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  1. - Top - End - #781
    Titan in the Playground
     
    Aedilred's Avatar

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    Apr 2006
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    Bristol
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    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 19

    News and Rumours
    • Oniyellīs, who has not forgotten how the Truthseers spurned him when his uncle requested that he be guided by them, is nevertheless pleased by their offer to tutor his daughters. He requests they also offer guidance to his cousin Oda, son of Onodīs.
    • Katja has suggested that she and her daughters undertake a pilgrimage to her homeland to perform the rite at the Sun Temple. Oniyellīs has so far refused, on the basis that the girls are too young to travel such a distance, but suggests that such a thing might be possible in the coming years. There remains a suspicion though about the beliefs of Katja's family and whether the Haj would bind the paramount chief's family to a foreign religion.
    • The famous composure of Oniyellīs does not waver even on news of the disappearance of his only son. Clamour grows for him to unleash the army on the elves in the region but he continues to resist, insisting that this would be a strategic disaster until the remaining borders are secure. Some of the chiefs whisper that if Oniyellīs will not rouse himself even to avenge his own son, what confidence can they have that he would defend theirs?
    • The warriors of Henanda do not stand idle, however, and now venture north, to occupy the region north of Kledehem.
    • One of the captains of the Wey-Dong is outraged to discover that his wife's jewellery has been stolen while she slept - which is all the more remarkable because she was wearing it at the time. In what is surely a coincidence, the hero Yazaburon has been remarked upon for what seems to be some fine jewellery he has taken to wearing in public. Oniyellīs has met privately with Yazaburon on a couple of occasions and speculation is rife on what the two are planning.
    • The sword of Andronikos has lain idle since Onodīs set it down, but a new hero has claimed possession of it. Isarkatl, one of the surviving Sirrvadut warriors of Farazhēla, has now sworn his service to Oniyellīs personally.
    • Despite the anger over Usuukhusaa's treachery at the Fei Dang conference, still unabated, the embassy in Troll Country remains extant, and contact remains open between officials and clerks of both kingdoms, even if it is a little frostier than previously. The newly sophisticated gambling apparatus of the Bannanda is increasingly in evidence in the trollish lands, while the Bannanda themselves seek to gain more understanding of communication with the continent discovered by the Bel-Dan and Vygra to the north.


    Actions
    [Faith] Seek Aid on resisting the Anbroch slander: 12 = success
    [Military] Convert the Velatares [186]: 14 (success)
    [Military] Occpuy region 189
    • 9 units
    • Bonuses: Bronze (+1), Recurve Bows (+2), War Drums, Treasure +1
    • Commander: Ecimona of the Esala (hero, 10), will duel (2d8 from Blessings of the Shuvache CI)l +1 to leader loss roll (Bronze)
    • Tactical manoeuvring: We Were Giants (+3), rolled at 8 (+2 War Drums, -2 army size)
    • Total +22, +3 if tactical manoeuvring successful, +4 if duel won

    [Diplomacy] Stabilise region 212: 12 - success
    [Diplomacy] Raise reputation with the Truthseers to 4, spending 1 treasure with Off-Track Betting (5): success! (21)

    Embassies
    • Trade Off-Track Betting to the River Lords for the Tarandi translation project


    Non-Actions
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts
    • Gain 2 Treasure at start of next round from owned trading posts
    • Resist slander: 17, spending 1 treasure, and 1 treasure to hedge the first treasure via Off-Track Betting (failure on the overall OTB for total +1 not +2 as per the roll post)


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Oniyellīs

    D 9
    M 8
    O 4
    F 6
    I 3

    Stat increases: +1 Diplomacy +1 Military


    Spoiler: Stuff
    Show

    Regions: 190 (Faragumūll/Kledehem), 191 (Dum-Hong Deng), 192 (Ilcerapirūll/Farilpūll), 193 (Faranandūll, capital), 212 (Farazhēla)
    Units: 9
    Treasure: 5
    Last edited by Aedilred; 2021-04-17 at 08:42 PM.
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  2. - Top - End - #782
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: Empire 6: Embers of Dawn IC



    The Night Kingdom

    Iorwerth Nahaar, King of Night
    Diplomacy: 6
    Military: 6
    Opulence: 2
    Faith: 5
    Intrigue: 3

    Actions for Round 19 (Rolls)
    • [Military] Raise 2 units via fortress
    • [Military] Attack R34!
      Army Commander: Arlais (10), 2d8 to duels from Trinity Faith CI, Challenge enemy commander to duel
      Tactical Maneuvering (Reckless Attack): 6 [6 (Leader Mil) + 2 (War Drums) - 2 from size (10 units)]
      Path: 43->42->34 (Crossing river!)
      Battle Bonuses: 10 NTK unit + 1 ARK unit + 6 tech (+1 from Bronze, +1 from Horned Cavalry, +1 from Cinnabar Warclubs, +2 from Recurve Bows, +1 from Peltae) + 1 from treasure (ARK)
      Leader and Army Loss Modifiers: +3 to Leader Loss Rolls (Bronze + Comet Phylacteries)
      Spoiler: Tech Slot Allocation for the above
      Show

      Cavalry - Horned Cavalry (+1 to Battles - ARK)
      Melee Weapons - Cinnabar Warclubs (+1 to Battles - ARK)
      Ranged Weapons - Recurve Bows (+2 to Battles - ARK)
      Combat Drugs/Medicine - Comet Phylacteries (+2 to Leader Loss Rolls - ARK)
      Scouts/Logistics - War Drums (+2 TacMan - NTK)
      Armour - Peltae (+1 to Battles - NTK)
      Special Materials - Bronze (+1 to Battles, +1 to Leader Loss Rolls - ARK)

      Total: Between +28 and +34 (10 from commander + 11 from combined units +2 if TacMan victory +4/2 from winning duel/refusal + 6 from Tech + 1 from treasure)

      After dealing a fatal blow to the the Orcs and the Uzii's combined forces, Arlais secures Swampum and pushes forwards to their secondary capital, the homeland of the Hraban. Not only does she fight to recover her mother-in-law (who she seems strangely certain the Uzii have), but to decisively end this war once and for all. Their fortress is easily one of the most defensible locations in all of Mamut, perhaps even the world - it will be a worthy test of skill for the princess of the Crimson Kingdom.
    • [Military] Support ARK attack on R33 with 1 unit!
      1 unit enables ARK to use NTK techs, namely Peltae (+1 to battles, armor slot)

      The forces that were saved by the Arrakhi reinforcements during the first stages of the war now join them in conquering No-climb-Cliffs, the site of many military defeats against the blight before Kylisa's time. Many Alqari have fought and died over those perilous cliffs before over a whole decade of back and forth combat, but the Uzii swept in and claimed the land from right under their feet. Now is the time for the Arrakhi to press their claim to those once-blighted lands beside the Blessed Vale once and for all!
    • [Military] Create a Hero! Virne, the first Dragon-Rider (8 Score)
      [Tbd, more complicated fluff]
    • [Diplomacy] Press Claim to R68! (Pass, 1/2)
      After some negotiations with the Scrim and the Arrakhai, Iorwerth is poised to begin recovering the lands of his forefathers. The Sokau lands watch with bated breath as he begins his reign at war with Mamut's primary military power, and are slow to integrate at the start out of fear for military retaliation.
    • [Diplomacy 5] Create an Embassy with TAR!
      The restoration of relations with the southern Nahaar family seems to be among Iorwerth's main priorities. After Nyct's kind acceptance of his letter he works on setting up diplomatic liaisons with the Targiz to ensure that any misunderstandings like that which happened to Kylisa don't happen again - and perhaps enable the two to combine their technological advancements made through contact with the rest of the world in the near future.



    Non-Actions
    Receive Three-Wind-Bows, Viskari War Bows, Mechanical Joints via DAN embassy
    Send Mountaineer Clothing, Peltae, and Crab-Claw Sails via DAN embassy
    Send Peltae to ASH via embassy
    Receive 2 treasure from SCR via embassy
    Send Peltae, Mountaineer Clothing, Thin-Blood Elixir, Crab-Claw Sails, Towers of Light, Feathered Cloaks via ARK embassy

    Kylisa makes a faith roll


    News and Rumors
    1. Kylisa Nahaar is missing, likely kidnapped and not dead, but her grandson Iorwerth boldly declares that a kingdom at war must have a king or queen to lead it. He is coronated in the old Sokau capital of Džíu Phè Hwǔ within the month, and then performs a similar ceremony in the Blessed Vale to maintain his legitimacy as monarch of both peoples. In light of Kylisa's apparent 'resignation' as liege by Iowerth's demands, the effects her reign has had on the population of the realm of the Night Kingdom is evaluated as per Alqari tradition to be added to their long list of chiefs to be remembered. While she began with a rocky, aggressive start that included the murder of her predecessor and suspected corruption in the council votes, she made the Alqari clan from a small collection of territories into a proud and sprawling, stable kingdom. She built the strong alliances, survived the collapse of her husband's empire, and delivered her people from the blight time and again. Not only that, but the recent mass acquisition of global technology was headed by her efforts alone, bringing the tribe from a backwater land ruled by near mob-rule to a monarchy with some of the finest technological progress on the planet. Many suspect that had she continued she may have brought the kingdom to the state required to build a proper empire. ...And to add one more notch to her list of accomplishments, she became the Truthseer's first Regent of the West Wind. While many of the former Alqari rulers are remembered fondly, she is the first to ever be given the title 'The Great' upon her departure.
    2. Gwenn, the King's sister and second in line to the throne is wed to Tor-Mak of Danneta-Yvaon, who comes to the Mamut to live among their people. The Dannu-Gao are a wealthy, powerful merchant family from Tarandi, and the first extra-continental kingdom to marry into a direct successor to the throne as the primary partner. Until Iorwerth has children of his own she is the first in line, which makes him the potential king of the Night Kingdom - and he is treated as such not only by his people, but by the current King, who despite his recent coronation seems to have a solid grip on his lands. Him and his bride live upon the coast of Džíu Phè Hwǔ, the Kingdom's greatest city where they have plenty of sea access and slowly see more and more precious Way of Eauden magical gear coming to their shores for sale. As years pass, it becomes a sign of great renown to carry their blessed equipment, and Iowerth himself procures a flaming sword for use in his war against the Uzii. The husband's family receives a priceless necklace of sun stone and sapphire as their dowry, which itself is blessed by Lady Merine.
    3. Jasmin and Iceno have had several children during their relationship, leading to the following generation of Night Kingdom nobles to come into power with the blood of the Ashir's rulers, for those interested into marring into the Night Kingdom without elven heritage or the cannibal 'gift' that passes through the Crimson bloodline. The eldest among them, and thus the child with the best claim to the throne (third in line at present) is twelve years old, further details to be decided soon.
    4. Spoiler: A Talkative Young King (Details about Iorwerth and initial, private messages for nearby faction leaders, relevant to TAR, DER, IKX, SCR at present
      Show

      Iorwerth was a young prodigy of the Night Kingdom, made strong by his upbringing and the Crimson Blessing of absorbing the physical power and intellect of others through ritual consumption - something that is kept somewhat hush as to not cause a stir, and would likely not be public knowledge even as a half-elf. Ever an ambitious sort and talented even before the blessing had enhanced his body, just before his sixteenth summer he set out to seek the blessing of the Sokau's guardian spirit, Ākāro. The giant owl works with him as a mount and guide, and the two intend to reclaim his grandfather's lands on the Sokau side come hell or high water. Carrying the blood of the last Soge of the Sokau, the first Thalazir since the False Dawn, the Crimson King, and the holy Merine, he is the product of generations of selective marriages and trained by his family to take the throne as he now has. Any cursory research about him reveals that he is analytical and mature, having been raised harshly - with countless responsibilities and little to no time for amusement - but vengeful and merciless as his mother's side of the family so reveres.

      Spoiler: To the Crimson Kingdom (TBD)
      Show
      To Uncle Ceron of the Crimson Kingdom,
      ....


      Spoiler: To the Arrakhi Sundom (TBD)
      Show
      To Grand Uncle Doraan, of the Arrakhi Sundom,
      ....


      Spoiler: To the Uzii Protectorate (TBD)
      Show
      To Homage Far-Reach Mudmore, of the Uzii Protectorate,
      ....


      Spoiler: To the Ko (TBD)
      Show
      To Dragonlord Zinnia, first of her name,
      ....


      Spoiler: To the Dannu-Gau (TBD)
      Show
      To my sister's Mother in Law, Lady Pina-Mak,
      ....


      Spoiler: To Rankalore
      Show
      To King Thaban of Rankalore,

      I have never met an orc besides those my armies have captured in battle. You work with treaty-breakers and kidnappers, and I do not intend to arrest my family’s ambitions to punish them for these crimes. My Mother had slain your Queen and commander in battle only last year, so I will be clear in this message - she will also kill the next one you send. When she ate of her flesh after the battle, she only grew in power and deadliness as is the blessing of our kind. If you remain in our way the remaining half of your army will be forced to join the first in the earth. Kindly keep your men away from ours, and we will both have a better time in our first years ruling our people. Perhaps you may even seize the west while the Uzii are too distracted to oppose you.

      The choice is yours,
      Iorwerth Nahaar, King of Night


      Spoiler: To the Great Scrimthun Unity
      Show
      To Thunspeaker Atir, First Born of Arrakh-Rah,

      In these times of change and militarization, it is important to know who your friends are. The Scrimthun and the Night Kingdom have been at peace since our people had names, and this is a peace I wish to keep. Both our realms seem to be rapidly gaining ground, and I have cause to fear that the ambitions of your people may turn to ancestral Sokau territories that I am in the process of claiming, and my spymaster says that the Scrim are wary that the Night Kingdom may not be satisfied with their gains in the south and instead turn north… To prevent these fears from sparking into conflict, I wish to propose a treaty between us that satisfies both our needs. My requirements are the former Sokau lands of R68 and R52, and in turn we promise to support the Thun in any offensive forays into the Daezirn Isles (after we have had the chance to construct a proper navy). I do not have any interest in holding the lands of R66, R67, nor the isles, and would permit the technological exchange held back by our people’s uncertainty to flow again as it once did.

      Glory to you, Wardens of the North - may we find ourselves friends in faith during these tumultuous times,
      Iorwerth Nahaar, King of Night


      Spoiler: To the Targiz
      Show
      To my second cousin once removed, Odds-Mistress Nyct of the Targiz,

      Sometimes it takes a fresh perspective to realize when one is in the wrong, something difficult to accomplish while in frozen grief and thirsty for vengeance. My grandmother Kylisa Nahaar was wise in many ways, but her gravest mistake was to doubt the loyalties of her family. I have paid close attention to the details of her husband’s death, and find that while it’s possible that it might have been orchestrated by one within the Corpse Flower faith, there are no signs that they point anywhere south of the Sokau lands and furthermore how they could possibly be associated with you. You have my sincerest apologies for my Grandmother’s actions against your people, and any accusations she led against you personally. Know that I will not pursue them as long as I lead the Night Kingdom, and hope that you may find it in your heart to pardon us for any damages dealt to our bloodline and our people. When this war is over, we would welcome trade with the Targiz across our hopefully secure lands, and wish to further discuss the homeland of your husband, which I believe to be Cauplakai. Recently it has been ravaged by war, but if it should help to recover our relations we will refrain from sending armies there so long as your armies share the same courtesy with our most difficult battles to come. Know that any territory we take will be friendly to you, and that no armies of the Night Kingdom will arrive in your lands except to support your right to rule.

      May your gambles and mine both find their fortunes,
      Iorwerth Nahaar, King of Night


      Spoiler: To the Deru
      Show
      To my distant relative Karakhita, ruler of the Deru, and her caretakers Olea and Jofry Bythion,

      How so many years have passed without the Night Kingdom’s acknowledgement of your joining with our family is a tragic oversight. Olea shares me blood, as does her young heir Karakhita. This makes us not strangers anymore, but allies. Consider yourselves invited to any family events going forward, and our lands open for trade and touring. You have my best wishes in your expansion westwards against our rivals the Uzii and Rankalore; know that we would prefer to see your people come out above all others, and should things become tense you will have our support so long as you remain in good standing with the majority of our kin. On that note, my Grandmother Kylisa was terribly furious with your faith over what she believed was an orchestrated assassination of her husband some years ago, but I believe you will find me much more tolerant.

      Best wishes to my exalted family in the south,
      Iowerth Nahaar, King of Night


      Spoiler: To the Ashir Sultanate (TBD)
      Show
      To my distant relative Sultan Harun il Jana, rightful ruler of the sands,
      ....





    Spoiler: Stats
    Show

    Military Units: 11 (1 Lunar Scouts, 2 Sukkomi Fighters, Qian's Warband, 4 Moon-Guard, 3 Legions of Night)
    Naval Units: 0

    Regions Owned: [Blessed Vale 32] [Dek'varro 31] [Upper Vale 43] [Tanwar 27] [Glimmering Pass 29] [Atel’Nora 48] [Džíu Phè Hwǔ R46] [Hollow-Wood R16] [Swampum R39]
    Total Regions: 9
    Land Unit Cap: 22 (6 Capital Unit Cap + 8 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 6 (3 Base + 3 Coastal Regions)

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

    Military Specialization:
    None

    Holy Artifacts:
    Tome of Stars (+1 to the effect of seek aid rolls once per turn) [Stored in Mount Renjin Summit, +4 against theft]

    Character Blessings:
    Blessed Dynasty - Twice per round, a ruler character descended from High Priestess and Thalesh'ir Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed.
    Blessing of the West Wind - +1 to a single stat during ruler generation (Dynastic), one extra region for the purposes of determining GK and Empire status, permits faith instead of intrigue for investigations

    Military Technologies:
    Comet Phylacteries
    Uzii Battlesmithing
    Composite Bows
    Recurve Bows
    War Drums
    Saddles
    Wolf Riders
    Bronze
    Peltae
    Feathered Cloaks
    Crab-Claw Sails
    Horned Cavalry
    Orichalcum Arrowheads
    Cinnabar Warclubs

    Heroes:
    Seer Makoa (7)
    Arlais (10)

    Opulence Technologies:
    Irrigation - +1 to Stabilization Rolls
    Pottery - +1 to buyouts
    Writing (Hraban Runes) - +1 conversion defense, +1 to conversions in regions that share my writing system
    Animal Husbandry - +1 to opulence and diplomacy exploration
    Masonry - +1 to resist raids and sacks
    Sailing - Allows overseas exploration
    Arctic Survival
    Wheel & Axle
    Coinage
    Celestial Navigation
    Advanced Masonry
    Song of the Sea
    Song of the Sky
    Mountaineer Clothing
    Thin-Blood Elixir
    Towers of Light
    Cliffstep Riders

    Translations:
    Sikar Translation
    Daezirn Translation
    Tarandi Translation

    Deals:
    Distantly related to TAR, SOT, and CRI's rulers

    Regional Benefits:
    Blessed Vale, Mamut (32) [Capital Region, Map of Heaven (Great Project, +1 to seek aid), The Sunrise Citadel (Fortress, +2 Defense), Mount Renjin Summit (Holy Order, +4 against conversion and purges)]
    Dek'varro, Mamut (31), [None]
    Upper Vale, Mamut (43), [None]
    Tanwar, Mamut (27), [Standing Stone]
    Glimmering Pass, Mamut (29), [None]
    Atel’Nora, Mamut (48), [None]
    Džíu Phè Hwǔ (46), [City (Wood), (Fortress, +2 Defense)]
    Hollow-wood (16), [None]
    Swampum (39), [Fortress, +2 Defense, Great Project, resist Errant Questing with duels]

    Secrets Whispered: 0
    Embassies: SCR, SKT, ARK, ASH, DAN, SEW

    Resources controlled:
    [Gems, Blessed Vale (32)], [Wood Džíu Phè Hwǔ (46)]
    Passive Treasure Income: 0
    Treasure: 0

    Rep:
    Truthseers - 2
    Dreamspeakers -1

    Last edited by Zayuz; 2021-04-17 at 09:18 PM.
    "What is to give light must endure burning."

  3. - Top - End - #783
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


    Veramondo
    Region 218: Veramondo
    Region 228: Adzbark Wetlands
    Region 229: Flaschorikia
    Region 230: Qsmar

    Actions
    Rolls


    [Military] Crush the rebellion in Region 230... For real this time.
    Send 5 units under the leadership of Matje Varsha, equipped with War Drums, Saddles, and Viskari War Bows.


    [Military] Raise 2 units


    [Military] Raise 1 unit


    [Intrigue] Secret


    [Intrigue] Investigate the strange dreams plaguing Veramondo.
    Spend a Treasure on this roll.


    Nonactions

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy
    Vassalize
    Send 1 Treasure

    News and Rumors
    The royal families of the Veramondi and the Vygra have long been intertwined. It is no surprise that Enavi goes to her family in the south for aid against the growing threat of Odvar the Fisher. In this time, the ties between the two nations grow closer, but it's no secret that Veramondo is the weaker of the two, plagued by internal turmoil.

    Spoiler: National Info
    Show
    Units: 5/12 land, 1/6 sea
    Treasure: 5/5 (+2 per round)
    Heroes:
    Kata the Fatherless (7)
    Relics:
    Twilight Lens: -2 Cross-Continent penalty.

    Spoiler: Technologies
    Show
    Name Effect Requires Usable? DSP?
    Advanced Masonry +1 resist Raid and Sack None Yes No
    Advanced Poisoning +1 theft, assassination, kidnapping, incite betrayal, and related Secret Actions Medicinal/Poisonous plants No No
    Animal Husbandry +1 to Opu and Dip explore None Yes No
    Arctic Survival May cross arctic borders Lumber Yes Yes
    Bronze +1 battles, +1 leader loss Copper, Materials slot Yes No
    Caravanserai +1 resist Raid and Sack Masonry, Stone or Clay Yes Yes
    Celestial Navigation Cross additional deep water border and -1 distance loss over water None Yes Yes
    Coinage +1 resist buyout against those without coinage, +1 buyout if you have gold or silver None Yes Yes
    Comet Phylacteries +2 leader loss rolls Comet Shards, Medicine slot No Yes
    Composite Bows +1 battles Hooved Animals, Ranged slot Yes Yes
    Crab-Claw Sails -1 distance loss, increase deep water transport by 1 Sailing, Logistics slot Yes Yes
    Eleftherian Diplomacy New non-dynastic rulers get +1 to two stats their predecessor had 8 or more in Writing Yes Yes
    Equestrianism -10% casualties Horses, Animal Husbandry, Cavalry slot Yes Yes
    Feathered Capes May contribute an extra hero to quests without extra actions. Feathers, Armor slot. Yes Yes
    Increased Defense Budget May spend 1 more treasure on a battle, +1 to battle for every 2 treasure spent Gems or Precious Metals, Logistics slot No Yes
    Irrigation +1 Stabilize None Yes No
    Masonry +1 resist Raid and Sack None Yes No
    Pottery +1 Buyout None Yes No
    Recurve Bows +2 Battle Composite Bows, Hooves, Ranged Slot Yes Yes
    Saddles +1 Battle, -10% casualties. Cavalry tech, Animals, Cavalry Slot. Yes Yes
    Sailing May cross deep water None Yes Yes
    Seekers May cross deep desert Nahkla Stone No Yes
    Steering Oars +3 TM in naval and coastal battles Sailing, Cavalry Slot Yes Yes
    Song of the Sea Cross 1 additional deep water border. +2 Leader Loss in naval battles Sea Creatures, Animal Husbandry, Sailing, Logistics slot. No Yes
    Song of the Wind +1 Sea exploration, cross 1 additional deep water border. Flying Beings, Animal Husbandry, Sailing Yes Yes
    Thin-Blood Elixir +1 to battles and Quests against Gluttonous Shadows Medicine slot Yes No
    Towers of Light +2 resist Raids, +1 to Investigate per other with this tech that investigates this round (max +2) Silver, Masonry No Yes
    Uzii Battlesmithing -10% casualties Hard Metal, Armor slot Yes Yes
    Viskari War Bows +1 to battle Wood, Ranged slot Yes Yes
    War Drums +2 tactical maneuvering Logistics slot Yes Yes
    Wheel and Axle +1 Opu explore, overland exploration not limited by adjacency None Yes No
    Wolf Riders +1 to battle Wolves, Cavalry slot No Yes
    Writing +1 conversion resist, +1 conversion against people who have Veramondi Logography None Yes No



    Trade Posts:
    Ashiran Horses: 302.1
    Cacao: 218.C, 218.1
    Copper: 282.3
    Flamingoes 229.C
    Rice: 228.1
    Stone: 213.1
    Timber: 192.1, 195.3
    Wild Asses 212.1

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

    Rep Bonuses
    DSP 1: +1 Exploration
    DSP 2: Incur distance losses every 5 regions.
    DSP 3: 2d8 secret actions
    Keeper of Fables: +2 secret action resist, gain all techs owned by 5+ nations, may treat a DSP exploration as own Inquest great success once per round
    SoS 1: +1 Stabilization
    SoS 2: +1 existing Hero related rolls
    TSR 1: +1 Establish Claim
    Fortresses:
    Atasamar Kanorage (218)
    Cities
    Kanorage (218) Does not count towards city count limits.
    Flamakar Sangrisil (229).

    Spoiler: Ruler Info
    Show
    Enavi Hadev
    Diplomacy: 3
    Military: 6
    Opulence: 3
    Faith: 7
    Intrigue: 5

    Descendants and Heirs:


    Spouse:
    None

    Other Family:
    Oram Hadev III - Uncle
    Vari Hadev - Aunt
    Kata... Hadev? - Cousin
    Karsha Hadev - Sister

    Last edited by bc56; 2021-04-17 at 05:31 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  4. - Top - End - #784
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


    The Arrakhi Sundom
    Thalaz'ir Doraan I

    Dip 10
    Mil 10
    Opu 6
    Faith 9
    Int 4


    Expected stat increases: +1 Fai

    New ruler next round? No.


    Actions:

    [Diplomacy] Colonize Region 56. Diplomacy 10, Can't Fail.
    The Storm Bird's Eyrie has been found! Thalai Haurun leads an expeditionary force into Region 56 and begins to shift massive amounts of resources from Heather Hill to 56, expanding the Sundom's reach. Should the Storm Bird protest, Haurun informs the great guardian of Mamut that the Thalaz'ir wishes to treat with it.

    [Opulence] Buyout TP 2 of Geese in Region 15! Success!
    With the acquisition of new arrowheads, demand for feathers from Arrakhi fletchers arises in Na'karat! Combined with requests for new meats, the Thalaz'ir turns his attention to the goose population in Region 15, following the advice of the Crimson Kingdom.


    [Faith] Convert Region 27 to Trinity of Light, with support from NTK. Can't Fail.
    Faith 9, +1 Writing, +1 Celestial Tower GP, +2 Support = 13.

    The northernmost territory of Sundom and Night Kingdom is far too decentralized from the core of the faith, with many regions following myriad other faiths. While Doraan is preoccupied with the war in the south, his sister Chepri takes charge of matters of faith. Arrha, Sun's Divine leads a large retinue of men and elves alike to convert the locals of Region 27 from the Horned King to the Trinity of Light. "Your king may be a god, but even gods must answer to the Sun."

    [Faith] Convert Swampum (Region 39) to Trinity of Light, with support from NTK. Can't Fail.
    Faith 9, +1 Writing, +2 Support = 12.

    Newly captured by the Night Kingdom, Sundom missionaries are swift as they enter into Swampum, spreading the tenets of the Threefold Lights and the Celestials to all who listen!


    [Military] Invade Region 33 with 6 Units led by Gorrn, Tipen's Might (Score 10), Challenging/Accepting. Reckless Attack.
    Spoiler: Techs & Bonuses:
    Show
    Cavalry - Horned Cavalry (+1 to Battles)
    Melee Weapons - Cinnabar Warclubs (+1 to Battles)
    Ranged Weapons - Recurve Bows (+2 to Battles)
    Combat Drugs/Medicine - Comet Phylacteries (+2 to Leader Loss Rolls)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battles)
    Special Materials - Bronze (+1 to Battles, +1 to Leader Loss Rolls)
    Spending 1 Treasure (+1 to Battles)
    Artifact - Cometfang (50% chance for Cometborn to rise)
    Total Bonuses: +23 to Battle, +3 Leader Loss, +2 TacMan, 50% Cometborn Rise Chance

    Long has Gorrn sat idly in Arrakh-Rah, growing restless. The Cometborn legions do not provide much in the way of stimulating conversation. It is with great satisfaction then that the Thalaz'ir commands his champion to besiege No-Climb Cliffs with the undying legions, and the new Arrakhi soldiers recently bolstered with weapons formerly only belonging to the Crimson Kingdom. The Undying march with Gorrn at the head, prepared to capture Sun-Bright City. However, Doraan stresses that the city and its people are to be respected. There will be no pillaging, no razing, and no murder of non-combatants. While it may seem wishful thinking, the Cometborn are obedient and unfeeling. They fulfill their orders without hesitation or personal goals.

    [Military] Send 1 Unit of Arrakhi Seekers to assist in the NTK attack on Region 34.
    Spoiler: Techs & Bonuses:
    Show
    Cavalry - Horned Cavalry (+1 to Battles)
    Melee Weapons - Cinnabar Warclubs (+1 to Battles)
    Ranged Weapons - Recurve Bows (+2 to Battles)
    Combat Drugs/Medicine - Comet Phylacteries (+2 to Leader Loss Rolls)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battles)
    Special Materials - Bronze (+1 to Battles, +1 to Leader Loss Rolls)
    Spending 1 Treasure (+1 to Battles)
    Total Bonuses: +8 to Battle, +3 Leader Loss, +2 TacMan

    On the way to No-Climb Cliffs, Gorrn sends a unit of Arrakhi Seekers to assist the Night Kingdom's assault on Hrathgan, bringing with them the advanced technology of the Sundom to their allies in need.

    Non Actions:
    REMOVE the Orichalcum gilding from Arrakh-Rah.
    Accept all techs from NTK via Embassy.
    Accumulate 2 Treasure (11 TPs)
    Resist all Buyouts.
    Support all conversions to Trinity of Light, resist all others.

    News and Rumours:


    - The youthful Aneirin, eldest son of Chepri and Ceron, seeks council from the Zhatani Shaman, Amin. Doraan's tie to rule is coming to its end, the golden light in his eyes and the silver of his blood begins to dim, and Aneirin's own blood begins to run with the colour of the moon. An exact date is impossible to come up with, but Amin estimates no longer than a decade before the blessing of the Thalaz'ir truly passes to the next generation. Preparations are made to begin training Aneirin with all of the responsibilities of the God-King, but he finds himself struggling to grasp with the destiny suddenly thrust upon him, woefully returning to Caloth Mawr and seeking his father's counsel. How does one know if they're ever truly fit to rule?

    -

    -

    Spoiler: Characters
    Show
    Living:
    • Doraan - Youngest child of Merine and Haraman, Thalaz'ir of the Arrakhi Sundom and Trinity of Light. (Age 40)
    • Haurun, Eldest child of Merine and Haraman (Age 58)
    • Kylisa, Second child of Merine and Haraman, Queen of the Night Kingdom (Age 52)
    • Chepri, Third child of Merine and Haraman, Daughter of Darkness. Creator of the Cometborn, and married to Ceron of the Crimson Kingdom. (Age 44)
    • Aneirin, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 16)
    • Ahi, Daughter of Chepri and Ceron. Princess of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 14)
    • Addaon, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 12)
    • Idwal, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 12)
    • Cerys, Daughter of Chepri and Ceron. Princess of Arrakh-Rah and the Crimson Kindom. Half-Elven. (Age 10)
    • Qian, Daughter of Kylisa and Niece of Doraan. Married to Doraan. (Age 32).
    • Arrha, Sun's Divine. Leader of the Sun Trikha, Current (secret) leader of the Venom of Rakek-Ar, the Death Cult. (Age 42)
    • Oloa, Moon's Divine. Leader of the Moon Trikha. Prevalent Alqari priestess with a long history of upholding Arrakhi faiths. Loves to party. (Age 34)
    • 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 41)
    • Pine, Golden-scaled blessed Ko and adopted daughter of Doraan.
    • Farida, Daughter of Doraan and Qian (Age 15)
    • Chigaru, Son of Doraan and Qian (Age 14)
    • Adom, Son of Doraan and Qian (Age 13)
    • Tali, Daughter of Doraan and Qian (Age 9)

    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
    Show

    Owned Regions

    Na'karat, R30
    R49
    Ol'kolsa, R50
    Tipen, R54
    R55
    Arrakh-Rah, R67

    Army Units
    Land: 7/16
    Naval: 0/3
    Unit Amount
    Cometborn Warhost 4
    Arrakhi Zealots 1
    Arrakhi Wardens 0
    Arrakhi Reavers 1
    Arrakhi Seekers 1

    Heroes

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

    Treasure

    4 Treasure

    Owned Resources
    Resource Region TP
    Comet Shards 30 1
    Aurochs 45 1
    Barley 49 1
    Wood 46 2
    Copper 29 2
    Goats 47 1
    Megaloceros 20 2
    Orichalcum 21 2
    Cinnabar 22 2


    Owned Techs
    Tech Effect Requirements
    Writing(Hraban Runes) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Animal Husbandry +1 to Opu and Dip Explorations None
    Irrigation +1 to Stabilization None
    Advanced Masonry +2 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
    Orichalcum Arrowheads +1 to Battles or +2 TacMan against Blightspawn Orichalcum
    Composite Bows +1 to Battles Hooved Animals
    Recurve Bows +2 to Battles Composite Bows + Hooved Animals
    War Drums +2 TacMan None
    Celestial Navigation Allows transit of one additional deep water border + -1 distance loss to deep water travel None
    Coinage +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts Silver or Gold
    Wheel & Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency None


    Organized Faith Bonuses
    Tier Effect
    1 (5 Holy Sites) +1 to Seek Aid
    2 (10 Holy Sites) 2d8 when duelling

    Artifacts
    Name 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; 2021-04-17 at 11:33 PM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

  5. - Top - End - #785
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round 19
    [Uzii Protectorate of Mamut]

    [Homage Far-Reach Mudmore]
    Region(s): 8, 11, 18, 33, 34, 35, 39, 40, 41, 42
    Temporary Capitol: Hrathgan (34)

    Actions:
    1. [Military] Raise 2 Units
      .
    2. [Military] WAR Attack Region 17 with 1 Land Unit, led by Wild-Swing Mudmore
      Discontent at losing Swampum, at the Crimson Kingdom attacking Towerhome, at their insults and jibes and recent attack on No-Climb Cliffs; it all finally bubbles over. The Homage, too busy with so many other matters, is unable to stop one of his family from taking a Cohort and attempting to attack Crimson Kingdom lands.
      • Wild-Swing Mudmore (10)
        --> [For determining Tactics: Military Score is currently 10]
      • 1 Land Unit
      • +1 Tactics, Soul Honor
      • +1 Combat, Increased Defense Budget [Logistics]
      • [Tactics] Protectorate Phalanx: +1 to Combat, -10% Casualties
      • +1 Combat, +1 to Leader Loss [Bronze]
      • +10% Opponent Casualties [Cloud Striders]
      • +1 to Combat from Seek Aid from TSR [see Non-Actions]
      • +2 to Combat [Treasure]
      • Duel CI, Challenge for Duel (Kill preferred on Duel or Leader Loss)
    3. [Military] WAR Defend Regions 18, 33, and 34
      Spoiler: Region 18
      Show
      Hounds attack! A threat to all of Mamut has reared it's head once more, and though the Protectorate is prepared to beat them back once more. There is no mercy for the crazed.
      • Tusker Jump-Good (5)
        --> [For determining Tactics: Military Score is currently 10]
      • 2 Naval Units
      • +1 Tactics, Soul Honor
      • +2 Tactics, War Drums [Logistics]
      • [Tactics] Protectorate Phalanx: +1 to Combat, -10% Casualties
      • +1 Combat, +1 to Leader Loss [Bronze]
      • +10% Opponent Casualties [Cloud Striders]
      • Duel CI, Challenge for Duel (Kill preferred on Duel or Leader Loss)

      Spoiler: Region 33
      Show

      • Far-Reach Mudmore (10)
        --> [For determining Tactics: Military Score is currently 10]
      • 1 Land Units
      • +1 Tactics, Soul Honor
      • +2 Tactics, War Drums [Logistics]
      • [Tactics] Protectorate Phalanx: +1 to Combat, -10% Casualties
      • +1 Combat, +1 to Leader Loss [Bronze]
      • +10% Opponent Casualties [Cloud Striders]
      • Duel CI, Challenge for Duel (Capture preferred on Duel or Leader Loss)


      Spoiler: Region 34
      Show

      • Big Chief Running-Ox (10)
        --> [For determining Tactics: Military Score is currently 10]
      • 2 Land Units
      • +1 Tactics, Soul Honor
      • +2 Tactics, War Drums [Logistics]
      • [Tactics] Protectorate Phalanx: +1 to Combat, -10% Casualties
      • +1 Combat, +1 to Leader Loss [Bronze]
      • +10% Opponent Casualties [Cloud Striders]
      • Duel CI, Challenge for Duel (Kill preferred on Duel or Leader Loss)
      • +4 Units from IXR
        --> [For determining Tactics: -1 for Size]

    4. [Faith] Consult the Ancestral Spirits regarding the faith of the Bouquet of Corpse Flower (5/5) (+1 to Resist Conversion for owned regions within two regions of 8)
      The Homage receives guidance from the Ancestors, and a curious shift of perspective occurs, focusing on the Ancestors and the nature of Rebirth. No where else is this shift more wildly discussed than within Too-Dry Dunes (8) which becomes a fervent supporter of the changes.
    5. [Faith 5] Soul Honor and Corpse Flower are no more; Organize the combined Faith, Garland of Souls, led by the Deru.
      The fall of the Bouquet of Corpse Flower. The loss of Soul Honor. Both of these happen, and yet... those who believe come out stronger. The cycle of Remembrance and Decay exist to strengthen the soul, as it loops around and grows.
      Those of the Protectorate are staunch followers of Remembrance, but recognize that some tribulations make for stronger individuals. The Protectorate absolutely rejects the idea that the creature known as Petal Head is anything more than a mystical champion, and call upon the Deru to cast out the Children of the Honeyed Congress.

      Mechanical Effect: Soul Honor and Corpse Flower are the same faith now, Garland of Souls. The Faith Head is the Deru.
      • Size Bonus (5): Tactical Maneuvering +1
      • Size Bonus (10): 2d8 on Epic and Errant Quests in or adjacent to blighted regions, wilderness or regions in unrest

      For Tenants of Garland of Souls, consult the Deru.
    6. DiplomacyAttend Event and Attempt to Negotiate Peace
      Spoiler: Sub-Actions
      Show
      Gift IXR Uzii Battlesmithing and Treasure Ships for their aid in the War Efforts.
      Review Debts owed with or to the Scrim.
      Peace Negotiations fail, as the Night Kingdom shows it's obvious greed

    Non-Actions:
    • Support conversion of any owned regions to Soul Honor or Garland of Souls. Resist conversion for any other faiths.
    • TSR favor spent last round to get Seek Aid for the next (2) rounds [including this one]
    • Gift RUIN the Prosperous Noggin artifact in exchange for their help in keeping a certain person safe and far from Mamut


    Spoiler: News and Rumors
    Show

    • The Crimson Kingdom...
    • Kylisa...
    • Rankalore and Swampum...
    • The Weakness having an easy solution is seen as a blessing from the Ancestors. It is also the only thing besides Zinnia's popularity that prevents the Uzii from politely asking the Ko to explain the presence of a Drakko in Swampum on the side of the Night Kingdom.
    • Ko-Ball is very popular in the Protectorate...
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads, so it with a great deal of complaining that the breeders are forced to watch the Crimson Kingdom win the Flower Crown. Only with the promise from Far-Reach that their best war-born Battle Toads will be used to crush the Night Kingdom do they finally calm down.
    • The Wardens of Awakened Realms and the Agent of Ruin have caused problems within No-Climb Cliffs...
    • Fort Death-Grasp! We're gonna get it back! Fort Death-Grasp! Because Hraban words are hard!



    Spoiler: Ruler Information
    Show

    Homage Far-Reach Mudmore D M O F I
    Current 10 10 5 5 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 2 1 0 0 0
    End of round 17 1 1 0 1 0
    End of round 18 0 0 0 1 0
    End of round 19 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Faith


    Spoiler: Kingdom Information
    Show

    Embassies:
    • Targiz
    • Scrim
    • Kalatar
    • Wardens of Awakened Realms


    Techs:
    • Animal Husbandry
    • Writing
    • Masonry
    • Irrigation
    • Pottery
    • Sailing
    • Stage Plays
    • Uzii Battlesmithing
    • Arctic Survival {restricted}
    • Comet Phylacteries {restricted}
    • Increased Defense Budget {restricted}
    • War Drums
    • Bronze {restricted}
    • Viskari War Bows
    • Treasure Ships
    • Cloud Striders
    • Sikar Translation
    • Daezirn Translation
    • Tarandi Translation


    Hero(es):
    • Big Chief Running-Ox (Mil 10)
    • Wild-Swing Mudmore (Mil 10)


    Units:
    • (5) Protectorate Cohorts [Melee]
    • (2) Swamp Catamarans [Naval]


    Treasure:
    • (2) Treasures
    • Prosperous Noggin [Artifact] (+2 to buyouts or +1 to resist raids across dark blue borders, use reasonable targeting.)


    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; 2021-04-15 at 10:28 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  6. - Top - End - #786
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    The Kingdom of Rankalore
    Regions 1, 2, 3, 5

    Spoiler: Leader
    Show

    Thaban, the King of Rankalore

    Diplomacy: 3
    Military: 5
    Opulence: 4
    Faith: 7
    Intrigue: 2

    Projected stat increases: +1 Diplomacy, +2 Military
    No new ruler next round.


    Actions:

    1. [Diplomacy] Attend the Recounting of All Debts

    Subactions:
    -Receive Daezirn translation from SCR
    -Receive tech(s?) from UZI

    2. [Diplomacy] Collaborate with SCR on the Kiswa translation (2/4)

    3. [Military] Raise two land units (fortress)

    4. [Military] Aid UZI in defending Region 34 (+5)

    +4 units, +1 Path of the Ancient Ones HS5 Bonus

    5. [Military 5] Hero: Aseltia the Cackling Commander
    Aseltia is given command of Rankalore's armies. She drops her "Queen" moniker so as not to undermine the newly established monarchy, instead going by the title of "Cackling Commander".
    Roll: 8

    6. [Military] Raise land unit

    Nonactions:
    -TBD

    News and rumors:
    -Tsani and Okeneth found families. Tsani's spouse is an Astelte, while Okeneth's is a Sharghi.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 4/12
    Navy units 2/6

    Heroes:
    N/A

    Technologies:
    Composite Bows (ranged weapons)
    Increased Defense Budget (logistics)
    Uzii Battlesmithing (armor)
    War Drums (logistics)

    Opulence:
    Trade posts:
    Cacti: 296.2
    Maize: 281.1
    Slaves 48.2

    Resource requirement: Manpower (fulfilled)

    Treasure 1/10

    Other items:
    N/A

    Technologies:

    Animal Husbandry
    Arctic Survival
    Celestial Navigation
    Irrigation
    Masonry
    Pottery
    Sailing
    Seekers
    Writing (Non'rathk Script)

    Faith:

    Miracle effects:

    Visions of the Past: Reduce foreign continent penalty in Sikar by 2. +1 to Investigations.

    Official faith: Path of the Ancient Ones (Faith Head)

    HS5: +1 to defensive battles (active)
    HS10: 2d8 to Seek Aid (inactive)

    Great Projects:
    Thetokirr, the House of Dreams (Grand Archive) - Region 1

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Round 7
    Round 8
    Round 9
    Round 10
    Round 11
    Round 12
    Round 13
    Round 14
    Round 15
    Round 16
    Round 17
    Round 18
    Last edited by OmnivorousOgre; 2021-04-17 at 02:14 PM.

  7. - Top - End - #787
    Ettin in the Playground
     
    Jade_Tarem's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    The Solais Empire: Round 19 (Year 73-76)



    Actions:

    [Military]: Invade Region 171
    Route: 153 -> 148 -> 171. If at all possible, Rauri will deliberately fail the roll to avoid interception, but will not conquer region 148.
    Units: 19
    Leader: Rauri of the Phoenix (+9)
    Technologies: Bronze (+1 battles, -1 Leader Loss); Wolf Riders + Saddles (+1 battles, -10% Casualties); Recurve Bows (+2 battles); Uzii Battlesmithing (-10% Casualties); War Drums (+2 Tactical Maneuvering)
    Tactical Maneuver: Way of the World
    Duel: Rauri is setting up to use the Red Storm and cannot accept duels.
    Other: Rauri is equipped with an Iron Claw Phylactery and the Red Storm. The Way of Eauden's metal magic provides +1 to the battle roll.
    Total Bonuses and Effects:
    +33 to the Battle roll (+9 Hero, +19 Units, +4 Tech, +1 Magic).
    Enemy force loses 1 unit before battle, potentially ending it preemptively.
    +8 Tactical Maneuvering roll (+10 Mil, +2 War Drums, -4 Army Size).
    -20% casualties from tech.
    TD could provide +1 to battle roll and +10% enemy casualties.


    [Opulence]: Buyout TP 1 (Furs and Hides) from Region 106 (Success)
    [Opulence]: Buyout TP 1 (Basalt) from Region 143 (Success)
    [Opulence]: Buyout TP 1 (Copper) from Region 148 (Success)

    [Opulence]: Buyout TP 2 (Timber) from Region 152 (Success)
    [Opulence]: Buyout TP 2 (Deer) from Region 153 (Success)
    [Opulence]: Buyout TP 1 (Seals) from Region 158 (Success)


    Rolls can be found... here.

    Non-Actions:
    Resist all unauthorized Buyouts.
    Rauri carries a Ring of the Phoenix, an Iron Claw Phylactery, and the Red Storm this turn.
    Artifacts not in use will be kept by the two Holy Sites within SOL territory (Three Iron Claw Phylacteries).

    Embassy-Based Non-Actions:
    Request transport over mountain borders from the Dannu-Gaon (DAN).
    Accept all incoming techs from the Dannu-Gaon (DAN).

    Ruler Stats:
    Lessa the Firecrown, High Thane: Diplomacy 10, Military 10, Opulence 7, Faith 4, Intrigue 7

    Expected Stat Increases: +3 Opulence

    News and Rumors:
    - Having expected to put this off a bit longer, High Thane Lessa nonetheless mobilizes the Solais military when she hears that the mysterious fortress the Truthseers spoke of has been located within striking distance of her borders, and that the path there is lightly defended, to boot. The opportunity is too good to ignore, and a grumpy Rauri cancels some of her world travel plans to take up the Red Storm and spearhead the march through the tricky mountain passes.
    - In an effort to bolster the empire's supply lines and economic base even further, Lessa orders a frankly unprecedented number of purchases and deals, making full use of the empire's new coinage and technology to secure a favorable position in trading outposts and markets across Tarandi. If one must spend money to make money, surely this will lead to prosperity.
    - Though no consorts have been forthcoming, Lessa nonetheless begins to take on potential successors for training. Her first three picks are Morrowlar of the Mask, an imposing but perceptive Micur, and her cousin Kylara of the Mist as a reward for her success in the mountains. After further deliberation, she also selects Roarke of the Cloak, a relatively young but bright human boy from the Owlgreen forest. These three can frequently be seen handling low to medium-importance affairs and sitting in on her meetings with others. When and how she might pass on control of the empire is left a mystery.
    - A lone rider's arrival in Rith Fia is met with some confusion, as the locals do not recognize him immediately. They treat him with the usual uncomplicated hospitality but ultimately defer him to none other than Robinton of the Cloak, former thane of the clan of the same name, who does put together who the former Sultan Zidan is. While fascinated and inquisitive, the sociable Robinton doesn't delay him any longer than Zidan is willing to be delayed before transferring him to the local thane, Brigid of the Wind, who dispatches a pair of guides, a member of the Star Watch and several guards on wolf-back to escort Zidan north to Star's End, along with a message about who their guest is. His escorts are friendly enough, though all are awed by his horse, which objectively shames any horse in Tarandi.

    Upon eventually reaching the Solais capital, Lessa the Firecrown is shocked but delighted to meet her relative by law from Sikar and puts together a quiet but quality celebration, featuring the usual game meat dishes, local herbs and root vegetables, silverwheat breads, and more. She offers Zidan his choice of activity or travel within the lands of the Solais, within reason, asking only the opportunity to speak with him at length on all manner of subjects related to his homeland and his world travels so far, as well as indefinite lodging in either Star's End or Cathair na Realtai at Loch Airgid. Whatever Zidan decides, she provides accurate directions to Danneta-Yvaon when he is ready to move on, though her directions take him through the City of Stars anyway - while a slightly longer route, the roads and trails are better, the route is also known to all the local merchants in case he gets lost, and it gives her a chance to show off the highest concentration of Solais civilization in the empire. Before their parting, she expresses willingness to meet with him again - here or among the Dannu.
    Last edited by Jade_Tarem; 2021-04-17 at 11:37 PM.
    Amazing Zealot avatar by Elder Tsofu.

  8. - Top - End - #788
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    d6 Re: Empire 6: Embers of Dawn IC

    Regions 186, 187, 194, 195, 196, 202
    The Bel-Dan Confederation
    Leader: Reren Ren-Ben-Udula
    Blightslave
    73-76 Era of Great Ocean


    Actions:

    1. [Military] Invade [Region 188] with 5 land units and 2 naval units, led by Elref Golchaya (Hero 10), attempting to activate Reckless Attack, using Peltae, Composite Bows, War Drums and Steering Oars (+19/+21, +8 TM)
    Rumors of a mysterious ancient fortress over the central hills attract the attention of Elref Golchaya, one of the Royal Queen's earliest followers. She leads a large group of Dozgach and a few Bel-Dan-Ub south from Ren-Ben-Udula's Queendom to investigate. The appearance of heavily-armed pirates unsettles the locals, and it is not long before small incidents on the way turn into a full-scale battle for control of the hinterlands of "Death’s Lair."

    2. [Military] Raise a land unit
    The Queen recruits a sizeable force of 250 Palitab, training them in the use of the composite bow.

    3. [Military] Raise a land unit
    A company of Velata mercenaries, led by one Ervasi Fesan, hires itself out to the Bel-Dan Confederation, proving master slingers that more than make up for the low quality of their other weapons.

    4. [Military] Sack 266 TP 2 for Kelp Oil owned by DOD: 8
    Dolod trade outposts are notably less fortified than their neighbors; easy pickings for experienced raiders, and attractive to captains just finding their bearings.

    5. [Intrigue] Steal a Great Ship from the SoS: 13
    Though Ren-Cha-Fen is dead, cruelly murdered by the trolls, his ambition lives on in many of his former crew, one of whom - named Bel-Fě-Tesha - sets out to make a name for himself doing what the legendary captain never could: capturing a Great Ship of the Sentinels. He recruits a number of pirates to his side, and they set out northward to the organization's headquarters - no longer must the Bel-Dan-Ub wait for a ship to pass by chance; the source is within reach.

    6. [Intrigue] Secret, spending 1 treasure: 4
    The Queen has many eyes and many hands....

    Nonactions:
    1. Allow all religious conversions


    Spoiler: News and Rumors
    Show
    • Ren-Ben-Udula, recovered from her pregnancy and with the day-to-day raising of her precocious child handled by loyal nurses, finally makes her power play. The winter of 73 ends with an army marching through Ten-Fuj-Sa-Cos with her at its head, arriving swiftly at the Council of Ren-Ub. With the news of Ren-Cha-Fen's death, the Council's regency is no longer needed, and they - of their own free will, and certainly without coercion - select Ren-Ben-Udula to succeed him as Reren. The political implications for the still-shaky Confederation are many, but most Bel-Dan-Ub are simply glad to have a Reren worthy of Ren-Cha-Fen's legacy.
      .
    • A mighty Dozgach warrior emerges from the tight clique of Ren-Ben-Udula's closest followers: Elref Golchaya, an utterly follower of the Queen since the first day she landed in Dozgasil. Following in her Queen's footsteps, she declares herself a "Savior of Kiswa," dedicated to defeating Blightspawn incursions as Ren-Ben-Udula did the Shadows. The Queen places her in command of the Dozgach auxiliary soldiers, saying that a native leader will embolden them to fight.
      .



    Spoiler: Ruler Information
    Show

    rolls
    Current Stats
    Diplomacy: 2
    Military: 4
    Opulence: 1
    Faith: 1
    Intrigue: 5

    Expected Stat Bonuses: Military +2, Intrigue +1
    New ruler next round? no


    Spoiler: Other notes
    Show

    Land units: 5+2/17
    Naval units: 7/9

    Treasure: 4-1/10

    Heroes:
    • Ren-Pera-Don (10)
    • Elref Golchaya (10); Shadow Slayer: +2 on Errant Quests in Kiswa and Sikar

    Favors:

    Resources controlled:
    • 193: Avocado
    • 195: Timber
    • 216: Droggen Berries
    • 267: Mountain Goats

    Techs:
    • Sailing
    • Animal Husbandry
    • Irrigation
    • Writing (Veramondi Logography)
    • Masonry
    • Pottery
    • Crab-Claw Sails (req. Sailing)
    • Steering Oars (req. Sailing)
    • War Drums
    • Celestial Navigation (req. Sailing)
    • Peltae
    • Composite Bows
    • Feathered Cloaks (req. feathers)
    • Bronze (req. copper or tin)

    Translations:
    • Sikar
    • Tarandi


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

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

    Wealth and Glory
    Effect: On a successful tactical maneuvering roll, make a Sack attempt against a random owned Trade Post in the region in which the battle takes place.
    Last edited by Minescratcher; 2021-04-17 at 01:47 PM.

  9. - Top - End - #789
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Great Kingdom - Kiswa Regions 226, 184, 224, 225, 236, 237, 241, 242
    Turn 19


    News and Rumors:
    Fourteen years ago, Fulji Besiri drank of the strange milk of the Great Mother at the Lim debate, and she has never fully recovered. While her episodes of delirious fervor have become more subdued over the years, they still debilitate her for weeks or months at a time. Nearly all of her duties have been split between Arima and Phaudl, along with a handful of other assistants.

    Now Phaudl announces her retirement as well. She intends to spend her last few years in the Tamago Isles, enjoying the mild weather with her numerous grandchildren. Not long after it is announced that the current Tamago chief is also retiring, and passing leadership of the isles to Aolani and Danburl. Phaudl and chief Sanu are wed in a much smaller ceremony than their children’s.

    And so Matji Varsha announces the taking on of two new fulji. Both Ahra have proved themselves up-and-coming leaders in their roles. Hirana, daughter of Fulji Arima will take over Phaudl’s position, and Bulandi, eldest daughter of Karsha and great-granddaughter of Khetra, takes on the leadership of the Vygra military.


    Actions:
    1) [Intrigue] Secret Action
    Silent as the falling snow.

    2) [Military] Put down rebellion region 230 - (TacMan +11, Battle +23, Ally Casualties -20%)
    > Units: 7 (2 from Vygra Confluence: Hajje Mahout, Sentinel Aspirants; 5 from Veramondo)
    > Leader: Matji Varsha (Mil 10, Flame-Tempered Soul); Duel Challenge at +12
    > Route: 225 -> 230
    > Tactical Doctine: Skirmish
    > Techs: Blade Sharpeners, Composite Bows, Uzii Battlesmithing, War Drums, Black Iron Weapons, Saddles
    > Treasure: 1 spent on Battle

    News of the festering rebellion in their neighbors lands comes to the Confluence, along with a plea for assistance. Matji Varsha responds by personally leading her aspirants to put down the violent uprising decisively. Ranee Karsha and Rajah Bhosale send along a group of mahout elephant riders from the fortress at Utkrshta under their daughter Bulandi’s command to help protect Karsha's sister’s nation.

    3) [Diplomacy] Attend Event - Festival of Empress Gaozhong
    Spoiler: “Sub Actions”
    Show
    Trade control of Sagrimma (region 241) to the Lim Dynasty and receive the Sand Reefs (region 266) from the Nocturnal Hydra. The Lim Dynasty grants control of region 265 to the Nocturnal Hydra.
    Trade Coinage tech to the Lim Dynasty in exchange for Feathered Cloaks tech.



    4) [Intrigue] Investigate Orichalcum resource - region 245 (Roll: 17)
    News of this strange metal and it’s odd attraction to blightspawn has reached the ears of the Confluence before, but never of such large deposits this close. Scouts are sent to identify and map the deposits, and carefully bring back samples for testing. In particular, the leaders are curious how the metal will react when brought in contact with black iron.

    5) [Opulence] Buyout Trade Post: Region 222 TP1 - Buffalo (Roll: 13)
    As colonies and trade expand the reach of the Confluence, Fulji Arima directs merchants of the Confluence to seek out resources such as additional herds.

    6) [Military] Raise 2 land units - Fortress
    Aspirants and budding warriors continue to make the journey to Utkrshta to train under the instruction of Angna the Furnace and other prestigious veterans.

    Non-actions:
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
    Support Nocturnal Hydra buyout of region 242 TP2 of Earthblood.
    Accept vassalage of Veramondo. (Embassy)
    Receive 1 treasure from Veramondo. (Embassy)
    Exchange techs with Á'Shansholí: Give Mountaineer Clothing, Celestial Navigation, Arctic Survival, Advanced Poisoning, Composite Bows, Stage Plays, Thin-Blood Elixir, and Crab-Claw Sails; receive Public Education, Song of the Wind, Song of the Sea, Viskari Warbows, Wolf Riders, Eleftherian Democracy, and Saddles. Eleftherian Democracy, Public Education, and Viskari Warbows to be shared to Sewune next round. (Embassy)
    Receive Recurve Bows and Towers of Light techs from Sewune. To be shared to Á'Shansholí next round. (Embassy)
    Spend 1 Treasure each on investigation and battle.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Varsha, Flame-Tempered Soul (Diplomacy 10; Military 10; Opulence 8; Faith 2; Intrigue 9)
    End-of-turn increase: Intrigue +1

    New Leader next turn: No

    Heroes: Angna the Furnace, Shadow Slayer (9); Niharyka the Wayfinder (9)

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Black Iron Weapons, Composite Bows, Celestial Navigation, Advanced Masonry, Arctic Survival, Uzii Battlesmithing, Stage Plays, Caravanserai, Advanced Poisoning, Steering Oars, Blade Sharpeners
    Cultural Identity: With Open Arms - Rep Raise 2d8
    Tactical Doctrines: Butho Horns
    Units: 4/20 Land - 1 Vygra Butho, 1 Hajje Mahout, 1 Tamago Slingers, 1 Sentinel Aspirants
    2/6 Naval - Isle Rafters
    Fortress: Utkrshta - Region 224
    Treasure: 6
    Reputation: SOS (3); DSP (1)
    Favors: SOS (1)
    Capital City: Farahabi - Vyterrat Region 226
    Trading Posts 12 (+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
    > Tvila Clay - 211 TP1
    Primary Religion: Way of Green (5HS: +1 to Buyouts; 10HS: Conversion Resistance 2d8)
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216), Á'Shansholí (115)
    Other: Song of the Sands (Sikar Translation), Ballad of the Blossoms (Mamut Translation), Serenade of the Snows (Tarandi Translation), River Lords’ favor
    Last edited by Frostwander; 2021-04-15 at 10:58 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

  10. - Top - End - #790
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Symphony of Kalatar
    Region 136+135+132+157+159+158+161



    Keeper Lovati Polahi
    Dip 10
    Mil 10
    Op 4
    Faith 10
    Int 3


    Actions:

    1:[Military 5] Tac Doc: Taunted Charge
    For many years, the Sworn of Sangar have relied on enticing the enemy to charge their line. With the full incorporation of bows and now armour to help withstand the attack, it gives them a prime opportunity to take control of the battle, and enclose their enemy.

    (Proposed TD: +1 to Battle roll, +10% enemy casualties)
    2:[Military 10 ] Create a Fortress in 136
    With armies growing around, Poav, the heir decides to spend a few years among the Sworn, building up a great redoubt in Sangar to rally from in case of attack, or further incursions by the ghosts of Ruin.

    3:[Faith 10] A Miracle to help the ghosts pass on
    With the ghosts ravaging the lands, Hinarah takes hold of the Lyre, and begins a song of requiem. A song to bring these ghosts to rest and to move on. A song that soons spreads out, far, far beyond Sangar...

    4:[Military] Invade 160: Currently 11 units led by Vralis+bows, bronze and battle drums (Skirmish, will offer duel) (23+2TM-10%losses)

    5:[Military] Raise a unit

    6: [Faith] Convert 152 to Ancient ways 15


    Stats: +2 Mil, +1 Faith
    New Ruler: YES (Poav Polahi)
    Non-Actions:
    LYRE: DIP
    Accept Embassy from Stone-blooded kharnate

    Embassy Actions:
    Accept Region 134 from RUIN for Kiswa Translation
    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    113 TP2: Wood
    155 TP1: Wild Horses\
    159 TP1 Copper
    131 TP1 Wooly sheep
    181 TP1 Brightly coloured fish
    132 TP1 Einkorn
    1 Treasure generated per turn
    Embassy:
    CAW
    SHA
    DAN
    UZI
    Claims: 131
    HO: The Herald 136 AW
    Fountain 159 Children
    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 2,
    Truthseekers: Rep 0
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing
    Bows +1 to battle
    Animal Guides/Song of the Wind TBC
    Bronze
    Wolf Riders
    Battlesmithing
    Battle Drums
    Song of the Sea
    Saddles

    The Lyre of the Temperamental Song
    Units: 11/18
    Navy: 3/3

    Treasure: 6


    Heroes: Vralis 10
    Hinarah the Rider (guardian Blood) 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-04-17 at 06:13 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  11. - Top - End - #791
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show

    Dragonlord Zinnia
    Dip: 2
    Mil: 8 => 10
    Opu: 7
    Faith: 10
    Int: 10


    Actions:
    • [Mil] Defend the Towerhome!!!
      ...
      ...
      Again!
      (6 Land Units, 3 Naval Units, "Thorn" (Mil 9), +4 defensive bonus, Reckless Attacking, Challenging to Duel with 2d8+9 (Hero Score) +1(Drakko Miracle) +1 Treasure +1 Seek Aid)
      - Providing transport to Targiz forces with my naval units over the water, as the Ko are hiring them for their services and providing quick travel to the Towerhome as part of the deal.
    • [Mil] Raise 2 Land Units (Fortress)
    • [Mil] Raise 1 Land Unit
    • [Mil] Raise 1 Land Unit
    • [Faith] Seek Aid on Battle
      Theris does some praying.



    Non-Actions:
    • Accept all embassies and gifts.
    • Retire Fosfer. Embrace Thorn.



    Military: 6 units led by Thorn resurrected! 3 naval units, led by Gooseberry the Seafarer

    Treasury: 10

    Embassies: The Scrim


    Spoiler: Active Effects
    Show
    Trapped Towerhome: +1 to Battle Rolls in the region
    Translation of the Daezerin Isles (5/5)
    The Star Map (5/5)
    Ascended Drakko: +1 to 1 roll a round and +1 to leader loss rolls.


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


    Spoiler: Characters!
    Show

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

    Theris: The Greeeeeat and Magical Theris! Playwright extraordinaire, magician nonpareil! Now that Merine has taught her actual magic, her ego has only inflated more. And now, as the catalyst for the Ko's ascension to greatness, she is very, very full of herself.

    Fosfer: A whirling dervish and mad Ko.

    Prince Onyx: Fortunately, the gem-encrusted dragon has matured a bit from his younger, petulant self. He no longer feels the need to demand things. He now requests them, with every expectation of being obeyed. Still, he is fond of throwing money at problems to make them go away so he can continue to enjoy his life of leisure.

    Gooseberry the Seafarer: Explorer, adventurer, and uncharacteristically brave even as a Ko, she is the one who led the ill-fated assault on the Sokau lands before their internal collapse. Now, as a dragon, she seeks ever more ADVENTURE!


    News and Rumors
    • The news of the Horned King's disappearance, apparently aided by a Drakko, causes mass panic in the Towerhome. Not even the news of imminent invasion caused such a ruckus. After all, if the Devil disappeared and all the demons of Hell blamed you, it it good cause to be a little nervous.

      Zinnia is caught in between fury and frustration. The delicate balance she worked so hard to create has been upended yet again. Between the war and now this, she can foresee nothing but blood running in the streets. Theris' visions of the future, which once were so bright and helpful, now turn dark.

      But then, with horrible, terrible clarity, the answers presents itself to her. She takes to the air and searches the Towerhome high and low, but finds no sign of him. Oh, she should have killed him years before when he made that scene at the festival and embarrassed them all.

      From the highest point of the Towerhome, her cry of rage rings out. "FOOOOOOOSFER!"
    • A single ship leaves from the port town nearest the Towerhome. Crewed by the enigmatic Midnight Dancers, it sets off into the wild ocean. But aboard is a single, black-scaled Drakko, whose blood is acid and scales sharp as swords. As he watches the shore of his home continent slip away, his claw travels up to the stump of one of his many horns. A noble wound, from the most noble of hunts.

      He hears a loud cry of rage ring out from inland. It puts a smile on his face. He bows his head towards the Towerhome. "Farewell, Zinnia. I am your servant no longer."

      Fosfer turns his gaze towards the sea, and though their destination will not appear for many days, he looks to the horizon. Full of promise. Full of danger. He licks his lips, and a drop of spittle falls to sizzle on the wooden deck. And full of many new things to hunt.

    • Yet all is not doom and despair! In their darkest hour of need, Thorn has returned! From his burial site deep in Zinnia's private garden, a tree grew for many years. And now, as armies march against the Towerhome once more, he has emerged from the grave to lead the defense!
      Spoiler: Or at least, that's the story the Ko will tell you...
      Show
      Zinnia paced through her private garden, snarling and fuming. Curse Fosfer. Curse the egg that gave him birth. Curse the mother and father who thought it would be a good idea to give birth to such a blighted spawn of all the Shadows Beyond The Stars!

      She should have killed him. She should have. But she had been trying to be different than Thicket. She had tried compassion and tried to follow Thorn’s vision, even after he was no longer around to ‘reinforce’ it. Part of it, anyway. The practical parts. He was far too philosophical for his own good, but the parts about acting in accordance to the “Golden Rule” were quite inspiring. Different, foreign even, to the Ko way of thinking. It was an ideal to strive for. The road to it was just paved with blood. A world where the Ko did not have to live in fear.

      And of course that meant not killing anyone who was an inconvenience. Or at least, not killing any public figures who were an inconvenience where people could see it happen. It would have set a bad example.

      She turned towards the Tree. It had no name, it was just the Tree. Those who tended her garden knew what it was, but never spoke of it. Here was where they had buried Thorn, and from it this tree had grown. A grave marker, that’s what it was, to the greatest Ko to ever live. Zinnia could say that now without remorse, since she was the greatest Drakko to ever live.

      “I tried,” she told the Tree, “But nothing I’ve done seems to have made a difference. The ending is the same either way. We shall be hunted to the ends of the earth and fall one by one until none of us are left. This is the vision I set out to prevent. This is my Nightmare.”

      The wind stirred in the garden. Zinnia bowed her head, retreating to her own thoughts. But a voice rode the wind, faint and far off. “Zinnia…”

      Zinnia’s head shot up and her eyes scanned her surroundings. She knew that voice.

      The Tree cracked. The sound of splintering wood shook the ground. Zinnia’s wings spread and she took to the air, eyes wide. The whole garden began to collapse down, down into a pit, but the Tree stood firm. Though its leaves rustled and the branches twisted and cracked, the trunk stood unmoved.

      A root lunged upwards, out of the earth, and landed like a claw on the nearby stone wall. Others whipped out, winding round it and forming a thick, wooden limb. The Tree groaned. “Zinnia…”

      Zinnia could not speak. The words stuck in her throat.

      A wooden face emerged slowly from the Tree’s trunk, twisted and formed by knots and branches growing at impossibly quick speeds. The Tree began to fold in on itself. Its leaves became wings, its trunk a long neck and body. The roots twisted into legs and a tail. For the first time in decades, a pair of eyes, the only flesh on the creature’s body, opened and beheld the world.

      Zinnia finally found the words to speak. “Thorn.”

      The creature looked up at her and smiled. “Not…exactly.”

      A chill froze the fire that now coursed through Zinnia’s veins. In a very small voice, she said, “…Thicket?”

    • Upon learning of the current situation, Thorn acts upon his status as a respected member of the Trinity, he calls upon all the faithful to help defend the Towerhome from the approaching army. In his typical style, he couches his argument in moral and philosophical terms.

      "A crime has been committed, and a grave one. As for me, however, I will fight to keep a worse crime from being committed ten thousand times over in retribution. Sound reason and morality, I hope, shall prevail in this matter."
    • The Towerhome sends out refugees.

      In short, Onyx is packing his things and sailing away with the other rich and affluent. Zinnia, meanwhile, ensures that a few different groups of young, healthy Ko arrive at different allies' lands. This ensure that, even if the majority stay behind and are wiped off the face of the earth, the Ko as a race will continue on in the lands of their friends.
    Last edited by Miltonian; 2021-04-15 at 11:03 PM.

  12. - Top - End - #792
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 19)
    The Council of Curators





    [Military] Raise 2 Units:
    [Military] Sawut Kw'Torineti and Gusuhaz Kw'Sewi undertake an Epic Quest in Yatrhajidaat Gitj, spending a Treasure on the roll (2d8 from HC 10 bonus, +1 from SOS Rep) (19):
    [Faith] Convert 227 (18):
    [Faith] Convert 189 (23):
    [Diplomacy 5] Create an Embassy with the Targiz:
    [Diplomacy] Stabilize 217 (12):

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Oracles of the Elder Memories
    Give the Crimson Sword of Yedem Kali to Gusuhaz Kw’Sewi

    TRO Embassy
    Accept all techs
    SKO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show



    Spoiler: Songs of the Korebita
    Show



    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry
    Crab-Claw Sails
    Pottery
    Thin-Blood Elixir
    War Drums
    Feathered Cloaks
    Seekers
    Advanced Masonry
    Composite Bows
    Wolf Riders
    Eleftherian Diplomacy

    Spoiler: Bookkeeping and Ruler Info
    Show

    Land Units: Torineti Warriors, Korebita Slingers, Sewi Warriors, Thunder’s Vanguard, Zemena Monks, Flock of the Warshepherd

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

    Treasures: Black Gold, Blood Ingot, Blood Ingot, Kro Loot, Mysterious Riches, The Wealth of Tarandi

    Resources Controlled: Wild Asses (232.1), Tropical Birds (194.2), Flint (213 [City])

    Fortress: Misig Zinabi (213)

    City: Kema (213)

    Heroes: Sawut Kw'Torineti (10), Gusuhaz Kw’Sewi (8), Medmäsha Tänata (7)

    Artifacts: The Crook of the Warshepherd (Gusuhaz Kw'Sewi), the Crimson Blade of Yedem Kali (Sawut Kw'Torineti)

    Tactical Doctrine: Lead from the Front


    Leader: The Council of the Curators

    Gotor Kw'Mesihafi, Curator of Syncretism (Diplomacy): 5 +1
    Oyem Kw'Mesihafi, Curator of Heroism (Military): 7 +1
    Genizeb Kw'Mesihafi, Curator of Splendor (Opulence): 6
    Kahin Kw'Mesihafi, Curator of Tradition (Faith): 8 +1
    Mekabir Kw'Mesihafi, Curator of Mysteries (Intrigue): 2
    Last edited by Gaius Hermicus; 2021-04-15 at 09:00 AM.
    Avatar by Sniper Jo!

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

  13. - Top - End - #793
    Pixie in the Playground
     
    DruidGirl

    Join Date
    Jan 2021
    Location
    Vancouver, BC
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Citlallo Isles
    Regions 80, 81, & 82, Round 19

    Spoiler: Ruler Info
    Show

    Eleuia, First Tlatoani of the Unified Isles, Lady of Fire
    Diplomacy – 10
    Military - 6
    Opulence – 6
    Faith - 3
    Intrigue – 1


    Actions
    1. [Diplomacy] Finalize Claim over Region 80
    2. [Military] Train with Alexios (Use 1 Treasure) [TN 14, Roll 13, Fail]
    3. [Military] Send Alexios to Conquer R83
      Conquering 83: 1 Deep Water border, Crossing via Sailing
      Leader: Alexios (Hero 12)
      Number of units: 3 (1 naval, 2 land)
      Duel Challenge: Yes
      Tac Doc: Skirmishing
      Tech: Feathered Cloaks (Terror Birds, send Rarras as backup Hero 8), Black Iron Weapons. Together +4 to Battle.
      Totals: +19 to battle, Skirmishing
    4. [Intrigue] Investigate Lion-Wasps' Origin (Use 1 Treasure) [TN ???, Roll 9, Result???]
    5. [Intrigue] Secret Action


    News and Rumors
    • Diplomatic discussions regarding accepting Mixtli into the Citlallo Isles have entered their final stage.
    • Concerned about the appearance of blight in the isles, an investigation into the Lion-Wasps' origin has begun.
    • Tlatoani Eleuia has begin training with the hero Alexios
    • Noctrix Pina-Mak visits Citlallo for a meeting with the Tlatoani


    Embassy Actions
    - Accept all embassy gifts
    - DAN: Trade Treasure Ships, Celestial Navigation, and Increased Defense Budget In exchange for Saddles, Mechanical Joints, and War Drums

    Non-Actions
    - Resist all unauthorized buyouts and conversions
    - CIT to start Styinn GP soon

    Spoiler: Additional Notes
    Show

    New Ruler Next Round?
    No

    Ruler Stats Next Round
    Diplomacy - 10
    Military - 7
    Opulence - 6
    Faith - 3
    Intrigue - 2

    Embassies:
    - Embassy with the Avicennian Isles
    - Embassy with Danneta-Yvaon
    - Embassy with Bozul

    Heroes:
    -Rarras (Hero 8)

    Military Units: 3/9
    - 2/6 Land
    - 1/3 Naval

    Organizational Overview:
    - Truthseers: Rep 2, 1 favors, 1 Windowless Tower(R81)
    - Sentinels of Stone: Rep 4, 1 Standing Stone(R82)

    Translations:
    - Tarandi
    - Mamut

    Trading posts: 3
    1. 81 (Glasswork) TP1
    2. 82 (Terror Birds) TP1
    3. 87 (Wolverines) TP1


    Treasures: 4/5

    Technologies: 12
    1. Pottery:+1 Buyouts
    2. Sailing: Enables exploration and troop transport over deep water
    3. Irrigation: +1 Stabilization
    4. Writing, Hiverness Runes:+1 Conversion Defense, +1 Conversions in regions that share your writing system
    5. Masonry:+1 to resist Raids and Sacks
    6. Animal Husbandry:+1 to Opulence and Diplomacy exploration
    7. Viskari War Bows: +1 to Battles (Requires Wood)
    8. Bronze: +1 to Battle and Leader Loss (Requires Tin or Copper)
    9. Celestial Navigation: Allows transit of one additional deep water border and grants -1 distance loss to deep water travel
    10. Increased Defense Budget: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus.
    11. Feathered Cloaks: 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 that hero.
    12. Treasure Ships: +1 Sailing Range and Trade Routes over Water (Requires 1 shipbuilding resource and 1 trading resource)



    Spoiler: Links to Lands, Previous Rounds, & Fluff
    Show
    Last edited by Blossom; 2021-04-14 at 06:09 PM.

  14. - Top - End - #794
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Kingdom


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


    Ceron, the Horned Prince
    Diplomacy 5
    Military 4
    Opulence 5
    Faith 4
    Intrigue 6

    Expected Stat Gains: Dip +1, Mil +2

    Actions
    • [Military] Invade Towerhome (Region 51) with 15 Land Units led by Dafydd, the Slave Master (Hero 10). Dafydd duels with the King's Maul, while his army activates Cinnabar War Clubs, Horned Cavalry, Orichalcum Arrowheads, Bronze, Comet Phylacteries, and Uzii Battlesmithing. Spend 1 Treasure. Attempt Overwhelming Charge.
      Betrayal. It is to be expected of the treacherous Ko, murderers of kings past and merchants of lies. The armies of the Crimson Kingdom rouse themselves to march on the lair of these treacherous vermin, and will only be turned aside by the return of their living god.
    • [Military] Defend Region 17 with 3 Land Units led by Ceron. Ceron duels, while his army activates Cinnabar War Clubs, Horned Cavalry, Orichalcum Arrowheads, Bronze, Comet Phylacteries, and Uzii Battlesmithing. Spend 1 Treasure. Attempt Overwhelming Charge.
    • [Military] Raise 2 Land Units (Fortress)
    • [Military] Raise 1 Land Unit
    • [Diplomacy] Stabilize Caloth Mawr - 13
    • [Diplomacy 5] Create an Embassy with the Night Kingdom


    Non-Actions
    • Offer a bounty of 5 Treasure to the Kingdom that returns the Horned King to his people.


    News and Rumors
    • None yet.
    Last edited by TheDarkDM; 2021-04-17 at 10:54 PM.

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

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

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

  15. - Top - End - #795
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Great Soreni Kingdom, Round 19

    Gothek Sekthel, Queen of the Soreni
    Diplomacy 10
    Military 10
    Opulence 9 → 10
    Faith 1
    Intrigue 5

    Actions:
    DIP Stabilize 310 - Auto
    DIP Stabilize 308 - Auto
    DIP Stabilize 318 - Auto
    OPU Raise Treasure
    OPU Raise Treasure
    MIL Attack 325 with Heskrath as the leader, 6 Land Units, all available Techs, Skirmishing

    Nonactions:
    Trade Mountaineer Clothing and Stage Plays to HYD for Celestial Navigation and Caravanserai.

    Numbers:
    Regions: 308, 309, 310, 311, 318, 319, 324, and also another region that I forgot.
    Units: 7 Land Units
    Techs: TBA

    Lore:
    TBA
    Last edited by D&D_Fan; 2021-04-17 at 03:20 PM.

  16. - Top - End - #796
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Ashirian Sultanate
    Led by the Sultan Harun il Jana
    D 6 • M 4 • O 4 • F 7 • I 6

    News & Rumors
    • Harun offers his services as a mediator, should the warring kingdoms of the Sikar wish to pursue peace. Continuing the precedent established by his father, Harun also avows neutrality in the conflict.
    • Harun completes the rites of devotion at the Sun Temple, and partakes of the Fruit of Life. This bestows upon him the title of Paladin and largely dispels any doubts that he might be unworthy to succeed Zidan.
    • An older man of the Ashir, astride a white stallion with no equal in the north, arrives in Rith Fia. He is an amiable sort with facile command of the local languages, though he is coy about giving his name. This is unusual for the Ashir, but it is also known the Ashir do not ride alone. He confesses he journeys to Danneta-Yvaon, but has become quite lost on this strange continent. He surrenders himself to the hospitality of the local thane and requests an escort to the city of Cathair Realtai, or to Lessa Firecrown -- whichever is more convenient!
    • As Kro has graciously ceded his coastal sharifate, Harun declares the score between them is settled, and allows Kro to excise Highnest from the sultanate. No blood will be spilled over the matter. It would break his mother's heart to do violence to a faithful devotee of Al-Sham.

    Actions
    • [Diplomacy] Stabilize 276 (15, Success. 1 Treasure Spent) - Long ignored and used as a bargaining chip between sultan and sharif, the Bahith-al-Zael pay a visit to the neglected coastal territories and slyly disabuse the restless sheikhs of talk of rebellion. While they may have cast off the yolk of an enfeebled Highchief Ragna, the sultan's armies are vast and they ride swiftly. A shala.
    • [Diplomacy] Create Claim to 304 (10, Failure) - Amira Saida offers her hand in marriage to bring the long secluded western marches into the sultanate. Kagiso of the Northern Kingdom rejects the proposal, and ejects Saida's party forthwith, adamant to maintain his independence.
    • [Diplomacy] Create Claim to 273 (18, Success) - Munashe of the Southern Kingdom however is delighted by the prospect and arranges a lavish wedding for Saida while advising his bride on how best to conquer the obstinate northerners.
    • [Diplomacy 5] Establish Cultural Identity: "Hidden from the Evil Eye" (Resist Assassination/Kidnapping) - Despite their influence on the world stage, the Ashir remain an insular and close-knit people, constituting only a slight ethnic minority, even among the millions who call the sultanate home. Outsiders would have sharply limited access to the royal family. The Ashir keep no slaves, nor domestic servants. Acts of treachery would demand not only a betrayal of one's people, but of immediate family. Meanwhile, whispers of such plots are likely to find the ears of the attentive Bahith-al-Zael long before would-be assassins even glimpsed the right tent.
    • [Intrigue] Research Disruptive Sympathy 1/5 - Though the alchemist's art be foul and unnatural, it is deemed necessary to at least understand the weapons of the Mockeries if they are to be undone. After decades, the laboratory and tomb of the Man with the Tigerseye Amulet is unsealed for the Bahith-al-Zael to plunder its secrets. They begin to work backwards from what Alodite scholars deemed "Disruptive Sympathy".
    • [Intrigue] Research Disruptive Sympathy 2/5

    Non-Actions
    • Accept all gifts
    • Generate 1 Treasure from TPs
    • Support conversions to True Dawn


    Spoiler: Bookkeeping
    Show
    Stat gains: +2 Dip, +1 Int
    Next Round: D 8 • M 4 • O 4 • F 7 • I 7

    Regions: 269, 271, 272, 274, 275, 276, 302, 303, 305, 307
    Capital: 302
    Treasure: 2
    Trading Posts: 302-1 Ashirian Horses, 279-1 Peppercorns, 282-2 Copper, 289-3 Waterbuffalo, Silver (Argent Heart), Ashirian Horses (Zahir Al-Rahan)
    Vassals: CRO, DOD
    Embassies: CRO, DOD, HYD, NKT
    Technologies Known (Military): Composite Bows ⭐, Recurve 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), Zahir Al-Rahan (+1 Battle)

    Active Military Tech:
    Special Materials: Bronze
    Armor:
    Melee Weaponry:
    Ranged Weaponry: Recurve Bows
    Cavalry: Equestrianism
    Scouts and Logistics: War Drums
    War Beasts
    Fortifications
    Combat Drugs and Medicine
    Sappers and Siege Weapons
    Subterfuge

    Army Units: 14 🐎🐎🐎🐎🐎🐎🐎🐎🏹🏹🛡️🛡️👳🏾👳🏾
    _____• Sultan Harun with 120 Elite Light Cavalry
    _____• Amira Nasrin with 200 Light Cavalry
    _____• Amira Mahira with 200 Light Cavalry
    _____• Amira Naja with 200 Light Cavalry
    _____• Amira Hana with 200 Light Cavalry
    _____• Amira Qadira with 200 Light Cavalry
    _____• Amira Leah with 200 Light Cavalry
    _____• Amir Asif with 200 Light Cavalry
    _____• 200 Mounted Elven Archers
    _____• 200 Mounted Elven Archers
    _____• Sharif Vashur with 400 Heavy Infantry
    _____• Sharifa Briga with 400 Heavy Infantry
    _____• Sheikh Adamu with 1000 Light Infantry
    _____• Sheikh Hakim with 1000 Light Infantry


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


    Spoiler: Peerage & Organization
    Show
    Malak Amir - The Grand Prince and leader of the Ashir. The Malak's successor is chosen from among any princes of the clan, though tradition has favored first born child as age, experience and strength tend to yield the best war leaders.
    Amir/a - A prince or princess. Any grandchild of any previous Malak Amir. As only matrilineal ties are definite and casual sex with multiple partners quite common, a male Malak Amir and his sons must avow that children are theirs. Known to be a reliably honest people, this is seldom an issue, but has assuredly led to some children being mislabeled as princes.
    Sharif - A lord or count. Regional rulers who are considered peers to Amirs and subordinates to the Malak Amir. A representative of a Sharif attends the Ashir royal court to relay their concerns and provide counsel.
    Sheikh - A chief or elder. Typically the leader of a village, the patriarch of a large family, or an overseer of arable land.
    Sahib - 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.


    Last edited by Nefarion Xid; 2021-04-17 at 09:21 PM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  17. - Top - End - #797
    Dwarf in the Playground
     
    xanxosttheslaad's Avatar

    Join Date
    Apr 2020
    Location
    EST

    Default Re: Empire 6: Embers of Dawn IC

    Bozul
    Round 19

    All Glory and Riches to the Sister Queens of Ogrontir! (Effective R19)
    TOIL AND BE WITNESSED — DIE AND BE REMEMBERED
    Queen Tarunde the Good:
    — D7 — | — M6 — | — O3 — | — F2+2 — | — I4 —
    Queen Rastair the Clever:
    — H7 —

    Rolls!

    Actions:
    1. [Faith] Adopt Glyemo
    2. [Faith] Convert R73 (Failure!)
    3. [Faith] Convert R87 (Failure!)
    4. [Faith] Convert R72 (Failure!)
    5. [Mil] Assist Defense in Towerhome (Spending 1 Treasure, Deploying 4 Land Units and 2 Naval Units, and Resupplying in Regions 75, 69, and 51, Using Treasure Ships (Powered with Wood and Pearls), Celestial Navigation, and Sailing). Path is 86, 78, 75 (Resupply), 71, 69 (Resupply), 68 (Disembark), 62, 52, 51. Distance Losses are 1d3 * 10%, and reduced by one (by Celestial Navigation), to a minimum of zero. (Queen Rastair the Clever will lead the battle in event of an interception, with a Hero Score of 7, using Reckless Attack, and accepting Duels only if challenged).


    Non-Actions:
    • Support Conversions to Glyemo
    • Resist Buyouts in Ogrontir
    • (Embassy) Gift 1 Treasure to Citlallo to assist with their Investigation


    News and Rumors:
    • After significant injuries sustained in battle with the dreaded Lion Hornets, Artika desperately clings to life, spending the lengthy trip back to Ogrontir lying in the hold of Reminiscence, constantly attended to by her entourage, who bring food and attempt medicine and sing songs of encouragement — excerpts from the Drynosm performed after her marriage to Polari so long ago. They arrive back in Ogrontir to find Queen Polari in a severely weakened state, although it is unclear whether it is from her advanced age or some supernatural connection. In spite of her condition, she rushes out of the Hive to her Queen and begins licking her wounds, straightening her fur, and sharing her warmth. Those there to witness their final moments hear a soft buzzing, a wistful song of love and loss. The numerous Bozuls at work in the mines and in the Hive momentarily stop their own buzzing, direct their gaze to the surface, and feel the vibrations and ensuing silence echo through the earth.

      Some days later, the Hive contains a single large Bozul pot, filled with royal jelly and some of the last of Polari's eggs. A small party of Bozuls fly over Baskum Hill, carrying between them several pots. They are followed by a massive swarm of Bozuls which darken the snow below as they pass. When they arrive, preparations begin, as gems and riches are strewn about as decorations and the Catacombs are expanded with two more bedazzled and engraved wax-sealed skulls. That night, the caves echo with song and buzzing for hours, as the Bozuls of each hive act out a Drynosm of mourning, of reminiscence, and of hope. Small groups had been practicing for months the act which they would present at the next gathering when the swirling mass of dancing Bozuls parts for them. They tell of meeting strangers, and of those strangers growing into friends of the Hive. They tell of voyages to distant lands, and the wonders that returned from them. The massive synchronized dance routine, covering the floor, walls, and ceiling of the cavernous room (with some even in the air), ends with a tale of love and unity, between the Wife-Queens under the snow, and between the three hives of the burgeoning kingdom of Bozul. The last song recognizes the sorrow felt by all Bozul for their passing, and transitions into something more upbeat, characterized by rhythmic taps on the skulls and stone of the room, to joyously celebrate the majesty of their grand tale and its potential.

      Several cylinders of wax-coated engraved stone make their way throughout the Isles and beyond, three feet long and one foot in diameter, with a transcription of the Drynosm, done in a miniscule, but intricately carved, Styinn font, accompanied by the Styinn-based dance notation introduced by the great Sagu Guild. The last sentences on each of them reads, "All Glory and Riches to the Sister Queens of Ogrontir! May the reign of Queen Tarunde and Queen Rastair be long and harmonious, and may their story be told and retold!"

    • The winter of North Ogrontir is long and cold. Some coal has made its way from the Hive of Ogrontir Proper, but its introduction in furnaces inside the tunnels for warmth has been a very slow process, mostly because of efforts to prevent too much heat from concentrating and harming The Watcher. The Bozuls of that hive spend their time between thaws in hibernation, submerged in the earth from which they are born, and one with their god. Cassiope, like the rest, is buried beneath the empty tunnels, embraced by the thin white strands that compose the entity.

      It shows her visions of her sisters, of flowers blooming brightly and vibrantly as snow melts nearby, of the gathering of pollen and nectar, of the making of pots, and of the cutting of grasses. The grass that grows in the tundra is hardy, as is required to survive through the long winter, and is a muted yellow-green in hue, in great contrast with the beauty of the flowers. The Bozuls harvesting the grasses, for use in ropes and wax composite, use crescent-shaped copper blades. The copper blades are coated with wax periodically, as one of their common chores, to prevent tarnishing. Regular use wears down the coating, though, and older grass-cutters are inevitably stained with specks and spots of viridian, which are in turn preserved under the next wax coating. One Bozul carries an older-looking blade, which seems to have had its handle changed recently. The green specks are joined by a dark, matte, reddish-brown stain, running along the cutting edge with some specks further back on the sides.

      Her visions shift, to when that same blade was younger. She sees three Bozuls in an uninhabited bell pit mine, acting as if driven by some supernatural command, a whisper only they hear. One holds the copper grass-cutter, sliding it through the neck of an arctic hare, staining it with blood. The blood drain into a pot, and they drink, they dance, and they sing.

      Cassiope emerges from The Watcher's hive, shaking off dirt and holding a pot filled with the fresh blood of a wolverine. Following her long-dead sister from further south, she drizzles some of the mixture of honey and blood, now further enriched with mango nectar, over the inner petals of the flowers she comes across, as they just begin to poke their heads above the snow. A silhouette stands by itself on a distant hill. Cassiope does not look over, because she already feels its presence.

    • A smaller treasure ship, made in the image of Reminiscence, sails west with its crew of Bozuls toward the land-sea of Mah-moot for a regular meeting with mango merchants. In their path, they encounter a strange, foreign ship, floating low in the water due to the countless lizard creatures crowding its deck, each a tad shorter than the average Bozul is long. A small group of Bozuls fly over to the junk with a few pots of mango-honey as gifts for the strangers. One of the Ko, as they call themselves, comes forward to accept the gift on behalf of their tribe. They begin making unintelligible mouth-noises, as the Bozuls have seen in the four-limbs they encounter. The tribe seems to be running low on resources, and the honey, after the boss has their unfair share, is distributed less than gracefully amongst the hungry Ko, with a couple of pots being ripped open and spilled on the deck as they each grab at them with their sticky fingers. The boss of the tribe attempts to communicate their goal of seeking refuge, and the Bozuls seem to understand and respond in the affirmative, allowing some Ko onto the treasure ship to even the numbers, supplying more of their own rations, and leading them back to the frigid Isle they call home.

      A smaller group again splits off and flies ahead to the Hive to warn Queen Tarunde and her daughters of impending guests, and piles of furs are set out to make comfortable sleeping areas, warmed by the coal furnaces. Carved wooden bowls, for drink and food, are also prepared, with some preserved wolverine meat and more mango honey made available. During their stay, Bozuls from all over Ogrontir, enthralled by news of new friends, come to teach the visitors of the local ways, imparting a cursory knowledge of Styinn and the Four Kingdoms, and to learn of their culture. With much effort, they soon overcome their communication barriers, and the Bozuls hear again of the evil Crimson elves of Mah-moot, which they first heard rumors of from Uzii on a trade mission to acquire mangoes. These elves were allegedly soon to lay waste to the home of the friendly lizard-people, who had earned favor with Bozul by showing industry and grace during their stay in the coal tunnels they were welcomed into.

      Queen Tarunde, touched by the tale told by the Ko, and enraged by the prospect of such vile creatures, decides that the Bozuls shall not stand idly by. These 'elves' were an affront, and their unprovoked attack on these masterful tunnel-makers and courteous guests showed their existence to be a threat to all upstanding kingdoms. Several ships' worth of Bozul warriors set sail to Towerhome to deal firsthand with these slaving, people-eating monsters, and to prevent their eventual expansion of corrupting influence into the Isles of the Daezirn. Accompanying them is a Bozul from the hive of The Watcher, one who calls herself Diapensia. She had visited the Ko tribe in the Hive and become very interested in their culture, and goes to learn more and cultivate friendship with their leadership. She heard from the tribe of a palace north of the fortress where she would be welcome, and she heads there with a small retinue of Bozul warriors to await the return of its inhabitants.


    Spoiler: Bookkeeping
    Show

    Land Units: 4/6
    Naval Units: 2/3
    Treasure: 2/5 (+1)
    Regions: 3
    • Ogrontir, 86 (Capital)
    • South Ogrontir, 85
    • North Ogrontir, 87

    Trading Posts: (7)
    • 86, Coal (2/3, C)
    • 77, Whales (1/1)
    • 83, Pearls (1/2)
    • 81, Glasswork (1/3)
    • 2, Mangoes (1/3)
    • 72, Wood (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)
    • Celestial Navigation (+1 Sailing Range, -1 Distance Loss from Deep Water)
    • Treasure Ships (Pending Approval)
    • Viskari War Bows (+1 to Battles)
    • Increased Defense Budget (Battle Treasure Cap +1, additional +1 on Battles per 2 Treasure)
    • Bronze (+1 to Battles, +1 to Leader Loss)
    • Tarandi Translation
    • Mamut Translation

    Northern Bozuls:
    Visulu (Ocean Forge Smith)
    Cassiope (???)
    Diapensia (Diplomat to the Ko)
    Last edited by xanxosttheslaad; 2021-04-20 at 03:27 PM.
    Thanks to Gengy for the custom avatar! (Based on art by Steve Ellis, with WotC)

  18. - Top - End - #798
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

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

    News and Rumors
    - The Noctrix of House Mak sustained some serious personal injury or illness in the year 72 and takes few visitors for the following year. Though she eventually recovers and returns to public life, she seems...different, shaken somehow, and conspicuously accelerates her search for good partners for her eldest children, as well as training her daughter Amira in the Esoteric.

    - Danneta-Yvaon has long been the center of political discourse and trade in Tarandi but now too it receives more distant visitors. First is Rikoz II of the Night Kingdom, a 12-year-old son of the Night Kingdom and fascinatingly Princess Jasmin of the Ashir, as a suitor for Amira-Mak. While he is three years her younger, he proves suitable, and a betrothal is soon established. With the marriage of Tor-Mak to Princess Gwenn of the Night Kingdom, scions of the House of Mak are second and third to the throne: A strong alliance indeed. Other visitors include Khetra of the Vygra in Kiswa, come to consult with the Sage of Tarandi on matters related to the Guardians, the truth of the Blight, and the nature of Orichalcum, and none other than the former Sultan Zidan of the Ashir, who came only to meet his friend of a decade in the waking world.


    [Opulence 10] Introduce Technology: Stone Rivers! (Requires Masonry, Advanced Masonry, Irrigation, Stone or Lime resource - Effect: Trade Routes are not disrupted by Unrest outside their anchor cities.) - All roads lead to Danneta-Yvaon. Historically, the phrase has been primarily euphemistic, but as the city continues to expand, so do its arteries. For the well-trod paths used by traders across Tarandi, mere earthworks no longer sufficed for security or comfort, and their maintenance grew costlier by the year as troubles, storms, bandits, and less mundane things drew labor elsewhere. But advances in stonework, the discovery of cement, and a dozen minor innovations came together into the modern Dannaram - the so-called River of Stone. Built in layers and paved, these stone channels required little maintenance once laid and were nigh-impervious to ill weather compared to conventional footpaths, and provided a smoother platform for the carts and wagons that had begun to filter into common use. Canals and shipping remained in use where convenient, but overland, these new Roads were the future - and even for water travel, goods had to reach ports somehow.

    [Opulence] Buyout Region 39 (Swampum) Battle Toads TP1 [TN 12, Roll 17, Success unless Resisted] - An opportunity comes from the Far West as a great war allows friends in the Night Kingdom to seize the homelands of the Pig-men. As Pina and Felessan's firstborn, Tor-Mak, quickly becomes a powerful prince with the ear of his Brother-in-Law King Iorwerth, there are great opportunities for profiteering and trade in exotic Fauna at the expense of the Uzii leaders-in-exile.

    [Diplomacy] Finalize Claim on Region 88 - After years of politicking, a Mak sits on the Throne of Icecrown. It is only a matter of time before its economy becomes closely entangled with kin in Danneta-Yvaon, and the petty kingdom soon has a de facto hegemon.

    [Diplomacy 5] Establish Cultural Identity: City of Adventure! (2d8 Epic Quests) - Danneta-Yvaon is in some ways the axle on which all Tarandi turns, and when threats to Tarandi arise, from Danneta-Yvaon comes solutions. The finest equipment, tools, information, hirelings - all can be found here, and even foreign heroes are well-served to stop in the city and gear up prior to great undertakings.

    [Faith] Meditate upon the Girded Keel [TN ?, Roll 21, Probably Success]
    [Faith] Meditate upon the Foremast [TN ?, Roll 20, Probably Success] - Journeying by boat for the third time in her life as she returns to the Emerald Coast from the isle of Citlallo, indeed not long after conversing with the Tlatolani about the construction and navigation techniques of the Isles, the Noctrix Pina-Mak found herself wondering upon the mysteries of the Sentinel vessels. The secret to fitting the boards together was only the first of them, and their construction went much deeper. She and her husband had delved into the secrets of Nemoikriosus' mastery of Masonry - perhaps unlocking true Mastery of Sailing would be a worthy test of her Daughter's training.


    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Accept all Embassies that aren't from RUIN

    Embassy Actions
    - Grant SOL and ILD passage through the Mountains
    - Gift Three-Wind Bows and Kiswa Translation to SOL
    - Gift Kiswa Translation and 1 Treasure to DRA
    - Gift Uzii Battlesmithing, Coinage, and Mechanical Joints to VIS
    - Gift Wheel and Axle, Composite Bows, Coinage, and War Drums to ULD
    - Trade Saddles, Mechanical Joints, and War Drums to CIT for Treasure Ships, Celestial Navigation, and Increased Defense Budget.
    - Trade Three-Wind-Bows, Viskari War Bows, Mechanical Joints to NTK for Mountaineer Clothing, Peltae, and Crab-Claw Sails.


    Spoiler: Ruler Info
    Show

    Nocter Felessan-Mak and Noctrix Pina-Mak
    Diplomacy: 5
    Military: 10
    Opulence: 10
    Faith: 10
    Intrigue: 8


    New Ruler!

    Nocter Rikoz-Mak and Noctrix Amira-Mak
    Diplomacy: 2 (+1 actions)
    Military: 3
    Opulence: 6 (+1 actions)
    Faith: 6 (+1 actions)
    Intrigue: 3 (+1 Floating)


    Expected Stat Gains: +1 Opulence, +1 Diplomacy, +1 Probably Intrigue


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    YES

    Military Units 5/10, Naval 0/4
    - Felessan's Elites
    - Felessan's Elites
    - Battle Magi
    - Northern Dwarf Auxiliaries
    - Mountain Auxiliaries

    Treasure: 9/15
    (+3 passive treasure/round)


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

    Heroes:
    - Magi Nila-Sen (Hero 9, Guardian Blood)
    - Akoda, Marble Hound (Hero 10)

    Embassies:
    - Embassy with the Arrok
    - Embassy with Hiverness
    - Embassy with Clann Solais
    - Embassy with Shandole
    - Embassy with Eleftheria
    - Embassy with Aran Viska
    - Embassy with the Brayewen Tribes
    - Embassy with Sangar
    - Embassy with Drazollin
    - Embassy with Citlallo Isle (Daezirn)
    - Embassy with the Ilduri
    - Embassy with the Night Kingdom (Mamut)

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

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance
    - Miracle: Bloodbending - Use Faith or Mil to activate, -2 Enemy Leader Loss

    Technologies
    op - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry, Sailing, Eleftherian Democracy, The Arch/Dome/Tower->Advanced Masonry, Song of the Wind, Wheel and Axle, Mechanical Joints, Mortise and Tenon Planking, Coinage
    mil - Viskari War Bows, Wolf Riders, Bronze, Saddles, Song of the Sea, Composite Bows, Recurve Bows, Uzii Battlesmithing, War Drums, Feathered Cloaks, Three-Wind Bows

    - Special Materials - Bronze (+1 to Battle and Leader Loss, requires Tin or Copper)
    - Armor - Uzii Battlesmithing (-10% Casualties, requires Hard Metal) OR Feathered Cloaks (Able to send an extra hero assisting Epic Quest or Battle as a sub-action, requires Feathers)
    - Weaponry
    - Ranged Weaponry - Three-Wind Bows (+2 to Battle, +1 Tactical Maneuvering, -1 Enemy Leader Loss, requires Hooved Animal + Horned Animal + Wood)
    - Cavalry - Saddles (+1 to Battle, -10% Casualties, requires canines (for wolf riders) + animal resource)
    - Scouts and Logistics - War Drums (+2 Tactical Maneuvering)
    - War Beasts
    - Combat Drugs and Medicine
    - Fortifications
    - Sappers and Siege Weapons
    - Subterfuge

    Translations - Daezirn Isles, Mamut, Kiswa

    Trading posts (20, 3 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 99 (Mammoths) TP1
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 116 (Safflower Oil) TP2
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 121 (Giant Kites) TP1
    - 124 (Wood) TP3
    - 144 (Copper) TP1
    - 161 (Reindeer) TP1


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

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

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


    Spoiler: Dice Roll Link
    Show
    Last edited by BladeofObliviom; 2021-04-17 at 02:08 PM.

  19. - Top - End - #799
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Tarandi Regions 134, 137, 138


    Spoiler: Map of the Carrion Ward
    Show


    Poppy-Possum-Autumn-Fire-Blossoms, Ruinous Voice of the Gray Lake
    D: 4
    M: 4
    O: 3
    F: 10
    I: 6

    Expected Stat Increases: +2 Intrigue

    Spoiler: Autumn-Fire-Blossoms
    Show



    Actions

    1. [FAITH] Special 10 Miracle: Banish the Ghosts of Destruction, laying their spirits to rest, and following in their place to embrace the unfiltered power of the Wyrm!
    A procession is lead from Sangar
    Lead by Hinarah the Wise
    Of Woken and Magi traveled so far
    To face the phantoms' demise

    A ballad of life a ballad of death
    So long now stuck on the breeze
    An epic of fire an epic of breath
    Ever told by the cycle of leaves

    They rode from the highest of mountains
    They strode from the lowest of plains
    From the Mother's youngest of fountains
    To the Elf Coast where winter wanes

    A poem of rest a poem of a dream
    Unbroken by talons or paws
    The melody to stir and to scream
    On account of the Ancient Laws

    Crackling talons all lashed on the tree
    A rage so clean and so pure
    A hand tightens yet yearns to be free
    To taste of a bittersweet cure

    She stood at the center, a Wake nearby
    Poppy-Possum of Fire and Bloom
    A Vulture, at claw, anointed her with dye
    As they chanted "This Is Your Doom"

    "Doom—Doom in your heart—Doom all!
    The pulsing of your heart will cease,
    Destruction will come upon the call,
    Of a force that shall never know peace."

    Daubing her eyes and fashioned her head,
    Bestowed laurel of ash and of bone
    Their champion fitted for a mortal tread,
    She shall see no welcome throne

    A Tome was opened, overflowing with stars
    Of the pasts, the presents, and beyonds
    One Vulture scribed the work from afar
    Divining where the Red light corresponds

    There she waited as the procession came
    Faithful people across the land
    A sea of faces she could scarcely name
    And at their lead the Kalatar band

    She stood on the shores of the Gray Lake
    Her tiny hands outstretched and waiting
    Her shadow extended to twist like a snake
    A silhouette to dwarf any known King

    She danced, oh she could dance
    First not more a gentle shake
    Joined by Huyana taking a chance
    To show magic on the Lake

    It grew and grew like a stirring beast
    The gathered players of few
    Were soon a part of an artful feast
    Encompassing old and new

    The Spirits, reviled, tepid, they spurn
    Lash out in an impetuous fit
    The Possum withstood the spectral burn
    And coaxed them into a flit

    Faces had melted, mellowed to form
    Taking hands together as one
    Identities relieved at last from the storm
    Of rage burning brighter than the sun

    Peace was found deep in the heart,
    The individual unraveled from great pain
    The Gray Lake they encircled to depart
    Kalatar in step with their ephemeral train

    The sky darkened as the water churned
    Lightning raking the heavens
    Up above the clouds roiled and burned
    As all other weaker light lessens

    A single kingly form flickers to life
    Upholding a hand to the Voice
    Taking her forcefully and dancing in strife
    Cupping her eyes from all choice
    A play of the two, with his hidden knife
    He strikes, dooming himself, and she to rejoice

    Out—out are the stars—out all!
    And, over each quivering worm,
    The ash, a funeral pall,
    Comes down with the rush of a storm,
    While the Vultures, all pallid and wan,
    Uprising, unveiling, affirm
    That the play is the tragedy of a Man
    And its hero, the Unconquerable Wyrm


    2. [DIPLOMACY] Trade with the Targiz, granting upon them The Tome of Stars and the Skystruck Torc! Gain Advanced Masonry, Coinage, Off-Track Betting, and Arctic Survival.
    Birds of a midnight feather weave through their natural borne demesne. In a city of rot and festering flesh, the eyes deceive, and only the nose leads true. A nose from on high or sequestered below. One amongst them resides with the morning dew, a coat blindingly reflecting upon the dawn, and the fire of awakening. Cloudy-Vulture-Tears-With-Comets bows low and presents the culmination of their work.

    3. [INTRIGUE] Steal the True Blood Pool 12 (?)
    Vulture Bees are deployed in Mamut to make specialized honey out of the sacred blood pool of the Crimson Kingdom. Swarms of Rats and other lesser rodents transport what they can within their mouth while stealthy butterflies sup and bundle the liquid en masse. A full unabashed heist takes place and the Woken make a mad dash for their prize.

    4. [INTRIGUE] Steal The King's Maul 13 (?)
    War is an excellent cover for the endeavors of sleight of hand! What better place to loot a weapon than on the battlefield and what better weapon to loot than the King's very own Maul?

    5. [INTRIGUE] SECRET ACTION
    A Crimson King, on-mountain high
    A Horned King, too proud to die

    With broken hands, High Towers set
    With broken backs, High Walls met

    But broken things cannot contain
    A flickering spirit turned to flame

    A Crimson King, now on lake low
    Circling Vultures await a final blow


    6. [INTRIGUE] Investigate the Foremast! 16!

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

    I was asked to roll Diplomacy and got a 13

    Suppress the spread of Automatic Unrest with the Head of Vagabond (Success, 15)

    Embassy:

    SAN: Give ownership of Mongon Ereg (134) in exchange for Kiswa translation.

    UZI: Recieve the Prosperous Noggin and Royal Guest

    News and Rumors:


    - Fosfer arrives in the Carrion Ward! Landing in Möngön Ereg, the handful of Blithe Beasts present herald him with a celebration and festival befit a hero and many fleshy morsels are presented to the Kingnapper and Horn-Breaker. He is given a place of honor and respect in Pride's Peak, a cave full of Hyenas cackling in glee at his arrival, and the tribe of Midnight Dancers following in his step are permitted entry to the Gray Lake itself. Nightsice and Fosfer hunt regularly in the outskirts of the Carrion Ward, spotting from high and low terrible monsters that Kari then spears through the face with deadly precision.

    Many of the cultural dances in Dreamer's Fall are taught to the newly immigrated Ko, who must make due now with a more ascetic life than they are normally used to. But the Woken Lands are not wholly alien to them, for it is a land strewn with tunnels, burrows, and caves like their Towerhome of old, and it stretches far beyond on the surface than what they had previously known. Gazing up overhead, a distant Drakko and a closer Vulture are nearly indistinguishable afterall, and Fosfer enjoys some measure of privacy in his affairs. Still, word of his arrival and the shadow of his wings stretches far and in time he is known by the Scavengers and Woken as Midnight-Drakko-Who-Humbles-Godkings

    - The Heartsoul of the Gray Lake is reserved! The Wake, ever vigilant Vulture cabal, sets about preparing the island for its ultimate guest, and soon the sight of a great horned elf is vaguely visible from the shores of the Gray Lake. The Horned King is stranded (But given free reign) on the island amidst the Carrion Ward, watched day and night by Scavengers who have disarmed him, and provided him with clothing procured from A'Shansholi. Elven Thi'Skaids and ambassadors from the coast are brought in intermittently to help with his acclimation, the Vultures reasoning that Elven faces would be more easily processed, and they begin the long task of teaching him Kagahara, Democracy, the Woken Tongue, and the history of Tarandi alongside the Ancient Ways/Eauden/Guardians.

    He is provided fresh water from the Gray Lake and the Vultures permit him to feast with them in their rituals and their more regular consumption. Lacking hands themselves they provide him the tools they have acquired over years of diplomacy with the Symphony (And less reputable acquisitions) to create pottery, write, and paint. None refer to him by his title, simply calling him The Horned One or Guest, and he is put into the life and routine of a simple farmer and peasant. Turned into an equal. Autumn-Fire-Blossoms has yet to decide upon his ultimate fate but in the meantime, he is nothing more than an isolated citizen of the Carrion Ward.


    Spoiler: BOOKKEEPING
    Show


    New Ruler Next Round? No

    Military Units 1/10 Land 0/3 Navy
    - Swarm
    Relics:
    - Ring of the Phoenix (Possessed by Old-Lion)
    - Head of Vagabond (In the possession of Holy Order "The Wake")
    - Skystruck Torc (In the possession of Holy Order "The Wake")

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

    Embassies:
    - Sangar (SAN)
    - Uzii (UZI)

    Treasury: 0/5
    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
    Skyclad Dancers

    Agent of Ruin: The Agent of Ruin is tied irrevocably to the Phantoms of Destruction that lurk in the firmament. 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.
    Last edited by Tychris1; 2021-04-17 at 04:23 PM.
    “I’m a Terrorist not an idiot.” - Me
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  20. - Top - End - #800
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Karael
    Round 19




    Year 72-76 of the Kro Dynasty

    News and Rumors
    • After years of unrest, the catastrophic war effort was the last feather for most of the Tribe. Factions formed in the tribe, some wished to depose Karael to make way for a new king. Others whispered that maybe it was time to put an end to this experiment of two-leg monarchy. In the end it was Kro Thorael who restored the peace. He who seized the Sun, the winged judge of Sikar, Kro Thorael dragged his only son out of the palace and banished him from the Sultanate. By law of succession the crown went next to Karael's eldest child, Kro Ashera.
    • Sultan Harun sends troops and diplomats to help prevent an uprising, but even with his help and the banishment of Karael some anger still stews beneath the surface.
    • Queen Kro Ashera breaks vassalage with the Ashir to prove her first loyalty is to the tribe and the Sacred Sun.



    Actions rolls
    • [Military] Break vassalage with the Ashir
    • [Faith] Convert 269 to True Dawn [16, success]
    • [Faith] Convert 271 to True Dawn [10, failure]
    • [Diplomacy] Stabilize Highnest using Liege score [17, success]
    • [Diplomacy] [+1/5] Contribute to the Global Atlas.


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Resist any conversions.
    • Accumulate 2 Treasure from Trading Posts (17 owned)
    • Accept all gifts given through an embassy.
    • Gift 3 treasure to the Ashir. Kro Thorael delivers the treasure to ask forgiveness for his son and assuage his own guilt.
    • Grant knowledge of Djinn Contracts and Advanced Poisoning to the Alodites via embassy, so they can pass them on to the Hydran Empire.
    • Gift Untitled Lion Technology to the Ashir and the Alodites via embassy.


    NEW! Ruler Info
    Kro Ashera
    D 2 • M 4 • O 3 • F 2 • I 6
    Expected Gains:
    +1 Faith, +1 Diplomacy

    The Vault
    Spoiler
    Show
    4 Treasure +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 (TP2, Region 301)
    Golden Lions (TP1, Region 300)
    Last edited by zabbarot; 2021-04-17 at 06:59 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  21. - Top - End - #801
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Lim Dynasty



    Stories and Rumors

    Queen Xia continues to split her time between ruling and meditating, spending hours each day closeted in the palace shrine. Her eldest daughter now rules the Lim Dynasty in all but name.
    A strange monk by the name of Bolai has taken up residence in the mountains of Fei Dang. Dressed in simple clothes of spun yak-wool and subsisting on yak butter and bitter herbs, he claims to know the mysteries of the Milk of the Great Mother. He steadfastly refuses to reveal his visions in plain words, insisting that those who seek understanding must walk the path to experience the truth themselves. Instead, he teaches with complex metaphors and parables wrapped in ritual meditations. Despite the monk's strange ways his popularity in the Lim domain is immense, with hundreds traveling to the mountains to hear his words. Some even abandon their livelihoods and retire to the heights, spending their days meditating and subsisting on the gifts of pilgrims.

    Through shrewd political maneuvering, Queen Xia has secured control of Sagrimma from the Vygra Confluence. The people of Sagrimma rejecting Xia's cousin once, but now with the political support of the Vygra and the presence of a strong "honor guard" Lim Baodai returns in triumph to assume control of the region alongside her husband. Those who orchestrated the couple's flight years ago are quietly exiled or circumvented, while the rest must accept their new ruler, begrudgingly or not.

    Recognizing that many of her loyal soldiers are uncomfortable with the Dynasty's new faith, Lim Xia dismisses many of her warriors and sends them to the lands of the Nocturnal Hydra. There they are guarenteed employment, homes and rights by the Hydra's ruler.

    Actions:
    [Military]Raise Fortress in Fei Dang
    At Queen Xia's orders work begins on a great fortress on the peak of the mountain overlooking Tangtze. The greatest masons, carpenters, architects and craftsmen of the Fei are recruited to work on the fortress and paid handsomely in fine cotton and grain. Indentured laborers make up the bulk of the workforce, paying off their debts to the Lim with sweat and strain as colossal stones are hauled up the mountainside. The fortress uses the natural heights of the mountain to create a winding, dangerous path, while it overlooks the primary pass to and from Tangtze, protecting the city and controlling the primary artery of travel through Fei Dang. As the fortress steadily rises above the city, it stands as a testament to the growing power of the Lim Dynasty and a bastion of their influence. Upon its completion a great celebration for the workers is thrown, with rice-wine and cakes for all. Great banners are flown from the ramparts as each worker takes a turn carving his name into one of the great cornerstones.
    [Diplomacy]Host Event: Festival of Empress Gaozhong

    [Diplomacy]Assist the Anbroch in founding a new organization (4/5)
    At the request of the Anbroch the Lim Dynasty gracefully grants a large cavern within the ancient dwarven city in Zhao Dang. Vast caravans transport wood, fabrics, nails and other construction material to the cavern, where a grand university complex is built to Rosie's specifications. Carved pipes bring water from ground wells and solid walls and gates defend the entrance, but the complex itself resembles a great school more than a fortress, with a vast complex of buildings including libraries, workshops, classrooms, dormitories and halls of worship.

    [Diplomacy]Assist the Anbroch in founding a new organization (5/5)
    The Troll Queen assists in the construction of the Guardian's new headquarters by sending teams of troll laborers and dwarven architects and masons. The trolls prove a great assistance in moving heavy stones and cargo, while the dwarve's expertise in stonework ensures that the new buildings are strong and the cavern secure against any earthquakes or disturbances.
    [Diplomacy]Diplomatic Mission: Send an Envoy to the Children of the Great Mother in Tarandi (Result: 11, 12 if Husbandry applies) https://forums.giantitp.com/showsing...&postcount=329
    Queen Xia sends an expedition north on a perilous journey to Tarandi. her second daughter, Lim Tran, leads the expedition. They bring with them a great collection of gifts ranging from fine cotton to printed books, and a letter from Queen Xia relating the tale of the Lim's conversion and beginning the northern faithful to send teachers, seers, milk and whatever other assistance they can provide to help the faith flourish in the south.


    Non-Actions:
    Grant the Anbroch Raiders access to 206 for investigation
    Resist all unauthorized intrigue/buyouts/quests/conversions etc.
    Cede control of region 265 to the Hydra
    Accept control of Sagrimma (Region 241) from the Vygra Confluence
    Trade Feathered Cloaks to the Vygra Confluence in exchange for Coinage
    Transfer 2 military units to the Hydra
    Trade Feathered Cloaks to the Hydra in exchange for Recurve Bows

    Spoiler: Book Keeping
    Show
    Ruler
    Queen Lim Xia
    Diplomacy: 8 (+2)
    Military: 10
    Opulence: 6
    Faith: 1
    intrigue: 3

    Military Units: 7 (-2)
    The Queen's Guard
    The Palace Guard

    Serpent Guard
    Viper Guard
    Fanged Guard
    Cobra Guard
    Adder Guard

    Regions Owned:
    [Fei Dang 223]
    [Fei Zhao Dang 206]
    [The Redoubt 267]
    [265]

    Total Regions: 3
    Land Unit Cap: 12 (6 Capital Unit Cap + 6 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 Defense, +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:

    Regional Benefits:
    Sikar Translation Project
    Mamut Translation Project
    Tarandi Translation Project

    Embassies:
    Sewune

    Resources controlled:
    [Yaks, Fei Dang (223)]
    [Yaks, Fei Dang (223)]
    [Cotton (197)]
    [Bronze (202)]
    [Rice (206)]

    Treasure: 1 (-1 expenditure)(+1 Passive Treasure)

    Reputation:
    Last edited by Talis; 2021-04-17 at 11:25 PM.

  22. - Top - End - #802
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    ULD
    Regions 99, 100, 101, 107, 108, 109, 110, 119, 120, 129, 130
    Tarandi

    Round 19 Actions:

    1. [Diplomacy]Finish Pressing claim on region 102. (2,2) Fluff in N&R
    2. [Diplomacy]Stabilize region 107. 18
    3. [Diplomacy]Begin Sikar Translation. (TSR Tower, TSR Bonus) (2,4)
    4. [Faith]Convert region 102. 25
    5. [Faith]Convert region 107. 18
    6. [Faith]Convert region 165. 28



    Embassy Actions:
    • DAN: Accept all tech given, with love and gratitude.
    • ELF:
    • SHN: Accept Public Education, with thanks.

    Non-Actions:
    • Passive treasure accumulation: +1/round. (1)
    • Resist all unauthorized conversions and buyouts.
    • Support all Eauden conversions.


    News and Rumors:
    • Kosumi's youngest son, Alemi, travels into the frigid northmost point of the world to uphold the bargain struck between the rugged northerners, where he takes up the mantle of Chief of the North and marries their chief's eldest daughter, Raia.
    • Hearing of the visitor from a faraway land, Shira and Viho travel to Dannu-Gao to meet Zidan the Traveler. The couple invite the dignitary to visit Uldra and take part in the annual Winter Solstice festivities.
    • Upon meeting Zidan, Huyana instructs her acolytes to begin the translation of his native tongue.
    • Though he was ultimately victorious, Viho's defeat to Matsokah in duel shocked the Uldrans who had come to expect nothing but victories from their storied Hero. The Northern warrior has gained popularity for his victory and been given the nickname Icebane in honor of defeating the Icewalker.
    • Shani loremasters are welcomed into Uldra where they help organize a system of communal education for those youngsters not currently occupied with hunting and farming tasks.

    Ruler info:

    Shira Iceweaver, daughter of the Blessed Snow-Wives.
    Diplomacy 10
    Military 5
    Opulence 1
    Faith 10
    Intrigue 5

    Expected Stat Increases:
    NONE

    Last edited by PepperP.; 2021-04-17 at 03:56 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  23. - Top - End - #803
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Turn Nineteen

    My Round Actions
    Lands of the HYD
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13 R14 R15 R16 R17 R18 R19

    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 R17pt1 R17pt2 R18pt1 R18pt2 R19pt1 R19pt2


    Ruler: Wuuluu, The Hydran Sovereign
    Dip 10
    Mil 10
    Opu 8+2
    Fai 1
    Int 6


    Actions
    Mil Raise Unit x2 (1 Land unit, 1 naval unit)
    Many of the more warlike remnants of the Fff stay behind during the great territory shuffle. Probably because they were given generous incentives to stick around by the crown.
    Dip Attend Kiswan Event [Festival of Empress Gaozhong]
    Dip Stabilize 283 (10 Dip + SoS 1 + Irrigation 1, Succeed on a 0)
    Opu Buy out TP 2 Of Tobacco In 220 Roll = 14
    Smoke weed every day.

    Opu Buy out TP 2 Of Bamboo In 263 Roll = 16
    Bamboo plate mail makes for the best winter weather.

    Opu Buy out TP 2 of Earthblood in 242 Roll = 12
    With the support of the Vygra, Earthblood is procured into the Hydran Empire. It seems... interesting, although the lengths to which Wuuluu went to procure it seemed extraordinary. To be eventually studied for alchemical purposes, one thing was immediately discovered. When fed to Alskan Worms, it causes their skin to change tone, and for their growth to be stunted. They become much more docile when kept on this diet, and even if a little weaker, much much more manageable.

    The halted growth is perhaps the most important thing, as the largest impediment to Worm Wrangling has been the fact that Alskan Worms swell in size indefinitely, to the point where no amount of food can sustain them any longer. Who knows just how long Alskan Worms could last as terrors within the army at an optimally scary size, with the new innovation of an Earthblood diet.

    Opu Buy out TP 1 of Simurghs in 293 Roll = 19
    Kensu has returned victorious!

    Having briefly returned to Zora after the war, and then sent out (re: exiled) on her mission to find The Simurgh, she has spent half a century in isolation. She’s managed to do what nobody else has ever been able to do. Domesticate and raise up Simurghs from little chicks, to add them to the Hydran Menagerie. She has her own personal Simurgh, and its own chicks are given to Red for safekeeping. The regime has changed twice since Kensu left, but the favor and glory of her people plus being showered with the Nocturnal Hydra’s riches have ebbed any bad blood she had with Zora.


    Sub-Actions
    Trade with the Lim, receiving 2 units. The outcasts driven out of the Lim dynasty for not being believers are recruited into the Hydran Empire.
    Exchange some Techs with the Lim. Trading Recurve Bows for Feathered Cloaks.
    Event receive some concessions from war (Adv Poisoning and Djinn Contracts).

    Trade with the Lim+Vygra: Trade region 266 to the Vygra. Receive region 265 from the Lim. Receive support buying out TP 2 of Earthblood in 242.

    Embassy Actions
    Get Saddles and Arctic Survival from the Sewune.
    Trade 264 to the Naherin Kingdom.
    Receive concessions from war (2 treasure from alo here).
    Trade Celestial Navigation and Caravanserai to the Soreni in exchange for Mountaineer Clothing and Stage Plays.


    Non-Actions
    Spoiler: Default Non-Actions
    Show

    Accept all Embassies.
    Accept Vassalization of the NAH and the SKO.
    Require permission from an Agent of Ruin to do any of the above.
    Accept all trade gifts (treasures, units, technologies, etc)
    Resist all buyouts and Errant Quests 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.
    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)
    Any unmarked floating actions should just become raise unit actions of a type of unit that isn't at cap.
    Use a treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler or hero.



    Spoiler: Rumors and News
    Show

    (+)
    Wuuluu claims credit for forcing Alexios to leave the Soreni out of shame. Although she has largely washed her hands clean of the southwest in the blood of her enemies, and knows that Alexios’ whims had little to do with her own proclamation, it is politically useful to claim her words can have an effect on the SoS grapevine.
    (+)
    Char in her recovery welcomes the Dreamspeakers to come and listen to the tales of the storm, of a better time when everyone in sikar could agree on a common enemy and fight it for the better of everyone. She’s managed to weave a pretty wonderful spectacle of the adventures everyone has had. Surprisingly enough, she leaves herself a relatively minor role. The trip has humbled her in a pretty hardcore manner, and so has her relative helplessness at the siege of the Night Elf people.

    She’s even brought back a few souvenirs from the castle way in the depths. Symbols of unique writing, potentially useful stuff to identify whatever was behind it. She allows them to observe, but not to take them away. She’s also got a journal that includes the now-infamous words at the heart of the storm. By that point she had already been injured and was depending on her animal companions to do the bulk of the work, so she had plenty of time to keep a good record.

The wounded woman expresses… concern about whether Sikar will be able to unite again when it comes back around again, given the way it has descended into immediate bloodshed and infighting the moment the storm passed.

    She will attest that at least the heroes heading to and from the storm did not seem to have malicious intent towards their purple brethren on their quest, in stark contrast to what her queen believes. But as the years pass and she recuperates into fully functioning adventuring status, she swears that she will at least make a good faith effort in order to keep Sikar from collapsing into anarchy, and has already talked Wuuluu out of more extreme action.

    Also, sand. So much sand. Ancient Star Worm above so much sand. It gets bloody everywhere. Char still has nightmares about how much she’s had to dig sand out from insid-
    (+)
    The Thunder People have, for all relevant purposes, vanished from the greater world stage, but the Thunder Sea still has its name. Wuuluu wishes to rename the whole gulf in her image, but Jenifu advises against this. Not just because she does not have the authority, but because it will have a much higher likelihood of sticking provided she sticks to the area she controls. Wuuluu talks of a time when she was a young lass, and how it took a heroic expedition to even cross the gap. She herself faced that peril. But now it is a bustling mecca of trade, the crowning jewel of Wuuluu’s Empire.
    The Starworm Strait has been named and defined, as the area between 281 and 204, crossing into the Thunder Sea.
    (+)


    Spoiler: Simurgh Description
    Show
    In the cliffsides around Lake Darah live simurghs, birds of gargantuan size. They lift even the largest fish from the water with ease, and could do so to any orc or elf wandering around the lake if they had any desire to do so. Notoriously difficult to tame, the only method that has so far worked has been to raise a chick into adulthood in captivity. This calls for the dangerous task of scaling the cliffs and taking an egg from a nest unseen. The few tame simurghs that have been successfully raised so far have proven remarkably intelligent, causing interest in domestication to steadily increase.

    Kensu DSP Menagerie Submission


    Spoiler: Earthblood Description
    Show
    Earthblood - A viscous carmine liquid, hot to the touch, boils up through the ground, as if from underground wellsprings. The liquid pools in shallows around the gashes in the stone. The source of this ‘earthblood’ seems separate from the water table beneath the plateau that feeds the wells and hot springs. The largest concentration of the liquid is at the southern end, filling the small caldera against the base of the higher peaks where the blightspawn of the corrosive well was defeated. The two peaks nearest the caldera, unlike most others surrounding Getirrat, are free of snow and ice due to the heat rising from the earthblood pools. No practical use or alchemical properties have yet been discovered. Some suspect it is the World Soul itself bleeding from the injuries that have been inflicted on it by the blightspawn.



    Armies and Coffers of the HYD
    Spoiler
    Show

    Heads of the Hydra: HYD, NAH, SKO
    (+2 to ruler turnover, +2 to land unit cap)
    Owned Regions:
    Cs 280, 281, 282, 283, 289
    nCs 318
    Ck 204, 266, 268, 203
    nCk 264
    Trading away 264nc, 266c, getting 265c
    C8, NC1, V2 > C8, NC0, V2 (3-1+C N) (6-2+2*(C+NC)+V A)

    Spoiler: Night Elven Armies And Coffers
    Show

    Coffers: 6/15 Treasure, 5/11 Naval Units, 11/26 (down to 22) Army Units
    Getting 1 naval, 3 land units this turn
    Trading Posts/Cities Controlled: 14/2 (+2 Treasure at turn-end)
    (+4 TPs this round, and will be +3 treasure at turn end next round)
    Favor/Rep Status: 0/2 with SoS, 0/2 with DSP, 0/2 with TSR


    Spoiler: Opulence TP Stuff
    Show

    Spoiler: Owned TPs
    Show

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

    264/2/Sapphires
    267/2/Mountain Goats
    271/1/Moose
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Copper
    288/1+2/Water Buffalo
    289/City/Wild Horses
    299/3/Clay
    302/2/Ashiran Horses


    Spoiler: TPs in Owned Territories
    Show

    Table
    280 Fla Wat HYD/FLK/Open
    281 Maize RAN/Open/XX
    282 Copper HYD/ASH/Open
    283 Maize ALO/Open/XX
    289 Wild Horse SEW/Open/Open/(HYD)
    318 G Kangaroos DOD/Open/Open

    268 Sea Food FLK/XX/XX
    264 Sapphires Open/HYD/Open

    204 Copper HEN/Open/XX(HYD)
    203 Dyes Open/Open/Open




    Spoiler: Techs/Bonuses
    Show
    Total Tech List: All Default Techs, Comp Bows>Recurve Bows, Equestrianism, War Drums, Bronze, Sharpened Weapons, Crab Claw Sails, Worm Wrangling, Uzii Battlesmithing
    Adding saddles

    Coinage, Wheel and Axel, Seekers, Advanced Masonry, Thin Blood Elixir, Cavernsai
    Adding arctic survival, feathered cloaks, Mountaineer, Stage Plays

    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    Tarandi Codex 3/5 (1 HYD 1 SOR 1 ASH)
    PotAtO +1 Def Battles
    Spoiler: War Tech Table
    Show

    Equipped Techs
    * Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls
    * Armor (Uzii Battlesmithing) -10% casualties
    * Melee Weaponry (Sharpened Weapons) +1 Battles
    * Ranged Weaponry (Recurve Bows) +2 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 Saddles to table next turn)

    Spoiler: Hero Titles
    Show

    Liyae and Char have earned the mantle of Storm Slayers, gaining a +2 to Errant Quests in Sikar.


    Last edited by Epinephrine_Syn; 2021-04-17 at 06:35 PM.

  24. - Top - End - #804
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Candake of Ta Seti


    Pharoah Nefertiti Dust Walker
    Stats
    Dip 10
    Mil 7
    Op 2 (+1)
    Faith 4 (+2)
    Int 5


    Actions:

    Opulence: Hoard treasure

    Opulence Hoard treasure

    Across the Candake Nefertiti sends soldiers to each of the 10 great clans to collect tribute. Despite some initial resistance, the clans unanimously deliver a tribute of cattle, horses, corn, shells, silks, and beads to the capital. Some may complain about the pharaoh's onerous taxes, but Nefertiti sees this as a key to maintaining her authority. If left unmolested for too long the clans may soon wonder why they swear to the Pharoah and not their own chiefs. Unlike her father Nefetiti, takes a more direct role in the governance of the kingdom, personally appointing great Alodite clan members as governors for each region.

    Faith: Erect the Sun Disk of Ta Netjer (1/5)

    Faith: Erect The Sun Disk of Ta Netjer (2/5)

    Faith Erect The Sun Disk of Ta Netjer (3/5)

    Faith: Erect The Sun Disk of Ta Netjer (4/5)

    Known for her faith in Tue Dawn Nefertiti, commands the construction of a great monument at Ta Netjer. Soon work begins on a giant Sunstone disk held mounted on the great mountain at the center of the island. Craved with hundreds of Kagahara rums and embossed with the wings of a great Pheonix at its center.

    Alodite tradition demands a Pharoah earn legitimacy by deeds on the battlefield, or via martial talent. This proves to be very difficult for Nefertiti, while she is a talented mystic, she is unable to fight in any real sense due to her terrible eyesight. So bad that she's frequently shadowed by a dolod assistant when performing her royal duties. Because of this, Neftertit seeks to build legitimacy using her connection to true dawn as the effective guardian of the divine island. Constructing great works upon Ta Netjer is certainly an avenue to gain the love of those who hold the keys of power.

    Embassy-actions

    Accept vassalization from the Crow's tribe

    News and Rumors
    Last edited by Lleban; 2021-04-14 at 10:45 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  25. - Top - End - #805
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Delta Queendom



    Actions

    1. [Military] Raise one land unit and one naval unit
    2. [Faith] Commune with the Kiswa Guardian
    Shortly after declaring herself Queen, Rosie MacGill undertook a pilgrimage to Aangzi to reach out to the spirit of Kiswa's guardian beast, bringing with her some Caapi to help her reach out to the guardian in the dream world.
    3. [Intrigue 10] Incite Betrayal on Vetrapa, formally of the Sirrvadutt
    The song of Vetrapa was still a popular one in all the lands controlled by the Anbroch. With the kingdom's affairs in order, there was considerable interest in seeking out the elven hero following the collapse of the Sirvadutt state and helping him put his affairs to rest. An envoy offers the ancient elf the skills and assistance of the Anbroch in finding his lost love.
    4. [Intrigue] Slander the Henanda with the Truthseers, roll 15
    Queen Usuukhusaa was trying to get back into the good graces of the Truthseers, but the upstart Henanda were complicating matters. In a gesture of goodwill to her redeemer, Rosie MacGill sends her adopted daughers as an envoy to the Truthseers appraising them of some documents that implicating the Henanda as accomplices in the murder of King Haanhangandhal.
    5. [Diplomacy 10] Declare a Great Kingdom
    Rosie MacGill reigned over a period of the Anbroch's history that was impossible to forget. Though at first an uncertain ruler afraid to follow in her predecessor's footsteps, she had led the Anbroch through the bel-dan occupation, three civil wars, and the shadow infestation, and led them to victory against the Sentinels of Stone, the Troll Kingdom, and finally the blight. Under her rule, the Anbroch had expanded their influence despite all setbacks, and now ruled over the entire Sur delta region. In year 75, Rosie MacGill took the title of Delta Queen, and formalized the passage of power that she herself had followed- from mother to daughter, rather than from mother to son's wife.


    Nonactions:
    Spend 1 TSR Favor on insight into Dannu-Gao's secret actions for two rounds

    If it was a secret that the court of Dannu-Gao was deep in everyone's business, it was a poorly kept one. The Anbroch had heard enough to know that they were mired in affairs relating from everything from the Guardians to the dynastic succession of Sikar, and that the Truthseers were deep in their trust. Intelligence on their discreet activities would surely come in handy, and the Truthseers owed them a few favors, anyway.

    News and Rumors

    The Targiz child Aste is quite the amusement at Slocdun keep, and offered to stay as long as she desires. One day Rosie takes the child aside to deliver a somber message. The path of the guardian sworn begins with the milk of the great mother. There is no test no test of worth, nor of loyalty, because the milk makes both redundant. But it will likely change Aste's life, and is not a choice made lightly.

    Spoiler: Ruler Information
    Show

    Delta Queen Rosie MacGill
    Spoiler: Biography
    Show



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

    Attribute Improvements: none

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (82 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 (80 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
    Show

    Land Units: 8
    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: 0

    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
    Sikar Translation
    Steering Oars
    Thin-Blood Elixir
    War Drums
    Wheel and Axle
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2021-04-15 at 02:00 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  26. - Top - End - #806
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Years 269-272
    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, Matriarch of the Children of the Great Mother
    Diplomacy 6
    Military 8
    Opulence 3
    Faith 8 => 10
    Intrigue 5


    Actions

    1. [Faith 5] Create an Artifact: The Indida Hammer - Wielder grants army an additional Technology Slot for Special Materials.
      In her prayers and meditations below the Great Heart in Aangzi, the Seer Queen finds herself feeling compelled to wander, more and more. As wanderlust and unease at rest is rare among the Dhraan, well-known for their patience and stillness among the waters, it is a disquieting feeling. But in her contemplations, she feels she hears something in the beating of the Great Heart, which bears the weight of the divine.

      It is not long after that the Queen of the Dhraan is witnessed climbing among and across the bones of the skeletonized god, and eventually she stumbles across a small outcropping of osseous material - literally. A fragment of bone, the end encased in blood Amber, trips the Queen as she hikes across the creatures footbones. Something compels her to tug at it, and when she does, it breaks away cleanly - so cleanly that one might never notice the slight textural shift where it protruded.

      Upon her return, Dora-Mak remarks on the meaning this must have, and requests that the Queen allow it to be worked into a scepter - Usuukhusaa declines, using it instead in her own meditations. Over the course of months, the blood amber attached to one end is worn away - or perhaps grows - into a flatter, broader shape, until it resembles a hammer. Even the Queen does not notice this until the process is nearly complete - the amber seemingly responding to her touch as she held it with each dawn and dusk.

      The Queen names this hammer of blood and bone Indida - and beneath its blows, metal is shaped as easily as clay, and even black iron must bend to the will of the wielder.


    2. [Faith] Convert Kincany (198), with Support [Roll Result: 17]
      To celebrate the newly risen Delta Queen to her place of prominence, Seers and Pilgrims from Lhungho Saar arrive in Kincany to teach, to persuade, and to share abundance.

    3. [Faith] Seek Aid for Seeking the Blessed Isle [Roll Result: 12]
    4. [Faith] Seek the Blessed Isle, Spending 1 Treasure, with Seek Aid from TRL and TSR [Roll Result: 19]
      No expense was spared in her preparations. In the face of the growing favor shown to the Paramount Chief of the Henanda, the daughter of Ruunandaraghal, successor to her brother Ghondukholaak, knew that she could wait no longer. Many sacrifices were made to the Great Mother, many fastings and many more feasts held in her honor, intended to acclimate the Dhraanish queen, so that she might be prepared as her father had so long ago warned them. So too did she consult for many hours with the Truthseers as her council, seeking to understand the Mysteries of Blood and Breath - for though the Mysteries of the Serpent differed in many a way, principles aligned all the same, and a fuller truth witnessed by that selfsame knowledge. But there could only be so many preparations, so much studying, before the boat must leave the shore, and the high Queen of the Dhraan would push off from the banks of the Sur, alone.

    5. [Diplomacy] Establish an Embassy with the Elves of Shandole [SHA] Send 2 Treasure with TSR expedition to retrieve Ghaali the Falconer
      Trade relations give way to diplomatic ones as Ghondukholaak is informed of their new role as ambassador to the Shani of Tarandi - close relations must be maintained with the source of the sacred Milk.
      Unfortunately, priorities must shift as circumstances and opportunities do, and the High Queen of the Dhraan welcomes the offer of the Truthseers, eager to see the return of her brother...

    6. [Faith] Seek Aid for Lim Dynasty Expedition to Tarandi [Roll Result: 11]



    Non-Actions
    Standing: Accept any Embassies or Technologies offered.
    Nikara of Singhön still out of commission, okay next round
    Trade Tarandi Translation to HEN in exchange for Off-Track Betting

    News and Rumors
    • Usuukhusaa finally takes a fuller Kin-Circle, but is yet to bear children...
    • Though the Truthseers seek the cause of the growing frequency of illness that has beset the varied realms,
    • Dire Blemmyae heading back to Korebita, cause a stir as one of the royal family is among them...
    • Reception of the Sewune Child of the Great Mother is gracious and welcoming...


    Spoiler: Recorded In Chorus
    Show

    State Religion: Children of the Great Mother
    Bonuses: Conversion Resistances rolled at F10
    HC5: +1 to Leader Loss Rolls


    Trade Posts:
    Faranandūll (193) - TP3 - Avocados
    [Singhön] Narava (210) - City - Bananas
    Adzbark Wetlands (228) - TP2 - Rice
    Flaschorikia (229) - TP1 - Flamingos
    Himara (237) - TP3 - Furs & Hides

    Treasure: 8?/10
    Passive Income: +1]
    Spending: -3

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

    Units:
    7/14 Land Units
    3/7 Naval Units
    • Land:
    • Royal Guard [15dh++h-dh|dw]
    • Snapping Maw [20dh++e/dw]
    • Broken Scales [20dh++dw]
    • Stone Spitters [23dh++e] [NEW]
    • Efryt Exemplars [170vk+vk]
    • Mikra Radicals [320vk++vk]
    • Bravyk Mountaineers [270vk+dw] [NEW]


    • Naval:
    • Mikra Primals [210vk+vk]
    • Mikra Primals [220vk+vk]
    • Hybrid Zealots [65h-dh|e++e]


    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
    Mountaineering Clothing
    War Drums
    Steering Oars


    Embassies:
    HEN
    UBT
    VYG
    CRO
    SEW
    DOD (Sanctum)

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


    Spoiler: Legends and Legacies
    Show

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

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

    The Royal Family
    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; 2021-04-17 at 09:22 PM.
    Sincerely,
    Role P. Geek

  27. - Top - End - #807
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Regions 19 and 36
    The Targiz
    Current Leader: Odds-Mistress Ank’Anske’Thalez’ir “Nyct” Nyctagina
    Current Abilities: D3, M5, O6, F10, I2

    Round 19

    Actions:

    • Kursaal
      • OpulenceBuyout [TP 22.3] (Success)
      • MilitaryDeploy UnitsAssist the Defense of Towerhome (Region 51) with 1 units, + 4 Treasure (+6 with Defense Budget), + 1 Viskari Bows, + 1 Bronze, -10% casualties from Battlesmithing, +3 Leader Loss with Phylacteries and Bronze, imposing 8 additional regions of Unit losses through Grift, Off-Track Betting bonus applied. Route Traveled is a coastal route - Ko are coming down from 51 to 19 by Sea - picking up my unit, which includes Treasure Ship Tech allowing an additional blue border of travel, and then traveling back from 19 to 51.
      • MilitaryDeploy UnitsDefend 19 with 5 units, + 4 Treasure (+ 6 with Defense Budget), + 1 Viskari Bows, + 1 Bronze +1 City Bonus, -10% casualties from Battlesmithing, +3 Leader Loss with Phylacteries and Bronze, imposing 8 additional regions of Unit losses through Grift, Off-Track Betting bonus applied. Asuar and Deru are leading with 9 hero and 4 units.

        The Hunt never ended and the barking of the hounds can be heard once again.

    • Aste’s Journey in Kiswa
      • DiplomacyAssist the Anbroch in founding a new organization

        Throughout her journeys in Kiswa, the young Odds-Mistress to be, hears of the name of Rosie. The name speaks to her through its similarity to her Grandmother’s chosen name of Rose. And so, the girl, whimsical as ever, decides to travel to the heart of Anbroch and find the Matriarch to slake her curiosity. Unable to speak the language of Kiswa, the young girl travels with a retinue of a variety of races of Kiswa who were similarly wayward, curious at what this stranger from a far off land would do among the complicated webs of diplomacy and war. It only takes a fly to shake the spider’s web.

        Eventually, the horned goliath, arrives at the caldera fortress Slocdun, where Rosie MacGill was in repose with her lover, Tavish MacGrath. The Matriarch was suffering during her last years – the icy pierce of the God of Blight had taken its toll and she was feeling its hand on her heart slowly but surely grip and drag it towards her end. The Reavers, seeing, the girl, at the gate decide to let her and her followers in. Aste, is – and those who met her can attest – a creature of whimsy. She is bouncing up and through the fortress marveling at weapons and tapestries and asking people their life story – she is friendly and quick and seems to be a whirlwind of inquisitiveness.

        Finally, brought before the dying woman, Rosie asks why had Aste come here? Aste tells her that she made her decision the same way she made her choice to travel to Kiswa – she listened to her dice. Rosie must have shook her head at this capriciousness, but the girl grabs her hands and tells her that she shares a name with her Grandmother, a lovely woman that Aste was sure that Rosie would get along with. And if Aste loved Rose, why could she not also love Rosie? This child’s logic making people’s eyes open wide in amusement and perhaps worry.

        Aste, looks around at and extends her palms up in the Goliath greeting, and then pulls from her hair a myrtle flower and holds it out to Rosie – telling her that the flower means Duty and if the dice had told her to help found this new organization – then she was duty bound to tie herself in such bonds and would swear along with Rosie to whatever such chance had led her too.


    • Congress of the Honeyed Child
      • DiplomacyHost Event
        Subactions
        • Accept all Artifacts from RUIN in exchange for Advanced Masonry, Coinage, Off-Track Betting, and Arctic Survival.

        In the crooked woods where Rose holds court – dressed in white, her jaw slightly offset – birds land on the branches. Their eyes glow with a fierce intelligence and instead of cawing; they speak as if they were tattered dancers. Rose smiles, the whispering snake stirring in the woods, and makes a deal. A pop of air escapes from the jar of honey in which Ffiona sleeps eternally. The cultists that surrounded the child quickly take note and discuss among themselves as to what the omen – the prophecy of their dead god dissected and interrupted as if were a roll of the dice or the pulled organs of a goat. The Woken look upon the events with curiosity and sneering smirks and turn to Rose, the prophet of her granddaughter, who smiles warmly back as if a mother indulging her brood.


    • The Lords of Nightmare
      • FaithMiracleThe Banquet of the Corpse Flower.

        The table lays beneath the sunless twilight sky. The table is long and on either end are two ornate chairs the color of tar. The chairs seem to move and drool onto the pale grass of the colorless garden for they are not built of wood or stone but are instead constructed out of nightmares hastily assembled. Siting in these thrones are the Lords of Nightmare, the Corpse Flower, the Fecund Judge. They are holding knives in either hand and from their blooms falls the odious aroma of their namesake – even in this senseless world the smell interrupts the dream and one could see small patches of color where twilight is rudely awaken.

        Lost dreams, faceless – their heads an ever-changing mirage of conflicting images in grey scale, as if the many dreamers’ eyes rove and twitch underneath their lids – are dressed in black linens over white shirts or frocks. The dreams look like butlers and waiters, maids and servants and they walk around the table of the sitting Corpse Flowers whom silently face each other, or as much as such creatures could face anything, silently and violently gripping their cutlery – on the verge of jumping across the table to rip each other’s hearts out.

        The lost dreams begin to set the table. They arrive holding silver platters with silver cloches – the silver reflecting nothing in this world for dreams and nightmares cast no shadows or reflections. They pile the table with a mountain of fruit – terrible terrible fruit that seems to be mere skin holding scarabs trapped underneath. Ten of these servants finally come bearing the centerpiece – a roasted void. The void yawned below the sunless twilight sky, all brightness falling into it – in fact the little color that bleached the colorless servants and garden crawled into the void and died. The moving faces of the faceless servants seemed to be frozen in place in horror – each passing strobe another scream.

        The hands that held the knives gripped them harder, veins bulging, and then the chairs are throne back and the servants witness the two Corpse Flowers – both one and the same – stand and leap onto the void. Instead of falling within, they begin to tear it brutally apart with their hands, holding gobbets of its substance above their petals and dropping them within. The void vibrates in a silent screech as they carve it apart and feast on its gizzards. They suck the marrow of the blackness, the black juices of its innards moistening the rim of their spath.

        The servants, those lost dreams, take a step back as they witness the nightmarish banquet – but what other feast could they have expected when their Lord was the King of Nightmare.

    Non-Actions:
    • Generate 3 Treasure with passive income (25 TP owned at beginning of round) –> 9 Treasure owned beginning of round.
    • Accept all tech from SCR (non-embassy action with SCR)
    • Accept all tech from UZI (non-embassy action with UZI)
    • Accept all Embassies and Sanctums if offered.
    • Response to Iorwerth: TBD
    • Use up to 3 treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler or hero, using gambling bonus.
    • No support but also no resist to any conversions.

    Spoiler: SPORTS!
    Show

    Ko Dra-Ko-Ball

    The Classical League

    The Greenhorns have won again! A close league which came down to a tie-breaker between the Greenhorns and the Canopies. For a Sikar export – the Orcs are dominating this league. Additionally, despite lodging a complaint with the commissioner as to the Gourmet’s continued exclusion the Zealots had one of their best seasons – the league win though still eludes them.

    X Swampum Big Strongs Bhaile-Koma Canopies Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Dream Speaker Dream Team Na'karat Zealots Ixarr Greenhorns League Total
    Swampum Big Strongs X 1 3 3 3 3 0 0 13
    Bhaile-Koma Canopies 1 X 3 3 3 3 3 0 16
    Blessed Vale Jewels 0 0 X 3 3 3 3 3 15
    Targiz Hemlocks 0 0 0 X 3 3 1 0 7
    Thun Avalanches 0 0 0 0 X 1 0 0 1
    Dream Speaker Dream Team 0 0 0 0 1 X 0 0 1
    Na'karat Zealots 3 0 0 1 3 3 X 1 11
    Ixarr Greenhorns 3 3 0 3 3 3 1 X 16

    The Foreign League

    It seems the ghost fueled Ruin Runners have a weakness – the sounds of music – as the Songs were able to steal a win. It was not enough to stop their rampage through the league, but the other teams seem to be adapting at playing against the vengeful spirits. Defense wins games.

    X Sang Songs Ruin Runners Moonworm Cavalry Ta Seti Cattle Drivers Berry Bouncers Bannanda Splitters Dolod Singhön Strikers League Total
    Sang Songs X 3 1 0 0 0 3 0 7
    Ruin Runners 0 X 3 3 3 3 3 3 18
    Moonworm Cavalry 1 0 X 3 3 3 3 1 14
    Ta Seti Cattle Drivers 3 0 0 X 1 0 3 0 7
    Berry Bouncers 3 0 0 1 X 0 3 0 7
    Bannanda Splitters 3 0 0 3 3 X 3 1 13
    Dolod 0 0 0 0 0 0 X 0 0
    Singhön Strikers 3 0 1 3 3 1 3 X 14

    Cross-League Exhibition Match

    The Greenhorns were unable to beat the Ruin Runners in their revenge match losing in a close game of 2 to 1.

    Triple Flower Crown

    After their victory of the first Triple Crown it seems that the Crimson Kingdom’s internal troubles have effected it’s breeding program and they had failed to win a single race.

    Run for the Roses – Targiz – Rolling in the Dough
    Run for the Poor-Land Daisies – Scrim – Paid in Full
    Run for the White Carnations – Ko – Who let the King out?
    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ank’Anske’Thalez’ir “Nyct” Nyctagina (36 Years Old)

    Current Stats:

    Diplomacy: 3
    Military: 5
    Opulence: 6
    Faith: 10
    Intrigue: 2

    New Ruler Next Round: No
    Succession: Hereditary (Matrilineal primogeniture but with no male exclusion, meaning that it is absolute primogeniture if no immediately related female heir) –
    1. Ank’Anske’Thalez’ir “Aste” Asteracea (16 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (32 Years Old)
    3. Lilium "Lily" Interspinus (12 Years Old)
    4. Ank’Anske’Thalez’ir “Acon” Aconita (Stillborn)
    5. Ank’Anske’Thalez’ir Ffiona (Died in Infancy)
    6. Ank’Anske’Thalez’ir “Gled” Gleditsio (40 Years Old)
    7. Ank’Anske’Thalez’ir “Hede” Hedero (16 Years Old)

    Expected Stat Bonuses: +1 Mil, +1 Dip

    Other Characters:

    Ank’Anske’Thalez’ir “Rose” Ogra (62 years of age)
    Ces Arnif – 76

    Hero Ages:
    Ank’Anske’Thalez’ir “Gled” Gleditsio – 32
    - Successor: None at the moment
    Petal Head – N/A
    - Artifacts Held
    • Nightmare Pom
    • Disquiet Pom

    Miracles:
    • Blessed Dynasty: Twice per round, a ruler character descended from Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed.
    • Epialesian Apotheosis: Petal Head may now participate in two actions every Round. Petal Head no longer suffers continental penalties while Questing, and ignores otherwise impassable terrain types while Questing.

    Opulence Technology:
    • Masonry: +1 to resist Raids and Sacks
    • Advanced Masonry: +1 to resist Raids and Sacks that stacks with the bonus of Masonry
    • Writing: +1 Conversion Defense, +1 Conversions in regions that share your writing system (Hbaran Runes)
    • Irrigation: +1 Stabilization
    • Animal Husbandry: +1 to Opulence and Diplomacy exploration
    • Pottery: +1 Buyouts
    • Arctic Survival: Permits exploration and troop transport across Arctic borders
    • Sailing: Permits exploration and troop transport over deep water borders
    • Off-Track Betting: Whenever you spend a Treasure on a roll, you may choose to roll 1d6. On a result of 1, the Treasure provides no bonus. On a result of 2-4, the Treasure provides a +1 as normal. On a result of 5 or 6, the Treasure provides an additional +1, for a total of +2.
    • Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
    • Treasure Ships - Unapproved
    • Mamut -> Sikar Translation Project Tech
    • Mamut -> Daezirn Translation Project Tech

    Military Technology
    • Campaign Grift
      • Slot: Subterfuge
      • Resource: Alcohol
      • Effect: The kingdom may spend treasure in a battle to cripple their enemies before they even take the field. For every treasure spent in this manner, opposing non-blightspawn armies suffer an additional 2 regions in distance losses.
    • Bronze:
      • Slot: Special Materials
      • Resource: Copper or Tin
      • Effect: +1 to Battles, +1 to Leader Loss Rolls
    • Viskari War Bows:
      • Slot: Ranged Weapons
      • Resource: Wood
      • Effect: +1 to Battles
    • Increased Defense Budget:
      • Slot: Scouts and Logistics
      • Resource: Gems or Precious Metals
      • Effect: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus.
    • Uzii Battlesmithing
      • Slot: Armor
      • Resource: Hard Metal
      • Effect: -10% Casualties
    • Comet Phylacteries
      • Slot: Combat Drugs and Medicine
      • Resource: Comet Shards
      • Effect: +2 Leader Loss rolls.
    • Non-Active Mil Tech
      • War Drums

    Artifacts
    • Nightmare Pom:
      • A Hero holding the Nightmare Pom is resisted in Errant Questing by a Faith Roll. Success on a Errant Quest using the Nightmare Pom awards no Treasure, but allows the controlling Kingdom to attempt to convert an Open or unorganized Holy Site in the region. A great success on the Errant Quest grants a +2 bonus to this conversion roll.
    [*]Disquiet Pom:
    • +1 to Errant Quests, Corpse Flower Holders may Errant Quest as a Faith action.
    [/List][/List]
    Tac Doc: Never Tell Us the Odds – On success roll 1d3. On 1: Gain +2 to Battle Rolls. On 2: Reduce own Casualties by 20%. On 3: Increase Enemy Casualties by 20%.

    Cultural Identities: Ruinous Sowing - 2d8 on Epic and Errant Quests in or adjacent to blighted regions, wilderness or regions in unrest.

    Spoiler: Resources
    Show

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

    Military Limits:
    Land 6/8
    Naval 0/4

    Embassies:
    • Deru
    • Swampum
    • Scrim
    • Henanda

    Trade Posts (25):

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs
    8 #1 - Okra
    17 #1 - Ulurothan Spearmen
    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    27 #1 – Iron
    30 #2 – Comet Shards
    33 #1 – Copper
    35 #1 – Madder
    36 #1 – Wheat
    37 #2 – Living Wood
    38 #1 – Sour Quinces
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 – Cheese
    44 #2 – Cloth
    46 #3 – Wood
    48 #1 – Slaves
    51 #2 – Kaffe Beans
    53 #2 – Furs and Hides
    61 #1 – Falconers
    62 #1 – Fish

    Favors Available at end of round:

    2 SOS
    Last edited by mystic1110; 2021-04-17 at 07:18 PM.

  28. - Top - End - #808
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37 (& Illia, region 38, Luaithraeak-Molok, region 7)



    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.

    Caretaker Karakhita Brythion (12)
    Diplomacy: 3
    Military: 7
    Opulence: 3
    Faith: 6
    Intrigue: 3


    1: Faith: Change HC 20 Bonus to +1 to Hero generation (up to 10).

    2: Faith: Change HC 5 bonus to +1 to Tac Man.

    3: Military: Raise 1 naval unit.
    Asha-Shuran's fledgling fleet expands.

    4: Military: Ride to the defence of Targiz (4 units, Onfroy leading (9), using Skirmishing)
    More and more Onfroy seems to take any excuse to be far from the capital.

    5: Military: Raise 2 land units (fortress).
    The Listener reforms a retinue of the faithful, and Onfroy reinforces the Knights.

    6: Military: Raise a land unit.
    The Royal Retinue is expanded.

    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.
    - Tac-Doc from last round: Indefatigable Few - If you are fighting alone: +1 to Battle Roll, +10% enemy casualties, -10% own casualties. (approved)
    - Accept sanctum

    To-Do - important characters.

    News & Rumours

    - Replies to Iorweth's letter:
    Spoiler: The Official Royal Reply
    Show

    To our beloved relative Iowerth,

    Decades have passed since our people have spoke on civil terms. Kin we are, and as kin we ought behave. Out of respect for our family of the Targiz we act in peace with the Uzii and the Orcs, and will continue so long as our family does. We ask not that you act in concert with us, as all families suffer wayward sons. We pray you meet a more fortunate end than the last such soul. Long may our good relations continue, and may your people prosper.

    Spirits guide you, and the scents protect,
    Caretaker Karakhita Brythion & Regents Jofry Brythion and Oleandera Brythion.

    Spoiler: The Listener sends a messenger
    Show

    We come.
    Rebirth awaits your subjects.
    Rebirth awaits you.
    The voices tell me you claim dominion of the pale sphere.
    Rebirth awaits us all.

    Spoiler: Onfroy sent a vibrant lily flower growing from a living wood shield emblazoned with the emblem of the Knights of the Red Rose
    Show

    Night King,
    Leave well enough alone.
    Onfroy.

    -Knights, for real this time, promise.

    -Cult of Rebirth. It's a thing!


    Spoiler: Important Characters
    Show

    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 [46] - 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. After a particularly bad fit on her return home Esfrey lies in a coma.

    Onfroy Brythion [46] - 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 [42] - 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 seemed insatiably inseparable. Their bond has remained true, the two taking the responsibility of regency frequently while Esfrey wars and Onfroy prowls the lands for 'converts'. Now, with Esfrey incapacitated, Jofry and Olea serve as regents once more, for her young son Karakhita.

    Lilium 'Lily' Interspinus Brythion 15 - Eldest daughter of Jofry & Olea. Lily's goliath blood flows strong, and at 7 she is already the size of an Illian 12 year old. While Esfrey bordered on commanding the girl commence the trials, both Jofry and Olea did all they quietly could to keep Lily under Esfrey's gaze. The trials death rate has risen to almost one in two under the Listener's supernatural gaze, as penalties for even slight failure are harsher than ever before.

    'Arnfroy' Arnoldii Brythion13 - Eldest 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.

    Karakhita Brythion 12 - Eldest son of Esfrey & Rakatak, born on the eve of the first skirmish of the third war against the folk of the flames. Orc blood runs strong through his veins. In stark contrast to his elder cousin he is an exceptionally rowdy 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, accelerated the collapse of semi-independent dog-men packs. The infighting his death triggered threatened to tear the packs apart and endanger wider Illia. In the struggle, a trying time for all involved, 6 packs emerged as strong contenders to reunite the dog-men. All fought, each wary of the other, until through subterfuge and intrigue one gained ascendance, subjugating the others. For a year and a day the order stood. Until the Listener came. At his command the 5 packs were freed, empowered, and set upon the last, the ascendant pack. When the blood-frenzy abated the Listener was pleased, and promised that in time there would be game aplenty to feed all the packs, for their sacrifice had been accepted.

    Asha-Shuran [70] - 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 found a kindred spirit in old Norren, and spent 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 spent most of her days teaching Esfrey to lead warriors in battle, although she despaired of ever teaching the Illian to refrain from a charge. Asha then 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. Now he marches on Bhaile-Koma to proclaim his visions and revelations to the court, backed by an army. He will make them listen.

    Gormeric Runarn 31 - the Lord of Banners, Gormeric leads the Enkel of Luaithraeak-Molok.


    Spoiler: Admin
    Show

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    No New Leader

    Leader stat increases:
    Faith +1, Mil +2

    City in region 37 (Bhaile)
    Fortress in region 37 (the Green Fields)
    Holy Order in region 37 (Knights of the Red Rose)
    Holy Land Holy Order in region 37 (Cult of Rebirth)

    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: 7/10

    Established Units:
    Old Grove - 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 loyal followers are similarly inclined to revel in past glories.
    Knights of the Red Rose - Onfroy's fanatical followers.
    King's Own - Caretaker's personal guard.
    Listener's Faithful - fanatical followers of the prophet of the Garland of Souls.

    Factions:
    Listener's Faithful - 2 land unit
    Asha-Shuran's Fleet - 1 naval unit
    Knights of the Red Rose - 3 land units
    Royal Retinue - 2 land unit


    Treasure: 0.

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

    Cultural Identity(s): Children of the Sannha (2d8 on raising organisation reputation) (temporary).

    Tactical Doctrine(s): None (no effect) (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.
    Last edited by Ausar; 2021-04-14 at 10:32 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  29. - Top - End - #809
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC


    Led by The Lucid Ones [Riseaesir, Ileaeli, and Ealedelae]
    D1 ; M4 ; O6 ; F5 +2 ; I3

    Actions
    1. [FAITH Construct a Pioneer Sanctum 1/5] - Region 7
    2. [FAITH Construct a Pioneer Sanctum 2/5]
    3. [FAITH Construct a Pioneer Sanctum 3/5]
      The Dolod are learning of far-away lands and desire to learn of them. As importantly, strangely, they feel the need to share information. When casting about for those willing to anger the liars in Mamut or Tarandi, the Dolod struggle for some time, owing to the strength of the Scrimthun Unity and the Á'Shansholí. But eventually, a people who see profit to be made accept the Dolod's request. Deep within Luaithraeak-Molok, contact is made and work begins. Dolod travel far, bringing with them knowledge and excitement.

      Those few who return to begin setting up communications report the ease of the journey. Despite the new territory and questionable communication with the locals, they found their build site easy to find. It was a natural place to build, they reported. When heading toward it, they felt as though they walked downhill. Even traveling near the Orcs seemed less an obstacle than expected. The workers and Lucid One expressed some excitement, too - they easily slept through the entire presence of the moon near the site of the Sanctum. While the Dolod do not put much stock in luck or fate, they seem content with this auspicious beginning to the project.
    4. [FAITH Set True Dawn Holy Site Bonus] [True Dawn Heroes assist on quests at a +3, rather than a +2]
      The spread of the Path of the True Dawn has surpassed the Dolod's early expectations. Aside from the weight of the truth, they know that a good share of the reason for this is the might of the Alodites, the power of the Ashir, and the cleverness of Crow's Tribe. To support the legendary individuals from these groups that bring glory to the faith, the Dolod establish Coronal Peers. These warriors, scholars, explorers, bards, cooks, grooms, hunters, and more are specially trained to ensure the heroes of the faith have as few distractions as possible when they set off on their adventures, leaving the greatest of the mortals to do what they do best.
    5. [FAITH Convert Ta Netjer (328)] SUCCESS
      The Dolod, with a collective start, realize that the people of Ta Netjer have no formal clergy with them and are beginning to spread false information about the primacy of the piece of the sun over Emnellenme themself. Naturally, the Lucid Ones worry about the weakened focus on memory and send a small group of priests to reestablish the truth.



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts.
    4. Accept all Embassy gifts except units.
    5. Send The Nail and 1 Treasure to TRL using Sanctum.
    6. Use liege score to resist MIL/DIP/INT actions over endturn.
    7. Nicely ask GM team to respond regarding Guardian Dream GP and TP rules questions.
    8. Resist sack of 266 SUCCESS
    9. Send 2 Treasure to ASH via Embassy. The Dolod coffers are overflowing and the Ashir have proven capable stewards of wealth.


    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 Quluq publicly condemns the Dream Speakers for their brazen theft of Sikarian culture. The sandstorm has abated, the danger has passed. If safekeeping was truly the goal, then the valuables should be returned. Otherwise, this is simply more of the same from the deceivers: acquisition under false pretenses.
    • The river-dwelling allies of the Dolod are to be entrusted with the Nail, the murder weapon of the Guardian. A collection of spices and oils in specially-made pots are sent, too, as reagents for whatever ritual may take place. They are expected to purify or destroy it using the gift of their patroness. Any new information gained is expected to be passed back to the Dolod via the Sanctum. The Lucid Ones ask that Dolod be present at the purification ritual.



    Spoiler: Ruler Information
    Show

    The Lucid Ones
    Stat Value Increase?
    Diplomacy 1 -
    Military 4 -
    Opulence 6 -
    Faith 5 +2
    Intrigue 3 -

    Baqab is serving as Sharif
    Ebe is serving as Vizier

    Riseaesir, Ileaeli, and Ealedelae lead from Nellen. Six siblings and children are abroad - two in Troll Country, one with the Congress of the Honeyed Child, one in Ta Netjer, one with Harun, and one who travels freely (though they likely will travel north to the Congress once the second Sanctum is completed).

    New Ruler: No

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

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

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    E Animal Husbandry +1 to Opulence and Diplomacy exploration None
    E Irrigation +1 Stabilization None
    E Masonry +1 to resist Raids and Sacks None
    E Coinage +1 to resist buyouts to players w/o coinage; +1 to buyouts Gold or Silver resource
    E Towers of Light +2 to defend against raids if attacker moves through a region with a TP you control. +1 to Investigate per other owner of this tech taking the Investigate action this round (Max +2) Silver resource, Masonry tech
    E Advanced Masonry +1 to resist Raids/Sacks None
    E Caravansarai +1 to resist Raid/Sacks Masonry Tech, Clay or Stone resource
    M Thin-Blood Elixir +1 to Battles/Quests w/ Gluttonous Shadows N/A
    E Stele of Light +1 vs Errant Questing // Bonus/Penalty against Theft equal to ((-1)*DSP Rep) Mystical Stone // Sunstone, Towers of Light tech
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 11??
    1. Clay, 299??
    2. Clay, 269??
    3. Shattered Runestones, 306
    4. Silver, 308
    5. Desert Bell Seeds, 291
    6. Kelp Oil, 266
    7. Sand, 301
    8. Iron, 310
    9. Giant Kangaroos, 318
    10. Wombats, 284
    11. Gamebirds, 208??
    12. Sunrock, 328


    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 TD Heroes Assist at a +3
    40 T2 Tech N/A
    80 Bonus N/A

    Military Units CAP: 5

    Heroes

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

    Treasure
    5 Current

    Special Actions Used
    Last edited by JBarca; 2021-04-17 at 11:52 PM.

  30. - Top - End - #810
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C), 215, 231, 232


    Round 19 Actions:


    1. [Military] Raise Land Unit

    2. [Military] Raise Land Unit

    3. [Opulence] Explore the seas to the east off UBT with Sailing, Celestial Navigation, Song of the Wind, Song of the Sea, Crab-Claw Sails (<- pick 3 i should b guchi? explore the next sea square next to the two already explored) Success 21

    4. [Diplomacy] Raise Rep with SoS Success 19

    5. [Intrigue] Secret Success? 22

    6. [Opulence] Buy 152 TP1 Timber from Open Success 15

    Non Actions:
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts
    • Via HYD Embassy, send Saddles and Arctic Explrore.
    • Via VYG Embassy, send Towers of Light, Recurve Bows.


    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Vygra
    • Embassy with the Nocturnal Hydra
    • Embassy with the Lim Dynasty
    • Embassy with the Lhungho Saar
    • Embassy with the Night Kingdom



    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 10
    Military: 9 +1
    Opulence: 10
    Faith: 3
    Intrigue: 10


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show

    Spoiler: Trade Posts
    Show

    Count Region Trade Post Slot Resource Category
    1 46 1 Wood Wood
    2 189 2 Purple Sea Snails Living sea beings / food?
    3 208 1 Gamebirds Living beings / food?
    4 210 2 Bananas Food
    5 211 3 Tvila Clay clay?
    6 213 2 Flint ??
    7 215 1 Artisans Skilled beings
    8 216 1 Sweet Droggen Berries Food
    9 216 City Sweet Droggen Berries Food
    10 217 2 Sorghum Food
    11 218 3 Cacao Food
    12 221 3 Healing Herbs Medicine
    13 223 2 Dag Yaks Living beings
    14 225 1 Elk Living beings?
    15 226 3 Copper Metal
    16 235 1 Hemlock Poisonous plant
    17 239 1 Ivory ???
    18 240 1 Aquamarine Precious mineral
    19 241 2 Tin Metal
    20 289 1 Wild Horses Live Animals
    21 291 3 Desert Bell Seeds Seeds
    22 292 2 Nakhla Stone Stone
    23 295 2 Salt ???
    24 303 2 Desert Foxes Live Animals
    25 307 2 Gold Precious Metal
    26 308 2 Silver Precious Metal


    Spoiler: Treasure (11)
    Show

    Round Reason Change Total
    4 Passive TP income +1 1
    4 Gift to sentinels of stone for rep -1 0
    5 Passive TP income +1 1
    5 Great Success Exploration +1 2
    6 Passive TP income +1 3
    6 Use one for investigation -1 2
    7 Passive TP Income +2 4
    7 Use on for the attack on blightspawn -1 3
    8 Passive TP Income +2 5
    8 Help stop unrest in 215 -1 4
    8 Assist on buyout -1 3
    9 Passive TP Income +2 5
    9 Investigate Shadows -1 4
    9 Investigate Shadows -1 3
    9 Investigate Shadows -1 2
    10 Passive TP Income +2 4
    10 Investigate earthquake -1 3
    10 Assist on Epic Quest -1 2
    11 Passive TP Income +2 4
    11 Blood Ingot reward +2 6
    11 Investigate evil presence revealed by the earthquake -3 3
    12 Passive TP Income +2 5
    13 Passive TP Income +3 8
    13 Great Success Exploration +1 9
    13 Great Success Exploration +1 10
    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 Passive income +3 11
    16 Assist on exploring the sand storm -3 8
    17 Passive TP Income +3 11
    17 Dra Runa assist Kro Thorael -3 8
    17 Translate the leather bound journal -3 5
    17 Trade from UBT +2 7
    17 Trade from HYD +1 8
    18 Passive TP Income +3 11
    18 Secret -3 8
    19 Passive TP Income +3 11


    Spoiler: Military (6 Land units, 2 Naval Units)
    Show

    Name Naval Weapons
    Panneac yna husso No Bows
    Taan yna husso No Spears
    Puyn yna husso No Daggers
    Amg yna husso No Swords
    Pentcyna husso No Slings
    Pentc yna husso No Cavalry
    Cay Chyem yna Dycdo Yes Boat!
    Vecr yna Dycdo Yes Boat!
    Hero
    Name Military Stat Special Effect
    Dra ranu 8 +4 bonus on Errant Quests in Sikar and +2 in Kiswa
    Olx and Sep Blight-Trixters 9


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show

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


    Spoiler: Artifacts
    Show

    Artifact Name Artifact Effect
    Bunker Key The holder of this artifact can use it to power a secret bunker, granting the powering of 1 tech per round without meeting its resource requirements.


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot
    Alskan Worm Wrangling +10% Casualties for Opponents Liquid Resource and Animal Husbandry Tech (should include berries) Yes War Beasts
    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
    Comet Phylacteries +2 to Leader Loss Rolls Comet Shards Resource No Combat Drugs and Medicine
    Composite Bows +1 to Battles Hooved Animals Resource Yes Ranged Weapons
    Crab-Claw Sails -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics
    Equestrianism -10% casualties for Allies Horses Resource, Animal Husbandry Tech Yes Cavalry
    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 Armour
    Peltae +1 to Battles Timber Resource No Armour
    Recurve Bows +2 to Battles Composite Bows Tech and Hooved Animals resource (effectively 2 hooved animal resources) Yes Cavalry
    Saddles +1 to Battles and -10% casualties for Allies Cavalry Type Tech and Animals Resource Yes Cavalry
    Song of the Sea Allows for +1 Deep Sea border crossing and gives +2 to Leader Loss rolls during ocean/coastal battles with naval units involved Sea Creatures Resource, Sailing and Animal Husbandry Techs Yes Scouts and Logistics
    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
    Uzii Battlesmithing -10% Casualties for Allies Hard Metal Resource Yes Armor
    War Drums +2 to Tactical Maneuvering Rolls N/A Yes Scouts and Logistics
    Wolf Riders +1 to Battles Wolves Resource (of any kind) No Cavalry

    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
    Arch None N/A Yes
    Arctic Survival Permits exploration and troop transport across Arctic borders. Lumber Resource Yes
    Caravanserai Allows transit of one additional deep water border and grants -1 distance loss to deep water travel Masonry Tech, Stone/Clay Resource 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
    Djinn Contracts You may spend 1 treasure as part of a secret action to hire djinn to do your bidding. Regardless of the success or failure of the action it is much more difficult to trace back to you. Writing (Kagahara) Tech, Coinage Tech, Shattered Runestone or other magic catalyst Resource No
    Dome None N/A 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
    Song of the Wind Allows crossing of 1 additional deep water border. +1 to exploration over water Flying Beings Resource, Animal Husbandry and Sailing Technologies Yes
    Seekers Permits exploration and troop transport over deep desert borders Nakhla Stone Resource Yes
    Towers None N/A 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 Yes
    Wheel and Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency. N/A Yes
    Writing (United Blemmyae Tribes Script) +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. N/A Yes


    Spoiler: Ruler Actions
    Show

    Spoiler: 'King' Yorick II
    Show

    Attribute 5/10 Action Effect
    Diplomacy 5 Create Embassy An embassy with The Vygra was made.
    Diplomacy 10 Create Embassy An embassy with The Night Kingdom 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
    Show

    Round Action of Note TP's bought Tech Gained
    1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2 Writing, Animal Hisbandry (start tech), Irrigation
    2 Acquired required resource in the form of copper TP 3 in region 226 Copper 226 TP3, Cacao 218 TP3
    3 Founded Manticore Rise Elk 225 TP1, Tvlia Clay 211 TP3, Healing Herbs 221 TP3
    4 Started building a military None
    5 Officially converted to Abiherism None Pottery (secret)
    6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2 Sailing (secret)
    7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2 Crab Claw Sails, Masonry
    8 Stopped unrest in 215 and made an embassy with the Vygra Tin 241 TP2, Artisans 215 TP1, Flint 213 TP2
    9 Mass investigation on the origin of the Gluttonous shadows Gamebirds 208 TP1, Aquamarine 240 TP1 Wheel and Axle
    10 Become a merchant prince, assist with cancer in the vale and investigate the earthquake Seafood 214 TP1 Bronze
    11 Assisted with Into the blightlands and Sikar translation Tvila Clay211 TP2 Thin-Blood Elixir, Advanced Poisoning, Blade Sharpeners, Coinage, Wardrums, Composite Bows
    12 Massive trade deal with HYD Hemlock 235 TP1, Wild Horses 289 TP1, Gold 307 TP2, Fox 303 TP2, salt 295 TP2, Desert Bell Seeds 291 TP3.
    Lost: Tvila Clay211 TP2, Droggen Berries 216 TP2, Granite 238 TP2, Sea Food 214 TP1
    Steering Oras, Mountaineer Clothing, Equestrianism, Celestial Navigation
    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)
    16 Invastigated explosion in gehudu forest, Investigate mockeries, Assist with deep desert explore Ivory 239 TP1 Alskan Worm Wrangling
    17 Send Dra Runa to assist with the SandStorm, Investigate the book found in the explosion, Embassy with NTK Purple Sea Snails 189 TP2 Peltae, Arch, Towers, Dome and Djinn Contracts,Caravanserai
    18 Expand Military Wood 46 TP1 Saddles, Comet Phylacteries, Uzii Battlesmithing, Song of the Wind, Wolf Riders, Arctic Survival, Song of the Sea

    Last edited by Moriko; 2021-04-15 at 02:14 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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