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  1. - Top - End - #61
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Tsor
    Round 2
    Leader Stats Round 2 :
    Diplomacy - 5
    Military - 5
    Opulence – 2
    Faith - 2
    Intrigue - 3

    Actions:
    1. Diplomacy - Colonize Region 99 - FAIL (11)
    2. Diplomacy – Establish Embassy with Blade
    3. Military – Get a Hero (Score 8)
    4. Intrigue – Send a priest and hunter to region 110 to gather information on the natives, their defenses, and the likelihood of converting them from Animism to Eauden (10)
    5. Faith – Seek Aid for investigating the heinous thievery (5, Fail)

    Dice Rolls

    Nonactions, News, and Rumors:

    New Leader next Round? Yes

    Leader Stats Round 3:
    Diplomacy - 4+1 | 5
    Military - 3+1| 4
    Opulence - 2
    Faith - 1
    Intrigue - 4+1 | 5
    Last edited by LapisCattis; 2020-08-07 at 04:02 PM.

  2. - Top - End - #62
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


    The Scions of the Thalaz'ir
    Mamut: Region 30
    Thalaz'ir Haraman I
    Dip 1
    Mil 6
    Op. 3
    Faith 5
    Int 2


    Faith: Covert Na'karat (Region 30) to Celestial Cult
    Faith: Begin Great Project: Celestial Tower (1/5).
    Military 5 Special: Recruit Hero "Halphas the Woetide"
    Military: Occupy Region 54 with one unite of Na'karat Wardens.
    Diplomacy: Host "Banquet of the Old Ways" event. (Trade two units of Na'karat Zealots to ALQ in exchange for techs Pottery, Writing (Hraban Runes), and Animal Husbandry)
    Spoiler: Event Information
    Show
    The Ko, Clan Alqar, and the Scrim are invited personally by delegates from the Scions, who inform them that the Thalaz'ir would like to meet his closest neighbors in an attempt to unite Mamut further, and to share the glory of Arrakh-Rah. (What remains of it, anyways.)


    Expected Stat Changes: Faith +1, Military +1

    Spoiler: Fluff
    Show

    The Celestial Tower shall act as a great beacon for our people across the land, a grasp at the former glory of Arrakh-Rah. The masons begin their labor to lay the foundations, while the Sun Priests collect all records of the former empire's splendor to assist in later stages of design.
    Last edited by SOSDarkPhoenix; 2020-08-09 at 01:19 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

  3. - Top - End - #63
    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
    Worldmaster Thicket:
    Dip 1
    Mil 3
    Opu 6=>8
    Faith 2
    Int 5


    Actions:
    • [Opulence] Hoard two Treasure
    • [Opulence] Hoard two Treasure
    • [Opulence] Buyout TP 2 of Region 32, with permission from the Lunar Peasants [Success!]
      Though the Ko have many shiny objects, and will fight anyone who says otherwise, they know that their riches cannot compare to the shiny gleam of true gemstones. And so, Towermaster Thicket arranges for Ko merchants to import the treasures from foreign lands, to be added to his own hoard. Soon, the little Ko is able to make a bed out of them, but quickly discovers that it is very uncomfortable and makes for bad rest. Annoyed, he has them used as ornamentation instead.
    • [Opulence] Buyout TP 2 of Region 19, with support of TAR [Success!]
      The Ko are not lushes. Nope. Any rumors to that effect are dumb and stupid. Don't trust them!
    • [Military] Begin Great Project "It's a Trap!" [1 of 5]
      With the knowledge that there are many dangers and many other peoples still fresh in his mind, Towermaster Thicket has decided that the best response is to trap literally everything. Thus, he commands the Ko old and young to fill his lands with pitfalls, snares, barriers, blinds, and all manner of other devious devices.


    Non-actions: Attend event, support conversion.

    Military: 2 units led by Towermaster Thicket

    Last edited by Miltonian; 2020-08-08 at 09:57 PM.

  4. - Top - End - #64
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Creatures of Ancient Ways
    Tarandi Region 137 The Carrion Ward


    Spoiler: The Carrion Ward at a glance
    Show
    CENTER][/CENTER]


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


    Actions

    1. [FAITH]: Convert Sangar Region 136 to The Ancient Way (14 Success!)
    Birds sing on high! The Beasts of the land sweep into Sangar and join the people in mirth and song! The Traitor Old Lion, No-Pride, No-Death has gone roaming through the strange land chased by various Sangar Pledges seeking to hone their skill and consult The Ancient for his heroic worldly experience, chief amongst them the Pledge Prenadi. With newly taught language they scribe messages and hang them for the wind to carry the tales of the Cycle of the Song, for the Creatures of Ancient Ways are certain that the Sangar are Two Legs of pure heart unfettered by obsession with materialism or domination of the wilds, and in each of them carries a reincarnating soul that speaks the tales and wonders of the ages both lived in personal past lives or through others. Their voices ring out, louder than the Hatchlings, and echo throughout the land.

    2. [FAITH]: Convert Braye Region 129 to The Ancient Way (16 Success!)
    Rats begin to emerge from hidden alcoves and stowed away in pottery all throughout Braye. They feverishly debate the local populace, forming cliques and social circles with the glowing humanoids. Impromptu stages are formed from Rat Warrens to give an opportunity for the luminescent Two Legs to peer in and observe or comment on their assessments of topics. All things related to the soul and the essence of being are brought to the forefront, the truth of our immortal reincarnating being, and the nature of such simple forms as material objects in the grand Cycle. The Creatures are unsure how the Brayewen move through the Cycle but see in them fellow philosophers of a kindred nature and happily share their beliefs. Fraiheeto is relegated as some kind of ancient Grand Philosopher Thought King of the past that the Brayewen have all had some contact with in their past lives and influence over the chart of the course of their souls.

    3. [FAITH]: Convert Uldra Region 109 to The Ancient Way (20 Success!)
    Ten Husky Dogs come to the Arrok, their eyes alight with a power unseen before, and they bring forth praises for The Ancient Way. They beseech their former masters to join them as equals and come to the Gray Lake with more of their kin, so that all may be enlightened, and the misguided obsession with an ancestor Priestess named "Euaden" may be demoted to the meditative tantra that it truly is.

    4. [FAITH]: Convert Region 138 to The Ancient Way (12 Success!)
    The Creed of the Rosy Cross is nothing more than baseless foolish superstition.

    5. Attend the Event in Aran Vriska
    Event Subactions: Accept Ring of the Phoenix for No-Pride-No-Death and Sangar, Gift Kagahara Writing to Aran Vriska.

    Non-Actions:
    - Accept the Dreamspeakers buyout of Taiga Poppy. No-Pride-No-Death is seen relaxing on a summers eve inhaling the poppies powerful aroma as Dreamspeakers braid flowers in his mane.
    - Accept Embassy from Sangar

    News and Rumors:
    - As the Scavengers of the Carrion Ward begin to spread their ideology they are confronted with a most disturbing predicament. Those beasts born beyond the reach of its shores seem vulnerable to the teachings of the Gray Lake. Some of them reach a state of enlightenment enjoyed by the denizens of the Carrion Ward but the vast majority of them seem to be gripped by a fatal and tragic anagnorisis they never leave the seizing height of alive. Vultures furiously debate such a matter while various Scavengers cease their guiding and retrieval endeavors in search of a way to alleviate their susceptible kin.

    - Rabid-Hyena-Of-Highrock-Songs has claimed a mate from some of the formerly Arrok Huskies, Bloteye-Husky-Who-Howled-Dreams. Together they care for litters between fitful late night noise making.

    - The lone Shandole horse to reach enlightenment, Pale Mare Who Was First and Only, gives birth in a nearby plain of the Gray Lake, and takes lessons in education alongside her child from Skystruck-Tree. They observe the rapturous dancing of Dreamcut-Tail and befriend a number of Scavengers as they whisper about the new foreign celebrity in their midst.

    - A ritual is held for the kin who perished in search of enlightenment. Their heads turned up to the sky, their eyes shut one final time, and their mouths are affixed open so that the spirit may flow freely throughout the process. A discussion is held before the culmination of the ritual. Scavengers gathered who under normal circumstances would tell tales of the creature in life, reminisce on its death, and repeat after each other the name and wishes of those passed. Lacking such knowledge they instead engage in a treatise with the dead, gifting them their own name, and drawing comparisons to past lives or the land itself to the deceased. Then they feast, flesh torn from bone, and passed one by one to the neighboring scavengers present to share. With the passing of each morsel they bless their kin, eyes locked, and repeat a mantra of their own mortality and inexorable slide toward the future. When the feasting has finished the Scavenger who finds the body first takes the skull or noticeable shell and carves the name of the fallen upon it before depositing it somewhere in the Carrion Ward where the sun and wind may press upon it in the open sky. Some Vultures leave said memento mori in trees or branches, while more groundbound Scavengers will leave them on the tops of hills, mountains, grassy plains, and fields of Poppy. A skull scorched black and ashen by wildfire is considered particularly auspicious and a Scavenger who comes upon it may bring yet more macabre tokens to it to form a holy shrine or marker.

    Spoiler: The Meeting between River Elves and Enlightened Entities
    Show

    They had traveled many a day to reach a halfway point between Winter Town and the Gray Lake. The prominently persuasive Vulture, Skystruck-Tree had scouted ahead on a number of occasions to see the best travel route or make sure the coast was clear, and thus Pale Mare Who Was First And Only had to tend to her Foal in the strange lands mostly by herself.

    “It may be dangerous.” Skystruck-Tree informed her before their departure “Hunters roam the world, my child.”

    “Then let me spend one more day in the Field of the Dreamcut. I think my foal would enjoy one final dance.”

    A large bird swept overhead and landed on a nearby pinetree. It was a peregrine falcon, with large yellow eyes and it tilted its head watching the horses and the Vulture with keen interest. After a minute or two it took off again and flew west, back the way it had come.

    Sometime later there were the soft sounds of movement in the trees and a group of three elves mounted on horses entered the clearing. The horse’s hooves had been wrapped with furs and barely made a noise at all on the soft pine needles of the forest floor and the elves were dressed warmly in mammoth wool and soft furs, their breaths frosting in the cold air.

    A familor falcon was on the arm of a female elf riding a magnificent silver-gray stallion. Her hair was long, falling in dark dreadlocks all the way down her back and she had eyes that seemed almost the dark purple of violets in the dim light of the forest. Skystruck-Tree recognized one of the two male elves. M’Áwaní’Dóah, who had gifted the three horses and three dogs to the Scavengers and set the terms of this meeting, was riding a dark grey horse that happened to match the dark slate of his eyes. He took in the small group of animals and frowned, but said nothing as he gently whispered to his horse to halt.

    The last elf was tall with a commanding presence and bright blue eyes, almost like the roots of fire. Feathers adorned his braids and his woolen coat had intricate patterns of blue and grey woven into it. He dismounted from his milk-white horse and stepped up with an easy confidence and looked around, spotting the Vulture as she swept near the trees and then looking at the mare and her foal with interest.

    “Be ye Creatures come from the Carrion Ward?” he asked, “I am Talákin’Záni’Quêzí - Eagle-Flies-High-and-Sees-All o’ the Winter Council from Shandolé, come many miles yonder to seek a’meeting with ye.”

    Gliding along the updraft and winds of Tarandi was second nature to Skystruck-Tree. She circled around the clearing thrice over before landing on a nearby branch, her jet black feathers extended to their full impressive wingspan, and then quickly folded in as she tucked her wings tightly and obscured the long painful scar on her chest. The white feathers of her face curled around the brown splotches of her eyes where pools of obsidian reflected at first the taller elf and then the shorter.

    “I Returned From The Darkness, it is good to see you once more. I have kept our word as we spoke it thus some short few years ago. We Scavengers keep to the Ancient Oath. Allow me to present Pale Mare Who Was First And Only and her spawn.”

    She stretched a wing towards the majestic horse and young foal who stood cautiously and curiously between the legs of their natural born mother. A chestnut head of flittish demeanor bobbed in and out of the shadow of its maker, the falling darkness obscuring the streak of white on their face from mane to lip.

    “It pains me to say this is all I can show to you.” Skystruck-Tree said with genuine remorse in her voice. “The others will not be coming.”

    M’Áwaní looked from Skystruck-Tree to the mare and her foal, “I sent to ye three strong horses an’ three good dogs. Ye gave yer word ye would look after them likt’a yer own children, but now only one returns? How does this keep yer oath, Wise One?”

    Zán’Quêzí looked at the vulture backing M’Áwaní’s question with his own intently curious eyes, but the female elf hadn’t taken her eyes off First-And-Only and their was a sense of wonder and anticipation, as she met eyes with the palomino. Her mouth opened in silent amazement as ka saw ka. “It’s true! The Creatures of the Carrion Ward can awaken the Ka of other animals.” Still sitting mounted on her steed, she lowered her head in a bow and pressed her fist to her head, offering both greeting and respect to the mare and her foal.

    “At a price,” Skystruck-Tree stated gravely “There were unexpected complications. It seems that those not born and raised within the Carrion Ward have a lower threshold for the Way.”

    First and Only lowered her head towards M’Áwaní, whispering something that caused her Foal to stumble in replication of the process, and then continued the motion in kind to each of the Elves. She had the vaguest memory of such a rote motion, like the bending of a river in a dream she walked alongside, and had been reminded of the full process by the sagacious vulture a day prior.

    “She did care for me,” The monochromatic mare spoke at last, her voice shaky and seemingly focused on the pronunciation of each word clearly and poshly, like a Noble Child taught by a prim and perspicuous tutor “Both of us. When I woke the others had clouded eyes and did not move.”

    “We held a service.” Skystruck-Tree interjected solemnly from her perch.

    “I was never hungry or thirsty and my days were untouched by fang or claw.” First and Only finished.

    Zán’Quêzí bowed to First-And-Only, amazement showing on his face as he listened to the horse speak, “It is right good to ye hear ye, Cai,” he said, “An’ t’ kin ye have lived well these last years. I shall be honored ‘t welcome ye and yer Ba’boh home again, if ye will return to Shandolé.”

    Of the three elves only M’Áwaní showed little surprise or amazement in his expression. He dismounted and bowed to First and Only, but then looked back to Stystruck-Tree, his expression still dark. “An ye had no kin o’ the threats t’ Creatures not o’ yer Ward when ye accepted my gift and made yer promise?” he asked, “Not nary in all yer years and wisdom had ye trig that this would happen?”

    “Many of our Kin died the day of Rapture. But the Day of Red Flowers was born of violence not some failing of the body and its humors.” Skystruck-Tree nodded as if to acknowledge her own defense “I admit in my dreams I thought of such but I imagined that I was simply misreading the portents.”

    Peeling her talons off of the branch she swooped down, a flash of night against the falling white snow, and she swerved around the Elves before landing in equidistant from both parties.

    “I am no fool to come here under false pretense with only a mother and child.” She turned her body indignantly, a wing tip raised dramatically to her face, and she looked to the Mare of Two Worlds.

    A snowflake fell down. First and Only was watching its descent, carelessly or effortlessly dancing through the air, twisting from unseen forces, and she likened her very Ka to the delicate but intricate object. She was listening half heartedly, caught in this ephemeral moment of intertwined fate with something so innocuous, and her being was locked in place as it fell at eye level. She stuck her tongue out and the snowflake melted instantly as it inevitably landed amidst steamy breath.

    “I would like to go home,” First and Only finally snapped out of her fugue, a soft smile on her lips, and she brushed the mane of her youngling with her own head “But I do not know where home is. Perhaps it is in Shandolé. I kin that I will see some familiar faces. Ka of my Ka. But… home is more than just seeing my own reflection. Still, it would be nice, and, more importantly, I think it is good for them to kin the playing of others like us.” She beamed with pride as the foal looked into her eyes, not fully understanding, and yet clearly trying to follow.

    M’Áwaní was still frowning at Skystruck-Tree, but seemed to accept her words. “Ye took chances with the lives o’ others, Wise One” he said, “But I kin I did likewise when I trusted ‘em to ye. An’ I kin we both agreed that day at Southrocks that sometimes one is faced with either freedom o’ survival in a choice, where it ends up ye nary can have both.”

    The female elf dismounted and led her horse over toward First-And-Only, stopping a few feet away. “I am Kaíske’M’Kaskí - Sing-Free-My-Wild-Heart,” she said introducing herself to the mare, “I look forward to knowing ye and yer Ba’boh better in the days yonder, an’ hope to help ye find a home in our native valley. I knew yer ancestors well in years yonder. I was the first elf in memory to ever ride a horse an’ attune ka to ka with yer kind. To come upon this day where I may see ye awakened an’ speak to ye like I can with my own kind, fills my ka with joy. Simrah has flowed on and it flows right well in ye.” She turned to Skystruck-Tree, “I thankee’Siah fer this an’ hope that in yonder years a truer an’ safer way will open for the awakening o’ all creatures.”

    “We had no way of knowing,” Skystruck-Tree shrugged, her trinket beads jingling softly at the motion “It is a tragedy but a quest I was willing to take at the time. Now is the time for reflection and reconciliation. I trust you will take care of First And Only, she has quite a few friends in the Ward.” She looked pleasantly up at the Mare and they scratched at the snow with hoof in reply.

    “Tell Dreamcut-Tail I will miss their tales and ask if he will make one for me. And Blood-Petaled-Fang, Eyes-Out-The-Lake, and of course Golden-Fields-Roaring that I shall see them soon. In this life or the next.” First And Only beseeched the lightning lashed Vulture. She nodded in kind.

    “Take care my child. We shall soar in dreams of cloudy pollen and restless storms.” Skystruck-Tree waddled over to the Mare and brushed her wing over her leg and then over the head of her foal.

    “We shall meet with ye again in four years time” Zán’Quêzí told the vulture, “Should Simrah carry us ka-by-ka in this life.”

    M’Áwaní nodded and Kaíske bowed to the Vulture, “Take’ye care, Siah,” said, “An’ trust that First & Only shall be well loved and protected while in our lands.”

    A rolling fog of frosty mist billowed between the sentinels of pine that populated the forest. A vaguely opaque nimbus of the land that swept softly over part of the clearing in its travel. Skystruck-Tree dipped her head low and spread out her wings while raising one leg behind her. She flapped her wings once and soared from view in tandem with the breeze. The Pale Mare was left all to her own, soon taken by the River Elves, and off for the long trek to Winter Town.


    Spoiler: BOOKKEEPING
    Show

    D: 6
    M: 6
    O: 1
    F: 4
    I: 4

    Expected Stat Increases: +2 Faith

    New Ruler Next Round?
    No

    Military Units 1/6
    - Swarm

    Heroes:
    - Old Lion, No Pride, No Death (Hero 10)

    Embassies:
    - none

    Technologies
    Temporary Cultural Identity - Natural Philosophy (2d8 Conversions)
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (1)
    - 137 (Taiga Poppy) TP1
    Last edited by Tychris1; 2020-08-07 at 09:02 PM.
    “I’m a Terrorist not an idiot.” - Me
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  5. - Top - End - #65
    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

    Ta Seti

    Aspelta Oases Seeker

    Stats
    Dip 6
    Mil 6 (+2)
    Op 3
    Faith 1
    Int 1



    Actions:

    Military:Hire a unit

    Military: Hire a unit

    Military: Hire a unit:

    Diplomacy: Explore South of 288 roll 16

    Military: Lead an Epic Quest roll 21 with the help of Liyae of the nocturnal hydra, and the prcish hero
    Non actions: Support Dolod Conversion

    Spoiler: Family Tree
    Show


    Spoiler: Birth and Death rituals
    Show

    Birth
    New borns are often coated with Ochre and spices in an attempt to ward off evil spirits. This practice regularly continued for 3 years along with regularlly shaving the unnamed childs hair, leaving them bald, in addition to regular ear piercings. Then the healthy child celebrates their first naming ceromony. Upon the recieving of their first name the elf is allowed to be dressed in the clothing traditional of their clan and is allowed to grow their hair in whatever manner the clan deems acceptable.

    Death rituals
    Ritual of succession: Where a venerable elf is ritually killed and devoted by their successors. The sucessors gain acess to some of the elders memories while the elders soul supposedly joins the gestalt elven conciousness. Not every old elf gets to artake in this ritual. THose who die of pestilence are promptly burned while those who commit great sins agianst Alodite kind are buried. Elves who die in accidents, or via injurgy are allowed to be eaten by their relatives. Jowever, it is taboo to eat an unanmed elf. Elves that die before their naming are either burned or left to the scavengers.


    News and Rumours

    • Shebitku arrives back to Ta-seti with a some Al-Ashir princesses. After a cattle sacrifice in their honor, the princesses are introduced to the royal court as exotic southerners from the far south. In the following months Shebitku is taught the skill of riding and eventually wedding princesses Kasha and Ashina.Shebitku is givven the name Horsemen to serve as his earned name.
    • Various Alodite clans have began to record, trade deals, and land allotments using the kro script. Frequently this is written on papyrus leaves and clay talets. Griots and storytellers haveresisted the use of Kro script, considering it a tool of the materialistic.
    • The adoption irrigation has served to be a massive boon for the non Alodite clans. Leanred from their more nocturnal kin, the elves have began the ever greater cultivation of millet near lake Meroe's edge and soghrum within the more drought prone interior.
    • Another guest returns with Shebitku. A peseant crow by the name of Ka has chosen to cast off his plebian roots in exchange for becoming the confidant of al elfen prince.
    Last edited by Lleban; 2020-08-09 at 01:47 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  6. - Top - End - #66
    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

    Region 19
    The Targiz
    Current Leader: Ells Ogra
    Current Abilities: D2, M5, O4, F2, I1

    Round 2

    Actions:
    • MilitaryRaise Hero – "Petal Head" – Roll: 10.

      The perfectly rectangular pillar is smooth as a placid pond. The grass grows slowly around the pillar fading all together in a circle around it where nothing grows. A clergy member of the lower congress of Olkan is praying on one side and to his left is a priestess of Ukoism carefully braiding a grass bracelet; they are husband and wife despite their religions and there is no division since they share their separate faiths. The wife hands her husband the bracelet when she has completed it and the husband makes the symbol of the square to grant her the benediction of pure law. There is balance from the forces of beliefs pushing against one another such that stasis is reached through opposition. Suddenly that balance is shattered, unexpectantly and needlessly, with a large crack in the air.

      The stone pillar which they both worship has a jagged line now running through it and even now they see it splintering along the fissure. A smell of rotten meat and the pungent scent of old blood seeps through. The couple sits shocked as their holy site continues to erode, the smell making their eyes water and then they see a man. The man was slightly larger than a Goliath, incredibly muscularly built and naked, his skin was the color of rose quartz, but the strangest sight was that he was without a face, or a head, instead on his shoulders was an enormous flower.

      The flower was huge, it consisted of a large spathe that was green outside and inside deep purple and reaching almost three feet in height and with an inflorescence towering almost another eight feet. The green of the flower seamlessly blending into the flesh of the creature’s neck – the color of the veins shifting from blue to teal to green as they became petiole. The strange creature, which seemed dormant, then jerked awake and pushed out to complete the destruction of the holy site. The smell of feces and dead animals is pervasive and the couple is on its feet in awe in every sense of the word. The creature seems to notice them, but it is impossible to tell since it has no eyes or facial expressions, just a flower.

      The woman tries to back away first, this thing is a perversion of her gods, it is neither giant nor bloom, but a terrifying amalgamation; the man is frozen in his place. The creature, turns to the fleeing woman and pulls back its shoulders in a silent and mocking roar and leaps over the man to strike the woman down. The creature is seemingly strong enough to lift the dead body of a goliath with one hand. The man can’t look away as the creature raises the woman and grabs her with its free hand and raises her further till she is over its spathe. The creature then twists and waters itself in blood; the cracking of the woman’s spine and the tearing of her skin replace the shivering silence. The man falls to his knees in horror and worship. Perhaps this was the true shape of her gods? Perhaps it was the true shape of his?

      The scent of the diseased and spoiled fish that sometimes wash ashore on the coast is unescapable in the clean mountain air.


    • OpulenceBuyout [Region 51, TP #2]- Roll: SUCCESS. The Targiz are always happy to bring home their wayward Gods. The Kaffe bean is invigorating and has produced exciting effects during the orgies and parties of the Charms, but it is really the flower of the Kaffe plant that Ells Ogra and the Goliath’s were drawn to. The small flower is, to them, the Lost God of Wakefullness. Once planted in the Targiz, the Kaffee plant flourishes and is properly worshiped.
    • OpulenceBuyout [Region 39, TP #2]– Roll: SUCCESS. Ells Ogra heard of these ferocious toads from the Uzii during the party at Tower Home. On her journey back from lands of Clan Algar she traveled to Swampum to purchase some tadpoles to raise in the Targiz specifically for the eventual development of racing sports
    • OpulenceExplore – Region South-West of Targiz - Roll: GREAT SUCCESS. Certain members of the Savlo Revel and the Tansy Crusaders have left the cliffs and farms of the Targiz to seek to engage in debauchery in new locals or to test themselves against new dangers, respectively.
    • OpulenceBuyout [Region 37, TP #2]Roll: SUCCESS.. Given the mighty success of the Canopies in the Ko-Ball Arena and the general relationship of the Deru to Flowers, the Targiz priests have traveled to the land of the Deru to learn more about the Targiz's closest neighbors. There they found the incredible moldable living wood, which they have initially used to create barrels for wine.

    Non-Actions:
    • Support Ko Buyout of Flower Wine in exchange for the Bones of the Wizard-Master of the Ko: The pure white flower petals that fell on the land of the Ko in abundance reminded them of the time a couple years ago when the Goliaths brought their wine to Towerhome. Regular travel to the Targiz for Ko-Ball was already regularly established so Ko-Targiz relations were frequent. The thoughts of the Ko were to refine these strange snow petals into wine. Knowing that the Targiz worshiped flowers to some extent the Ko decided that such a favor of turning fallen pieces of an unknown god into wine would take a huge gift in exchange. They carefully wrapped the bones of their cruel long dead master and carried them along the route that Ko Ko-Ball players ran for training all the way to the Targiz. There they handed the bones to some very confused priests of Uko in exchange for the petals to be turned into wine. The priests having no idea who the bones belonged to took them carefully seeing the reverence the Ko paid to them. They happily helped turn the Petals into a dry and crisp white flower wine with notes of melting ice. Becoming wine was how you honored a dead god after all.
    • Contribute to Manual of Mamut

      Spoiler: Stories Gathered From Drunks and Gamblers
      Show
      The Dreamspeakers were previously unable to get close to Targiz society due to the closed off holy orders and communes but the Grand Kursaal provided the oppurtunity for the entertainers to quickly learn many stories among the gambling-tents, among the stands of fans, definitely among the winning teams wine soaked celebrations. As the Grand Kursaal expands and other sports are added, the gambling around those sports, including competing organizations of lenders and person's collecting such loans also expands. The younger members of the Charms also have taken to debauching publicly around the Grand Kursaal and foreign visitors take part in many of these entertainments. The land around the Grand Kursaal is slowly becoming a city devoted to entertaining and the extraction of money from the gullible, the perfect environment for entertainers of the Dreamspeakers caliber to make good on their wares. What happens near the Grand Kursaal stays at the Grand Kursaal, and if a child is lost or taken well don't tell the Referee-Priests of Church of Olkan; it is illegal to gamble children. Regardless, in such a place and time the Dreamspeakers are able to share a cup of strong flower wine and hear tales of the Gods of Targiz. Some of the tales are below:

      The Wife and the Houseleek

      Long ago men ruled the Communes. This was taken as wise since Men were better hunters, hanging from cliffs and striking down the elusive deer and goats that lived in the mountain. Fish only lived in the depths of the shore line which quickly plunged like a cliff into the sea and the men were the ones who could hold their breath in longest and fish for eel and other elusive delicacies. And thus, in payment for their contribution to their families it was considered wise to make them lords in their tents. The men, of course, abused this power. They beat their children, they made their wives fetch wine for them endlessly such that their tents were in disarray and falling into ruin. One day, a wife of such man ran from her husband and into the mountains and kept running until she fell among a small copse of houseleeks. She laid their crying for a while until one of the small god's spoke to her. The houseleek told her to get up and wipe away her tears. She sniffed and stood up since you don't disobey a god talking to you, but she could not stop crying. The houseleek told her that she was a strong and proud goliath, that all those stories about the strength of men were just lies and besides running a household was not about power. It was about management - it was about waking up early to farm the crops, to makes sure that they are properly watered, that the wine was correctly fermenting and that it was taken out in just the right time. It was about making sure the children were raised properly and that they learned of all the faiths. In fact, the houseleek told her to stand where she was for three days and three nights and that doing so would give her a solution to her problems. The goliath was confused but did as she was instructed. Eventually the husband found her and she closed her eye expecting to be hit, but instead he fell to his knees and told her that everything in his tent was in chaos. The children had gone wild, the crops were spoiled, the wine had become vinegar. The goliath looked at the houseleek and thanked the god of domestic economy and took her husband by his shoulders and led him back home. And that was why women run the Communes.

      The Laserwort Man

      The followers of the Charms have always known, or have known for so long as that living memory could remember, the power of silphium. And while the priests of Ukoism thought of it as the Crone Goddess of Abortion, they, meaning the followers of the Charms, and thus the same people in both instance, knew of it as only the most useful plant. Many of the rituals, and pastimes, of the charms involve sex. Much seed is spilled, figuratively, for even in their worship of the Charms and not the seed worship of Uko, the followers of the Charms let no spilled seed go to waste. Doing so is an anathema that goes beyond religion. And so, contraceptives and abortifacients are necessary, absolutely necessary. One day, a man who had engaged in nightly activities with a witch-sister woke up struck with love and decided that the witch-sister will have his child. He left her in the middle of the day, so she was still asleep and quietly crept over to the silphium fields. He struck stone together until a spark came forth and he set fire to the whole fields and then began to run as he knew that the sisters would have his hide. He ran knowing just that the witch-sister would have no choice but to have his child. Years passed and the man wanted to meet this child. He crept back to the gathering of the Charms hoping that enough time had passed that he would not be recognized. There a beautiful girl was dancing by the fires and he danced with her - seemingly his past lover and the older sisters had moved on, either to other gatherings or have merely taken their own lives. He danced with his young partner for hours and then she led him to the shadows beyond the fires. There she kissed him passionately and yet when he opened his eyes he saw cold eyes staring back at him. She called him father and at that moment other sisters had taken him behind the back. His daughter tied his hands in vines and took a stone needle and implanted seeds of silphium all over his body. Without another word the participants left him ungagged as they went back to the orgy and the fire. He screamed and screamed for help but all ignored him - eventually a new silphium field grew from his body.

      The Song and the Stone

      Once there was a famous Senator-Priest of Olkan who knew the verses of each of the many laws of the One Law that is the One God. He walked around Targiz singing the laws and the people were happy because his voice never wavered. One day he met a singing stone. The stone marveled at the Senator-Priest's voice but asked him if he could be sure that his songs were the same now that they were when they were first being sung? The Senator-Priest was offended. Of course the song did not change. He was but a man, the song was the words of the God that is Law. If he changed the words then that would be like maiming his God. The Stone asked him how he could be sure though? He himself looked like stone but he was not stone. If he was not stone, then he was water. Water forgot. Water moved on. Water would change the body of God on a whim. The Senator-Priest huffed and said he was sure because he was a man of the Law, he was more like stone than he was like water. The stone complimented him but then challenged him to a test. The stone would carve onto its body all the words of the song, then the Senator-Priest and the stone would part and will not meet for ten years. After the years have passed they would meet here in this spot and the Senator-Priest would sing again and they would see if any of the words had changed. The Senator-Priest agreed and him and the stone parted for a decade. During that time the Senator-Priest sung the same song day after day to make sure that it stayed the same. Ten years passed and the Senator-Priest met the stone on the same spot. The stone asked the Senator-Priest how he was and the Senator-Priest replied that he sung the song the same way say after day. The stone complimented him and asked him to sing it again. The stone turned around so that the Senator-Priest could not see the carved words on the stone. The Senator-Priest begun to sing the song that was the Law that is God. At the end of the song the stone told the Senator-Priest that he did a wonderful job. He only changed one word! The Senator-Priest was white-faced. What word he asked? The stone told him that instead of saying that God was more like water than stone he said that God was more like stone than water. Perhaps the Senator-Priest made the change because he was thinking of the stone and song for so long, but no matter - he had desecrated God and Law and so he drowned himself in the river to the shock of the stone. And that is why no Senator-Priest sings a Song of Law alone - there should always be four so that they may correct each other's errors, for Law and God is perfect, but man is not.

      The Immortal Tricksters

      There are many battles in the night sky, the dim stars the sites of such battles and the reason that the sky was washed in red was that the endless blood of the Void Gods poured forth from these wounds and stained the sky. The blood washed away as blood does, and now the sites of the battles are clearer until the blood once again overflows. One such battle is seen as a zig-zagging line of seven stars. It is these seven stars that gamblers look towards when they roll their dice or watch a Ko-Ball match. These seven stars were a battle between the two smallest of the Void Gods. The two gods were born warriors destined for enteral war but found that they their disposition leaned towards becoming tricksters. As the other gods warred they pulled pranks. They had no fear for if the other God's killed them they were simply reborn to play pranks on those gods again and again. One day however, the two gods played a prank on each other and realized that there was no room for two tricksters. One was enough for either of them and so they told the other gods that they will have a battle to decide which one would become the trickster for the remaining of the eternal war. The other gods happy to get rid of at least one nuisance stopped their own battles to watch gleefully as the two pests annihilated each other. The two tricksters fought and clashed with their soul weapons seven times and finally ran each other through. The other gods applauded happy to have a moment of peace without either of them but then begun to quake as it seemed that the two tricksters fought in such a way as to trigger an explosion of such force that all the void gods perished at the same moment. When they were reborn they saw the two tricksters hand in hand and they gleefully bowed at the other gods having pulled off the greatest prank. The other gods quickly slaughtered them again in anger and did so again and again at the even of each of their rebirths for then next twenty years but the two tricksters still think that the looks on each of the other gods' faces was worth it.



    ----
    Spoiler: Round 2 News
    Show

    International News

    Countries

    Swampum

    The Targiz’s interactions with Swampum are purely competitive. The Boar People and the Targiz are both proud warrior races except that their definitions of Honor differ enough that there is tension between them. However all that is forgotten in the Grand Kursaal where the Uzii are frequent competitors in Ko-Ball. In fact given their competitive natures and their ties due to Sports, the Targiz’s relationship to the Boar People is one of fond bickering brothers

    Deru

    What could the Targiz possibly think of the Deru other than walking Demi-Gods? Their religion includes the worship of flowers and the towering oaks are like the small flower’s cousin and parent in one. Their great height also provides the opportunity for the Giants of the Targiz the chance to look upward instead of downward as they do for the other races. The Targiz do not worship the Deru but hold them in high esteem, which is often warranted especially on the Ko-Ball field.

    Scions of the Thalaz'ir

    Given that Ells Ogra did not interact with the Scions at Tower Home and that the Scions did not journey to take part of the games at The Grand Kursaal, the Targiz have no opinion at the moment regarding Thalaz'ir

    Hraban Confederacy

    Not much is known of the Bird People of Hraban but a couple do travel to participate in the games.That said Ells Ogra did bring back their knowledge of writing so the Targiz do use the Hrabanian alphabet. But the same alphabet does not mean the same language and the two people often find themselves unable to communicate even with the same letters.

    Clan Algar

    Not much of Clan Algar is known in the Targiz except that Ells Ogra traveled there with a strange Moonstone skinned woman with a crown of serpents. Not much is known of Ogra’s relationship with the Moonstone woman, but what is known is that Ogra successfully brought back the secrets of Irrigation from the lands of the Algar. The irrigation has led to an increase in farming and also more of a consolidation of the vineyards. Some humans, people who are not-moonstone skinned, come from Algar frequently to participate in the Ko-Ball games and the Goliath treat them as unfortunate short giants and thus with bemused pity and the occasional distaste for something that is not quite correct.

    The Ko

    The Targiz, in their own eyes, have a close relationship with the Ko. Not only are the Ko supporting the Targiz’s trade in Kaffe, which has become a reliable crop product, the Ko are the most frequent foreigners in Targiz given their requirement for the playing of Ko-Ball. Ko-Ball has become an enormously popular sport in the Targiz, and many local team have formed using big clay pots to simulate the fragile Ko. The Ko themselves are allowed to travel throughout the region only meeting closed doors at the borders of the Communes which hold themselves as secretive even towards other Targiz. The Targiz also try to tell the Ko of their faiths, but it is unclear if such a confusing system of interlocking and opposed religions makes sense to anyone that is not also of Targiz. That said, the Targiz believe that the Ko are children of the God of Wakefullness, given that the Kaffe plant when grown also displays a gorgeous little white flower.

    The Scrimthun Unity

    The Stone People fascinate the Targiz. They strike them both as unnatural abominations and proof of the divine. The stone people did give them the secrets of Masonry and participate in the games, so the Targiz treat them with wariness.

    Džíu Phè Hwǔ

    While Ells Ogra did not interact much with the people of Džíu Phè Hwǔ during the event at Tower Home the sailors have occasionally come onto shore and traded for some of the wine. They have also joined in the games and the races and have shown themselves to be cunning opponents, relying more on quick wit rather than their large size.

    International Organizations

    Sentinels of Stone

    It was only the second time a Sentinel had entered the Targiz (to the Goliath’s knowledge) and the OORT Crusade gladly received him. The Sentinel told the Targiz of the need for Standing Stones and the Crusaders listened. Redit Eutum of the Tansy Crusaders was eager to work on the request but his father Redit Locirga had urged caution. The division of the OORT Crusaders is only worsened with the fact that not only are the younger Goliaths more likely to try to raise their countries reputation with the Sentinels but they are more accepting of the Games, which the older generation views with distaste.

    Dream Speakers

    The Dream Speaker Carnival arrived to the Targiz when it was quiet and placid, before the construction of the Grand Kursaal and the begginings of the games. As such they came to a land divided in its attentions between four religions and a growing divide between young and old, the future and the past. Their request for exploration was noted by the Tansy Crusaders and the Sovlo revel, the two groups most aching to go beyond the known world.

    Truthseers

    The Truthseer that came with Ells Ogra left the event at Towerhome confused. Certaintly the trip was a diplomatic success, with many oppurtunities and trading opened between Targiz and the rest of Mamut. However there is something of a sneer in her lips as she reported back to Ociete Lareneg of the Witch Sisters that much of the diplomatic alliances created by Ogra were through sports and gambling!

    Internal News

    Religious Organizations

    Church of Olkan

    The Senate and Congress of the Olkan has spent the last four equinoxes working on new regulations regarding gambling and the code of rules for Ko-Ball. They have appointed Ells Ogra Commissioner of the Games, still answerable to the Congress and Senate. Moreover, the Church of Olkan has taken control over the judging of the games and provide the referees for each match. The referees wear sashes of white and deep purple flowers that are so dark that they appear black

    Charms of Sovlo

    While Kaffe was welcomed as a product brought back by Ells Ogra, Ociete Lareneg was largely disappointed that Ogra did not impress the Truthseer or get closer with the mysterious sisterhood and their powers. The younger Witch-Sisters that have not joined the Savlo Revel have taken to drinking Kaffe and Flower Wine simultaneously and attending the games at the Grand Kursaal. They spend their lackadaisical days away from the mysteries and instead cheer whatever team is playing and occasionally run along the stand to whip up excitement. Some have taken up doing acrobatic tricks for entertainment.

    Ukoism

    The Priest of Uko have watched the adoption of Kaffe with great interest. As mentioned yhe Targiz are always happy to bring home their wayward Gods. The Kaffe bean is invigorating and has produced exciting effects during the orgies and parties of the Charms, but it is really the flower of the Kaffe plant that Ells Ogra and the Goliath’s were drawn to. The small flower is, to them, the Lost God of God of Wakefullness. Once planted in the Targiz, the Kaffee plant flourishes and is properly worshiped. The priests make sure that the newly found god’s rites are properly carried out.

    OORT Crusade

    The OORT Crusade is at war within itself. Its holy soil has been abandoned by the youth who are more likely to go paly Ko-Ball now and the general opening up of the world means that those such as the Tansy Crusade wish to explore the world instead of testing and improving themselves in the confines of Targiz

    Secular News

    Known Communes

    Ociete

    The Ociete Commune is the most unchanged from after Ells Ogra’s trip to Towerhome. Ociete Lareneg clearly hoped that the trip would bring a closer tie to the sisterhood of the Truthseers and is otherwise reluctant to adopt masonry, irrigation, sports or even the planting of Kaffe

    Ells

    The Ells Commune has always been prestigious and is now only more so given Ogra’s success. They are otherwise not changed as they concentrate on growing the Koroleva Nochi and the fickle flower has not changed its fickleness with masonry or irrigation.

    Redit

    The Redit Commune had an intergenerational struggle between father and son - Redit Eutum and Redit Locirga. With the advent of relationships with other countries and sports, but most importantly the knowledge of powerful warriors and other armies, the young have started to gain more of a say within the Commune

    Ank

    The Ank Commune only grows more and more entrenched as a ruling class of the Targiz society. Other than Ells Ogra, the Ank alone control the Wrestling Association and the Vineyards; some even say they are attempting to control the rest of the Kursaal.

    Anske

    The only noteworthy news regarding the Anske Commune is that with the increased rise of the Ank Commune, the Anske have taken on a middle class role within the larger Targiz community acting as intermediaries of Ank demands to other Communes and organizations

    Anco

    As Volshebnik Wrestling increases in popularity so does the power of the Anco Commune grow. With Ank Aykar assuming control of the Wrestlers, the Anco Commune is effectively a vassal of the Ank Commune.

    Eutsche

    The Eutsche Commune falls further into disrepute, especially with the recent crimes of Eutsche Nab.

    The Military

    The Targiz have no formal military but the following troops have been assembled among their borders. Any internal news related to each troop may be found below:

    Tansy Crusaders

    The Tansy Crusaders are on the verge of revolt from the general and orthodox teaching of the rest of the OORT. They feel that testing themselves against the wider world, which is so much wider than they imagined, is the only way to prove that they are worthy of joining the eternal war in the night sky.

    Savlo Revel

    The Revel is much unchanged, they are a carousing bunch that many in the Targiz are Eager to get rid of

    The Vineyards

    With irrigation the consolidation of wine making is essentially complete. Most of the wine that is now produced is no longer produced in the separate communes. That is not to say that the communes have stopped making there own wine, but the efficiency and volume of the wine that is now made under the watchful eye of Ank Nihc easily dwarves their flow. Ank Nihc’s power of the Flower Wine only adds to the Ank Commune’s collective control over many aspects of Targiz life

    The Grand Kursaal

    The Grand Kursaal sprung up in the land of the Targiz relatively overnight. After Ells Ogra’s trip to Towerhome she brought back the knowledge of Masonry and the ideas of Gambling and Sports. The Competitive Targiz quickly took to both of these ideas and constructed the Grand Kursaal which is effectively a large stone ring with a field of grass within it. More accruatly, the field is located in a depression in the ground and the stone ring is terraced so it allows for the seating of a great many people. The Grand Kursaal is also probably the only place a foreigner visiting the Targiz would actually remember given that the rest of the region is simple thatch huts and terraced farms. The Targiz walk into the Kursaal with crowns of flowers and most visitors have taken up the habit to play the sports in the Kursaal with flower crowns as well.

    The current sports that are played in the Grand Kursall are below:

    Ko-Ball-D

    The first league championship is over! It was a rough affair of many broken bones, branches and stones. The Referees of the Church of Olkan did an admirable job managing the chaos, but given that this was the first such continent wide sporting event it was not in doubt that newly created rules were perhaps accidentally ignored. The full results are below!

    The sure winners are the Bhaile-Koma Canopies. This only makes sense as the twenty-five foot trees easily passed Ko over the heads of their smaller opponents, and their reach made their defense extraordinary. However, it would be incorrect that the Canopies utterly dominating since the Swampum Big Strongs had the same amount of wins as them – the deciding factor is that the Canopies never lost a game! The Big Strongs’s aggressive style made them a force to be reckoned with, but it seems their defense needs some work to match the Canopies. In third place are the Pthǎi Èu Whirlpools who are quickly followed by the rest of the league. Last place were the Thun Avalanches, who unfortunately seemed confused as to why they were even playing, and yet even so they managed to put on an impressive fight and tie all but one of their games. Matches to watch in the next four solstices would be Big Strongs’s rematch with the defending Champs, but also their revenge match the Whirlpools who stole a win from them. Also credit where credit is due the Avalanches managed to tie against both of the top two teams so despite their last place they are a team to watch! Of the mid field, it is anyone’s guess who will pull away, but hope remains for the home team to seize the opportunity four solstices from now.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Èu Whirlpools Leauge Total
    Swampum Big Strongs X 0 3 3 3 1 0 10
    Bhaile-Koma Canopies 3 X 1 1 3 1 3 12
    Hrathgan Unkindnesses 0 1 X 1 1 3 0 6
    Blessed Vale Jewels 0 1 1 X 0 1 3 6
    Targiz Hemlocks 0 0 1 3 X 1 1 6
    Thun Avalanches 1 1 0 1 1 X 1 5
    Pthǎi Èu Whirlpools 3 0 3 0 1 1 X 8

    Volshebnik Wrestling

    After the success of what would be known as Volshebnik Diplomacy, the status of the Volshebnikee was raised such that the sport is considered a cultural treasure. Importantly the idea is that the Volshebnikee are no longer thought of as the smaller brother of the OORT Crusaders, and instead they are seen as a separate and secular entity. Especially with the rise of the Grand Kursall the popularity of the Volshebnikee has only increased. With the central arena the storylines of Volshebnik Theater have only grown more complex and the wrestlers have become more and more ingrained into their separate personas. Ank Aykar has since given up his victors crown and assumed the role of spokesman for the Volshebnikee. The loss of the Champion meant that in the power vacuum the Anco Brothers, Anco Isarb and Anco Csedarb, have formed a bitter rivalry that is the core story focus of this season of Volshebnik Wrestling. Currently Isarb holds the Crown, but Csedarb has been winning his matches in spectacular fashion and is aiming for his brother.

    General/Other

    • Another young girl’s body was found in the Targiz, this time next to the disreputable Eutsche Commune. Death is not uncommon in the Targiz, but Serial murder that is neither ritual, competitive, sport, or suicidal is extremely uncommon and definitely against the Law that is God. Investigators from the Church of Olkan have talked to some eye witnesses and have heard accusations that Eutsche Nab was seen leaving the area where the girl’s body was found. When confronted, Eutsche Nab denied ever seeing the girl, but he was still detained and taken to the Olkan Stocks for judgement.
    • The Marriage of Anske Nab to Ank Cirema was an incredible and joyous affair. Their Marriage coincided with advent of masonry and irrigation and thus they had a procession down a muddy and fertile field towards the stone ring under construction. They arrived to the field half muddy as is tradition and Law among the Targiz. Four priests stood back to back facing away from each other in the center of a ring of people. Each of the faiths was present and each representative of each face was turned away to deny the others. They first received the blessing of the priest of Uko, whom laid around their necks a garland of Myrtle and Orange Blossom, the Married Gods of Matrimony. Next was the Priest-Senator or Olkan, whom proclaimed onto them the four fold by four fold laws of Marriage. Next was the Witch-Sister of the Charms, who whispered into the bride-to-be’s ear and then whispered into the husband-to-be’s ear, and neither spouse was to tell the other what was said. Finally, the Crusader of OORT took his sharpened ax and drew a small line on each of their palms to draw blood. Upon clasping their bloody hands they were married and the attendees let flow their barrels of Flower Wine which did not stop flowing until long after the sun set.
    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ells Ogra, Age 27

    Current Stats:

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

    New Ruler Next Round:
    Succession: Non-Hereditary. No clear Successor ATM.
    Expected Stat Bonuses: +2O

    Technology: Pottery, Irrigation, Masonry, Writing, Animal Husbandry

    Spoiler: Resources
    Show

    Region # Resource TP HC Military Treasure Status
    Targiz 18 Flower Wine Great Unnamed Rectangular Stone
    • Tansy Crusaders
    • Savlo Revel
    2 Capital
    Last edited by mystic1110; 2020-08-03 at 01:27 PM.

  7. - Top - End - #67
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    1: [Diplomacy] Host an event. https://forums.giantitp.com/showthre...of-the-Phoenix
    -Gift two Rings of the Phoenix to CAW. (Because Ty said he'll give the other to Tent.)
    -Accept gift of Kagahara Writing.
    The Aranin sends out invitations far and wide for a great feast to be held at his hall. The cause of the celebration is not clear, it may be in honour of his son's coming of age, a belated celebration of the coming of the Phoenix or perhaps merely to foster greater ties with the other leaders of Tarandi. Whatever the case the feast promises to be one to remember, even if the ambitious guest list is not fulfilled.

    2: [Intrigue] Investigate the bloody hands thing.
    This horror could only have been perpetrated by some particularly unholy form of Blightspawn, though for what purpose none can say. Why would they leave the bodies and apparently animate the hands? It was definitely Blightspawn, wasn't it? It had to be? The Moot of Elders doesn't even wait to consult the omens before they dispatch one of their most trusted members and a guard of warriors north to ascertain the truth and put an end to this horrific mystery.

    3: [Opulence] Hoard treasure.
    The call for treasure from the Sentinels of Stone is met with slight embarrassment from the Aranin and the Moot of Elders. Having never had a reason to do so they have neglected to stockpile any excess wealth and so find themselves unable to assist the Sentinels in their hour of need. To address this, a special levy on the Nari is decreed. They grumble slightly, but each dutifully contributes some of their excess silver out of respect for the Sentinels.

    4: [Military] Invade Region 112 with two units under the command of Aranin Talsharn using the tactical doctrine of Skirmishing. Tactical doctrine roll: 12
    Though some would say that the Aranin's decision lacked honour, most had no issue with it and so he rose south from Aran Viska with the Winter Wolves and Phoenix Warriors to subjugate the lands of the Creator and secure control of the tin mines therein. Despite their boldness, Talsharn and his military commanders do agree that caution would be the better strategy and so they proceed carefully lest they be lured into a trap.

    5: [Military 5] Recruit Hero. Mezanak Oshrik, Sorcerer Champion of the Moot.
    With the new challenges that the post-Phoenix world would doubtless bring to them, the Moot of Elders has decided that they are in need of a champion to represent them in the world at large. To this end they select Mezanak and bestow upon him gifts of silver and obsidian to represent his new standing. Some claim his appointment was politically motivated due to his close friendship with the Aranin, but his talents as a warrior and a sorcerer are not to be denied and more than qualify him to be their champion.

    Spoiler: Named Characters
    Show
    Elizan Vandruk - Aranin Sarak of Iskandrazac - 80
    Mashana Narakan - Aranin Sarak of Aer Caladon - 87
    Nar Hivak Salhan - Warchief of the Phoenix Warriors - 34
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 45
    Mezanak Oshrik - Sorcerer Hero - 35


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

    Age: 46
    Expected stat increases: +1 Military
    Last edited by Elemental; 2020-08-09 at 01:42 AM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  8. - Top - End - #68
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: Empire 6: Embers of Dawn IC

    Hraban Confederacy
    Leader: Heinrich Wurzelstarke aus Tirol
    Region(s): 34
    Continent: Mamut
    Round 2 Actions:

    Actions:
    1. [Military] Send Erwin Weitschritt von Braunschweig on a Quest to the South towards the Deru. - Success
      Erwin and a small retinue set forth to explore the lands to the south, across the river that has been a border for the Hraban for so long. No impediments for the travel were found and the mapping quite successful. While Erwin seemed to be winning over the locals to coming with him to join in the glory and action to be had Ute, a member of the retinue's drunken actions turned them away.
    2. [Military] Recruit a unit
      A second unit of Bloodwings, the Hraskan are organized. WIth the large amount of local military action having more readied swords is seen as an absolute necessity.
    3. [Faith] Seek Aid in the conversion of the Ko in region 51 - Failure
      Reaching out to wise folk of old the delegation sent to entreat with the Ko seek assistance during a demonstration of their faith.
    4. [Faith] Convert Region 37 to Soul Honor with Support - Success
      The mission to the Deru was successful in making a connection with the peoples there, extending a hand in a patient manner that is in tune with the Deru.
    5. [Faith] Convert Region 51 to Soul Honor with support - Failure
      Reaching out to the Ko was not as successful as the mission to the Deru. The cultural gap was wider than expected between the two groups.



    Non-Actions:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below


    Embassy Actions:



    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):
    Stat Number
    Diplomacy 6
    Military 6
    Opulence 2
    Faith 3
    Intrigue 1


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Mil, +1 Faith
    Trade Posts:

    Military Units:

    Mil Unit Cap:
    4 + 2*Regions controlled = 6

    Technology
    Name Effect Allocated TP Allocated TP Resource Name
    Writing +1 Conversion Defense, +1 Conversions in regions that share your alphabet
    Masonry +1 resist Raids and Sacks
    Animal Husbandry +1 Opulence and Diplomacy Exploration
    Pottery +1 to Buyouts

    Great Project

    Name Effect Location
    Last edited by Electriccat; 2020-08-08 at 02:59 PM.


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  9. - Top - End - #69
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Shandolé
    Round #2


    ---
    Writing Prompt Round #2: Describe rituals of funerals and/or births among your people.
    - Prompt set by Randoman

    Spoiler: Ka Flows On : Death, Birth and Exploration
    Show


    Ka Flows On : Death, Birth and Exploration



    “There is a time for love and laughter
    The days will pass like summer storms
    The winter winds will follow after
    But there is love and love is warm”

    ‘Soze and Root had ventured south crossing forested hills and streams. Hope and excitement lingered in the party, though progress through the rugged forests was slower than excepted.

    Misfortune came a few months into the venture when an elf named Tuatáróaní’Dindoní – “Red-Dawns-and-Black-Nights” fell ill with stomach pains and soon became too weak to stand. A halt was called, and Root tried to find herbs and medicinal plants to ease Dindoní’s pain, but much of the foliage in these woods was different from what grew in Shandolé and unfamiliar to him. Unfortunately, in the end, nothing could be done and Dindoní died a week after the halt was called.

    As the Elders of the expedition, Root and ‘Soze held the funeral. Neither of them was a shaman, but they did their best to solemnly remember the rituals and words. Dindoní’s friends gathered young trees and flowers from the forest, carefully digging them out, so that they may be replanted, and Root dug a grave into the soft soil of summer. It was on hill near a forest clearing, with a brook gurgling by around the base. The body was wrapped and bound in the furs of his blankets and lowered into the ground.

    “We remember this late life o’ Tuatáróaní’Dindoní,” said ‘Soze, “May his Ka find its way t’ a new life full of joy, long days an’ warm nights. And may it be that his friends find him again an’ a’travel once more Ka by Ka through Simrah. He lived this life well an’ was loved.”

    Root then began a soft humming to a steady base rhythm and other elves spoke up recalling their fondest memories of Dindoní, before adding their voice to the soft song, building melodies and then harmonies on top of Root’s base rhythmic beat. Eventually, everyone had spoken, and the song was full.
    “May yer ka flow on and may the ka of summer and the creatures o this land escort ye to brighter skies and clear waters,” said ‘Soze over her voice carrying over the song, “Long days and warm nights bless ye my friend. We remember ye well.”

    The grave was filled in and the elves planted the young trees and flowers they’d collected over the top the soil. Then the elves silently departed the site, leaving nature to do its work.

    It was only a few days after this, when the expedition was once again underway, that ‘Soze became nauseous and grew sick. Clutching onto Moon Dancer’s mane with one hand, she wiped her mouth with the other, her vision and balance wavering.

    Running up, Root steadied his wife, his gray eyes filled with anxiety. “What happened? Yer sick?!” His eagle, hearing the tense strain in Root’s voice, flew down and landed heavily on Root’s head, cocking his head to eye ‘Soze with concern and a fretful click of his beak. “Let me help you off Moon Dancer,” Root said, moving to help her down, “Roont sky! If’n ye caught the illness Dindoní fell to, I nary kin what I’ll-”

    ‘Soze put a hand on his shoulder, steadying her husband and pushing him back half a step, as she centered herself back on the mule. “I nary kin I fell in t’ what killed Dindoní.” But she placed a hand over her stomach.

    “Is yer belly a’paining yeh?” Root asked.

    “No, it not nary be that,” her hazel eyes were large and she looked at her husband, “Root we’ve had many a warm night and many a tumble. It be a new spring in the world husband and I kin a new Ka is blooming between us.”

    Root opened his mouth then closed it, before looking reverently at ‘Soze’s belly and placing his own hand over hers on her stomach. “Simah has flowed through us and blessed ye with another ba’boh?”

    “I kin so.”

    He smiled and lifted his armed to take her into an embrace.

    She laughed, slipping from her saddle into the cradle of his arms.

    “But hold,” ‘Soze said after a moment, “We be out here, a’treking o’ strange hills an’ dales. We h’aint got place nor time for proper a’resting and a’raising o’ a ba’boh.”

    “We will make time an’ make place,” Root said, “I kin there was a cozy dale with water and wood a’plenty a yonder back. Ye be a Mia now. It’s no time fer a’running hither and thither. We will make a camp an’ home there and ye will sit by fer yer year and forty dawns.”

    “Even out here, yeh kin you’ll have me sit by a’waiting and a’sitting?”

    “Aye”

    “An’ then what? We’ll have a ba’boh and nary a village to riase ‘em in. We’ a’going to carry a wee ba’boh over strange lands, into dangers unknown?”

    “I kin we will wait and give ‘em a few years to gain their feet. Ye, I and all these with us will raise ‘em in these woods and I reckon there be none better for caring.”

    ‘Soze looked around. Sun was shining through the tree branches and most of the other elves had gathered around and were watching and smiling. A few of the dogs barked as a squirrel scampered by and found perch in a nearby tree and a wind ruffled the branches. Where the eagle was still sitting on Root’s head, Sun Dash flapped his wings, tiling his head to gaze at her with golden eyes. It was a beautiful forest, filled with game and berries and with the watchful slopes of snowcapped mountains rising above the forest canopy.

    “This indeed be fine county an’ finer company,” ‘Soze said with a smile, “But ye kin it will take at least four years, probably five to wait fer it and then raise the ba’boh old enough to walk and venture on with us. We had an expedition from the Council, a dream o’ exploring lands yonder.”

    “Four o’ five years,” Root laughed waving a hand dismissively, “Council an’ dreams can wait that little time. Life is blooming a’new here and now.”

    ‘Soze laughed and kissed his cheek. “Ye know somethang Root’Cai? I love ye plumb to the stars an’ back!”

    ---

    ‘Soze, Root and their expedition settled into a small valley at the base of the mountains, where water flowed clean and wood and game was plentiful. They build a cottage and camp and gathered supplies, making a home there. As tradition mandated, ‘Soze was excluded from most of the hard work and sat by, with tasks that were easy on the body. She weaved coats, mended tools, sharpened stone weapons and watched the seasons change.

    Summer passed and autumn and then winter after and Root and all their friends stayed close, making sure the fire was kept warm and food and furs were not wanting. A year and forty days went by and ‘Soze’s time for birthing arrived. Root and some elves who had helped mothers through the pain of birthing before sat by and after several long and painful hours, the new elf was born, a baby girl with dark wet hair sticking to tiny pointed ears and a voice that was strong and healthy when she cried her first breaths.

    Her voice set off the celebrations of song and dance in the little camp and gifts were brough to the mother and child by their friends. ‘Soze and Root would be the little girl’s caretakers themselves, so they blessed one another and when the next dawn came, Root carried ‘Soze and the child out to look upon the girl’s first sunrise.

    “May this first day of yern be always remembered and blessed, Cully’Cai,” he told his daughter, “An’ may all yer days onward be long and filled with joy.”

    “May Simráh flow strong in ye, Ba’boh,” ‘Soze said over Root’s shoulder, “An’ let the world be kind to ye an’ also may the world be better ‘cuz of ye.”

    “From past lives have ye come to this one,” Root continued, “An’ may ye pass very well through many days an’ many loves, ‘fore ye pass on to yer next life.”

    “In this life, we, who love ye first of all people, give ye yer first name,” ‘Soze said, smiling down at the baby, “Well met, Lekahni’Aki’Letuah – New-Song-Chasing-New-Horizons!!”

    And so, the fourth child born to M’kazi’no’Soze and M’Eldi’Simráh came to see her first dawn in the 147th year of their marriage. She was born into the world a year after the Blue Commit ushered in the new era and saw the sunrise clean and pure in skies made pure by the Phoenix. She was trusted to the care of the parents who had conceived her and was born in a little camp beyond the known edges of Shandolé.

    For the next four years, ‘Soze, Root and those with them remained near the cottage living well and giving Lekahni time to find her feet and voice. However, the time finally came when the camp was packed and the little cottage closed up. Dogs and horses and elves had all their supplies packed and their eyes turned southward, ready to venture once more into unknown lands.

    Root carried ‘Soze on his back and held Lekahni’s little hand, as he stepped to the front of the expedition.

    Sun Dash flapped down from the trees and landed on top of Root’s head and ‘Soze laughed in his ear. “Ye’ are carrying a heavy burden, husband. Ye kin Sun Dash has been eating far too much while we tarried in these woods.”

    Sun Dash clicked his beak indignantly, looking down at where ‘Soze clung to Root’s shoulders and then ruffled his feathers.

    Lekahni gave a giggle, hazel eyes shining with childish mirth. “I kin Sun Dash called ye fat right back Mia!”

    “Rude bird!” ‘Soze laughed, “He shouldn’t talk back to his Elders.”

    Root laughed and swept Lekahni up into his arms. “I will a’carry all three o’ ye over all these lands and back again and nary shall any’o ye be a burden ‘pon me, not even if ye ate all the barriers in the mountains and every plum bird in the forest.”

    Lekahni took ‘Soze’s hand over Root’s shoulder and the shifted in his arms so she could point forward toward the open hills. “Let’s go then! Onward Daddy!”

    And so, they continued on their mission to explore the lands south of Shandolé.




    ----

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

    ----

    Actions

    1. Continue to explore the unknown lands to the SE
    • Opulence (3)
    • Bonus: Animal Husbandry (+1)
    • Roll: 2d6+4 vs TN 10
    • Result: 11 = Success
    • Roll Link

    Spoiler: 1. Continue to explore the unknown lands to the SE
    Show


    ‘Soze and Root had ventured south crossing forested hills and streams. Hope and excitement lingered in the party, though progress through the rugged forests was slower than excepted....

    For fluff continued see Writing Prompt #2 above.




    2. Raise Military Unit (Sea)
    • Military (2)
    • No Roll Necessary


    Spoiler: Raise Military Unit (Sea)
    Show




    A bigger world is opening up. New opportunities, discoveries and allies have arisen, but the Winter Counsel have foreseen that there are also new dangers and threats that may come over the expanding horizon. The report of Blightspawn in the north and rumors of armies moving across the wider lands of Tarandi have reached their ears and many Elders have grown concerned about what this may mean for the future of their people.

    The Winter Council has considered all this and after much debate it was decided that they would begin training a hunting parties not just for hunt, but to defend the valley in case of war or an invasion of blightspawn. It was deemed wise to make use of the new boats being built at Summer Town and have them manned and ready to guard the coasts. A small fleet of a half dozen was completed and elves began training regularly in sailing and combat. They were placed under the leadership of an elf named Zulaura’Klaníhiah – Blue-Waves-Crashing-and-Laughing, who’s Ka flows strong with the ocean.

    Zulaura has always been drawn toward the sea and spent many years exploring the shores and waters. She took the new boats as if she’d been sailing all her life and quickly mastered the art of navigating by the new stars. For decades she has led whale hunts off the Summer Town Coast and was the first to discover an attuned with the dolphins and orcas that swam the coastlines. She often swims among them and loves diving into the depths seeking new discoveries.




    3. Raise Military Unit (Land)
    • Military (2)
    • No Roll Necessary


    Spoiler: Raise Military Unit (Land)
    Show


    Over the plains, forest, mountain and tundra the Shándole have confronted many threats and dangers and the elven hunter hone their skills over centuries to work side by side with their animal allies, stalk pray and fight off beasts and monsters, but hunting and driving off occasional monsters is not the same as war. New tactics, weapons and training will be needed to raise a true war party. There was a young elf who had proved himself to be an exceptional master the spear. In his hands the weapon flew with a grace and precision that few had ever seen. He’d risen into respect and honor beyond his years for this skill, but also because he showed great wit and wisdom and a nature and compassion well suited to leadership. He was called Novíkin’Westrí – Sparrow-up-in-A-Clear-Sky, and the Winter Counsel appointed to lead and train the first war-party of Shandolé.




    4. Investigate the so called "Houses of Copper & Gold"
    • Intrigue (4)
    • 2d6+4 vs Unknown TN
    • Result: 11
    • Roll Link

    Spoiler: Search for the Houses of Copper & Gold
    Show


    At the Summit at Southrocks the Sangar laid the blame of the False Dawn as the feet of an unknown southern kingdom called the Houses of Copper & Gold. Further more, the Creatures of the Ancient Ways also indicated that they had reason to think the False Dawn was triggered by a kingdom of "Two-Legs," who let greed and cruelity drive them away from nature and Simrah. The Shandole are determined to find truth about the False Dawn and will follow up on these leads. Where was this kingdom with Houses of Copper & Gold? Does it still exist and what really happened there that might have caused a catastrophe like the False Dawn?

    Investigators will question the Sangar and the Scavengers more carefully about what they know and seek out any other rumors, written histories or lore on the matter. If they can, they will also ask the Dreamspeakers, Truthseers and The Sentinels of Stone if they know anything about the matter. The organizations' wide range and shrouded histories might mean they know much of lands beyond Tarnadi and the histories there.



    5. Secret Action
    • Intrigue (4)
    • I have Messaged TheDarkGM


    ---

    Non-Actions

    Leósha’Lýndónah will attend the "Feast of the Phoenix" event in Aran Viska.

    The Winter Council will support the Dream Speakers’ fur trading ambitions.

    Spoiler: Meeting with the Dream Speakers
    Show


    Some short years after agreeing to take on the venture, Dream Speakers returned to Shandolé with terrifying reports of Embers Bat and volcanos in the mountains to the north. They are invited to Winter Hall to discuss their findings with the Winter Council.

    ---


    “Nary no ordinary forces will have a hope o’ prevailing against them creatures,” Acindi explained, a number of other Dream Speakers nodded at her side, “Ember Bats, made o burning flesh and obsidian black bones, plumb the size o’ horses!” She shook her head, still in amazement herself, “They seem t’ be congregating ‘round some kind ‘o nest o’ horde near the volcano. But I rekon it’s lucky fer ye Siahs, that we found ‘em and brung you warning ‘fore they decides to come south, o ye sent some unsuspecting elves a’wandering up their yonder.”

    “You won’t be able to send anyone safely up into that territory,” confirmed another Dream Speaker, an aged human woman with old scars on her face and packed muscle on her arms. “I think even The Sentinels of the Stone my hesitate. You will want to send mighty warriors, heroes of valor and luck beyond normal mortal souls.”

    The Winter Council listened to the reports by the Dream Speakers with grim silence. They’d always sensed that danger and threat loomed in the mountains to the north. There was good reason elves seldom ventured past the tundra hills in that direction. A handful of Elders had disagreed with Zán’Quêzí’s proposal to indebt themselves the Dream Speaker’s just for a little information they expected they could have gathered themselves given the time, but once again Talákin’Záni’Quêzí – Eagle-Flies-High-and-Sees-All had proved his foresight and wisdom to the tribes.

    A few ruthful glares were cast Zán’Quêzí’s direction. To elven Elders, who often thought highly of their own wisdom and opinions, Zán’Quêzí’s skill in continually proving them wrong and always being right himself was very annoying. Edge looked especially annoyed. He’s been most displeased when he’d come home from Southrocks to find the Council hadn’t gotten into debt with the Dream Speaker during his absence.

    Zán’Quêzí himself looked pensive, considering all that Acindi and her companions had told them. Finally, he stood up and addressed the Dream Speakers. “Thankyee’Cias fer bringing us warning o’ this dire threat an’ unveiling the secrets o’ these lands so close to our own. Ye have indeed done us a great service. We shall consider carefully all ye have said an’ what actions, if any, we might be able t’ take to protect ourselves from this danger an’ may’hap end this blight to the world an’ free them lands from the grip o’ terror.”

    “In this new Age o’ the Phoenix,” said Leósha’Lýndónah, speaking from her Council chair, with a boldness and force of voice she usually didn’t resort to, “There should be no dark corners o’ mountains, o’ ill-fortuned an’ vailed forests fer Blightspawn to linger in an’ wreck malice a’pon the lands! Simráh is stirring across all places, inspiring people toward great deeds and a better world. Even if we have yet the strength ‘o the heroes t’ banish them Ember Bats ourselves, we should not nary tarry long in finding it. And we should reach out t’ the peoples o’ Tarndi an’ to the Sentinels o’ Stone. Blightspawn be the enemy o’ us all.”

    “Ye speak well, Lýndónah’Cai,” Zán’Quêzí said, nodding to the younger elf. Then he looked over at Edge, “Ye have seen to the building o’ the Rosewood Stone and speak’ye right well with the Sentinel who watches there. Share with him what the Dream Speakers have brought us and hear what wisdom he can lend an’ find out what aid the Sentinels may bring toward this matter.”

    Edge nodded, his arms still crossed. Begrudging annoyance was his default expression while he was sitting in Council.

    “Acindi’Cai,” Lýndónah said speaking to the Dream Speaker, “I intend to depart soon for the lands o’ Aran Viska to meet with Aranin Talsharn Anviskad an’ other chiefs of wider Tarandi. Could ye ride with me an’ share with those there what ye have learned o’ Ember Bats? An’ may’hap other Dream Speakers could carry news ‘o this to other lands as well?”

    “A‘feared not,” Acindi said, “The Dream Speakers have already begun spreading news of this far and wide, over lands yonder past even the farthest reaches of Tarandi.”

    Acindi’s human companion gave her a harsh look for speaking so openly about their activities with the Winter Council, but the Shan Dream Speaker ignored her. “I would be pleased to go with you to Aran Viska, should my order allow me the time to do so.”

    “That is well,” Zán’Quêzí said, “It would be right well fer the Aranin and his guests t’ hear this account o’ Ember Bats first hand.”

    “The story is told,” Acindi’s companion said, “Our word is kept and you may do with the information what you will, but your Council promised us a favor when we took this job and you say yourself our task for you has been well served.”

    “Aye,” agreed Zán’Quêzí and he and the rest of the Council looked on the Dream Speaker, assessing her manners. “Ye kin to call back yer favor even now? I kin so by yer eyes, Cai.”

    “You “See-All” indeed, Elder,” the Draem Speaker said. “Times are moving quickly and the streams of wealth and goods flow as quickly as the streams of knowledge and dreams in these new days. Our organization needs to keep our heads above it all and swim strong in all currants.”

    “What mean ye?” asked Lýndónah.

    “We need goods and trade sources,” Acindi explained bluntly.

    “I nary kin the Dream Speakers were also merchants and traders,” Edge said darkly.

    “You don’t “kin” because we like it so. We don’t spread all stories nor all the details of our order,” the human Dream Speaker said, her voice haughty in response to his intimidating presence.

    “Ease yer voice, Edge,” Zán’Quêzí said, shooting the other Elder a glare, “Everyone does what they must to survive and we promised the Dream Speakers a favor.”

    Edge glared back, but kept his mouth shut for the moment.

    “What exactly do ye want from us, Cias?” Zán’Quêzí asked.

    “We have taken note that the furs and wools you make and trade from Summer Town are of excellent quality. My compliments to your craftsmen. We’ve seen your people barter with them to the various tradesmen and travelers who come up the coasts for what piss-poor goods they’ve lugged the long way out to these backwoods.”

    Zán’Quêzí raised an eyebrow at her manner of referring to Shandolé, but kept listening.

    “From now on barter these furs only to us,” the Dream Speaker said, “We will give you what they’re worth in basic goods of better and more reliable supply than those you barter with now and we will carry your craftsmanship to nations far and wide.

    “The tradesmen we barter with have been our partners fer generations o‘ yer kind,” Edge snapped, “We cannot put them so lightly aside in favor o’ carnival spooks and peckerwoods in bright colors like ye.”

    The Dream Speaker glared coldly, “I think you can,” she said, “And you will, if you are going to keep your word to us.”

    A good number of the Elders spoke up with protests, counteroffers, or other strong words, but Zán’Quêzí raised his voice, turning on the other elves with fierce blue eyes, “Peace! Councilors of Shandolé, review yer faces in front o’ these travelers, guests in our county!”

    The hubbub abruptly died away and the elves fell back into solemn silence and pensive looks.

    “This is not fer debate,” Zán’Quêzí said, “Our oath were made an’ the Dream Speaker’s request is not unreasonable.” He turned back to the human, “I ask only that ye give us two years to transition our negotiations peacefully from those tradesmen that be accustomed to coming all this way fer our furs an’ wools. I would not have this make unrest among our craftsmen, o’ enemies of those tradesmen, who are currently our friends. By the third summer from this, all trade o’ furs from Summer Town will be yers.”

    The Dream Speaker hesitated, but nodded, giving Zán’Quêzí a small bow. “It will take us some time to organize our own trade affairs in this matter anyway,” she said, “Your request is reasonable.”

    “I kin all is well then and it shall be as we say,” Zán’Quêzí said and looked at the other nine Counselors, “Do any see otherwise and still wish to protest this favor owed to the Dream Speakers by our solemn word?”

    His eyes moved across the elven faces and lingered a little longer on Edge daring him or anyone else to defy him. No one did and the eldest of the Elders nodded and then bowed one last time to the Dream Speakers. “We shall keep words flowing ‘tween ye an’ I on this matter in the future,” he said, “But be assured the River Elves will keep their word.”




    ---

    News & Rumors

    Spoiler: Awakened Animals! … Animal Rights???
    Show


    Awakened Animals! … Animal Rights???

    In the years following the Summit at Southrocks, stories about awakened animals, of these “Creatures of the Ancient Way” that talk as people and brought the wisdom of writing to the valley, spread rapidly. Rumors circulate around the tribes, along with various retellings of how a talking vulture had accused Counselor M’Áwaní’Dóah and all other elves of animal cruelty, for being masters over horses and dogs. It was said that, M’Áwaní had gifted the vulture three horses and three dogs, inviting her to teach them to talk if she could, so that they could speak for themselves of the friendship the Shándole had with their animals and prove her accusations false.

    The whole affair sparked great excitement and discussion, as elves wondered if the gifted horses and dogs really would return with voices and minds like people and others denounced the vulture’s slander of their people, expressing with gusto that the Shándole animals would show her right quick where their loyalties lay. However, other wondered if the Vulture might have had a point. What right did elves have to trade and barter with the lives of others? What right to rule over them and determine their lives from birth to death? Were animals equal to elves? What changes might be demanded if the animals were to speak out? In the meantime, should elves speak on their behalf?

    Amidst all this, the knowledge of writing was quickly spreading and with it awe and superstition over its possible mystic powers. Could this mystical art be used to help awaken their animal friends?

    New traditions began taking hold. Small titles of wood, carved with a creature’s name would be woven into the manes of horses, or tied around a dog’s neck as adornment. These written names were also hung upon the perches of the domesticated birds. When puppies were born, or a new foal birthed, rituals of greeting were developed, welcoming the new Ka into the world and written names on wooden chips would be hung up to celebrate and maybe encourage its spirit toward awakening.

    Hunters even began taking the chips with them on the hunt. When an animal was slain, before anything else, the hunter would give its spirit a name, bless it for the continuation of life it would bring to him and his family. Then the hunter would carve the name upon the wooden chip. Once the meal had been eaten, the hunter’s family would hang the chip up to dance in the winds around their wigwam, wishing the animal’s spirit wisdom and awakening in its next life.

    There was also a subtle change in how elves spoke to and addressed their animals. It had always been common for elves to speak to their pets, but now a hopeful, curious light shone in the eyes of the elves, the glimmer of hope that maybe this time their animal friend might miraculously answer them back in their own tongue. The greeting “Hey ho! Well met, friend. I will hear ye, if’n yeh speak,” become a favored litany for greeting one’s animal companions.

    The Winter Council considered all these things and prepared for the day when the Creatures of the Ancient Ways would visit the valley with the animals gifted to them by M’Áwaní. If animals awakening to the Ka of people was possible, surely proof would come then. In the meantime, however, the Council put word out to their tribes that if any animal native to the valley should learn to speak, the Elders should be told immediately, and the animal brought to appear before the Winter Council as soon as it could.

    Summery: New traditions and debate arise regarding elven ownership of animals. Naming chips are used to adorn beloved animal companions and decorate wigwams, as well as in rituals when new pets are born and when a hunter kills his prey. The Winter Council eagerly awaits its confrontation with Wounded Vulture in Skystuck Tree and the six animals given to her by M’Áwaní’Dóah. They also put out word to watch for any native animals that have found awakening, hoping to learn all they can about this possibility.



    Spoiler: M’Áwaní’Dóah Welcomes Sentinel Warrior to the Rosewood Stone
    Show


    The Sentinels of the Stone have sent a warrior, Roland, to keep watch at the newly built Rosewood Stone in the mountains above Winter Town. Roland was greeted and introduced to Shandole by Winter Counselor M’Áwaní’Dóah know to most elves as Edge.

    "Edge and I have some history," Sentinel Roland explained, "He was there when I first took up my Black Sword and he knew my mother before that. She was a Sentinel who also guarded this valley once many years ago."

    Edge had very little to say, as usual, but rumors have it he has started training with Roland, learning the art of the sword and other combat methods of The Sentinels of the Stone. When pushed for answers, Elder finally said, "I kin its 'bout time someone 'round here finally learned how t' properly stand an' fight the Blightspawn fer ourselves. The Sentinels have given this valley aid many'a time. I reckon we own 'em a little help back; be it treasures o' a willingness to stand at their side when trouble comes."

    Despite being a Winter Counselor now, M’Áwaní’Dóah has a troubled history with the tribes and Elders of Shandolé. As most elves know, he was banished for murdering an Elder and spent nearly a century apart from our people. Many elves still view Edge with suspicion, but a renewed investigation and review of his past might cast the once-outsider in a different light and cause elves to question the ways justice is served in the valley.

    ---

    Character Backstory for M’Áwaní’Dóah - I-Returned-from-the-Darkness: "On the Edge"



    Spoiler: Pale-Mare-Who-Was-First-&-Only returns from the Carrion Ward.
    Show


    One of the mares gifted to the Scavengers by M’Áwaní’Dóah has returned from the Carrion Ward. As the Creatures promised she has become awakened and speaks, but the story is has to tell is a grim one.

    Meeting with the Creatures of the Ancient Way
    Collaborated with Ty

    They had traveled many a day to reach a halfway point between Winter Town and the Gray Lake. The prominently persuasive Vulture, Skystruck-Tree had scouted ahead on a number of occasions to see the best travel route or make sure the coast was clear, and thus Pale Mare Who Was First And Only had to tend to her Foal in the strange lands mostly by herself.

    “It may be dangerous.” Skystruck-Tree informed her before their departure “Hunters roam the world, my child.”

    “Then let me spend one more day in the Field of the Dreamcut. I think my foal would enjoy one final dance.”


    --

    A large bird swept overhead and landed on a nearby pine-tree. It was a peregrine falcon, with large yellow eyes and it tilted its head watching the horses and the vulture with keen interest. After a minute or two it took off again and flew west, back the way it had come.

    Sometime later there were the soft sounds of movement in the trees and a group of three elves mounted on horses entered the clearing. The horse’s hooves had been wrapped with furs and barely made a noise at all on the soft pine needles of the forest floor, and the elves were dressed warmly in mammoth wool and soft furs, their breaths frosting in the cold air.

    A familiar falcon was on the arm of a female elf riding a magnificent silver-gray stallion. Her hair was long, falling in dark dreadlocks all the way down her back and she had eyes that seemed almost the dark purple of violets in the dim light of the forest. Skystruck-Tree recognized one of the two male elves; M’Áwaní’Dóah, who had gifted the three horses and three dogs to the Scavengers and set the terms of this meeting was riding a dark grey horse that happened to match the dark slate of his eyes. He took in the small group of animals and frowned, but said nothing as he gently whispered to his horse to halt.

    The last elf was tall with a commanding presence and bright blue eyes, almost like the roots of fire. Feathers adorned his braids and his woolen coat had intricate patterns of blue and grey woven into it. He dismounted from his milk-white horse and stepped up with an easy confidence and looked around, spotting the Vulture as she swept near the trees and then looking at the mare and her foal with interest.

    “Be ye Creatures come from the Carrion Ward?” he asked, “I am Talákin’Záni’Quêzí - Eagle-Flies-High-and-Sees-All o’ the Winter Council from Shandolé, come many miles yonder to seek a’meeting with ye.”


    ---

    Gliding along the updraft and winds of Tarandi was second nature to Skystruck-Tree. She circled around the clearing thrice over before landing on a nearby branch, her jet black feathers extended to their full impressive wingspan, and then quickly folded in as she tucked her wings tightly and obscured the long painful scar on her chest. The white feathers of her face curled around the brown splotches of her eyes where pools of obsidian reflected at first the taller elf and then the shorter.

    “I Returned From The Darkness, it is good to see you once more. I have kept our word as we spoke it thus some short few years ago. We Scavengers keep to the Ancient Oath. Allow me to present Pale Mare Who Was First And Only and her spawn.”

    She stretched a wing towards the majestic horse and young foal who stood cautiously and curiously between the legs of their natural born mother. A chestnut head of flittish demeanor bobbed in and out of the shadow of its maker, the falling darkness obscuring the streak of white on their face from mane to lip.

    “It pains me to say this is all I can show to you.” Skystruck-Tree said with genuine remorse in her voice. “The others will not be coming.”


    ---

    M’Áwaní looked from Skystruck-Tree to the mare and her foal, “I sent to ye three strong hosses an’ three good dogs. Ye gave yer word ye would look after them likt’a yer own children, but now only one returns? How does this keep yer oath, Wise One?”

    Zán’Quêzí looked at the vulture backing M’Áwaní’s question with his own intently curious eyes, but the female elf hadn’t taken her eyes off First-And-Only and there was a sense of wonder and anticipation, as she met eyes with the palomino. Her mouth opened in silent amazement as Ka saw Ka. “It’s true!" she whispered, "The Creatures of the Carrion Ward can awaken the Ka of other animals.” Still sitting mounted on her steed, she lowered her head in a bow and pressed her fist to her head, offering both greeting and respect to the mare and her foal.


    --

    “At a price,” Skystruck-Tree stated gravely “There were unexpected complications. It seems that those not born and raised within the Carrion Ward have a lower threshold for the Way.”

    First and Only lowered her head towards M’Áwaní, whispering something that caused her Foal to stumble in replication of the process, and then continued the motion in kind to each of the Elves. She had the vaguest memory of such a rote motion, like the bending of a river in a dream she walked alongside, and had been reminded of the full process by the sagacious vulture a day prior.

    “She did care for me,” The monochromatic mare spoke at last, her voice shaky and seemingly focused on the pronunciation of each word clearly and poshly, like a Noble Child taught by a prim and perspicuous tutor “Both of us. When I woke the others had clouded eyes and did not move.”

    “We held a service.” Skystruck-Tree interjected solemnly from her perch.

    “I was never hungry or thirsty and my days were untouched by fang or claw.” First and Only finished.


    ---

    Zán’Quêzí bowed to First-And-Only, amazement showing on his face as he listened to the horse speak, “It is right good to ye hear ye, Cai,” he said, “An’ t’ kin ye have lived well these last years. I shall be honored ‘t welcome ye and yer Ba’boh home again, if ye will return to Shandolé.”

    Of the three elves only M’Áwaní showed little surprise or amazement in his expression. He dismounted and bowed to First and Only, but then looked back to Stystruck-Tree, his expression still dark. “An ye had no kin o’ the threats t’ Creatures not o’ yer Ward when ye accepted my gift and made yer promise?” he asked, “Not nary in all yer years and wisdom had ye trig that this would happen?”


    ---

    “Many of our Kin died the day of Rapture. But the Day of Red Flowers was born of violence not some failing of the body and its humors.” Skystruck-Tree nodded as if to acknowledge her own defense “I admit in my dreams I thought of such but I imagined that I was simply misreading the portents.”

    Peeling her talons off of the branch she swooped down, a flash of night against the falling white snow, and she swerved around the Elves before landing in equidistant from both parties.

    “I am no fool to come here under false pretense with only a mother and child.” She turned her body indignantly, a wing tip raised dramatically to her face, and she looked to the Mare of Two Worlds.

    A snowflake fell down. First and Only was watching its descent, carelessly or effortlessly dancing through the air, twisting from unseen forces, and she likened her very Ka to the delicate but intricate object. She was listening half heartedly, caught in this ephemeral moment of intertwined fate with something so innocuous, and her being was locked in place as it fell at eye level. She stuck her tongue out and the snowflake melted instantly as it inevitably landed amidst steamy breath.

    “I would like to go home,” First and Only finally snapped out of her fugue, a soft smile on her lips, and she brushed the mane of her youngling with her own head “But I do not know where home is. Perhaps it is in Shandolé. I kin that I will see some familiar faces. Ka of my Ka. But… home is more than just seeing my own reflection. Still, it would be nice, and, more importantly, I think it is good for them to kin the playing of others like us.” She beamed with pride as the foal looked into her eyes, not fully understanding, and yet clearly trying to follow.


    ---

    M’Áwaní was still frowning at Skystruck-Tree, but seemed to accept her words. “Ye took chances with the lives o’ others, Wise One” he said, “But I kin I did likewise when I trusted ‘em to ye. An’ I kin we both agreed that day at Southrocks that sometimes one is faced with either freedom o’ survival in a choice, where ye can nary have both.”

    The female elf dismounted and led her horse over toward First-And-Only, stopping a few feet away. “I am Kaíske’M’Kaskí - Sing-Free-My-Wild-Heart,” she said introducing herself to the mare, “I look forward to knowing ye and yer Ba’boh better in the days yonder, an’ hope to help ye find a home in our native valley. I knew yer ancestors well in years yonder. I was the first elf in memory to ever ride a hoss an’ attune ka to ka with yer kind. To come upon this day where I may see ye awakened an’ speak to ye like I can with my own kind, fills my Ka with joy. Simrah has flowed on and it flows right well in ye.” She turned to Skystruck-Tree, “I thankee’Siah fer this an’ hope that in yonder years a truer an’ safer way will open for the awakening o’ all creatures.”


    ---

    “We had no way of knowing,” Skystruck-Tree shrugged, her trinket beads jingling softly at the motion “It is a tragedy but a quest I was willing to take at the time. Now is the time for reflection and reconciliation. I trust you will take care of First And Only, she has quite a few friends in the Ward.” She looked pleasantly up at the Mare and they scratched at the snow with hoof in reply.

    “Tell Dreamcut-Tail I will miss their tales and ask if he will make one for me. And Blood-Petaled-Fang, Eyes-Out-The-Lake, and of course Golden-Fields-Roaring that I shall see them soon. In this life or the next.” First And Only beseeched the lightning lashed Vulture. She nodded in kind.

    “Take care my child. We shall soar in dreams of cloudy pollen and restless storms.” Skystruck-Tree waddled over to the Mare and brushed her wing over her leg and then over the head of her foal.


    ---

    “We shall meet with ye again in four years time” Zán’Quêzí told the vulture, “Should Simrah carry us ka-by-ka in this life.”

    M’Áwaní nodded and Kaíske bowed to the Vulture, “Take’ye care, Siah,” said, “An’ trust that First & Only shall be well loved and protected while in our lands.”

    ---

    A rolling fog of frosty mist billowed between the sentinels of pine that populated the forest. A vaguely opaque nimbus of the land that swept softly over part of the clearing in its travel. Skystruck-Tree dipped her head low and spread out her wings while raising one leg behind her. She flapped her wings once and soared from view in tandem with the breeze. The Pale Mare was left all to her own, soon taken by the River Elves, and off for the long trek to Winter Town.




    Spoiler: Technology Advances
    Show


    Technology Advances

    In the years after first meeting the wider peoples of Tarandi, new methods of survival and greater understandings of nature and the world began intergrading into Shándole society, changing the way the River Elves lived and interacted with their surroundings. Noticing these shifts, the Winter Counsel began keeping records and promoting the study of technology and how the ways of doing things could be improved through new ideas.

    Spoiler: Irrigation
    Show


    Irrigation
    Taught to them by the ways of the Dannu-Gaon Tribes, methods of terracing mountain slopes and directing and storing water from the river helped to greatly increase the quantity and quality of the food grown in the plains and fields of the River Town camps. Mindfulness to growing things and the tending of plants also led to a more careful watering and cultivation of the forests. Intentional clearing of underbrush and the preserving and planting of berries, herbs, roots and other helpful flora, began to subtly transform the forests closest to Winter Town. As elves spent more and more time tending the domestic fields and forests and gathered food in unprecedented quantities, fewer elves felt the need to risk their lives hunting dangerous game or wandering far and wide into the dangerous mountains and tundra.



    Spoiler: Masonry
    Show


    Masonry
    Visiting the Sangar peoples and seeing the homes and the great Din, led the Shándole to reevaluate the means by which they construct houses and fortify their own lands. A number of Sangar engineers accepted the invitation to come to Shandolé and teach the River Elves the ways of masonry, the firing of bricks and the stacking of stones. Within a few years the watchtowers all along the River Town camps were improved and even Summer Town had put up some fortifications. Wigwams of hides and wicker began to be replaced by homes built of stone. This greater security along with somewhat kinder winters than in past centuries made it less necessary for the Shándole return each winter to Winter Town for protection and Summer Town and many of the River Town camps began to have permanent homes year-round.



    Spoiler: Sailing
    Show


    Sailing



    It was with great excitement that the craftsman of Shandolé accepted the invitation from the Eleftheria to journey to The Distant Shore and study sailing. The River Elves had been led by Trance Visions to believe that in ages past they too had once journeyed far by wave and wind. Combining what the Eleftheria taught them with the ships seen in their own visions, the Shándole returned home and designed and crafted boats that could carry elves swiftly and with surety along the western coasts in out over the waves of the ocean. They learned to use the newly revealed stars to guide their way and a swell of well-being with both the sky and the sea swept over the so-called River Elves. Wider realms of nature were getting woven into their Ka. Many elves began spending more and more time at Summer Town, using their boats to fish, hunt the great whales and gather other marine resources. They drew closer to the ocean and attuned better with the orcas and seals that lived nearby, viewing these creatures as allies and friends.



    Spoiler: Writing
    Show


    Writing
    The preservation of memories and the searching and sharing of thoughts and Trances is a sacred thing to the Shándole, so unsurprisingly writing quickly become a part of their religion and a nearly sacred thing. When the Scavengers of the Carrion Ward began teaching it to the River Elves many elves gathered to learn its secrets and then passed it on to many others, rapidly spreading the tricks of the alphabet. It soon found its way into new rituals and traditions and it wasn’t long before many elves knew enough to at least scratch out their names and a few simple words. While many elves learned little more than this, lore-masters and shaman took to writing with a zealousness and level of perfectionism unique to elves and their long lives. The bits of wood and bone originally used for writing upon were soon found lacking in space and connivance for the amount of writing and the depth of projects some lore-masters decided to undertake. Many experimentations were undertaken to find new materials and various inks, chalks, paints and surfaces were tried. Eventually dark plant-based inks used with large quills from eagles or geese was adopted by many lore-masters. As a preferred surface, carefully treated animal skins, made to be as thin and supple as possible and then rolled upon smooth staffs of wood was found to be the most satisfying in both taking and persevering the marks and for storing longer and larger records efficiently. However, while lore-masters began using these inks, quills and vellum, the general population preferred to keep using the flat chips of wood and bone, marked with knives or coal a means of hanging names, leaving short messages, or keeping temporary accounts.



    Summery
    With the advent of irrigation, masonry and sailing the people of Shandolé are becoming more sedentary and diverse in their lifestyles and industries. While the tradition of the yearly migration along the river remains a large part of their culture is it no longer practiced by the majority of elves every year. Better means of agriculture and increasing industry for marine resources has also dissolved the heavy reliance upon hunting that previously dominated the Shándole lifestyle. Writing has awakened an religious fervor and an outburst of expression and creativity. New ideas and challenges against old traditions are being expressed and shared like never before, but there has also been a growth toward increased spiritualism and philosophical consideration. Shamen and lore-masters have taken the alphabet of the Carrion Ward and adapted it to the Elves own language. They have also found their own means and martials for keeping historical records and writing down laws and teachings. Overall, the people are adapting well to rapid changes and eager to see what future discoveries might bring.



    ---

    Adventure in Shandolé

    Spoiler: Dangers in the Santícemnáhs
    Show


    Dangers in the Santícemnáhs
    Tessá’Lýn accompanies Edge and Roland on a trip into the mountains and they encounter a number of unexpected dangers and mysteries unique to the Santícemnáh Mountains above Shandolé.

    Story Link



    ---


    Ruler Information

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


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

    New Leader Next Round?: No

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


    Expected Stat Increases: +1 Military & +1 Intrigue



    ---

    Map

    Spoiler: Map
    Show





    ---
    Last edited by Laura; 2020-08-17 at 01:49 AM.

  10. - Top - End - #70
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Houses

    Kiswa region 198

    Actions

    1. [Military] Raise a Unit For the first time since the annihilation of her forces against the MacTirs, the Warlady held a Trying, a wrestling tournament to recruit warriors for the Battlemistresses. Unlike most such affairs, this Trying had no house affiliation, but only Battlemistresses sworn to the service of the Warlady were allowed to recruit for their quads from the contestants. As per usual, the winner of the tournament was awarded battlemistress status, and it was with great pride that the Warlady bestows the honor upon Kona of the Veramondi.
    2. [Military] Raise a Unit House MacGill held their own trying, for the MacGill battlemistresses to recruit quads to replace those lost in subduing the MacTirs.
    3. [Opulence] Explore up the coast to the east. Roll 12 Rumors of alchohol spur another expedition to the East, this time led by a group of profiteering bandits who once swore allegiance to the warlady hoping to return with saleable goods.
    4. [Intrigue] Slander the Bel-Dan-Yb. Roll 11. The Matriarch approached local Sentinels of stone with an alarming missive, claiming to have uncovered correspondence issued by Ren-Num-Har indicating plans to attack shipments of treasure intended for the Sentinels of Stone. She gave the Sentinels a letter written on animal hide in the Veramondi script directing ship movements to search for sentinel donors.
    5. [Intrigue] Secret. Roll 13.

    News and Rumors
    Spoiler: The Quad
    Show
    The surface Anbroch organized their militaries around a small unit known as a Quad. The Quad was composed of four soldiers: A Battlemistress, and three partisan warriors recruited by her. Designed for flexibility in raiding and skirmishing, the Quad was expected to be able to create a functional shield-wall in cooperation with other quads, or stand back to back and defend against all sides when surrounded. A Battlemistress's quad also served as her retinue, carrying her excess weaponry, cooking the meals, and serving their noble-born leader and upholding her honor on and off the battlefield. It was leadership of a quad that defined the Battlemistress, and they were expected to participate in court functions as her attendants, and fight alongside her in duels against other Battlemistresses.

    Although exchange of members between Quads was rare, as deserting one's battlemistress was a great dishonor, it did occasionally happen that a lesser Battlemistress would recruit a strong and talented partisan warrior and be forced to trade her away as part of negotiations between or within noble houses. If a Battlemistress was killed in action their quad could also be shown mercy by the enemy and recruited, though this was not particularly common due to concerns over loyalty.

    While serving as a warrior in a Quad was a risky occupation, it was usually entered into voluntarily, as most recruits were chosen from strong competitors in wrestling tournaments known as Tryings. Benefits included access to the world of the nobles, and the Quad split half the loot taken by them in battle between them three ways, the other half belonging to the Battlemistress.

    The members of a Quad were ranked second, third, and fourth on the basis of seniority and skill, which determined the order of command if the Battlemistress was unavailable or dead, as well as who received first choice for their portion of the spoils of battle. Encouraging a mixture of amiable competition and cooperation between the second, third and fourth was seen as the mark of a good Battlemistress. Too much competition would risk tearing the quad apart, while too little would not sufficiently incentivize the warriors to improve their skills and serve the Battlemistress to the best of their ability.


    The troll captured from troll country was kept in a secure pit, and fed enormous quantities of coconuts and bananas as Anbroch scholar wannabees performed experiments testing its capacity to regenerate. The Warlady took to drinking a small cup of the beast's blood every day, but it had thus far failed to heal her eye or restore her dexterity to the arm mangled by the King of Kings.

    Charlie MacGill, heir to the patriarchy, suffered a near fatal accident in the tunnels on the edge of a large bluff. Although the lad emerged unscathed, rumors that the Matriarch arranged the fall to secure the succession of her daughter devastated her credibility.

    As the Warlady's rule has cemented, the marking used by her bandit gang to mark their territory: an imprint of the right fist, became popular as a symbol of the Anbroch on the surface. Its simple design made it easy to replicate as a reminder of Mollie MacGill's power.

    Spoiler: Ruler Information
    Show

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


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

    Attribute Improvements: +1 Military, +1 Intrigue

    Link to Stat Rolls

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Warlady Mollie MacGill (32 yrs) : The power behind the throne, the Warlady was the one responsible for cowing the other Anbroch houses. If the MacGills wished their dynasty to endure, they needed someone seen as a legitimate continuation of her power.

    Patriarch MacGill (56 yrs): The titular head of House MacGill. Scarcely ever on the surface, he deferred management of the house's surface holdings to the matriarch.

    Matriarch MacGill (54 yrs): The surface leader of House MacGill, the Matriarch negotiated an arrangement in which the Warlady adopted her daughter Rosie, making Rosie the successor to both the MacGill Matriarchy and the Warlady's more informal holdings.

    Rosie MacGill (14 yrs): The adopted daughter of the Warlady and actual daughter of the Matriarch, a lot of negotiations have been conducted to put her in line to inherit more power than either posessed alone.

    Charlie MacGill (8 yrs): The son of the Patriarch and Matriarch, his existence has cast the agreement between the Warlady and the Matriarch into doubt, as should he take a wife, she would inherit the Matriarchy rather than his sister Rosie.

    Last edited by Potato_Priest; 2020-08-06 at 03:42 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.

  11. - Top - End - #71
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    HVN
    Region 108
    Tarandi

    Round 2 Actions:

    1.[Faith]Convert region 96. (+1 from Writing, Supported.) fail
    2.[Faith]Convert region 138. fail
    3.[Faith]Convert region 120. fail
    4.[Faith]Convert region 110. fail
    5.[Opulence]Buyout TP #3 in region 109 for Salt. (Supported.) 13

    Event Actions


    Non-Actions:
    • Concede TP 1 in 108 to the Dream Speakers.
    • Accept Embassy from the Dannu-Gaon Tribes.


    News and Rumors:
    • The dire portents read by Oracle Shysie within the bones come to fruition as she falls desperately ill during her mission to encourage the surrounding tribes to join her on the path of Eauden. She fails utterly, but recovers and heads to Uldra in time to be present for the birth of Oracle Neyrna's baby. While there, she discovers with no little horror, of the thievery and murder of the Arrok's beloved dogs.



    Ruler Info:

    Chief Rayen
    Diplomacy: 7
    Military: 1
    Opulence: 4
    Faith: 5
    Intrigue: 4

    Expected Stat Increases:
    +2 Faith
    Last edited by PepperP.; 2020-08-08 at 03:04 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

  12. - Top - End - #72
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Scrimthun Unity
    Region 53 - Thun
    (Round 2)

    Actions:
    1. [Diplomacy]Establish Claim: Establishing a claim on region 65. +1 bonus from successful Diplomatic Mission. Rejoice, Thun! We send today one sired by the Thunspeaker, the esteemed diplomat Lurn, on a mission of peace, to bring together Thun and our neighbours to the Northeast. Failure.
    2. [Opulence]Buyout Truffles in region 50. +1 bonus from successful Expedition, +1 from Pottery. Success!
      Spoiler: A Merchant Story
      Show
      The Scrim regarded the handful of mushrooms impassively. "And you say that they are a delicacy?"
      "Oh, yes. An acquired taste for some, to be sure, but they are most delicious, and rare as well."
      "And you say that people will pay highly for them?"
      The merchant smiled. "Indeed, indeed. They're hard to find, you see, and not everyone knows the secrets of the digging."
      "Hm." The Scrim turned to their companion. "What do you think, Kirl?"
      Kirl turned to the merchant with a face carved like a grinning demon. "I think we'll buy everything you have to sell."
    3. [Opulence]Buyout Barley in region 54. +1 bonus from successful Expedition, +1 from Pottery. Hardly glamorous, but agriculture will be necessary to fuel the expansion of Scrim. Success!
    4. [Military]Co-operate with the Uzii (UZI) to raise a Standing Stone for the Sentinels in UZI territory. Diplomacy is a simple matter of shared pragmatism. A delegation of Scrim will come to assist the Uzii with the construction of the Standing Stone. The Uzii look good, the Scrim are owed a favour by the Sentinels, and the Sentinels get their Stone early. Everyone wins, and as a bonus the groundwork is laid for future Uzii-Scrim co-operation.
    5. [Military]Raise a unit. The past few years have seen great change in Thun. The Scrim are no longer blind to the dangers of the world, and have decided to prepare. A new ceremonial position, that of Warspeaker, has been created, and for now is occupied by the reigning Thunspeaker until a more suitable appointee can be found. The Warspeaker has the power to advise the Thunspeaker on matters pertaining to military action, and to engage in action against hostile entities. Following this, in their capacity as Warspeaker, Thunspeaker Ulun has commanded that the standing army be expanded, as insurance against future invasion or incursion.

    Dice rolls
    Non-Actions:
    1. Submit writings to the Dreamspeakers for the Manual of Mamut.
      Spoiler: The River That Carved The World
      Show
      Ah. Honoured guest. Please, come, sit. I apologize for the lack of comfort. We have not had much reason to account for the desires of the children of Life in our settlements before recently, and we still do not have much by way of amenities. I understand that the former Thunspeaker left us before you could be told the tale you were owed. An inconvenience, to be sure. I do not tell the story as well as they would have. But I can tell it well enough, and I will see to it that you are given a transcription. Now, it goes like this...
      Long ago, in ages now long since past, the world was made of Water. There was no land that was not ice, and no place that was truly still. There was no salt in this vast world-ocean, only the endless, lapping dance of Water, which bounded across and through and over itself in an endless stream of Change. This was a time of joy, but not a time of Memory.
      For you see, the nature of Water is to take on the shape of its vessel. Observe, when poured into a bowl, the water takes on the shape of the bowl, but were I to pour it to a cup, or a jug, or simply out onto the grass, it would not know it had been in the bowl. Even in the grander stage of the world this is so- the water simply follows the shape of the streambed and the floodbanks, but when it is gone, it is the earth that remembers where it was, and the water merely flows there again.
      Eventually, though, even Water may grow bored, and so the Water did, though it did not yet know what boredom was, or remember why the change had occurred. But the endless rollicking dance no longer brought it joy. So in a great heave, the world changed itself. A wave of Stone came across the world and trapped the water in place. Great hills and valleys formed in the dips and troughs of the once-Water, and deep bubbles became caves. Here and there, some of the Water resisted the great change, whether because it was already frozen in ice, or boiling as steam, or simply had been cast high into the air at the moment of the change and was not a part of the world when the change took place. These few pockets settled in, as water does, and the world Remembered, and no longer Changed.
      This, too, is part of the nature of the world. Stone does not change unmoved like Water. Stone has no desire, no will. But Stone knows everything that has happened to it. Stone may take on shapes, and be carved to remember them. It may be marked, and it will remember that, too. Even the riverbanks have been carved by Water over countless centuries, and the Stone remembers each moment the Water has passed over it, and grows deeper with each passing day.
      Although the world had lost its will to change, the Water that remained had not. Across countless ages, each pocket of Water that remained in the world strained to reach the heart of the world, to convince it to resume that endless dance. But the world was unyielding, and the Water had no place against which it could make its mark. There was nothing to be done. The Water sat, stagnant, having the will to change but not the power.
      But there was one tiny puddle that would not change. It sat, high on a mountain, and it strained to reach lower. By a freak of chance, a mere happenstance, it was in a tiny ledge that would not let it run lower down the mountainside. But nonetheless it strained to reach lower, to reach out for the heart of the world, and in its straining, across untold years, it eventually began to wear even at the endless will of the Stone. One day, it wore far enough that there was a tiny channel which it might flow down, and it began to do so, freely and with glee.
      By this time the world had grown quite used to this little puddle, and in the way of stone it had come to accept its presence, with perfect patience. But this act of freedom, this tiny and final rebellion of the puddle, roused something deep inside it. When the water reached down low, it found the stone boiling, and it hissed up into the sky as steam.
      The seeds of change had been planted, though, and the steam returned to the place where the Water had first rolled down the mountainside, before cooling and reforming. Again and again this played out, and each time, the Stone became a little more tired, and the path became a little easier for the little droplets to roll down.
      Until one day the world, as one, thought "Enough." Understand that the world does not think like you or I. Its thoughts are written across dozens of dozens of years, across landscapes in tremors so slight we cannot feel them but so vast we cannot fail but to see them. The world decided that once again the time had come for change, persuaded by this little bit of Water that had worn away, and which we call the River. But though the world had regained the will to change, it did not know the way. Though the Stone remembered how it became Stone, it could not simply do what it had done before. But Stone has great wisdom and great patience, and with time, a plan came to it. The world would commingle the essence of Stone with the essence of Water, and a thing would come that would have the gifts of both, but lesser. Something that would remember, but not forever. Something with will, but not endless power. They mixed joyously in the high places of the world, and thus was born Life. And into Life Stone poured much of itself, and then from Life it poured, endless and sweet, back into Water.
      It has been untold eons even since this event, and Life has had countless children of its own. Those children have spread across the world, and they have become everything. Some carry a little Stone, and are mostly of Water- from tiny insects, which live for but hours, to simple beasts that walk on land. Others of its children carry much of Stone's gifts- things like trees and other plants. They have all carved the world, in their own small ways, and now the world hardly resembles those old days. Perhaps one day all Stone will be gone. For now, though, we remember the gift and the lesson of the River- that even something small will, given time, change the whole of the world.
      As for the Scrim? Well... we are not the children of Life. We are new in the world. The ex-Thunspeaker who you missed hearing this story from is among the last of the first generation of Scrim to have passed from living memory. We carry but the merest drop of Water in ourselves, passed from sire to child, and we depend upon Life's children to sustain us. I expect you, like most of Life's children, drink water to live. We do not. All the water in a Scrim comes from Life, one way or another. Still. The Thunspeaker says we must be like the river in these days, and Thun will reach out to carve the world. Perhaps this is so.
      We will have to wait, and see whether we are the ones that are carved, or the ones that do the carving.

    2. Accept Dreamspeakers offer to explore South-east of region 53.
    3. Accept Truthseers offer to establish a claim in region 50.
    4. Attend any events to which we are invited.
    5. Resist any unapproved conversions or buyouts.


    News and Rumors:
    • More to come.

    Spoiler: Prompt: The Carving of A Scrim (Birth, and Death)
    Show

    The first thing that struck them was just how bright sunlight was. They had heard it described, the cycle of day and night, but this was their first time seeing it. They raised a hand to shield their face against the bright light. It took them a moment to realize that this was also the first time they had done this, too.
    "Well, now, that's a good job." A hand slammed into their back, sending them stumbling a little. "I'm Koro, one of your sires. What's your name, then?"
    They spoke hesitantly. This, too, was new to them. "Th... Theken? Theken. I'm... Theken."
    Koro's hand slammed into Theken's back again. "Well Theken, welcome to Thun. Here, now, don't crowd the poor thing, give them some space.
    Theken glanced about at the four figures surrounding them. "Yes. I... thank you. You're... my sire?"
    "One of them, Theken, one of them. Here, these are the rest of us. That's Enuktuk, over there is Thoni, and this here is Eleja." Each of the three raised their hands and gave a short "Hello".
    "Right. That's me, then, I think. I'm heading down into the caves. Been a pleasure working with you all, I hope Theken turns out well." Koro rubbed their hands together.
    "Well, hey, if you're sure. It's been good having you around. You'll be missed."
    "Yeah, I think I'm sure. I'm about done. You know?" The others nod.
    "You are... going somewhere?" Theken looked around, still slightly dazed. "I do not understand."
    "Well, Theken... it's like this. I'm tired of the world. I'm gonna go return to the stone. Bringing you into the world... that was my last act.
    I'm done now. I'm gonna leave."
    Koro gently patted Theken on the shoulder, or as gently as possible when both participants are made of rock. "It's not you, it's me."
    "Oh." Theken paused. "Can I come and watch?"
    The others glanced around at each other. Eleja steps forward. "It's, uh... it's a private affair. Folks don't watch that sort of thing. It's not..." They looked to the others for support. "It's not right."
    "Oh."
    The group shuffled around in awkward silence for a moment.
    "Well, hell, it's the least I can do though, right?"
    The group all turn to Koro in shock. "Koro, are you serious? That's not-"
    "Whatever." Koro made a dismissive gesture. "They still have to leave the Nursery. I'll take them out, and then they can help me into the deeps."
    The others shifted awkwardly. "Well, it's your call, in the end."
    "Damn right. Come on, Theken, let's go."
    The two Scrim began striding through the halls of the Nursery. Theken took in the sights with mild wonder. Around them were the pockmarks of already-carved Scrim as well as the half-finished forms of Scrim in progress. They stared unabashedly at workers carving the new shapes into the stone and whispering to the bodies as they worked. Koro simply walked at an even pace, not slowing down or even looking back, occasionally forcing Theken to run to catch up.
    Eventually, the pair came to a gap in the walls of the canyon. Koro raised their hand and came to a stop, and Theken followed suit after a moment.
    "You see this, Theken?" Koro gestured at a thin line in the dust. "That's the edge of the Nursery. You cross this line, you're a part of Thun. You pull your weight. Outside, you will be expected to work. We already told you everything you need to know when we carved you, but this is your first chance to decide."
    "Decide what?"
    "Whether this is your first decision of many, or the last decision. You see, it would be wrong for any stone to be forced to live as Scrim. So you can do what I'm about to do right now. You can go back into the Nursery, and you can find a quiet place, and you can become what you were before. Most don't take that option, but it's important that it be offered to you."
    Koro stepped out across the line, and turned back to face Theken. "It's time to choose, Theken. Are you Stone, or are you Scrim?"
    Theken stopped, and thought. "If I stay.... I'll never see anything again."
    Koro nodded. "Most likely. It's possible, perhaps, that stone that was once Scrim will be Scrim again, but it's never happened before."
    "Then it's no choice at all."
    "Then make it."
    Theken stepped across the line. Koro nodded with satisfaction.
    "Good. I'd hate to think my last act of creation was a dud. Come along, I'll show you to the spot where I'm planning to return."
    The two walked for a long time. Across hills and through valleys, they marched in solemn silence. After a time, they came to the opening of a cave mouth, and began descending into the earth.
    Before long, they came to a spot that Theken couldn't discern at all from the rest of the pitch-black cave, but Koro reached out and grabbed their arm. "Here. Here is where I'll go."
    "Okay."
    The silence resumed.
    "What does it feel like?"
    "Hm?"
    "Going away. What you're doing now. What does it feel like?"
    "It feels like... before. It feels like... feeling less... and less..."
    A quiet drip from a nearby stalactite was the only noise.
    "Are you still there?"
    "...for now."
    "How will I know when you're gone?"
    "I'll no longer be able to respond."
    "Oh."
    Drip. Drip.
    "I don't even really know you. I have a little bit of you in me but I'm new. We're strangers, really. Why did you let me come?"
    The silence stretched on for a moment before Koro spoke. "I wanted someone to remember my last moments. I wanted that to be a part of Thun." Their voice was getting faint now, almost as though it came from the rocks of the cave rather than from the Scrim. "I wanted you to remember me."
    "Okay. I will remember."
    Drip. Drip. Drip.
    "I think I was too hasty in leaving the Nursery. I should have talked to the others. I don't know if I'm ready."
    "Maybe." Theken was no longer sure whether Koro was even speaking or if it was just their imagination in the dark.
    Drip. Drip.
    "I guess I have no choice. I left the Nursery. If I don't pull my weight, I'm a failure."
    "Yes."
    "...I'm sorry."
    "For?"
    "Being a failure already. Being afraid."
    When Koro spoke, it was pained. "Fear. Not. Failure. Fear... drives... strength."
    "I don't feel strong. I feel weak."
    "I..." The voice trailed off.
    "Koro? Are you still there?"
    No reply came.
    Theken waited for a while. They weren't sure what for. At one point, they reached out to where Koro had been, but decided they didn't want to know what that felt like.
    Eventually, they began the long climb back to the surface.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Ulun (Not changing)
    • Diplomacy: 5
    • Military: 3 [=>4]
    • Opulence: 5 [=>6]
    • Faith: 2
    • Intrigue: 2

    Units: 1/6 [=>2/6]
    Treasure: 0/5 [=> 0/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery

    Last edited by Silent_Interim; 2020-08-07 at 06:42 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  13. - Top - End - #73
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra
    Kiswa Region 226
    Turn 2

    Spoiler: Banner
    Show


    Actions:
    1) [Opulence] Expedition - Exploration south from Vyterrat (226) (Roll: 17 - Great Success!)
    The Vygra, ever curious about the lands beyond, send a group of explorers to discover what lies south of their borders.
    2) [Opulence] Buyout Trading Post TP2 - Vyterrat - Region 226 (Copper) (Roll: 16)
    The Vygra work to further develop their copper mining operations in the Percos Hills, in response to the increased internal and external demand.
    3) [Opulence] Buyout Trading Post TP3 - Ten-Fuj-Sa-Cos - Region 195 (Timber) (Roll: 16)
    According to the arrangements made at the Feast of the Blue Star, the Vygra move to establish a logging operation in the inland parts of Ten-Fuj-Sa-Cos with the support of the Bel-Dan.
    4) [Military] Military Special 5: Recruit a Hero (Roll: 8)
    Fulji Aruni, daughter of Matji Khetra and the organizer of the military, has through constant training and the blessing of the Farah unlocked an ability previously unseen among Efra - the extension of her inner fire outward. Aruni now manifests flames around herself and can project them over short distances. She continues to hone this new talent along with her prowess with blade and shield, making her a warrior without equal among the Vygra.
    5) [Opulence] Hoard Treasure
    Understanding the rapidly increasing value of barter with surrounding tribes and more lands ever being explored, Fulji Hamyra encourages a number of craftsfolk among the Vygra to stockpile trade goods and stores of excess commodities.

    Non-actions:
    Matji Khetra gratefully repays the Dream Speakers for their exploration services, providing them access to the copper mines of Vyterrat (region 226 TP1).
    The Vygra support the development of further copper mines by the Sewune people (support buyout region 226 TP3 by SEW).

    Spoiler: Leader Stats
    Show
    Matji Khetra (Diplomacy 6; Military 5; Opulence 5; Faith 1; Intrigue 3)
    End-of-turn increase: Opulence +2

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT)
    Units: 1 (Defending region 226)
    Treasure: 0
    Trading Posts: 226 TP1
    Embassies: Veramondo (218)
    Last edited by Frostwander; 2020-08-04 at 09:47 PM.

  14. - Top - End - #74
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Kingdom of Lhungho Saar

    Years 205-208
    Region 221 - Troll Country

    King Haanhangandhal
    Diplomacy 4
    Military 5
    Opulence 3
    Faith 1
    Intrigue 2


    Actions

    1. [Diplomacy] Raise Reputation with the Truthseers Rolled=14
    2. [Diplomacy] Explore West Rolled=11
    3. [Military] Recruit the Hero Ingkanuu Isidi [Rolled=10]
      Feast well, all you children of the River Queen, for great-bosomed Ghrakka Yonghalo has from your number plucked a champion to suckle and become mighty! Worthy is Ingkanuu! No more shall the kin of Ghethhulo claim her for their own - she is become Isidi! May she gorge on glory, and grow fat from her foes!
    4. [Opulence] Hoard Treasure
    5. [Opulence] ((Ask the Dream Speakers to City-Search for us))


    Non-Actions


    News and Rumors

    Spoiler: Birth Rites - The mother and The Mother
    Show
    “What are you doing out in public, Dhreljaan? You should be at home, resting, not out where you may be seen!”

    “I am tired of resting, Kannakgak! I am tired of salted ribs and dryfin stew! I want…no, I need something more! Like…roasted longmarrow with hard-fried barley seed, and- and mashed yiproot in liver broth!”

    “You are with child, dearest of mine – and surely you remember the priest’s instructions? Liverbroth and longmarrow would unbalance their growth. Come, let’s go home and I will get you more greensand to help your stomach, okay?”
    “Floods drown the priest! These hungers must come from the River Mother herself they are so strong – and every time I eat that accursed sand my stomach is filled with daggers. You think that will not unbalance their growth? Either give me a hand or help me hunt, rivers take you.”
    “If we are out here who will help Ngejru care for- Ngejru can suckle a single infant by herself for a day! Will you offer your own breast to feed them? Our mighty Kannakgak can surely sustain but one child born of his own flesh, can he not?”
    “Grah – fine, fine! I will help you search for what you crave. Let no one accuse Kannakgak of not indulging his wives! Yonghalo take pity if this turns out to be a mistake….”


    Spoiler: Death Rites - A Mid-Mourning Feast
    Show

    As with many aspects of Dhraan culture in Lhungho Saar, most Dhraan funerals and death rites are centered around the act of eating – and in particular, ritual cannibalism. The body is divided to be consumed between the individuals’ friends and family in a mourning feast, often with much wailing and gnashing of teeth. It is auspicious if a priest of the River Mother can be present, to bless the meal and offer sacraments to Ghrakka Yonghalo. It is common to divide the deceased by the number of those present in mourning plus one more – for the Goddess. Depending on the region, it is common for this portion to be buried beneath a garden or tree, covered with stones in the bottom of the river, or eaten by the priest as an intermediary for the Mother Goddess. According to the Dhraan belief system, this ensures that the deceased lives on as part of those who consumed them.



    Spoiler: Recorded In Chorus
    Show


    Techs


    Spoiler: Legends and Legacies
    Show

    Troll King
    Projected Stat Growth:
    +1 Opulence
    +1 Economy

    Troll Prince

    Hero
    Last edited by Rolepgeek; 2020-08-09 at 01:53 AM.
    Sincerely,
    Role P. Geek

  15. - Top - End - #75
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


    Sirrvadutr Flosut [The Tribe of the Sons of Sirrvat]
    Kiswa, Yatrhajidaat Gitj (211)
    Chief "Tyrant" Uvarali
    Round 2

    Actions:

    [Military]Errant quest with Vetrapa in 212 2d6+10 Roll: 17
    [I]Vetrapa doesn't come from the elven kingdom that most Sirrvadut are from, being instead born in an isolated mountain village, where he lived and loved happily until he turned twenty - he was still very young by elven standards, even considered a child by some. The False Dawn had occurred decades ago, but only then did the blighted monsters find their way to that village, threatening to slaughter everyone. There were no fighters in that village, except for the one that had just awakened in Vetrapa. He took a club and led the monsters away from the village, fighting and climbing higher and higher all the while. The mountainside was flooded with blighted blood, and he eventually emerged exhausted, terrified, but victorious. When he returned to the shelter where most of the villagers hid, he found them alive and well, given the circumstances. But his beloved was missing, and nobody knew where she was. She couldn't have left without him, he was sure that she felt for him too. The only possibility was that the blightspawn- a thought too terrible to entertain. He searched for her far and wide for seven years, slaying many more blightspawn on the way and becoming increasingly low-spirited as he watched people fall prey to the horrors, being unable to save most of them no matter how good with the sword he got. He met the Sirrvadut, who bade him to guide them over a difficult mountain chain, which he managed fabulously. Legends abound about his superlatively stable footing. He can keep his balance, standing on one toe only. Those who have seen him traverse treacherous overhangs say he can do so without using his hands. He could stand his ground against a charging mammoth. Some even say he can jump onto a falling leaf and spring off it to reach double the height of a normal elven leap. You can identify him by the two swords he carries, which is very unusual, as few warriors possess even one sword. The two-handed sword, named (Boredom) is dulled by decades of use to the point of being a little club-like, but Vetrapa regardless uses it to slaughter unworthy opponents, everyone who does not measure up to his level of swordsmanship. The one-handed sword, (Pain), is always sharp, and only the few who match Vetrapa's skill in combat can have the honor of being struck by it.

    Though the years are showing, Vetrapa is still an attractive man, his face untainted by scars that remind most warriors of difficult fights. He has become somewhat apathetic and couldn't create normal ceramics to save his life, giving shape to spiked monstrosities straight from his nightmares instead whenever he tries, but he is well-liked among the Sirrvadut, and only a few talk ill of him behind his back. None do so to his face, for the warrior has over the years of cruel fights forgotten what fighting not to the death looks like, immersing himself fully in every battle to distract himself from the neverending tragedies of this world, just for a while. Hence, he has no students with which he could share his unique skills. The student would have to surpass the master in the first lesson, or end up chopped to pieces just as if he or she were a feral wolf or blightspawn.

    Vetrapa practices daily by kicking sharp-edged outcrops until they break to harden his shins and soles, although they already have the looks and hardness of a turtle's carapace. An unnaturally eroded landscape is thus a clue to Vetrapa's long-term presence.

    It takes much convincing, but Uvarali manages to have Vetrapa camp in the mountains to the east for a few weeks and search them for blightspawn or any other dangers. Vetrapa is reluctant - those Henanda people will likely die to their curiosity if not to the blightspawn - but agrees to go when he's reminded that Asito, his long-lost love, just might be in those mountains, and promised a leading role in any upcoming battles that the Sirrvadut will fight. Uvarali is not merely doing this out of concern for the somewhat less than mighty Bannanda soldiers, of course. He does not like some of the peoples he's met at the Feast of the Blue Star at all, and would like to be gone from this Kiswa place as fast as possible. Now that everyone knows everyone, it's going to be hard to keep a secret... To this end, he sends Vetrapa on a reconnaissance mission to the location through which the elves could continue their neverending march.


    [Military]Recruit unit
    [Military]Recruit unit
    [Military]Recruit unit
    Despite opposition from many elves, including Dasrtali, the great-granddaughter of Sirrvat, who find the forest an ideal place to finally settle - not necessarily to abandon the war with the gods, but to set up a permanent base of operations - Vetrapa is keen to move on. He uses his powers as Chief to call many to arms to wrest one of the neighboring areas from the lackeys of the gods and make sure the elves can move there next. After all, the Sirrvadut are primarily an army on a campaign, not a society. Right?


    [Intrigue]Raid 218.1 Veramondi Cacao 2d6+4 Roll: 9
    The elves think of all mortals as allies in the struggle against the gods - and their excess resources as available for borrowing, like elves living in a community borrow from each other. Though the Veramondi king has suggested that the Sirrvadut “trade” for cacao if they want it, they are of the opinion that they are already doing the Veramondi a counter-favor by saving the world from the gods, though they are open to the king asking for another favor to be granted.

    Given this context, no clandestine methods are employed in this “raid”. A group of elves led by Tegurzaf walks into Veramondo, finds some cacao trees, fills their bags with beans and leaves. Only a few elves would like to travel to human territory for something unnecessary like cacao, finding the overwhelming greed and restrictive laws of humans irritating. Tegurzaf is a most curious elf, however, who likes infiltrating foreign societies and amusing themselves with their customs. Tegurzaf is a master of bodypaint and disguise, so their true form is only rumored to be a skinny silver-haired woman with skin that doesn’t have stripes, unlike all other elves’. For this reason, and because of the fact that they contribute nothing to society, mooching off food instead, they have been ostracized. The fact that they’re the only living grandchild of Sirrvat is never spoken of, although it is one of the reasons they are allowed to travel with the Sirrvadut at all. Years ago, when the elves just crossed the Sur, Tegurzaf and Vetrapa broke off from the elven host and returned only after months had passed, covered in grime and blood. Vetrapa would not otherwise send such an unpleasant elf to the human lands so as not to offend the citizens, but Tegurzaf requested it and their request was ultimately not denied. Is it possible that they have some dirt on Vetrapa from their journey?

    Nonactions:
    Resist everyone who tries as much as step into our forest, except Blemmyae, their preachings seem to be in line with what we already believe and harmless.

    News and Rumors:
    • writing prompt tbd




    Spoiler: Ruler stats
    Show
    Chief "Tyrant" Uvarali
    Diplomacy 3
    Military 7 +2
    Opulence 2
    Faith 1
    Intrigue 4

    Specials used: M5




    Spoiler: Tracking
    Show
    Units: 2 (updated R2)
    TPs: Tvila Clay (211.1)

    Technologies
    Name Effect Requirement
    Pottery +1 buyouts -

    Last edited by Corona; 2020-08-07 at 04:11 AM.

  16. - Top - End - #76
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 2
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH Seek Aid] (SUCCESS!)
      As the Dolod prepare to bring in more memories for Emnellenme, they worry that their inflexibility may be a hindrance. After all, surely Emnellenme can witness events not transcribed on pottery if others do not possess the art? A great festival is undertaken. During this time, each Dolod is requested to create a new piece of memory for and record it. For days, the Dolod across Gilig try new things, constantly working to create new memories. Many Dolod are injured in trying improbable, or even impossible, tasks. In the end, Selmles spends two days in the sun, begging Emnellenme for guidance.
    2. [FAITH Convert 288] (SUCCESS!)
      The Dolod, having found others who may potentially understand the importance of the memory of Emnellenme, send forth a small group of priests. These Dolod are charged with adapting the Alodite ancestor worship into something more closely related to ancestor appreciation and remembrance. It is a slight nudge toward veneration of what the ancestors do and see, and so hopefully will be received well.
    3. [DIPLOMACY Oppose DSP]
      The Dream Speakers continue to seek children for their cult, and the Dolod cannot allow this. The Quluq deliver a statement that all Dream Speakers are henceforth forbidden from all lands supporting Dolod life. The mystics and their visions are outright refused.

      What local Dream Speakers there were in Nellen were asked to leave in no uncertain terms. Recruiters are stopped on sight and turned around. Children who suffer from the Dream curses are cared for as best the Dolod can while a solution is sought.

      The Dolod let it be known that they will unilaterally oppose all actions taken by the Dream Speakers. They will view favorably any other peoples who do the same and lose respect for those who support this vile organization.
    4. [DIPLOMACY Establish a CI]
      Flexible Doctrine
      (Increase Die Size on Conversion attempts)
      The Quluq, especially under the leadership of Selmles and with the new guidance passed down from Emnellenme, decide to relax many of the details of Yemnellenmey. The key tenets remain the collection and preservation of memory and the worship of Emnellenme as the collector of all memory. Beyond that, though, priests have leeway to accept great changes from those they seek to convert. So long as memory is being preserved, local customs need not suffer.
    5. [OPULENCE 5: Raise a City]
      The Dolod are witnessing so many new peoples, kingdoms, cultures, and lands. Their memories are growing, their understanding expanding. And now, it is time to call all Dolod to Gilig. In order to present a prestigious face to the world at large, Gilig is transformed. Great permanent markets are build. Housing for guests is designed. Gardens for the desert bell are expanded thanks to the brilliant means of channeling water learned from new friends. Some of these gardens are even set aside for foreigners! Pens for animals are raised, and breeding programs are developed to ensure no Dolod goes without protein, including delicious lizardflesh at least once a week.

      Great areas are blocked off as minor temples to form or bake clay. Smaller huts are designed to dry the desert bell seeds.

      Gilig is no long a canyon with Dolod. Gilig is a city, a cultural center for all Dolod. Mud walls, with gates, are created to funnel visitors toward important sites and protect the Dolod against envious neighbors. Embassies, mostly empty for now, are created to house diplomats from new allies. As the first of these arrive, the Ashir are welcomed as celebrities. Countless Dolod come to witness permanent, non-Dolod residents.



    Non-Actions
    1. Resist all buyouts except any attempted by the Ashir or Ta Seti.
    2. Support any buyout attempt by the Ashir or Ta Seti.
    3. Resist all Conversions.
    4. Accept all tech except Writing.
    5. Accept an Embassy from the Ashir.


    Rumors and Stories

    • Yuluy, Nulun, and Owolowo have a child, struck by the Dream curse. Fearing reprisal, and yet not wanting to waste such a valuable person, they flee Gilig under the off-eye hoping to find shelter with the Dream Speakers or an ally of theirs. Yuluy is a master potter. Gilig mourns the loss.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 5 +1
    Military 2 -
    Opulence 5 -
    Faith 4 +1
    Intrigue 1 -

    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
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 1
    1. Nellen (291) Spices TP 1


    Military Units CAP: 6

    Heroes

    Artifacts

    Last edited by JBarca; 2020-08-04 at 12:41 AM.

  17. - Top - End - #77
    Dwarf in the Playground
     
    RangerGuy

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    May 2015
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    Utopia
    Gender
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    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes




    ACTION!

    1.[Opulance 5] Raise City in Braye (129). Thought King Kartoffel is hard at work improving the lives of his tribes. The large increase in economic activity in Braye has caused The Thought King to name Kartoffel city after himself. Thought King Kartoffel has designated Prince Rechner to be in charge of administering Kartoffel City.

    2.[Military] Raise Unit
    .
    3.[Opulence] Explore the seas to the east. Explore Failed

    4. [Opulance] Buyout HardWood TP3 from Star's End (Region 113). Buyout Succeeded

    4. [Military] Raise Unit

    Spoiler: Non-Actions
    Show

    • Resist raid from The Dannu-Gaon Tribes. The King is disappointed in the Dannu Gaon Tribes, they have made a fierce enemy and there will be retribution Raid resist Failed
    • Support the conversion of Braye to the Spirits of the Ancient Ways


    Spoiler: News and Rumors
    Show

    • Fraiheeto has spoken! She has said that she is not god, she as announced that her duty is to guide our souls through this life and into the next. She has endorsed Tantric meditation and encouraged us all to reach for Ataraxia so that we may be free from the world as Vultures.
    • Thought King Kartoffel has begun meditating every day in public, to attempt to attain ataraxia as the small scavengers have described.


    Spoiler: BOOKKEEPING
    Show

    Thought King Kartoffel
    D: 4
    M: 3
    O: 5
    F: 2
    I: 1

    Expected Stat Increases: +1 O +1 M

    New Ruler Next Round?
    No

    Military Units 2/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Last edited by m9p909; 2020-08-08 at 07:17 PM.

  18. - Top - End - #78
    Bugbear in the Playground
     
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    Default Re: Empire 6: Embers of Dawn IC


    Hear the High Chief's drum, and rally under the Five Tribes Banner


    The Thunderpeople- [Turn 2]
    Main Actions
    1. Military: Epic Quest - The Argent Sands! {The Ripper} [Result 20]
    2. Military: Raise 1 Unit
    3. Military: Raise 1 Unit
    4. Military: Raise 1 Unit
    5. Military: Raise 1 Unit


    Non-Actions
    • Highchief Orgo brazenly decrees all territories adjacent to Thundermark the Hunting Grounds of the Thunderpeople. The Thunderpeople shall pass through these lands as they please, and seize what they will from their bounty, when so ever they might wish.
    • Highchief Orgo decrees the fully completed fortress meant to house the Standing Stone in Thunderpeople territory be abandoned for the time being, BUT NOT desecrated or profaned! Greenfang Heavylung is to be stripped of ten trophies for taking a hammer to its walls. The Sentinels of Stone may yet in time account for judging the Thunderpeople's works Unworthy.
    • Highchief Orgo dismisses slander that he commanded The Ripper to scout to the south of Thundermark, while she instead is seen traveling north to test herself against the mystery lurking in the deep desert. Speaking of such divide between the will of the Highchief and the Hero is hereby decreed to be an Unworthy Deed.


    New Cultural Identity Clarification
    {Suffer No Guilt}]The Thunderpeople roll 2d8 for Epic Quests

    Rumors:
    Discontent simmers among the Thunderpeople. Those who insist the Sentinels of Stone meant no slight in turning way the Thunderpeople's efforts, claim it is not because they see the Thunderpeople as unworthy, simply that the people called "The Shá" are so pitifully feeble and unworthy as hunters, the Sentinels have chosen to watch over them.

    Others however dwell in bitterness. Some unnamed shamans begin to suggest perhaps the Highchief is wrong to grovel for the Sentinel's favor. Perhaps there is greater worthiness to be found in spurning their ways, and seeking some greater path to worthiness?

    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    None

    Spoiler: Current Leader Stats
    Show
    Diplomacy 6
    Military 6 (+2)
    Opulence 1
    Faith 3
    Intrigue 3

    Special Actions Used:
    Military 5
    Diplomacy 5

    Heir Apparent: Redspiral Halfhand


    Spoiler: Controlled Territory
    Show
    Sikar
    #275 "Thundermark" [Stable]


    Spoiler: Armed Forces
    Show

    Heroes:
    {The Ripper (9)}
    Infantry 0 (+4)


    Spoiler: Economy
    Show
    Treasury: 0
    Resources
    -Blightspawn Trophies [Thundermark TP1]


    Spoiler: Technology
    Show

    Military
    none

    Civilian
    [Masonry: +1 to resist Raids and Sacks]


    Spoiler: Faith
    Show
    Leader's Allegiance: None
    Holy Sites
    #275 "Thundermark" [The Highchieftain's Hall]: None
    Last edited by DoomHat; 2020-08-06 at 04:45 AM.
    ...with a vengeance!

  19. - Top - End - #79
    Dwarf in the Playground
     
    Ausar's Avatar

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    Rural Victoria, Australia
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    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



    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.

    The 9th Sacrosanct Conclave (the Aster Council)
    Diplomacy: 6
    Military: 4
    Opulence: 5
    Faith: 2
    Intrigue: 4

    Spoiler: Manual of Mamut: Brythona - or, the Last Task of Inhira, Most Blessed (To be completed next round)
    Show
    Brythona is a traditional Deru chorus, composed sometime shortly after the False Dawn by legendary minstrel Ile-Koma. Performed by a chorus of songbirds, with the minstrel reciting the tale, such choruses are the pride of the Kinsubr.

    Leaves of green turned black; skies of blue come grey.
    'Neath a rain of ash; scent of slow decay.
    Few enough remain; sent off far away.
    Trees their roots retain; ne'er to halt, for there they'll stay.

    Along banks full to bursting, Inhira led the stride. Bent and broken tree trunks rent by fire from the sky were little better than the


    1: Opulence 5: Found a city in Bhaile-Koma.

    2: Diplomacy: Raise Reputation with the Dreamers.

    3: Diplomacy: Begin Great Project - The Sankohma. (1/5) Transitioning the Sacrosanct Conclave from an emergency body to a permanent governing force is a slow process; the Deru have never needed such a thing for an extended period of time, and now with re-emergence of the Sannha's children across Mamut there are necessary changes to be made. The small population so geographically compact now requires permanent centralised guidance, and this the Conclave must be made to provide.

    4: Diplomacy: Raise Reputation with the Sentinels.

    5: Diplomacy: Raise Reputation with the Truthseers.

    Non-actions: Support all conversions, support all buyouts of unowned TP's.

    Spoiler: Admin
    Show

    Leader stat increases:
    Dip +2

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

    Units: 0/6

    Heroes: none.

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

    Tactical Doctrine/s: none.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  20. - Top - End - #80
    Ogre in the Playground
     
    zabbarot's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Thorael
    Round 2




    Year 5-8 of the Kro Dynasty

    News and Rumors
    • The Crow Tribe spreads far and wide following explorers from neighboring nations across the desert in search of valuable goods. Where there is trade, there are crows.
    • Despite continued efforts crow merchants struggle to obtain and control Ashir horses. The horses simply wander home to the Ashir at their first opportunity. They are disrespectful creatures.



    Actions Rolls
    • [Opulence] Buyout Horse TP3 in Vesparre (Region 302) [9(11 with support), Failure]
    • [Opulence] Spend Treasure to buyout Maize TP2 in Region 277 [15, Success]
    • [Opulence] Buyout Blightspawn Trophies TP3 in Thunderport (Region 275) [13, Success]
    • [Opulence] Buyout Slaves TP2 in Region 311 [16, Success]
    • [Opulence] Hoard Treasure


    Non-actions
    • Resist any buyouts.


    Ruler Info
    King Kro Thorael
    D 3 • M 2 • O 6 • F 4 • I 1
    Expected Gains:
    +2 Opulence
    Last edited by zabbarot; 2020-08-08 at 08:13 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  21. - Top - End - #81
    Ettin in the Playground
     
    Jade_Tarem's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round 2 (Year 5-8): Clann Solais



    News and Rumors
    Ruari of the Phoenix, having taught her people the ways of writing and irrigation, has set off for distant lands to the far southeast. What will she find? What terror, adventure, and romance await? Find out in a few years!
    Calder has sent his son, Valder of the Stag, to forge an alliance via formation of a Cearhan with the daughter of the local tribe elder that may or may not fall apart.

    Actions
    [Diplomacy]: Raise Reputation with the Truthseers
    [Diplomacy]: Raise Reputation with the Sentinels
    [Diplomacy]: Explore the area east of Star's End (113 -> East)
    [Diplomacy]: Attempt to establish a claim on the area southeast of Star's end (116)
    [Hero]: Explore the area south of 116 (116 -> South)

    Rolls are here and also here because I goofed.

    Non-Actions
    Supporting the Dannu-Gaon buyout.

    Ruler
    Calder of the Stag
    Diplomacy 3, Military 6, Opulence 4, Faith 2, Intrigue 2
    Last edited by Jade_Tarem; 2020-08-08 at 03:58 PM.
    Amazing Zealot avatar by Elder Tsofu.

  22. - Top - End - #82
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Avatar by Kasanip
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    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Xehra Tzkepte
    D2
    M6
    O5
    F4
    I3

    Opulence: A relative unknown even among her own people is sent on the long journey past the Ashir's borders; a soft-spoken woman with a painted face by the name of Iyiha Nehrat. She brings with her an honor guard of lithe purple-skinned elves who blink and grumble at the harsh sun, a pair of beautiful attendants with brilliant green scales looping across their arms - and a chaotic mess of unarmed slaves bearing crates of dried plants and preserved fish, the preferred trade goods of the Naherin. And yet, there are whispers that those whose terms she cannot abide are found dead in their sleep without a mark on them... On the other hand, those who do give up their silver are rewarded with favorable contracts that see their fortunes rise sharply, and her new friends (or those aspiring to that status) are quick to dismiss such accusations. (Buy out the Soreni's owned silver TP (TP1 for region 308.): 14)
    Opulence: Explore to the Northwest (Region 279): 11.
    Opulence: Explore to the Southwest (Region 231): 11.
    Military: The tribe of night elves that Xehra brought to her lands fourteen years ago has been quiet since the civil war's end. Now they stir again, sending forth a hundred and a half hardened killers tempered by a bloody conflict and now gathered under a single banner to be led by a prodigy - Khena Tzkepte, Xehra's own daughter. While younger than those who would ordinarily be raised to a command, Khena has distinguished herself a dozen times since turning fourteen two years ago, most impressively managing to slay one of the golden lions that roam the western deserts single-handed, and is now rewarded with the chance to either prove herself as a leader. Or die in the attempt, of course. (Raise Unit.)
    Military: Raise unit.

    Stat changes: +1 Military, +1 Opulence.

    Trades: Confirm last round's trade with Nocturnal Hydra; trading Sailing for Irrigation.
    Last edited by Lady Serpentine; 2020-08-08 at 09:01 PM.

  23. - Top - End - #83
    Pixie in the Playground
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    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria
    Tarandi Region 133 Thade, The Distant Shore


    Spoiler: Flag
    Show


    Actions

    1. [OPULENCE]: Upgrade Resource: Nightsea-Shell -> Lime

    2. [OPULENCE]: Buyout Trading Post (Sangar 136 TP 3) 14
    +1 (Pottery)
    Success!

    3. [OPULENCE]: Buyout Trading Post (Eleftheria 133 TP 2) 12
    +1 (Pottery)
    Success!

    4. [OPULENCE]: Expedition (Northeast using sailing) 16
    +1 (Animal Husbandry)
    Great Success!

    5. [MILITARY]: Raise a Navel Unit

    Rolls: /showsinglepost.php?p=24653258&postcount=206

    Non-Actions:
    - Allow DSP to acquire trading post
    - Give 2 treasure to the Stone bois
    - Exchange 1 Favor with TSR to increase Rep by 1

    News and Rumors:

    Spoiler: Bookkeeping
    Show

    Leader: Nel Sorgen
    D: 3
    M: 2
    O: 5
    F: 2
    I: 2

    Expected Stat Increases: +2 Opulence
    New Ruler Next Round?
    Yes
    D: 4
    M: 1
    O: 6
    F: 1
    I: 3

    Treasure 2/5
    Expected Change -1

    Military Units 0/6
    Expected Change +1 navel
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling

    Temporary Cultural Identity: None
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (2)
    Expected Change +1
    - 133 (Nightsea-Shell) TP1
    - 129 (Grousse Shark) TP2
    Last edited by bupkis; 2020-08-08 at 11:08 PM.

  24. - Top - End - #84
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    End of Round Two

    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!

  25. - Top - End - #85
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round Three: Begin!
    Years 9-12

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

    Good luck!

    Rules Alerts and Changes!
    • All steps of combat, including Tactical Maneuvering, will now be rolled by the GM Team.
    • A kingdom must be adjacent to a Wilderness region to attempt to Colonize it.
    • Establishment of an Embassy must be accepted by the opposite party with a non-action noted in their action post.
    • If designating a battle leader as engaging in a duel, please list a brief overview of their equipment and brief physical description in a spoiler.


    Growth!
    • The Dolod establish a city, Gilig, in their home region of Nellen.
    • The Brayewen Tribes found Kartoffel city, named after their king, in Braye (129).
    • The Deru raise a new city, as yet unnamed, in Bhaile-Koma (37).


    Claim!
    • Al Ashir creates a claim to 306 by sending Princess Zara with the local leader
    • Sangar establishes a claim to 132 by marrying Jia to a local.
    • The Soreni establish a claim to 311 by marrying Duke Sekthel to a local.
    • The Scrimthun establish a claim on Region 50 through a series of marriages among nobles and notables arranged by the Truthseers!
    • The Nocturnal Hydra establish a claim on Region 281 through Zora.
    • The Scrimthun however fail in their own endeavours to establish a claim to region 65 and the diplomat Lurn does not return from his mission.
    • Valder of the Stag ventures to form a marriage alliance with the daughter of a local leader in region 138, but his first meeting goes disastrously as he not only gives offence to the locals but discovers that his intended bride is already betrothed. In the resulting quarrel he kills his rival for her hand, but is immediately arrested and imprisoned for murder.


    War!

    Clan Alqar vs The Uzii (Region 42)
    Spoiler
    Show
    Alqar: 1 unit, Hero (Merine, 7), skirmish tactics (lost), duelling (won) = 19

    Uzii: 1 unit, Ruler (Mudmore, 5), reckless attack (won), duelling (lost) = 24

    With one side driven by the promise of plunder and the other drawn in search of a good fight, the forces of Alqar and Uzii come to blows on the sodden plains between their homelands. Hoping to take advantage of the mutually unfamiliar terrain, Merine sets about preparing a series of traps and ambushes along a series of cattle-trails on the Uzii path, but before her designs can be finalized the Uzii burst through the Alqar pickets with shocking speed. Elites mounted on giant toads and supported by blood-crazed tribal warriors rush the Alqar lines, which begin to buckle mere moments after contact. Fighting her way to the sole hill in the surrounding terrain, Merine attempts to rally her adopted people to a counterattack, only for Homage Death-Grasp Mudmore’s battle toad to make a thunderous landing mere paces from her. Locking eyes, the battle slides away from both commanders, until the hilltop and its single scraggly tree becomes their entire world. Hot breaths stretch for minutes, until a twitch in the toad’s legs triggers an explosion of violent motion. In one smooth motion, Merine’s spear rises to brace against the hard-packed earth, driving its point deep into the toad’s eye and sending Mudmore flying to the ground. The medusa discards her splintered spear and draws her long knife, only to be confronted by the barbed head of Mudmore’s spear, still very much intact.

    They circle one another, Merine’s superior reach negated by Mudmore’s longer weapon, searching for an opening. Searching, and in Mudmore’s case, finding - or so he thought. Accustomed to conflict among his own people, he darts into a blind spot and lunges off his back-hoof, certain to impale his enemy. His bloodshot eyes narrow in on their target, the small of Merine’s back, looking up mere moments before impact...to see innumerable serpentine eyes staring back at him. The Alqar leader’s riposte is a surreal, serpentine thing as she flows like water around the blade and shaft of the spear, slamming her free hand against it to send it skidding into the ground while her long knife finds Mudmore’s belly. Sharpened copper shears away coarse hair and leathern flesh, leaving the Uzii leader gasping on the ground, gripping a wound that has very nearly split him throat-to-navel. A cry of victory erupts from Merine’s mouth, only to be echoed by cries of terror from all around her. The outside world comes flooding back, and she sees her few surviving warriors fleeing in terror. The field is a mass of blood and mangled bodies, Alqar and Uzii alike, though the balance is hardly in the Alqar’s favor. Before she has a chance to flee, Merine is surrounded by Mudmore’s faithful. The most senior and learned among them rush to their Homage’s aid, while the rest only stay their hand when Merine throws down her knife.

    The Uzii are victorious! Clan Alqar’s force suffers 1 casualty and is destroyed! The Uzii force suffers 0 casualties! The Alqar leader Merine is captured! The Uzii gain control of Region 42, Region 42 is now in Unrest!


    Ixkarr in region 293
    Spoiler
    Show
    Ixkarr: 3 units, +1 Sentinels trainees, Ruler (Rakthuk, 7), reckless attack (tie), duelling (tie) = 23

    293 Natives: 2 units, Native Commander (7), reckless attack (tie), duelling (tie) = 18

    Leading his orcs east, Rakthuk encounters a challenge worthy of his prowess. A local warlord has managed to rally numbers almost equal to those of the Ixkarr, and meets them in the open desert. Matched step for step by the locals, the orcish warriors find their fearless charge answered in kind, and soon both forces collide with equal force. Blood stains the sands, and in the tempest of combat Rakthuk and his opponent are swept together. Armed with an axe of sharpened stones, the native’s weapons are less a threat than her skill, as she matches Rakthuk blow for blow, neither able to land a killing blow. Eventually, the native warrior-queen begins to laugh in her alien tongue, tears streaming down her face even as her warriors eventually succumb to superior numbers and superior weapons. Her voice fails at the same time her body does, as blood loss and dehydration force the battered stick that had been an axe from her hands. Victory would be in Rakthuk’s grasp, were he not similarly exhausted by the exchange. Calloused fingers only just manage to keep hold of their weapon, as his enemy staggers back to the dregs of her army and begins to fade into the desert.

    Ixkarr is victorious! Ixkarr’s force suffers 1 casualty! Ixkarr gains control of Region 293, Region 293 is now in Unrest!


    Aran Viska in region 112
    Spoiler
    Show
    Aran Viska: 2 units, Ruler (Aranin Talsharn, 5), skirmishing (won) = 23

    112 Natives: 1 unit, Native Commander (7) = 24

    Dogged by fears of ambush and isolation in an unfamiliar land, Aranin Talsharn’s advance south is a slow and steady thing, which grants the defenders ample time to rally their meager forces. They march towards the Aran Viskan battle lines with grim determination, only to find a battlefield arranged just to Talsharn’s design. The native’s charge is easily routed and brushed aside by combined sling stones and walls of spears, but here Talsharn makes a critical error. As the natives reel from their unsuccessful charge, he refrains from pressing the advantage, unsure if the opening is a true weakness or bait for a deadly trap. A sensible line of thought, but one the land’s defenders are not privy to. Seeing the Viskari hesitate, their morale rebounds and redoubles, and flight turns into a second charge that catches the skirmish line out of place. Entire detachments are encircled by bone clubs and crude darts, and in shock Talsharn orders a retreat. The cost of his hesitation only becomes clear the following day, as the Phoenix Warriors are so dearly spent as to leave their fraternity a shattered husk of its former strength.

    Native Defenders are victorious! Aran Viska’s force suffers 1 casualty! Natives retain control of Region 112.


    Uncontested Conquests
    • The Nocturnal Hydra conquer region 289! Region 289 is now in Unrest!
    • The Sokau Tribes conquer region 45. Region 45 is now in Unrest!
    • The Sokau Tribes conquer region 47. Region 47 is now in Unrest!
    • The Bannanda conquer region 192. Region 192 is now in Unrest!
    • The Uzii conquer region 40. Region 40 is now in Unrest!
    • Veramondo conquers region 228. Region 228 is now in Unrest!
    • The Bel-Dan conquer region 194. Region 194 is now in Unrest!
    • The Scions of the Thalaz'ir conquer region 54. Region 54 is now in Unrest!


    Quests!
    • Epic Quest: Argent Sands (2/5)
      Drawn by the promise of treasure, and the threat of discontent at home, two expeditions are launched to uncover the truth of the argent sands. From the north comes a trio of mighty heroes, elf and orc content to share the glory of conquering the Maw. From the south comes only one, a stranger to the deep desert yet undeterred by the strange tongues and cultures surrounding them. Both groups enter the edge of the Maw surrounded by heady mirages and swirling eddies of sand, the heat there unlike any other even in the unyielding crucible of Sikar. Lesser aspirants might have fallen there, and indeed they pass more than one skeleton scoured clean, but whether through camaraderie or simple will they press on towards the shining silver expanse on the horizon. And all at once it is horizon no more, but the squirming expanse of a great gleaming web stretching like a road along the edge of the desert. It quivers at the heroes’ approach, breathing as if alive, but makes no move to harm them as they probe further along the uncanny road. Days and nights of travel threaten to consume them, but eventually both Neferkare’s group and the Ripper come upon great pits in the sand full to bursting with luminous silver eggs. Each is the size of a human skull, and with a metal sheen that seems to every sense purest silver, but they are bitterly cold to the touch. Indeed, further investigation reveals the extensive silver webbing is leeching heat away from the egg pits, ensuring an uncanny shadow for their brood. An egg exposed to the true heat of Sikar rattles with the desperation of a drowning man for several seconds before going still, the chill fading and the creature within slain. Unwilling to leave a clear nest of Blightspawn to fester, the heroes of both north and south shatter most of the nest, pocketing only enough of the dead eggs to make their fortune and spread their warning. For if the webs stretch the length of the Maw, surely there must be more nests. [Neferkare’s group and the Ripper have both succeeded in destroying one Argent Nest. With the length they’ve travelled, as well as the nature of the nests, they estimate that three more nests remain to be destroyed lest their eggs hatch and unleash some new horror. Each group returns home with a cache of Dreadsilver - this cache may be refined with an Opulence action for 4 Treasure, or used as part of a ritual Faith action to provide a +2 to any roll eligible for Seek Aid. This Quest expires in one Round (Round 4).]
    • Vetrapa of the Sons of Sirrvat undertakes an errant quest in region 212, and returns home with 1 treasure.


    Trade!
    • Dannu-Gaon buy the second trading post for Hardwood in Star’s End (113)
    • Dannu-Gaon buy the second trading post for Salt in Uldra (109)
    • Veramondo buys Wild Asses in region 212
    • The Sol’Ikoth buy Slaves in region 311
    • The Shá buy Ashirian Horses in Vesparre (302)
    • The Ko buy Gems in the Blessed Vale (32)
    • Sokau buys Gems in the Blessed Vale (32)
    • The Ko buy Flower Wine in the Land of the Targiz (19)
    • The Targiz buy Kaffee beans in Towerhome (51)
    • The Targiz buy Living Wood in Bhaile-Koma (37)
    • The Targiz buy Battle Toads in Swampum (39)
    • The Sewune buy Copper in Vyterrat (226)
    • The Sewune buy Cacao in Veramondo (218)
    • Hiverness buys Salt in Uldra (109)
    • The Scrimthun Unity buys Truffles in region 50
    • The Scrimthun Unity buys Barley in region 54
    • The Vygra buy a second trading post for Copper in their home region of Vyterrat (226)
    • The Vygra buy a trading post for Timber in Ten-Fuj-Sa-Cos (195)
    • The Brayewen Tribes buy out Hardwood in Star’s End (113)
    • Highnest buys Maize in region 277
    • Highnest buys Blightspawn Trophies in Thunderport (275)
    • Highnest buys Slaves in region 311
    • The Naherin Coalition buys out the Soreni trading post for Silver in the Sor Dunes (308)
    • Dannu-Gaon raids Braye (129) and acquires a trading post for Grousse Shark
    • Eleftheria buys a trading post in Sangar (136) for Musical Instruments
    • Eleftheria buys Fish in Thade (133)
    • Nocturnal Hydra buys out Water Buffalo in Ta Seti


    The Dream Speakers collect favors owed to them for exploring much of the known world by claiming trading posts from those indebted to their guild of merry men and women.
    • Ten-Fuj-Sa-Cos (195)
    • Faranandull (193)
    • The Carrion Ward (137)
    • Thade (133)
    • Ixkarr (295)
    • The Sands of Shá
    • Shandolé
    • Thunderport
    • Vyterrat (226)


    Spoiler: Failed trades
    Show

    • Sangar resists a Dannu-Gaon raid
    • Sokau fails to buy out Aurochs
    • The Soreni fail to buy Slaves
    • Sewune fails to buy Healing Herbs
    • Sewune fail to buy Stone
    • Veramondo resists a raid from the Sons of Sirrvat



    Conversion!
    • The United Blemmyae Tribes convert the holy site in region 216 to Abiherism
    • The United Blemmyae Tribes convert the holy site in region 211 to Abiherism
    • Henanda converts the holy site in region 192 to Hozhīsa
    • Henanda converts the holy site in region 194 to Hozhīsa
    • The Shá convert the holy site in region 305 to Path of the True Dawn
    • The Shá convert the holy site in Highnest (306) to Path of the True Dawn
    • The Shá convert the holy site in Sor Dunes (308) to Path of the True Dawn
    • Holy sites in Sangar (136), Braye (129), Uldra (109) and region 138 are converted to the Ancient Way!
    • The Dolod convert the holy site in Ta Seti (288) to Yemnellenmey!
    • The Hraban Confederacy converts the holy site in region 37 to Soul Honour!
    • The Scions of the Thalaz'ir convert Na'karat (Region 30) to Celestial Cult!


    Spoiler: Failed Conversions
    Show

    • Veramondo in region 195
    • Hiverness everywhere
    • The Hraban Confederacy region 51



    Heroes!
    • The Blemmyae recruit Dinfat Kw’Torineti (7)
    • Henanda recruits Ocēmis (9)
    • The Uzii recruit Soul-Rend Proudhoof (9)
    • Veramondo recruits Kona (8)
    • Arrok of Uldra recruit Unnamed (7)
    • Targiz recruit Petal Head (10)
    • Vygra recruit Fulji Aruni (8)
    • Lhungo Saar recruit Ingkannu Isidi (10)
    • Aran Viska recruits Mezanak Oshrik, Sorcerer Champion of the Moot (7)
    • The Scions of the Thalaz'ir recruit Halphas the Woetide (7)


    Investigate!
    • The Arrok of Uldra dispatch agents to uncover the secrets lurking to their south. They discover a people firmly committed to their faith, and guarded by a local leader (Mil 7). However, no other power has yet exerted its influence on the people there.
    • Aran Viska dispatches a heavily armed hunting party alongside one of their revered elders to uncover the truth behind the thief of hands that had appeared in their north. However, it seems too much time had passed to discern anything further, for while some trace of the attack remained even the most powerful of omens discerns only swirling snow and a yearning hunger.
    • Despite their laudable goal, Shandolé investigators fail to make much progress on uncovering the true cause of the False Dawn. Local tribal histories have been all but obliterated in all the known lands of Tarandi, much as the Shandolé’s own memories were corrupted. The Dream Speakers, as always, have much to share but little to truly say, as their order exists in the here and now and does not trouble itself with ancient history. Those few Sentinels that can be persuaded to break their laconic silence similarly claim ignorance, while the Truthseers refuse to discuss any mysteries, no matter how vague, with those peoples yet untried and untested.



    Wonder!
    • Forged in the light of Sikar’s unyielding sun, the Sun Sword of the Shá emerges as the finest weapon of the age. Dazzling to the eye and imbued with a strength equal to man’s lust for gold, it merely awaits a hand to wield it in defense of the True Dawn. [The Shá create an Artifact, The Sun Sword. Effect: +2 to Duels.]
    • The Mamut regions blanketed by the white petals in past years slowly lose the snowy-white covering, as even their seemingly endless spring comes to an end. To the delight of some and the horror of others, however, this proves only a prelude, as white fields of amaryllis sprout up in their wake, unleashing an ever purer scent. Those lucky enough to have enjoyed the flower wine from the holy flowers salivate at the prospect of another taste, while stories of its unmatched bouquet redoubles curiosity across Mamut. [Regions 51, 47, 45, 44, 42, and 34 erupt in fields of divine amaryllis. Once per region a kingdom controls, a kingdom may cultivate and harvest these flowers to provide 2 Treasure as merchants from far and wide purchase stock. The Ko, being all the more intensely aware of the flower wine’s potency, must take an action to cultivate the flowers or fall into Unrest.]


    Terror!
    • Keeper Lovati Polahi has been found dead! Having retired early in the evening complaining of stomach pains, she is found in the morning still clothed, her legs stained by bloody stool. The Sworn immediately leap to action, taking charge of the Keeper’s body and tightening protection around her heir, as mournful paens of every stripe go up across Sangar.
    • The troll lords of the newly-build shipyards of Lhungho Saar awake one morning to find their thralls vanished! Somehow in the night a small village’s worth of the most skilled artisans have simply disappeared. Even their fellow thralls seem ignorant as to the cause, or at least so determined in their silence to endure demonstrations of being devoured alive by their enraged minders. It seems whatever knowledge the trolls hoped to keep for themselves has escaped to some third party.
    • The exodus of the Dream Speakers from Nellen is finally realized, as the Dolod undertake an organized pogrom to expel the wanderers. Gradually, even the most stubborn of the Dream Speakers assents, and at once the Dolod are thrust back into the darkness that preceded the coming of The Phoenix. News of neighboring kingdoms that once travelled in a matter of days takes weeks to reach the halls of power, while the comings and goings of more distant Sikaran peoples’ becomes gossip months out of date by the time a Dolod hears it. And as for the fanciful tales of endless ice and sweltering jungle that had begun to filter through the populace? Those die on the vine, kept alive only in the Dolod’s perfect memory. Having chosen to rely purely on their own wisdom, the Quluq begin the search for an answer to the Twilight Sight, even as children continue to be born among the diminutive Dolod who traverse a world unseen when darkness comes. Most report encounters with Dream Speakers offering guidance, only to turn it away as their ancestral memories have dictated they must. These unfortunates rarely last a month, falling into deeper and deeper slumbers and eventually degenerating into night terrors that none can wake them from. The enormity of the Dolod’s decision, however, only becomes apparent in the wake of a singular tragedy - the strongest and oldest of the Dolod with the Twilight Sight had managed to exert a measure of control, and had even begun to teach a few of its fellows, when it began to speak of “The Bright Place.” None can say what truly transpired in the Twilight, but the next night the Dolod died screaming, its blood searing into fire, in a pain that carried across the ancestral link all Dolod share to drive its three parents mad as well. [The Dolod have achieved the lowest possible standing with the Dream Speakers! They may attempt a TN 16 Investigation to uncover the first step to understanding the Twilight Sight, and perhaps find some way of saving their children. This Investigation is only available so long as the Dolod’s Reputation remains at -3 with the Dream Speakers.]
    • Treated to a warm welcome by the Skyclad Dancers to their south, Shándole explorers are nevertheless warned against venturing through the mountain passes to the east. Unable to extract any further explanation from their hosts beyond a fear of angering “The Mountains,” the explorers ignore the warnings and press on. Sure enough, they discover a wide valley piercing the mountains like the sword-blow of some ancient titan, forming a clear and unobstructed path to greater Tarandi. Free of any divine retribution, the Shándole are ready to discount the local taboo entirely until their leader trips over something in the snows of the pass. What at first feels like worked metal beneath the snow is revealed to be an enormous ivory disk, slightly oval and four feet across at its widest. Bearing no tool marks or real evidence of wear, its nature not made clear until the sinking sun hits the mountain face. Glittering there like a frozen river is a snake skin, miles long and stretching into the deep crags beyond sight. The scouts turn, their wits taken by a sudden dread, only to finally see the continuing trail against the snow of the southern mountains, the discarded skin of a creature beyond imagining.


    Organizations!
    • The Alqar gain 1 Dreamspeakers Favor for their contribution to the Manual of Mamut
    • Al Ashir loses 1 Dreamspeakers Reputation (0 > -1) for non-action interfering with the recruitment of the Twilight Sighted
    • The UziiI & Scrimthun Unity complete a Standing Stone for the Sentinels in Swampum (39). The Uzii gain 1 Sentinels of the Stone Reputation, the Scrim gain 1 Sentinels Favor!
    • The Bel-Dan Armada, Creatures of Ancient Ways, Eleftheria, Henanda, Hiverness, Ixkarr, the Shá, Shandolé, the Thunderpeople and Vygra are released from 1 Favor owed to the Dreamspeakers!
    • The Bel-Dan Armada gains 1 reputation with the Sentinels of the Stone (-1 > 0)
    • The Bel-Dan Armada gains 1 Dreamspeakers Reputation (0 > 1)
    • The Targiz gain 1 Dreamspeakers Favor for their contribution to the Manual of Mamut.
    • The Scrimthun Unity gains 1 Dreamspeakers Favor for their contribution to the Manual of Mamut.
    • The Scrimthun Unity spends 1 Dreamspeakers Favor for Exploration Southeast of 53
    • The Scrimthun Unity owes 2 Truthseers Favors for a Claim on Region 50
    • Dolod loses 2 Dreamspeakers Reputation (-1 > -3) for action resisting recruitment of the Twilight Sighted, and becomes Nightblind!
    • Lhungho Saar gains 1 reputation with the Truthseers (0 > 1)


    Discovery! Map!

    Spoiler: Kiswa!
    Show
    • Region 197 has been discovered by the Anbroch! It has a Minor resource of Cotton, a Holy Site dedicated to The Creed of Water and 1 unit of native defenders! The Anbroch have +1 to buy out a trading post in the region in Round 3!
    • Region 225 has been discovered by the Vygra. It has a Minor resource of Elk, a Holy Site dedicated to the Young Gods and 1 unit of native defenders! Despite the thinly populated landscape, the Vygra explorers stumble across a cache of treasure, which they bring home with them. Vygra gains 1 Treasure and +1 to buy out a trading post in 225 in Round 3!



    Spoiler: Mamut!
    Show
    • Region 18 has been discovered by the Targiz. It is a rich land with a Good resource of Emeralds, a Holy Site dedicated to The Old Gods and 2 units of native defenders! In addition, the expedition hears tales of a conclave of Dream Speakers in the region, and eventually uncovers a meeting place for the itinerant wanderers. This Twilight Lodge serves as waystation and resupply point for Mamut’s Dream Speakers, and is held in reverence by the locals. The Targiz explorers return home with 1 Treasure, and the Targiz get +1 on any attempt to buy a trading post in the region!
    • Region 35 has been discovered by Erwin Weitschritt von Braunschweig, questing for the Hraban Confederacy. It has a Good resource of Madder, an Open Holy Site and 2 units of native defenders!
    • Region 52 has been discovered by the Dreamspeakers on behalf of the Scrimthun Unity! It has a Good resource of Silk, an Open Holy Site and 2 units of native defenders!
    • Region 33 has been discovered by the Dreamspeakers on behalf of Clan Alqar! It has a Great resource of Copper, an Open Holy Site and 1 unit of native defenders! In addition, the bloom of amaryllis seems to have spread to this region, to the delight of its native people.



    Spoiler: Sikar!
    Show
    • Region 290 has been discovered by Ta Seti. It has a Good resource of Maize and a Holy Site dedicated to the Chosen of Uash.
    • Region 279 has been discovered by the Naherin Coalition. It has a Good resource of Peppercorns and an Open Holy Site. In the course of exploring the region, the Naherin note a number of surprisingly deep oases, some large enough to be considered small lakes. Rising from the largest is a smooth, circular tower several hundred feet in height, around which has grown a thriving settlement. The Naherin are eagerly informed by the locals that the windowless monolith is in fact a Truthseer Convent, and that the small village exists to aid the sisters in their studies and benefit from their wisdom. The promise of the Truthseers seems to have drawn peoples from across Sikar, though the more permanent structures and tower itself boast an architecture unseen in the desert land, studded with stone windows that seem frozen in a state of near collapse and domed roofs that stand against the wind despite lacking pillars or supports of any kind.
    • Region 301 has been discovered by the Naherin Coalition. It has a Good resource of Sand, a Holy Site dedicated to native animism and 2 units of native defenders!



    Spoiler: Tarandi!
    Show
    • Prenadi quests into unknown lands and discovers region 135 for Sangar. It has a Good resource of Spelt, an Open Holy Site, and 1 unit of native defenders!
    • Region 140 has been discovered by the Shándole! It has a Good resource of Skyclad Dancers, a Holy Site dedicated to The Cult of Freedom and Hope and 1 unit of native defenders! The Shándole have +1 to buy out a trading post in the region during Round 3!
    • Region 117 has been discovered by Clann Solais. It has a Minor resource of Pelicans, an Open Holy Site and 1 unit of native defenders! Clann Solais has +1 to buy out its trading post in Round 3!
    • Region 139 has been discovered by Clann Solais. It has a Good resource of Crocodiles, an Open Holy Site and 1 unit of native defenders!
    • Eleftherian sailors brave the unknown seas, travelling north east as far as they dare in search of land. Unfortunately, they find nothing but ocean, beyond their ability to safely navigate any further. The entire enterprise threatens to be a failure, until one morning a sailor on the northernmost ship spots a gull. With supplies dwindling and no solid bearing they dare not pursue it, but something awaits further north.



    Spoiler: Failed explorations
    Show


    The Soreni explore south-west and fail.
    The Brayewen tribes attempt to explore across the sea and fail.
    The trolls of Lhungo Saar attempt to explore west and fail.


    Other!

    • Al Ashir opens an Embassy with Dolod.
    • Sangar opens an Embassy with the Creatures of Ancient Ways.
    • The Nocturnal Hydra opens an Embassy in Ashir.
    • The Arrok of Uldra open an Embassy with the Dannu-Gaon Tribes.
    • The United Blemmyae Tribes open an Embassy with the Kingdom of Lhungho Saar.
    • The Koxritt of Ixkarr develop a new Cultural Identity, for duelling.
    • The Uzii also develop a Cultural Identity of Singular Honour, for duelling
    • Dolod missionaries develop a Cultural Identity, Flexible Doctrine, which gives them an advantage in conversions.
    • The Bel-Dan Armada develop a Tactical Doctrine, Lightning Landings, which negates the +4 defensive bonus against attacks over deep water.
    Last edited by TheDarkDM; 2020-08-09 at 07:42 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!

  26. - Top - End - #86
    Titan in the Playground
     
    Aedilred's Avatar

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

    Henanda, Round 3

    News and Rumours
    • Reports from the Kiswan wrestling tournament (of which Ocēmis was apparently the rightful champion) are met with mild consternation but little surprise. The ongoing blood feud between the Anbroch and the blemmyae seems destined to continue for the foreseeable future: perhaps the best thing the Bannanda can do is stay out of it.
    • Concerned about being cut off from the Veramondi, the king orders diplomats to travel east to attempt to find another way to link their territories, but they meet only with failure.
    • Despite hopes that the absence of her elder sister would lead to an improvement in her behaviour, Acadiprē is worse than ever. The king is said to despair of ever finding her a husband given her reputation.


    Actions

    [Diplomacy] Raise reputation with the Sentinels (to 2): success! (15)
    [Faith] Convert region 197: success! (12)
    [Faith] Convert region 212: failure (10)
    [Diplomacy] Send a mission east from region Farilpūll (region 192): 11 (failure)
    [Military] Ocēmis undertakes an errant quest into region 217. 21 - Great success! 1d4 = 3 treasure

    Non-Actions
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Donate 1 Treasure to the Sentinels of the Stone
    • Contribute to the Slabs of Prowess


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Odilon

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

    Next round: +1 Faith, +1 Diplomacy
    Last edited by Aedilred; 2020-08-22 at 08:57 AM.
    GITP Blood Bowl Manager Cup
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    Spoiler: Previous Avatars
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    (by Rain Dragon)

  27. - Top - End - #87
    Bugbear in the Playground
     
    Tentreto's Avatar

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

    Sangar
    Region 136



    Keeper Milah Polahi
    Dip 3
    Mil 4
    Op 1
    Faith 2
    Int 4


    Actions:

    1 [Diplomacy]Press Claim on 132 14 (1/2)
    Jia, despairing for the death of her mother, finds little comfort being so far away from home, not even being able to attend her funeral. When she does finally return briefly, with her husband, it is no happy affair, as Milah immediately begins talks of bringing the groups of 132 under the banner of Sangar. Idly, he shows off the training Sworn in the training grounds, and offers the same training to Jia's husband. Despite his bluntness, Milah actually manages to impress him, and the talks go long into the night.

    2 [Diplomacy] Send Mission to explore south of 136 9
    With the success of previous explorations, Milah quickly sends off a delegation to see if families to the sotuh might be amenable to marriage. Alas, the group returns quickly, having had a number of them grow ill before reaching anything beyond the southern trappers.

    3 [Military] Invade 135 with 3 units under Prenadi (13, Prenadi will Duel if able, Skirmishing)

    With her training for now under hold, Milah orders Prenadi before him, and charges her, with her local knowledge, to take control of 135 for the glory of Sangar. He declares that, if successful, she shall see her made as Maestro. Though she looks troubled, Prenadi agrees, setting out with a number of the Sworn, to take up the mantle of battle.

    4 [Military] Raise a Unit[/B]
    Milah once more steps up the oaths of the Sworn, urging more into their burgeoning ranks. It is noted by some of the old, that there are currently more Sworn than ever before.

    5 [Secret Action] 11
    The horns join the symphony, as low funeral marches give way for soft tunes of shadows...

    Non-Actions:
    DSP: Accept deal for Fish

    SOS: [URL="https://forums.giantitp.com/showsinglepost.php?p=24675427&postcount=12[/URL]

    Embassy Actions:
    CAW: Accept ring

    News and Rumours:
    Whispers abound in Holan, as at the funeral of Lovati, in which Prenadi herself sang, Milah and Jia could barely look at one another. It would seem quite likely that these two, although joined in blood, have become quite bitter enemies.

    The Shandolan animals sent over, especially the horses, are a wonder to behold, although very few can bring themselves to attempt to ride such a thing, and even fewer can stay on. However one promising young lad managed to stay on and come close to riding at full tilt, before he lost his balance and fell of. While Sangar might not be great with animals, they are certainly learning.

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments

    Embassy:
    CAW

    Claims: 132

    Orgs:
    Dreamspeakers: Rep 1

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


    Units: 3


    Heroes: Prenadi Kilia 10


    Required Resource: Animals (Unmet)
    Last edited by Tentreto; 2020-08-22 at 12:50 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  28. - Top - End - #88
    Dwarf in the Playground
     
    Moriko's Avatar

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    Aug 2018
    Location
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    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C)


    The lands are connected new avenues for trade are open.

    Round 3 Actions:

    1. [Opulence 5] The city of Manticore Rise has been established in region 216!

    The city of Manticore rise was established halfway between the Gehudu forest and the border of the United Blemmyae Tribes. Named after a tragic event that transpired in the past the city holds four districts Nelrynt to the northeast, Nuca to the southeast, Dimeb to the southwest and Cdaja in the northwest at the centre of these districts lies Oyem square. The city will play a big role in the spread of Abiherism throughout the region and act as a midway point for weary travellers heading to and from the forest.

    2. [Opulence] buyout Elk in 225 TP1 Success 16

    3. [Opulence] buyout Tvila Clay in 211 TP3 Success 14

    4. [Opulence] buyout Healing Herbs in 221 TP3 Success 19

    5. [Intrigue] Secret 11


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



    Spoiler: Diplomatic arrangements
    Show




    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 4
    Military: 3
    Opulence: 8 + 2
    Faith: 3
    Intrigue: 6


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    216 1 Sweet Droggen Berries Food
    216 2 Sweet Droggen Berries Food
    218 3 Cacao Food
    226 3 Copper Food


    Spoiler: Military (0 units)
    Show

    Name Ships Weapons

    Generals
    Name Military Stat


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location


    Spoiler: Techs
    Show

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


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


    Spoiler: Ruler Actions
    Show

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

    Last edited by Moriko; 2020-08-20 at 09:56 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

  29. - Top - End - #89
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    1: [Military] Raise one unit.
    Though the recent military engagement left the Phoenix Warriors a shattered remnant with most of their number, including their Warchief, having sacrificed themselves to secure the retreat of the rest of the Viskari forces. But like the Phoenix itself those few who remain have pledged themselves to continue on under the guidance of one of their own, Vaskan Sharaz, a relatively lowborn common warrior who acquitted himself well in battle.

    2: [Military] Raise one unit.
    With the recent defeat the Moot's call to the Nari has gained further traction. Nar Olek Navrazak, a notoriously stubborn individual who lords over most of the marshland known as Talla, witnessed first hand the shattered retreat of the Aranin's army and has resolved to show up "that soft mootslave" by reinforcing it with his personal cadre of elite warriors. Known as the Swamp Sabres, they adorn themselves with the pelts of swamp tigers and are notorious for their use of ambush tactics and wicked, curved blades.

    3: [Opulence] Hoard treasure.
    The levy placed upon the Nari continues, though at a greatly reduced rate. To make up the shortfall in their obligations to the Sentinels, newly mined silver is diverted directly to the Moot's coffers for a period of two years. Reassurances are given that these measures will soon end and the regular system of tithes will return.

    4: [Opulence] Send an expedition to the west of Aran Viska (Region 111). Success.
    Though the lands to the southwest have already caused much in the way of trouble, curiosity about the outside world has not been affected and so an expedition is once more gathered of now experienced scouts to see what waits beyond the horizon.

    5: [Diplomacy] Colonise Region 99. Failure.
    The wide grasslands to the north seem unclaimed by any people, a curious and troubling state of affairs in a world tainted by Blight, but curiosity is likely to be left unsatisfied as the potential of so much grazing space for cattle and horses cannot be ignored. Sure, they'll have to share with the mammoths and there was that thing with the bloody hands, but there are mammoths everywhere and that hands thing was probably just a one-off tragedy. And so, several minor Nari in the north of Aran Viska send some of their herds north to take advantage of the extra space. The Moot of Elders strongly advises against this however, but their words fall on deaf ears.

    Nonaction: Contribute one treasure to the Sentinels of Stone.
    Support conversion of Aran Viska to the Way of Eauden by Hiverness.

    Spoiler: News and Rumours
    Show
    The defeat by the followers of the Creator has resulted in quite the blow to Talsharn's authority. He was, after all, selected for the position of Aranin due to leadership capabilities and tactical knowledge. Falling for a trap that didn't exist has made him the subject of more than a few humorous songs and the heir of Hivak Salhan, Alskan, has sworn vengeance, though they were drunk at the time.

    Kagahara has proven to be quite useful to the Moot and they have begun keeping records of important matters on scraps of bark. Of course, the script isn't quite suited for the Viskari language and in time may be modified.

    The mercantile endeavours of the Dream Speakers is met without surprise from the Viskari. What they intend to do with all they have amassed is, however, an entirely different matter and quite the mystery.

    News of the death of Keeper Lovati eventually reaches the Aranin and after being reminded by his Truthseer who Lovati is and why they're important, he dispatches a messenger to Sangar expressing his condolences.

    Yet again rumours of the most unsettling sort have reached Aran Viska from Shandole. Fiery bats and now a giant serpent? Some wonder if perhaps the Elves are cursed by an unknown force, or at the very least very unlucky.

    When the Truthseers announce their wish to take on more students the Viskari are immediately on board with many of the Nari offering up their younger daughters to be instructed in the mystic arts. To them there is no difference between the Truthseers and their own witches, sorcerers and priests and it considered an honour to be selected for tutelage, even if their mysterious nature makes it difficult to trust them fully. The request to build a windowless tower, however, is not met with the same enthusiasm. It is not that the Moot of Elders would object to the presence of any such structure, more that they simply cannot fathom how to build one. They could raise a wooden tower, yes, but the Truthseers dwell in stone edifices and would likely not be impressed with anything the Viskari could provide.

    While Chief Tsor did his people a disservice and Elizan found the spiritual insights of the Oracles of Eauden lacking, Mashana, Aranin Sarak of Aer Caladon, did not consider either of these points relevant. The aged priestess had many discussions with the envoys of the Oracle of Hiverness and the more they spoke, the more the similarities between Eauden and Aer Caladon became apparent. Though the Moot, and especially Elizan, dissented and voiced their objections, once she made her declaration of support there was nothing anyone could do. Eauden and Aer Caladon were one and the same.


    Spoiler: Named Characters
    Show
    Elizan Vandruk - Aranin Sarak of Iskandrazac - 84
    Mashana Narakan - Ara Sarak of Aer Caladon - 91

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 22
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 49
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 34

    Mezanak Oshrik - Sorcerer Hero - 39

    Nar Alskan Salhan - Son of Hivak Salhan, first Warchief of the Phoenix Warriors, is currently not happy.


    Spoiler: Ruler Information
    Show
    Diplomacy: 1
    Military: 6
    Opulence: 3
    Faith: 5
    Intrigue: 1

    Age: 50
    Expected stat increases: +1 Military, +1 Opulence
    Last edited by Elemental; 2020-08-20 at 11:30 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  30. - Top - End - #90
    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

    Region 19
    The Targiz
    Current Leader: Ells Ogra
    Current Abilities: D2, M5, O6, F2, I1

    Round 3

    Actions:
    • OpulenceRaise City – City of Kursaal

      The Grand Kursaal, being a simple stone ring surrounding a large Ko-Ball Field, has since been expanded immeasurably. Now there is a small city forming around the beating hearts of sports. From afar the city appears as a mass of tents and huts surrounding a large stone ring. This ring in fact is two rings of stands. The Inner stands of the Grand Kursaal were made for the Ko-Ball field – and surrounding the Ko-Ball stands is a great ring of Mud that is the race track for the races of the Triple Flower Crown. Another set of stands has been built surrounding the Race Track such that the city that Kursaal consists of a town of tents and huts surrounding two concentric rings (the stands for the race track being the outer ring and the stands for arena being the inner ring). To cross the mud race track and into the arena people may cross one of the sixteen flat stone bridges – these are not decorative or any great feat of engineering – just big flat stones that one may still fall off from into the Mud. During a race the stands are packed and so are the bridges – the occasional falling spectator treated as a natural obstacle for the race.

      The Inner Rings are called the Grand Kursaal, but most often “The Grand” – in such a way that people say that they dream one day being selected to play for a team in The Grand, or that they are going to watch a game at The Grand. The outer ring of the stands for the mud race track are called the “Crown Stands” – not for any monarchy but because of the Triple Flower Crown, that impossible goal of racing. The Grand and the Crown Stands are referred to collectively as “The Rings”.

      The city though is mostly outside the Rings, since the Rings stand empty, but open, most days, since there is not always a Race of a major Ko-Ball game. The City is made mostly of thatch and wooden houses or huts as well as just leather tents of various sizes, Stone buildings being few and far between, usually reserved for the Four Faiths and the wealthier citizens, domestic and foreign. The City is not built to have a main road or really make any sort of real sense city planning wise, however if one pulls up and looks down from a birds eye a certain logic comes forth. That logic is to make those who wander into the City to be greeted by entertainers, wrestlers and all sorts of delights. Wine stands almost on every corner, deeper in the city are tents of ill-repute full of foreign and local women and men, followers of the Charms or just followers of easy wealth, ready to open their legs. The City leads visitors towards one of the sixteen bridges into The Rings and it does so easily and yet when one turns around one is lost. All one sees are gambling tents, lenders of credit or barter, whores, wine, other games of chance, more entertainment, more games, wine, more wine, games . . . the head grows dizzy. One has stepped easily into a maze of amusements and one has lost the thread to get out. The city keeps you till its wrung you dry of wealth and saddled you with debts to the various Uzii, Goliath and Ko loansharks that call the city their own.

      That is not to say the city is entirely a den of sin, it is more correct to say that the immediate streets surrounding the rings are a den of sin and that they are surrounded by the tents, huts and occasional stone buildings of the residents who work in that said den of sin or provide it with food. Much of Targiz is terraced farm land and vineyards and all that food and wine must now flow towards Kursaal. There are also temples to each of the Four Faiths scattered around the city; either the Senate Halls of Olkan where Referee priests debate the latest updates to Ko-Ball rules and find and jail grifters, the debauched lounges of the witch sisters of the Charms, the Wrestling rings and underground dueling circles of the OORT, or just the occasional gardens of Ukoism for a respite from the big city. There are also pockets of an Unnamed Cult that has lately been sprouting up in the Targiz, but it is thus far a negligible presence.

    • OpulenceBuyout [Region 18, TP #1]Roll: Success: The Tansy Crusaders bring back emeralds from their journey into the unknown and the gems quickly become a unit of currency at the Games and gambling tents of Kursaal.
    • OpulenceBuyout [Region 33, TP #1]Roll: Success: Hearing of the copper find up north, the Goliaths quickly mobilize to secure such deposits. The Goliaths, ever since their meeting of a Sentinel of Stone years and years ago have craved metal weapons such as swords and are delighted to acquire the material to begin smithing and creating actual weapons beyond the stone axes they have used previously. While securing the copper deposits, the Goliaths did notice many amaryllis flowers in the region and while wary of the Goddess of Pride they paid their respects to the flowers and did not disturb them.

    • Military - Errant Quest [Region 18]Roll: Great Success - Reward: 4 Treasure

      In the mountain tops of the Targiz four hooded figures gather. They are all red eyes and ashen – they have done terrible things in the nights before this one and feel the weight of each of their many sins. All they know is that this was the only way things could have gone, that their will was subordinate to the will they have come to recognize as the only one that should and will exist. They are also afraid. They know that one of their number will die tonight. They look furtively at each other wondering which one will it be, praying that it would not be them and yet knowing that the one that they are praying too would take them all at a whim.

      They begin to chant a low song, quiet and discordant it feel unnatural in their throats and in their ears. It is both a new and ancient song. They have never heard of its like before nor did they know from where it came or where it was learned from, but they knew it was
      his song and that it was sung from the time before his imprisonment in the pillar. The song is deep and hollow, it reverberated through the cliffs of the Targiz, made petals fall off the many flowers in their fields, the bones of the suicides ringing in symphony, even the denizens of Kursaal might have looked up from their lots at the unheard invocations.

      As they sung the
      stench crept into their noses and into their minds. It was omnipresent. It was the smell of meat left in the sun till the maggots themselves died emerging from the carcass only to shrivel in the heat. It was the smell of a body that leaped off to its death only to find that life was tenuous and shrieked in mumbled agony as it laid broken in its own filth. It was the smell of a shark beached upon the sands, spewing its intestines from a spoiled meal. The smell was everywhere and everything and then he came.

      He emerged from the dusky dark, his body naked and his head not a head. The bloom of the corpse flower terrible to behold. He dwarfed the goliaths as he came near, they assumed meek and supplicant positions as he stood over them in silence. They raised their arms palms up in the traditional greeting of peace and the creature did nothing for a while. They held their arms wide for seemingly eternity when the creature extended his own hands in a similar gesture – palms
      down. They stopped their chanting.

      Silence reigned as the creature’s faithful regent. The creature, as far as they have served it, never talked. It communicated in a more visceral languages of action and the perfume and scent of blood. The mendicants trembled as the creatures petals swayed in the soft breeze still carrying the salt from the sea. The creature suddenly turned slightly and they knew the choice was about to be made. They look at each other biding themselves goodbye and at the same time sending silent accusations knowing that they each deserve what might happen. The creature stopped in its circle and with its left hand lowered it onto the head of the one of the cultists. The other’s breathed a sigh of relief and reverence for the holy rite they are about to witness. The chosen whimpers as the creature remains standing perpendicular to him.

      The creature grips the man’s head in a vice like grip and then swings its arm in a windmill, dragging the man in the motion and treating its body like a rag doll. The sound of bones breaking rings into the night like ominous bells heralding the coming of a king. At the apex of the circle the creature brings its arm down slamming the man into the ground. More bells, the King has come. The creature steps upon the body and using the arm with which it grabbed the man’s head rips off his jaw. Using yet still the same arm, always just the left arm, nothing else, just one terrible arm, the creature raises the body once more and lets the blood from the man’s forever-now open mouth pour upon its petals and its seeds.

      Impossible to know if the creature enjoys this. There is nothing to show any expression of joy or anger, delight or hunger. It is merely a plant watering itself. The remaining cultists restart that chant as the creature does its business and then it discards the dead body like so much refuse of which the creature smells of. They chant as the creature moves onwards back into the dusky dark, in an inexorable path forward into the ink colored night. They know that they will follow. They know that they must.


    • Military - Raise Unit - The Unnamed Army: Throughout Targiz some Goliaths are secretly inducted into the Unnamed Cult of those that have begun to worship the Creature from the Pillar. They could be holy men from the Church of Olkan, a witch-sister dancing in the woods, a Gambler in the Ring, a farmer in the field. They don't even know their own members meeting in secret, with masks or hoods in the dark. Occasionally they could be certain they know another of their number by the sleepless red eyes, the guilt and awe on their faces, the fear of failure and the fear of success. They know that they each pray the loudest during ceremonies of the Four Faiths; knowing the darker truths.

    Non-Actions:
    • Contribute 3 Treasure to Sentinels of Stone
    • Exchange 1 Favor from DSP for 1 Rep of DSP.
    • Contribute to Slab of Prowess
    • Contribute to Manual of Mamut

      Spoiler: More Stories Gathered From Drunks and Gamblers
      Show

      The Dream Speakers, integrated into the fabric of Kursaal life, that is equal parts joy and swindle, are common sights in the various tents, taverns, streets and stands where the flower wine flows with seemingly no end. As they say, the “Wine makes the Lips Blossom” and so it is true that the Dream Speakers have heard many stories regarding the various gods and faiths. However, there is so much that one can listen to a faith or faiths that one does not believe in and so the Dream Speakers had asked their fellow drinkers to share in other tales and the drunk denizens readily obliged.

      Losing It All

      Omolos had lost it all on the Toads. He was sure that Traps Traps Traps, clearly a Ko owned steed, would win it all. He examined all the Toads beforehand and though that Triple Traps had the best sheen to her skin, the strongest legs, everything that one would look for in a Toad. And yet the Toad came in last! How?! He was furious, but also devastated and terrified. He had borrowed on leverage to make his bet and the Redit lender had a couple of Scrim working for him as bruisers. He was a poor follower of OORT and was not inclined to bravery. He had to make it out of Kursaal before anyone found him. He had to disappear into the mountains. Yet he had lived in Kursaal for too long and did not know if he would be able to make it out while covering his tracks. Luckily there were plenty of such smugglers in the city that would take him out. Omolos met one such Goliath in a shaded tent away from the Rings and asked him if he could sneak him out of the city in haste. The other Golaith, so hardworn that he looked Scrim, nodded that doing so was easy, but there was a price. Omolos told him that he could pay him back once he got out the city. Instead of saying no the other goliath appeared deep in thought and said that that would be acceptable. Omolos couldn’t believe his luck and a gambler never questions luck. He shook the other goliaths hand. The smuggler told him to meet him by edge of the northern gambling district at night. Omolos was waiting in the dark frightened at every sound thinking that the lenders Scrim were stalking him. Luckily the smuggler stepped out of the shadows with some humans and a giant clay pot. He told him to get into the pot and that he would be carted out of Targiz by the humans as a wine delivery. Omolos thanked him and asked how he would pay him back. The other goliath just told him that he would think of a way as he slunk away. Omolos got in the pot which the humans sealed and then stayed there for what seemed like weeks, the humans slipping him food and drink every now and then. Eventually they opened the pot and he weakly climbed out. Almost immediately chains were placed on him and he discovered that he was in Na'karat. The Scions are always looking for slaves and labor and the debt collectors of Kursaal get their money back one way or another. Omolos tried to protest, but weakened by the travel the Humans beat him and taught him a lesson in obedience. He was now a slave of the Scions made to farm, exactly what he tried to get away from when he first came to Kursaal – he hated farming. And thus while he was gathering the wheat he complained loudly to the other slaves that it was all because the Ko couldn’t raise a proper Battle Toad.

      Ankle Deep

      Emloh was this close to achieving her dream. The Witch-Sisters were usually well known in Kursaal as the proprietresses of the various tents and houses of nightly embraces, but the followers of the charms were also known for their cheerleading during Ko-Ball games. The young ladies of the Charms competed in acrobatics and glee in order to be selected to cheerlead for the great games of the continental League tournament held every four years, and Emloh had made it to the final stage of tryouts! Her main rival was another young goliath, but Emloh knew she was the better tumbler. However one day before the big tryout her rival met her in the hut that the girls used to change into their traditional cheerleader died hides and pushed her to the floor. Emloh asked her what she was doing but the other girl screamed at her that she was not going to take away her chance at the big stage. Emloh was about to scoff and get up but then the other girl suddenly jumped and purposely landed on her ankle breaking it completely. Emloh was in shock, both from the action and the pain and the knowledge that she would not be able to compete now. The other girl laughed in her face and then went out to win the spot at the top of the pyramid. Broken Emloh planned her vengeance. That night she hobbled over to her uncle who happened to be a lieutenant in the Tansy Crusade. The uncle furious over what happened to his Communal Child spoke to some of his friends who were in a particularly belligerent gang in Kursaal. The three men in broad daylight broke into one of the stone houses of the Witch-Sister to kidnap the girl. The sisters tried to stop them, but Emloh convinced them otherwise by pointing at her ankle. The men tied the girl up and took her to the shore and threw her in the water. She was not thrown into ankle deep water – the sea bed sharply drops like a cliff in Targiz. She sunk to the bottom and would have drowned if not for Emloh’s change of heart. The girl took her dreams but she could not take her life in return. With the broken ankle she still jumped into the water to cut the girl loose and pull her up to the air. There were always going to be more tryouts next year.

      How it Goes

      Not every story in Kursaal is a morality tale, sometimes – most times, the day is a blast, the night is an adventure and the following day is spent only nursing a hangover and not your bleeding friend. It’s become something of a Human tradition to come to Kursaal with ones mates a month or three before a wedding and simply let loose, sow some wild oats, gamble some money, watch some games and then wake up and head back out of Targiz to holy matrimony. That was the plan for Lect. Lect was one of the friends of the groom and him and the other buddies had a wild night! They started the night at a private wine cellar of some Uko priests that one of the other men knew and they drank at least one full clay pot, then it was off to the races where Lect won a lot of money, which he used for all the guys down at a temple of the witch-sisters where they all got a little strange! It wasn’t until Lect and the guys woke up the next morning that they realized that they lost the groom! Lect and the men panicked, the groom’s wife back in the lands of the Clans would KILL him. He and the other guys tried their best to retrace their steps from last night and ended up back in the temple of the Charms. The temple was different by day – instead of whores the men saw holy priestess dressed in white died leather. The fact that these were the same people did not occur to them. They talked with the priestesses and learned that the groom did in fact get married! But not to his fiancé! Instead he fell in love with the Witch-Sister he spent the night with and went back to live with her at her commune among goliaths. That’s the way it goes sometimes in Kursaal . . . and perhaps Lect and the others should stay here instead of going back and telling everyone the news.



    Spoiler: News
    Show

    International News

    Countries

    Swampum

    Swampum and Targiz relationships have blossomed with the Battle Toad trade and the mutual love both people share for the games and the races. Regardless of Ogra’s personal loyalties the Targiz have more respect for the Uzii than they do to any human nation.

    Deru

    The Deru have surprised the Targiz with their showing in the Triple Flower Crown races which coincidentally made the Targiz respect them even more than they already did for being the cousins of their flower Gods. While orthodoxy has kept much of Targiz from thinking of them as Demi-Gods, an Unnamed Cult has sprung up which does in fact preach that the tree beings are closer to the true form of Gods than any other mortal. Living Wood is prized in Targiz.

    Scions of the Thalaz'ir

    While Ogra traveled to the Scions and some humans from their lands have traveled to the Grand Kursaal, the Targiz does not see much of the Scions people. When they do they lump them together with all other human nations.

    Hraban Confederacy

    The Hraban are seen around Kursaal regularly but not frequently. They are often seen with the Referee-Priests of Olkan teaching them the finer points of Language. Some have even join that order and have added a birds-eye Referee to some of the more important matches.

    Clan Algar

    Not much can be said about the Clan’s relationship with Targiz – Humans are aplenty in the Targiz and the entertainments of Kursaal accept Human currency (or barter) as it does anyone else’s. While Ogra regularly travels to the Clan’s lands nominally for trading other Goliaths don’t quite understand why she finds them so important.

    The Ko

    With the Kaffe Trade and the Ko-Ball games in full swing, the Targiz relationship with the Ko is well established and cemented. Ko are frequently seen in Kursaal and are often dealers and accountants in the gambling tents. They are common thieves in the alleys between huts and many of the Elite Ko are Battle Toad Owners and join the betters of society in the front stands during Race days.

    The Scrimthun Unity

    The arrival of the new Scrim, carved like Goliaths and other races, have made many Targiz very uneasy – such creatures treated with distrust.

    Džíu Phè Hwǔ

    The sailors are frequent visitors to the growing city of Kursaal, coming in from the shore and journeying further inland into the city.

    International Organizations

    Sentinels of Stone

    The Sentinel’s call for funds was heard by the followers of the OORT (and even though all Targiz are such followers to some extent or other) and they gladly send the Sentinels funds in the hopes that the organization will bring to them their strange and powerful metal, as well as more warriors for them to test themselves.

    Dream Speakers

    The Dream Speakers have taken to Kursaal like water takes to a Clay Pot. Previously unseen in Targiz society the bards and entertainers seem to have found a city to call their own – the sudden influx making more sense given that a Dream Speaker Twilight Lodge was found next door to the Targiz. They are regularly seen on the streets and many Dream Born Targiz children are simply given (or gambled away) to them in Kursaal without much of a complaint and even a small blessing to go with it. The creation of the Dream Team only further integrated the Speakers into Targiz culture, but it seems that the team did too well and many have started to complain about their unspoken and unnatural powers.

    Truthseers

    With the death of Ociete Lareneg, much of the Targiz push towards a closer relationship with the Truthseers died with her. Ogra herself only remembers the lone acolyte who accompanied her to Towerhome eight years ago who scoffed at the idea of a gambling city.

    Internal News

    Religious Organizations

    Church of Olkan

    The eight years since writing had been brought to the Targiz had dramatically enhanced the Churches powers. The famous story of the stone and the singing lawyer-priest has been widely shared in the history of the church but with the meeting of the Scrim and the words of the Hraban it is now widely known that the story had some truth in fact. The priests are busy codifying all their previously sung songs into words. As such they are the judges of Targiz society. Additionally, with the expansion of Kursaal into a city and the popularity of the games the Olkan priests have become Referees and Police, Pit Bosses watching for cheaters and the general clerks of City administration. There is probably no aspect of city life that the Church is not involved in some sort of maintenance of order.

    Charms of Sovlo

    With the death of Ociete Lareneg and the expansion of Kursaal into a city, the Charms have largely come down from their moonlight orgies and ritual suicides at the cliffs and become holy whores selling their wares in Kursaal. That is not to say they are easily taken advantage of, woe be to those that use a whore against her will or take more from a whore than they paid for. The Charms still are Witch-Sisters and take their vengeance on all who would break their rules, many a man who had thought himself above the petty concerns of a prostitute has been found dead and herbs stuffed into empty eye sockets on the streets of Kursaal.

    Ukoism

    The Flower Priests have change the least compared to the other Faiths in the last twelve years. Wine has become a large business, but it is still treated with holy respect. Really the only change is that a significant number of their members withdrew from their duties and have been seen walking the flower fields at night to gather together with other such Goliaths. The other priests shrug and pay it no mind, but it is strange . . .

    OORT Crusade

    With the successful campaign south, the Tansy Crusade upended the faction led by Redit Locirga and it is now undisputed that Redit Eutum leads them. However with the further ascendency of Ank’Anske there is some friction between the OORT Crusade and the new aristocracy as Redit Eutum remembers his failed romancing of Ank Cirema.

    Unnamed Cult

    Ells Rahcs slunk away from his hut in the middle of the night, taking care not to wake his wife and the communal children that were sleeping with them. He was a devoted Ukoist primarily and had devoted his life to the care of fragile flowers. Yesterday a priest of Uko, red eyed and with a feverish hue, approached him and told him that he had a revelation about the nature of the gods and that he wanted to share such insight with Rahcs. Rahcs was a ready believer and felt honored that the priest would choose him to tell these secrets to. The Priest conspiratorially whispered to him to meet him in a remote flower field of trefoil. Rachs instinctively shuddered as the trefoil was the bewitching God of Revenge; nonetheless he made plans to attend, his religiosity and curiosity overpowering his better sense. The Uko priest nodded and rubbed his sleepless eyes and crept away.

    Rahcs, now, approached that foreboding and yellow field full of trefoil. Usually the entire field would smell strongly of sweet vanilla. Now however the only smell in the air was the stench of refuse. No, the vanilla was still there underneath the refuse and it mixed with the pungent odorous presence like a bad perfume. No, the more he smelled it the more intoxicating it was, there is something about gross smells when combined with sweet that becomes so intoxicating. A circle of goliaths wearing hides shaped like robes and cowls surrounded a fire. Rahcs approached him and one of their number turned towards him. The fire at first obscured Rahcs vision but as he got close he saw that it was priest that invited him. The priest welcomed him and said that if he was to join their secret order that he would have to be initiated. Rahcs, dizzy from the smells, agreed.

    Now among the circle of fire he looked down at the fire and saw that it was the burning corpse of a goliath. A young goliath given the size, a child. He tried to turn, but he was already enclosed in the circle and besides the smell was driving him crazy. The smell from the fire was that rubbery smell of burning flesh and fat. Smoke was in his eyes and he probably was a red as the priest that led him to this horror. That said priest though put his hand on his should and told him:

    “You know that the Gods of the Flowers are said to die and are to be reborn, but have you ever wondered about the price? Did you think that rebirth is free?

    It is not.

    Each rebirth each season each cycle of the sun carries a terrible price. A price that the Gods of the Flowers are unable to pay anymore. Without their rebirth what does it mean for us? What does it mean for the world? It mean eternal end. Our brethren the Witch-Sisters say that we are already dead, but even in death we still know and think, but without the cycle of the Flowers there is nothing. No end, no beginning, not even unlife but the absence of life. We must help the Gods of the Flowers pay their price and that price is the blood of the innocent for what else could nourish Gods? And what if we don’t help them pay the price for their rebirth? Do you think that the Flower Gods shall do nothing, just let their debts pile up to no avail, to just let their godhood wither away on the stem? No. They would
    make us pay the price one way or another. They would take the price from us, with our consent or not. Better pay it now, on our terms, so that when the Gods are in the full bloom of their power once again they shall know that we still revere them.”

    And Rahcs cried at these words, they sounded true and he could not debate them if he tried. He hated them but the smell of refuse, vanilla and charred flesh dug its way through his nose and into his head that he could not see or think of how it may be wrong. The priest told him that when died down that to prove himself to this order he would have to find another child to enact the price for the Gods. He shook his head afraid but the priest sadly said that the price must be paid with blood and while his blood was impure from years of life and wear it would satiate the flowers till their cult found a child by themselves. Rahcs hung his head in shame and defeat and nodded.

    Hours later, he slunk back towards his hut in the middle of the night, taking care not to wake his wife and the communal children that were sleeping with them. As he laid down in his hides he looked at the children who trusted him and knew why the priests eyes were so red and why he was so feverish. Rahcs would not sleep well ever again . . .


    Secular News

    Known Communes

    Ociete

    With the death of the matriarch Ociete Lareneg from old age the Commune has been left behind by the times. It is still there and it is still busy, but much of its prestige and pull with the Witch-Sisters have been lost and the rise of Kursaal has left the isolated commune ill equipped in this new age.

    Ells

    The Ells Commune has been approached by the newly formed Ank’Anske Commune for merger. The old Ank Commune had, in the eight years Ogra had been in nominal power through her duties in each of the four priesthoods, become the aristocracy of the Targiz. Yet this status is fragile and they are trying to solidify the high, or what they consider the high, communes into a stable upper class. The Ells commune is highly regarded and Ogra in particular is well known as the de facto leader of Targiz, at least internationally. As such the two communes have been in conversations regarding some sort of merger. . .

    Redit

    The Redit community, like the Anco, have become the middle class in the growing city of Kursaal. While traditionally treated as a great commune only a couple of the Redit Commune’s members can be thought to have the power or wealth of the elite class. This is because the Redit follow the theology of Might makes Right and there is very little sharing within the Commune itself unlike the other Communes. As such while some Redit sit in the Elite Stands during the Run of the Poor-Land Daisy, the majority don’t. Alongside the Anco though they are the backbone of the city and many of the goliaths one would meet in Kursaal are Redit or Anco.

    Ank’Anske

    The Ank and the Anske communes have merged. The Ank had become the aristocracy of the goliaths and with the marriage of Anske Nab to Ank Cirema, the formerly subservient Anske had collectively become elevated to the merged Commune of Ank’Anske. The Ank’Anske collectively control the Wrestling Federation and the Vineyards. Through their relationship with the Anco and the Redit the trio of Communes control most of the gambling and games in Kursaal.

    Anco

    The Anco being wrestlers have been extremely popular in the growing city of Kursaal. They are essentially the backbone and middleclass of the city. The Commune swells with popularity and most goliaths met in the city are in fact Anco or Redit. Given the new realities of city life and the popularity of wrestling in the Anco community there is some rivalry between shore-side Anco and mountain-side Anco (the two sides of the city). The two often come to blows in taverns and in the streets and especially at the stands in the Rings. However, they are all Anco and if anyone else joins their fights the two will often put away any grudges to team up to teach the interloper to mind their business.

    Eutsche

    Thought to have died when Eutsche Nab went on the lam rather than atone for his alleged crimes, the Eutsche Commune has become suddenly popular overnight. Many lights have been seen congregating there at night and certain Goliaths had been seen tilling the land and building stone buildings there. When approached all visitors had been rebuffed or were convinced to join the Commune. Not much is known how much it has changed.

    The Military

    The Targiz have no formal military but the following troops have been assembled among their borders. Any internal news related to each troop may be found below:

    Tansy Crusaders

    The exploration to the south and the refutation of the orthodoxy of the OORT Crusade was successful! The Tansies not only found new land but also treasure to bring back to the OORT Crusade to show that the proper way to test themselves against the external world, not the internal one. The discovery that Targiz’s neighbors were full and welly stocked with their own warriors as well as a Twlightlight Lodge did however come as a shock. It is uncertain what the young Crusaders will do now and whether they would press forward.

    Savlo Revel

    The Savlo Revel had drunkenly joined the Tansy Crusade in exploring the land to the south and while the Tansy Crusade found glory in the successful exploration the Revel were blitzed out of their minds the entire time and barely remember the trip.

    The Vineyards

    The vineyards are in overdrive to provide wine for the endless thirst of the growing city of Kursaal! Not much can be said about them as the administration of them is exact and smooth. Wine flows and flows and flows. Recent Ko investment had allowed the vineyards to expand as well and regular shipments are sent to Towerhome.

    The Grand Kursaal

    The current sports that are played in the Grand Kursall are below:

    Ko-Ball-D

    This cycle’s Ko-Ball League was a tense one and full of drama. The league was rocked with the addition of two new teams!

    The Na’Karat Zealots have formed after further contact between the Northern Mamut lands with the southern countries. Given that Na’Karat’s relationship with its neighbors has improved and that such neighbors regularly come to gamble in Targiz it was only natural for the country to form its own team. Unfortunately, they did not have luck with a particularly brutal and tough league this year. The Zealots were able to win a match against what appear to be the weakest team in the League – the Avalanches, who came in last again. It seems there is something about stone that doesn’t quite take to the game as flesh does.

    The other team was the formation of the Dream Team by the Dream Speakers. The Organization, previously unseen in Targiz society had taken to the shanty town of gambling tents and iterant entertainment of all sorts around the neophyte city of Kursaal as a home of its own. Not all Dream Speakers are meek bards and some of their more bellicose members have seemingly formed the first interracial team, composed of a Goliath and Uzii on offense, a Deru and Hrathgan on Defense and a Ko as the Ko-Ball of course. Unlike the Zealots, the Dream Team quickly established themselves as a powerhouse, making plays with uncanny unison and unspoken communication. Other teams complained loudly to the Olkan referees that the Dream Team was using magic but first of all there was nothing in the rules against it and there was no proof. The Dream Team was undefeated in league play only coming up short against the Unkindnesses who were able to tie with a strong defense (Score 0-0). There were additional grumblings from some of the other teams saying that the Dream Speakers shouldn’t even have a team as they did not have a country of their own, but such grumblings were whispers as no wanted to upset the mysterious organization too much.

    The Big Strongs have once again come in second, an impressive result, but must be incredibly disappointed. They managed to win over one of their last cycle rivals, the Whirlpools, but they did not manage to overcome the Canopies this year again. The Canopies impressive defense led to a 0-1 defeat for Big Strongs. They also lost to the Home Team of the Hemlocks (Score was 2-3, an exciting and aggressive match), but if it was not for the Dominance of the Dream Team the Big Strongs would have been champions this year.

    Nonetheless, the Big Strongs should still be happy about their result, especially since given the continental war between their people and the Blessed Vale their match featured some of the tensest exchanges this season. The Big Strong prevailed in dominating fashion over the Jewels with a score of 3-1. The whole crowd cheered when the Uzii and human teams shook hands in an amazing display of sportsmanship despite their people’s war. However, others have noted that in the bacchanal celebrations after the victory there was another tense exchange between the two teams that led to a minor brawl.

    Finally, the Targiz Home Team made an incredible leap forward in competitiveness, specifically in their two wins over last year’s top two teams. While some credit training darker rumors swirl regarding match fixing. This last cry was made by some Goliaths in the stands who had lost control of some fallow fields in their bets and they were subsequently banned from the Kursaal by the priests of Olkan who have become both Referees and Police in the growing city-to-be. It is well understood that while the games have a darker element outside the stone stands, within the stands and on the field it was a holy event that could not be tarnished by cheating or even accusations thereof. Regardless of how the Hemlocks have improved it is certain that they would have to improve even more if they are to challenge the top teams, let alone the Dream Team.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Èu Whirlpools Dream Speaker Dream Team Na'karat Zealots League Total
    Swampum Big Strongs X 0 1 3 0 3 3 0 3 13
    Bhaile-Koma Canopies 3 X 1 1 0 3 1 0 3 12
    Hrathgan Unkindnesses 1 1 X 1 1 1 3 1 3 12
    Blessed Vale Jewels 0 1 1 X 3 3 1 0 3 12
    Targiz Hemlocks 3 3 1 0 X 3 0 0 1 11
    Thun Avalanches 0 0 1 0 0 X 3 0 0 4
    Pthǎi Èu Whirlpools 0 1 0 1 3 0 X 0 1 6
    Dream Speaker Dream Team 3 3 1 3 3 3 3 X 3 22
    Na'karat Zealots 0 0 0 0 1 3 1 0 X 5

    Triple Flower Crown

    While Ko-ball had become the sport of people and the unwashed masses, Toad Racing quickly became accepted as the sport of the elite. Nominally the Toads are raced under the flag or banner of the Country of origin but it is well understood that they belong to certain wealthy individuals who call those countries their home. While patriotism might make them loyal to one place or another these elite know only one country and that is wealth and the Triple Flower Crown is the wreath they hope to bring to their events to show off to their peers and their peers alone. And yet despite the inherent unequal-ness of the racers and their owners, the sport has become very popular to all involved as betting and gambling are natural cousins of Toad Racing. Many fortunes are won and lost in the off-track betting tents and other halls of inequity.

    The Inner stands of the Grand Kursaal were made for the Ko-Ball field – and surrounding the Ko-Ball stands is a great ring of Mud that is the race track for the races of the Triple Flower Crown. Another set of stands has been built surrounding the Race Track such that the city that Kursaal is becoming consists of a town of tents and huts surrounding two concentric rings (the race track the outer ring and the arena the inner ring). To cross the mud race track and into the arena people may cross one of the sixteen flat stone bridges – these are not decorative or any great feat of engineering – just big flat stones that one may still fall off from into the Mud.

    During a race the stands are packed and so are the bridges – the occasional falling spectator treated as a natural obstacle for the race. There are many minor races but the Triple Flower Crown races are raced only once every four years – two years removed from the great League Tournament.

    Only the top four finishes are displayed for each race – no country or Toad managed to take more than one race this season (there is no overall season winner as the races are individual and bring their own individual glory (and wealth from the breeding of the winning Toad) – it is just that the goal is to win all three either for country or particular toad or rider. It is understood that it may be an impossible goal, but a worthy one!).

    Run for the Roses

    The largest of the Triple Flower Crown Races with up to twenty racers, the Run for the Roses is treated as the people’s race and the one most noted for the patriotism on display in the stands.

    Strong showing from the Uzii and the Targiz, both the two nations with a strong Toad rearing program – but the winner was a surprise from Pthǎi Èu. The nation of sailors produced a fine Toad and Rider that barely beat out the favorites.

    Toad Country Place
    Water Comet Sokau First
    Beefy Regime Uzii Second
    About to Bite Uzii Third
    Falling Petals Targiz Fourth

    Run for the Poor-Land Daisies

    The second race of the Triple Flower Crown is smaller, with up to only fourteen Toads competing. It is noted that given the ironic name the elite have begun to treat this race with outright ostentatious displays of potlach; throwing parties in the street in their own names.

    No surprises with the top 3 given the Rose Race, but a toad ridden by a small tree somehow managed to evade the field and make it onto the podium! This was a slight disappointment to the Ko Elite who had hoped their Toads would make a better showing, but they have stated their intention to increase their investments next year and given their seemingly endless supply of treasure the other Elite don’t doubt that they’ll be contenders.

    Toad Country Place
    About to Bite Uzii First
    Falling Petals Targiz Second
    Water Comet Sokau Third
    No Bark but plenty of Bark Deru Fourth

    Run for the White Carnations

    The final race of the Triple Flower Crown is the smallest with only Ten Toads and most importantly only Ten Riders. This race is treated as the clearest display of the Riders skill. While in the other races while spectators may fall into the ring from the bridges it is considered poor form to interfere in the races and certain gentlemen may find you in the streets of outer Kursaal after the festivities to teach you manners. However, audience participation is widely accepted in the Run for the White Carnations with the audience throwing anything from wine, fruit cores and even sticks and stones into the race track.

    An exciting race and a win for a home town champion! The usual suspects rounded out the podium.

    Toad Country Place
    Falling Petals Targiz First
    No Bark but plenty of Bark Deru Second
    Beefy Regime Uzii Tied for Third
    Water Comet Sokau Tied for Third

    Volshebnik Wrestling

    The elaborate and entertaining Wrestling programs have been pushed out of the main two rings of the Kursaal to take place in the many arenas of the outer town. Other races have begun participating by wearing make shift masks of Goliath faces.

    General/Other

    • No one knows where Eutsche Nab had run away too, but given that their have been frequent disappearance of children and other mysterious dead bodies found here and there doubt now is common as to whether he was actually guilt or not.
    • Anske Nab and Ank Cirema, that is Ank’Anske Nab and Ank’Anske Cirema, have a child! The baby girl is named Ank’Anske Ogra, after Ells Ogra who is regularly seen with the Couple. This is only natural as Ells Ogra is widely recognized as the leader of Targiz internationally and the Ank’Anske Commune, and Ank’Anske Nab and Ank’Anske Cirema in particular, are seen as the domestic leaders. Many well wishes are wished for the future of the young Ank’Anske Ogra.

    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ells Ogra, Age 31

    Current Stats:

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

    New Ruler Next Round:
    Succession: Non-Hereditary. No clear Successor ATM.
    Expected Stat Bonuses: +1 Mil, +1 Opu

    Technology: Pottery, Irrigation, Masonry, Writing, Animal Husbandry
    Spoiler: Resources
    Show

    Region # Resource TP HC Military Treasure Status
    Targiz 19 Flower Wine Occupied - Great Broken and Ruined Rectangular Stone
    • Tansy Crusaders
    • Savlo Revel
    3 Capital

    Trade Posts:

    19 #1 – Flower Wine
    37 #2 – Living Wood
    39 #2 – Battle Toads
    51 #2 – Kaffe Beans

    Favors Available:

    1 DSP

    Last edited by mystic1110; 2020-08-19 at 02:31 PM.

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