered by Akoda of the Dannu-Gao. It has a Good resource of Silver, a Holy Site dedicated to The Subjugated Serpent and 2 units of native defenders! Danneta-Yvaon gains 1 unit!
Region 144 has been discovered by Nila-Sen of the Dannu-Gao. It has a Good resource of Copper, a Holy Site dedicated to The Children of the Great Mother and 2 units of native defenders!
The Eleftherians quest north and discover nothing but empty, frozen sea.
Danneta-Yvaon requests the Dream Speakers search for the Salt Demons, wherever they think appropriate. The Dream Speakers dispatch wanderers as requested, and eventually return with a half-answer. They discovered no Salt Demons in their ranging, but one among them reports sighting a strange and desolate citadel in the uncharted wilds of the southern coast. Despite its open gates and empty walls, the Dream Speaker felt a profound sense of foreboding emanating from its cyclopean walls, and dared not enter.
Other!
- Region 78 has been stabilised.
- Region 59 has been stabilised.
- The Korebita Foothills have been stabilised.
- Regions 29, 43 and 46 have been stabilised.
- An embassy has been opened between Danneta-Yvaon and Citlallo.
- Regions 154 and 163 have been stabilised.
- Regions 272 and 275 have been stabilised.
- Region 199 has been stabilised.
- Region 279 has been stabilised.
- The Uzii have opened an embassy with the Wardens of Awakened Realms.
- The Uzii introduce a new Tactical Doctrine, Protectorate Phalanx [Effect: +1 Battle, -10% self casualties]
- The Vygra have developed a new Cultural Identity, With Open Arms [2d8 on Raise Reputation actions]
- The Bozul have established an Embassy with Citlalo.
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2021-03-02, 06:49 AM (ISO 8601)
- Join Date
- Dec 2016
Re: Empire 6: Embers of Dawn IC
The Arrakhi Sundom
Thalaz'ir Doraan I
Dip 10
Mil 6
Opu 5
Faith 9
Int 4
Expected stat increases: +1 Op, +2 Mil.
New ruler next round? No.
Actions:
[Opulence 5] Create Trading Post in Region 20 to upgrade Megaloceros from Minor --> Good.
Cooperative breeding programs between the Arrakhi and the elves of the crimson kingdom have yielded tangible results, as the native megaloceros population nearly doubles in four short years. As a sign of gratitude, the Crimson Kingdom permits the Arrakhi the knowledge of how to tame and ride the fearsome cervines.
[Opulence] Buyout TP2 of Orichalcum in Region 21 with support! Success!
Orichalcum, a strange material... Its blight-attracting properties are well known, but through diplomacy with the Horned King, the Arrakhi have learned how to use it to their advantage in battle against the Blightspawn hordes.
[Military] Quest Explore North of R27 with Gorrn (Score 10) Success!
Sent into the unknown, Gorrn leads a small retinue of warriors into the long-forbidden west to find new lands to add to the growing sundom, and perhaps more of their long-lost arrakhi brethren..
[Military] Raise one unit of Arrakhi Zealots.
Spurred on by the call to arms against the Corpse Flower, many voices cry out among the faithful, and a new wave of zealots are born.
[Military] Raise one unit of Arrakhi Seekers.
Seekers are summoned to explore beyond the borders of the Arrakhi and discover new territories to the west!
[Military] Raise one unit of Arrakhi Reavers.
Cavalry, at long last. Atop mighty elk, the Reavers of Arrakh-Rah join the ranks of the army, ready to take the fight to the Blight, and those who threaten the light.
Non Actions:
Accept all things via embassy with NTK.
Accept Orichalcum Arrowheads from CRI in exchange for Sailing through embassy.
Accumulate 1 Treasure (7 TPs)
Resist all Buyouts.
Support all conversions to Trinity of Light, resist all others.
Support the Crimson Kingdom's buyout of Comet Shards in Region 30.
News and Rumours:
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Spoiler: CharactersLiving:
- Doraan - Youngest child of Merine and Haraman, Thalaz'ir of the Arrakhi Sundom and Trinity of Light. (Age 36)
- Haurun, Eldest child of Merine and Haraman (Age 54)
- Kylisa, Second child of Merine and Haraman, Queen of the Night Kingdom (Age 48)
- Chepri, Third child of Merine and Haraman, Daughter of Darkness. Creator of the Cometborn, and married to Ceron of the Crimson Kingdom. (Age 40)
- Aneirin, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 12)
- Ahi, Daughter of Chepri and Ceron. Princess of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 10)
- Qian, Daughter of Kylisa and Niece of Doraan. Married to Doraan. (Age 28).
- Arrha, Sun's Divine. Leader of the Sun Trikha, Current (secret) leader of the Venom of Rakek-Ar, the Death Cult. (Age 38)
- Oloa, Moon's Divine. Leader of the Moon Trikha. Prevalent Alqari priestess with a long history of upholding Arrakhi faiths. Loves to party. (Age 30)
- Caalix, Stars' Divine. Leader of the Star Trikha. Star Dragon trapped in mortal form, but still retains his deep connection to the stars. (Age Unknown)
- Amin, Zhatani Shaman and Voice of Shaal'Ator. (Age 37)
- Pine, Golden-scaled blessed Ko and adopted daughter of Doraan.
- Adom, Son of Doraan and Qian (Age 9)
- Farida, Daughter of Doraan and Qian (Age 11)
Deceased:
- Haraman, First of the Reborn line of Ira (Thalaz'ir/Thalesh'ir). Died Age 56.
- The High Priestess of Na'karat. Lead the Venom of Rakek-Ar until her death by Haraman. Nearly reborn in the Black Pools of Nyesh, plot foiled by Chepri.
- Halphas the Woetide. Assassin of the Venom of Rakek-Ar. Died at the hands of Chepri during his attempt to resurrect the High Priestess.
Spoiler: Bookkeeping
Owned Regions
Na'karat, R30
R49
Ol'kolsa, R50
Tipen, R54
R55
Arrakh-Rah, R67
Army Units
Land: 4/16
Naval: 0/3
Unit Amount Cometborn Warhost 4 Arrakhi Zealots 0 Arrakhi Wardens 0 Arrakhi Reavers 0 Arrakhi Seekers 0
Heroes
Chepri the Daughter of Darkness (7)
Gorrn, Tipen's Might (10)
Treasure
3 Treasure
Owned ResourcesResource Region TP Comet Shards 30 1 Aurochs 45 1 Barley 49 1 Wood 46 2 Copper 29 2 Cinnabar 22 2 Goats 47 1
Owned TechsTech Effect Requirements Writing(Hraban Runes) +1 Conversion Def, +1 to Conversions if sharing same writing None Animal Husbandry +1 to Opu and Dip Explorations None Irrigation +1 to Stabilization None Masonry +1 to resist Raids and Sacks None Pottery +1 to Buyouts None Sailing Exploration + Troop Transport over Deep Water Borders None Comet Phylacteries +2 to Leader Loss Rolls Comet Shards Uzii Battlesmithing -10% Casualties Hard Metals Arctic Survival Exploration + Troop Transport across Arctic Borders Wood Cliffstep Riders Exploration + Troop Transport across Mountain Borders Megaloceros Horned Cavalry +1 to Battles Megaloceros Cinnabar Warclubs +1 to Battles Cinnabar
Organised Faith BonusesTier Effect 1 (5 Holy Sites) +1 to Seek Aid 2 (10 Holy Sites) 2d8 when duelling
ArtifactsName Effect Location Cometfang Cometborn in equipped hero's army have a 50% chance of rising, up from 33%. Wielded by Gorrn, Tipen's Might
Miracles (Trinity of Light)Name Effect Requirements Blessed Dynasty Twice per Round, you may seek aid for a rolled action, if you do so before the war deadline. Ruler must be a descendant of Merine. Daughter of Darkness In the aftermath of any battle where their ruler or hero leads, the Scions may roll 1d3 for every land Unit lost to battle casualties. On a 3, that Unit is revived as comet-born, and joins the Thalaz'ir. Only friendly units can be raised.
Regional Effects
Region Type Effect 30 GP(Celestial Tower) +1 to Conversion rolls within two regions of the tower. 30 Resource Req: Labor Fulfilled by Aurochs 67 Oricalchum Gilding +1 to Buyouts and Resisting Buyouts Last edited by SOSDarkPhoenix; 2021-03-14 at 01:43 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
Playing the Scions of the Thalaz'ir in Empire! 6