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  1. - Top - End - #961
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
    Location
    Elsewhere
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Solais Empire: Round 23 (Year 89-92)



    Actions:

    [Diplomacy]: Stabilize Region 138 (Success)

    [Diplomacy]: Stabilize Region 171 (Success)

    [Diplomacy]: Raise TSR Reputation from 2 to 3 (Result 18. Basic success, but will it be contested?)

    • It seems likely that SCR will reach Rep 4 this turn, leaving a spot at Rep 3 open. If not, SOL will attempt to take SCR's position.


    [Faith]: Seek Aid on raising TSR Reputation (Failed)

    [Faith]: Contribute to the South Windstone

    [Faith]: Contribute to the West Windstone

    [Faith]: Contribute to the East Windstone

    Rolls can be found... here.

    Non-Actions:
    Resist all unauthorized Buyouts and Conversions.
    Authorize and Support all conversions to the Way of Eauden.

    Artifacts not in use will be kept by the two Holy Orders within SOL territory.
    Rauri carries the Ring of the Phoenix.

    Set Glimmer Woad's benefit to prevent unit loss from disease.
    Send All Cures to the Truthseers (TSR).
    Spend two Sentinel favors to stabilize The Sidhe Valley and the Ladorian Lowlands (Regions 139 and 156). After this turn, that should leave the Solais with a net 0 SOS favors owed or held.
    Attend ULD's Event in the Carrion Ward.

    Embassy-Based Non-Actions:
    Accept all incoming techs from the Dannu-Gaon (DAN).
    Accept Mountain Access from the Dannu-Gaon (DAN).
    Trade all Plague Cures to the Dannu-Gaon (DAN).


    Ruler Stats:
    Lessa the Firecrown, High Thane: Diplomacy 10, Military 10, Opulence 10, Faith 6, Intrigue 10

    Expected Stat Increases: Faith +2

    News and Rumors:
    - Lessa begins courting the TSR in an effort to obtain additional guidance in choosing a successor.
    - The clans begin rapid deployment of resources to areas still affected by the warfare and disease of years past, hoping to get things under control at last.
    Last edited by Jade_Tarem; 2021-06-25 at 10:34 AM.
    Amazing Zealot avatar by Elder Tsofu.

  2. - Top - End - #962
    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]
    D2 +1; M5 ; O7 ; F10 ; I3

    Actions
    1. [DIP Become a Vassal State to the Alodite Imperium]
      The Elves seem to promise less moon-reverence and more orthodoxy.

    2. [MIL Recognize Hero] Emsme
      Esmeaemse, Esm, and Mse return with a child born of their failure. Emsme is moontouched, like two of their parents. Their only memories are competing in the Trials and those they make on their own, but they are absolutely loyal to their parents. Naturally, Esm and Mse are incapable of making use of this loyalty, but Esmeaemse guides the young Dolod toward a brighter future for Nellen.

      Where they are lacking in memory, they make up in stature. Emsme is nearly five feet tall. Their smaller arms are as large a normal Dolod's larger set, and their larger arms are like trunks. Their two rows of teeth are like granite, and their eyes are fixed on some spot in the middle distance at all times.

    3. [FAITH Begin Guardian Sanctum in Dannu-Gao (96) 1/4]
    4. [FAITH Continue Guardian Sanctum in Dannu-Gao (96) 2/4]
    5. [FAITH Continue Guardian Sanctum in Dannu-Gao (96) 3/4]
      The Dolod travel far to Tarandi, reaching out to the wise and mysterious cousins to the Ashir. They are excited to establish contact and guide western Tarandi back into contact with the world.
    6. [FAITH Begin Guardian Sanctum in Caler Myrfddin (34) 1/5]
      The strange creatures of RUIN have reached an agreement with the Dolod, and their new home shall host a Sanctum as well. The workers who travel to Mamut are fearful, though. Between the corruption of the flower and the enmity of the rock, the Dolod have not found peace in Mamut before. Progress on the Sanctum is slow owing to the abundance of caution.




    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. Spend SOS favor to stabilize Nellen.
    7. Ask Dark about HS bonus and the Sanctum question, both in the OoC.


    Rumors and Stories

    • The SOS are called in to banish the remnants of madness from Nellen.



    Spoiler: Ruler Information
    Show

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


    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 The Corona Capital, Unrest -

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

    Technologies
    Type Name Effect(s) Required Resource?
    O Pottery +1 Buyouts None
    O Animal Husbandry +1 to Opulence and Diplomacy exploration None
    O Irrigation +1 Stabilization None
    O Masonry +1 to resist Raids and Sacks None
    O Coinage +1 to resist buyouts to players w/o coinage; +1 to buyouts Gold or Silver resource
    O 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
    O Advanced Masonry +1 to resist Raids/Sacks None
    O 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
    O Stele of Light +1 vs Errant Questing // Bonus/Penalty against Theft equal to ((-1)*DSP Rep) Mystical Stone // Sunstone, Towers of Light tech
    O Seekers Deep Desert Traversal Nakhla Stone
    O Restoration Tonic +2 to Cleanse Blight from a person/area N/A
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 12
    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
    F10 - Holy Land
    M5 - Hero
    Last edited by JBarca; 2021-06-26 at 08:09 PM.

  3. - Top - End - #963
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Ashirian Sultanate
    Led by the Sultan Zidan il Kasima
    D 10 • M 10 • O 5 • F 10 • I 10

    News & Rumors
    • Zidan and Jana visit Lim Xiuling on some secret errand.
    • As Harun is restored, so is the ordained line of succession. Through a paragon of health, Harun spends years at his father's side absorbing his wisdom before Zidan retires to the life of a scholar.
    • Harun's daughter, Azra il Roka, is appointed his successor and the next sultana. Her twin brother Salem is given command of the Bahith-al-Zael.

    Actions
    • [Opulence 5] Create Trading Post in 270, improving Onions resource from Good to Great
    • [Opulence] Begin 270 Civic Infrastructure Great Project 1/5
    • [Intrigue] Investigate Mockeries in Sikar (26) - With the Mockeries dealt an unexpectedly devastating blow, the Bahith seize the moment to hunt down the last vestiges throughout Sikar.
    • [Intrigue] Steal the Nail from NGH (19) - Left as the undisputed masters of the deep desert, the Ashir dispatch agents to pry the Nail of Nemoikriosus from the scattered remnants yet still loyal to the Daughter of Madness.
    • [Intrigue] Complete Research on Disruptive Sympathy 5/5 - Ever busy, the Bahith complete their magnum opus, at long last exposing one of the final secrets of the foul art of alchemy.
    • [Intrigue] Secret, 1 Treasure Spent

    Non-Actions
    • New Ruler = Harun il Jana
    • Offer to host TSR Conclave
    • Spend 2 SOS favors to stabilize 292 and 299.
    • Share cures with TSR
    • Accept all gifts
    • Spend 1 Treasure to resist any Assassination, Kidnapping, Theft or Betrayal
    • Generate 1 Treasure from TPs
    • Support conversions to True Dawn


    Spoiler: Bookkeeping
    Show
    Stat gains: +1 Op, +2 Int
    Next Round: Unclear!

    Regions: 269, 270, 271, 272, 273, 274, 275, 276, 292, 299, 302, 303, 305, 307, 313, 315
    Capital: 302
    Treasure: 6
    Trading Posts: 292 City Nakhla Stone, 295-1 Mountain Goats, 302-1 Ashirian Horses, 279-1 Peppercorns, 282-2 Copper, 289-3 Waterbuffalo, Silver (Argent Heart), Ashirian Horses (Zahir Al-Rahan)
    Vassals: None
    Embassies: CRO, DOD, HYD, NTK
    Technologies Known (Military): Composite Bows ⭐, Recurve Bows ⭐, Bronze ⭐, Saddles ⭐, War Drums ⭐, Crab-Claw Sails ⭐
    Technologies Known (Other): Animal Husbandry ⭐, Pottery ⭐, Writing (Kagahara) ⭐, Irrigation ⭐, Sailing ⭐, Coinage ⭐, Masonry ⭐, Advanced Masonry ⭐, Towers of Light, Wheel & Axel ⭐, Seekers ⭐
    Translations Known: Mamut, Kiswa, Tarandi
    Great Projects: Sun Temple 302 (+1 Hero Loyalty), Truthseer Headquarters 302 (+1 Create Claim, +1 Investigation, +1 Mythica, cannot enter Unrest, -1 Reputation for attacker)

    Hero: Jana Al-Zamira (10)
    Wielded Artifacts: Sun Sword (+2 Duels), Scorching Shield (+2 Leader Loss), Golden Lion Pet (+1 Battle, +1 Duels), Zahir Al-Rahan (+1 Battle)

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

    Army Units: 13 🐎🐎🐎🐎🐎🐎🐎🏹🏹🛡️🛡️👳🏾👳🏾
    _____• Sultan Zidan with 120 Elite Light Cavalry
    _____• Amira Nasrin with 200 Light Cavalry
    _____• Amira Mahira with 200 Light Cavalry
    _____• Amira Naja with 200 Light Cavalry
    _____• Amira Hana with 200 Light Cavalry
    _____• Amira Qadira with 200 Light Cavalry
    _____• Amira Leah with 200 Light Cavalry
    _____• 200 Mounted Elven Archers
    _____• 200 Mounted Elven Archers
    _____• Sharif Vashur with 400 Heavy Infantry
    _____• Sharifa Briga with 400 Heavy Infantry
    _____• Sheikh Adamu with 1000 Light Infantry
    _____• Sheikh Hakim with 1000 Light Infantry


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


    Spoiler: Peerage & Organization
    Show
    Malak Amir - The Grand Prince and leader of the Ashir. The Malak's successor is chosen from among any princes of the clan, though tradition has favored first born child as age, experience and strength tend to yield the best war leaders.
    Amir/a - A prince or princess. Any grandchild of any previous Malak Amir. As only matrilineal ties are definite and casual sex with multiple partners quite common, a male Malak Amir and his sons must avow that children are theirs. Known to be a reliably honest people, this is seldom an issue, but has assuredly led to some children being mislabeled as princes.
    Sharif - A lord or count. Regional rulers who are considered peers to Amirs and subordinates to the Malak Amir. A representative of a Sharif attends the Ashir royal court to relay their concerns and provide counsel.
    Sheikh - A chief or elder. Typically the leader of a village, the patriarch of a large family, or an overseer of arable land.
    Sahib - Any estimable person, usually a courtesy title for family of a Sharif or Sheikh.
    Akaid - A military captain who commands a company of 40 Farsan.
    Faris - A cavalier, or rider in an active war company. Plural: Farsan.
    Sayis - A cadet, groom, or squire too young to serve as a full fledged Faris.
    Muatin - A member of the clan who never served as Faris.
    Hajin - Anyone born to Ashir parents, but who never develops nightvision and is thus expelled from the clan upon reaching adulthood.
    Ajnabi - Anyone who is not Al-Ashir.


    Last edited by Nefarion Xid; 2021-06-27 at 12:56 AM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  4. - Top - End - #964
    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

    [Faith] Convert 203 to the Way of Green
    Spend a Treasure

    [Faith] Convert 216 to the Way of Green


    [Intrigue] Build Dream Speakers headquarters in ???


    [Diplomacy 5] Create CI: Friendly Outreach
    2d8 Reputation Raise

    [Diplomacy] Raise Reputation with the Sentinels of Stone
    Spend a Treasure, use Liege Score (7)


    Nonactions

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy
    Accept Pin-Tumbler Locks and the cures for all diseases.

    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 Wine: 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: 5+1
    Military: 8
    Opulence: 5
    Faith: 8+1
    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; 2021-06-26 at 11:54 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

  5. - Top - End - #965
    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 23)


    (Regions: 53, 59, 60, 61, 62, 65, 69, 75)
    Vassals: SMI (78), BOZ (85, 86, 87)
    Leader: Thunspeaker Atir, First-Born of Arrakh-Rah, Keeper of Fables
    D: 8+2 | M: 10 | O: 6 | F: 4 | I: 4+1
    Actions:
    1. [Diplomacy] Raise rep with the TSR from 3 to 4. Spend 1 treasure. Use off-track betting. Success!
      Even as the Thunspeaker devotes a great deal of attention to working with the Dreamspeakers to reforge their order, they spend a great deal of time currying favour with the Truthseers at the local tower. To what end? Who can say.
    2. [Diplomacy] Establish claim: Establish a claim on region 66. Spend 1 treasure. Success!
      It was an error on the part of the Scrim to allow their relationships to grow stale. The Juhan Axemen are faded, between blackfire and plague. The Unity would restore them to greatness. To that end, a Scrimspeaker, carved of the Thunspeaker's own stone, is selected, a young basalt diplomat by the name of Ronta, to establish a new kind of tie in a land where previously the Scrim have only had mercantile ones.
    3. [Diplomacy] Diplomatic Mission: Explore North of region 62. Spend 1 treasure. Success!
      The Northeastern area of Mamut remains a mystery. Not, though, for long.
    4. [Diplomacy] Gift 3 treasure to the Holy Uldran Empire (ULD).
      Service begets debts. The Unity pays its debts, even if it is sometimes regrettably later than intended.
    5. [Intrigue] Begin construction of the new DSP HQ in region 65, retrofitting the existing Speaker's Tavern. (1/4)
    6. [Intrigue] Continue construction of the new DSP HQ. (2/4)
      Spoiler: A New Home for the Dreamspeakers
      Show
      The Twilight is no longer safe for the Dreamspeakers. The war against the blight continues on many battlefields, and a central location is needed for the once very de-centralized group to organize, to plan... to recuperate. After much arguing done through intermediaries across the seas, an agreement is reached. Arkusa will be host to the new order of the Dreamspeakers, the center of their world.

      In years past, the Gathering at Arkusa was full of trepidation, but it eventually welcomed the presence of the local Speaker’s Tavern. The Arkusans are wanderers born and raised, and where in many places those with the Twilight Sight found themselves outsiders, foreigners, at the Gathering they found kindred spirits, willing to give them a home. So is it not a natural place for the Dreamspeakers to gather too?

      There are many across the world of Ember with high towers and thick walls- the Scrim included. The depradations of blight alone would be enough for the world to need displays of might, rallying cries frozen in stone to remind the world that there are those who fight to defend, that you need not be alone. Fortresses stand defiant on high hills, places of strength. There is much value in these places... but that cannot be what the Dreamspeakers bring.

      The Dreamspeakers would bring peoples closer together. To that end, they cannot be a bastion, they must be a commune. The Scrim who arrive to reshape Karoth Plateau do not build high- they build the ensuing structures spread out, wide across the landscape. No building stands glorious above the others, but instead it becomes a complex web of structures, sometimes joined, sometimes not, across which the Dreamspeakers may flow freely, not commanded from above, but co-operating, together.

      In the end, most of the work comes not in rebuilding, but in reorientation. Though the Twilight can still be used for communication when needed, it cannot be the center of the world for the Dreamspeakers any longer. Instead this, the Gathering, must be that center, where records are kept, where decisions are made, and where all those with the Twilight Sight can find respite.


    Non-Actions:
    Standard:
    • Attend any events to which we are invited.
    • Accept any gifts or embassies that do not have diplomatic strings attached.
    • 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 by groups other than the Agent of Ruin, whose conversions will be ignored; 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
    • Accept regions 50 and 67 from the Crimson Sundom (ARK).
      Other:
    • Host an event with TSR Rep 3.
    • Accept embassy from Smiaurskotor (SMI).


    News and Rumors:



    Spoiler: Bookkeeping
    Show

    Land Units: 5/25
    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 [=>3/10]
    Embassies: ARK, KOB, NTK, [+SMI], 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, 75.C)
    • Off-Track Betting
    • Stage Plays (Active, 1.1)
    • Three-Wind-Bows (Active, KoF)
    • Treasure Ships (Active, 37.3 and 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; 2021-06-26 at 11:26 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.

  6. - Top - End - #966
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Turn Twenty Three

    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 R23



    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 R23pt1 R23pt2




    Ruler: Jenifu, The Hydran Sovereign (born 240 AFD, Age 52-56)

    Dip 5+1
    Mil 5+1
    Opu 7
    Fai 7+1
    Int 3

    Actions
    Mil Raise Unit x2 (1 naval, 1 land)
    Mil Conquer 262
    Spoiler: Conquer 262
    Show

    Sending troops to assist the Naherin as they lead the battle with Aesira against the natives of 262 and the Soreni
    Unit Travel Pattern
    0 Losses
    HYD
    2 Land units 263>262
    2 Land units 265>264>263>262
    4 units total
    10% Losses
    2 Naval Units transport the Naherin forces to the battle, traveling from 277 to 276>275>269>265, 0.2 rounds down to 0.
    4 Naherin units come from 277>276>275>269>265>264>263>262
    0.4 rounds down to 0.

    Battle Techs/Etc
    +10 Aesira
    +4 HYD units, +6 NAH units
    (Naval units stay home in port)
    +6 (Chariots +2, recurve bows +2, blade sharpeners, bronze)
    +2 War Drums Tac Doc
    20% reduced cas (uzii, chariot)
    10% increased enemy cas (worm wrangling)
    +1 leader loss (bronze)
    Allow Aesira/Ti/Naherin to lead the battle.


    Mil Defending 221 by stomping the hyena
    Spoiler: Stomp the Hyena in 221
    Show

    Unit Travel Pattern
    10% Distance Losses
    2 units from 265>264>263, links with
    
2 units from 263>266>267, links with
    6 units from 268>267, all 10 units move
    267>223>222>221
    The shortest distance traveled by any unit is 5, the longest distance traveled by any unit 7, all fit under 10%
    10*.1 is 1 unit lost, Celestial Navigation reduces this to 0


    Battle Techs/Etc
    Allow the Hydran Troll Warparty to be led by Fanat, using the Skirmish Tac Doc(??)
    Fanat +10 Hero
    HYD Units +10, TRL units +7
    Accepting/Asking for Duel
Duel Score: 2d8+10

    Equipped Techs for the Hydra+Troll Defense Warparty
    * Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls Black Iron (TRL) +2 Battle
    * 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 (Celestial Navigation) -1 Flat Distance Losses
    * 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)



    Fai Artifact; The Starcoil Crown
    Effects: Perceive all stars, in varying intensity depending on focus. Never get lost due to mastery of Celestial Navigation in tandem with Star Sight. Can sail the Obsidian Sea with very mild proficiency (read: just enough to not ****ing die while doing it).
    (Mechanical effect to be determined.)
    (Give it to Jenifu to bear as the rightful Sovereign.)
    Fai Seek Aid on the battle roll attacking (7 Fai, seek aid CI from naherin vassal) TN 12 Roll = 12
    [roll]2d8+7[/roll]
    Dip Raise Rep with SoW (5 dip, treasure)
    [roll]2d6+6[/roll] TN 10 Roll = 17
    Dip Stabilize 263
    (Stage plays, SoS rep, irrigation, treasure, 5 dip)
    [roll]2d6+9[/roll] TN 12 Roll = 19

    Sub-Actions
    remember to write up 263 Written up in ooc, yay.

    Embassy Actions
    Toss Treasure Vaults to the Sewune and the Naherin.
    Trade Wormlurk Tunnels to the Naherin
    Trade 2 treasure to the Naherin.

    Non-Actions
    Spoiler: Default Non-Actions
    Show

    Require permission from an Agent of Ruin for any interaction.
    Accept all trade gifts (treasures, units, technologies, embassies, etc)
    Resist all Buyouts and Errant Quests not explicitly allowed within HYD territories or of HYD 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 Alodites in buying out TP 2 of Wild Horses in region 289.
    Spend 1 Truthseer Favor to gain access to Secret Lore.


    Spoiler: Rumors and News
    Show

    (+)
    A local chefs stand tries making a killing with Honey Roasted Steak. The highly expensive honey immediately drives the otherwise fairly successful elven diner into destitution as, for some inexplicable reason, everyone around supremely dislikes the blend so damn much.
(+)
    Jenifu takes great consideration into helping her merchant class proliferate all over Kiswa to produce trade deals. They rally with the Sewune to construct a little town with the help of Zezau, making it function as a trading hub for greater prosperity. Lavender Grove, it’s called. The two kingdoms each collect goods, and you can pretty much find anything in the entire southern hemisphere… for a price.
    (+)
    Within the capital of Lhungho Saar, deep into Troll Country, Joy especially helps craft deals with the ruling class of trolls while the Night Elven armies rally to help defend their lands. The first troll-elven marriage is held, though such practice is still very sparse as many Night Elves find both the troll body and the troll method of governing their ‘thralls’ distasteful and repugnant.
    (+)
    Spoiler: An Amber Feather
    Show

    264 AFD; A tiny, blue scaled child looks at a bunch of adults screaming at each other. Several of whom are her parents, many more half-parental, and a few medical professionals and clergy entirely unrelated. They hold a newborn corpse.

    The feather she was given to kiss away her boo boos is swiped out of her hair, given to the newborn instead. It abruptly wakes up, and bellows with a sob.

    245 AFD: The child is not given a name. It is presumed she will die any week now, but still, with the feather the infant persists. For the adults, it is a fascinating study into just how powerful these feathers are. For the little girl walking through the garden trying to play pretend-mommy with her younger sibling, it’s something else entirely.

    249 AFD; The golden scaled child is perpetually bedridden, and the blue reads every scroll in the library out to her. Their other siblings collect feathers from all over the Nocturnal Hydra’s hunting grounds, but to no avail. It’s one peculiar type of feather that does the trick, one of frustrating rarity, and in the weeks between one batch and the next the amber child sleeps dreamlessly.


    253 AFD; Having heard the pleas of her blue scaled daughter, their mother mobilizes the vast wealth of the empire to clamp down on the source of feathers. With a dozen feathers, she can stand. She cannot go play in the battlefields with the rest of her sisters, but her blue sister likes it indoors better anyway and keeps her company.

    259 AFD; The perfect child, the true red scaled worm, the only one that deserved this throne… has passed. Valiantly, saving the queen. Most of the royalty mourns, but the blue child does not have time for such things. She’s the official successor now.

    265 AFD; The golden girl, an elf kept hidden away from the public. Barely three dozen people know of her existence. The queen-to-be spends so much time on her. The current queen is too busy dealing with wars to chide her for it.

    273 AFD; Having enough economic know-how, she convinces the Hydran Empire to expand its portfolio in numerous ways, and one of those is obtaining a monopoly of the Simurgh beasts. Not only can they access feathers, but her younger sister can have one as a pet.

    If only it were well trained.

    279 AFD; Plague. A foe Jenifu understands intimately, and despises with all of her heart. It took her mother, first into isolation, after from their lives. The new queen ascends to the throne with a new breed of problem to overcome, even as her other sisters have taken on far-off mantles.

    284 AFD; Fort Hexennest is complete. True mastery over the glowing feathers and the wings they are born on is obtained. Joy roars with triumph as she rides one across the plains, and Jenifu cheers loud enough from the balcony that the amber scaled princess can hear it from that high up.

    Despite all the political drama and creeping madness and threats of war, this thing, this one thing has gone right.

    291 AFD; Jenifu hires an expert seamstress to help Joy become one with the feathers. Similar to how she once had a lone feather buried within her skin for maximum exposure, she now had hundreds buried within her scales. Little ribbons to help hold them in place and facilitating ease of replacement them once their magic has run dry.

    (+)
    A golden simurgh clad to the beak in sapphire silk and armor descends on region name here, invited to discuss with the troll royals. The Night Elf that steps off seems more like she came out of the glowing guardian sanctum than from the night sky, glistening with feathers woven into her skin and scales. She almost seems to float and bounce along the air current as she strides forward, letting her mount trail in slow tow.

    Her name is Joy, and she has given herself a mission. Mend relations between the hostile kiswan neighbors and the night elf settlers. For decades things have been tense, and that’s as long as she’s been alive. She’s come to learn of their culture, and while she must return home at the setting of every season twice a year, her mode of transport means that isn’t a long delay.

    In gifts she bears a short clip of her hair and a set of bamboo pipes with which to smoke copious amounts of tobacco. Really, it’s amazing how the stuff seems to have no effect on her. Or at least, she’s always chipper enough that one can’t tell the difference.
    (+)
    Artifact; Starcoil Crown
    Spoiler: Fluff
    Show
    Wuuluu and Jenifu stared each other down within the halls of the Windowless Tower. It was a cold, empty moment, perhaps having something to do with Wuuluu being a specter sitting casually on top of her skeletal corpse, pursuing a book from the Windowless Tower as if she were deep inside her studies, as if nothing out of the ordinary had happened. Something had happened, though. Her personality was ice cold, rock solid in raw determination, and absolutely devoid of love. This wasn’t the mother Jenifu grew up with.

    Yet… whatever happened, whatever this thing before her was, it still cared for her offspring, even if one wouldn’t call the feeling love. Only bear the crown if you are worthy, she said. Even then, prepare yourself. Ground yourself. Become as loose as the four winds. Hold a sharp awareness of your identity, and what you hold most dear. If one sailed the Obsidian Sea without an anchor to the shores of reality, they would never come back.

    The first Hydran Sovereign could very easily have not given the second this warning. Let her make this choice unprepared. And yet, it wasn’t really a choice, was it?

    Jenifu knew with ironclad certainty that if she turned back now, closed this door and left the crown behind, she would never find this place again. Never find her mother again. Leave the greatest mysteries of the universe undiscovered. And she was worthy, she was of royal blood. If anybody was capable, it was her. With a deep breath, the Sapphire Queen crowned herself. And everhnthignd fad12ednhnstokjsdyjnhgfdmowe,hs Sdfsdkjnkoimr,wemrn.jdfs fergotermoqweklpklzxcwmek

    Spoiler
    Show
    Everything was Blight. Bright. Light. Time passed. Years, Centuries, Minutes, what was the difference, and they went whichever direction they pleased. Distance held no meaning either. Numbers literally could not describe the vastness of the Obsidian Sea. It was a thousand thunder seas long. It was a thousand thousands, it was a thousand thousand thousand thousand thousand thousand thousand thousa…

    …and she could perceive all of it.
    Jhgmngbfvx gmkietry
    yubtgrvfdsy7...
    xcvsdgrt………….ewqeqr……..
    …………..mnbvkwert..............yuiuytrrgkoioiu...... .....kh
    ……………………………………………….
    The stars were eyeballs. She could zoom in, gaze into the distance, keep home in sight. She had to go home, must not lose sight of her purpose. Even now, her proverbial fingers were slipping. She had an empire to rule. A teeny, tiny empire on a forgettable speck of stardust.

    There had to be something worth coming back to. Right?
    ……………………………………………….……………………………………………….……………………………… ……………….……………………………………………….……………………………………………….…………… ………………………………….……………………………………………….…………………………………………… ….……………………………………………….……………………………………………….………………………… …………………….……………………………………………….



    Spoiler
    Show
    The Hydran Sovereign screamed so loud it tore her throat, and that very pain transformed the screech into a roar of triumphant laughter, loud enough to make the trees rattle in fear. The wrenching pain of coughing up blood was euphoria. Even the rancid stench and festering bugs burying her naked body felt fantastic. It was real, she was real again. She… where was she?



    … two hundred miles south of Marsport, in the dank swamps of northern Grovelia. Huh. How’d she get there? How’d she know?



    Not important.

    

What mattered was the fact that she’d dove head first into the obsidian sea and come back in one piece. Showed you, mom. Said mother smiled approvingly, giving her a nice tight hug. It was cold as the dead of deep space, but still loving all the same.

    And with a violent suplex, dunked her back into the abyss.



    Armies and Coffers of the HYD
    Spoiler
    Show

    Heads of the Hydra: HYD, NAH
    (+1 to ruler turnover, +1 to land unit cap)
    Owned Regions:
    Cs 280, 281, 282, 283, 289
    nCs None
    Ck 204, 265, 268, 203
    nCk 263

    C9, NC1, V1 (3-1+C N) (6-2+(2*(C+NC))+V A)
    Update formula?
    Spoiler: Night Elven Armies And Coffers
    Show

    Coffers: 7/15 Treasure, 4/11 Naval Units, 14/25 Army Units
    +3 treasure passive
    give 2 treasure to the naherin
    spend 2 treasure on rolls
    net -1 treasure this turn.

    Trading Posts/Cities Controlled: 19/2
    Favor/Rep Status: 2/2 with SoS, 0/2 with DSP, 2/2 with TSR, 1/0 with SoW

    (Who knows wtf happens to the DSP)
    Gain +1 Rep with the SoW

    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
    264/1+2+3/Sapphires
    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/Open/NAH
    281 Maize RAN/Open/XX
    282 Copper HYD/ASH/NAH
    283 Maize ALO/Open/XX
    289 Wild Horse SEW/Open/Open/(HYD)


    268 Sea Food Open/XX/XX
    263 ownership get?

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



    Spoiler: Naherin
    Show

    6 Land Units, 1 Naval Unit
    6 treasure minus last turn’s expenditures


    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, Treasure Vaults


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

    Cure for Sand Lung, River Fever, Scale Pox, Corpse Plague
    To-get: 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)
    Organization Bonuses
    +1 Leader Loss from SoW Rep 1


    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; 2021-06-27 at 01:47 AM.

  7. - Top - End - #967
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon
    Daezirn Isles
    Year 1-4 S.E.

    Storhusbandi Vinolygur
    D 5 • M 1 • O 1 • F 5 • I 3
    Gains: +1M, +1I



    The Skota-guild:
    • [Diplomacy 5] Establish an embassy with SCR

      From the shores of Varai-Lades Vinolugyur begins strengthening bonds established in previous years, sending ships to the gathering in Avicennia and to the Mamut coast. Despite the Scrim’s unfortunate lack of holdings near the ocean in their homeland many Ugglos find their way to Frastham, able to survive the cold mainland thanks to their liege’s imparted knowledge of sleds and snowshoes. Finding the Scrim’s own carvings fascinating a few of the Smiaurskotor stays behind, enjoying their benefactors’ ability to usher in peace in this land of furred beings. Soon a steady stream of communication begins to flow between Frastham and the scattered ships of the other Smiaurskotor, a few daring Ugglos venture deeper into the land-sea to Thun itself. Adapting to the steady roll of Scrim bureaucracy they form a permanent home in the city of stone, overseeing the steadily growing trade along the formerly barren coast of Frastham.

    • [Military] Raise a naval unit

      With Vinolugyur ushering the Smiaurskotor into a new era, away from Glaondi Yejon a need for more seaworthy vessels quickly arises. With the guilds spread far and wide in the isles fast ships to spread messages are invaluable, after multiple falling to pirates and errant blightspawn the works of a slightly slower but sturdier militia takes shape. A few years later the first guardships sets sail, with the goal to ensure safe passages throughout most of Daezirn.


    Nofnlousmythvitodurkarndrypiskip:
    • [Military] Assist the blight in 'the Scouts' epic quest with Nofn (21)

      The Lion-Hornets stretch their wings again, foolishly descending upon Varai-Lades when their hive is under attack. Having ventured deep into it and seen the might of their Queen Nofn hopes her lords will keep it safe once more, when she ventures out slay anyone intent on harming the children during their joyous expeditions.

    • [Intrigue] Investigate Nofn's bond to the blight (19)

      Nofn’s mind rests easy, embraced by visions from her elder brothers. She finds herself on a field, dark pillars rising above, ensnaring and entombing all below. The earth shakes and the monoliths crumbles, a swarm of insects rising to the now open night sky. From behind hands closes around her throat, the caretaker refusing to let her leave this falling prison, as her vision darkens a smile curls on her lips, she understands.

      Exchanging one dream for another she begins walking the familiar path of her own downfall, towards the knot of rage and hatred placed at her core. Not seeking to unravel it she instead searches for the tethers binding it to her, both those tied by her false overlord but in particular those stemming from the twlight itself.


    ????:
    • [Intrigue] Secret
      Orisons. Darkness. Expertise.



    Non Actions:
    • Support BOZ buyouts of open TPs
    • Resist all conversions and other buyouts


    Embassy Actions:
    • Gift BOZ all plague cures
    • Trade BOZ R78 for 2 treasure


    News and rumors:
    • Working in the blistering heat of the Oceanforge Balvodur notices some oddities with the Slate-hornet’s maintenance of the runes. Carving too shallowly one rune sometimes get overlapped by another, creating something new and subtly changing the tale swirling around the forge. Over the following weeks the Hornets begins to make more mistakes, flying drunkenly and scraping against pyroemeralds where they shouldn’t and bumping into the smiths. Catching one of them Balvodur is surprised by the weight, feeling the bones under their hard chitin, as it feebly struggles to get back to its duties, she begins to connect the dots. Bringing with her a cadaver the next day the Slate-hornets devours it in the blink of an eye, their behaviour returning to normal shortly thereafter.

    • Krafuhofi boils at the sight of Daezirn’s break from unity, both her kin and congregation now following some foreigners, ignorant to the proper ways. But she has her beloved, still respecting the might of the Scrim the tribe dares not embrace the Sagu-guild publicly. The exiled mystorinn is familiar with the turns of history, this might not be her time, but she can lay low a few more years, the Sagu-guild will set things right again. Her passion grows only hotter in the frigid north, while she schemes.

    • Following their dance throughout the palace of Glaondi Yejon a few northern Bozuls return with the Eaudanites to Siryno Yejor. They continue their flight of friendship and hard work, bringing prosperity to a region rarely given a second thought by the meagre merchants of the Smiaurskotor, save for their own joy. With the wealth of Ogrontir behind them the Bozuls helps the Galtur raise their harbours into proper settlements, a fresh breeze of prosperity replacing the one of rotting fish. At the outskirts abandoned murals gets restored and extended with tales of the euadanite practices, alongside those of Glyemo and the region’s own history, transforming the stagnated rivers of blood into a Styinn epic of unity and co-existences.

    • The reminder of Nofn’s apprentices devote themselves to the practices of their teacher fully, strengthening themselves with Hroythslo carvings and guarded knowledge shared by their patron. Seeking to elevate themselves in similar manners they work to understand the chains dampening the powers of their idols. Proving to be a futile endeavour on their own they spread throughout the isles, searching for those able to help.



    Spoiler: Bookkeeping
    Show

    Owned Regions

    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
    Kiswa Translation Understands STABBING None
    Treausure Ships +1 sailing, allows naval trade routes Building material, trading goods
    Arctic Survival Can cross black borders Wood


    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)
    Vinolugyur, Ruler (28 as of 4 S.E)
    Nofnlousmythvitodurkarndrypiskip, ”Nofn/Knight of Thorns”, Blighted hero (29 as of 1 S.E, ageless)

    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; 2021-06-27 at 12:30 AM.

  8. - Top - End - #968
    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
    Liege of RUIN and the Targiz

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

    Actions for Round 23
    • [Military] Attack the Deru's Capital, R37!
      Using 10 units, lead by Virne the Dragon Rider (Mil 8)!
      Tacman total: +7 (10 (ruler mil) - 3 (army size)), using skirmish!
      Using Peltae and Bronze Techs - +2 to battle, +1 to leader loss roll
      Using 1 treasure, +1 to battle

      Total: +21 to battle, +1 to leader loss, +7 tacman (Accept duel but do not challenge)

      Kingdoms rise and fall, coups happen and the pilots of history change in time. The new ruler of the Deru rises from the tatters of his old kingdom, guiding it to prosperity and strength once again. Normally, the Night Kingdom could not be bothered to interfere in the south outside of Targiz lands, but the leaders deposed by Runarn's coup were of Iorwerth's dynasty. They may have forsaken their claims, but the King and his court are determined to have a Mamut dominated by their bloodline one way or another. A missive is sent to their potential foes, demanding that Runarn marry into the bloodline and kneel to one of the realms ruled by the Nahaar lineage or to be deemed a threat to the family and deposed in favor of one of Iorwerth's relatives. If he waits until the armies have arrived in Bhaile-Koma, it will be taken as a refusal and blood will be shed.
      (OOC: Fluff marry into the family + vassalize this round and the attack will be called off!)
    • [Opulence] Save the Economy (Complete great project to stabilize capital) 1/5
      Over the last two generations, the people of Alqar have been forced to deal with and accept more and more cultures from across Mamut, lands that are not as stable and require more attention than the humble origins of the sprawling dynasty now enveloping lands near and far. Indeed, since the reign of Kalm Alqar the top liege of the realm has not even been Alqari in heritage, and while other, even smaller realms enjoy prosperity from trade, the war-torn Night Kingdom has seen no such returns to their own realm. As unrest brews, Iorwerth begins what he believes will settle this issue once and for all - a network of roads connecting the river docks throughout his realm to the settlements further inland. The first order is charting and navigating these routes, which is done with considerable efficiency thanks to the help of the dragons and his own flying mount.
    • [Opulence] Save the Economy (Complete great project to stabilize capital) 2/5
      The next component actually involves constructing the roads and marking the docks on maps for traders, informing the wider world that the Night Kingdom is preparing to conduct trade on par with the rest of the world. While there is something to be said about the danger of the roads, smart traders hire protection through the wilds and begin to make huge profits selling goods to those realms that never have seen the sort of exotic material that foreign lands might provide.
    • [Opulence] Save the Economy (Complete great project to stabilize capital) 3/5
      Fledgling trade alone will not afford a massive empire their expenses. A census is conducted across the realm, taking particular note of those lands newly conquered and ensuring that all land-owners are paying their due taxes. Not only does the crown have a somewhat accurate estimate of how many people live within its lands for the first time, but it knows roughly where those people are and basic details about them.
    • [Opulence] Save the Economy (Complete great project to stabilize capital) 4/5
      Those subject states under the reign of Merlyn, Laughing Wolf, and Nyct find their realms also subject to a census and are given the results to do with as they see fit. As tariffs begin to be established for foreign realms, notable exceptions are given to merchants from within the Night Kingdom's subjects, and their longstanding allies in the Sundom. In fact, it becomes known that the Targiz intend to send both slaves and orichalcum to help fill the needs to the capital in the next year or two, sparking a wave of hope and optimism. This is where Iorwerth's actions to help restore the economy end. There are still those who complain, saying that this brief appeasement is a step in the right direction but far from the luxury that the common folk forming the heart of an empire should have. These loudest voices slowly go missing, one after another, until the capital is finally calm and subservient once again...
    • [Opulence] Contribute to the Reconstruction of Arrakh-Rah! 3/5
    • [Opulence] Buyout R20 TP1 (Megaloceros) from Open with permission using CI for buyouts in regions owned by dynastic members [Success!]


    Expected Improvements: +3 Opulence

    Non-Actions
    Give TAR R42 via embassy
    Marry Janna (King's sister) to Hede Hedero
    Accept TAR's Vassalization via embassy
    Receive Campaign Grift and Increased Defense Budget from TAR via embassy
    Give Composite Bows, Recurve Bows, Three-Wind Bows, and Saddles to TAR via embassy
    Accept 1 treasure from ARK via embassy
    Give TAR permission to buyout the TP in R41!

    News and Rumors






    Spoiler: Stats
    Show

    Now located here
    Last edited by Zayuz; 2021-06-26 at 10:42 PM.
    "What is to give light must endure burning."

  9. - Top - End - #969
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    The Kingdom of Rankalore
    Regions 1, 2, 3, 5, 6, 8, 11

    Spoiler: Leader
    Show

    Thaban, the King of Rankalore

    Diplomacy: 6
    Military: 10
    Opulence: 5
    Faith: 7
    Intrigue: 2

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


    Actions:

    1. [Diplomacy] Explore west of Region 5
    For too long has contact not been established with parts of the peninsula. Okeneth departs there with a delegation of Rankalore's best dignitaries, with propositions of peaceful annexation to the natives.
    Roll: 19 Great Success!

    2. [Diplomacy] Stabilize Region 6

    Roll: 15 Success

    3. [Military] Aseltia defends Region 8 with 7 land units (+17)
    While Aseltia's revised tactics on the battlefield had raised complaints of it being an inglorious way of fighting, the glory of a clear victory was also hard to deny. Thus when the elvish commander leads Rankalore's armies against the remnants of the Hounds she does so with the aid of significantly more obedient officers as the drums of war sound once again.

    Aseltia +9, Units +7, Path of the Ancient Ones HS5 Bonus +1
    Will challenge to duel (Dueling CI)
    Using Skirmish TacDoc (+10 Thaban, +2 War Drums, -1 Army size = +11 total)
    Aseltia has +2 to Leader loss roll from Ajanna's Blessing


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

    5. [Opulence] Buyout TP 1 of Desert Dragons in Region 6
    Thaban and Aidha express great interest in the dragons of the newly conquered region, but domesticating them proves more of a challenge than anticipated.
    Roll: 9 Failure

    6. [Opulence] Buyout TP 1 of Copper in Region 26
    While the merchants of Rankalore have long struggled the collapse of the Crimson Kingdom avails them a chance to secure a source of copper for both the kingdom and their pockets.
    Roll: 13 Success

    Nonactions:
    -TBD

    News and rumors:
    -This season the old rivalry with the Ruin Runners is rekindled with two head-to-head matches. While the Greenhorns best them in their regular season game, the Ruin Runners get the last laugh by ending the Greenhorns' season on a bitter note. But unlike when Thaban was an active player the teams are sure to meet at least once a season from now on...
    -The officially established diplomatic ties with the Alodite Imperium have born fruit, as traffic in the Strait of Sandy Waters has increased tenfold. Migrants to and from Ixkarr have made the crossing, as old grievances have been forgotten.

    Spoiler: Statistics
    Show

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

    Embassies:
    Alodite Imperium

    Military:
    Army units 7/14
    Navy units 2/7

    Heroes:
    Aseltia, the Cackling Commander (9) [Odds-Maker: +2 to errant quests in Mamut] [Ajanna's Blessing: +2 Leader loss rolls]

    Technologies:
    Bronze (special materials)
    Cloud Striders (war beasts)
    Comet Phylacteries (combat drugs and medicine)
    Composite Bows (ranged weapons)
    Increased Defense Budget (logistics)
    Uzii Battlesmithing (armor)
    Viskari War Bows (ranged weapons)
    War Drums (logistics)

    Opulence:
    Trade posts:
    Slaves 48.2
    Wine 1.C

    Resource requirement: Manpower (fulfilled)

    Treasure 0/10

    Other items:
    N/A

    Technologies:

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

    Faith:

    Artifacts:
    Ajanna's Blessing: +2 Leader loss roll (worn by Aseltia)

    Miracle effects:

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

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

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

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

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Round 7
    Round 8
    Round 9
    Round 10
    Round 11
    Round 12
    Round 13
    Round 14
    Round 15
    Round 16
    Round 17
    Round 18
    Round 19
    Round 20
    Round 21
    Round 22
    Last edited by OmnivorousOgre; 2021-06-25 at 02:15 AM.

  10. - Top - End - #970
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C), 215, 222, 227, 231, 232


    Round 23 Actions:


    1. [Diplomacy] Contribute to the Daezirn Isles Translation Great Project - Anthem of the Archepelago (3/5) (TSR quest 1 action counts for 2)

    2. [Diplomacy] Stabilize region 227 using liege dip score 17

    3. [Intrigue] Investigate the island on the east side of the map 20

    4. [intrigue] secret useing 2 treasure and worklurk tunnels 16

    5. [Opulence] Buyout wild asses in 232 TP 2 from Open using pottery, coinage and WOG bonus 17

    6. [Opulence] Buyout 231 in 231 TP 1 from Open using pottery, coinage and WOG bonus success 13


    Non Actions:
    • Accept plague cures from VYG
    • Trade Chariots to VYG for pin tumbler locks
    • Accept treasure vaults from HYD
      [*}Accept Dhraanish Medicine from TRL
    • Accept any technologies offered
    • Resist all conversions except for conversions to way of green
    • Oppose all unauthorized buyouts
    • Resist all thefts


    Spoiler: Diplomatic arrangements
    Show

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



    Spoiler: Ruler Information
    Show

    King Clrasan:

    Diplomacy: 3 + 1
    Military: 8
    Opulence: 6 +1
    Faith: 2
    Intrigue: 8 + 1



    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show

    Spoiler: Trade Posts
    Show

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


    Spoiler: Treasure (10)
    Show

    Round Reason Change Total
    4 Passive TP income +1 1
    4 Gift to sentinels of stone for rep -1 0
    5 Passive TP income +1 1
    5 Great Success Exploration +1 2
    6 Passive TP income +1 3
    6 Use one for investigation -1 2
    7 Passive TP Income +2 4
    7 Use on for the attack on blightspawn -1 3
    8 Passive TP Income +2 5
    8 Help stop unrest in 215 -1 4
    8 Assist on buyout -1 3
    9 Passive TP Income +2 5
    9 Investigate Shadows -1 4
    9 Investigate Shadows -1 3
    9 Investigate Shadows -1 2
    10 Passive TP Income +2 4
    10 Investigate earthquake -1 3
    10 Assist on Epic Quest -1 2
    11 Passive TP Income +2 4
    11 Blood Ingot reward +2 6
    11 Investigate evil presence revealed by the earthquake -3 3
    12 Passive TP Income +2 5
    13 Passive TP Income +3 8
    13 Great Success Exploration +1 9
    13 Great Success Exploration +1 10
    13 Use on Secret -3 7
    14 Passive TP Income +3 10
    14 Claim on 232 -3 7
    14 Investigate shadows in 209 -3 4
    14 Trade with Vygra +4 8
    14 Trade with Hydra +1 7
    15 Passive TP Income +3 10
    15 Investigation into the Glutonous Shadow Corpses +5 15
    15 Investigation assassination on Queen Wuuluu -3 12
    15 Investigate The alchemical mixture found in the holy spring of Lumo Taher in Vermando -3 9
    15 Secret action -3 6
    15 Trade to TRL -2 4
    15 Trade from HEN +3 7
    15 Trade from LIM +1 8
    16 Passive income +3 11
    16 Assist on exploring the sand storm -3 8
    17 Passive TP Income +3 11
    17 Dra Runa assist Kro Thorael -3 8
    17 Translate the leather bound journal -3 5
    17 Trade from UBT +2 7
    17 Trade from HYD +1 8
    18 Passive TP Income +3 11
    18 Secret -3 8
    19 Passive TP Income +3 11
    19 Secret -3 8
    20 Passive TP Income +3 11
    20 Secret -3 8
    20 Gift from HYD +1 9
    21 Passive TP Income +3 12
    21 Investigate Salt demons -3 9
    21 Secret -3 6
    22 Passive TP Income +3 9
    22 Secret -2 7
    23 Passive TP Income +3 10


    Spoiler: Military (9 Land units, 2 Naval Units)
    Show

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


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show

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


    Spoiler: Artifacts
    Show

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


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot
    Alskan Worm Wrangling +10% Casualties for Opponents Liquid Resource and Animal Husbandry Tech (should include berries) Yes War Beasts
    Blade Sharpeners +1 to Battles Tvila Clay Yes Melee Weaponry
    Bronze +1 to Battles, +1 to Leader Loss Rolls Copper or Tin Resources Yes Special Materials
    Chariots +2 to battle and -10% casualties for Allies Horse or Asses resource.
    Saddles (Cavalry Type Tech and Animals Resource)
    Wheel and Axle
    Yes Cavalry
    Comet Phylacteries +2 to Leader Loss Rolls Comet Shards Resource No Combat Drugs and Medicine
    Composite Bows +1 to Battles Hooved Animals Resource Yes Ranged Weapons
    Crab-Claw Sails -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics
    Equestrianism -10% casualties for Allies Horses Resource, Animal Husbandry Tech Yes Cavalry
    Feathered Capes When active, on an Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes. Feathers Resource Yes Armour
    Peltae +1 to Battles Timber Resource No Armour
    Recurve Bows +2 to Battles Composite Bows Tech and Hooved Animals resource (effectively 2 hooved animal resources) Yes Ranged Weapons
    Saddles +1 to Battles and -10% casualties for Allies Cavalry Type Tech and Animals Resource Yes Cavalry
    Song of the Sea Allows for +1 Deep Sea border crossing and gives +2 to Leader Loss rolls during ocean/coastal battles with naval units involved Sea Creatures Resource, Sailing and Animal Husbandry Techs Yes Scouts and Logistics
    Steering Oars +3 to Tactical Maneuvering in naval battles and battles in coastal regions Sailing Technology Yes Cavalry
    Thin-Blood Elixir +1 to all Battles and Quests involving the Gluttonous Shadows N/A Yes Combat Drugs and Medicine
    Uzii Battlesmithing -10% Casualties for Allies Hard Metal Resource Yes Armor
    Viskari War Bows +1 to Battles Wood Resource Yes Ranged Weapons
    War Drums +2 to Tactical Maneuvering Rolls N/A Yes Scouts and Logistics
    Wolf Riders +1 to Battles Wolves Resource (of any kind) No Cavalry

    Non-Military
    Tech Name Primary Effect Primary Resource Primary Resource Met
    Advanced Masonry +1 to resist Raids and Sacks that stacks with the bonus of Masonry None Yes
    Advanced Poisoning +1 to theft, assassination, kidnapping, incite betrayal and related secret actions Medicinal or Poisonous Plants Resource Yes
    Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes
    Arch None N/A Yes
    Arctic Survival Permits exploration and troop transport across Arctic borders. Lumber Resource Yes
    Caravanserai +1 to resist raids and sacks, which is cumulative with the bonus from Masonry. Masonry Tech, Stone/Clay Resource Yes
    Celestial Navigation Allows transit of one additional deepwater border and grants -1 distance loss to deep water travel N/A Yes
    Coinage +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold) Gold or Silver Resource Yes
    Djinn Contracts You may spend 1 treasure as part of a secret action to hire djinn to do your bidding. Regardless of the success or failure of the action, it is much more difficult to trace back to you. Writing (Kagahara) Tech, Coinage Tech, Shattered Runestone or other magic catalyst Resource No
    Dome None N/A Yes
    Eleftherian Democracy This technology enhances the attribute rolls of new non-dynastic rulers, giving them +1 in up to two attributes their predecessor had an 8 or higher in. Writing Technology Yes
    Irrigation +1 to Stabilization rolls N/A Yes
    Masonry +1 to resist Raids and Sacks N/A Yes
    Mountaineer Clothing Allows exploration and troop transport across Mountain Borders Furs and Hides Resource Yes
    Public Education +1 Opulence on Ruler Generation None Yes
    Pottery +1 to Buyouts N/A Yes
    Sailing Permits exploration and troop transport over deep water borders N/A Yes
    Song of the Wind Allows crossing of 1 additional deep water border. +1 to exploration over water Flying Beings Resource, Animal Husbandry and Sailing Technologies Yes
    Seekers Permits exploration and troop transport over deep desert borders Nakhla Stone Resource Yes
    Towers None N/A Yes
    Towers of Light +2 to resist raids. Additionally grants a +1 to investigation rolls for each player with this tech that uses an investigation action in the same round. (+2 max) Silver Resource and Masonry Technology Yes
    Wheel and Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency. N/A Yes
    Wormlurk Tunnels Increase the amount of Treasure a kingdom may spend on intrigue by 1. If a kingdom spends 2 treasure on a action, that action gains an additional +1 bonus. N/A Yes
    Writing (United Blemmyae Tribes Script) +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. Alskan Worm Wrangling + food Yes


    Spoiler: Ruler Actions
    Show

    Spoiler: 'King' Yorick II
    Show

    Attribute 5/10 Action Effect
    Diplomacy 5 Create Embassy An embassy with The Vygra was made.
    Diplomacy 10 Create Embassy An embassy with The Night Kingdom was made.
    Intrigue 5 Did a thing The thing happened
    Intrigue 10 Incite Betrayal on the Black Pharaoh The Black Pharaoh joined the Sewune
    Military 5 Raise Hero Dra Ranu (8) is recognised
    Military 10 Create tech Created a tech.
    Opulence 5 Raise City Manticore Rise now exists
    Opulence 10 Become a Merchant Prince The Sewune now benefit from the Merchant Prince Title



    Spoiler: Previous Posts
    Show

    Round Action of Note TP's bought Tech Gained
    1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2 Writing, Animal Husbandry (start tech), Irrigation
    2 Acquired required resource in the form of copper TP 3 in region 226 Copper 226 TP3, Cacao 218 TP3
    3 Founded Manticore Rise Elk 225 TP1, Tvlia Clay 211 TP3, Healing Herbs 221 TP3
    4 Started building a military None
    5 Officially converted to Abiherism None Pottery (secret)
    6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2 Sailing (secret)
    7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2 Crab Claw Sails, Masonry
    8 Stopped unrest in 215 and made an embassy with the Vygra Tin 241 TP2, Artisans 215 TP1, Flint 213 TP2
    9 Mass investigation on the origin of the Gluttonous shadows Gamebirds 208 TP1, Aquamarine 240 TP1 Wheel and Axle
    10 Become a merchant prince, assist with cancer in the vale and investigate the earthquake Seafood 214 TP1 Bronze
    11 Assisted with Into the blightlands and Sikar translation Tvila Clay211 TP2 Thin-Blood Elixir, Advanced Poisoning, Blade Sharpeners, Coinage, Wardrums, Composite Bows
    12 Massive trade deal with HYD Hemlock 235 TP1, Wild Horses 289 TP1, Gold 307 TP2, Fox 303 TP2, salt 295 TP2, Desert Bell Seeds 291 TP3.
    Lost: Tvila Clay211 TP2, Droggen Berries 216 TP2, Granite 238 TP2, Sea Food 214 TP1
    Steering Oras, Mountaineer Clothing, Equestrianism, Celestial Navigation
    13 Stole the Black Pharaoh Dag Yaks 223 TP2
    14 Started pressing claim on 232 Nakhla Stone 292 TP2 Towers of Light, Feathered Capes, Advanced Masonry(secret)
    15 Investigated murder on HYD leader and cleared mockeries from Veramondo Silver 308 TP2 Recurve Bows (secret)
    16 Invastigated explosion in gehudu forest, Investigate mockeries, Assist with deep desert explore Ivory 239 TP1 Alskan Worm Wrangling
    17 Send Dra Runa to assist with the SandStorm, Investigate the book found in the explosion, Embassy with NTK Purple Sea Snails 189 TP2 Peltae, Arch, Towers, Dome and Djinn Contracts,Caravanserai
    18 Expand Military Wood 46 TP1 Saddles, Comet Phylacteries, Uzii Battlesmithing, Song of the Wind, Wolf Riders, Arctic Survival, Song of the Sea
    19 Expand Military explore the sea
    20 Investigated Neferkare (give up), earthquake, and stealing of mothers milk, Create tech Chariots Chariots, Eleftherian Democracy, Public Education, and Viskari Warbows techs
    21 Investigated salt demons vassalised to Vygra assisted in cures for Sand lung, Corpse plague and did the ritual of blood. Wormlurk Tunnels
    22 Investigated salt demons, converted to way of green, conquered 222 and 227.

    Last edited by Moriko; 2021-06-25 at 04:16 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  11. - Top - End - #971
    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 8
    Mil 8
    Op 7
    Faith 7
    Int 3


    Actions:

    1:[Opulence] Buyout Timber in 152 tp1 15

    2:[Opulence] Buyout Reindeer 161 tp1 15

    [B]3:[Faith] Help construct Southern Windstone/B]


    4:[Faith] Convert 106 to Ancient Way 15

    5:[Military] Raise 2 units

    6: [Military] Attack 152, with 4 navy, 8 units under Vralis, with techs (Viskari Bows, Equestrianism, Saddles, Copper, battle drums) 25
    Will Duel, use Taunted Charge tactic, song of rest is in effect
    Stats:
    New Ruler:NO
    Non-Actions:
    allow resupply for expedition in 159
    LYRE: INT
    l
    Hinarah Returns home

    Embassy Actions:

    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    113 TP2: GlimmerWood
    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, 1 favour
    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
    ALL CURES FOR PLAGUE
    Recursive Bow
    Equestrianism
    Mechanical Joints


    The Lyre of the Temperamental Song
    Units: 13/18
    Navy: 4/More

    Treasure: 3

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


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-06-26 at 09:15 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...



  12. - Top - End - #972
    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 23

    News and Rumours
    • With the threat from the south quelled for now at least, the king turns his eyes north and sends the army of Limdimon to reclaim the former capital of the Bel-Dan Armada from the Blight.
    • Missionaries range even further north into Melis, hoping to establish some sort of bastion of faith among any of the population who remain sane.


    Spoiler: The Tale of Creation
    Show

    Fariyell hehītēc el ēvath all ēvathall ehrc ēvath
    All lutūll ahr onān vehepūd gubavath, onān am ēvath
    All Fariyell sūwemūng hetonath, ill onā āturrevath all lommitūng azipoyoth, all lūng ēb vaga azāluvath all eraga ēvath.
    All Eragell an lommitūng ēb azāluvath all Fariyem ilc denguyoth all īella evath all īella carelmeng gīzavath all Fariyell bosavath.
    Āng Eragell farūm ilc ngemovath all leracimyūll all leramīmbecyūll inpevan all all Fariyell bosavath.
    Āng langoyē all eribē all sūweganē all laplōjē tocuvan all Fariyell bosavath.
    Ū eraconca tish tihoyoth all laconcyūll dosavath all langoyē truchovan all zechovan all lacimyūll chetevan all inpevan all langoyēng nagīyon
    All Fariyell Erageng dellavath ū lūll tish tihovath.
    Ēāt Fariyell Erageng onān erayad el chāzavoth ēāt eraconcang zhūtihoyoth āll hemanūm tihovath.
    Ū Fariyell tish heyēdhūm tish dijovath āng lūng cagayoth all cizoyoth.
    All carablerē all caratretē onān carayad eng mojavan all farūng ilc tirrtovan all lūng crāvath all Fariyell tish bosavath.
    Ēāt Fariyell Erageng onārd el chāzavoth all tharibac all tharapelmyūg carapamē bū mojavan all farūng tirrtovan.
    Ū ahufē carapamē ēvan all carablerēd angobāvaning all gānevaning, all Fariyell tish bosavath.
    Ēāt Fariyell Erageng onārd el chāzavoth all bannandē all banavadūtē all banagūrē all banabrocē all caralamē alijē bū mojavan.
    All carablerēng angobāvan all ering buravan all Fariyell bosavath.
    All Fariyell Erageng dellavath orh ū lūll tish tihovath.
    Ēāt Fariyem banamtē Erageng angobāyon all lūng burayon all Fariyell lūng gashayoth dāth all erārho ēvath.
    All Erageg sūwegigē eratazhang all leracangopyūng ngemavath lutūng ilc, all ālt vaga ēvath, all laracillē ēvan.
    Fariyell shūverēd cetovath, all dobovath.

    Yom onāc banamtē ēm, all and yomēc eradanpāc lacatūll yomēm ēth.

    Spoiler: English translation for the lazy/culturally insensitive
    Show

    In the beginning there was Fariyell and she was and she was all that there was.
    And there was a canopy around her which shrouded her in darkness.
    And Fariyell wished to see, so she cried out and rent a hole, through which came light, and that was the sun.
    Then came Eragell through the hole in the canopy which she had wrought and it gushed forth across Fariyell and that was water, and the water filled with fish and Fariyell was pleased.
    Then Eragell sprayed across the land and there grew up stones and mountains and Fariyell was pleased.
    And then there grew up plants and trees and fruit and flowers and Fariyell was pleased.
    But the torrent did not stop and the waters rose high and the plants tangled and thickened and the rocks amassed and tumbled and crushed plants beneath them.
    And Fariyell implored Eragell to stop but it would not.
    So Fariyell took Eragell in her mouth to stop the flood and for a time it was stopped.
    But Fariyell could not stomach it forever and in time she released Eragell and vomited.
    From her mouth came monsters and malformed beings and they spread across the land and ravaged it, and Fariyell was saddened.
    So she took Eragell inside herself and then forth came the beasts of the forests and the fields and they spread across the land.
    But the beasts were dumb beasts alone and they were set upon by the monsters and devoured, and Fariyell was saddened.
    So she took Eragell inside herself again and there came forth men and elves and giants and dwarves and others.
    And they fought the monsters and slew them, and Fariyell was pleased.
    And once again she implored Eragell to stop and it would not.
    So the children of Fariyell set upon Eragell and slew it, and Fariyell cast it away, and its body was the Moon.
    And in its death throes it splattered its blood and its fluids across the canopy and where it landed there was light, and these were the stars.
    Fariyell was exhausted by her labours and so she slept.

    We are her children, and this is our mother’s bequest to us.


    Actions
    [Military] Invade region 195 via 194:
    • 12 land units
    • Ivigamta commanding (10, hero)
    • Duel (with 2d8) unless opposed by an actual Champion of Blight
    • We Were Giants (+3) tacdoc
    • Bronze (+1, -1 leader loss), Increased Defence Budget, Recurve Bows (+2)
    • Uzii Battlesmithing (-10% losses)
    • Total battle bonus +25, +3 if tacman won, +duelling

    [Military] Recruit 2 land units
    [Diplomacy] Work on the Daezirn translation project taking advantage of the Truthseer bonus (3/5)
    [Intrigue] Secret
    [Faith] Convert the holy site in region 196 (+1 for shared script): 17 (success)
    [Faith] Convert the holy site in region 189 (+1 for shared script): 16 (success)

    Embassies


    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


    Spoiler: Ruler stats
    Show

    King Oniyellīs

    D 10
    M 10
    O 5
    F 8
    I 4

    Stat increases:

    Next round: probably nothing


    D 10
    M 10
    O 5
    F 8
    I 4


    Spoiler: Stuff
    Show

    Regions: 189 (Meyzee Tshilleh), 190 (Faragumūll/Kledehem), 191 (Dum-Hong Deng), 192 (Ilcerapirūll/Farilpūll), 193 (Faranandūll, capital), 212 (Farazhēla), 214 (Galghälani)
    Units: 12 land units, 1 naval unit
    Treasure: 7
    Last edited by Aedilred; 2021-06-26 at 08:20 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)

  13. - Top - End - #973
    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

    %%%%%%%%%%%%%%%%%%%%
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    %%%%%%%#%%
    *%%#%%%%%%
    %%%%%%%
    /****/(%%%%%%
    %%%%%%%%
    *%(%*%%%%%%%
    %%%%%%%%%%%%%%%%%%%%
    %%%%%%%%%%%%%%%%%%%%
    %%%%%%%
    ,%%%%%,%%%%%%
    %%%%%%
    #,/%%%,,%%%%%%
    %%%%%%%
    *,,*,,#%%%%%%
    %%%%%#
    *,,,,,,,*#%%%%
    @@@%%%%%%%%%%%%%%%@@
    @@@@@@@
    %%%%%%%@@@@@@


    Leader: King Valrek Sekthel
    Stats:
    Diplomacy 9 -> 10
    Military 9
    Opulence 7 -> 8
    Faith 5 -> 6
    Intrigue 2

    Actions:
    [MIL] Attack 262 with 5, Valrek (Leader, Military 9) as commander, and all available techs (War Drums, Battlesmithing, and more that I am trying to figure out now.) Tactical Doctrine pending, but probably reckless, because I need the extra points.
    [MIL] Raise units by 2
    [OPU] Explore W 325
    [OPU] Raise Treasure by 2
    [FAI] Faith GP (2/10)
    [FAI] Faith GP (3/10)

    Nonactions:
    TBA
    Last edited by D&D_Fan; 2021-06-25 at 05:42 PM.

  14. - Top - End - #974
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Years 289-292
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 208 - Inkhwabi
    Region 205 - Aangzi
    Region 197 -

    Usuukhusaa Lhungho, Prophet-Queen of the Dhraan, River-King of the Mikra of Narava, Foremost Sage of the Tribes of Unghlaban, Bulwark Of Civilization, Matriarch of the Children of the Great Mother, Regent of the East Wind, Rekindler of the Green Star
    Diplomacy 7
    Military 10
    Opulence 5
    Faith 10
    Intrigue 5 -> 6


    Actions

    1. [Intrigue] Secret Action, spending 1 Treasure [Roll Result: 13(?)]


    2. [Intrigue] Investigate the Mockeries Disintegrations/Remnants for clues to their lairs in Kiswa [Roll Result: 14]


    3. [Military] Subdue the Cosmic Hyena in Troll Country (221) with 7 TRL Land Units and 10 HYD Land Units, spending 1 Treasure, led by Fanat of the Talons [Hero 10], using Black Iron Weaponry, Blade Sharpeners, Recurve Bows, Chariots, Uzii Battlesmithing, Celestial Navigation, and Worm Wrangling, attempting to Skirmish, challenging to a Duel [Cultural Identity applies], attempting the Skirmish Tactical Doctrine, and benefiting from Children of the Great Mother HC5 bonus and Students of Wonder Reputation 1 Bonus
      Total Combat Bonus: +34 ; Tactical Maneuvering Bonus: +6 ; -20% allied casualties, +10% enemy casualties, +2 to Leader Loss roll



    4. [Military] Recruit 2 Land Units


    5. [Faith] Help the Truthseers with the Eastern Windstone


    6. [Faith] Convert the Lands of the Targiz (Region 19) to Children of the Great Mother, spending 1 Treasure, with support [Roll Result: 19]




    Non-Actions
    Standing: Accept any Embassies or Technologies offered...from anyone except RUIN.
    Send Dhraanish Medicine to SEW and VYG via Embassy
    Support all conversions to CotGM
    Offer to host the Grand Conclave for the Truthseers [Roll Result: 16]
    Request Seek Aid from TSR for Investigation this round (no favor cost)
    TSR Request:
    Spoiler: Cultures, Taboos, & Mores, WIP
    Show

    Dhraan (elite/primary/military):
    • Prestige, food supply, and status go hand in hand for the Dhraan. Though the royal family and position of troll-monarch is hereditary, this is true in significant part only by their continued demonstration of capability in ensuring prosperity and adequate food for the kingdom’s inhabitants.
    • To become feral is dreaded and feared as a loss of self and fate worse than the stonesleep, but to die in truth is hated even more.
    • When first meeting, if one has not been granted flesh from the host to consume and offered their own in kind, one is not protected by guest-right. As such, this is seen as suspicious and rude - exceptions are made for non-trolls, as the Dhraan understand that less resilient peoples would find such gifts difficult to recover from. Recently, though, a practice from Unghlaban has become more popular, in which a lock of hair is offered instead of flesh - usually alongside a gift of tobacco, if the host or guest was wealthy enough to afford such. What this lock is used for varies significantly - some will have such locks braided together and preserved, believing that having very long braids shows a history of hospitality and respectability. Others will burn it with the tobacco in their pipes, consuming it by means other than ingestion, but many in Lhungho Saar simply burn it to dispose of it, the practice of smoking tobacco being still uncommon in the capital.
    • Supposedly, the relationship between trolls and their thralls are meant to be mutually beneficial - the trolls provide guidance, protection, and just governance, while thralls owe labor, food, and loyalty to their lords. In practice, this is commonly little more than fantasy, and while thralls are meant to have certain rights of grievance and treatment, the enforcement of these rights are commonly weak where they aren’t ignored entirely. The spread of the faith of the Great Mother has been steadily changing this, however - to both the benefit and detriment of thrall communities, as crueler lords find their malice blunted by the love of the Great Mother, while formerly aloof ones interfere needlessly in the previously more autonomous governments of their thralls.
    • Punishments for wrongdoing are usually determined by either mutually agreed arbiter, or a higher ranking official within the hierarchy of Dhraanish society, and range from simple fines of goods up to dismemberment - this is less lethal than it might be for other species, but is still a significant debility. Often, the limb is given to the aggrieved party for consumption. In extreme cases, the offending party is banished - this is not far from a death sentence in the eyes of many trolls, though being reduced to a feral state is not the certainty it once was in such a case.
    • Of particular note is the law against the cannibalism of thralls. Instituted nearly two centuries ago now, even when thralls are to be punished by limb removal, their flesh is forbidden to be consumed. Elven thralls are permitted to eat their dead, as is their custom, and enemies slain in battle are permitted for consumption, but no others among the thralls. The reasoning behind the law is expressed succinctly in a Dhraanish proverb: “To swallow topsoil is to plant starvation.” Those who break this taboo are punished harshly, and even wrongful death among the thralls by their lord will, when justice can be had, often be punished by dismemberment and the loss of position for the offending party - the limb removed is often weighed out to be equal in weight to the deceased, often necessitating multiple cuts. It is sadly frequent for such deaths to be found as mere accidents and the true perpetrator blameless, unfortunately - a symptom of the broader corruption that has become endemic alongside the growing prosperity of Lhungho Saar.
    • Sin eaters are a position of some notoriety among the Dhraan - in some regions, sin eaters are Dhraan who are held to know the secret to concentrate the accumulated evil one collects in the normal course of life into a specific part of the body, which they will then eat, to take the evil into themselves. In others, it is a term for a specific specialty among Dhraanish priest-doctors, who understand how to cut out tumors with great skill and will consume them to banish the death they hold. But the most common use of the title is for those who will be invited to feasts for those who have fallen, irreversibly, into the stonesleep, and there they will consume a great quantity of food and drink while the bereaved speak on the fallen, taking from them in the process their sins and evils, so that when they awake again, they might be purified. It is thought that to wake without having been so cleansed is the cause of the blood frenzy that overcomes so many who awake, the evil having festered within.
    • Both before and after battle, great feasts are held in which the thrall warriors also partake - all who are to fight are to eat their fill. The feast before battle is, ideally, devoid of meat, while the feast after is almost entirely meat - most of which is made up of the bodies of the fallen, both friend and foe. Dwarven thralls are typically granted exception from this practice, for it is their custom to fast before battle, consuming only their thick, fermented leann drink for up to a week before the time of battle was expected, supplemented with a meal of lean meat every few days if it was to extend beyond that length of time.
    • Prior to the spread of the Children of the Great Mother, returning Dhraanish warriors would undergo ritual purification by way of consuming a dry, yellow-brown clay-like mixture of soil and straw known as thuuna, followed an hour later by consuming a simmered drink of mashed berries, rotting leaves, and animal blood which would cause vomiting. The material left from this process was called inegaazi and was thought to make the ideal fertilizer for those herbs which were grown for medicinal use. This practice has morphed with the influence of the Children, and specialized communion services have become commonplace for such purposes.
    • Barge trolls are a much more frequent sight than once they were, but make up only a fraction of the merchants that travel along the Sur - Cha-Daně-Dan making up the bulk of the traders that thrive along the river networks, but traders from as many peoples and walks of life as the Sur itself has tributaries and more. The Cha-Daně-Dan in particular are notable for the special privileges granted to them as pre-eminent sailors and merchants for the trolls, especially the royal family.




    News and Rumors
    • Cultural changes...
    • The Children of the Great Mother…
    • Guardian Sanctum…
    • Usuukhusaa teaching her children about the Guardian Dream and the responsibilities of Regency?
    • Grand Conclave
    • Putting family members in charge of certain areas for administrative burden easing
    • Nikara passes away, finally overcome, it seems, by grief and the lingering poison of old scars. His mantle is taken up by a Kro whose company he began to keep more and more frequently - Fanat of the Talons. It is with surprise, however, that the royal family learns this Kro seems to have established one of their kind’s strange contracts with a number of dhraan - as such, they can assume trollish form, skin a glossy black and with broad feet fitted more with talons than claws or webbing. Still, it is a pleasant surprise, and though they appear to be somewhat more mercenary in disposition than their predecessor, their price is not so high as to be unreasonable for a being with their talents.
    • Prince Maat of the Alodites is appointed to a venerable position, as Captain of the Royal Guard. It is with him that the Prophet-Queen places her trust in ensuring the safety of her family - for a bow may strike from so great a distance as to make it no trivial thing to draw near with hostile intent.
    • Venaayndr, Yenkuuvydan, and Jheshalhrad, birth siblings to the High Queen Usuukhusaa, alongside their kin brother Enganral, and all sired by Tyja Pemmelg while the Way of Green held sway over the court of Lhungho Saar, find themselves bereft of children and the unhappier for it. Unlike some half-breeds, without the magic that gave them life, it appears they can produce no children, whatever their efforts. Burdened by this knowledge, they depart the court of the East Wind, with Veramondo their destination. Though they claim conversion to the faith of their adopted lands, they are given cold welcome, and only Enganral, accustomed by their more distant relations to the High Queen of the Dhraan as compared to the others, is willing to remain, and attempt to carve out a life. The others travel instead to the lands of their father - the Sewune. With newly acquired lands governed by the Sewune nearer their home, they settle in the lands southwest of Troll Country. It does not take long until their actions galvanize others, and an exodus of those half-breeds unsatisfied with the lot given them follow soon after.

    Spoiler: On the Origins of the Red-Starred Hyena
    Show
    At the False Dawn, a great terror crashed to earth - the Wyrm. Divine manifestation of death in its myriad forms, torn from the heavens by the hubris of the Ruinous Emperor. Devastation most terrible was wrought - not only upon Ember, but upon the Wyrm itself. For when it struck the earth, its form fractured - selfsame devastation so tainting the mortal mind that it could not remain intact and as it was. Gone now is the peace and contentment of death. Gone now is the closure of endings. Gone now is the revelry and euphoria of destruction. In their place has bloomed wrath, melancholy, and spite - a grief and rage so profound in their depths as to scar the world.

    The last of these fragments fell between realms, as the Guardian Dream grew to oppose the darkness that threatened the world. And there it sat wedged, like a splinter, until the Kiswan Guardian collapsed beneath the weight of duty and pride. And in that moment, the fragment - containing all the joys of destruction, the revelries of unmaking and the ecstasy of endings - found entry. Within, the Father of Rivers, besieged by Nightmares even as its body was consumed, found an ally - for the Hyena found these intruders as unwelcome as the Guardian did. Together, Red Star and Green fell upon them and drove them from that realm.

    But betrayal came swiftly after. For where the Father was wearied, the Hyena was buoyed. And as the Guardian lounged in repose, the Red Star struck - tearing them apart in their vulnerable state. So was the essence of the Father scattered through the Guardian Dream of Kiswa. And so has the Hyena patrolled, gnawing on bones it could not break and ripping starmeat from a still living carcass that would not die, guarding and feasting the selfsame corpse - for no scavenger but they would be allowed this meal.

    'Twas only when our Prophet-Queen had delved the depths of the Guardian Dream, and returned to the Green Star their living form, that the Hyena found itself deprived their feast. And so therein that they sought entry to the realm of mortals....



    Spoiler: Actions on hold for the time being
    Show
    Making an Embassy with DRA or ANB or ??


    Spoiler: Recorded In Chorus
    Show

    State Religion: Children of the Great Mother
    Bonuses:
    Conversion Resistances rolled at F10
    HC5: +1 to Leader Loss Rolls
    HC10: Unused
    HC20: The Long War: +1 to Battles and +2 to Duels versus Blightspawn.


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

    Treasure: 6/10
    Passive Income: +1
    Spending: -3

    Artifacts:
    None

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

    Units:
    7+2/16 Land Units
    4/8 Naval Units
    • Land:
    • Royal Guard [15dh++h-dh|dw]
    • Snapping Maw [20dh++e/dw]
    • Broken Scales [20dh++dw]
    • Stone Spitters [23dh++e]
    • Thunderpoints [140e+e]
    • Efryt Exemplars [170vk+vk]
    • Green Star Zealots [85h-dh|dw+e]

    • Naval:
    • Mikra Primals [210vk+vk]
    • Mikra Primals [220vk+vk]
    • Cha-Daně-Dan Salt Hawks [190bd+bd]
    • Velata Tower Guard [300vt++vt]



    The Unbound:
    • Light Bringers [18dh+dh]
    • Shade Breakers [19dh+dh]
    • Dhraanish Hardbacks [21dh+d]


    The Fallen:
    • River's Surge [20dh+++e/dw]
    • Lashing Tail [24dh++++e/dw/bd]
    • Vyrka Primals [230vk++vk]
    • Mikra Exemplars [160vk+vk]*
    • Efryt Primals [230vk++vk]
    • Ravyk Cardinals [260vk++vk]
    • Gnashing Teeth [22dh+++e/dw]
    • Cha-Daně-Dan Salt Hawks[180bd+bd/e/dw]*
    • Bloatlurks [19dh+e/dw]*
    • Dhraanish Bonesplinters [24dh++e]
    • Spitting Stones [20dh++e]
    • Hybrid Zealots [65h-dh|e++e]*
    • Bravyk Mountaineers [270vk+dw]
    • Mikra Radicals [320vk++vk]


    Techs:
    Animal Husbandry
    Irrigation
    Sailing
    Writing (Veramondi Logography)
    Pottery
    Masonry
    Crab-Claw Sails
    Thin-Blood Elixir
    Bronze
    Mountaineering Clothing
    War Drums
    Steering Oars
    Off-Track Betting
    Uzii Battlesmithing
    Blade Sharpeners
    Peltae
    Feathered Cloaks

    Tactical Doctrines:

    Embassies:
    HEN
    UBT
    VYG
    CRO
    SEW
    DOD (Sanctum)

    Organizations:
    SOS: +3 Rep, 1 Favor
    DSP: +0 Rep, 0 Favors
    TSR: +2 Rep, -3 Favors
    SOW: +1 Rep, 1 Favor


    Spoiler: Legends and Legacies
    Show

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

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

    The Royal Family
    Royal Matriarch & High Queen Usuukhusaa
    Great Chief Dora-Mak, of the Mythic North

    Royal Patriarch & High King Ruunandaraghal
    Great Father Geputen Kw'Torineti
    Low King-Father Mhanmosochaan
    Grand Princeps-Father Tyja Pemmelg
    Herald Prince-Father Parvahdi of Harkatna

    Royal Matriarch & High Queen-Consort Ichippā of Henanda
    Great Mother Klarakrudkhani
    Low Queen-Mother Lorna MacGill, formerly of the Anbroch
    Grand Princess-Mothers Kamiya & Tuvini
    Eminent Princess-Mother Ingalhiikhudile

    Heroes:
    Nikara of Singhön (Hero 10)
    Ghaali the Falconer (Hero 9)

    The Royal Family

    Ingkannu Isidi, Champion and Daughter of Ghrakka Yonghalo (Former Hero 10 - Slain in one last act of spite by monstrosities)
    Scionary Prince Onoynoyis, Champion of Saar Lhungho (former Hero 10 - slain in battle during a vain attempt at redemption against foul creatures plaguing his people.
    Last edited by Rolepgeek; 2021-06-25 at 04:16 PM.

  15. - Top - End - #975
    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.

    Annointed Runarn Ascendant, Lord of Banners, Master of Leaves, Protector of the Illian Clans, and Packleader of the Mortal Howl (47)
    Diplomacy: 5
    Military: 6 (+2)
    Opulence: 3
    Faith: 5
    Intrigue: 1


    Listener's Faithful:
    1: Faith (5): Artifact: Infused Banner of the Ancestors: This tattered banner magically amends itself with the symbol of every people its holders have ever ruled. When the holder is leading a battle (must be a ruler) they gain +1 to the battle roll for each region they have successfully led the conquest of, max +3.

    Lord of Banners
    2: Diplomacy (5): Set new cultural identity: Patchwork Banners (2d8 on duels)

    3: Military: Raise 2 land units (fortress).

    4: Military: Raise a land unit.

    Knights of the Red Rose
    5: Military: Raise a naval unit.
    Onfroy watches the new ruler with keen interest from his Sanctum beneath the palace in Bhaile-Koma. The ageing hero is becoming something of a recluse, rarely ever leaving the holy place. Asha-Shuran taking root leaves his son, Arnfroy, the master of the fleet. Ships are a natural home for the Knights, living vessels they can commune with. Eager to retain this leverage of power, Onfroy directs his followers to grow more of the things, and busies himself with the intricate political wrangling and intrigue the Knights rely upon to survive.


    6: Military: Defend Region 37 with 3 land units led by Onfroy (9), using Indefatigable Few (+1 to Battle Roll, +10% enemy casualties, -10% own casualties) and duelling with +1 to Tac Man from faith, +3 to battle roll from Fortress and City, no artifact.
    Runarn issues his reply by way of travellers from the Night Kingdom, merchants and wanderers, impaled on flagpoles with their legs gnawed off to the knee by sand hounds, every ten miles from the borders of Nal Dryb to the banks of the Straumr. The bodies are covered in growths of crimson flowers. Runarn rounds up his generals and prepares for a grim defence of the Green Fields and Bhaile-Koma. The devotees of the Listener, the Knights of the Red Rose, the Bannerets of the Patch and the forest itself settle in to repel boarders. Meanwhile Karakhita sets off in secret, absconding towards the approaching army, hoping to be taken in. He is found lying near-dead on a stream-bank, his ankles and shin-bones shattered with mallets.

    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

    - The Regents-In-Exile concede their claims to the Caretaker's throne, Jofry & Olea residing now with the Targiz, in exchange for a renewal of the mutual defence treaty instituted by the first Caretaker, Leafhair, decades ago.

    -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 [62] - 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 [58] - 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 [31] - Eldest daughter of Jofry & Olea. Lily's goliath blood flows strong, and at 7 she was 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 [29] - 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 man.

    Karakhita Brythion [28] - 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 fellow, brave to the point of idiocy.

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


    Spoiler: Admin
    Show

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    No new leader

    Leader stat increases:
    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)

    Naval Units: 3/6
    Units: 3/14

    Established Units:
    Old Grove - Warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castainn custodians.
    Knights of the Red Rose - Onfroy's fanatical followers.
    Listener's Faithful - fanatical followers of the prophet of the Garland of Souls.

    Factions:
    Listener's Faithful
    Lord of Banners
    Knights of the Red Rose

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

    Treasure: 0.

    Heroes: Arnfroy, the Silent Bloom (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.
    Last edited by Ausar; 2021-06-22 at 07:37 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  16. - Top - End - #976
    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 23 Actions:

    1. [Diplomacy]Host an event in the Carrion Ward with VIS blessing. Event Actions Below.
    2. [Diplomacy]Raise SoW rep from 0 to 1. (+1 Treasure) 13
    3. [Military]Raise 1 Unit.
    4. [Military]Raise 1 Unit.
    5. [Opulence]Buyout Salt tp 1 in region 109. 17
    6. [Opulence]Buyout Sapphires tp 1 in region 101. 14
    7. [Faith 10]From RUIN to rest, the sedation of the Grey Lake! Elu's Miracle! Return the Grey Lake to its base, non-hell portal state via the power of prayer and friendship.


    Event Actions
    • Accept 3 Treasure from SCR.
      Accept the gift of Mechanical Joints and Feathered Cloaks from CIT.


    Spoiler: 40 HC Bonus Turn Tracking Round 23
    Show

    CURRENT: 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.

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


    Embassy Actions:
    • DAN:
    • ELF:
    • SHN:

    Non-Actions:
    • Support the Khanate's Buyout of Hemp.
    • Non-Action Seek Aid on DAN's investigation of the Mockeries. (Full Moon Phase.)
    • Passive treasure accumulation: +1/round. (1)
    • Resist all unauthorized conversions and buyouts.
    • Support all Eauden conversions.


    News and Rumors:
    • Matsokah leaves a widow and a young child...


    Ruler info:

    Holy Empress Elu, Beacon of the North.
    Diplomacy 4
    Military 4
    Opulence 4
    Faith 10
    Intrigue 5


    Expected Stat Increases:
    +1 Dip, +1 Mil, +1 Opu


    Last edited by PepperP.; 2021-06-27 at 12:07 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

  17. - Top - End - #977
    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: Ank’Anske’Thalez’ir “Nyct” Nyctagina
    Current Abilities: D3, M6, O8, F10, I4

    Round 23
    Actions:
    • Nyct, managing the Recovery
      • Opulence - Buyout [Region 3, TP #1] (Success)
      • Opulence - Buyout [Region 3, TP #2] (Success)

        The slow work of rebuilding the Targiz economy after the devastation of the trifecta of plagues in southern Mamut falls on Nyct’s shoulders. The woman works herself in sleepless nights managing contracts and disputes between merchants squabbling over ruined commodities and missing contacts. In four years’ time, however it seems that the bulk of Kursaal’s trade is as great as it once was prior to the Nightmare City and the plagues. Whether the great commercial kraken continues to grow or retreats to lick its wounds – only the dice know.

    • Aste, looking for Forbidden Alchemy
      • Opulence - Buyout [Region 41, TP #1] (Success (with Support))
      • IntrigueInvestigateUsing the opportunity provided by death of The Nameless and his burning of his followers' life force, Aste tries to use the trail of burned bodies in the former lands of the Protectorate to find a Mockery Laboratory (13)

        Aste is not a cautious woman – in her youth she had journeyed to Kiswa on a whim and there had imbibed the sacred milk on a fancy. Since then, however, she was a steadfast warrior against the blight. And while others may battle the infestation with daggers and sorcery, swords and magic, shields and fire, Aste’s war was conducted by strength of coin.

        When Aste build a home to the Students of Wonder in Kursaal, she had always spent her wealth throughout Mamut to develop an information network to rival even Danneta-Yvaon. The reach of her gilded arms sought the secrets to the blight. As she had told her father and even Rosie in Kiswa, till now the Sentinels of Stone and all the nations in the world only fought bitterly against the cancer never delving deep enough towards its cause to truly extinguish it.

        Reports filtered to her that individuals in Mamut spontaneously combust into flames their life force burned away. While Aste did not know of Talákin’Záni’Quêzí’s, Amira-Mak’s and Matji Varsha’s epic confrontation in twilight, she did know enough to understand that these burned souls were of the Mockeries. The Mockeries were dangerous, but they had also held many secrets of Alchemy and Blight. If she could find an intact Mockery Laboratory, the Students of Wonder’s own research would leap forward by bounds.


    • Laughing-Wolf, creating a Bond
    • Secret
      • Intrigue - Secret Action

    Non-Actions:
    • Laughing Wolf takes over his Father Running Ox as hero of Targiz
    • Trade Increased Defense Budget and Campaign Grift to NTK. Vassalize to the Night Kingdom. Accept Region 42 from the Night Kingdom and all techs (non-embassy actions with NTK)
    • Generate 3 Treasure with passive income (20 TP owned at beginning of round) –> 14 Treasure owned beginning of round.
    • Accept all tech and treasure from SCR (non-embassy action with SCR)
    • Grant Corpse Plague, Island Fugue and Sand Lung cures to DER. Accept all tech and treasure 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.
    • Aste uses her growing influence as the Patron of Wonder and heir to the Vault of Kursaal to begin spreading her own faith, borrowed from far-flung Kiswa, in the city. She hopes to one day provide the Mother’s Milk as freely in the city as wine. Aste supports any conversion of Region 19 to the Children of the Great Mother.
    • Tattered Dancers meeting the Comet Dancers

      Spoiler: A Gathering of Dancers
      Show

      They dance together in the shadows
      Their feet barely touching the ground
      Waltzing through the night
      Lightly thinking, lightly stepping
      Hardly breathing at all.

      Their tattered feathers falling
      Kicking up dirt and filth
      They revel in disgrace for grace was not in their taste
      Their teeth craved for more
      Meat and thoughts and dreams.

      Their laughter echoes through the darkness
      Singing with the beat
      Their eyes glisten with malice and lust as they head voices nearby
      They draw nearer by the second
      Yet with each passing breath they still did not come by.

      Have you come to dance with me?
      Have you brought with you some light?
      Our home is in darkness
      In the shadows of the night
      The night blooming flowers our companions.

      This is the world we live in
      Do not judge us for what we are
      Proud and raw
      Our thoughts of chains and nightmares
      We are happy to divide.

      The voices shriek in response
      Of fire and pain
      They too are raw and dark
      Laughing in the night, they say
      The night is our canvass and we are but sharp-clawed painters.

      Pulled along by empty hands
      Marionettes of a wandering star
      Conducted by a fever dream
      Crackling roar, tempo beat
      Of an endless fleeting dance

      Midnight is our wings
      The milk-strewn skies is blood
      Pouring from our veins
      We are the black nobles the live opposite the sun
      Glad to meet you, Sisters, Brothers, we are one.

      The wee small hours shall be your blanket
      The sunless sky your cure
      Feathers flock together
      Tattered flame fueled sharing Bread salt and earth.

      The comets steak the sky
      Gashing the heavens
      Tearing the veil
      Red streaking and falling
      Felled but unbroken.

      They danced together in the darkness
      Adorned with midnights clothes
      Black light surrounded them
      Claws groping for the music
      Beaks gaping for the lyrics

      They became shadows composed
      of pink and blue pastel
      floating along
      the streets of the city
      through the forests.

      Dancers dancing the dance
      Cruel tones and chimes
      Dancing until the sun comes down
      Dancing until the full moon rises
      Dancing until everyday dies.

    • Use up to 3 treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler or hero, using gambling bonus (Carceral Adaptations CI active, Eyes Above tech active).
    • Use up to 3 treasure if needed to roll resistance for any theft of any artifact, using gambling bonus ( Eyes Above tech active).
    • Use up to 3 treasure if needed to roll resistance for any Incite Rebellion (Eyes Above tech active).
    • Nyct sends another message to Aneirin asking for the release of Gled to the Night Kingdom, stating that she will transfer control over Targiz holdings in the former Crimson Kingdom upon his surrender from the Night Kingdom to the Targiz.


    Spoiler: SPORTS!
    Show

    Ko Dra-Ko-Ball

    The World League

    X Bhaile-Koma Canopies Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Na'karat Zealots Ixarr Greenhorns Sang Songs Ruin Runners Moonworm Cavalry Ta Seti Cattle Drivers Berry Bouncers Bannanda Splitters Dolod Singhön Strikers League Total
    Bhaile-Koma Canopies X 3 0 0 1 0 1 0 0 0 0 0 3 3 11
    Blessed Vale Jewels 0 X 0 0 0 3 1 1 3 0 0 0 3 3 14
    Targiz Hemlocks 3 3 X 1 0 0 1 0 0 0 0 0 1 3 12
    Thun Avalanches 3 3 1 X 0 1 0 3 3 0 1 1 1 1 18
    Na'karat Zealots 1 3 3 3 X 0 1 1 0 1 1 1 1 0 16
    Ixarr Greenhorns 3 0 3 1 3 X 0 3 3 0 0 0 3 1 20
    Sang Songs 1 1 1 3 1 3 X 1 1 3 0 0 1 1 17
    Ruin Runners 3 1 3 0 1 0 1 X 3 0 3 0 3 3 21
    Moonworm Cavalry 3 0 3 0 3 0 1 0 X 0 3 3 1 3 20
    Ta Seti Cattle Drivers 3 3 3 3 1 3 0 3 3 X 0 1 3 3 28
    Berry Bouncers 3 3 3 1 1 3 3 0 0 3 X 1 1 0 22
    Bannanda Splitters 3 3 3 1 1 3 3 3 0 1 1 X 3 3 28
    Dolod 0 0 1 1 1 0 1 0 1 0 1 0 X 0 6
    Singhön Strikers 0 0 0 1 3 1 1 0 0 0 3 0 3 X 12

    Champions Tournament

    Quarter Finals

    Tie-Breaker for Seed 1: Ta Seti Cattle Drivers vs Bannanda Splitters -> The Splitters win the First Seed in a 3-1 victory.

    Bannanda Splitters (Seed 1) vs Sang Songs (Seed 8) -> Splitters Win (3-1)
    Ta Seti Cattle Drivers (Seed 2) vs Thun Avalanches (Seed 7) -> Drivers win (2-0)
    Berry Bouncers (Seed 3) vs Moonworm Cavalry (Seed 6) -> Cavalry wins in tiebreaker.
    Ruin Runners (Seed 4) vs Ixarr Greenhorns (Seed 5) -> Runners win (3-2)

    Semi-Finals

    Bannanda Splitters (Seed 1) vs Ruin Runners (Seed 4) -> Splitters win (3-2)
    Ta Seti Cattle Drivers (Seed 2) vs Moonworm Cavalry (Seed 6) -> Drivers win (2-0)

    Finals

    Revenge match from the First Seed Tie-Breaker its Ta Seti Cattle Drivers vs Bannanda Splitters. The Splitters win again in a 2-1 victory.

    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ank’Anske’Thalez’ir “Nyct” Nyctagina (52 Years Old)

    New Ruler Next Round: No
    Succession: Hereditary (Matrilineal primogeniture but with no male exclusion, meaning that it is absolute primogeniture if no immediately related female heir) –
    1. Ank’Anske’Thalez’ir “Aste” Asteracea (32 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (48 Years Old)
    3. Lilium "Lily" Interspinus (28 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 (56 Years Old)
    7. Ank’Anske’Thalez’ir “Hede” Hedero (32 Years Old)
    8. Ank’Anske’Thalez’ir “Malv” (12 Years Old)

    Expected Stat Bonuses: +2 Opulence, +1 Intrigue

    Other Characters:

    Ank’Anske’Thalez’ir “Rose” Ogra (78 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 – 52
    - Successor: None at the moment
    Petal Head – N/A
    - Artifacts Held
    • Nightmare Pom
    • Disquiet Pom (Stolen)
    • Skystruck Torc
    • Gelid Bush

    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.
    • Wolf Riders
      • Slot: Calvary
      • Resource: Wild Dogs (approved by Jade as Tech Creator)
      • Effect: +1 to Battles
    • Cloud Striders
      • Slot: War Beasts
      • Resource: Battle Toads
      • Effect: +10% Casualties for opponents
    • Cinnabar Warclubs
      • Slot: Melee Weaponry
      • Resource: Cinnabar
      • Effect: +10% Casualties for opponents
    • Non-Active Mil Tech
      • War Drums
      • Feathered Cloaks
      • Orichalcum Arrowheads
      • Horned Cavalry
      • Cliffstep Riders

    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

    Military Limits:
    Land 5/8
    Naval 0/4

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

    Trade Posts (22):

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs (Plague Loss)
    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 (Plague Loss)
    36 #1 – Wheat (Plague Loss)
    37 #2 – Living Wood (Plague Loss)
    38 #1 – Sour Quinces (Plague Loss)
    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 (Plague Loss)

    Favors Available at end of round:

    1 SOS
    2 SOW
    Last edited by mystic1110; 2021-06-24 at 10:54 AM.

  18. - Top - End - #978
    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 20)
    The Cackling Curator




    [Military] Raise 2 Land Units:
    [Military] Defend the Hyena with eight units led by Sawut Kw’Torineti and Medmäsha Tänata, activating War Drums and Composite Bows, attempting to Duel, and using the Lead from the Front tactical doctrine:
    [Military 10] Create a Technology:
    [Faith] Convert 186(13) :
    [Intrigue] Investigate a way to control the Hyena (11):
    [Intrigue] Secret:

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Oracles of the Elder Memories

    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, Hydra Riders

    Naval Units: Adeni Marines

    Treasures: Black Gold, Blood Ingot, Kro Loot

    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: 3 +1
    Last edited by Gaius Hermicus; 2021-06-26 at 09:42 PM.
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  19. - Top - End - #979
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Aran Viska
    By the Will of the Moot, Salana Tenzankad, Ara of All Viskari
    May the Moon guide her in this life and the next

    Actions:
    Rolls.
    Unit count: Twelve

    1: [Faith] Contribute to the Eastern Windstone.
    2: [Faith] Contribute to the Western Windstone.
    3: [Faith] Contribute to the Southern Windstone.
    The Viskari continue to assist the Truthseers with raising the Windstones. Their finest craftspeople and teams of labourers toil night and day alongside aid from further afield to complete the grand work. All the while they are watched over by warriors from the Viskari Host just in case.

    4: [Faith] Forge Lesser Artifact using The Altar of Azanathazan. [1/3]
    A young sorcerer has a dream and petitions the Moot to grant him the use of the Altar of Azanathazan. After hearing his proposal they assent and the sorcerer begins collecting materials. This takes over two years as only the finest will do for what he has planned, but in time he arrives at the Altar with the purest silver and the finest emeralds, schorls and aventurine. Once he explains his plans to the Moot's artisans they begin work on the stones, carving and polishing them into the desired shapes.

    5: [Diplomacy] Stabilise The Carrion Ward, Region 137. Spending one treasure. Success.
    It has taken many years, but with the growth of the Way of Eauden throughout the Carrion Ward and the slow and steady destruction of the unnatural abominations plaguing the land, the surviving people of the Ward can one again gather together in safety. A council of enlightened Vultures and Huskies, who have been recognised as Eaudenite priests by the Moot of Elders, soon assumes leadership over the land with the blessing and support of the Viskari. This council, modelled loosely after the Moot of Elders, takes on the name "The Wake of Remembrance" and vows to never forget the crimes done against them in the name of the Wyrm and those who lusted after its power. They appoint no leader of their council as none of them can remember a leader who has not brought hardship and suffering upon the Ward due to either incompetence or selfishness.


    Nonactions: Resist all unauthorised buyouts and quests and all conversions save those to the Way of Eauden.




    Spoiler: Named Characters
    Show
    Lazarul Havanak - Aranin Sarak of Aer Caladon - 93
    Asha Marzul - Ara Sarak of Iskandrazac - 94

    Zanak Jasana - Warchief of the Phoenix Warriors - 51
    Nar Manik Kalsharaz - Warchief of the Winter Wolves - 77
    Nar Torek Navrazak - Warchief of the Swamp Sabres - 49
    Nar Jazredan Iskavan - Warchief of the Shade Riders - 47
    Nar Caliak Tazanad - Warchief of the Mist Talons - 61
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 90
    Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 85
    Nar Varisa Veknat - Warchief of the Moon Guard - 40
    Yarek Nazon - Frost Binder Priest and Commander of the Flamebringers - 87
    Nar Zana Coravan - Warchief of the Blood Eagles - 36
    Anyagaru the Patient - Captain of the Northern Hunt - 63
    Mariad Ren Janna - Commander of the Bronzeaxe Company - 64
    Nar Colevan Turan - Warchief of the Night Eagles - 41
    Anara-Sul - Captain of the Crest Guard - 55

    Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - Slaughtered by CAW
    Vanaruk Mazendan - Harbinger of the Damned - Hero - The weight of years holds no meaning for this individual

    Valeris Rey Halon - Highlord of Cayshan Ver - 94
    Tysan-Kal - Former High Chieftain of Sharu - 71
    Emban Varusk - Great Chieftain of the Ivory Lands - 40
    Varana Nalavan - Tanrak Nalavan's granddaughter - 37
    Prince Arin Snowfall - 38
    Queen Tali Snowfall - 60


    Spoiler: Trade Details and Technologies
    Show
    Aran Viska, Region 111, TP1: Silver
    Cayshan Ver, Region 112, TP3: Tin
    Zarakor, Region 98, TP1: Dire Goats

    The Emerald Coast, Region 95, TP3: Emeralds
    Region 152, TP3: Timber

    Treasure: 1 - 1


    Animal Husbandry
    Writing (Kagahara)
    Irrigation
    Pottery
    Masonry
    Arch
    Mechanical Joints
    Coinage - Powered

    Viskari War Bows - Powered
    Bronze - Powered
    Saddles - Powered
    Uzii Battlesmithing - Unpowered
    Equestrianism - Unpowered


    Spoiler: Ruler Information
    Show
    Diplomacy: 3
    Military: 3
    Opulence: 1
    Faith: 6
    Intrigue: 4

    Age: 44

    Expected stat increases: +2 Faith
    Last edited by Elemental; 2021-06-26 at 03:45 PM.
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  20. - Top - End - #980
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Ilduri
    Round 23


    Actions:
    1. [Faith] Seek aid for buyout action [13]
    2. [Faith] Aid in the work on the Western Windstone
    3. [Opulence] Buyout trading post 1 of Eleftherian Concrete in region 133 [20]
    4. [Military] Quest into the unknown lands of region 104 [15]
    5. [Diplomacy] Raise reputation with the Students of Wonder [18]




    Non-Actions:
    • Resist buyouts
    • Resist conversions that are not the Way of Eauden
    • Seek aid for questing into unknown lands (Full Moon bonus) [11]




    News and Rumors:



    Spoiler: Bookkeeping
    Show

    Representative Inga
    • Diplomacy: 10 (+0)
    • Military: 10 (+0)
    • Opulence: 10 (+0)
    • Faith: 4 (+1)
    • Intrigue: 2 (+0)


    Eramathuur
    • Hero Score: 7



    Land Units: 7/8 (-1)[*]6 Ilduri units[*]1 unit of Region 170 followers
    Naval Units: 0/3 (+0)
    Treasure: 5/5 (+0)
    Regions: (2)
    • Storvuur, 164 (Capital)
    • 165


    Trading Posts: (12)
    • 164, Timber: 3/3 (+0)
    • 131, Wooly Sheep: 1/2 (+0)
    • 151, Lead: 2/2 (+0)
    • 144, Copper: 1/2 (+0)
    • 178, Iron: 1/3 (+0)
    • 145, Diamonds: 1/2 (+0)
    • 168, Dugongs: 1/1 (+0)
    • 106, Furs and Hides: 1/2 (+0)
    • 146, White Bronze: 1/3 (+0)
    • 133, Eleftherian Concrete: 0/3 (+1)


    Technologies:
    • Pottery (+1 Buyouts)
    • Writing (Hiverness Runes) (+1 Conversion Defense, +1 Conversions in regions that share your alphabet.)
    • Animal Husbandry (+1 to Opulence and Diplomacy exploration)
    • Mechanical joints (Grants +1 to buyouts and opulence expeditions.)
    • Irrigation (+1 to stabilization rolls)
    • Masonry (+1 to resist raids and sacks)
    • Sailing (Permits exploration and troop transport over deep water borders)
    • Bronze (+1 to battles, +1 to leader loss rolls)
    • Advanced Masonry (+1 to resist raids and sacks; stacks with masonry)
    • Wheel and Axle (+1 to Opulence Exploration, Overland exploration is not limited by adjacency)
    • Uzii Battlesmithing (-10% Casualties for Allies)
    • War Drums (+2 to Tactical Maneuvering Rolls)
    • Military Organization [Requires War Drums; Requires Furs, Hides, or Cloth]
      (+1 to battles, +2 to tactical maneuvering)

    Last edited by cactiguy3; 2021-07-01 at 08:25 PM.

  21. - Top - End - #981
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Organization Actions
    Round Twenty-Three

    The Sentinels of Stone
    Spoiler
    Show
    The Sentinels of the Stone (SOS) are an order of deeply mysterious itinerant warriors dedicated to slaying the twisted blightspawn that arose in the wake of the False Dawn. They wield unbreakable weapons of black stone and are rumored to be impervious to harm. Your most common interaction with them at game start is likely to be a Sentinel showing up, expecting your hospitality, and warning you against venturing into certain reaches until they return.

    Slabs of Prowess (Open for submissions through Round 8): Bananda in Combat, Sangar in Combat, Uzii in Combat, Scrim in Combat, Alodite Styles, Koxrrit in Combat, Carrion Ward Styles, Soreni Styles, Dannu-Gaon Styles, Sọ́kǎu Tribes in Combat, Nocturnal Hydra in Combat, Shandole in Combat, Vygra in Combat, Ashir in Combat & Styles, Blemmyae in Combat, Veramondo Styles, Battle Mothers & Shaman, Goliath "Knife" Fighting, Fighting Styles of the Blemmyae, Fighting Styles of the Anbroch, Fighting Styles of the Nocturnal Hydra, Fighting Styles of the Trolls, Clann Arts and Crafts of War

    Spoiler: SOS Treasure Tracker
    Show
    Donor Continent Treasure Amount
    ELF Tarandi 3
    HEN Kiswa 2
    VIS Tarandi 2
    BDA Kiswa 1
    SIR Kiswa 1
    TRL Kiswa 1
    SHN Tarandi 1
    VYG Kiswa 1
    TAR Mamut 4
    SKT Mamut 1
    HYD Sikar 2
    VER Tarandi 1
    SCR Mamut 1
    UBT Kiswa 1
    UZI Mamut 1
    SKO Sikar 4
    DAN Tarandi 1
    ULD Tarandi 1
    ALO Sikar 1
    IXK Sikar 1
    DOD Sikar 1
    SEW Kiswa 1
    ASH Sikar 3
    SOL Tarandi 1
    SOS - 4
    GRAND TOTAL - 41



    The Trials of Iron have concluded! After many long days of toil, suffering, and combat, one Aspirant stands above the others. Hailing from the Vygra Confluence, first kingdom to prosper under the guidance of a Flame Tempered Soul, Taai of Tamago ascends as a Sentinel Hero 10! The other competitors now face a choice - to return home, burdened with more humble honors, or to remain at the Sentinel Fortress, to perhaps eventually prove worthy of joining Taai at the right hand of Alexios.

    In the aftermath of the Trials, the Sentinels entertain the entreaties of Rauri and her entourage. As proven warriors against both Blight and Ruin, the Solais Empire is regarded as a worthy caretaker of the Claws of the Finger Wolf, and Rauri returns home with the last Phylactery.

    A Warrior’s Homecoming - Newly ascended to the elite ranks of the Sentinels, Taai returns to Kiswa bearing Black Iron and girded in the scale armor of his peers. A celebration without equal in the Tamago Isles erupts when his great ship pulls into port, but it is not long before he is away on his first great mission, to cleanse Dozgasil alongside the Father of Rivers.

    [Taai of Tamago attempts to cleanse Dozgasil (Region 194)]

    Preparation of the Panoply - The hammering of the Sentinel forges continues, as the hardened masters of the secrets of Black Iron work in utter secrecy. Word only reaches the outside world from the excited rumors of those affluent or lucky enough to have attended the Trials of Iron, of the hellish glow emerging from the mountain’s heart, and the hammering just out of sight that somehow still penetrates through the earth.

    The Right Hand - Victory against the Blightspawn is everything to the Sentinels, and to see it denied the gravest insult. As Alexios and Amka recover from the treacherous intercession of Petalhead on behalf of the Rotting Hive, Mildothur of Daezirn returns to his home waters. Guiding a strangely-built skiff of his own design, he moors in Citlallo, offering aid should Alexios choos to undertake the quest again, but ready as all Sentinels to stand against the Blight if necessary.

    [Mildothur of Daezirn leads or aids in the Epic Quest against the Rotting Hive.]

    Standing Offers
    • Any kingdom that takes hostile action against the Champion of Blight or aiding a reformed Champion in reclaiming their lands will earn 1 Favor with the Sentinels of the Stone. Any kingdom that successfully cleanses a region held by the Champion of Blight (the Epic Quest following military victory) will earn 1 Reputation with the Sentinels of the Stone. The kingdom that leads the final attack that destroys the Champion of Blight (successfully invading their last region) will earn 2 Reputation with the Sentinels of the Stone. Should the Champion of Blight recant their allegiance, the Sentinels will instead offer 1 Favor for every region returned to them in addition to the 1 Reputation earned by cleansing a region of the Blight.

    • Any kingdom may spend 1 Favor as a Non-Action to gain the use of a Sentinel Hero that round for the purposes of hostile action against the Champion of Blight.

    • The Sentinels of the Stone request a Standing Stone be built in the territory of the Alodite True Dawn Imperium. If this request is met, the True Dawn Imperium will gain 1 Sentinel Reputation. Any additional kingdom that contributes to this project will gain 1 Sentinel Favor.


    The Dream Speakers
    Spoiler
    Show
    The Dream Speakers (DSP) similarly wander the wilds, but where the Sentinels of the Stone do it in search of monsters the Speakers seem driven simply to explore. They are all blessed with the Twilight Sight, the ability to pass beyond normal dream and into a realm of grey fog where distances shorten and they can converse across half a world. They are skalds and storytellers, carrying in their hearts tales of peoples never seen by those living in the four starts. However, there is a shadow that follows them, as the Twilight Sight is known to occur in children with no relation to the Speakers, and they will come to collect their errant neophytes.

    Manual of Mamut (5/5) (Open for submissions through Round 5): Uzii During the False Dawn, Blightspawn in the Blessed Vale, The River That Carved the World, Stories Gathered From Drunks and Gamblers Part 1, Stories Gathered From Drunks and Gamblers Part 2, A Den Mother's Warning: Small Print,

    Kiswan Collection (Open for submissions through Round 8): Histories and myths of the Bananda, Songs of Korebita, Songs of Korbita Pt. 2, Why the Moon Rises in the Daytime


    The Dream Speakers fade, and their survivors begin to Dream of a new future.


    The Truthseers
    Spoiler
    Show

    The Truthseers (TSR), in contrast to the Sentinels and the Speakers, are not known to travel far. Instead, this illusive sisterhood dispatches members from their windowless towers to join the courts of every powerful leader. Blessed with the ability to faultlessly discern truth from lie, they often become trusted advisors and confidants to those they serve. However, the nature of their abilities and their motives remain unknown to all.

    Histories of the Tarandi Dynasties (5/5): Sangar: Line of Polahi, Dannu-Gaon: Line of Mak the Wise, Hiverness: Line of Chief Rayen of Wolfenhall, Eleftherians: Line of Nel Sorgen

    Histories of the Sikarian Dynasties: Nocturnal Hydra: Line of Zora, Ashir: Line of the Amir, Crow's Tribe: Line of Ancestor Crow


    With the first Windstone completed, a change is immediately felt in the air of the Carrion Ward. Still alight with phantasmal flames from the incandescent murk of the Burning Lake, something stirs the manic conflagration to new and different patterns. Patterns which, in fits and starts, begin almost to form a sort of order. As the North Wind blows to contain the ruinous power of the Wyrm, the Truthseers immediately break ground on stones to mark the influence of East, South, and West.

    Begin Construction of the Eastern Windstone

    Begin Construction of the Southern Windstone

    Begin Construction of the Western Windstone

    Standing Offers
    • Four Regents have been crowned, and now the promised reforging of the Four Winds moves from distant dream to impending reality. Once each of the Regents achieves an advanced Kingdom state (Great Kingdom, Merchant Principality, Holy Land, or Empire), the Regents will have the ability to form a Destined Empire. Should the four Regents agree to invest one among their number with this authority, they must each take a Faith 5 special action to reforge the Crown of Four Winds. Once this artifact has been completed, they must each contribute a Diplomacy 10 special to create the Destined Empire, with one chosen Emperor of the Four Winds. The Great Emperor title supersedes all normal advanced Kingdom states, grants eight actions of any kind, and may vassalize any advanced kingdom including Empires. The Destined Empire can only endure so long as all four Regents remain a part of it, as they channel the power of the Wind entrusted to them into the Emperor of the Four Winds.

    • Any hostile Military action taken against the Agent of Ruin will result in a 1 Reputation increase with the Truthseers.

    • The Truthseers offer to aid those seeking translations of distant lands! Any kingdom with Truthseer rep of 1 or above may take a Diplomacy action to add 2 steps to a translation project. However, this benefit is withdrawn if any kingdom of Truthseer rep of -1 or lower participates in the project.

    • Any Kingdom that compiles a list of the most common cultures, taboos, and mores in their territory and publishes it in an Actions post will receive 1 Truthseer Favor.

    • As a Non-Action, the Regents of the Four Winds may request the Truthseers Seek Aid on any Stabilization or Investigation.



    The Students of Wonder

    Finally ensconced in the ancient homeland of the Anbroch, the Students of Wonder finally dispatch agents through the wider world! Made up of peoples from across Ember, they are united by a thirst for knowledge and a consuming hatred of the Blight. As the Dream Speakers buckle beneath the weight of ignorance and the Truthseers and Sentinels brood beneath the veil of their shared origins, the Students of Wonder alone stand ready to shed light on the greatest mysteries of the world.

    Spoiler: The Organization
    Show

    The Students of Wonder are an association of apothecaries, craftsmen, and scholars dedicated to empowering others, particularly common folk, to fight the blight on their own with knowledge and artifice. The highest echelons of the order swear themselves in service to the guardians, but the rank and file devote their time to understanding the world and teaching others their knowledge.

    Rep Effects:
    -3: Your kingdom is exceptionally dedicated to keeping secrets, from your own population and from others, but secrecy has its price for learning. You may take a second secret action each round but cannot exchange technologies as an event subaction or an embassy nonaction
    -2: -2 to overcome against errant quest resistance as the Students of Wonder rile up commoners against your heroes.
    -1: -1 to battles against blightspawn as you forgo the knowledge and assistance of the guardian sworn.
    +1: +1 leader loss as Wonder alchemists are willing to heal your wounds after a battle
    +2: +1 to buyout and conversion resistance as the Students of Wonder encourage the common folk to support your kingdom's interests
    +3: techs from the Students of Wonder research projects have no resource requirement as the [guardian sworn] supply you with the materials you need to power them
    Favors:
    Rep 1: Permanently learn the technology from any Students of Wonder research project (investing in a project with an action gives a favor)
    Rep 2: buyout a trade post on behalf of your kingdom
    Rep 3: create an artifact

    Strong rolls:
    Investigations related to the blight, the guardians, and the world soul, Theft resistance, and buyouts. Can start great projects that produce a technology at the end (these projects may require more than five actions to complete, and do not benefit from Truthseer bases).

    Base bonus: You can store objects in a guardian sworn laboratory as if it were a holy order. You receive the holy order bonus to actions taken to study objects stored in it.


    Anodyne Against the Cold - Thanks to the contributions of the New Kingdoms, the Students of Wonder perfect their first marvel, the Restoration Tonic! Held within swollen leather bladders, the cerulean liquid serves one critical purpose - to banish the lingering claws of the Blight, and restore the vitality of the natural world.

    [Danneta-Yvaon, the Dolod, the River Lords, the Lim Dynasty, the Targiz, Eleftheria, the Delta Queendom, and the Nocturnal Hydra all gain the knowledge of producing Restoration Tonic. It is an Opulence Technology with no required resource, which provides a +2 bonus on any roll to cleanse a person or area of the Blight’s influence. This bonus does not normally apply to Epic Quests against the Blight, as the Tonic must be administered over an extended period of time to prevent the lethal cascade observed in the venom of the Great Mother or lightning of the Storm Bird.]

    Questions and Answers - An extensive survey of the ancient Anbroch homeland reveals many hints of their lost origins, but some mysteries still haunt the Students. The preserved artifacts and murals of the ancient city speak of a time after the civil wars that expelled the Anbroch of the north, when the victorious Southern Anbroch grew increasingly isolationist and paranoid of the growing powers beyond the mountains. Though these precautions proved effective at holding the line against Blightspawn attacks, they could not prevent a subtler enemy from emerging. Some decades before the arrival of the Phoenix, the Southern Anbroch began to succumb to the influence of a charismatic political upstart and her new faith, a belief in the darkness and stability in the stone all around them. A belief in whose remnants the Students find many signs of the Blight’s more insidious manifestations. The Southern Anbroch were corrupted to resume their warlike tradition from the years of strife, boring ever deeper into the earth in search of raw materials to fuel an explosive invasion across Western Kiswa. An invasion that never came to pass. Something happened to annihilate these fallen dwarves, something that melted their deep tunnels to scabbed-over crevasses and burned even hardened copper to ash. No records survive past the sudden emergence of the Anbroch’s Doom, and there is no sign that any survivors managed to breach the city’s mighty gates to escape to the outside.

    Troubling Parallels - Even as the archaeologists among the Students of Wonder present their conclusions to their peers, the more adventurous among the order look out from their laboratories towards the increasingly violent earthquakes and volcanoes plaguing the four great continents. That it is simply some manifestation of natural phenomena cannot be dismissed, but neither can the parallels between the doom of the Anbroch and the strife plaguing the world.

    [Students of Wonder investigators are dispatched to Faranandūll to explore the newborn volcanoes.]

    Current Project

    None

    Completed Projects

    Restoration Tonic: +2 on any roll to cleanse a person or area of the Blight’s influence.

    Standing Offers
    • The Students of Wonder request Bases in Daezirn, Mamut, Sikar, and Tarandi. The first Kingdom to satisfy this request in each continent will gain 1 Reputation and 1 Favor with the Students of Wonder.
    Last edited by TheDarkDM; 2021-06-25 at 12:05 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!

  22. - Top - End - #982
    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 23

    Spoiler: Ruler Info
    Show

    Eleuia, Blessed Tlatoani of the Celestial Kingdom, Lady of Fire
    Diplomacy – 10
    Military - 10
    Opulence – 7
    Faith - 4
    Intrigue – 2

    Ruler Stats Next Round
    Diplomacy - 10
    Military - 10
    Opulence - 8
    Faith - 4
    Intrigue - 2

    New Ruler Next Round?
    No


    Actions
    1. [Diplomacy] Attend ULD event at Carrion Ward
      Gift Mechanical Joints and Feathered Cloaks to ULD
    2. [Military] Send Alexios on Epic Quest - The Rotting Hive [TN 20, Roll 24, Success]
      Bonuses: Hero 12, +1 SOS Rep 2, +1 Black Iron Weapons, +2 Rarras
      Support from Rarras (feathered cloaks), AVI, BOZ
    3. [Military] Recruit Hero [Hero Score 8]
      Bonus: +1 SOS rep 3
    4. [Military] Raise Unit
    5. [Opulence] Buyout Buyout Region 82 TP2 (Terror Birds) [TN 12, Roll 14, Success]
      Bonuses: +1 Pottery, +1 Mechanical Joints
    6. [Opulence] Buyout Buyout Region 87 TP1 (Wolverines) [TN 12, Roll 16, Success]
      Bonuses: +1 Pottery, +1 Mechanical Joints


    News and Rumors
    • Despite his uneventful experience at the Trials of Iron, Ehecatl remains determined to become a hero against the Blight. Seeing his determination, the Tlatoani grants him the title of hero and allows him to train and fight for the Isles alongside Rarras.


    Embassy Actions
    - Accept all embassy gifts

    Non-Actions
    - Support ALO rise to SOS Rep 4
    - 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: 1/9
    - 1/6 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: 5
    1. 72 (Wood) TP2
    2. 80 (Nagaran Slingers) TP1
    3. 81 (Glasswork) TP1
    4. 82 (Terror Birds) TP1
    5. 87 (Wolverines) TP1
    6. 99 (Mammoths) TP3


    Treasures: 1/5

    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; 2021-06-26 at 11:59 PM.

  23. - Top - End - #983
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC

    The Avicennian Isles
    Leader - Tana Brightshine

    Round 23

    Leader Stats:

    Diplomacy - 4
    Military - 3
    Opulence - 5
    Faith - 2
    Intrigue - 3

    Increase by: 2 Op

    Actions:
    Military - Send Amka to assist again with the Rotting Hive quest - 16 (added 3 instead of 9 to the original)
    Resolute to her new rule of never eating shrimp before bed, Amka sets out once again against the long-time enemy, trepidation and perhaps a tremor of something else casting a matted glaze over both her spirit and her body.
    Opulence - Buyout a Minor resource of Prism Shells from Region 73 (73.1) - Success - 14
    Opulence - Buyout a Minor resource of Siren Stone from Region 79 (79.1) - Success - 19
    Opulence - Buyout a Minor resource of Rabbits from Region 69 (69.1) - Success - 11+1 (Pottery)
    Opulence - Great Project - Construct Vault (1/5)?
    Anticipatory of flowing riches, excavation of a vault is begun to increase the amount of goods able to be stored on the islands securely


    Dice Rolls

    Non-Actions:
    Resist all buyouts and conversions, and external progress on Great Projects

    Attend the event - Tales of the Reminiscence and Her Voyages


    News and Rumors:

    New Ruler Next Round: No


    Leader Stats Round 24:

    Diplomacy – 4
    Military - 3
    Opulence - 7
    Faith - 2
    Intrigue - 3


    Spoiler: Record-Keeping
    Show

    Units:
    Naval: 3/3
    Land: 3/6

    Technologies:
    Pottery
    Sailing
    Mamut Translation
    Sikar Translation
    Kiswa Translation
    Irrigation
    Masonry
    Animal Husbandry
    Viskari War Bows
    Writing (Hiverness Runes)
    Celestial Navigation
    Treasure Ships
    Cure for Scale Pox
    Cure for River Fever
    Cure for Island Fugue
    Song of the Sea
    Song of the Wind
    Wheel and Axle
    Coinage

    Cultural Identity:
    Silvertongues

    Trade Posts:
    69.1 - Rabbits
    70.1 - Glowmoss
    71.2 - Moas
    73.1 - Prism Stone
    74.2 - Boats
    75.2 - Pyroemeralds
    75.3 - Pyroemeralds
    78.1 - Arctic Sharks
    79.1 - Siren Stone



    Treasure: 5

    Ruler Age:
    24/70

    Hero:
    Amka - Mil 9

    Gleams:
    Angio –
    Abia –
    Arsio -
    Aegica –

    Last edited by LapisCattis; 2021-06-24 at 09:45 PM.

  24. - Top - End - #984
    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 - 6
    Military - 10
    Opulence - 4
    Faith - 4
    Intrigue - 3

    Expected Stat Gains: Diplomacy +1

    Actions
    • [Diplomacy] Stabilize Region 121 - 14
    • [Diplomacy] Establish a Claim on Region 103 - 16
    • [Military] Raise 1 Land Unit
    • [Military] Invade Region 105 with 4 Land Units led by Pale-Bear-Scavenges-No-More (Hero 10)
    • [Opulence] Buy Out TP 1 of Hemp in Uldra Region 119 - 12 (+1 Pottery)


    Non-Actions
    • None as of yet.


    Spoiler: Details
    Show
    Leader: Chuluun Khan, 47 year old human
    Diplomacy - 6
    Military - 10
    Opulence - 4
    Faith - 4
    Intrigue - 3

    Military: 5 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; 2021-06-25 at 01:34 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!

  25. - Top - End - #985
    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
    M7
    O6
    F10
    I4

    News and Rumors:

    Faith: Miracle.
    Faith: Seek Aid on the battle in 262, spending one treasure (applies a +2 bonus if successful, due to the Scales of the Goddess). (Success!)
    Military: Raise a unit of Ashen Slayers.
    Military: Raise a unit of Scarlet Vanguard.
    Military: Raise a unit of Scarlet Vanguard.
    Military: Attack Region 262 with six land units, led by Aesira Bladedance and using Song of Slaughter. (Two land units travel from 264 to 262 by way of 263. The remainder meet with Hydran forces in 277 for sea transportation. Naherin forces are equipped with War Drums, Uzii Battlesmithing, and Worm Wrangling, and spend a treasure on the battle. The battle receives a +2 bonus from Seek Aid.)
    Stat changes: Military +2

    Non-actions: Accept all gifts.
    Last edited by Lady Serpentine; 2021-06-27 at 12:52 AM.

  26. - Top - End - #986
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

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

    Spoiler: Flag
    Show

    Actions

    1. New Technology: Aqueducts
    Opulence (10)
    +1 to stabilization that stacks with irrigation (requires irrigation)

    2. Miracle: Something
    Faith (10)

    3. Explore East of 159 and attempt to Circumnavigate!
    Opulence (10)
    (with permission to resupply from The Symphony of Kalatar)
    Result: 21

    4. Set a 10 Holy Site Bonus
    Faith (10)
    Cultural Identity: Indistinguishable Mortality (2d8 Theft & Incite Betrayal). Members of the Guardians of Despair are adept at walking in harmony, unnoticed, among the people of the world and can use this empathy to connect with even their greatest enemies.

    5. Investigate Volcano in 151
    Intrigue (2)
    Result: 11

    6. Investigate Artavazd
    Intrigue (2)
    Result: 13

    Non-Actions:
    - Raise Rep with SOW with 1 Favor
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Accept all tech from Á'Shansholí
    - Send Á'Shansholí any tech we have that they do not

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

    Expected Stat Increases: +1 O, +1 F, +1 I
    Specials Available: O10, F10

    New Ruler Next Round? Yes
    Gevaar Starian: The first member of GOD to be High Speaker. Unlike the isolationist Speaker’s Councils of Eleftheria’s past, the election of Gevaar Starian symbolizes a shift to a somewhat more proactive, outward facing voting body.
    D: 1
    M: 1
    O: 4
    F: 4
    I: 4

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

    Faith: Guardians of Despair
    Head: Yona Clade, Archeologist
    5: +1 to resist conversion
    10: The Greater Good (2d8 Thefts & Betrayals)
    Enhanced Holy Order: 125
    Total Holy Sites: 11

    Military Units
    2/12 (expected change +0)
    5/6 Naval (expected change +0)
    - Mon Ood Sen
    - Rosegust
    - Vai Ood Lur
    - Disparatus
    - Indignatus

    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
    SOW Rep 0 (+1) Favor 1 (-1)

    Technologies:
    Sailing, Irrigation, Pottery, Animal Handling, Writing (Kagahara), Masonry
    Eleftherian Democracy, Public Education, Public Housing
    Viskari War Bows
    Wolf Riding
    Song of the Wind
    Bronze
    Song of the Sea
    The Arch, The Tower, The Dome
    War Drums
    Celestial Navigation
    Mountaineer Clothing, Arctic Survival
    Stage Plays
    Song of the Sea
    Crab Claw Sails
    Composite Bows, Viskari War Bows, Recurved Bows
    Towers of Light
    Restoration Tonic


    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: Bronze
    Armor: Battle Smithing
    Weaponry:
    Ranged Weaponry:
    Cavalry: Wolf Riding
    Scouts and Logistics: War Drums
    War Beasts:
    Combat Drugs and Medicine: Thin-blood Elixir

    Fortifications:
    Sappers and Siege Weapons:
    Subterfuge:

    Trading posts: (29)
    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
    - 114 (Diamonds) TP1
    - 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
    - 172 (Crabs) TP 1


    Last edited by bupkis; 2021-06-27 at 01:46 AM.

  27. - Top - End - #987
    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: 4
    Mil: 10
    Opu:10
    Faith: 10
    Int: 10


    Actions:
    • [Op] Buyout Region 23 TP 2 [Success]
    • [Op] Buyout Region 36 TP 1 [Success]
    • [Op] Buyout Region 29 TP 2 [Success]
    • [Op] Buyout Region 34 TP 2 [Success]
    • [Int] Secret



    Non-Actions:
    • Send the Targiz two treasure through the Scrim Embassy



    Military: ???

    Treasury: 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.

    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

  28. - Top - End - #988
    Dwarf in the Playground
     
    xanxosttheslaad's Avatar

    Join Date
    Apr 2020
    Location
    EST

    Default Re: Empire 6: Embers of Dawn IC

    Bozul
    Round 23

    All Glory and Riches to the Sister Queens of Ogrontir!
    TOIL AND BE WITNESSED — DIE AND BE REMEMBERED
    Queen Tarunde the Good:
    — D9+1 — | — M6 — | — O3 — | — F6 — | — I6 —

    Rolls!

    Actions:
    1. [Military] Cassiope, The Dreamer, assists on The Rotting Hive (Auto-Success)
    2. [Diplomacy] Stabilize Region 85 (Auto-Success)
    3. [Faith] Continue Great Project, The Solution (2/?)
    4. [Diplomacy] Stabilize Region 86 (Auto-Success)
    5. [Diplomacy] Stabilize Region 87 (Auto-Success)


    Non-Actions:
    • Support Conversions to Glyemo
    • Resist Buyouts in Ogrontir
    • Support Watchers (SCR) Buyouts of Penguins
    • Allow the Scrim to Resupply in Ogrontir
    • Reminiscence Sails for Pacha Verne!


    Embassy Actions:
    • Gift 2 Treasure to the Smiaurskotor in exchange for R78, Siryno Yejor


    News and Rumors:
    • Good morning, North Ogrontir! It's a bright, sunny day, and the first flowers are beginning to bloom. The hive is once again abuzz with activity, at the beginning of Thaw, as pollen and nectar are gathered, processed, and stored; it seems the perfect time to wake up from a decades-long coma!

    Spoiler: Bookkeeping
    Show

    Land Units: 0/9
    Naval Units: 0/5
    Treasure: 0/5 (+0)
    Regions: 3
    • Ogrontir, 86 (Capital)
    • South Ogrontir, 85
    • North Ogrontir, 87

    Trading Posts: (4)
    • 86, Coal (0/2, C)
    • 77, Whales (1/1)
    • 81, Glasswork (1/3)
    • 72, Wood (1/2)

    Technologies and Translations:
    • Pottery (+1 to Buyouts)
    • Sailing (1 Dark Blue Border)
    • Animal Husbandry (+1 to Opulence and Diplomacy Exploration)
    • Irrigation (+1 to Stabilization)
    • Masonry (+1 against Raids and Sacks)
    • Writing, Styinn (+1 Conversion Defense, +1 to Conversions in Styinn Regions)
    • Celestial Navigation (+1 Sailing Range, -1 Distance Loss from Deep Water)
    • Treasure Ships (+1 Sailing Range, Trade Routes over Deep Water)
    • Viskari War Bows (+1 to Battles)
    • Increased Defense Budget (Battle Treasure Cap +1, additional +1 on Battles per 2 Treasure)
    • Bronze (+1 to Battles, +1 to Leader Loss)
    • Tarandi Translation
    • Mamut Translation
    • Kiswa Translation

    Northern Bozuls:
    Visulu (Ocean Forge Smith)
    Cassiope (The Dreamer)
    Diapensia (Diplomat to the Ko)
    Last edited by xanxosttheslaad; 2021-06-27 at 12:57 AM.
    Thanks to Gengy for the custom avatar! (Based on art by Steve Ellis, with WotC)

  29. - Top - End - #989
    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 23




    Year 85-88 of the Kro Dynasty

    News and Rumors
    • The Flock of Dawnspeakers negotiates a deal with the Flock of Masons to build a temple on top of Highnest just outside the palace. Ashirian and dolod priests are brought out to help take measure and align the cornerstones to properly align with the solstice. The building is more than just a temple. As headquarters to the Flock of Dawnspeakers it is also built to protect their treasures, both the sacred artifacts of the tribe, and the tithes of the faithful.



    Actions no rolls
    Queen Kro Ashera - Crow's Tribe
    • [Faith] [1/4] Great Project - The Sacred Vault of the Sun, built in Highnest with assistance from the TSR base(-1 total action requirement).
    • [Faith] [2/4] Great Project - The Sacred Vault of the Sun
    • [Faith] [3/4] Great Project - The Sacred Vault of the Sun
    • [Faith] [4/4] Great Project - The Sacred Vault of the Sun

    King Kro Karael in Exile
    • [SECRET] The Exiled King’s minions travel on the wind.(-2 Treasure)


    Non-actions
    • 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.
    • Accept region 296 from Lleban.


    Ruler Info
    Kro Ashera
    D 3 • M 4 • O 3 • F 6 • I 9
    Expected Gains:
    +2 Faith

    The Vault
    Spoiler
    Show
    4 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)
    Last edited by zabbarot; 2021-06-27 at 12:28 AM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  30. - Top - End - #990
    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-Three

    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!

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