New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 31 of 41 FirstFirst ... 62122232425262728293031323334353637383940 ... LastLast
Results 901 to 930 of 1217
  1. - Top - End - #901
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Kingdom


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


    Ceron, the Horned Prince
    Diplomacy 7
    Military 8
    Opulence 5
    Faith 4
    Intrigue 6

    Expected Stat Gains: Mil +1, Int +2

    Actions
    • [Military] Crush the Rebellion in Caloth Mawr with 16 Land Units led by Ceron, the Horned Prince, making use of Cinnabar Warclubs, Horned Cavalry, Orichalcum Arrowheads, Bronze, Comet Phylacteries, and Uzii Battlesmithing. Spend 1 Treasure.
    • [Military] Raise 2 Land Units (Fortress)
    • [Intrigue] Investigate Corpse Plague - 14
    • [Intrigue] Investigate Sand Lung - 14
    • [Intrigue] Seek out the Horned King in the wilds of Tarandi - 11
    • [Intrigue] Dispatch agents to retrieve Adda of Caloth Mawr from the northern reaches of Region 28 - 14


    Non-Actions
    • None as yet.


    News and Rumors
    • ...


    Spoiler: Details
    Show
    Leader: Ceron, the Horned Prince
    Diplomacy - 7
    Military - 8
    Opulence - 5
    Faith - 4
    Intrigue - 6

    Military: 16 Land Units, 3 Naval Units

    Heroes: Dafydd, the Slave Master (Hero 10)

    Technologies: Animal Husbandry, Irrigation, Masonry, Pottery, Sailing, Writing, Cinnabar Warclubs, Orichalcum Arrowheads, Horned Cavalry, Cliffstep Riders, Bronze, Uzii Battlesmithing, Comet Phylacteries, Arctic Survival,

    Trade Posts: Mangoes (Region 2 TP1), Geese (Region 15 TP 1), Swine (Region 16 TP 1), Ulurothan Separmen (Region 17 TP 2), Flower Wine (Region 19 TP 3), Megaloceros (Region 20 TP 1), Orichalcum (Region 21 TP 1), Cinnabar (Region 22 TP 1, City TP), Wheat (Region 23 TP 1 + 2), Tin (Region 24 TP 1), Barley (Region 25 TP 1 + 2), Copper (Region 26 TP 1 + 2), Comet Shards (Region 30 TP 3), Cattle (Region 41 TP 1), Truffles (Region 50 TP 2), Falconers (Region 61 TP 2)

    Treasure: 10
    Last edited by TheDarkDM; 2021-05-16 at 03:27 AM.

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

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

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

  2. - Top - End - #902
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Stoneblood Khanate


    Chuluun Khan
    Diplomacy - 5
    Military - 8
    Opulence - 3
    Faith - 4
    Intrigue - 3

    Expected Stat Gains: Mil +1, Opulence +1

    Actions
    • [MIlitary] Continue construction of the Circle of Trials [5/5]
    • [Military] Dispatch 4 Units led by Pale-Bear-Scavenges-No-More (Hero 10) to invade Region 122
    • [Opulence] Buy Out TP 2 of Mammoths in Westhome (Region 99) - 6
    • [Opulence] Buy Out TP 1 of Hemp in Uldra Region 119 - 11
    • [Faith] Raise the third Lunar Tor above the Great Mound [3/5]


    Non-Actions
    • None as of yet.


    Spoiler: Details
    Show
    Leader: Chuluun Khan, 43 year old human
    Diplomacy - 5
    Military - 8
    Opulence - 3
    Faith - 4
    Intrigue - 3

    Military: 6 Land Units

    Heroes: Pale-Bear-Scavenges-No-More (Hero 10)

    Technologies: Animal Husbandry, Irrigation, Masonry, Pottery, Sailing, Writing, Bronze, Uzii Battlesmithing, War Drums, Eleftherian Democracy, Song of the sea, Song of the wind, Viskari War Bows, Wolf Riders

    Trade Posts: None
    Last edited by TheDarkDM; 2021-05-16 at 03:29 AM.

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

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

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

  3. - Top - End - #903
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    Queen Kro Ashera
    Round 21




    Year 81-84 of the Kro Dynasty

    News and Rumors
    • Highnest is wracked again by



    Actions rolls
    Crow's Tribe
    • [Intrigue] Raid TP 1 of Nahkla Stone in Region 292 (11)
    • [Intrigue] Raid TP 3 of Nahkla Stone in Region 292 (10)
    • [Intrigue] Investigate the origins of the Nail of Nemoikriosus (-1 Treasure, 19?)
      Queen Kro Ashera tasks the Flock of Dawnspeakers with plumbing the depths of the Sun with the Halcyon Auspex in hope of finding someone who remembers it's creation. Finding a single soul with hardly any information amongst the uncountable departed is a monumental task, but no expenses are spared to aid the Dawnspeakers.

    King Kro Karael in Exile
    • [Faith 5 - Create an Artifact] Karael's Pact
      The bearer may not go on quests or lead battles. Instead they may perform an intrigue action as an additional secret action as if using the Djinn Contracts technology. This still costs one treasure.

      Spirits bound by wits profound.
      This simple silver ring bears the above inscription in kagahara. A contract was written and a price was paid, consumed in the fires that melted and shaped the silver. With this the djinn are bound to Karael's will. Though it is unremarkable at a distance, it gives off a palpable air of malice. Those who come near it can hear the enraged and hateful cries of the djinn entrapped.
    • [SECRET] Crows gather in the sky. (-1 Treasure)


    Non-actions
    • Resist the madness. (11, failure)
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Resist any non True Dawn conversions.
    • Accumulate 2 Treasure from Trading Posts (17 owned)
    • Accept all gifts given through an embassy.
    • Vassalize to the Alodites via Embassy.


    Ruler Info
    Kro Ashera
    D 3 • M 4 • O 5 • F 3 • I 6
    Expected Gains:
    +2 Intrigue

    The Vault
    Spoiler
    Show
    3 Treasure +1 at next turn start.
    Shattered Runestone (TP1, City, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Agave (TP2, Region 305)
    Fish (TP2 Region 276)
    Nahkla Stone (TP1, Region 292)
    Desert Bell Seeds (TP1, Region 291)
    Iron (TP3, Region 310)
    Onions (TP2, Region 270)
    Bloodfire (TP3, Region 278)
    Kelp Oil (TP3, Region 266)
    Sand (TP2, Region 301)
    Golden Lions (TP1, Region 300)
    [/QUOTE]
    Last edited by zabbarot; 2021-05-14 at 11:15 AM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  4. - Top - End - #904
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Regions 18 (unrest), 19 and 36
    The Targiz
    Current Leader: The Honeyed Child
    Current Abilities: D5, M4, O3, F5, I3

    Round 21
    Actions:

    • Nyct and Aste’s Homecoming
      • OpulenceAid in the Great Project for Island Fugue (tarandi)
      • OpulenceContribute Funds to the Students of Wonder (Recruiting Action)
      • MilitaryRaise Unit
      • MilitaryRaise Unit
    • Honeyed Child Fallen
      • FaithCreate ArtifactGelid Bush - Effect being discussed with TheDarkDm
    • Secret
      • Intrigue - Secret Action

    Non-Actions:
    • Generate 3 Treasure with passive income (26 TP owned at beginning of round) –> 11 Treasure owned beginning of round.
    • Use SOS favor to Stabilize Region 42

      Laughing Wolf urges his wife to bring succor to his ancestral home. Nyct obliges and hopes that the action will earn Lowreth’s good favor

    • Support NTK buyout of 48.1 – Slaves
    • Accept all tech from SCR (non-embassy action with SCR)
    • Accept all tech from DER (non-embassy action with DER)
    • Accept all tech from HEN (non-embassy action with HEN)
    • Accept all tech from UBT (non-embassy action with UBT)
    • Accept all Embassies and Sanctums if offered or gifted.
    • Use up to 3 treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler or hero, using gambling bonus (and Carceral Adaptations CI active).
    • Use up to 3 treasure if needed to roll resist for any theft of any artifact, using gambling bonus (no - resist against Disquiet Pom)

    Spoiler: SPORTS!
    Show
    For the first time in eighty years – the stands in Kursaal are silent. Events were held in the face of the Hounds and in light of the Trinity Crusades, but the nightmares and the anger of the Guardian have taken their toll as the city recovers and waits for the judgement of the Storm Bird.
    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ank’Anske’Thalez’ir “Nyct” Nyctagina (44 Years Old) (TBD)

    Current Stats:

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

    New Ruler Next Round: ?
    Succession: Hereditary (Matrilineal primogeniture but with no male exclusion, meaning that it is absolute primogeniture if no immediately related female heir) –
    1. Ank’Anske’Thalez’ir “Aste” Asteracea (24 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (40 Years Old)
    3. Lilium "Lily" Interspinus (20 Years Old)
    4. Ank’Anske’Thalez’ir “Acon” Aconita (Stillborn)
    5. Ank’Anske’Thalez’ir Ffiona (Died in Infancy) – Reborn as the Honeyed Child
    6. Ank’Anske’Thalez’ir “Gled” Gleditsio (48 Years Old)
    7. Ank’Anske’Thalez’ir “Hede” Hedero (24 Years Old)
    8. Ank’Anske’Thalez’ir “Malv” (4 Years Old)

    Expected Stat Bonuses: +1 Mil, +1 Dip

    Other Characters:

    Ank’Anske’Thalez’ir “Rose” Ogra (70 years of age)
    Ces Arnif – (deceased – old age against all the odds)

    Hero Ages:
    Roaring Ox – ? – Odds Maker (+2 Errant Quests in Mamut. Must oppose Petalhead)
    Ank’Anske’Thalez’ir “Gled” Gleditsio – 48
    - Successor: None at the moment
    Petal Head – N/A
    - Artifacts Held
    • Nightmare Pom
    • Disquiet Pom
    • Skystruck Torc

    Miracles:
    • Blessed Dynasty: Twice per round, a ruler character descended from Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed.
    • Epialesian Apotheosis: Petal Head may now participate in two actions every Round. Petal Head no longer suffers continental penalties while Questing, and ignores otherwise impassable terrain types while Questing.
    • Apostle of Nightmares: Whenever Petalhead embarks upon Dark Dreams, his Errant Quests no longer result in Unrest. Instead, a Blightspawn Incursion is summoned by the King of Nightmares’ presence.

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

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

    Artifacts
    • Nightmare Pom:
      • A Hero holding the Nightmare Pom is resisted in Errant Questing by a Faith Roll. Success on a Errant Quest using the Nightmare Pom awards no Treasure, but allows the controlling Kingdom to attempt to convert an Open or unorganized Holy Site in the region. A great success on the Errant Quest grants a +2 bonus to this conversion roll.
    • Disquiet Pom:
      • +1 to Errant Quests, Corpse Flower Holders may Errant Quest as a Faith action.
    • Skystruck Torc
      • When the wearer wins a duel or achieves great success on an Errant Quest they inspire a Possessed Rebellion in the region where the duel or quest took place with 1d2 units, led by a Skystruck Wraith of strength equal to half hero score. If the wearer would die they are instead lost beyond the veil. They arise from the Grey Lake in 1d3 turns physically unharmed, but changed. This Artifact ceases to function if no Agent of Ruin is active in the world.

    Tac Doc: Never Tell Us the Odds – On success roll 1d3. On 1: Gain +2 to Battle Rolls. On 2: Reduce own Casualties by 20%. On 3: Increase Enemy Casualties by 20%.

    Cultural Identities:
    • Ruinous Sowing - 2d8 on Epic and Errant Quests in or adjacent to blighted regions, wilderness or regions in unrest.
    • Carceral Adaptations - 2d8 vs Assassinations/Kidnapping and Inspire Betrayal by any Kingdom with positive reputation with the Sentinels of the Stone.



    Spoiler: Resources
    Show

    Region # Resource TP - City TP #1 TP #2 TP #3 HC Military Treasure (start of round) Status
    Targiz 19 Flower Wine TAR TAR KO Uzii Bouquet of the Corpse Flower
    • 6
    11 Stable
    Nal Dryb 36 Wheat N/A TAR SCR N/A Bouquet of the Corpse Flower
    • Savlo Revel
    N/A Stable

    Military Limits:
    Land 6/8
    Naval 0/4

    Embassies:
    • Deru
    • Swampum
    • Scrim
    • Henanda
    • Night Kingdom
    • United Abiherist Tribes

    Trade Posts (26):

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs
    8 #1 - Okra
    17 #1 - Ulurothan Spearmen
    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    22 #3 – Cinnabar
    27 #1 – Iron
    30 #2 – Comet Shards
    33 #1 – Copper
    35 #1 – Madder
    36 #1 – Wheat
    37 #2 – Living Wood
    38 #1 – Sour Quinces
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 – Cheese
    44 #2 – Cloth
    46 #3 – Wood
    48 #1 – Slaves
    51 #2 – Kaffe Beans
    53 #2 – Furs and Hides
    61 #1 – Falconers
    62 #1 – Fish

    Favors Available at end of round:

    2 SOS
    Last edited by mystic1110; 2021-05-15 at 08:11 PM.

  5. - Top - End - #905
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Á'Shansholí
    Round #21


    ---

    Leader Stats
    • Diplomacy: 10
    • Military: 10
    • Opulence: 10
    • Faith: 10
    • Intrigue: 10

    ---

    Actions

    1. Contribute to finding the cure for Island Fuge
    • Opulence (10)
    • No roll Necessary



    2. Contribute to finding the cure for River Fever
    • Opulence (10)
    • No roll Necessary



    3. Raise 2 units at the Fortress of Gillead, 1 land unit, 1 naval unit
    • Military (10)
    • No roll necessary



    4. Cast out the Agents of Ruin from the Faith of the Ancient Ways
    • Faith (10)
    • No Roll necessary



    5. Miracle - Ka Casting
    • Faith SPECIAL (10)
    • No Roll necessary
    • Send to Dark for Approval.



    6. Secret Action
    • Intrigue (10)
    • Bonuses: 2d8 on secret actions as DSP ally, +1 from Treasure
    • 2d8+11 vs TN?
    • Result: 14
    • Link: Link



    ---

    Non-Actions

    Spend Treasure on Secret Action.

    Proclaim Orichalcum an Illegal Substance.
    Any orichalcum found in the lands of Á'Shansholi shall be confiscated and destroyed. Trade and barter with orichalcum is banned from passing through any of Á'Shansholi's ports, passes or roads. Foreigners are warned to not bring the substance into the kingdom, for it will be taken and destroyed, regardless of who is in possession of it.

    Enter into a Pact with ELF
    Á'Shansholi agrees not to invade or convert the territories of Eleftheria, with the understanding that Eleftheria shall extend the same respect to Á'Shansholi. Further Á'Shansholi agrees to the open sharing of tech and shall grant Eleftheria access to all their technologies, if Eleftheria also shares their technologies with Á'Shansholi.

    ---

    Embassy Actions

    Gift Recurved Bows, Towers of Light, and Battle Smithing to ELF


    ---

    News and Rumors


    ---


    Ruler Information

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


    Talákin’Záni’Quêzí - Eagle Flies High and Sees All
    High Speaker of the Winter Counsel - Flame Tempered Soul, Keeper of Fables

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 10
    • Military: 10
    • Opulence: 10
    • Faith: 10
    • Intrigue: 10


    Expected Stat Increases: NA



    ---

    Maps

    Spoiler: Maps
    Show













    ---
    Last edited by Laura; 2021-05-14 at 06:37 PM.

  6. - Top - End - #906
    Pixie in the Playground
    Join Date
    Dec 2020
    Location
    In de` Void!
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Drazollin
    Region: 180, 179

    Round 21




    Actions:

    1. [Opulence] Aid in the Great Project for River Fever.
    2. [Military 10 Special] Research Military Technology - The Claws of the Draz. (Fortification)(Tentative/WIP)
    3. [Military] Recruit 1 Land unit
    4. [Military] Recruit 1 Sea unit
    5. [Military] Recruit 1 Land unit


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

    News and Rumors:


    Spoiler: Bookkeeping
    Show

    Stats for High Curator Eseakial of Drazollin

    • Diplomacy: 8
    • Military: 10
    • Opulence: 10
    • Faith: 1
    • Intrigue: 3


    Units:
    (2 units of each lost to River Fever from previous rounds. Rolls here)

    Land 5 (+2)
    Sea 2 (+1)


    Trading Posts (1)
    • Salts 180(TP2,3) (TP1 Lost due to River Fever)
    • Flax 93(TP1)
    • Marble 179(TP1) (Lost due River Fever)


    Technology:
    • Writing
    • Sailing
    • Pottery
    • Masonry
    • Animal Husbandry
    • Irrigation
    • Bronze
    • Kiswa Translation
    • Mountaineer Clothing


    Reputations:
    Sentinels of the Stone: 1
    Dream Speakers: 1
    Truthseers: 1


    Mic.
    Embassies:
    Danneta-Yvaon

    Treasures:
    1 (From 5 TP) Generated per round
    5



    Spoiler: Characters
    Show
    High Curator Eseakial - Leader of the Drazollin Council.
    Dra`arrack - First Hero of Drazol
    Aszerous - Council Member of 179
    Last edited by LifeInDeVoid; 2021-05-15 at 02:51 PM.

  7. - Top - End - #907
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

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

    Spoiler: Flag
    Show

    Actions

    1. Convert 167
    Faith (7)
    +1 Treasure
    2d6+8 TN: 12
    Result: 10
    Failure!

    2. Convert 168
    Faith (7)
    +1 Treasure
    2d6+8 TN: 12
    Result: 16
    Success!

    3. Convert 169
    Faith (7)
    +1 Treasure
    2d6+8 TN: 12
    Result: 15
    Success!

    4. Convert 160
    Faith (7)
    +1 Treasure
    2d6+8 TN: 12
    Result: 13
    Success!

    5. Create Naval Unit
    Military (2)

    6. Buyout 172 TP 1 (Crabs)
    Opulence (10)
    +1 Pottery
    2d6+11 TN: 12
    Result: 21
    Success!

    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Accept all tech, including Recurved Bows, Towers of Light, and Battle Smithing from Á'Shansholí
    - Send Á'Shansholí any tech we have that they do not
    - Eleftheria agrees not to invade or convert the territories of Á'Shansholí, with the understanding that Á'Shansholí shall extend the same respect to Eleftheria . Further Eleftheria agrees to the open sharing of tech and shall grant Á'Shansholí access to all their technologies, if Á'Shansholí also shares their technologies with Eleftheria.


    News and Rumors:

    Spoiler: Bookkeeping
    Show
    Leader: Vanthi Matathen
    D: 1
    M: 2
    O: 10
    F: 7
    I: 1

    Expected Stat Increases: +2 F
    Specials Available: O10

    New Ruler Next Round? No

    Treasure 15/15 (+3 passive)
    -4 actions

    Faith: Guardians of Despair
    Head: Yona Clade, Archeologist
    5: +1 to resist conversion
    Enhanced Holy Order: 125

    Military Units
    3/12 (expected change +0)
    4/6 Naval (expected change +1)
    - Mon Ood Sen
    - Rosegust
    - Vai Ood Lur
    - Disparatus

    Heroes:
    - Cleis (8)

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

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

    Orgs:
    SOS Rep 2 Favors 0
    DSP Rep 1 Favors 1
    TSR Rep 0 Favors 0

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling
    Writing (Kagahara)
    Masonry
    Eleftherian Democracy
    Viskari War Bows
    Wolf Riding
    Song of the Wind
    Bronze
    Song of the Sea
    The Arch, The Tower, The Dome
    War Drums
    Public Education
    Public Housing

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

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance
    - Defensive Blockade (+3 when defending against deep water attacks)

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

    Trading posts: (31)
    Expected Change
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    - 123 (Saffron) TP1
    - 123 (Saffron) TP2
    - 95 (Emeralds) TP2
    - 96 (Living Stones) TP2
    - 134 (Cattle) TP1
    - 114 (Diamonds) TP1
    - 135 (Spelt) TP 1
    - 138 (Cranberries) TP 1
    - 156 (Flax) TP
    - 125 (Old World Artifacts) TP 1
    - 125 (Old World Artifacts) TP 2
    - 125 (Old World Artifacts) TP 3
    - 126 (Pygmy Goats) TP 1
    - 126 (Pygmy Goats) TP 2
    - 118 (Wild Horses) TP 2
    - 122 (Semi-Precious Stones) TP 1
    - 124 (Wood) TP 1
    - 124 (Wood) TP 2
    - 91 (Bones) TP 3
    - 120 (Granite) TP 2
    - 123 (Saffron) TP 2
    - 166 (Fruit) TP 1
    - 166 (Fruit) TP 2
    - 166 (Fruit) TP 3
    - 171 (Goats) TP 1


    Last edited by bupkis; 2021-05-15 at 03:12 PM.

  8. - Top - End - #908
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show

    Dragonlord Zinnia
    Dip: 3
    Mil: 10
    Opu: 7 => 9
    Faith: 10
    Int: 10


    Actions:
    • [Op]Help with the Tarandi Island Fugue GP
    • [Op] Raise Treasure
    • [Op] Raise Treasure
    • [Op] Raise Treasure
    • [Int] Investigate lingering traces of whoever poisoned the Uzii in Swampum (Look for the Mockeries, basically) 19



    Non-Actions:
    • Accept all embassies and gifts.



    Military: 4 units led by Thorn resurrected! 2 naval units, led by Gooseberry the Seafarer

    Treasury: 1 => 5

    Embassies: The Scrim


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


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


    Spoiler: Characters!
    Show

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

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

    Fosfer: A whirling dervish and mad Ko.

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

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


    News and Rumors
    Last edited by Miltonian; 2021-05-15 at 08:48 PM.

  9. - Top - End - #909
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Shizu of the Hydra
    D7
    M6
    O4
    F7
    I4

    News and Rumors:

    Opulence: Begin the River Fever cure (5/5).
    Opulence: Assist with the cure for Scale Pox (5/5).
    Faith: Seek Aid on Aesira's Errant Quest. (Success.)
    Faith: Seek Aid on the diplomacy roll for the Errant Quest. (Failure.)
    Military: Aesira Bladedance sets off into the new Blightlands, Kiese in tow; the ypung Sentinel-to-be (one hopes, at least) has little knowledge of the Blight, and a supervised excursion seems the best way to give her more practical familiarity. Of course, said excursion being into the heart of lands controlled by the Apostle of Deep Waters is perhaps counter to the theoretically "safe" nature of the outing - but Aesira's aid was requested by the trolls, and she is determined to see the matter through, so there is little choice if Kiese is to be trained ere the trials.

    It does, at least, provide opportunities otherwise unavailable to Sikarian candidates; few would be so welcome in Lungho Saar as one accompanied by a Shadowslayer, and moreover a Shadowslayer who has aided them in their wars against the very pirates who have since become the Blighted menace now facing the Riverlords. And one hopes such ties will serve her well with the Sentinels. Perhaps at the very least with some understanding of other lands, she will avoid making such mistakes such as those Agatha of Mamut is famed for. (Errant Quest into 196. (16, 12 Diplomacy).)
    Military: Dispatch Dreyha Starsong to the Trials of Iron.
    Stat changes: Opulence +1, Faith +1, Military +1.

    Non-actions: Accept 2 treasure, Advanced Poisoning, Thin-Blood Elixir, Crab Claw Sails, and Kaghara from the Nocturnal Hydra.
    Last edited by Lady Serpentine; 2021-05-15 at 11:04 PM.

  10. - Top - End - #910
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    End of Round Twenty-One

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

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

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

  11. - Top - End - #911
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round Twenty-Two Begin!
    Years 85-88

    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!
    • Round Twenty-Two will come to an end on June 5.
    • Beginning this round, Naval Units may only be deployed in defense if against an attack involving other Naval Units.
    • If Rebels arise in a region in the same round that region has been conquered, they will be treated as possessing the technologies of the kingdom that controlled the region prior to the conquest.



    Growth!
    • The Candake of Ta Seti has been reorganised into the Alodite True Dawn Imperium!

    • The Sewune have become vassals of the Vygra Confluence!

    • The Citlallo Isles have become a Great Kingdom!



    Ruin!


    Claim!
    • The Night Kingdom has claimed region 52!

    • Smiaurskotor establishes a claim on region 76 through a relationship between Krafuhofi and Ferirbadi!

    • The United Abiherist Tribes finish claiming region 219!

    • Aran Viska has finished claiming region 92!

    • The Night Kingdom claims region 47!



    Colonize


    Heroes!


    Quest!
    • Elref Golchaya errant quests in region 197, however the region is bereft of any treasure!

    • Tasapa the Mongoose quests in Dozgasil (194), earning 1 Treasure for the Delta Queendom. Region 194 is in unrest!

    • Aesira Bladedance quests in Melis (196), earning 1 Treasure for the Naherin. Region 196 is in unrest!



    War!

    Spoiler: The Solais Empire Crushes Rebels in the Bloody Hills (Region 138)
    Show

    The Solais Empire: 8 Solais Land Units, 6 Uldra Land Units, Fionn of the Phoenix (Hero 10), Way of the World (succeeded), Bronze, Saddles, Three-Wind Bows, Uzii Battlesmithing, War Drums, Spell-Casting, Iron Claw Phylactery = 43
    Possessed Rebels: 2 Land Units, Possessed Alpha (Hero 9), Reckless Attack (failed) = 26

    War time, come on grab your friends, we’re going to not so distant lands. With a Sunset Wasp and Fionn the Human, the trauma will never end, it’s war time. Fionn frolicked through the Bloody Hills with a cohort of wolf riding avengers at his back. Great thunderstorms churned above as hail was ripped from the chaotic maelstrom seemingly drawn to the rebellious horde. Rivers of fleshy monsters riddled with mutations were diverted into channels of slaughter as the increasingly disturbed retired Sentinel coordinated the trappings of the already perilous environment. The Bloody Hills once more lived up to its name as waves of ichor stained the garbs and armor of soldiers picking through the fields with spears in hand. Most unnerving of all for Fionn was when he at last found Sunset-Wasp-Stung-The-World-Blind at the center of a failed aerial charge riddled with arrows and icicle spears. The wasp softly mewled in a guttural liquid choked manner before dying “I'll still be here tomorrow to high five you yesterday, my friend.”

    The Solais Empire is victorious! The Rebellion in the Bloody Hills transitions to Unrest!


    Spoiler: Aran Viska Crushes Rebels in the Carrion Ward (Region 137)
    Show

    Aran Viska: 13 Viskari Land Units, 6 Uldra Land Units, Aranin Tanrak Nalavan (Mil 10), Healers and Witches (succeeded), Bronze, Viskari War Bows, Spell-Casting = 51
    Possessed Rebels: 4 Land Units, Possessed Alpha (Hero 9), Reckless Attack (failed) = 26

    Anarchy reigns in the Carrion Ward long after the Viskari took ‘control’ of the area. Cursed and empowered, baleful and mighty, the creatures of the ruined land rampage with wild abandon, supernal prowess, and maddened strength.

    But sanity has advantages. Aranin Tanrak Nalavan, no stranger to conflict, simply withdraws deeper and deeper into the Ward when the ensorceled alpha - a rat the size of a bear, rotting and terrifying - begins the monstrous chase. It is among the steppes that the bulk of his forces emerge from abandoned boring tunnels and caverns left vacant to sate the bloodlust of their former occupants - no mere vanguard is this; the Taiga Poppy fields become a killing ground for Viskari archers even as their stoutest warriors, reinforced by the Arrok, suddenly cease their organized retreat and encircle the massive possessed rat and what creatures could constitute his pack. The greatest loss of the day is averted when the Aranin himself is grasped, however briefly, in the jaws of the rat king, saved only by the bulk of his bronze plate and the reflexive swing of his sword. In the end, the trap is sprung, healers standing by are let loose to perform their craft, and losses among the occupying forces are kept to a minimum.

    Aran Viska is victorious! The Rebellion in the Carrion Ward transitions to Unrest!


    Spoiler: The Solais Empire Defends Region 171
    Show

    The Solais Empire: 8 Land Units, Rauri of the Phoenix (Hero 9), Way of the World (succeeded), Duelling (declined), Bronze, Saddles, Three-Wind Bows, Uzii Battlesmithing, War Drums, Spell-Casting, Deep Water Border, Red Storm, Iron Claw Phylactery = 34
    Salt Demons: 3 Land Units, 2 Naval Units, Sword Wraith (Hero 8), Sword Hunger (failed), Duelling (challenged), Bronze, Horned Swords, Recurve Bows, Scaled Armor = 32

    The Sealed Coast has always meant trouble, and removing the Salt Demons is no exception. Rauri leads nearly half the Solais military to defend the cliffs from a foe that is somewhat more numerous and much better armed than their usual opponents. The forbidding face of Dun Salainn isn’t much of a fortification after centuries of neglect, but it does provide the coastal raiders with their path up the cliffs, and even the fury of the Red Storm is insufficient to properly blunt their advance. A vicious melee leaves hundreds of Solais warriors, wolves, and outriders dead, but a greater number of Salt Demons have fallen. Unable to press the attack, the assailants vanish back into rumor and the ocean’s capricious embrace… for now.

    The Solais Empire is victorious! The Solais Empire loses 2 Land Units. Red Storm slays 1 Land Unit before the battle. The Salt Demons lose 1 Land Unit and 1 Naval Unit. The Salt Demons are driven from Region 171!


    Spoiler: The Stoneblood Khanate Invades Region 122
    Show

    The Stoneblood Khanate: 4 Land Units, Pale-Bear-Scavenges-No-More (Hero 10), Reckless Attack (failed), Duelling (won), Spell-Casting = 33
    Native Defenders: 2 Land Units, Native Commander (Mil 10), Reckless Attack (succeeded), Duelling (lost) = 30

    The Stoneblood Khanate makes its first foray into the wider world of militant expansion only to find that it’s a little more difficult than the nations around them made it look. Pale-Bear’s conquerors are met with a defensive force half their size but twice as determined, and a vicious battle breaks out at Sausauk - the largest settlement in the region and the best defended. Sharpened wooden palisade walls surround a collection of huts and cabins large enough to generously be called a town, and defenders from surrounding villages pitch in to shore up the defenses in advance of the Khanate’s arrival. The clash lasts three days and three nights, ending only when Pale-Bear, in a show of incredible strength, leads the Khanate’s final push, heaves two of the stout logs making up the walls out of the ground - snapping their lashings in the process - and hurls them at the village chieftain, killing him. The defense finally collapses soon after, but a third of the Khanate’s nascent military has paid the price of inexperience.

    The Stoneblood Khanate is victorious! The Stoneblood Khanate loses 2 Land Units. Region 122 enters Unrest!


    Spoiler: The Arrakhi Sundom Invades Region 28
    Show

    The Arrakhi Sundom: 4 Land Units, Gorrn (Hero 10), Reckless Attack (succeeded), Bronze, Horned Cavalry, Cinnabar Warclubs, Three-Wind Bows, Pelae, War Drums, Comet Phylacteries, Cometfang, 1 Treasure = 27
    Native Defenders: 2 Land Units, Native Commander (Mil 10), Reckless Attack (failed) = 14

    With plague ravaging the land Gorrn’s marshalled retinue of warriors thought that the land they would take had already been weakened enough for the battle to be a foregone conclusion. Unfortunately the local militia had similar thinking with regards to the wider kingdoms surrounding them and so lead to the strangest and most awkward battle in Arrakhi history. Gorrn’s army had settled into a nearby town at night to take their supplies en route to the campaign without overburdening their own logistic lines. The town that had also been chosen as the impromptu base for the rapidly assembled defending army. Brief moments passed in recognition as the opposed soldiers realized who they were dealing with on either end of the village square. The battle was short and bloody, warriors scrambling to grab their equipment as silent Cometborn tore into scattered battle lines with reckless abandon.

    The Arrakhi Sundom is victorious! The Arrakhi Sundom loses 1 Land Unit. Region 28 enters Unrest!


    Spoiler: The Crimson Kingdom Crushes Rebels in Caloth Mawr (Region 22)
    Show

    The Crimson Kingdom: 16 Land Units, Ceron (Mil 8), Overwhelming Charge (failed), Bronze, Horned Cavalry, Cinnabar Warclubs, Orichalcum Arrowheads, Uzii Battlesmithing, Comet Phylacteries, City, Fortress, 1 Treasure, Capital Rebellion = 35
    Possessed Rebels: 4 Land Units, Possessed Alpha (Hero 9), Reckless Attack (succeeded), Bronze, Horned Cavalry, Cinnabar Warclubs, Orichalcum Arrowheads, Uzii Battlesmithing, Comet Phylacteries = 31

    Long has Caloth Mawr stood, an unconquerable scarlet bastion upon the mountains of Mamut. For over a century, the blood elves weathered every threat that came from without. Blightspawn hordes, deranged cultists, and upstart nations too weak to stand against the might of the Crimson Kingdom. Many behind the walls believed themselves untouchable, but the scions of the Wyrm corrupt from within, and the downtrodden slaves of Caloth Mawr provide the perfect vessels for its fury. Erupting from the slave districts within the land, beasts and slaves alike, mutated and wreathed in ghostly fire begin a rampage across the city, a horrid hybrid of Uzii slave and mutant insect leading the charge, a beast they call the Lord of Flies.

    Ceron’s response is quick, but the ferocity of the rebellion is unlike anything he has encountered before, and their tactical response is hardly cohesive. Paladins ride down the streets mowing down mutants in their path as fleeing elven civilians get caught in the crossfire, and the possessed burn through homes, blades turned on former masters. Hours roll by before the fighting stops, the Lord of Flies nothing more than a smoldering mound of flesh, spears and clubs embedded in the melting pile of ruin, and thousands of elven corpses strewn about the city. Yet, as the clean-up effort begins, paladins of the kingdom stumble upon perhaps even more gruesome a sight. Ceron, the Horned Prince is dead, gored and impaled upon the antlers of his own Megaloceros, mutated into a nightmarish beast, and struck down at the same moment it killed its master. The ruling triumvirate of the Crimson Kingdom is no more.

    The Crimson Kingdom is victorious! The Crimson Kingdom loses 5 Land Units. Ceron is slain in battle! Caloth Mawr transitions from Rebellion into Unrest!


    Spoiler: Smiaurskotor Invades Region 69
    Show

    Smiaurskotor: 1 Land Unit, 1 Naval Unit, Hofmyejon (Mil 2), Reckless Attack (failed), Duelling (declined), Celestial Navigation = 7
    Great Scrimthun Unity: 3 Land Units, 1 Naval Unit, Warspeaker Steady-Hand (Hero 10), Endurance of the Earth (succeeded), Bronze, Recurve Bows, Uzii Battlesmithing, War Drums, Steering Oars, Deep Water Border = 36

    War-wise Hofmyejon, wound-wearied, wrathful
    Sailed forth under starlight, Scrim-defying;
    Swift-come to Varai-Lades, on east-shore landed.
    Scar-painted, prideful, creeps forward through shadows
    Fine spear in hand.

    Bee-Dancer, blood-spiller, clever commander,
    Kept watch in the darkness, ever-observant;
    Heard she Hofmyejon's wrath, and on east-shore laid ambush.
    Stone-patient, cunning, descends on the raiders
    Belted with bronze.

    War-wise Hofmyejon sees the sea turn to fire,
    Her ships burn behind her, by Bee-Dancer's art;
    Turns back to the shallows, to escape if she can.
    But buried at dawning, foes rise around her,
    Stone flesh unyielding!

    Brave fights Hofmyejon, each spear-blow telling!
    Foes fall before her, and her warband follows;
    Ship-seeking, desperate, breaks through the stone.
    But long-wounded, she stumbles, stone closing around her
    Falls broken to shore.

    Bee-Dancer slays many, spear swift-singing
    Sand white as snow blackens before her;
    Ko-cunning, practiced, knows her foe broken.
    Stone-learned, unyielding, she offers no mercy
    Drives them to the sea.

    Sore wounded a handful, their ship half burned
    Homeward they flee, bearing brave-slain Hofmyejon;
    Slip past Scrim ships ere morning reveals them.
    Battle-broken, fevered, wounds rough-dressed
    They told this tale.

    The Great Scrimthun Unity is victorious! Smiaurskotor loses 1 Land Unit and 1 Naval Unit. Hofmyejon is slain in battle!


    Spoiler: The Kingdom of Limdimon Defends Kledehem (Region 190)
    Show

    Kingdom of Limdimon: 11 Land Units, Ecimōnā of the Esala (Hero 10), We Were Giants (failed), Duelling (won), Bronze, Recurve Bows, War Drums, Deep Water Border, 1 Treasure = 43
    Salt Demons: 4 Land Units, 2 Naval Units, Sword Wraith (Hero 8), Sword Hunger (succeeded), Duelling (lost), Bronze, Horned Swords, Recurve Bows, Scaled Armor = 30

    The first sign of their approach was the mist. Where in prior, lesser raids, the otherworldly fog that wreathed their ships seemed to shy from the land, disgorging war parties in wrathful bursts, now it rolls onto land - thinner but no less unsettling. It masks the first landings of their great ships, which beach upon the shore as though ramming it. It is Ivigamta, daughter of Ecimōnā, who first spots them, tattered scales gleaming with dew, and with a great cry that spreads out along the warhost of Limdimon, drums sound the order to charge and the mist is torn by volleys of arrows. In the cover of that fog, though, the pale-faced men seem cursed with a cruel and hateful vigor - though they are heavily outnumbered, their every blow seems to cleave flesh from bone, the mist providing no cover against their barbed arrows. Ambushes in the middle of pitched battle seem to become the norm, and with so little vision it is impossible to grasp the state of the conflict at large - until, that is, Ecimōnā and Ivigamta, mother and daughter, meet the figure that heads these hosts, shorn of armor, clad only in layer after layer of blood-soaked finery, so old and tattered that it seems the blood must be mortaring the entire array together, and wielding two long swords as easily as daggers. Spear and club meet blades of verdigrised bronze, and when finally the creature is bested, hooded head reduced to pulp decorating the armaments of mother and daughter, the mist seems to die with them, falling back to the shore like a felled tree. The scene so revealed is a grisly one, with thousands of bodies littering the field - and burning ships. The armies of the upper Erapira are spurred on to a second wind by their newly restored sight, and drive the remainder of the raiding army back into the sea with a fierce and vengeful vigor.

    The Kingdom of Limdimon is victorious! The Kingdom of Limdimon loses 4 Land Units. The Salt Demons lose 2 Land Units and 1 Naval Unit. The Salt Demons are driven from Kledehem!


    Spoiler: The United Abiherist Tribes Defend Galghälani (Region 214)
    Show

    United Abiherist Tribes: 10 Land Units, 3 Naval Units, Sawut Kw’Torineti (Hero 10), Medmäsha Tänata, Lead From the Front (succeeded), Duelling (declined), Composite Bows, War Drums, Oracles Defense Bonus, Deep Water Border, 1 Treasure = 41
    Salt Demons: 4 Land Units, 3 Naval Units, Sword-Maiden (Hero 11), Sword Hunger (failed), Duelling (challenged), Bronze, Horned Swords, Recurve Bows, Scaled Armor, First Sword = 36

    With lightning speed, the Salt demons came boldly sailing in their warships from the midst of the sea, none being able to withstand them. Led by the enigmatic Sword-Maiden herself, her sortie was soon confronted by the mighty hero Sawut Kw’Torineti. In the midst of the ensuing battle the sword maiden carves through dozens of Abiherist troops with a sea of blades to clear a path to Sawut, inviting him to partake in one on one combat. Perhaps wisely Sawut declined, opting instead to lead the right wing of his numerically superior force to flank and nearly surround the Sword Maidens forces. Denied a worthy foe, the Sword-Maiden’s fury erupts across the battlefield, striking down her own forces alongside those of the Tribes in a trail of dizzying carnage. Over the next eight hours the encircled salt demons fought with an unknown furor and glee, cutting down two Abiherists for every salt demon that fell. Forced back to their waiting ships, the blood-choked surf at last seems to calm the Sword-Maiden, who returns to the prow of her flagship as the remaining Salt Demons dissolve into salt-streaked mist.

    The United Abiherist Tribes are victorious! The United Abiherist Tribes lose 5 Land Units and 2 Naval Units. The Salt Demons lose 3 Land Units and 2 Naval Units. The Salt Demons are driven from Galghälani!


    Spoiler: The Bel-Dan Confederation Invades Region 181
    Show

    Bel-Dan Confederation: 7 Land Units, 7 Naval Units, Nal-Jed (Hero 10), Lightning Landings (succeeded), Duelling (lost), Composite Bows, Peltae, War Drums, Steering Oars, Blightslave = 56
    Native Defenders: 2 Land Units, Native Commander (Mil 9), Reckless Attack (failed), Duelling (won) = 18

    Samriss the Unwavering will forever be remembered in story and song by the refugees of the island south of Drazollin. When the Bel-Dan-Ub crashed upon her homeland like a tidal wave of death, her warriors alone did not break and flee in the face of the promised death that would come for them. When her warriors were slaughtered like beasts around her, she did not break. When the blade-point of Nal-Jed comes for her, she faces him, and she casts him down before all his warriors. The ending to her tale is yet untold, for even then she was the last survivor of the army that faced the Bel-Dan, and those who had watched from afar were forced to flee before razor-like death washed over them as well, as it would the entirety of their homeland over the weeks to follow...

    The Bel-Dan Confederation is victorious! Region 181 enters Unrest!


    Spoiler: The Great Soreni Kingdom Crushes Blight and Rebels in the Impact Zone (Region 310)
    Show

    Great Soreni Kingdom: 3 Land Units, 1 Flame Tempered Aspirant Unit, 2 Sentinel Units, Valrek (Mil 7), Reckless Attack (failed), Black Iron Weapons, Uzii Battlesmithing, War Drums = 25
    Possessed Rebels: 1 Land Units, Possessed Alpha (Mil 5), Reckless Attack (failed), War Drums = 25
    Blightspawn Incursion = 32

    The cold mountainous steppes of the impact zone are rocked by the eruptions of Blight from the earth in the wake of the Bloated ones' ascension. Soon the Bloated ones terrorize the land devouring villages, flesh, stone, thatch and wood, like a pelican devouring seabird whole cloth. Animated by the rampage and the forces of Blight, the skeletal titans arise feeding on the refugees from the bloated ones rampage. Recognizing the twin threats, Valrek chooses to first battle the skeletal titans in an attempt to protect the refugees and prevent further catastrophe. While attempting to pin down their erratic movements, his forces are ambushed in the night by a cavalcade of bloated ones, hitting the allied camp with the force of a rockslide, devouring tents, soldiers, and weapons with a vitirporious glee. The allied soldiers, spooked from the haunting sounds of the distended bodies of their comrades serving as vile instruments, soon scattered, unable to stand long against the voracious hunger of the Bloated. In the midst of the fiery chaos a cold wind nearly brings the battle to a halt. First a brisk wind begins to quell the gluttonous hunger of the bloated, causing them to break any semblance of coherence. Too desperate to notice the signs, the sentinels rally and attempt to banish the Bloated ones before they begin to feel a deep rumbling felt in their very bones. First their visage masks the rising sun upon the horizon, black partially melted skeletons struck in stark contrast with an orange sky. The sheer speed in which the parade of skeletal titans reach the battlefield is matched only by the ferocity in which they tear the remaining combatants to pieces, each step popping the bloated ones like balloons as their claws unceasingly rip and tear at their opponents with casual ease, leaving only ribbons of sinew in the dirt.

    The Blightspawn Incursion is victorious! The Great Soreni Kingdom loses 1 Land Unit. The Possessed Rebellion transitions to Unrest! Victorious, the Blightspawn Incursion destroys the Sentinel Standing Stone before dispersing across Sikar.


    Spoiler: The Great Soreni Kingdom Defends Region 324
    Show

    Great Soreni Kingdom: 4 Land Units, Heskrath (Hero 8), Reckless Attack (tied), Uzii Battlesmithing, War Drums, Deep Water Border = 29
    Salt Demons: 4 Land Units, 2 Naval Units, Sword Wraith (Hero 8), Sword Hunger (tied), Bronze, Horned Swords, Recurve Bows, Scaled Armor = 30

    Assaulted by a legion of salt demons, the Grerat Soreni send an expeditionary force lead by the hero Heskarth in a gambit to intercept them. Unfortunately the Soreni are unfamiliar with this new foe, leading to a series of strategic blunders. The Soreni always seem too late to defend the outlying villages and settlements. Desperate to meet the Demons head to head Heskrath aims directly for their base of operations. Unfortunately the salt demons are better equipped, their bows piercing through the soreni armor, while the soreni were unable to scratch their scale armor.

    The Salt Demons are victorious! The Great Soreni Kingdom loses 1 Land Unit. The Salt Demons lose 1 Land Unit. All Trade Posts in Region 324 become unowned. Region 324 enters Unrest! Their plunder secured, the Salt Demons disappear back into the mist whence they came.


    Spoiler: The River Lords Invade Region 197
    Show

    River Lords: 7 Land Units, Nikara of Singhön (Hero 10), Riparian Ambush (succeeded), Duelling (won), War Drums, Steering Oars, 1 Treasure = 38
    Native Defenders: 2 Land Units, Native Commander (Mil 9), Reckless Attack (failed), Duelling (lost), River Border = 19

    Once more on the march, the troll armies fight to claim riverlands adjacent to blight territory. The clever Nikara of Singhon leaves a camp of thralls seemingly vulnerable on the other side of a subtropical river. Grossly underestimating the force ahead of her, the native commander started to ford across the river. With the speed and ferocity of any jungle beast the troll army sprung from the current at the defenders most vulnerable moment, tearing them apart with tooth claws and blades. After an hour the only survivor was the commander, now without an arm, desperately dueling Nikara in a stream of blood and viscera, only forstalling the inevitable.
    The River Lords are victorious! Region 197 enters Unrest!


    Spoiler: The Ashirian Sultanate Invades Region 292
    Show

    Ashirian Sultanate: 13 Land Units, Jana Al-Zamira (Hero 10), Cautious Advance (succeeded), Golden Lion, Zahir Al-Rahan, Bronze, Recurve Bows, Equestrianism, War Drums, Scorching Shield, Gate of Life = 39
    Native Defenders: 3 Land Units, Native Commander (Mil 5), Reckless Attack (failed) = 17

    In the wake of the Black pharaohs' ascension, the survivors cobble together in the remains of their once great civilization. Unfortunately for them the plague has only brought armies to the region's door step. First the bandits, then the forces of the Ashirian sultanate. Led by the invincible angel Jana Al-Zamira, the horsemen of the Ashir wipe away the native resistance like the monsoon washes away unsecured topsoil. The defenders are not even able to flee quickly enough before getting run down by the Ashirian horsemen.

    The Ashirian Sultanate is victorious! Region 292 enters Unrest!


    Spoiler: The Deru invade region 10
    Show

    The Deru: 3 Land units, Karakhita Brythion (10), +1 Indefatigable Few = 21
    Possessed Rebels: 3 Land Units, NPC commander (5), Reckless Attack (failed) = 17

    Asha-Shuran’s failure to expand the territory of the Lord of Banners is looked upon favourably by Karakhita, and eager to ensure the royal domain outstrips those of his unruly vassals he orders his own glorious conquest. The forces are evenly matched, but the sheer audacity of Karakhita’s tactics takes the possessed foes by surprise. He charges, with his household guard of Deru and Orcs, directly at the enemy commander. At the head of the spearhead charge it is almost a miracle that no blow finds a permanent mark upon the young Caretaker. Adorned with scars aplenty following his insane maneuver Karakhita makes a victorious address to the royal army, crediting the glory and wisdom of his ancestors for their victory this day.

    The Deru are victorious! The Deru lose 1 unit. Region 10 enters Unrest!


    The Scrim conquer region 75 without resistance! Region 75 enters Unrest!


    Terror!
    • A cure for Scale Pox has been developed by Avicenna, the Nocturnal Hydra, the Alodite Imperium, the Naherin, and the Dolod. The cures prevent Unit Loss, Trade Post loss, and Unrest in regions controlled by these kingdoms. In future Rounds, Scale Pox will no longer affect their regions or spread from them, and these kingdoms gain the ability to trade the cure with other kingdoms as if it were a technology.

    • A cure for Sand Lung has been developed by the Nocturnal Hydra, the Vygra Confluence, the Kingdom of Rankalore, the United Abiherist Tribes, the River Lords, the Sewune, the Lim Dynasty, and the Delta Queendom. The cures prevent Unit Loss, Trade Post loss, and Unrest in regions controlled by these kingdoms. In future Rounds, Sand Lung will no longer affect their regions or spread from them, and these kingdoms gain the ability to trade the cure with other kingdoms as if it were a technology.

    • A cure for River Fever has been developed by Avicenna, the Nocturnal Hydra, the Naherin, the Vygra Confluence, the Alodite Imperium, the Ashirian Sultnate, the Lim Dynasty, the Dolod, A’Shansholí, and Drazollin. The cures prevent Unit Loss, Trade Post loss, and Unrest in regions controlled by these kingdoms. In future Rounds, River Fever will no longer affect their regions or spread from them, and these kingdoms gain the ability to trade the cure with other kingdoms as if it were a technology.

    • A cure for Corpse Plague has been developed by the Vygra Confluence, the Alodite Imperium, the Kingdom of Rankalore, Limdimon, the United Abiherist Tribes, the River Lords, the Sewune, the Delta Queendom, and the Dolod. The cures prevent Unit Loss, Trade Post loss, and Unrest in regions controlled by these kingdoms. In future Rounds, Corpse Plague will no longer affect their regions or spread from them, and these kingdoms gain the ability to trade the cure with other kingdoms as if it were a technology.

    • A cure for Island Fugue has been developed by Avicenna, the Night Kingdom, Danneta-Yvaon, Aran Viska, the Targiz, the Solais Empire, the Ko, and A’Shansholí. The cures prevent Unit Loss, Trade Post loss, and Unrest in regions controlled by these kingdoms. In future Rounds, Island Fugue will no longer affect their regions or spread from them, and these kingdoms gain the ability to trade the cure with other kingdoms as if it were a technology.

    • The Solais Empire successfully investigates a new cure for River Fever! They may begin a Great Project to find a cure for River Fever, and allow other Kingdoms capable of communicating with Tarandi to aid them!

    • The Crimson Kingdom fails to investigate new cures to the Corpse Plague and Sand Lung.

    • The Continental Plagues spread, though at last hope emerges! Throughout the New Kingdoms, cures begin to circulate, sparing many the worst of the Plagues’ touch.

      [The Continental Plagues:

      Scale Pox strikes in Regions 73, 79, 105, 120, 121, 123, 131, 132, 136, 152, 157, 162, 164, 278, 279, 281, 282, 283, 289, 290, 291, 292, and 328

      Sand Lung strikes in Regions 9, 10, 11, 17, 20, 21, 35, 39, 40, 42, 159, 197, 198, 211, 219, 225, 226, 227, 238, 239, 242, and 245

      River Fever strikes in Regions 140, 143, 144, 145, 146, 148, 149, 150, 169, 264, 271, 270, 274, 278, 301, 302, and 303

      Corpse Plague strikes in Regions 3, 8, 10, 11, 18, 19, 36, 37, 38, 77, 78, 79, 189, 190, 191, 193, 199, 210, 211, 214, and 215

      Island Fugue strikes in Regions 30, 38, 39, 41, 44, 45, 48, 49, 53, 54, 60, 61, 93, 97, 98, 110, 111, 117, 118, 138, 139, 142, and 143]


      Spoiler: Plague Losses
      Show
      Round 20

      Units
      • The Symphony of Kalatar loses 1 Unit to Scale Pox
      • The Candake of Ta Seti loses 1 Unit to Scale Pox
      • The Great Scrimthun Unity loses 1 Unit to Scale Pox
      • Avicenna loses 1 Unit to Scale Pox
      • The Kingdom of Rankalor loses 1 Unit to Sand Lung
      • The Nocturnal Hydra lose 2 Units to Sand Lung and 1 Unit to River Fever
      • The River Lords lose 1 Unit to Sand Lung
      • The Lim Dynasty loses 2 Units to Sand Lung and 1 Unit to River Fever
      • The Vygra Confluence loses 1 Unit to River Fever and 1 Unit to Corpse Plague
      • Drazollin loses 2 Units to River Fever
      • The Bozuls lose 1 Unit to Corpse Plague
      • Smiaurskotor loses 1 Unit to Corpse Plague
      • The Bel-Dan Confederation loses 1 Unit to Corpse Plague
      • The Arrakhi Sundom loses 1 Unit to Island Fugue
      • Danneta-Yvaon loses 1 Unit to Island Fugue
      • Á'Shansholí loses 1 Unit to Island Fugue


      Round 21

      Units
      • The Symphony of Kalatar loses 1 Unit to Scale Pox
      • The Candake of Ta Seti loses 2 Units to Scale Pox
      • The Great Scrimthun Unity loses 1 Unit to Scale Pox and 1 Unit to Island Fugue
      • Avicenna loses 1 Unit to Scale Pox
      • Eleftheria loses 1 Unit to Scale Pox
      • The Kingdom of Rankalor loses 1 Unit to Sand Lung and 1 Unit to Corpse Plague
      • The Nocturnal Hydra lose 2 Units to Sand Lung and 1 Unit to River Fever
      • The River Lords lose 2 Units to Sand Lung
      • The Lim Dynasty loses 2 Units to Sand Lung and 1 Unit to River Fever
      • The Deru lose 2 Units to Sand Lung and 1 Unit to Corpse Plague
      • The Targiz lose 2 Units to Sand Lung
      • The Delta Queendom loses 1 Unit to Sand Lung and 1 Unit to Corpse Plague
      • The Vygra Confluence loses 1 Unit to Sand Lung, 1 Unit to River Fever, and 1 Unit to Corpse Plague
      • Drazollin loses 2 Units to River Fever
      • The Star Empire of Solais loses 1 Unit to River Fever and 1 Unit to Island Fugue
      • The Ashirian Sultante loses 1 Unit to River Fever
      • The Naherin Coalition loses 1 Unit to River Fever
      • The Bozuls lose 2 Units to Corpse Plague
      • The Bel-Dan Confederation loses 1 Unit to Corpse Plague
      • Citlallo loses 1 Unit to Corpse Plague
      • The Arrakhi Sundom loses 1 Unit to Island Fugue
      • Danneta-Yvaon loses 2 Units to Island Fugue
      • Á'Shansholí loses 1 Unit to River Fever and 1 Unit to Island Fugue
      • The Night Kingdom loses 2 Unit to Island Fugue
      • The Ko lose 2 Units to Island Fugue
      • Aran Viska loses 1 Unit to Island Fugue


      Trade Posts
      • TP 3 becomes Unowned in Region 2
      • TP 2 becomes Unowned in Region 52
      • TP 1 becomes Unowned in Region 66
      • TP 1 becomes Unowned in Region 67
      • TP 1 becomes Unowned in Region 69
      • TP 3 becomes Unowned in Region 70
      • TP 1 becomes Unowned in Region 71
      • TP 2 becomes Unowned in Region 72
      • TP 1 becomes Unowned in Region 82
      • TP 1 becomes Unowned in Region 87
      • TP 1 becomes Unowned in Region 89
      • TP 2 becomes Unowned in Region 95
      • TP 2 becomes Unowned in Region 114
      • TP 2 becomes Unowned in Region 115
      • TP 2 becomes Unowned in Region 159
      • TP 3 becomes Unowned in Region 179
      • TP 1 becomes Unowned in Region 180
      • TP 1 becomes Unowned in Region 181
      • TP 1 becomes Unowned in Region 196
      • TP 1 becomes Unowned in Region 204
      • TP 1 becomes Unowned in Region 206
      • TP 3 becomes Unowned in Region 223
      • TP 3 becomes Unowned in Region 266
      • TP 2 becomes Unowned in Region 267
      • TP 1 becomes Unowned in Region 281
      • TP 2 becomes Unowned in Region 296


      Round 22

      Units
      • The Symphony of Kalatar loses 1 Unit to Scale Pox
      • Eleftheria loses 1 Unit to Scale Pox
      • The Holy Uldran Empire loses 1 Unit to Scale Pox and 1 Unit to Island Fugue
      • The Stoneblood Khanate loses 1 Unit to Scale Pox
      • The Ilduri lose 1 Unit to Scale Pox
      • The Deru lose 2 Units to Sand Lung, 1 Units to Corpse Plague, and 1 Unit to Island Fugue
      • The Targiz lose 2 Units to Sand Lung and 1 Units to Corpse Plague
      • The Crimson Kingdom loses 1 Unit to Sand Lung
      • The Symphony of Kalatar loses 1 Unit to Sand Lung
      • The Star Empire of Solais loses 1 Unit to Scale Pox and 1 Unit to River Fever, but 1 Unit is saved thanks to Glimmer Woad
      • The Bozuls lose 2 Units to Corpse Plague
      • Citlallo loses 1 Unit to Corpse Plague
      • The Arrakhi Sundom loses 1 Unit to Island Fugue
      • The Night Kingdom loses 1 Unit to Sand Lung


      Trade Posts
      • TP 1 becomes Unowned in Region 7
      • TP 2 becomes Unowned in Region 7
      • TP 3 becomes Unowned in Region 18
      • TP 3 becomes Unowned in Region 19
      • TP 1 becomes Unowned in Region 36
      • TP 1 becomes Unowned in Region 37
      • TP 1 becomes Unowned in Region 38
      • TP 2 becomes Unowned in Region 50
      • TP 1 becomes Unowned in Region 83
      • TP 2 becomes Unowned in Region 113
      • TP 1 becomes Unowned in Region 133
      • TP 1 becomes Unowned in Region 134
      • TP 1 becomes Unowned in Region 135
      • TP 1 becomes Unowned in Region 159
      • TP 1 becomes Unowned in Region 161
      • TP 1 becomes Unowned in Region 171


      Unrest
      • Region 67 enters Unrest
      • Region 85 enters Unrest
      • Region 87 enters Unrest
      • Region 159 enters Unrest


    • The Black Pharaoh’s Plague of Madness resonates across Sikar, assailing the citizens of the New Kingdoms even as most prove too strong-willed to succumb. Of those regions first touched by the ineffable star-sign, only the Eastern Maw surrenders fully to bedlam and despair, as the people rise up beneath the impassive eyes of the Golden Lions to praise the power of invisible stars. Though diminished at its epicenter, the trilling ghost-pipes are carried far on the wind, pressing in closely on the fitful dreams of Alodite, Hydra, Naherin, and Ashirian alike. However, Sikar’s faith is strong, and for most the nightmares are but a passing thing.

      [The Plague of Madness subsides in Regions 290, 291, and 293. Region 300 succumbs to the worst excesses of the Black Pharaoh’s song, as 2 Units of Maddened Cultists arise following the Pharaoh’s Chosen (Hero 9)

      The Plague of Madness successfully spreads to Regions 294 and 295. These Regions enter Unrest and their rulers must make a TN 12 Faith check as a non-action to prevent the madness taking hold. The Nocturnal Hydra spend 2 Treasure to resist the spread.]


    • The Cosmic Hyena cackles into existence in Yatrhajidaat Gitj, shattering the lives and minds of many among the surviving Children of Sirrvat. Trailing maddening starstuff and leaving craters beneath its searing paws, the abomination stalks southward, entering the unsuspecting lands of the United Abiherist Tribes. The devout followers of the Oracles of Elder Memories find themselves assailed by their own nightmares made manifest, with many succumbing to the bestial presence of the Hyena and becoming cackling madmen.

      [The Cosmic Hyena moves to Region 219. The Region enters Unrest, and its Holy Site dedicate to the Oracles of Elder Memories is destroyed. The Holy Site may be restored with a Great Project. Two Units of Cackling Cultists rise up to follow the Hyena as it continues its rampage.]

    • Further tragedy strikes Queen Rastair as she convalesces in Ogrontir. The revered Queen begins complaining of pressure beneath her exoskeleton, and examination by learned Bozul reveals something moving beneath the regnal chitin. As days pass, the writhing nodules grow larger, distending Rastair even as they render her nearly insensate with pain. A week passes, and on a moonless night a scream echoes through Ogrontir. Rastair’s body is found split open from the inside, as juvenile Lion Wasps feast on her exposed flesh. Outraged and disgusted, the Bozul are quick to slay the newborn Blightspawn, but Rastair is beyond appreciating their bloody revenge.

      [Queen Rastair succumbs to the infestation of the Lion Wasps, dying to their larva!]

    • Even as it buckles under the yoke of the Scrim, a new terror arises in Glaondi Yejon. It begins with a shudder in the earth, sending cascades of dust through the Smiaurskotor tunnels, until the surface of the island cracks at its center. Foil, oily blood pools from the coffin-sized rent in the earth, as a bower of thorns and rotting flowers pushes free into the open air. Tearing free of this sudden growth is something that must once have been of the Smiaurskotor, but whose flesh now bears innumerable thorns sprouting from granite-hard skin the color of freshly spilled blood. Only the eyes are unchanged, for Nofn's devotion was madness before her rebirth. Standing tall upon elongated limbs, she is hailed by a passing Scrim, only to tear the stony construct's head free of its body with a strike of jagged talons. Nofn, it seems, has returned to her people.

      [Nofn returns to the Smiaurskotor as the Knight of Thorns. So tainted by the Blight, Nofn may only be used for destructive purposes, and only against kingdoms not favored by Artavazd's will. In any round she is not directed, Nofn will act of her own accord to spread the Blight as she sees fit.]

    • Terror strikes in Aran Viska! In the midst of a meeting of the Moot of Elders, one of their number begins to spasm uncontrollably. Without warning, an avalanche of Wyrm-ridden worms burst forth from the ancient Viskari’s chest, swiftly growing in size and assailing the Aranin and the remaining members of the Moot. Guards rush to the aid of their leaders, only to find the doors sabotaged and jammed shut. As they hack away at the barrier, the disintegrating wooden planks reveal a scene of chaos, as Tanrak Nalavan wrestles with nearly a dozen of the barbed monstrosities. Fingers hardened in the harsh Tarandian winter prove unyielding weapons for the Aranin, but the Elders are not so fortunate. Of the assembled Moot, only a scant handful remain standing when their bodyguard finally burst into the chamber and cut down the remaining Woken, as Tanrak Nalavan lies victorious but mortally wounded on the speaker’s floor. Of the worms responsible for the carnage, the lion’s share lie dead around the Aranin, but in the aftermath the bodies of several Elders are found with one or both of their hands viciously torn free. And as the Viskari begin their mourning rituals, they wake one day to a crude lead slab askew in the ground, as if dropped from a great height. On it is carved a message in Kagahara, and impaled to its surface are the missing limbs of the Elders. Once it has been cleared of its blasphemous decoration, the slab reads:

      “We of the Moot of Elders and the Aranin of All Viskari submit our final vote, to surrender the Carrion Ward, and admit our senile feeble foolishness in the presence of greatness.”

      [Aranin Tanrak Nalavan and the Moot of Elders are assassinated!]

    • The Champion of Blight falls! Even as she lurks at the center of a kingdom of darkness, the Apostle of Deep Waters proves susceptible to the bravery of dedicated warriors. Stealing through the Blightlands on small, sleek boats, a cadre of elite assassins infiltrates Ten-Fuj-Sa-Cos, evading her Blighted bodyguards and ambushing Ren-Ben-Udula in her throne room. Though the Apostle proves undaunted by both poison and Thin-Blood Elixir, the touch of Black Iron spells her doom. Ren-Ben-Udula burns from the inside even as her rapidly mutating body devastates the ranks of her killers - when help at last comes, only the dead await them. Yet from Ren-Ben-Udula’s body rises a glistening chalice of shadowstuff and corrupted blood, a sacrament to pass on to her successor.

      [Ren-Ben-Udula is assassinated!]

    • Ren-Pera-Don may have perished shortly after the funeral of Gusuhaz Kw'Sewi, but some part of the Ren's spirit yet remains it seems. En route home from his successful conquest of the north, Nal-Jed is struck by a moment of revelation. The words of Ren-Pera-Don echoed by his former followers, the ascendant duelist suddenly sees the future stretching before him under Ren-Ben-Udula, as pawn to a servant of a great and terrible darkness. One that was unlikely to share the fruits of conquest with the pawn to a pawn. Slipping away from the fleet of Blighted monstrosities alongside a core group of loyalists, Nal-Jed vanishes.

      [Nal-Jed abandons the Bel-Dan Confederation to become a Betrayer Hero. His new masters, and location, have yet to be revealed.]

    • The Honeyed Child vanishes! Even as Kursaal stands on a knife-edge of the Storm Bird’s judgement, the Blighted Odds-Mistress flees alongside the King of Nightmares. Though they have vanished for now, no end of cultists or twisted gamblers stand ready to answer the sweet words of Gled’s possessed daughter.

    • A number of learned mystics from the Delta Queendom have gone missing! The trio were deeply involved in investigating the cure to the Corpse Plague, and while their disappearance is not enough to foil the cure their absence is deeply felt by their colleagues.

    • The Bannanda hero Yazaburon steals the Disquiet Pom from Petal Head!

    • Scrolls detailing the workings of Eleftherian Democracy have vanished from the great libraries of the Korebita Foothills! Suspicion immediately falls on the librarians and guardians of the sacred tomes, but after strenuous questioning no fault can be found in their ranks. It seems almost as though the writings vanished into thin air of their own accord.

    • As he makes his way towards the territory of the Bel-Dan, the Father of Rivers comes under attack! There is no open force arrayed against him, for none would be so foolish, but clearly great care has been taken to ambush Kiswa’s reborn Guardian. Enormous, sharpened tree trunks lie concealed by the foliage, tipped in bronze and driven deeply into the ground. Most prove little impediment to the Guardian’s passage, but a few strike at just the right angle to draw blood from the enormous ape’s scaly hide. Roaring in protest but unable to sense the presence of any Blightspawn, the Father of Rivers sweeps aside the traps before continuing on, leaving a trail of glistening golden blood for several miles until the shallow wounds close.

    • In a deep bunker of the Gehudu forest, guardians of the coveted Bunker Key suffer a day of panic. The precious artifact has disappeared from its resting place, and dozens of Sewune are drafted for a through search of the area. Many hours pass as the search becomes more frantic, but eventually the Key is found, nestled in the shadows of some inner stair.
    Last edited by TheDarkDM; 2021-06-04 at 12:12 AM.

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

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

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

  12. - Top - End - #912
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Rebellion!
    • Regions 131, 139, 156 and 188 fall into unrest.

    • Region 270 falls to the might of the Ashir, but its armies are not all that requires rebuilding. Unrest bubbling since the days of the Thunder People has never been resovled and petitions quickly arrive with the Sultan requesting his urgent attention.

      [Region 270 will require a Great Project to provide relief and build institutions in the region before it can be stabilised.]

    • Region 197 is in ruins. Never having fully recovered from the invasion by the Sirrvadut decades ago, it has only become more impoverished since, the depredations of foreign heroes having brought it to its knees and then lower still. The invasion of the River Lords, and the associated slaughter of the warriors who had been the one nexus of control in the region, tips it over the edge into total collapse. The harvests are left to rot as the people go into hiding or turn to outlawry, while blightspawn begin to emerge from the forests in numbers.

      [Region 197 is in rebellion! Due to the magnitude of the destruction, it will require an Opulence Great Project to provide relief and rebuild institutions. It also gains a new resource requirement of Labour, which will expire after being filled for two rounds. Rebels will continue to multiply every round until the Great Project and resource requirement are fulfilled!

      4 units of rebels appear in region 197, with a M5 commander!]


    • Luaithraeak-Molok (7) erupts into rebellion, the uprising having barely been held at bay since the conquest a generation earlier. 6 units of rebels appear with a M10 commander!

    • Ilia (38), the demands of its rebels years ago ignored by the Deru authorities, once again rises in rebellion! 4 units of rebels appear with a M9 commander!

    • A revolution in North Ogrontir (87) as the workers proclaim a new queen, seeking to regain their independence from the conquering hives of the west! 5 units of rebels appear under the leadership of Queen Marta the Fertile (M8)!

    • Those in the Velatares (186) who retain their free will rise up against their Bel-Dan overlords, under a young man claiming the title of Ervasi! No claimed Kewasi associated with him has yet been identified. 2 units of rebels appear, led by Olmea the Liberator (M5)!

    • Deprivation of their required resources causes an escalation of dissatisfaction across the Daezirn Isles. Each of the following regions is in unrest and will require its resource requirement to be supplied before it can be stabilised!
      • Ogrontir (86): Sweet Foodstuffs



    Organizations!

    The Sentinels of the Stone
    • The Solais dispatch a candidate earning 1 Favor
    • The Vygra spend 2 Favors to stabilize region 245 and train Niharyka the Wayfinder raising their Hero Score to 10! Utttlannn is dispatched to the Trials, earning them 1 Favor!
    • The Targiz spend 1 Favor to stabilize region 42
    • The Scrimthun spend 1 Favor to test the mettle of Tulao, The Ember Twin raising their hero score to 9 and dispatch a candidate to the trials gaining 1 Favor!
    • The Dannu spend 1 Favor to raise The River Lords to Reputation 3!
    • The River Lords spend 1 Favor to stabilize Unghlaban (Region 220)
    • The Ashir dispatch Amira Rafa il Jana to the trials and take the Goats of the Blight, gaining 2 Favors!
    • The Veramondo dispatch Vessa of the West to the trials, gaining 1 Favor!
    • Rankalore dispatch Kathik to the trials, gaining 1 Favor!
    • The Anbroch send Tasapa to errant quest in Blighted lands earning 1 Favor!
    • The Naherin send Aesira to errant quest in Blighted lands and Dreyha to
    • The Citlallo send forth Ehecatl to the trials gaining 1 Favor as Eleuia finishes her lengthy training with Alexios!


    The Dreamspeakers
    • The Dream is silent. All is still. Hearts with fright. Let us rest on this empty night.


    The Truthseers
    • As The River Lords rise among the Sentinels they lose clout amongst the Truthseers dropping to Reputation 2
    • The Scrimthun submit cultures and customs gaining 1 Favor
    • The Night Kingdom submit cultures and taboos gaining 1 Favor
    • The Agents of Ruin submit the baffling scribbles and scrawlings of a maddened pompous child conveyed in the form of Royal Customs, Cultures, and Taboo. They earn no Favor.



    Investigate!
    • The Arrakhi Sundom seeks the Storm Bird’s eyrie. Braving the daunting journey to the northern reaches of Mamut, the agents of the Sundom are fortunate enough to observe the Storm Bird as he returns from his vigil over Kursaal. Sweeping through the clouds like a whale parts a school of fish, the Guardian alights on the barren peak of his mountainous eyrie, unleashing a crash of lightning that outshines the sun before the storm clouds swirl back into their impenetrable veil. Heartened to know their goal is so close, yet intimidated by the prospect of intruding on so great a beast, the Arrakhi begin their climb...

    • Guided by the North Wind, Amira-Mak pierces the Firmament in search of the Lion Hornets. Scouring the Daezirn Isles, she has no more success than those whose physical investigations preceded her spiritual one. Undaunted, and unbound by concern over wind or wave, the Noctrix casts her eye over the waves. And here, she uncovers the truth. Floating like an iceberg through the Daezirn sea is an enormous hive of black resin and the half-digested corpses of ocean life, festooned with the flayed skins of the Lion Hornets’ more far-flung victims. The enormous, leonine insects swarm in a vast multitude around the hive, keeping watch over their home even as it drifts slowly on unnatural currents towards their next target. Waking with a start, Amira-Mak rushes to find a sea chart, slamming down a prophet’s mark on a benighted stretch of sea.

      [Amira-Mak discovers the Lion Hornet Nest floating in the seas between Mixtli and Popoco.

      Epic Quest - The Rotting Hive: A Hero or Heroes may attempt to storm the Rotting Hive and slay the Lion Hornets at the source. This will require a TN 20 Hero check. While the Rotting Hive moves too slowly to evade spirited pursuit, the dread will of Artavazd moves it as he desires - if the Epic Quest is not completed by the end of Round 23, the Rotting Hive will need to be relocated before another attack can be mounted!]


    • Gathering her courage and her most capable Magi, Amira-Mak peers through Acinais to the center of the Dream Speakers’ despair. Looking past the whirling haze of tales told and retold until they acquired a power all their own, she perceives the ephemeral strands binding each Dream Speaker together, weaving an invisible web whose strands extend across the entirety of creation. Only to funnel, inexorably, towards the great darkness at the center of the world. Her eyes attuned to the flow of energies leading to the Twilight, Amira-Mak watches as motes of that selfsame light flit out from the consuming dark, drifting out in tentative flight to touch the spirits of some rare newborns. And drawn in a flurry towards the gleam of Orichalcum. But even as these motes spiral out into new strands, much of the existing web begins to fray, the strands pulled taut by some invisible hand and tearing against the moorings in the soul of every Dream Speaker. Many are torn apart in the struggle, and many more are simply pulled to their doom, but a rare few stand firm against the inexorable pull. Amira-Mak peers closer at one such spirit, but in a flash her vision changes. She stands alone upon a grey plain, at the foot of a mountainous throne of writhing bodies. Dream Speakers, she knows. Reclining atop that grizzly seat is a Kiswan youth, naked and with eyes as black as the void.

      ”That’s enough voyeurism from you, thief. My master has a special hell awaiting you and your fellows.”

      The youth’s lips pucker in a low whistle, but behind it roars the terrible energies of the Howling Maelstrom. It thunders towards Amira-Mak in a screaming tide, but in the instant before the darkness engulfs her a light interposes itself between her and the darkness - a sword of moonlight. The light wavers terrible against the assault, but it is time enough for Amira-Mak to return to herself, drawing her spirit away from the trap of the enemy and back to her ritual chamber.

    • With the Salt Demons awakened at last, the Sewune dispatch agents to uncover more about the ephemeral raiders. Creeping into position to observe the ancient citadel on the Kiswan coast, they observe the ghost-lights still ablaze on the tumbledown walls, and the searing afterimage of the beacon that tore through the sky. Waiting for midday to better banish the lingering mist, the Sewune brave the yawning gates of the fortress, and find it much the same as its sister in Tarandi, vacant of any amenity of living and simply outfitted as a waystation for plunder. Proceeding further inside, the investigators find themselves at the center of the fortress’ keep, where another array of standing stones awaits them. Leaking mist from ancient runes, the stones shift and warp beneath the eye, allowing glimpses of some far-flung shore in the glinting reflection of torchlight. Though they are no shamans, the agents report back to the Gehudu their conviction that these fortresses and standing stones hold the key to piercing the veil shrouding the Salt Demons’ distant home.

    • Peering through the Halcyon Auspex in search of answers, Crow’s Tribe risks investigating the Nail of Nemoikriosus. Though it is shrouded in mystery, the invocation of the Nail’s essence to the conjured phantoms draws forth a moan of pain echoed from a thousand throats. None can attest to witnessing its creation, but all spirits lingering in the Firmament have felt the blasphemous pulse of its energies. It is a tool of total domination, one that draws strength from the despair, pain, and rage such domination draws forth. A neverending engine of tyranny, bound to a single sadist’s will. Wherever it was forged, it was forged in darkness, but the spirits offer one ray of hope - the Nail’s foul energies are much diminished since it pierced the World Soul to allow the manifestation of the enemy. The caustic sting of its passing is much lessened, and it is unlikely it could perform such a feat again. At least, not until it has fed once more and regained its potency.

    • Calling upon the Bahith-al-Zael, the Sultan Zidan demands answers regarding the disappearance of the Nail of Nemoikriosus. Travelling to the land of the River Lords, the Ashirian agents scour the site of the Nail’s disappearance, subjecting even the meanest thrall and citizen to sharp interrogation. And though it earns them no friends among the commons, the thoroughness of their methods produces results. A number of thralls attest to seeing a ship of unknown make on the Sur in the days preceding the theft, directing the Bahith-al-Zael to a shrouded lagoon half a day’s journey from any settlements. There they find the hint of an encampment, the remains of a fire lit with quality timber, and a final clue - a bright feather nearly lost in the mud, but clearly worked as decoration. All hallmarks of the Bel-Dan. Though they do not lack for courage, the Bahith-al-Zael wait some weeks for confirmation their Sultan wishes them to brave the Blightlands. When the word is given, they continue their search, but are forced to retreat after several months and the loss of nearly half their number, with no hint as to where in Bel-Dan territory the Nail might be.

    • Beset within and without, the Crimson Kingdom searches for the Horned King. However, the demigod’s time in the Carrion Ward seems to have had a strange effect on the monarch - he proves too elusive for the paladins, especially in so strange a land as Tarandi. When word of Ceron’s death reaches these knights errant, they are quick to return home, empty handed.

    • Incensed by the abduction of his sister Adda, Ceron orders her rescue from the barbarians of the north. Descending on the region mere days before the Arrakhi invasion force, the paladins of the Crimson Kingdom find their foes in disarray. Using the confusion to their advantage, they are able to beat a location from Adda’s erstwhile hosts in the region, and spirit the elven princess away before they are caught up in the fires of war.



    Trade!
    • The Vygra buy out a great resource of Timber from Region 154
    • The Veramondi buy out a minor resource of Copper in Region 204
    • The Veramondi buy out a minor resource of Quaggas in Region 230
    • The Night Kingdom attempts to buy out a minor resource of slaves from Region 48, but the slavers of Atel'Nora have raised their prices out of reach of the King Nahaar's merchants
    • The Scrim buy out a great resource of Living Wood in Region 37
    • The Scrim expand the Timber resource in Region 65 from minor to good!
    • Danneta-Yvaon buys out a minor resource of White Bronze in Region 146
    • The Symphony of Kalatar attempts to buy out a minor resource of Brightly Colored Fish from Region 181, but the fisherfolk are suffering from the river fever and unable to fill the demand
    • The Kingdom of Limdimon buys out a good resource of Copper in Region 204
    • The Ashir buy out a minor resource of Mountain Goats from the Bel-Dan in Region 267
    • Citlallo buys out a great resource of Mammoths in Region 99
    • The Ilduri buy out a good resource of Furs and Hides in Region 106
    • The Ilduri buy out a minor resource of Dugongs in Region 168
    • The Stoneblood Khanate attempts to buy out a good resource of Mammoths from Drazollin in Region 99, but again fail to impress the creatures' handlers
    • The Stoneblood Khanate attempts to buy out a minor resource of Hemp in Region 119, but the merchants know well the worth of their produce, and do not deem the goods of the Khanate worth the exchange
    • Eleftheria buys out a minor resource of Crabs in Region 172
    • Crow's Tribe Raids TP 1 of Nakhla Stone in Region 292



    Conversion!
    • The Trinity of Light has changed its holy land bonus to +2 defensive battles against Blightspawn
    • The Agents of Ruin have been cast out from the Ancient Way!
    • Holy sites in Regions 138, 137, 82 and 111 have been converted to Way of Eauden!
    • Holy sites in Region 73 has been converted to Glyemo.
    • The Tang Sho order dedicated to the Children of the Great Mother has been established in Fei Dang (223)!
    • Holy sites in Troll Country (221) and Knamhatan (199) have been converted to Children of the Great Mother!
    • The holy sites in region 6, 17 and 28 has been converted to Bouquet of the Corpse Flower!
    • The holy sites in regions 168, 169 and 160 have been converted to Guardians of Despair!



    Wonder!
    • The Nocturnal Hydra has completed the Hexen Nest!

    • Smiaurskotor empowers the Oceanforge! [After a Kingdom has succesfully investigated a curse with Styinn the Smiaurskotor may purify the object in the Oceanforge. Doing so removes all curses from the object, while retaining the benefits. Wooden or other combustible items may not survive this process. The hero Koltholf dies.]

    • A’Shansholí miracle: Ka Casting.. Calling upon the ancestral memories of the Shani, this MIracles effects require a little more discussion with the GM.

    • Danneta-Yvaon has created an artifact: the sword Moonlight! [Effect: The wielder gains a +2 to Epic Quests against Evil Spirits or Blight and can appear in the Dreams of those in danger]

    • The Agents of Ruin create the Fire Blossom Scepter: Can store a maximum of 3 Charges. An Agent of Ruin gains 1 Charge whenever they commit a Hostile Intrigue or Military action and may expend 1 Charge to perform an Establish Claim or Press Claim Diplomacy action at +2 without taking a matching Hostile Intrigue or Military action that turn.

    • Crow’s Tribe has created Karael’s Pact! The bearer may not go on quests or lead battles. Instead they may perform an intrigue action as an additional secret action as if using the Djinn Contracts technology. This still costs one treasure.

    • The Targiz have created the Gelid Bush! The effects of the Blighted artifact are secretive, and dangerous to learn!

      Spoiler: The Creation of the Pom
      Show
      Rose sits and waits in shadowed forest outside Kursaal. After the Roaring-Ox destroyed the growing Corpse Flower in the Hall of Wagers, she had fled with Ffiona and her God into twilight and then back out into the immediate woods overlooking the city. As she sits, she looks towards the northern mountain cliffs from which she had once participated in Ogra’s funeral she spies the twisting storm clouds of the wrathful guardian. She hears a drip towards her left and sees a finger emerge out of grey nowhere into reality and then rip a line down to the ground and with a squelch twilight rips open and her God steps out holding the Honeyed Child. She speaks with spurts as honey and bile spill out of her mouth almost each other word.

      Lips to ears. Waking questions unseen.

      Rose raises an eyebrow.

      I know at least one for whom the Corpse Flower is a larger threat than . . .

      The Honeyed Child holds a pale finger to her syrup covered lips to quiet Rose before she says the name.

      She looks at the God holding her and whispers:

      Give us shade.

      The God raises its free hand and the rancid disgusting smell that always emanates from it starts to grow strong and gather in its palm. Like oil droplets, black goo seems to emerge out of nowhere and swirl into an orb coalescing above the hand. The orb pulsates and spins madly and then explodes upwards and splits a fair bit above them and then spills over and inks a dome surrounding the three in darkness. Rose could see in the blackness limbs climbing out of flowers and lips replacing petals, eyes opening from seeds and intestines spilling out of fruit. All manner of nightmares ripped from the dreams of mortals over the years. Fingers come out of the tar like substance towards Rose only to be pulled back into the swirl. The three are covered, and hidden, in Horror.

      The Honeyed Child raises her hand.

      Cancers are selfish. An infectious eclipse.

      Rose smiles, always knowing the succor of nightmare – but the truth of her beliefs being reinforced brought her joy.

      Our roles determined. Penumbral paths ephemeral.

      At the last word, like punctuation trying to prove her point, already a crack seemed to form in the nightmare dome through which an unnatural bright light filtered – clearly not the light of sun. It seemed that whatever the child wanted to do would have to be done quickly.

      Rose took out the pot, which housed Ffiona’s body previously, and brought it before her God again. Ffiona whispered something to the Lord of Nightmare and he held up the Orichalcum Pom, that he had offered Nyct, and drops it into the blighted honey. The fruit sinks and the Honeyed Child closes her eyes and starts to hum a strange tune. From the pot, there seems to be a turmoil and then it breaks spilling honey everywhere as the pom bursts and begins to grow into a large bush – gnarled branches and vibrant green verdigris leaves. The hedge is almost a tree – reaching up to the God’s waist. A second passes when the bush catches on fire – blackfire burning icily cold. The flames do not consume the bush. The Honeyed Child changes her humming trying, seemingly, to catch a tune. She passes through various notes until the branches of the Bush rustle – the flames sending cold black sparks into the air with the movement. She opens her eyes pleased.

      At that moment the entire shell and façade of the nightmares surrounding them cracks and falls apart, leaving them in the woods. The creature rips the Bush out of the remains of the Pot so that he is holding it by its trunk – like a misshapen torch of blackfire. Rose looks towards the sky and the increasingly violent storm. There were still games to play. Seems like her God made his own gamble and the thrill of a wager never left the former Odds-Mistress. The Honeyed Child’s goals were still largely a mystery to Rose, but she was looking forward to following her along the path that seemed to stretch before her. The God’s shadow emerged and, once again, ripped a hole into twilight, into which the three walked into – the tear closing behind them as reality slowly healed their passing.


    • The Deru have created a new military technology that is as-yet undefined

    • The Drazollin have created the military technology Claws of the Draz. The fluff has been approved, but the mechanics are still to be defined!

    • The Ilduri have created the military technology, Military Organization. [Scouts and Logistics Slot. Requires War Drums, Requires Furs, Hides, or Cloth. Effect: +1 to battles, +2 to tactical maneuvering)

    • Public Education has been approved - [Requirements: Eleftherian Democracy. Effect: In non-dynastic succession, if the preceding ruler’s Opulence was 4 or higher, a new ruler gains a +1 to their starting Opulence score.]

    • The Stoneblood Khanate has finished construction of the Circle of Trials! This elaborate obstacle course and race track soon becomes a focal point of the region’s warrior tradition, as young men and women compete against each other in tests of speed, endurance, and daring.

    • Revived after a long and deathless sleep, The Father of Rivers moves with increasing speed and intent to the east. The Champion of Blight threatens all of Ember, and though the innocents ensnared in the great enemy’s design are almost beyond counting, he cannot spare them the violence of what must be done. Descending on Dozgasil, the Guardian moves to annihilate the loyalist forces of the Apostle of Deep Waters, taking care to cause as little suffering as possible to the common folk.

      [The Father of Rivers attacks Dozgasil! Hampered by his concern for collateral damage, he fights with a +20 bonus. While defeat will not spell death for the revived Guardian, it will drive him from the territory of the Champion for a time.]

    • Moving south across the Maw of Sikar, the Golden Flame enters the hunting grounds of the Choking Sky. The translucent Blightspawn recoil as their grasping tendrils erupt into flames at the touch of the Golden Flame’s tawny coat, and find it impossible to escape the rush of air that precedes a scouring roar from Sikar’s Guardian. Crystallizing on the breeze, the Blightspawn fall as snow on a desert that has never seen such a miracle, until a final roar bakes the flakes black and sets the ash swirling into the sky.

      [The Choking Sky has been destroyed! Region 314 becomes a Wilderness Region with a Great Resource of Wood, as explorers following the Golden Flame discover a vast underground cavern filled with pale-barked trees.]

    • As the appointed hour of the Storm Bird’s vengeance arrives, the inhabitants of Kursaal look towards the mountains with bated breath. The enormous Guardian looms with all the fury and frustration of its judgement, but in that moment mercy conquers wrath. The promise of Merine held fast in his heart, the Storm Bird gives a single flap of his enormous wings and departs, convinced to forestall Kursaal’s judgement. At least for a time.

      Spoiler: Merine and the Storm Bird
      Show
      The Storm Bird arrives in the aftermath of Petal-Head's expulsion and prepares to destroy the city to unmake any trace of blight that yet remains. Upon his ruinous arrival he is called out to by Merine, sent to help the region along in healing from the scars that the blight has left upon it. Those wells of radiance and safety that she had cast a decade prior still hold, and their protection from nightmares has grown all the more critical since Petalhead's ascension to terrible divinity.

      "Guardian of Mamut!"

      She yells, daring not to approach closer than she must.

      "Your might and fury are misplaced, the blight has been defeated here already by champions from all across Mamut and beyond! We have saved ourselves, and now ask that you let us follow through with these efforts to uproot that corruption which remains."

      Her scintillating scales and serpentine hair shine amidst the strikes of lightning that the guardian brings with it, a fierce, protective determination in her questionably mortal eyes. The call is clearly heard, as the Storm Bird’s head sweeps down, trailing lightning as it peers down at her.

      "I KNOW YOU, MERINE OF MANY HOUSES. YOUR CAUSE HERE IS JUST, BUT THE TARGIZ ARE A LOST PEOPLE. THEIR MIDDEN SWELTERS IN THE SEEDS OF BLIGHT YET UNSPROUTED - FOR THEIR SAFETY AND YOURS, IT MUST BE DESTROYED."

      "I know this, before the Uzii intervened in our march my son and daughter sought to purge the seeds of evil themselves - it seems that the distraction they provided made us too late. But the blight has been dealt a mortal blow! Surely there is a way to cleanse this land without making the innocents victims thrice-fold. Plague, blight, and devastation will cause fear enough to feed their god of nightmare for decades, would a gentle hand not strip him of his influence?"

      "VICTIMS THEY ARE, MERINE, BUT THIS FETID PLACE IS WHAT MADE THEM SO. BEFORE PLAGUE OR BLIGHT OR DEVASTATION, THIS CITY STRIPPED ALL OF THEIR BETTER NATURES AND ENTRAPPED THEM IN A MIRE OF DESPAIR. ENVY FESTERS HERE ALONGSIDE GREED, AND ALL CONCERN FOR HIGHER MATTERS IS DISCARDED IN THE INTOXICATING HAZE. THEIR LEADER MAY HAVE DEFIED THE BLIGHT ONCE, BUT IF THE CHOICE WERE PUT TO HER TO END THIS LONG NIGHTMARE AT THE SIMPLE COST OF HER OWN PROSPERITY, WOULD SHE? WOULD SHE WHO HAS SACRIFICED LOVE FOR THE SAKE OF LIFE AND POWER PRIORITIZE ANYTHING OVER THOSE TEMPORAL LURES?"

      Merin hesitates - her conviction has faltered.

      "My son, Doraan, has echoed these thoughts to me not a week before. It is...unfortunate that my answer is that you're right - their ruler would gamble their souls to the darkness for her coin... And indeed she already has. If the northern Kingdoms could take the Targiz under their wing as indeed they may, there is a chance of reversing this course, but I see no light appearing within. ...As Guardian of Mamut, if you believe this to be the only option, I will not and can not stop you, but I plead on behalf of what little these people have left; they will not understand, and they will not forget."

      The Storm Bird’s eyes flare.

      "THEN THEIR MEMORIES WOULD SERVE THEM FOR THE FIRST TIME! MANY YEARS AGO I DESCENDED ON THESE SHORES TO FACE THE LEVIATHAN, TEARING IT FROM ITS WATERY LAIR AND SPARING THE DERU AND THEIR CHARGES A MORTAL BLOW. I LINGERED THERE AGAINST MY BETTER JUDGEMENT, HOPING PERHAPS THAT THIS LAND MIGHT HEED ME AS OTHERS HAVE HEEDED MY SISTER. YET IN PLACE OF A DELEGATION OF PRINCIPALITIES AND POWERS, I WAS CONFRONTED BY A BROKEN MAN AND TWO SCIONS OF A FALLEN PEOPLE. A TRIO WHO LISTENED TO MY WORDS BUT HEARD NONE OF THEM. THEY CLUNG TO THEIR HATREDS AND THEIR PETTY VENDETTAS AS DOVES CLING TO BRANCHES IN THE FACE OF A HURRICANE, HEEDLESS OF DESTRUCTION AND IGNORANT OF SALVATION. WHAT CHANCE THEN, MERINE, THAT YOU SMALL, FINITE THINGS WILL FINALLY EXTRICATE YOURSELVES FROM THE PRISONS OF YOUR OWN VANITY? SPEAK TO ME TRUE, PROPHET, NOT AS MOTHER OR SISTER OR QUEEN BUT AS SCION OF AN ANCIENT POWER. WILL THE TARGIZ BE SAVED BY MY MERCY? OR DO THEY SIMPLY TRADE ON YOUR SYMPATHIES TO BIDE TIME FOR THEIR NEXT GAMBLE?"

      Despite herself, Merine snickers at the comment about their memories, but she quickly composes. The truth of how quickly the Targiz had abandoned their old, better ways was evident not only to her it seemed. Of the four faiths, why did one so terrible triumph so completely? After a moment of bated breath, she sighs deeply, and speaks.

      "...The Targiz have drowned themselves in excess. They cannot be changed without...undue risk, but it pains me not to give them the chance now that their consequences have surfaced and lessons may be learned. I believe that I am the first of my people, the Alqari people, to hear your message, and I can only apologize. That we had not come sooner, for my lack of formal entourage, and for the warfare that our people have partaken in across the land - it is clear to me that the people of the south have not displayed the dedication that they ought. I cannot promise their change, but I can speak for my own when I say that we have no more mortal enemies left to fight. If you command us against the darkness, we will obey, and demonstrate our dedication to destroying the true foe of all life."

      The thunder around the Storm Bird quiets to a low rumble as it considers Merine's words.

      "I AM CHARGED TO SAFEGUARD ALL LIFE, PROPHET. I HAVE PURSUED THIS DUTY SOME THREE CENTURIES, IN SPITE OF ALL THIS LAND'S MANY ATTEMPTS TO LEAD ITSELF INTO RUIN. PRUDENCE WOULD BRUSH ASIDE YOUR WORDS AND LEAVE THIS PLACE A MONUMENT TO THE SINS OF THE TARGIZ. BUT THE PROMISE OF MY BIRTH, THE CONVICTION OF YOUR HEART, STAY THAT FINAL ANNIHILATION. KURSAAL WILL ENDURE, FOR NOW, THOUGH IT REMAINS A BLOATED TUMOR INFECTING ALL IT TOUCHES. IT IS TO YOU, AND YOUR PEOPLE, TO GUIDE THEM TOWARDS A WISER PATH. FOR IF YOU DO NOT, AND THEY RETURN TO THE SHADOW, THE WORLD SHALL NOT FORGIVE THEM A SECOND TIME."

      Merine clasps her hands and falls to her knees. Her heart pounds deeply, yet relief wracks her body.

      "Thank you, Guardian of Mamut. Thank you, on behalf of all the people who may yet be saved. I will act with purpose, knowing that the souls of a nation rest on my shoulders. The day I rest is the day that the south may be as pure as the heart of your roost."

      "PURITY IS AN IMPOSSIBLE GOAL, PROPHET. I AND MY BRETHREN EXIST TO PURIFY THE LAND, BUT YOU HAVE SEEN THE AFTERMATH. PURITY BRINGS DESTRUCTION TO ALL IMPERFECT THINGS. SIMPLY STRIVE FOR WHAT GREATNESS YOU CAN, CHOOSE TO FORGET OLD SCARS RATHER THAN SETTING THEM TO FESTER, AND RECOGNIZE THIS ONE UNASSAILABLE TRUTH - FOR ALL THAT DIVIDES YOU MORTALS, YOU ARE ALL CHILDREN OF ONE GREAT SPIRIT. SPREAD THAT WISDOM, AND WE MAY YET PREVAIL."

      "...Then I will promise only to bring out the best they have to offer, and pray it is enough. Your wisdom will be shared with all who will listen."



    Discovery! Map!
    Spoiler: The Known World
    Show


    Spoiler: The Daezirn Isles
    Show


    A project for cultural understanding of Kiswa has been completed in the Daezirn Isles! Citlallo, Avicennia, and the Bozul now take only a -4 penalty on actions in Kiswa.


    Spoiler: Kiswa
    Show


    Spoiler: Mamut
    Show


    Region 12 has been discovered by Onfroy of the Red Rose. It has a Minor resource of Cattle, an Open Holy Site and 4 units of native defenders!


    Spoiler: Sikar
    Show


    Spoiler: Tarandi
    Show



    Other!

    • Region 245 has been stabilised
    • Region 55 has been stabilised
    • Region 49 has been stabilised
    • Region 101 has been stabilised
    • Region 33 has been stabilised
    • Unghlaban (220) has been stabilised
    • Aran Viska has been stabilised
    • Region 91 has been stabilised
    • The Holy Uldran Empire has created a new tactical doctrine: Heaven and Earth! It may now roll to convert a region after conquering it.
    • The Sentinels of the Stone refuse to stabilise region 42 for the Night Kingdom at the request of the Targiz, since the Night Kingdom only has Reputation 1
    • The Bozuls have established an embassy in Smiaurskotor
    • Rankalore has created an embassy in the Alodite Imperium
    Last edited by TheDarkDM; 2021-05-27 at 12:36 AM.

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

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

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

  13. - Top - End - #913
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


    The Arrakhi Sundom
    Thalaz'ir Aneirin, Heir of Caloth Mawr
    Regent of the West Wind

    Dip 10
    Mil 5
    Opu 2
    Faith 5
    Int 3


    Expected stat increases: + 2 Mil

    New ruler next round? No.


    Actions:

    [Diplomacy 10] Declare the Arrakhi Sundom an Empire!
    Fluff.


    [Diplomacy]Stabilize Region 58
    Fluff.


    [Military 5] Create Tactical Doctrine: Deathless March
    Fluff


    [Military] Raise 2 units via the Starspire!
    Fluff.


    [Military] Defend Caloth Mawr. 9 Units, led by Gorrn (Score 10) wielding Cometfang! Reckless Attack.
    Spoiler: Techs & Bonuses:
    Show
    Cavalry - Saddled Horned Cavalry (+1 to Battles, -10% Casualties)
    Melee Weapons - Cinnabar Warclubs (+1 to Battles)
    Ranged Weapons - Three-Wind Bows (+2 to Battles, +1 TacMan, -1 Enemy Leader Loss)
    Combat Drugs/Medicine - Comet Phylacteries (+2 to Leader Loss Rolls)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battles)
    Special Materials - Bronze (+1 to Battles, +1 to Leader Loss Rolls)
    Spending 1 Treasure (+1 to Battles)
    Artifact - Cometfang (50% chance for Cometborn to rise)
    Total Bonuses: +26 to Battle, +3 Leader Loss, +3 TacMan, -10% Casualties, 50% Cometborn Rise Chance

    Aneirin's right to the Crimson Kingdom is, in his mind, unquestionable.


    [Military]Raise a unit!



    Non Actions:
    Transfer Regions 67 and 50 to the Great Scrimthun Unity as part of an earlier deal, and in exchange for a formal alliance and pledged support.
    Receive Island Fugue Cure from NTK.
    Receive 2 Units and their new tech from the Soreni, grant the Soreni Peltae, Orichalcum Arrowheads, Thin-Blood Elixir, and Feathered Cloaks.
    Accumulate 2 Treasure (12 TPs)
    Resist all Buyouts.
    Support all conversions to Trinity of Light, resist all others.


    News and Rumours:

    - A merger of Light and Blood.

    - The Daughter of Darkness endures.

    - An Empire on the rise.

    Arrakhi Sundom Bookkeeping!
    Last edited by SOSDarkPhoenix; 2021-06-05 at 06:02 PM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

  14. - Top - End - #914
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    Cult of the Cosmic Hyena
    (Round 19)
    The Cackling Curator




    [Military] Raise 2 Land Units:
    [Military] Raise 1 Land Unit:
    [Military] Defend 213 with 7 units led by Sawut Kw’Torineti (challenging to duel) and Medmäsha Tänata, activating War Drums and Composite Bows, and using the Lead from the Front tactical doctrine (+12 leadership, +7 units, +1 tech, +2 fortress, +1 city = +23 total (+25 if TacMan):
    [Faith] Convert 197:
    [Intrigue] Investigate the nature of the First Sword:
    [Intrigue] Secret:

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Oracles of the Elder Memories
    Rename the United Abiherist Tribes to the Cult of the Cosmic Hyena (CCH)

    TRO Embassy
    Accept all techs
    SKO Embassy
    Accept all techs
    TAR Embassy
    Trade the Sand Lung and Corpse Fever cures for the Island Fugue cure
    Accept all techs

    Spoiler: News and Rumors
    Show



    Spoiler: Songs of the Korebita
    Show



    Spoiler: Technologies
    Show

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

    Spoiler: Bookkeeping and Ruler Info
    Show

    Land Units: Torineti Warriors, Korebita Slingers, Sewi Warriors, Thunder’s Vanguard, Zemena Monks, Monopod Skirmishers, Cackling Cultists

    Naval Units: Adeni Marines

    Treasures: Black Gold, Blood Ingot, Kro Loot, Mysterious Riches

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

    Fortress: Misig Zinabi (213)

    City: Kema (213)

    Heroes: Sawut Kw'Torineti (10), Medmäsha Tänata (8)

    Artifacts: The Crimson Blade of Yedem Kali (Sawut Kw'Torineti)

    Tactical Doctrine: Lead from the Front


    Leader: The Cackling Curator

    Diplomacy: 7
    Military: 10
    Opulence: 7
    Faith: 10
    Intrigue: 2 +1
    Last edited by Gaius Hermicus; 2021-06-03 at 04:51 PM.
    Avatar by Sniper Jo!

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

  15. - Top - End - #915
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Great Soreni Kingdom


    King Valrek Sekthel
    Diplomacy 7 → 9
    Military 9
    Opulence 7
    Faith 5
    Intrigue 2

    Actions:
    Stabilize 310 Success (13)
    Stabilize 324 Success (18)
    Explore S 324 Success (15)
    Raise 2 Units
    Attend the Event (ToL Faith Event I think)
    Link to dice rolls.

    Special Actions:
    Establish Embassy with ALO (?)


    Nonactions:
    Trade Treasure Vaults tech to HYD through the embassy in return for plague cures.
    Trade [TECH_NAME] and 2 Units to ARK in return for Orichalcum Arrowheads, Feathered Cloaks, Peltae, and Thin-Blood Elixir.
    Last edited by D&D_Fan; 2021-06-04 at 10:52 PM.

  16. - Top - End - #916
    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 Great Scrimthun Unity
    Glory be to Thun, which remembers what it is owed.
    (Round 22)


    (Regions: 53, 59, 60, 61, 62, 65, 69, 75)
    Leader: Thunspeaker Atir, First-Born of Arrakh-Rah, Keeper of Fables
    D: 6+2 | M: 9+1 | O: 6 | F: 4 | I: 4
    Actions:
    1. [Military] Send a candidate to the Sentinels for the Trials of Iron.
      Spake-Furst of Frastham is one of life's natural malcontents. When Frastham was independent, he clamored for expansion, for glory, for conquest. Under Scrim occupation, he first was a dissident the Unity could never seem to put down, and then, when fighting back against the Unity became less popular as tempers cooled, he became a more subtle campaigner against the regime. His tongue is quick, and he claims his sword is just as quick. Whether or not it's true remains to be seen. Flushed out onto the surface, harried by guards who track him with falconers, he is eventually collected, then given the great honour of being sent to the Sentinels, whether he is interested or not.
    2. [Military] Put down rebels in North Ogrontir (R87).
      • Warspeaker Steady-Hand (10) leads.
      • Send 7 land units ferried by 4 naval units.
      • Sailing range of 4 (Sailing, Celestial Navigation, Crab-Claw Sails, Treasure Ships.) Route of 65 > 67 >> 69 >> 71 >> 75. Resupply, range is now 3; >> 77 >> 86 > 87. Route length uncertain, between 12 and 17 regions. Distance losses are either 1d3*10% or 1d4*10%; either way, -1 from Celestial Navigation, possibly -1 from Crab-Claw Sails? Sailing range of 3 is sufficient for planned route, so if the benefits from Crab-Claw Sails and Celestial Navigation do not stack, I will employ War Drums instead of Crab-Claw Sails.
      • Challenge Marta the Fertile to a duel with Trinity of Light shared dueling CI.
      • Prefer capturing to killing enemy commander.
      • Use the Endurance of the TacDoc. (-10% friendly casualties and +2 own leader loss). Mil 9 + Steering Oars 3 + Three-Wind Bows 1 - Army Size 1= +12 TacMan. Possible additional +2 from War Drums.
      • Spoiler: Techs
        Show
        • Scouts and Logistics: Crab-Claw Sails (-1 Distance Losses) OR, pending compatibility questions, War Drums (+2 TacMan)
        • Ranged Weaponry: Three-Wind Bows (+2 battle, +1 TacMan, -1 enemy leader loss)
        • Special Materials: Bronze (+1 Battle, +1 leader loss)
        • Armor: Uzii Battlesmithing (-10% casualties)
        • Cavalry: Steering Oars (+3 to TacMan in coastal regions)

      • Spend 1 treasure.
      • 10 + 7? + 2 + 1 + 1 = +21 before distance losses. +12 TacMan, -10% casualties, +1 leader loss, -1 enemy leader loss.
    3. [Diplomacy] Host Event
      • Accept the Bozuls (BOZ) as a vassal. Gift them the Arctic Survival tech.
      • Accept SMI as a vassal. Gift them the Arctic Survival tech. Receive Celestial Navigation from them.

      All across the Isles, messengers spread out, bringing invitations to those who would be friends to the Scrim… and summons to the scattered factions of the Smiaurskotor.
    4. [Diplomacy] Stabilize Glaondi Yejon (region 75). Spend 1 treasure. Success! Roll
    5. [Diplomacy] Save the Dreamspeakers from themselves. (X/4)
    6. [Diplomacy] Raise rep with the TSR. Spend 1 treasure. Success unless contested! Roll


    Non-Actions:
    Standard:
    • Attend any events to which we are invited.
    • Resist all unsupported buyouts with a +1 against those without Coinage.
    • Resist all sacks at a +2 from Masonry and Advanced Masonry; resist raids at a +4 from those and Towers of Light.
    • Resist thefts, assassinations, kidnappings, and spark rebellions (including secret ones) with a +1 from Eyes Above.
    • Resist secret actions at an additional +2 from Keeper of Fables.
    • Resist all unapproved Errant Quests in our territory.
    • Support all conversions to the Trinity of Light; resist all others with a +1 from Writing (Hraban Runes).
    • Gain 3 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay dividends.
      Organizations:

    • Embassy

    • Other:


    News and Rumors:
    • It seems that certain unruly individuals need a reminder that Thun’s strength is drawn from all of it, that the name of Unity is no mere idle moniker. They will receive it.


    Spoiler: Bookkeeping
    Show

    Land Units: 7/24
    Naval Units: 4/10
    Tactical Doctrine: Endurance of the Earth (-10% friendly casualties and +2 leader loss)
    Heroes: Warspeaker Steady-Hand-Spills-Black-Blood-On-White-Snow, Champion of Light, Dances-With-Bees (10)
    Tulao, Ember Twin (9)
    Passive Treasure Income: 3
    Treasure: 6/10 [=>/10]
    Embassies: ARK, KOB, NTK, TAR
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Sailing
    • Arctic Survival (Active, 65.1)
    • Bronze (Active, 24.2)
    • Cloud Striders (Inactive, Battle Toads or large flying animals)
    • Campaign Grift (Inactive, need more alcohol)
    • Eyes Above (Active, 61.3)
    • Increased Defense Budget (Active, 18.2 or 75.C)
    • Off-Track Betting
    • Stage Plays (Active, 1.1)
    • Three-Wind-Bows (Active)
    • Treasure Ships (Active, 37.3, 18.2 or 75.C)
    • Uzii Battlesmithing (Active, 33.2)
    • Viskari War Bows (Active, 65.2)
    • War Drums
    • Mamut-Daezirn Isles translation
    • Mamut-Kiswa translation
    • Mamut-Sikar translation
    • Mamut-Tarandi translation

    Spoiler: Keeper of Fables Techs
    Show
    • Advanced Masonry
    • Celestial Navigation
    • Coinage (Partially active, need gold or silver)
    • Composite Bows (Active, 55.1)
    • Crab-Claw Sails
    • Eleftherian Democracy
    • Mechanical Joints
    • Mountaineer Clothing (Active, 53.1 and 53.C)
    • Recurve Bows (Active, Composite Bows and 55.2)
    • Steering Oars
    • Thin-Blood Elixir
    • Towers of Light (Active, 89.1)
    • Wheel and Axle
    • All plague cures

    Spoiler: Inactive
    Show

    • Advanced Poisoning (Medicinal or poisonous plants)
    • Caravanserai (Stone)
    • Comet Phylacteries (Comet shards)
    • Equestrianism (Horses)
    • Feathered Capes (Feathers)
    • Peltae (Additional wood)
    • Saddles (Cavalry tech and animals)
    • Seekers (Nakhla Stone)
    • Song of the Sea (Sea creatures)
    • Song of the Wind (Flying beings)
    • Wolf Riders (Wolves)



    Spoiler: Unit Breakdown
    Show
    • 1 Arkusan Homeguard
    • 1 Watchers
    • 1 Vagabonds & followers
    • 4 Scrim Elites
      Naval-
    • 4 Scrim Sailors


    Spoiler: Characters (WIP)
    Show

    Thunspeaker Atir: Ruler, round 19 to present. Self-styled as First-Born of Arrakh-Rah. Scrim, made from suevite.
    Warspeaker Steady-Hand-Spills-Black-Blood-On-White-Snow, Champion of Light, Dances-With-Bees: Hero, score 10. Introduced round 13. Watcher.
    Holn: Translator for Steady-Hand. Introduced round 16. Scrim, made of basalt.
    Tulao, the Ember Twin: Hero, score 8. Introduced round 20 as a replacement for Warspeaker Arman. Scrim, made from Ember Stone.
    Tradespeaker Lejah: Economic advisor to the previous Thunspeaker. Failed to return after undertaking a mission for then-Thunspeaker Nithor in Targiz, returned in round 21 after the whole Targiz blight sitch, wears a mask now. Scrim, made from marble.

    Deceased characters:
    Thunspeaker Nithor: Ruler, round 9 to round 18. Now part of the foundation of the Fortress in Thun. Scrim, made from slate.
    Thunspeaker Ulun: Ruler, round 1 to round 8. Now a statue on the throne in the Thunspeaker’s Palace. Scrim, made from marble.
    Warspeaker Tior: Hero, introduced round 1, formalized as a hero in round 4, died in ignominy battling native defenders in round 12. Scrim, made from marble.
    Ex-Sentinel Arcor: Hero, score 8. Introduced round 5, retired to the wilderness in round 8 being replaced by Arman. Human.
    Warspeaker Arman: Hero, score 8. Introudced round 10 as a replacement for Ex-Sentinel Arcor. Died of old age in round 20, replaced by Tulao. Human.

    Spoiler: Trading Posts
    Show

    Region No. Resource TP1 TP2 TP3 City Acquired?
    1 Wine SCR Open Open Round 18
    18 Emeralds TAR SCR Open Round 4, Round 12
    24 Tin CRI SCR XX Round 14
    33 Copper SCR SCR Open ARK Round 14
    37 Living Wood Open TAR SCR DER Round 21
    40 Cheese SCR TAR TAR Round 13
    50 Truffles SCR Open Open Round 2
    53 Furs and Hides SCR TAR Open SCR Starting, Round 4
    54 Barley SCR Open XX Round 2
    55 Goats SCR SCR XX Round 14, Round 17
    61 Falconers TAR CRI SCR Round 17
    65 Timber SCR SCR XX Round 21
    Intercontinental
    Region No. Resource TP1 TP2 TP3 City Acquired?
    75 Pyroemeralds SMI AVI AVI SCR Acquired?
    173 Silver SCR XX XX Round 16
    299 Clay Open SCR HYD Round 15, DSP


    Last edited by Silent_Interim; 2021-06-05 at 01:34 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.

  17. - Top - End - #917
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Kingdom of Limdimon, Round 22

    News and Rumours
    • Ochāmis's embassy to Vyterrat has met with success and an agreement is reached with the Matji.
    • The carnage in Kledehem provides the perfect opportunity for the ensuing announcement by the king. It is clear that with the threat not only of the Children of the Great Mother to the west, and the Blightslave to the north, but now raiders from the sea as well, that the fledgling kingdom of Limdimon is beset on all sides. By joining the Matji, Limdimon becomes part of a greater realm spanning from ocean to ocean,
    • Exhausted by the slaughter in Kledehem, Ecimona finally acknowledges that her days of adventuring are in decline. She hands her spear and sword to her daughter, Ivigamta, who takes them up enthusiastically. It is hardly expected that one so spirited as Ecimona will retire completely, but the greatest of her deeds are in the past.
    • The rise of the Cosmic Hyena and the actions of its creators and supporters presents an immediate threat which cannot be ignored. The kingdom's back door must be closed before any action against the blight to the north can be considered. Ivigamta marches south with the remnants of the kingdom's army.
    • Despite the support of the Vygra Confluence, the emergence of the Cosmic Hyena to the south has the king in fear for the future. With the plague abating, he sends Prince Ochāmis back to the Vygra, and Katja and Princess Irelija to the Ashirian Sultanate. He is said to be looking for suitors for all his unmarried daughters among the peoples of Tarandi and Mamut, and he is also in discussion with the Truthseers about sending one to them for training.
    • The king himself attempts to sail to the Isle of the Blessed.


    Actions
    [Military] Recruit 1 land and 1 naval unit
    [Diplomacy] Attend an event
    • Become a vassal of the Vygra Confluence
    • Trade with the Sewune
    • Accept Sand Lung cure from the Vygra
    • Accept Island Fugue cure from Solais
    • Send Emagula to the Truthseers for training

    [Military] Invade region 214 from 191
    • 9 land units
    • Ivigamta commanding (10), will not challenge but will accept duel (at 2d8)
    • +2 Treasure (+3 bonus) (Increased Defence Budget)
    • We Were Giants tacdoc (M10, -2 army size, +2 War Drums)
    • Bronze (+1), Recurve Bows (+2)
    • Campaign Grift (enemy suffers +4 regions distance losses), Uzii Battlesmithing (-10% friendly casualties), Bronze (-1 leader loss)
    • Total battle honus +25 excluding tacdoc

    [Faith] Convert the holy site in region 188 (15 (F7 +1 writing) - success)
    [Faith] Attempt to sail to the Isle of the Blessed (16 (F7 +1 treasure) - success!
    [Intrigue?] Secret?


    Embassies
    • Send the Corpse Plague cure to the Targiz and the Alodites
    • Accept Scale Pox and River Fever cures from the Alodites


    Non-Actions
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts, raids, sacks, etc.
    • Gain 1 Treasure at start of next round from owned trading posts
    • "Bestow" the Disquiet Pom on Yazaburon (or rather, allow him to keep it)


    Spoiler: Ruler stats
    Show

    King Oniyellīs

    D 10
    M 10
    O 5
    F 7
    I 4

    Stat increases:

    Next round: +1 Faith


    D 10
    M 10
    O 5
    F 8
    I 4


    Spoiler: Stuff
    Show

    Regions: 190 (Faragumūll/Kledehem), 191 (Dum-Hong Deng), 192 (Ilcerapirūll/Farilpūll), 193 (Faranandūll, capital), 212 (Farazhēla)
    Units: 7
    Treasure: 7
    Last edited by Aedilred; 2021-06-03 at 04:35 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

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

  18. - Top - End - #918
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon
    Daezirn Isles
    Year 45- 48 K.E.

    Storhusbandi Vyrndori
    D 3 • M 1 • O 2 • F 4 • I 1
    Ruler round 23 Vinolygur: D 4 • M 1 • O 1 • F 5 • I 2
    Gains:+1D, +1I



    Actions:

    [Military] Send Nofn to assist the Lion-Hornets in the Rotting Hive (12)

    Artavazd’s words still echoes in Nofn’s mind. Her sister now slumbers in the embrace of their family, the last light on this barren and windswept rock gone. Forced to choose between her children’s life or her own Kolt vanished into the Oceanforge, not able to face the petty fears of her guild. Nofn hears the call of nieces’ cousins, selfproclaimed heroes converging upon them to extinguish their lives. Enough of her kin has died already, anyone attempting to slay more will die. They will all die.

    [Diplomacy] Press claim on R76 (9)

    Krafuhofi urges her newfound lifemate to join the great tale the Sagu are creating in Daezirn. They point at her invaded homeland, questioning where this greatness is and if not the same fate will befall them if the join the Sagu. When she returns to clear up this misunderstanding with the Scrim it is like sailing without wind, her words are heard but no one listens to them. Crestfallen, she returns to the north.

    [Diplomacy] Attend Event: the Commandments at Glaondi Yejon
    Spoiler: Subactions
    Show
    • Receive Kiswa translation from BOZ
    • Gift SCR Celestial Navigation
    • Receive Arctic Survival from SCR
    • Vassalize to SCR, conditions:
      • SCR will start a Styinn GP before round 25
      • R78 will be converted to WoE
      • SCR will help find/give SMI a new region to call home




    The scattered guilds of the Smiaurskotor heeds the Scrim’s summons and reunites under the same roof for a short time. The Smiajor and Skota guilds mend their relations, the former choosing to stay in Glaondi Yejon, continuing their work in the forge. The latter chooses to leave their homeland in the Scrim’s care, hoping to find new land elsewhere and strengthen recent bonds. The Sagu guild both storms the palace and storms off after negotiations, both attempts equally meaningless. The Integrity Cultists makes one last desperate attempt to regain control of the proper Daezirn ways but are swiftly dealt with. Instead the Eaudanites of Siryno Yejor garner the Scrim’s aid, putting an end to the Integrity Cult for good. Finding their own footing the Eaudanites’ place in the Scrim Empire remains uncertain, as they walk on their own path away from the Smiaurskotor.

    [Intrigue] Investigate Nofn's bond to the bligth (14)

    Kolt’s last work in the Oceanforge is intriguing and the Slate-Hornets’ even more so. It seems that though their bodies have grown apart their minds still thinks alike. Nofn has been given great power but it is not her own, yet her sister has provided the perfect tool to change that fact. Insanity lurking in the fringes of her mind Nofn begins prodding it, searching for the tethers that binds her flesh and releases the thorned knight, trying to tie them into a knot of her own device.

    [Intrigue] Secret
    Depravity. Fantasies. Scars.


    Non Actions:
    • Support BOZ buyouts of open TPs
    • Do not resist conversion of R78 to WoE
    • Resist all other conversions and buyouts



    News and rumors:
    • Mystorinn Balvodur is choosen as the new Husbandi of the Smiajor Guild. Impressed by the Scrim’s tale of Mamut and the lands beyond she enlists the Skota guilds help to spread word of the Oceanforge far and wide, eager to find out the effects of Koltholf’s sacrifice. No longer standing in the shadow of the Sagu-guild she also invites anyone willing to master their craft, offering to teach them Styinn and how to work the forge’s everynight tale, keeping Kolt’s last thesis for herself.

    • Reuniting the Smiaurskotor under a new banner Vinolygur proclaims himself the new Storhusbandi after Vyrndori’s rule of insanity. Most follow him to new lands and beginnings but the Sagu-guild chooses to adhere to the words of Krafuhofi instead, while the Smiajor guild remains behind reluctant to leave their forge. Setting down temporary roots in Varai-Lades the foreign relationships left to wilt by his predecessor are picked up and watered again. Vinolygur takes the opportunity offered by the Smiajor-guild to not only spread their word but also his own, making it clear that the Smiaurskotor now welcomes new bonds rather than shuns them away.

    • Nofn briefly returns to her apprentices in the lands of the false prophet during one of her better moods, telling them of her predicament and way to power. Disgusted by her new appearance some leave, choosing to take their chances as outcasts elsewhere. Others reverence for their teacher only deepens, amazed by her new abilities.

    • The Bozuls and Eaudanites dance in flowing conversations through the halls of the Scrm.



    Spoiler: Bookkeeping
    Show

    Owned Regions

    R75, Glaondi Yejon, Capital
    R78, Siryno Yejor
    Army Units

    Land:0
    Naval:0

    Heroes
    Nofn (10)

    Cultural Identities
    Everlasting Records, gain 2d8 to Investigations

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1
    Boats 74 1


    Owned Techs
    Tech Effect Requirements
    Writing(Styinn) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Sailing Can traverse over one deep ocean border None
    Animal Husbandry +1 to Opu and Dip explores None
    Irrigation +1 to Stabilization rolls None
    Masonry +1 to resist raids/sacks None
    Pottery +1 to Buyouts None
    Mamut Translation Understands CULTURE none
    Celestial Navigation +1 Sailing, -1 Distance loss for deep water none
    Viskari War Bows +1 to Battle Wood
    Tarandi Translation Understands FAITH None
    Treausure Ships +1 sailing, allows naval trade routes Building material, trading goods


    Miracle Effects
    Oceanforge (R75): Items created in the Ocean Forge are slightly more powerful, if their effects relate to water and/or transformation.
    Oceanforge V2: After a Kingdom has succesful investigated a curse with Styinn the Smiaurskotor may purify the object in the Oceanforge. Doing so removes all curses from the object, while retaining the benefits. Wooden or other combustible items may not survive this process.


    Organised Faith Bonuses
    Tier Effect
    HS5 +1 Investigations
    HS10 2d8 to pressing claims and resisting buyouts in or adjacent to regions that write Styinn.

    Regional Effects

    Region Type Effect
    75 Miracle Ocean Forge
    75 GP: Bryikkun Other kingdoms using Styinn may send a named character to the ocean forge with a diplomacy action, enabling them to use it. Requires the region owner’s consent.
    Named characters
    The Spriklondi Era begins at the end of round 22
    Hofmyejon, cult leader (42 as of 1 S.E)
    Balvodur, Oceanforge smith, (17 as of 1 S.E)
    Krafuhofi, Sagu mystorinn (30 as of 1 S.E)
    Vyrndori, Storhusbandi (35 as of 1 S.E)
    Nofnlousmythvitodurkarndrypiskip, ”Nofn”, L’s child, hero (29 as of 1 S.E)

    Spoiler: Glyemo
    Show

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

    Records

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

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

    Obsessions

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

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

    Afterlife

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

    Magic

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


    Gods

    There is undeniably beings of great power in this world. Those following them can easily reap great rewards but those benefits can just as easily be revoked. It is the being granting the rewards, not the adherent understanding them. Following gods is not inherently wrong. Doing so with blind devotion is. Every boon should be scrutinized and turned inside out so that the follower might learn how to achieve it by themself and eternalize the trick for others in writing, instead of relying on a fickle and prejudiced source.


    Holy Places

    Just south of Glaondi Yejon lies Grytt, a rocky isle with few living things except grass and birds. This is the most common place for Smiaurskotor to send of their dead into the sea, usually inscribing memories of those gone into boulders and cliff faces on the isle. Over the years this etching tradition has turned the whole isle into a giant collective mural.

    Spoiler: Oceanforge Smiths
    Show

    Kingdom, Character, Round x- y (not forever)
    Smiaurskotor, Balvodur, Round 22-26
    Bozuls, Forgemaster Visulu, Round 19-23
    Last edited by Torv; 2021-06-05 at 11:55 PM.

  19. - Top - End - #919
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


    Veramondo
    Vassals to the Vygra Confluence
    Region 218: Veramondo
    Region 228: Adzbark Wetlands
    Region 229: Flaschorikia
    Region 230: Qsmar

    Actions
    Rolls

    [Military] Attack region 213
    Using 6 land units led by Kata the Fatherless (7), equipped with Saddles, Viskari War Bows, Bronze, Peltae, War Drums and 1 treasure. Total bonuses +18 to battle, -10% casualties, +2 Tactical Maneuvering, +1 Leader Loss. Do not duel.

    [Diplomacy] Save the remaining Dream Speakers


    [Diplomacy] Save the remaining Dream Speakers


    [Opulence 5] Upgrade Rice in region 228 to Rice Wine


    [Military] Raise 2 units


    Nonactions

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy


    News and Rumors


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

    Spoiler: Technologies
    Show
    Name Effect Requires Usable? DSP?
    Advanced Masonry +1 resist Raid and Sack None Yes No
    Advanced Poisoning +1 theft, assassination, kidnapping, incite betrayal, and related Secret Actions Medicinal/Poisonous plants No No
    Animal Husbandry +1 to Opu and Dip explore None Yes No
    Arctic Survival May cross arctic borders Lumber Yes Yes
    Bronze +1 battles, +1 leader loss Copper, Materials slot Yes No
    Caravanserai +1 resist Raid and Sack Masonry, Stone or Clay Yes Yes
    Celestial Navigation Cross additional deep water border and -1 distance loss over water None Yes Yes
    Coinage +1 resist buyout against those without coinage, +1 buyout if you have gold or silver None Yes Yes
    Comet Phylacteries +2 leader loss rolls Comet Shards, Medicine slot No Yes
    Composite Bows +1 battles Hooved Animals, Ranged slot Yes Yes
    Crab-Claw Sails -1 distance loss, increase deep water transport by 1 Sailing, Logistics slot Yes Yes
    Eleftherian Diplomacy New non-dynastic rulers get +1 to two stats their predecessor had 8 or more in Writing Yes Yes
    Equestrianism -10% casualties Horses, Animal Husbandry, Cavalry slot Yes Yes
    Feathered Capes May contribute an extra hero to quests without extra actions. Feathers, Armor slot. Yes Yes
    Increased Defense Budget May spend 1 more treasure on a battle, +1 to battle for every 2 treasure spent Gems or Precious Metals, Logistics slot No Yes
    Irrigation +1 Stabilize None Yes No
    Masonry +1 resist Raid and Sack None Yes No
    Mechanical Joints +1 Buyouts and Opulence Exploration None Yes Yes
    Mountaineer Clothing Can cross mountain borders Furs and Hides Yes Yes
    Off-Track Betting When spending treasure, you may roll 1d6. On 1, no benefit. On 6, +2 instead of +1. None Yes Yes
    Peltae +1 to Battle Wood, Armor slot Yes Yes
    Pottery +1 Buyout None Yes No
    Recurve Bows +2 Battle Composite Bows, Hooves, Ranged Slot Yes Yes
    Saddles +1 Battle, -10% casualties. Cavalry tech, Animals, Cavalry Slot. Yes Yes
    Sailing May cross deep water None Yes Yes
    Seekers May cross deep desert Nahkla Stone No Yes
    Stage Plays +1 Stabilization Refreshments Yes Yes
    Steering Oars +3 TM in naval and coastal battles Sailing, Cavalry Slot Yes Yes
    Song of the Sea Cross 1 additional deep water border. +2 Leader Loss in naval battles Sea Creatures, Animal Husbandry, Sailing, Logistics slot. No Yes
    Song of the Wind +1 Sea exploration, cross 1 additional deep water border. Flying Beings, Animal Husbandry, Sailing Yes Yes
    Thin-Blood Elixir +1 to battles and Quests against Gluttonous Shadows Medicine slot Yes No
    Towers of Light +2 resist Raids, +1 to Investigate per other with this tech that investigates this round (max +2) Silver, Masonry No Yes
    Treasure Ships +1 Sailing range and can make Trade Routes over deep water None (?) Yes (?) Yes
    Uzii Battlesmithing -10% casualties Hard Metal, Armor slot Yes Yes
    Viskari War Bows +1 to battle Wood, Ranged slot Yes Yes
    War Drums +2 tactical maneuvering Logistics slot Yes Yes
    Wheel and Axle +1 Opu explore, overland exploration not limited by adjacency None Yes No
    Wolf Riders +1 to battle Wolves, Cavalry slot No Yes
    Writing +1 conversion resist, +1 conversion against people who have Veramondi Logography None Yes No



    Trade Posts:
    Ashiran Horses: 302.1
    Cacao: 218.C, 218.1
    Copper: 204.1, 282.3
    Flamingoes 229.C
    Orichalcum: 245.1
    Quaggas: 230.1
    Rice: 228.1
    Stone: 213.1
    Timber: 192.1
    Wild Asses 212.1

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

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

    Spoiler: Ruler Info
    Show
    Enavi Hadev
    Diplomacy: 4+1
    Military: 7+1
    Opulence: 5
    Faith: 8
    Intrigue: 6

    Descendants and Heirs:


    Spouse:
    None

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

    Last edited by bc56; 2021-06-05 at 10:18 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  20. - Top - End - #920
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    ^Turn Twenty Two

    My Round Actions
    Lands of the HYD
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13 R14 R15 R16 R17 R18 R19 R20 R21 R22

    Game Round Opener Posts
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10pt1 R10pt2 R11pt1 R11pt2 R12pt1 R12pt2 R13pt1 R13pt2 R14pt1 R14pt2 R15pt1 R15pt2 R16pt1 R16pt2 R17pt1 R17pt2 R18pt1 R18pt2 R19pt1 R19pt2 R20pt1 R20pt2 R21pt1 R21pt2 R22pt1 R22pt2



    Ruler: Jenifu, The Hydran Sovereign

    Dip 5
    Mil 4+1
    Opu 6+1
    Fai 6+1
    Int 3

    Actions
    (Actions potentially subject to change)

    Mil Raise Unit x2 (2 Land)
    Mil Submission for SoS
    Kiese, Title Pending
    Spoiler
    Show
    On Kiese’s 75th birthday she officially arrives at the Trials of Iron to prove her mettle. Having quested against the blights lave champion itself and been part of the ravages on its shores on multiple fronts, she nearly misses said trials of iron.

    Even if she’d missed those though, her heroism would have been worth it. Titles and valor mean less than the lives saved from the blight. A small colony of the Itzab peasants forms within the Moonlit Savana, a place in need of more population, and a simple set of farmers in need of land.

    Mil Conquer 263 with Char leading a force with 2 units (or explore below it maybe?)
    Not challenging a duel
    Tac Doc Roll +6 (4 Mil +2 War Drums), using Hydra’s Roar
    Battle Roll +19 (2 Units, +2 Recurve, +2 Chariots, +1 bronze, +1 blade sharpeners, +1 treasure, +10 Hero score)
    Allied Casualties -20% (chariots + uzis battlesmithing)
    Enemy Casualties +10% (worm wrangling)
    Leader Loss +1 (Bronze)
    Opu Buyout TP 1 of Sapphires with support from the Naherin in region 264. https://forums.giantitp.com/showsinglepost.php?p=25075300&postcount=644”]Roll = 17[/url]
    Opu Buyout TP 3 of Sapphires with support from the Naherin in region 264. https://forums.giantitp.com/showsinglepost.php?p=25075300&postcount=643”]Roll = 20[/url]
    Fai: Contribute an action to raising a Windstone for the TSR.
    Fai: Contribute to The Cleansing Rain CoW GP in pursuit of Restoration Tonic.


    Sub-Actions


    Embassy Actions
    Trade Battlesmithing and 2 Treasure to the Naherin.
    Trade Sand Lung, Scale Pox, and River Fever cures to the Naherin, the Sewune, to the Soreni.


    Non-Actions
    Spoiler: Default Non-Actions
    Show

    Accept all Embassies.
    Accept Vassalization of the NAH and the SKO.
    Require permission from an Agent of Ruin for any interaction.
    Accept all trade gifts (treasures, units, technologies, etc)
    Resist all buyouts and Errant Quests not explicitly allowed within HYD territories.
    Resist all buyouts on TPs that the HYD specifically own (as opposed to unowned or owned by other players), superseding general support to buy out TPs.
    Resist all conversions to religions other than Path Of The Ancient Ones.
    Support all conversions to Path Of The Ancient Ones.
    Use 2 treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler or hero (to use Wormtunnel Networks for a net +3 to the defense).
    Invalid actions should be contributed to a GP.


    Support the Naherin buying TP 3 of Copper in 282, and TP 3 of Flavored Water in 280.
    Receive corpse plague cure from sewune
    Receive vaults from soreni
    Spend 5 treasure in total (2 defense against raid, 1 attack on 263, 2 to the Naherin)



    Spoiler: Rumors and News
    Show

    none yet


    Armies and Coffers of the HYD
    Spoiler
    Show

    Heads of the Hydra: HYD, NAH, SKO
    (+2 to ruler turnover, +2 to land unit cap)
    Owned Regions:
    Cs 280, 281, 282, 283, 289
    nCs None
    Ck 204, 265, 266, 268, 203
    nCk None, 264

    C8, NC0, V2 (3-1+C N) (6-2+(2*(C+NC))+V A)

    Spoiler: Night Elven Armies And Coffers
    Show

    Coffers: 10/15 Treasure, 4/10 Naval Units, 12/22 Army Units
    +2 treasure passive


    Trading Posts/Cities Controlled: 17/2
    +2tps, +1 passive treasure next turn
    Favor/Rep Status: 1/2 with SoS, 0/2 with DSP, 0/2 with TSR, 0/0 with CoW

    (Who knows wtf happens to the DSP)
    +1 Favor with; SoS, TSR, CoW

    Spoiler: Opulence TP Stuff
    Show

    Spoiler: Owned TPs
    Show

    204/City/Copper
    211/2/Tvila Clay
    214/1/SeaFood
    216/2/Droggen Berries
    220/2/Tobacco
    238/2/Granite
    242/2/Earthblood

    263/2/Bamboo
    264/2/Sapphires
    267/2/Mountain Goats
    271/1/Moose
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Copper
    288/1+2/Water Buffalo
    289/City/Wild Horses
    293/1/Simurgh
    299/3/Clay
    302/2/Ashiran Horses


    Spoiler: TPs in Owned Territories
    Show

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


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

    204 Copper VER/LIM/XX(HYD)
    203 Dyes Open/Open/Open



    Spoiler: Naherin
    Show

    6 Land Units, 1 Naval Unit


    Spoiler: Techs/Bonuses
    Show
    Total Tech List: All Default Techs, Comp Bows>Recurve Bows, Equestrianism>Saddles, War Drums, Bronze, Sharpened Weapons, Crab Claw Sails, Worm Wrangling, Uzii Battlesmithing, Chariots [Thin Blood Elixir, Feathered Cloaks]

    Coinage, Wheel and Axel, Seekers, Advanced Masonry, Thin Blood Elixir, Caravanserai, Arctic Survival, Feathered Cloaks, Mountaineer Clothing, Stage Plays, Advanced Poisoning, Djinn Contracts.


    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    ?????? (Tarandi) Codex
    PotAtO +1 Def Battles

    Cure for Sand Lung, River Fever, Scale Pox
    To-get: Corpse Plague, Island Fugue

    Spoiler: War Tech Table
    Show

    Equipped Techs
    * Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls
    * Armor (Uzii Battlesmithing) -10% casualties
    * Melee Weaponry (Sharpened Weapons) +1 Battles
    * Ranged Weaponry (Recurve Bows) +2 Battles
    * Cavalry (Chariots) +2 Battles, -10% friendly casualties
    * Scouts and Logistics (War Drums) +2 Tac Doc
    * War Beasts (Worm Wrangling) +10% enemy casualties
    * Fortifications (none)
    * Combat Drugs and Medicine Thin Blood +1 to Quest/Battle with Blightspawn
    * Sappers and Siege Weapons (none)
    * Subterfuge (none)


    Spoiler: Hero Titles
    Show

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


    Last edited by Epinephrine_Syn; 2021-06-06 at 01:18 AM.

  21. - Top - End - #921
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Danneta-Yvaon, The Jewel of Tarandi
    Chiefs: Nocter Rikoz-Mak and Noctrix Amira-Mak
    D3 | M4 | O9 | F10 | I4


    News and Rumors
    - Some say that Blade has lost all will to write.

    [Opulence] Send a final Expedition into the mountains East of Region 146 [TN 10, Roll 16, Great Success] - .

    [Opulence] Contribute to Students of Wonder Restoration Tonic (3/5) - .

    [Faith 10] Perform a Miracle: Conflux of the North and South Winds - Amira-Mak breathed in the Garden, but she was not here for its fruit. For one who had before, she concentrated on Acinais - and sought her link to Noxpelios. Where once breath flowed could flow again, if Life were returned to it, and yet so much more...

    [Faith] Meditate to seek the Kiswan Youth, this time with a Flame Tempered Soul and Keeper of Fables in tow (Spend 3 Treasure) [TN ?, Roll 21] - .

    [Diplomacy] Build a Students of Wonder Laboratory in Danneta-Yvaon (1/3)
    [Diplomacy] Build a Students of Wonder Laboratory in Danneta-Yvaon (2/3) - .
    (Third action comes from Elemental - intended split is Rep for him, Favor for me)

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

    Embassy Actions
    - Grant SOL and ILD passage through the Mountains
    - Gift Island Fugue Cure to ULD
    - Gift Peltae, Crab-Claw Sails, Celestial Navigation, Treasure Ships, Advanced Sailing, and Stone Rivers to SOL
    - Trade Mechanical Joints to SAN for Cloud Striders tech
    - Accept Gifts


    Spoiler: Ruler Info
    Show

    Nocter Rikoz-Mak and Noctrix Amira-Mak
    Diplomacy: 3
    Military: 4
    Opulence: 9
    Faith: 10
    Intrigue: 4


    Expected Stat Gains: +1 Dip, +1 Opu


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    NO

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

    Treasure: 13/15
    (+3 passive treasure/round)


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

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

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

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

    Temporary Cultural Identity - City of Adventure! (2d8 to Epic Quests)
    Permanent Cultural Identities - EMPTY

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

    Technologies
    op - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry, Sailing, Eleftherian Democracy, The Arch/Dome/Tower->Advanced Masonry, Song of the Wind, Wheel and Axle, Mechanical Joints, Mortise and Tenon Planking/Girded Keel/Foremast->Advanced Sailing, Coinage, Stone Rivers, Treasure Ships, Mountaineer Clothing, Wonder Workshops
    mil - Viskari War Bows, Wolf Riders, Bronze, Saddles, Song of the Sea, Composite Bows, Recurve Bows, Uzii Battlesmithing, War Drums, Feathered Cloaks, Three-Wind Bows, Celestial Navigation, Increased War Budget, Peltae, Crab-Claw Sails, Stage Plays, Thin-Blood Elixir, Glimmer Woad

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

    Translations - Daezirn Isles, Mamut, Kiswa, Sikar

    Trading posts (23, 3 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 99 (Mammoths) TP1
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 116 (Safflower Oil) TP2
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 121 (Giant Kites) TP1
    - 124 (Wood) TP3
    - 144 (Copper) TP1
    - 39 (Battle Toads) TP1
    - 165 (Spices) TP1
    - 52 (Silk) TP2
    - 146 (White Bronze) TP1


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

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    10 HS: 2d8 when Dueling
    20 HS: +1 Sail Range, Cross-Continent Penalty reduced by 1
    40 HS: Cycling Bonus; New Moon is +1 random ruler stat, Waxing is +1 to one Mil action, Full is a free Seek Aid attempt, Waning is +1 Stabilization
    Miracle: Water-Bending (Ability to cross Arctic Borders)
    Miracle: Spell-Casting (+1 to Battles)
    Miracle: House Mak Bends Earth (Ability to treat Mountains as Hill Borders, can grant fellow Eaudenites Mountain Crossing for 1 round via Embassy)
    Miracle: Bloodbending (Bonus TacDoc, uses higher of Faith or Mil, -2 to Enemy Leader Loss roll)
    Miracle: Merine's Blessing (From Rikoz II of the Night Kingdom, can Seek Aid post-facto up to twice per round before the War Deadline)

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


    Spoiler: Dice Roll Link
    Show
    Last edited by BladeofObliviom; 2021-06-05 at 06:01 PM.

  22. - Top - End - #922
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    The Night Kingdom

    Iorwerth Nahaar, King of Night and Breaker of Shields
    Diplomacy: 10
    Military: 10
    Opulence: 3
    Faith: 5
    Intrigue: 3

    Actions for Round 22 (Rolls)
    • [Diplomacy 10] Declare Empire status!
      As the lands of the Hraban, Uzii, Alqar, and Sokau Tribes come to be known under one name, the administrative capacity of the empire expands to match it. Iorwerth is no longer a mere King, but the Night King, a title now appropriately above lesser kings and queens that serve him. His still-living grandmother, Kylisa, is named Queen of the Alqari Heartlands, his relative Merlyn formally declared as King of the Hraban. The Cau title is torn between his sister Gwenn and his relatives of the Targiz, while his half-brother of the Ashir known as Reinar II receives the Kingdom of the Uzii. Finally, he keeps for himself the Kingdom of the Sokau. Between the deeper power structure and a newly crafted advisory council, the Night Kingdom's influence over Mamut has become nothing short of exceptional. (Not quite finalized)
    • [Diplomacy] Attend an event
      - Accept the vassalization of RUIN
      - Grant RUIN the Hraban region and Fortress of R34
      - Accept 9 units from RUIN
      - Fosfer is not to return to Mamut under any circumstances
      - Receive all translations and cures from Lapis (Sikar, Kiswa, Scale Pox, River Fever) in exchange for Song of the Sea, Song of the Wind, Wheel and Axle, and Coinage

      Betrayal - the word sings across the lands. How the King of Night has turned cloak against the Truthseers. How the agents of RUIN have been granted solace overseas at the eleventh hour of their destruction. To Mamut, where they were previously quick to export their destruction and madness. The tales of Ceron's own mount turning on him and goring him to death with his antlers are still fresh in the minds of many, and Iorwerth is not quick to vocalize why he allowed such a danger under his wing. Over the years, of course, the truth comes out. The Night Kingdom has a large territory. At the crossroads of four great kingdoms and a dozen races and cultures, the army of the land has been weakened through constant war and plague. RUIN promises an army and power, terrible power, and power that must be used. While problematic, Merlyn, the leader of their faction, is of his blood - and to the Night Kingdom blood is essential. Having only been around eleven at the time of Ceron's death and raised in the arms of a stranger of Tarandi, Iorwerth does not believe that Merlyn understood the magnitude of the consequences of ordering an attack on his kin if he indeed ordered it at all. The guidance and family he lacked, he will now find in the halls of the Night Kingdom - reputation be damned. Indeed if any member of the Dynasty not aligned with the blight found themselves facing similar circumstances, the offer would be the same... To swear fealty to the Night King and begin anew with family to protect and guide.

      But there is more to it than that. Hushed whispers speak of Temperance, the balance between this sinister destruction and the timid life that had found his grandmother a worthy ruler and bearer of the west wind. With a regent to the north and RUIN now to the south, the King hopes to take these raw magics and form them into something yet unseen. It may require the cooperation of Merlyn and either his grandmother or his cousin in the Sundom, but the results could prove revolutionary. Tamed summoning, the power of the Wyrm with the control of the Phoenix - that would be true power.
    • [Diplomacy] Stabilize R42 if the request from TAR failed last round, or 40 if it passed (Auto-pass)
    • [Military 10] Create a Tech: Motte and Bailey Castles
      Requires Advanced Masonry and Lumber resource, Fortifications and Siege Equipment slot
      +2 to defensive battles
    • [Diplomacy] Claim R44 (Great Success)
    • [Diplomacy] Claim R45 (Great Success)


    Expected Improvements:

    Non-Actions
    Give the cure to Island Fugue to ARK, ASH, DAN, CRI, TAR
    Give the cure to Island Fugue to the Truthseers
    Politely accept any and all plague cures

    News and Rumors






    Spoiler: Stats
    Show

    Military Units: 8 (1 Lunar Scouts, 2 Sukkomi Fighters, Qian's Warband, 2 Moon-Guard, 2 Legions of Night)
    Naval Units: 0

    Total Regions: 12
    Land Unit Cap: 28 (6 Capital Unit Cap + 11 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 8 (3 Base + 5 Coastal Regions)

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

    Military Specialization:
    None

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

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

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

    Heroes:
    Seer Makoa (7)
    Virne the Dragon-Rider (8)

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

    Translations:
    Sikar Translation
    Daezirn Translation
    Tarandi Translation

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

    Regional Benefits:
    Dek'varro, Mamut (31), [None]
    Blessed Vale, Mamut (32) [Capital Region, Map of Heaven (Great Project, +1 to seek aid), The Sunrise Citadel (Fortress, +2 Defense), Mount Renjin Summit (Holy Order, +4 against conversion and purges)]
    No-Climb Cliff (33), [City, +1 Defense]
    Hrathgan (34), [Fortress, +2 Defense]
    Swampum (39), [Fortress, +2 Defense, Great Project, resist Errant Questing with duels]
    Rhödödendräk (40), [None]
    Jù Fǎihlè (41), [None]
    Cauplakai (42), [None]
    Upper Vale, Mamut (43), [None]
    Džíu Phè Hwǔ (46), [City (Wood), (Fortress, +2 Defense)]
    Atel’Nora, Mamut (48), [None]
    (52), [Windowless Tower]
    (67)
    (47)?

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

    Resources controlled:
    [Gems, Blessed Vale (32)], [Wood (City) Džíu Phè Hwǔ (46)], [Copper (City) No-Climb-Cliffs (33)]
    Passive Treasure Income: 0
    Treasure: 2

    Rep:
    Truthseers - 1
    Dreamspeakers -1

    Last edited by Zayuz; 2021-06-05 at 10:22 PM.
    "What is to give light must endure burning."

  23. - Top - End - #923
    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

    Alodite True Dawn Imperium


    Pharoah Nefertiti Dust Walker,
    Stats
    Dip 10
    Mil 7 (+1)
    Op 6 (+1)
    Faith 7 (+1)
    Int 6


    Actions:

    Opulence: Buyout Nakhala Stones tp 3 roll 17

    Opulence Establish city in Ta Nejer: Soba

    In the center of the island under the shadow of the Sun Disk The Empress commands that a city is erected in the wake of the Sun-Disk. The various villages that sprung up around the island are consolidated in a sight between 3 great hills deep in the interior of the island. Mounted on the largest hill is the great Sun disk, 60ft in radius mounted on a platform. Between the hills, is a planned city with buildings made of wood and earthen mixtures of gravel and clay, while the roads are coated with marble tiles.

    The city is filled with pilgrims and craftsmen from all across the realms of True Dawn. Smiths, sunstone knappers, carvers, and metal workers all apply their various trades here making the city a hub of manufacturing goods. Here bureaucrats take greater advantage of stone markings and specific lines of Dolod as a means to keep records as more conventional methods are stymied by the near-constant downpours of rain.

    Faith: Create Artifact: Beacon of Soba:
    Unleashes a beam of Sunlight that clears the skies, dispersing all clouds and mist for a time.
    Creatures borne of Blight find this....unpleasant (+1) in battles vs blight

    Crafted by the line of the legendary Dolod smith Ohamaho the Beacon of Soba is a perfectly spherical hand-sized sunstone, unique among its kin, due to the stone's translucence. Clearly, this unique property gave this sunstone a higher purpose, and so the Empress decreed that it be fashioned into a great beacon to guide the faithful through Sikars storms of sand and rain.

    Spoiler: Inscription written on the staff
    Show



    Clear Skys
    Clear Eyes
    Show the way



    Faith: Seek Aid buying Nakhala Stones roll 13

    Military Raise 2 units

    Military Submit Hero to the trials of Iron: M'totwa The pygmy: Representative of the Twa people M'totwa, rose prominence due to their prodigious skill as a trapper and slinger. Slayer of 100 wombats M'totwa seeks fame abroad in a bid to gain renown and coin from his cliffside village.

    Diplomacy Event at Clan Solaris

    Spoiler: sub actions
    Show

    Distribute all cures to all attendees
    SAN-trade Song of the sea and saddles for Scale Pox cure and Equestrianism
    in exchange for Equestrianism tech accept Crab-Claw Sails tech to the Alodite Imperium
    Trade Maat the archer for Shevu Pot-Breaker with Lhungho Saar


    Nonactions
    Gives cures to TSR

    resist plague of madness roll


    Embassy-actions

    Spread cures to All I have an embassy with

    Accept any gifts

    Give Highnest Tarandi Translation



    [/SPOILER]

    News and Rumors
    Last edited by Lleban; 2021-06-04 at 02:56 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  24. - Top - End - #924
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    Holy Uldran Empire
    Regions 99, 100, 101, 102, 107, 108, 109, 110, 119, 120, 129, 130
    Tarandi

    Round 22 Actions:

    1. [Miltary]Conquer region 106 with Matsokah Icebane. (10) Details Below
    2. [Military]Send Viho Icewalker to the Sentinels of Stone Trials. Viho, formerly known as Fang of the North, is a master Waterbender who uses a magical ice spear in combat.
    3. [Military]Hero Nigen of Wolfenhall (8) Quests into Unknown Lands east of region 102. +1 Treasure Spent, +1 from Waxing Half Moon Phase (40 HC Bonus). 18
    4. [Faith]Contribute to the Truthseer Windstone Project.
    5. [Faith]Convert region 80. 18
    6. [Faith]Convert region 78. +1 Treasure Spent 19
    7. [Faith 5]Change Holy Order in region 137 from AW to WoE. The Order of the Flowing Mane Stands Vigilant against Ruin.


    Conquering 106: Arctic Border Crossing via Eauden.
    Leader: Matsokah Icebane, Fang in the North 10.
    Number of units: 7.
    Duel Challenge: Yes. (Rolled at 2d8 due to hc 10 size bonus.)
    Tac Doc: Heaven and Earth.
    Tech: Wolf Riders, Saddles (x2 Northern Huskies), Viskari War Bows (Wood). +2 to Battle and -10% Casualties, War Drums +2 to Tactical Maneuvering Rolls.
    Faith Bonus: +1 to Battles from Spellcasting Miracle).
    Totals: +20 to battle, +2 to Tactical Maneuvering, 2d8 Duel, -10% Casualties.

    Spoiler: 40 HC Bonus Turn Tracking Round 22
    Show

    CURRENT: Waxing Half Moon: [Momentum and Action] +1 to one Military Action.

    Full Moon: [Blessings and Celebrations] Eauden followers can attempt a non-action seek aid that round.

    Waning Half-Moon: [Transition and Forgiveness] +1 Stabilization Bonus for the round.

    New Moon: [New beginnings and Potential] +1 to new ruler stat at random.


    Embassy Actions:
    • DAN: Accept Island Fugue Cure and treasure from DAN.
    • ELF:
    • SHN: Accept all cures given, with thanks.

    Non-Actions:
    • Accept Island Fugue Cure and Scale Pox Cure from TSR via TSR Tower.
    • Support the Khanate's Hemp buyout in region 119.
    • Passive treasure accumulation: +1/round. (2)
    • Resist all unauthorized conversions and buyouts.
    • Support all Eauden conversions.


    News and Rumors:
    • Viho hears of recruiting by the Sentinels of Stone and enters into the competition. Rumors say its a bid to regain some of the pride lost due his loss to Matsokah.


    Ruler info:

    Holy Empress Elu, Beacon of the North.
    Diplomacy 4
    Military 3
    Opulence 4
    Faith 8
    Intrigue 5


    Expected Stat Increases:
    +2 Faith, +1 Mil


    Last edited by PepperP.; 2021-06-06 at 01:43 AM.
    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

  25. - Top - End - #925
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Symphony of Kalatar
    Region 136+135+132+157+159+158+161+134+160



    Keeper Poav Polahi
    Dip 7
    Mil 7
    Op 6
    Faith 7
    Int 3


    Actions:

    1:[Opulence] Buyout copper 159 tp1 13

    2:[Opulence]buyout glimmerwood 113 tp2 4

    3:[Diplomacy] Stabalise 159 21


    4:[Diplomacy] Attend Vaccine Jamboree to get cures
    -Will be offering things to those there
    ALO-trade Song of the sea and saddles for Scale Pox cure and Equestrianism
    SOL-trading cloud striders for recursive bow
    VYG-accept river fever, sand lung and corpose plague, giving cloud striders
    5:[Military] Raise 2 units

    6: [Military] Send Hinarah to the sentinels competition as a last hurrah

    Stats:
    New Ruler:NO
    Non-Actions:
    LYRE: DIP
    l


    Embassy Actions:
    DAN: Exchange Cloud Striders for Mechanical Joints
    SHA-Gaining Sikar Translation, Island fugue and River fever, giving Cloud Striders
    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    113 TP2: Wood
    155 TP1: Wild Horses\
    159 TP1 Copper
    131 TP1 Wooly sheep
    132 TP1 Einkorn
    1 Treasure generated per turn
    Embassy:
    CAW
    SHA
    DAN
    UZI
    Stone blooded Kharnate
    ARK
    SCR

    Claims: 131

    HO: The Herald 136 AW
    Fountain 159 Children

    Fortress:136


    TD: Taunted Charge (+1. +10% enemy)

    Miracle: Song of rest
    Spoiler: details
    Show
    When Sangar participates in the invasion of a region, that region will no longer fall into unrest. In addition any battle in which Sangar leads one side incurs 10% fewer casualties on both sides as the Song of Rest cools savage bloodlust


    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 2,
    Truthseekers: Rep 0
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing
    Bows +1 to battle
    Song of the Wind
    Bronze
    Wolf Riders
    Battlesmithing
    Battle Drums
    Song of the Sea
    Saddles
    Thin-blooded elixer
    Celestial Navigation
    Mountaineer Clothing
    Arctic Survival
    Composite Bows
    Stage Plays
    Crab Claw Sails
    Treasure ships
    Cloud Striders
    Advanced Masonry
    Coinage



    The Lyre of the Temperamental Song
    Units: 12/18
    Navy: 4/More

    Treasure: 4 (spending 2)


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


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-06-05 at 11:19 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...



  26. - Top - End - #926
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Empire - Regions 226, 184, 224, 225, 236, 237, 242, 245, 266
    Vassals - Veramondo, Sewune

    Turn 22


    News and Rumors:
    Matji Varsha announces her impending retirement. From the Great Lodge in Farahabi, she and her fulji withdraw to the Great Iris, sequestering there with a single priest of the Green for several days. When they return to the public, it is declared that Fulji Bulandi will succeed her as matji. As daughter of Rajah Bhosale and Ranee Karsha of Aimo Hajje, and niece to Queen Enavi Hadev of Veramondo, she is well connected politically within the Confluence. Though it does not escape notice that she is one of the youngest ra to become matji with less than three decades behind her, she has been most prominent in the building of the military over the last decade and has their trust and backing. Finally, her oath has been accepted by the World Soul - a ritual whose process is still unclear to the public, but the effects of which are quite visible and observed with respect.

    Bulandi retains Hirana among her fulji, as the two have become close friends, but Fulji Arima declines, instead wishing to return to her forge and her own students for her final few years. For nearly a year the Confluence is maintained with only a single fulji, with the territorial leaders handling more coordination and logistics. Finally, Bulandi names a second fulji: Sanu-ai, son of Chieftess Aolani of Tamago. Many older members of the Confluence feel a familiarity when meeting Sanu-ai of his grandmother, Phaudl, and he quickly establishes a kinship and rapport with the other leaders.

    Spoiler: Bulandi inspiration
    Show


    Actions:
    1) [Military] Recruit units x2 at Utkrshta (1 Land, 1 Naval)


    2) [Military] Send Candidate to SoS Trials of Iron: Taai of Tamago
    As the Tamago Isles begin to recover from the ravages of corpse plague, Aolani leads the people in organizing restoration, with her children taking on roles assisting as well. Karau excels at organizing gatherers and fishers, seeing that wild resources left untended are cultivated once more. Sanu-ai turns out to be quite adept in supporting emotional recovery, consoling the survivors and helping them speak their grief to heal. Even Ioteba, still blossoming, is a constant sight at her mother's side, learning to lead by example, and a comforting reminder that their future is not lost.

    Aolani's eldest, Taai, works as hard as any, but is often heard arguing with his mother as well. He feels that the survivors of the isles are in too untenable a position, trapped between the cold shores of Tarandi to the north and the forbidding jungles of the blightslaves to the south. He advocates that, distanced as they are from the majority of the Confluence, they have not enough warriors of their own to defend the isles. That the people should spend more time readying for war, or aid must be sought from the outside. These arguments grow in frequency and intensity, until one night the angry youth takes his boat and departs. Taai leaves behind a simple written message:

    "I have gone to those who will give me the tools to see my home defended."


    3) [Intrigue] Special 5: Assassination - Varsha accompanies Amira-Mak into the Dreams to track down the Kiswan Youth, and end him. (Roll:19)
    Following the official passing of the role of matji to Bulandi, and several weeks of organization, Varsha departs from the public eye of the Confluence, taking a few of her closest aspirants with her. It is reported that she visits the capitals of Veramondo and Sewune on her way east, bringing them the news personally of the new Vygra leadership. In Manticore's Rise, she also meets privately with Shire from the king's council, and then departs. Her travels from there go unreported until months later when she reaches Winter Town in Shandolýn. From there, she departs northward in company with Zán'Quêzí until they reach Danneta-Yvaon.

    4) [Diplomacy] Attend Solais Event at Star's End
    Spoiler: ”Sub-actions”
    Show
    Accept the Kingdom of Limdimon as a vassal of the Vygra Confluence.
    Give cures to River Fever, Sand Lung, Corpse Plague to all attendees who need them.
    Give Advanced Poisoning and Caravanserai techs to the Solais Empire in exchange for Three-Wind-Bows and Mechanical Joints techs.
    Give Crab-Claw Sails tech to the Alodite Imperium in exchange for Equestrianism tech.
    Accept Cloud Striders tech from the Symphony of Kalatar.
    Receive cure to Island Fugue from the Solais Empire.
    Receive cure to Scale Pox from the Alodite Imperium.



    5) [Diplomacy] Induct Fulji Bulandi as a Flame-Tempered Soul
    See News and Rumors

    6) [Opulence] Special 10: Create New Technology
    Tech: Pin Tumbler Locks
    Type: Civilian
    Requirements: Bronze
    Effect: +2 to resisting theft, assassination, kidnapping

    Fulji Arima, since her appointment, has advocated for innovation among the crafters of the Confluence, and often sponsors promising metalworkers in particular. One such protege, a Bora named Manede, has come up with a cunning device to allow doors to be secured without the need for heavy beams and from either side.

    A heavy post affixed to a door is embedded with a horizontal bolt piercing through into the door frame. Inside the post is a set of grooves, in which a set of bronze pins slide into holes in the bolt, fastening it in place. The pins can be moved by a narrow bronze rod with several protrusions on one side, called a 'key', that allow it to be inserted into a hollow in the end of the bolt and lift the pins enough to slide the bolt clear of the frame. Each lock and key pair may have different spacing or numbers of pins, so only those with the proper key may easily open what has been locked. This allows for much greater security of stored resources, protecting important buildings and homes against theft or intrusion.



    7) [Opulence] Buyout Trading Post: Region 289 TP2 - Wild Horses (Roll: 14 -2 Continent Penalty, Success)


    Non-actions:
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
    Spend 1 Treasure on Assassination action.

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

    Heroes: Demuri, the Weeping Fire, Heir of the Shadow Slayer (9); Niharyka the Wayfinder (10)

    Other notables: Fulji Arima, Hirana, and Bulandi; Khetra; Aolani, Taai, Karau, Sanu-ai, Ioteba; Ranee Karsha and Rajah Bhosale; Shire; Jevika, Utttlannn

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Black Iron Weapons, Composite Bows, Celestial Navigation, Advanced Masonry, Arctic Survival, Uzii Battlesmithing, Stage Plays, Caravanserai, Advanced Poisoning, Steering Oars, Blade Sharpeners, Feathered Cloaks, Eleftherian Democracy, Public Education, Song of the Wind, Song of the Sea, Viskari Warbows, Wolf Riders, Saddles, Recurve Bows, Towers of Light
    Cultural Identity: With Open Arms - Raise Reputation; Practiced Debate - Conversion (Vassal);
    Tactical Doctrines: Butho Horns
    Units: 4/20 Land - 2 Vygra Butho, 1 Elkh-Waden, 1 Sentinel Aspirants
    1/6 Naval - Isle Rafters
    Fortress: Utkrshta - Region 224
    Treasure: 7
    Artifacts: Indida Hammer
    Reputation: SOS (3); DSP (1)
    Favors: SOS (1)
    Capital City: Farahabi - Vyterrat Region 226
    Trading Posts 14 (+2 income):
    > Buffalo - 222 TP1
    > Copper - 226 TP2, 226 City
    > Elephants - 224 TP1 & TP2
    > Elk - 225 TP2
    > Flamingos - 229 TP2
    > Furs and Hides - 237 TP1 & TP2
    > Granite - 238 TP1
    > Healing Herbs - 221 TP1
    > Shale - 236 TP1
    > Timber - 154 TP3
    > Tvila Clay - 211 TP1
    Primary Religion: Way of Green (5HS: +1 to Buyouts; 10HS: Conversion Resistance 2d8)
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216), Á'Shansholí (115)
    Vassals: Veramondo (218, 228, 229, 230); Sewune (215, 216, 231, 232)
    Other: Song of the Sands (Sikar Translation), Ballad of the Blossoms (Mamut Translation), Serenade of the Snows (Tarandi Translation), Plague Cures (River Fever, Sand Lung, Corpse Plague)
    Last edited by Frostwander; 2021-06-05 at 09:35 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  27. - Top - End - #927
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37 (& Illia, region 38, Luaithraeak-Molok, region 7, Nal Dryb, region 35, ---, region 10)



    We do not speak for the trees. We are the trees. By the grace of the Sannha, we stride.
    We are the blessed of the Sannha. We are all its children. By the sacred waters, we abide.

    Caretaker Karakhita Brythion (24)
    Diplomacy: 3
    Military: 10
    Opulence: 3
    Faith: 9
    Intrigue: 3

    New Leader Next Round: Annointed Runarn Ascendant, Lord of Banners, Master of Leaves, Protector of the Illian Clans, and Packleader of the Mortal Howl (Runarn for short) (43)
    Diplomacy: 5
    Military: 4 (+2)
    Opulence: 3
    Faith: 5
    Intrigue: 1

    Listener's Faithful:
    1: Faith: Convert region 10 [18]

    Lord of Banners
    2: Diplomacy: Attend Arrakhi event, the Union of Blood and Light, with Runarn immediately following his coup/revolution/righteous ascendance (depending on your point of view).

    3: Military: Raise a land unit.

    Knights of the Red Rose
    4: Military: Raise 2 land units, fortress.

    Royalty
    5: Military: Suppress rebellion in region 38
    - 2 naval units & 1 land unit led by Karakhita Brythion (10), Indefatigable Few (TacDoc)(+1 to Battle Roll, +10% enemy casualties, -10% own casualties), +1 to TacMan (religion), +2 own leader loss rolls (Circlet of Leaf & Chain, artifact)

    6: Military: Raise a naval unit.

    Rolls.


    Non-actions: Support all conversions to Bouquet of the Corpse Flower, support all buyouts of unowned TP's by TAR, accept all gifts, & accept diplomatic traffic from TAR.

    To-Do - important characters (we're getting there).

    News & Rumours

    - Possible story of Olea & Co escaping to Targiz. (watch this space)

    - Revolt! Gormeric Runarn, Lord of Banners, master of the Enkel of Luaithraeak-Molok leads his people in a surprise attack on the fortress in Bhaile-Koma! Attacking at night the fallen angels take the walls by storm. The royal retinue is absent, attacking the disgruntled rebels in Illia, and the Knights of the Red Rose remain in their Rotgarden, oblivious to the increasingly urgent royal calls for aid. Jofry, Olea & Lily are captured, while Arnfroy remains with his parents in the Rotgarden. Gormeric styles himself Annointed Runarn Ascendant, Lord of Banners, Master of Leaves, Protector of the Illian Clans, and Packleader of the Mortal Howl.

    - Asha-Shuran takes root, passing the mantle of heroic military leadership to Arnfroy, the Silent Bloom, eldest child of Onfroy & Alhambra.

    -Knights, for real this time, promise.

    -Cult of Rebirth. It's a thing!

    [/I]
    Spoiler: Important Characters
    Show

    The Brythions

    Leafhair Brythion [79] (Deceased)- Former Caretaker of Illia & the Deru, wearer of the Circlet of Leaf & Chain. Installed in the midst of a succession crisis, Leafhair transformed the governance of the Deru from a loose group of religiously aligned groves into a hereditary monarchy in a union with the neighbouring Illia peoples. Wed to Elora, Chosen of Illia, the two ruled in concert. Pursued by advancing age, Leafhair announced his intention to abdicate in favour of Esfrey on his 70th name day. This he did, and now serves as an adviser on the loose council that has developed around Esfrey's court in the Green Fields. He grieved for both his wife and son, and refused to believe the rumours that the dashing Sir Onfroy was to blame. With the reappearance of his youngest son Leafhair is a man at peace with the world, trusting in his children to protect Bhaile-Koma better than he ever could. Slipping into mild insanity in his later years, Leafhair rejoiced at his son Jofry's return, but soon barely remembered his disappearance. He spent much time reminiscing with his old Deru companions, themselves near to taking root, of his first days amongst the great trees, and the wonders of the forest he barely knew. At last he died peacefully napping in the woods, buried beneath his old friends, themselves taking root earlier that year.

    Elora Brythion née Covenantes [57] (Deceased)- Former Chosen of Illia, join ruler of Illia & the Deru. Wed to Leafhair. A standout warrior in a strong warrior culture, Elora has led the peoples of Illia for three decades, since her choosing. She strengthened the power of the sightless ones, spiritual leaders & masons of Illia, made peace with the hill-dwellers by taking Norren the Mortal into vassalage, and presided over a prosperous aftermath of the new dawn. She and Leafhair have 3 children. Increasingly growing distant from her twin children, viewing them as straying from Illian traditions and exploiting their privileged positions, she spent increasingly more time with her youngest, Jofry. While still a formidable warrior, Elora's sanity began to fray, a congenital Covenantes failing her forebears traditionally pushed through until their deaths in battle. In her 57th year, Elora was found dead in her youngest son Jofry's chambers, flayed alive, her corpse already festooned with blooming flowers.

    Esfrey Brythion [53] (Deceased) - Former Caretaker of the Illia & the Deru, Chosen of Illia, wearer of the Circlet of Leaf & Chain. Eldest daughter of Leafhair & Elora, Esfrey was a rambunctious and headstrong youngster, taking well to the traditional Illian trials. She proved a precocious student, achieving her right to bear spear & sling by age 10. Completing the trials at age 16 alongside her twin Esfrey was ecstatic to have been named heir to her father, and routinely arrived to take command of forces during exercises in the Green Fields. A reckless adrenaline-junkie Esfrey had an odd aversion to duelling, preferring to let Onfroy defend her honour while she prepared for her next escapade. Taking the circlet only fed Esfrey's appetite for adventure, and she spent most of her time hunting & leading mock battles, as well as scouring the woods for poachers and raiders. She seemed unfazed by Onfroy's transformation, welcoming him back to the capital with open arms. Outraged at her forced removal from the battlefield against the Orcs of Ixkarr Esfrey became dangerously aggressive and borderline unstable. Followed by defeat against the Master of Fire and Dust Esfrey crossed the borderline, requiring bodily restraint in her moments of madness. The Illian clans and dog-men's packs became dangerously autonomous during this period of intermittent rule, permitting the Listener to gain increasing sway. After a particularly bad fit on her return home Esfrey fell into a coma, finally dying at age 53.

    Onfroy Brythion [58] - Eldest son of Leafhair & Elora, twin brother of Esfrey, Onfroy is a similarly headstrong youngster, although a little less confrontational than his twin, preferring more thoughtful methods of dealing with those who contest him in the trials. He has progressed similarly swiftly in his studies, achieving his right to bear spear & inscribe letters by age 10. Pressed into service as his twin's champion, Onfroy channels his resentment of the role as fury unleashed upon his opponents, maiming several peers Esfrey claimed had slighted her in some petty manner. Furious he was not named heir in his sister's place, believing his martial and intellectual prowess outstrips her own, Onfroy was sent away from council at age 17 to train under the Targiz hero Petal-Head. He returned a very different man, stronger, faster, leaner, able to tear his flesh and extend red thorns to pierce his foes. To duel the young knight is to die a slow death by blood loss as innumerable small cuts and slices from thorn after thorn drain the life from his foes. He stays close to his sister, her staunch defender and bodyguard. The foremost advocate for the Bouquet of the Corpse Flower within Esfrey's court, Onfroy wields substantial influence. Esfrey delegates much of the day-to-day running of the kingdom to her brother, and he takes it quietly in his stride. More recently he developed a relationship with Alhambra, a survivor of No-Climb Cliffs he duelled during the Uzii's contest of might. While the pair rarely found the time to spend together, they always came back to the temple beneath Caretaker's Hall in the end. Onfroy is a fearsome figure within the court in no small part due to Alhambra, as after her transformation into a Thorn of the Red Rose her martial murderous might rivals Onfroy's own. Together they quietly and in some cases very publicly eliminate dissent. They have had 2 children together - the first, an unnamed daughter, disappeared three days after her birth, missing from her cot of flowers. The second, a son called Arnfroy, was born with skin mottled and patterned, split by imprints of 5-petalled red roses.

    Jofry Brythion [54] - Youngest son of Leafhair & Elora. He was an inquisitive child, but lacked the dexterous coordination of his siblings. Elora worried, but Leafhair was confident he'd find his way through the trials somehow. While he struggled, the youngster showed a remarkable determination and managed to cling on to life during the arduous tests. Elora grew increasingly attached to him, while Leafhair neglected his youngest to focus on Esfrey's education. Jofry had few friends amongst his peers, and spent most of his time outside of the trials in the company of young Deru, preferring their down-to-earth, measured approach to life. Few of his peers were willing to combat the might of even a sapling Deru, so he escaped physical bullying for the most part. He had not been seen since his mother's death, despite extensive searching. His closest friends, 2 sapling Deru and a young dog-boy were also missing. He resurfaced during the Dawn Council, stumbling upon visiting dignitaries from the Scrim. Apprehended during his attempted flight by Onfroy the boy disappeared once more for nearly a year before re-emerging as an emissary for his older twin siblings, loyal to all outward appearances. Marked out by two birds, a hawk and a falcon, perpetually adorning his shoulders, the boy-turned unusually hard man was struck by a chance encounter at the Festival of New Horizons, and a new feeling long left undrawn upon begins to return - love. He and Olea stole what time they could while his twins were away on campaign and he left the regent of the Deru. Attending the Union of the Crimson Sun together the pair seemed insatiably inseparable. Their bond has remained true, the two taking the responsibility of regency frequently while Esfrey wars and Onfroy prowls the lands for 'converts'. Now, with Esfrey incapacitated, Jofry and Olea serve as regents once more, for her young son Karakhita.

    Lilium 'Lily' Interspinus Brythion [27] - Eldest daughter of Jofry & Olea. Lily's goliath blood flows strong, and at 7 she is already the size of an Illian 12 year old. While Esfrey bordered on commanding the girl commence the trials, both Jofry and Olea did all they quietly could to keep Lily under Esfrey's gaze. The trials death rate has risen to almost one in two under the Listener's supernatural gaze, as penalties for even slight failure are harsher than ever before.

    'Arnfroy' Arnoldii Brythion [25] - Eldest son of Onfroy & Alhambra. Arnfroy's abominable heritage is immediately evident in his mottled & split skin, crossed by imprints of five-petalled red roses. He is an exceptionally quiet child.

    Karakhita Brythion [24] - Eldest son of Esfrey & Rakatak, born on the eve of the first skirmish of the third war against the folk of the flames. Orc blood runs strong through his veins. In stark contrast to his elder cousin he is an exceptionally rowdy child.

    Other Notables
    Norren the Mortal [159] (Deceased)- This cunning old dog-man leads the pack that serves Elora as her vassal. While in his youth the wily soldier fought long and hard against the Illians of the rock, when the war became so entrenched as to approach a war of extinction he betrayed the elders of his pack and led his fellow disaffected's over to Elora's side. Faced now with overwhelming odds the remaining packs retreated to their hill-forts to lick their wounds. Norren was charged with protecting the foothills, and with his pack now granted respite from the century of war and fed by the Illians is exceptionally effective. His pack has grown strong, and he now serves Leafhair & Elora as equal masters. His moniker was given by a soothsayer many moons ago who predicted his death in battle. Norren replied that while he is no more than mortal, his death will happen only when he so chooses. He has been tested and tested, and remains a capable warrior even has his age begins to catch up with him. Having crushed the remaining Dog-men of the highlands, Norren split his pack amongst his pups and theirs, preparing for a great trek westwards. In the aftermath of the failed expedition west, Norren has struggled to bring his pups back to heel, and their packs begin to vie with his for control of the dog-men. Tensions and tempers run high. The death of Norren by choice in battle, defending his sworn liege Esfrey, accelerated the collapse of semi-independent dog-men packs. The infighting his death triggered threatened to tear the packs apart and endanger wider Illia. In the struggle, a trying time for all involved, 6 packs emerged as strong contenders to reunite the dog-men. All fought, each wary of the other, until through subterfuge and intrigue one gained ascendance, subjugating the others. For a year and a day the order stood. Until the Listener came. At his command the 5 packs were freed, empowered, and set upon the last, the ascendant pack. When the blood-frenzy abated the Listener was pleased, and promised that in time there would be game aplenty to feed all the packs, for their sacrifice had been accepted.

    Asha-Shuran [82] (Taken Root) - this Wattlea was the Deru's finest tactician, outfighting all comers in a series of exhibition matches between the Grey Grove & Widhu's Wrath. A rarity among the Deru, she was renowned for her quick temper and agile mind, and was usually raring for a fight. She found a kindred spirit in old Norren, and spent long hours discussing theories while the two hunt. Concerned at the growing pugnacious spirit of the Uzii, and trusting the Crimson Kingdom to stay in their mountains high Asha spent most of her days teaching Esfrey to lead warriors in battle, although she despaired of ever teaching the Illian to refrain from a charge. Asha then retreated a little from the capital, spending more and more time with Norren in the foothills. Esfrey made no attempt to force her to remain. Finding her favour at court again restored as Onfroy sought allies Asha-Shuran led a force against the blightwhales, conducting herself admirably. Devastated by the death of Norren she resolved to do right by Esfrey in her remaining years of service and while she again fell out of favour as Esfrey was enraged that she was removed from the field Asha remained a powerful commander with the loyalty of the Ashan Grove until finally taking root peacefully after 82 summers.

    The Listener ?? - this former sightless one is a mysterious figure, a red rose & crimson poppy sprouting from where his eyes once were. Claiming to speak for the ancestor spirits, to hear the voices of the rotted, the sacrificed, the deplored derided and defamed. He delivers their counsel, for in death they have nothing left to lose. The sightless ones, once an order of mute & blind stonemasons, has grown massively in size since the Listener's rise, now ranging far and wide to preach and proselytise, giving seeds and stirring the fertility of barren land in exchange for sacrifices and the bodies of the dead. The Listener himself has a near-iron grip on the Rock and its surrounds, facilitated by Esfrey's growing insanity. For years he has waited, prepared, sent feelers out to all who would listen, but now he preaches more. That the time of trials and terror is at hand in earnest. Now he marches on Bhaile-Koma to proclaim his visions and revelations to the court, backed by an army. He will make them listen.

    Gormeric Runarn [43] - the Lord of Banners, Gormeric leads the Enkel of Luaithraeak-Molok.


    Spoiler: Admin
    Show

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    New Leader: See top of post.

    Leader stat increases:
    Mil +2

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

    TP's:
    Region 37 TP1 (Living Wood)
    Region 42 TP1 (Cattle)

    Naval Units: 2/4
    Units: 1/10

    Established Units:
    Old Grove - Warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.
    Illia's Children - Well-organised band of proud young Illian warriors.
    Illia's Elders- Age brings experience as well as scars - Illia is no peaceful place, and those warriors that survive are capable indeed.
    Ashan Grove - Asha-Shuran knows well the tales of the Ash Grove, and her own band of loyal followers are similarly inclined to revel in past glories.
    Knights of the Red Rose - Onfroy's fanatical followers.
    King's Own - Caretaker's personal guard.
    Listener's Faithful - fanatical followers of the prophet of the Garland of Souls.

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

    Religion benefits:
    HC 5 - +1 to Tac Man.
    HC 10 - something something buyouts something something
    HC 20 - +1 to hero generation

    Treasure: 0.

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

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

    Tactical Doctrine(s): Indefatigable Few (If you are fighting alone: +1 to Battle Roll, +10% enemy casualties, -10% own casualties) (temporary).

    Artifact(s):
    Circlet of Leaf & Chain: A stone chain circlet with ever-green wattle leaves entwined throughout, permitting communication with the voices of Councillors & Chosen past, granting +2 to own leader loss rolls when ruler is personally leading troops.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  28. - Top - End - #928
    Pixie in the Playground
     
    DruidGirl

    Join Date
    Jan 2021
    Location
    Vancouver, BC
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Celestial Kingdom of Citlallo
    Regions 80, 81, 82, & 83
    Round 21

    Spoiler: Ruler Info
    Show

    Eleuia, Blessed Tlatoani of the Celestial Kingdom, Lady of Fire
    Diplomacy – 10
    Military - 9
    Opulence – 6
    Faith - 4
    Intrigue – 2

    Ruler Stats Next Round
    Diplomacy - 10
    Military - 10
    Opulence - 7
    Faith - 4
    Intrigue - 2

    New Ruler Next Round?
    No


    Actions
    1. [Diplomacy] Pursue the Riddle of Steel [TN 16, Roll 19, Success]
      Bonuses: Spend 1 Treasure
    2. [Military] Send Alexios on Epic Quest - The Rotting Hive [TN 20, Roll 20, Success]
      Bonuses: Hero 12, +1 SOS Rep 2, +1 Black Iron Weapons
      Support from Amka (AVI)
    3. [Military] Raise 1 Unit
    4. [Opulence] Buyout Buyout Region 72 TP2 (Wood) [TN 12, Roll 13, Success]
      Bonuses: +1 Pottery, +1 Mechanical Joints
    5. [Opulence] Buyout Buyout Region 80 TP1 (Nagaran Slingers) [TN 12, Roll 12, Success]
      Bonuses: +1 Pottery, +1 Mechanical Joints
    6. [Opulence] Buyout Buyout Region 82 TP1 (Terror Birds) [TN 12, Roll 16, Success]
      Bonuses: +1 Pottery, +1 Mechanical Joints


    News and Rumors
    • The Lion Hornets' Hive has appeared in the waters between Mixtli and Popoco! Alexios sets off on a Treasure Ship to gather allies to help destroy the Hive and restore peace in the waters around Daezirn!


    Embassy Actions
    - Accept tech gifts from AVI
    - Accept all embassy gifts

    Non-Actions
    - Resist all unauthorized buyouts and conversions

    Spoiler: Additional Notes
    Show


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

    Heroes:
    -Rarras (Hero 8)

    Military Units: 0/9
    - 0/6 Land
    - 0/3 Naval

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

    Translations:
    - Tarandi
    - Mamut
    - Kiswa

    Trading posts:21
    1. 81 (Glasswork) TP1
    2. 82 (Terror Birds) TP1
    3. 87 (Wolverines) TP1
    4. 99 (Mammoths) TP3


    Treasures: 2/5

    Technologies: 15
    1. Pottery:+1 Buyouts
    2. Sailing: Enables exploration and troop transport over deep water
    3. Irrigation: +1 Stabilization
    4. Writing, Hiverness Runes:+1 Conversion Defense, +1 Conversions in regions that share your writing system
    5. Masonry:+1 to resist Raids and Sacks
    6. Animal Husbandry:+1 to Opulence and Diplomacy exploration
    7. Viskari War Bows: +1 to Battles (Requires Wood)
    8. Bronze: +1 to Battle and Leader Loss (Requires Tin or Copper)
    9. Celestial Navigation: Allows transit of one additional deep water border and grants -1 distance loss to deep water travel
    10. Increased Defense Budget: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus.
    11. Feathered Cloaks: When active, on a Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on that hero.
    12. Treasure Ships: +1 Sailing Range and Trade Routes over Water (Requires 1 shipbuilding resource and 1 trading resource)
    13. Saddles:+1 to Battles and -10% casualties for Allies (Requires Cavalry Type Tech and Animals Resource)
    14. Mechanical Joints: +1 to Buyouts and Opulence exploration
    15. War Drums: +2 to Tactical Maneuvering Rolls
    16. Crab Claw Sails: -1 Distance Loss, permits exploration and troops transport over deeper waters
    17. Advanced Sailing:
      Thin-Blood Elixer:



    Spoiler: Links to Lands, Previous Rounds, & Fluff
    Show
    Last edited by Blossom; 2021-06-06 at 12:46 AM.

  29. - Top - End - #929
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC


    Led by The Lucid Ones [Riseaesir, Ileaeli, and Ealedelae]
    D1 +1 ; M4 +1 ; O7 ; F10 ; I3

    Actions
    1. [MIL Trial of Iron Submission] Esmeaemse, Esm, and Mse
      In the cover of night, the Lucid Esmeaemse leads a mysterious hooded figure into the wastes around Nellen and on to a long journey north. While the remaining Lucid Ones have no knowledge of this, Esmeaemse has seized an opportunity. Two of their children were born Moontouched - an unheard of curse for a single Dolod, let alone a Lucid One. Fearing what this might mean, Esmeaemse takes their children, known as Esm and Mse to the Sentinels. Perhaps if the children cannot support Nellen directly, that can be used for something greater.

      Moontouched are often born with physical mutations alongside their stolen memories. Esm and Mse are both slightly taller than the normal Dolod, as well as obviously thicker around the waist and in the leg. They also do no have a set of dexterous, small arms. Rather, the two have two sets of arms that larger and stronger than any living Dolod, capable of carrying heavy burdens or, as their parent discovered, bearing simple weapons. Their eyes and ears are small, and their mouths large.

      Most importantly, their specific brand of the curse of the moon sees them fully unable to form new memories, in addition to lacking the ancestral memory of their species. There are two exceptions: they remember each other (and indeed, can remember what the other remembers in real time), and they remember Esmeaemse. With no further context, though, they cannot make decisions on their own. Instead, they blindly follow every command of their parent. These three Dolod, then, form a team that can work together incredibly smoothly but becomes functionally useless separated.

    2. [MIL Break Vassalage]
      Growing concerns over Zidan's love for the moon coupled with stark madness in the streets of Nellen sees the Dolod formally step out of the growing Sultanate. The Lucid Ones send gifts to Zidan and promise friendship, of course, but they wish for their closest allies to one who understands the primacy of the Sun.

    3. [DIP Attend the Solais Empire Vaccine Jamboree]
      Spoiler: Sub Actions
      Show
      Deliver Corpse Plague, Scale Pox, and River Fever cures to all who arrive.
      Accept any cures.

      The Dolod travel north to exchange knowledge and information. They appreciate the unity displayed in the face of dire threats and hope to see more in the future.

    4. [FAITH Aid SoW with Restoration Tonic]
      The Dolod are pleased with the aims and methods of the Students and work to aid them in their pursuits.

    5. [FAITH Become a Holy Land]
      The Dolod, despite the curses still upon them, are spreading their influence across the world. They have contacts in the far reaches of Ardra and are beginning to see the possibility of a unified world, communicating and collaborating with the need for the poisonous Dream Speakers. To further this aim, the Lucid Ones capitalize on Nellen's state of unrest and call upon those still sane enough to listen. Focus is shifted. The Path of the True Dawn accepts many more priests from the Dolod. People who previously focused on art or food preparation now travel across the world. With more resources and people focused beyond the walls of Gilig, the Dolod are more able to affect change across Ardra.
      Spoiler: Sub Action: New Holy Order in Nellen
      Show
      The Corona
      Emnellenme's eye sees all, and now this reach is more present on Ardra. The Dolod establish an organization they term the Corona - Dolod who specialize in administration and communication. They are stationed in Nellen, but send agents to embassies, foreign courts, to the Students of Wonder. Any who would allow Dolod in their lands will have representatives, all reporting back to Nellen. Although "spy" is a more aggressive term than the Dolod would use, this also serves as an information gathering service, both for Witnessing and to warn the Lucid Ones of impending danger.




    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts.
    4. Accept all Embassy gifts.
    5. Use liege score to resist MIL/INT/DIP actions over endturn (in that priority order, should it matter)
    6. Nicely ask GM team to respond to my OoC post.
    7. Send Corpse Plague, Scale Pox, and River Fever cures to TSR for distribution.
    8. Send Corpse Plague, Scale Pox, and River Fever cures to ASH via embassy.
    9. Send Scale Pox and River Fever cures to TRL via Sanctum.


    Rumors and Stories

    • The Quluq publicly condemns the Dream Speakers for their brazen theft of Sikarian culture. The sandstorm has abated, the danger has passed. If safekeeping was truly the goal, then the valuables should be returned. Otherwise, this is simply more of the same from the deceivers: acquisition under false pretenses.
    • Nellen remains in chaos. Eae's death is, like all memory, fresh in the minds of the Dolod. But their passing was not truly Witnessed, and their life cannot be fully celebrated.



    Spoiler: Ruler Information
    Show

    The Lucid Ones
    Stat Value Increase?
    Diplomacy 1 +1
    Military 4 +1
    Opulence 7 -
    Faith 10 -
    Intrigue 3 -

    Qabaq is serving as Sharif
    Ebe is serving as Vizier

    Riseaesir, Ileaeli, and Ealedelae lead from Nellen. Six siblings and children are abroad - two in Troll Country, one with the Congress of the Honeyed Child, one in Ta Netjer, one with Zidan, and one who travels freely.

    New Ruler: No

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

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

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

    Spoiler: Mechanical Bookkeeping
    Show

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


    Faith head of The Path of the True Dawn
    Holy Site Total Effect Category
    5 +1 Resist Assassination/Kidnapping
    10 2d8 Investigations
    20 T1 Tech TD Heroes Assist at a +3?
    40 T2 Tech N/A
    80 Bonus N/A

    Military Units CAP: 5

    Heroes

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

    Treasure
    5 Current

    Special Actions Used
    F5 - Holy Order
    Last edited by JBarca; 2021-06-05 at 09:05 PM.

  30. - Top - End - #930
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Tarandi Regions 134, 137, 138 Will Burn



    Spoiler: Map of the Occupied Carrion Ward
    Show


    +1 Diplomacy
    Spoiler: Merlyn
    Show




    Actions

    1. [INTRIGUE] Secret Action Roll
    Child let me tell you a tale
    One day the King went on a winter trail
    They shivered so cold you could scarce tell
    This child was born upon the gates of Hell
    Slumped down on the side of the path
    Nobody to hold a little sociopath
    What did they find from the corner of the eye?
    A stranger sight for any about to die
    Snow twinkles like stars in the pale cold night
    But glows with majesty at a royal light


    2. [INTRIGUE] Recruit 1 Unit from the Carrion Ward Roll

    3. [INTRIGUE] Incite a Possessed Rebellion in Region 181! Spawning 3 Units with a 5 Score leader Roll
    A great terror stalks the island of Tarandi that the dread Blight Pirates have conquered! A beachhead for the profiteering and pillaging of the harsh bitter land is stymied by the ominous ever present fin of a dire predator. Death Roll, a fearsome monster of the depths, has been touched by the Wyrm's power, and a killer whale once on the brink of death from Blight corruption has been emboldened into an aquatic warrior. Skin of onyx and marble slick with salt water, where the clashing colors meet the seams constantly weep an oily substance that lingers in the sea for days. It wards off the unblessed and draws those Wyrmtouched to it as a lighthouse beckons forth ships in the stormy night. The rupturing fire of its blowhole a scintillating war banner for all to see.

    4. [DIPLOMACY] Attend Event
    Event Sub Actions:
    - Vassalize to The Night Kingdom
    - Gift The Night Kingdom 9 Units, Mamut to Kiswa Translation, Treasure Ships

    Loyalty - the word sizzles in the flesh of all of those who have prostrated themselves before the Ruinous Ruler. Merlyn, is demanding and unyielding in their standards for the Court of Ruin, consuming the flesh of viziers and courtiers who were found faltering, and parading their remains over the survivors as a final "honor" for the would-be conspirator. Their mother, Skorshol’Ma’Ka’tet, Skull Shore is my Family, has guided the young Wyrmking alongside the Wake, and now the time has come for them to make a final lasting mark on history as they come to age. Marching at the head of a vast and terrible army Merlyn bends the knee to the Night King of Mamut and pledges to be the glorious red star of his night sky. Eager to gaze upon the birthland of their mortal father Merlyn spends many weeks consulting with Morgan the Headhunter on Crimson Kingdom etiquette and tradition. Upon arriving in Mamut itself Merlyn spends a fair amount of time embedding themself in the court of the Night Kingdom, getting to know the various faces, gazing into their eyes imperiously, and brooding on ramparts. What truly lays within the mind of the Agent of Ruin is a mystery to all but one thing is clear, they seem to love their kin, and hold their nephew in close counsel.

    5. [DIPLOMACY] Raise Reputation with SOS Fail

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

    Embassy:

    News and Rumors:

    Spoiler: BOOKKEEPING
    Show


    New Ruler Next Round?

    Military Units 9/Infinite Land 0/Infinite Navy
    - Swarm
    Relics:
    - Ring of the Phoenix (Possessed by Old-Lion)
    - Head of Vagabond (In the possession of Holy Land Holy Order)
    - Prosperous Noggin
    - True Blood Pool (Holy Land Holy Order)
    - King's Maul (Holy Land Holy Order)

    Heroes:
    - Ageless Lion, King’s Pride, Conquers Death (Hero 10)
    - Morgan the Headhunter (Hero 10)

    Embassies:
    - Sangar (SAN)
    - Uzii (UZI) THE POWERS OF RUINATION MWAHAHA

    Treasury: 0/5
    Expected Change

    Technologies:
    Animal Husbandry
    Irrigation
    Writing (Kagahara)
    "Masonry"
    Sailing
    Pottery
    Eleftherian Democracy
    Bronze
    Song of the Wind
    Coinage
    Off-Track Betting
    Arctic Survival
    Advanced Masonry
    Comet Phylacteries
    War Drums
    Uzii Battlesmithing
    Treasure Ships
    Cloud Striders
    Temporary Cultural Identity - Natural Citizenship (2d8 on Pressing Claims)
    Permanent Cultural Identities - Natural Philosophy (2d8 Conversions)

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts
    Skyclad Dancers

    Agent of Ruin: The Agent of Ruin is tied irrevocably to Wyrm itself. Every round, three regions adjacent to the Agent of Ruin enter unrest. If the Agent of Ruin is a liege, possesses an embassy, or is faith head, those regions touched by that influence are also subject to this effect. The Agent of Ruin may direct these instances of unrest with a Faith action, but may not target regions already in Unrest.

    As a special Intrigue action, the Agent of Ruin may roll an opposed Intrigue check against a region they have sent into Unrest through their power above or through the Foment Unrest action. If successful, they inspire a Possessed Rebellion in that region. A Possessed Rebellion is led by a Rebel Leader of strength equal to the Agent of Ruin’s Faith minus one, and spawns 1d3+1 Rebel Units.

    An Agent of Ruin’s regions are permanently in Unrest. However, this Unrest will never progress to Rebellion naturally. Use of the I10 Spark Rebellion functions as normal.

    An Agent of Ruin gains a +2 bonus to any hostile Intrigue action in a region in Unrest. An Agent of Ruin must take one hostile Intrigue or Military actions each round. This bloodlust cannot be delayed natively, though may be blunted by special Artifacts or subsequent Miracles. In addition, an Agent of Ruin may only take Diplomacy actions if accompanied by an equal number of hostile Intrigue or Military actions.

    It is difficult for a kingdom to divest itself from the mantle of the Agent of Ruin. Exorcising the Wyrm requires a TN 18 Faith check, which forever bars the kingdom from regaining the title. While an Agent of Ruin retains the title, they are locked at -3 Rep with the Truthseers, and any action taken in aid of an Agent of Ruin reduces the offending kingdom’s reputation with the Truthseers by 2.]
    Last edited by Tychris1; 2021-06-05 at 11:59 PM.
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
    █░▄░█▀░▄░░░░░░░▀▀░░█
    █░░▀▀▀▀░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    ░█░░▄▄░░▄▄▄▄░░▄▄░░█░
    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

Posting Permissions

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