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  1. - Top - End - #991
    Ettin in the Playground
     
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    Default Re: Empire 6: Embers of Dawn IC

    Round Twenty-Four Begin!
    Years 93-96

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

    Good luck!

    Rules Alerts and Changes!




    Growth!

    • The Candake of Ta Seti has taken the Dolod as vassals!

    • The Night Kingdom has taken the Targiz as vassals!



    Ruin!


    Claim!

    • The Crimson Sundom has established a claim on region 12, via Farida Nahaar, daughter of Doraan and Qian.

    • The Scrimthun Unity has established a claim on region 66, via the Scrimspeaker Ronta.

    • The Stoneblood Khanate establishes a claim on region 103 as the daughter of the Khan, Altansarnai, presents herself as wife to the reigning chieftain and quickly gains control of his household.



    Colonize


    Heroes!

    • The Dolod recognizes the new Hero, Emsme! (7)

    • Citlallo recognizes the new Hero, Ehecatl! (8)



    Quest!

    • Stymied once by the intercession of a corrupted Nofn and the implacable nightmare that is Petalhead, Alexios sets out once more to destroy the Rotting Hive before it is lost in the vastness of the sea. As before, Amka accompanies the elder Sentinel, but at her side now stands a collection of heroes from across the world. Mildothur of Daezirn has returned home, while Rarras of Citlallo and Cassiope the Dreamer of the Bozul arrive to exact sweet revenge on the Lion Hornets. The ship of the heroes cuts through storm tossed waves towards the slow-moving mountain of offal, their fellowship so large that they eschew stealth in favor of unrestrained force. And when the Lion Hornets descend to challenge their approach, they are broken on the wheel of Daezirn’s might.

      Tearing through the buzzing swarm of Blightspawn, Alexios and his fellows avoid the mistake of years prior, avoiding the gaping orifices at the hive’s base to instead ascend its rigid exterior. Claws, blades, and unyielding fingers pierce the armored shell of the Lion Hornets’ home, spreading hairline cracks behind them as they approach the thin walls of the upper hive. Here and there, a Lion Hornet bursts from a cavity in the walls, flensing mane roiling with desperate rage, only to fall into the bloody surf moments later. The breach left by Alexios’ desperate flight has long been repaired, but despite the Lion Hornets’ best efforts the topmost reaches of the hive remain as delicate as ever. Tearing an gateway into the summit, the heroes pass the Blightspawns’ grizzly larder until they reach the outer walls of the central chamber. Glancing behind them, they hear more than see the Lion Hornets’ desperate pursuit, and with a nod Mildothur and Rarras take up position to guard the rear. Amka’s long claws tear through the fleshy chitin of the Queen’s dome, and in moments she, Alexios, and Cassiope descend towards their target.

      The Lion Queen has grown no more agile for her brush with death, her maneless lion’s skull mounted hideously atop an armored maggot’s body. To the relief of all, the Thorn Knight is nowhere to be seen. Instead, the Queen’s guardians cover the walls, dozens of Lion Hornets lying in wait for just such a desperate moment. They erupt from the walls, but for all their ferocity they cannot match Cassiope’s grace in the air. Blighted membrane of coagulated blood and gangrenous tendon withers under her assault, sending several of the creatures falling to their doom. More are caught in Amka’s claws, the Avicennian displaying an unerring grace even as she dodges gouts of venom from the Lion Queen. So supported, there is little to bar Alexios’ passage to the Queen. His blows scatter Lion Hornets to pieces, bear feet finding purchase even in the pustulent mire to dance around the Queen’s flailing. The opening comes quickly, as Amka hurls a Lion Hornet to tangle amid three of its fellows and Cassiope deflects another Lion Hornet’s vicious dive, and with a tensing of his thews Alexios is astride the deformed leonine skull. The heel of his foot comes down like lightning, splitting the skull cleanly down the middle and seemingly paralyzing the rest of the Lion Queen’s heaving folds. A final, piteous roar squeaks free of a toothed orifice, before a vomit of poisonous bile begins to break the armor of her body. The surviving Lion Hornets descend into confusion, colliding with one another and the walls as they die, leaving the heroes free to return to their fellows.

      They find Mildothur and Rarras panting before a wall of Lion Hornets, their features almost entirely obscured behind veils of sticky blood. Still, their smiles are clear enough. Until the ground pitches beneath their feet. A wet cracking sound comes from below, followed by the telltale sound of every sailor’s nightmare - water rushing to fill a void. They waste no time after that, retracing their steps through their violently makeshift tunnel to reach the exterior of the hive. Enormous portions of it slough into the water as they watch, the spider web of cracks left in their wake widening to razor-edged gorges. Descent clearly impossible, and with only one of their number blessed with flight, they do the only sensible thing. They jump. Diving into the freezing water, heroic limbs prove more than a match for the sucking current of the Lion Hornets’ death throes. They reach their ships just in time to see the last fragment of the Rotting Hive vanish in the darkness of the sea.

      [The Rotting Hive has been destroyed, and the Daezirn Isles freed of their long nightmare. Alexios, Amka, Rarras, Mildothur, and Cassiope are soon hailed as Unstung Champions, and gain a permanent +2 to Errant Questing in the Daezirn Isles. Additionally, as the months pass the detritus of the Rotting Hive is found on every beach in the isles. Much of it is little more than putrescent slime, but amid the foul tide are found looted treasures from every culture that calls Daezirn its home. Every Kingdom with its capital in the Daezirn Isles gains 2 Treasure.]

    • While the Daezirn Isles come together to strike at the Lion Hornets in their home, the distant lords of the Scrimthun Unity do nothing to safeguard Varai-Lades from the Lion Hornets’ roving scouts. The Blgihtspawn are joined in their rapacious slaughter by Nofn, whose slight frame and deceptive build prove a deadly deception to many of the island’s largest settlements. In earlier attacks, the Lion Hornets had carried away a greater weight of goods than people, but something about the nearness of the Thorn Knight sends them into a frenzy. Thousands die over several long years between the Lion Hornets’ skin harvest and Nofn’s unbridled bloodlust. In her moments of lucidity, Nofn begins to notice a change coming over her as she feasts on the dead. Her barbed limbs and armored core had begun as overlarge reflections of the Ugglo form, as though reflected by a murderous sculptor. Now the vision is blurred, her posture straighter, her proportions shifting, as she becomes less Ugglo and more...human. It is a disconcerting realization, broken only by the ecstasy of violence and, finally, the sudden cries of her Blightspawn companions. Without warning, the Lion Hornets begin to fall as though pierced by invisible missiles, and in an instant Nofn understands - the Rotting Hive has fallen. Suddenly alone upon a field of corpses both mortal and Blightspawn, there is but one sign of life that catches her eye. The wriggling of a bloody grub, desperately struggling for freedom from beneath the plates of the largest of the Lion Hornets.

      [The Scouts ravage Varai-Lades (Region 69), as every Trade Post in the region becomes unowned. Nofn returns home with new revelations, as well as a slick and hungry exile.]

    • Following in the wake of the Father of Rivers, Taai of Tamago journeys to the heart of Blighted Dozgasil. The obvious signs of mortal habitation have all but disappeared, replaced by twisted simulacra of towns and villages composed of ropey flesh and obsidian bone. It all burns away beneath the rainfall of the Father of Rivers, but the source of the corruption remains. Braving the ice-slick remnants of these loci, Taai’s new mastery of the fire of the World Soul draws out the lingering venom spreading beneath the earth. Where he goes, life begins to rebound from its twisted parody, and the hidden survivors of the Bel-Dan’s corruption emerge to rebuild their shattered lives.

      [Dozgasil (Region194) has been cleansed of the Blight! It becomes an unowned region with no native defenders.]



    War!

    Spoiler: The Night Kingdom Invades Bhaile-Koma (Region 37)
    Show

    Night Kingdom: 10 Land Units, Virne the Dragon Rider (Hero 8), Skirmish (succeeded), Duelling (lost), Bronze, Peltae, 1 Treasure = 31
    Deru: 3 Land Units, Onfroy (Hero 9), Indefatigable Few (failed), Duelling (won), Fortress, City = 28

    The Night Kingdom under Virne The Dragon rider leads a massive host into Bhaile-koma. Here to avenge his deposed dynasty Virne attacks the capital with lightning speed quickly taking key points until Onfroy decided to engage in a last ditch defense of the Deru capital by the coast. Entrenched in a mangrove, the hero Onfroy leads a frantic defense, his veteran soldiers splintering under the force of the Nocturnal onslaught. In the chaos of the battle Onfroy launched a counter attack, his vanguard penetrating night kingdom lines, Onfroy’s titanic stature bearing down all of his force on the unfortunate Virne. After a fierce but brief confrontation the dragonrider gets struck insensate, but alas, the Night kingdom's numbers combined with Onfroys tunnel vision force what remains of the Deru forces to retreat.

    The Night Kingdom is victorious! The Night Kingdom loses 3 Land Units. The Deru lose 1 Land Unit. Bhaile-Koma enters Unrest!


    Spoiler: Dafydd Invades Caloth Mawr (Region 22)
    Show

    Northern Rebels: 2 Land Units, Dafydd (Hero 10), Overwhelming Charge (failed), Duelling (won), Bronze, Horned Cavalry, Cinnabar Warclubs, Orichalcum Arrowheads, Uzii Battlesmithing, Comet Phylacteries = 35
    Crimson Sundom: 4 Land Units, Aneirin (Mil 7), Deathless March (succeeded), Duelling (lost), Bronze, Saddles, Cinnabar Warclubs, Three-Wind Bows, Peltae, Comet Phylacteries, 1 Treasure = 42

    Eager to claim glory and the legacy of the Crimson kingdom Dafydd launches an attack on the Crimson Sundom. Unwilling to bend the knee, his personal retinue raids across the countryside of Caloth Mawr, striking quickly with horned cavalry to avoid the forces of the Sundom. Eventually, Aneirin manages to ambush the forces of Dafydd, their three wind bows peppering the rebels from unassailable ranges. Eager to prove himself Aneirin proceeded to mount a charge against the now entrenched rebels, impetuously signalling out Dafydd to a duel. Lucky for Aneirin his brass tactics only land him a few bruises as his numerical advantage forces Dafydd to retreat.

    The Crimson Sundom is victorious! The Crimson Sundom loses 2 Land Units. No Land Units rise again as Cometborn for the Crimson Sundom. The Northern Rebels lose 1 Land Unit.


    Spoiler: The King’s Hounds Invade the Glimmering Pass (Region 29)
    Show

    King’s Hounds: 4 Land Units, Hair Weaver (Hero 7), Beyond Pain (failed) = 22
    Crimson Sundom: 4 Land Units, Aolut, Comet Twin (Hero 10), Deathless March (succeeded), Bronze, Saddles, Cinnabar Warclubs, Three-Wind Bows, Peltae, Comet Phylacteries = 29

    The King’s Hounds do not fight like other people. Their fervor is a fanatical frenzy, rivalling even the most ardent of cultists. They fight like the dogs that are their namesake, vicious, snarling, sound and fury, tooth and nail. There is no room in their world for elegance, or honour, or anything beyond the next meal and the next fight, which often coincide.

    Aolut stands blue and shining at dawn, at the head of troops cast in the same blue shine, as the Hounds begin their charge. Arrows cut down the enemy as they come across the landscape. Many fall, but then they reach the battle-line of the Sundom. The battle is a short and brutal affair. For every Hound that falls, they make the Sundom pay in kind, but it is clear that they are outmatched as the resolve of a foe that should have crumbled long ago does not fail. Still, they fight on, mangling the corpses as they go, leaving many unrecoverable by the Arrakhi.

    Eventually, a horn sounds in the distance, and a bald woman surrounded by corpses screams to signal the beginning of the retreat. She howls defiance and spits curses at the impassive foe before her, vowing to return and take their hair for trophies- a threat that might be more intimidating, given the long and bloody garlands of woven hair hanging from her body, if many of her enemies had not lost their hair long ago.

    The Crimson Sundom is victorious! The Crimson Sundom loses 2 Units. 1 Land Unit rises again as Cometborn for the Crimson Sundom. The King’s Hounds lose 2 Land Units.


    Spoiler: The King’s Hounds Invade Region 8
    Show

    King’s Hounds: 4 Land Units, Dafydd’s Chosen (Hero 7), Beyond Pain (failed), Duelling (lost) = 23
    Kingdom of Rankalore: 7 Land Units, Aseltia (Hero 8), Skirmish (succeeded), Duelling (won), Path of the Ancient Ones, Hill Border, Ajanna's Blessing = 33

    Unleashed from their pens the hounds march! As hundreds of rabid hounds make their way to the kingdom of Rankalore. Assigned to stop them is the hero Aseltia with most of the royal army at their heels. With their superior number the forces of Ranklore are able to execute repeated hit and run tactics, harassing and harrying the hounds until they begin frothing at the mouth for pitched battle. No longer able to stymie the hounds' urges for pitched battle, the Crimson commander let loose the dog of war onto the orcish forces. But for the grace of the ancient ones, the orcs held fast against the ravenous hounds, beating them back with discipline and focus.

    The Kingdom of Rankalore is victorious! The Kingdom of Rankalore loses 1 Land Unit! The King’s Hounds lose 2 Land Units.


    Spoiler: The Alodite True Dawn Imperium Crushes Rebels in Region 300
    Show

    Alodite True Dawn Imperium: 7 Land Units, Shevu Pot Breaker (Hero 9), Negate Maneuvering (tie), Composite Bows, Black Iron Weaponry, Seek Aid, 1 Treasure, Gate of Life = 26
    Maddened Cultists: 2 Land Units, Pharaoh’s Chosen (Hero 9), Reckless Attack (tie) = 26

    ...

    The Alodite Imperium is victorious! The Alodite Imperium loses 2 Units! The Rebellion in Region 300 transitions to Unrest!


    Spoiler: The Naherin Region 262, Challenging the Great Soreni Kingdom
    Show

    Naherin: 6 Naherin Land Units, 4 Hydra Land Units, Aesira Bladedance (Hero 10), Song of Slaughter (failed), Bronze, Chariots, Blade Sharpeners, Recurve Bows, Uzii Battlesmithing, Seek Aid, 1 Treasure = 36
    Great Soreni Kingdom: 5 Land Units, Valrek (Mil 9), Reckless Attack (succeeded), Uzii Battlesmithing = 28
    Native Defenders: 3 Land Units, Native Commander (Mil 5), Reckless Attack (failed) = 20
    John Farmer was not having a good day.

    Turning to his left, he saw a horde of scaly Soreni, coming in by the hundreds with their savage claws, and to fend them off would be a tall order.

    Turning to his right, he saw the elves of the Hydran Empire, numbering twice that of the Soreni, and twice again in the beasts they brought.

    Meanwhile he himself had a paltry force of peasants, people gathered to defend their homes and independence.

    ”Well. It was a good life.” He spoke aloud, as he raised his weapon in defiance one last time before the two titanic armies clashed, washing away his ethic culture simply by catching them in the crossfire.

    —————

    The Soreni lasted longer than expected, all things considered.

    They didn’t have weapons, just their scales and armor. Claws were mostly ineffective against the highly mobile chariots, and scales were mostly ineffective against giant house sized rampaging Alskan Worms. But they were a scrappy lot, when thought dead they jumped back up and clawed your eyes out. When eaten, one would cut her way out of an Alskan Worm’s stomach and climb up to kill the rider.

    Yet the Hydran War Machine ground its gears, and inevitably grinding the Soreni to dust. Aesira in particular was untouchable, cutting down Soreni by the dozens with an eerie glow from her divine blessings. One would have been right to believe she was a heat induced mirage, the way she faded in and out of the corner of your eye, were she not so deadly.

    Valrek made the right decision in the end, conserving the last scraps of the army he’d brought before the Song of Slaughter could take full swing.

    The Naherin are victorious! The Great Soreni Kingdom loses 3 Land Units. The Naherin lose 1 Land Unit. Region 262 enters Unrest!


    Spoiler: The River Lords Battle the Cosmic Hyena
    Show

    The River Lords: 7 River Lords Land Units, 10 Hydra Land Units, Fanat of the Talons (Hero 10), Skirmish (failed), Duelling (won), Black Iron Weaponry, Blade Sharpeners, Recurve Bows, Chariots = 44
    Cult of the Cosmic Hyena: 8 Cult Land Units, 2 Cackling Cultist Land Units, Sawut Kw’Torineti (Hero 10), Medmäsha Tänata (Battle Aid), Lead From the Front (succeeded), Duelling (captured), Composite Bows, Cosmic Hyena = 46

    ...

    The Cult of the Cosmic Hyena is victorious! The River Lords lose 1 Land Unit. The Hydran Empire loses 2 Land Units. The Cult of the Cosmic Hyena loses 4 Land Units. The Cackling Cultists lose 1 Land Unit. Sawut Kw’Torineti is captured by the River Lords after falling in single combat! The Cosmic Hyena survives!


    Spoiler: Rebels Battle in Region 197
    Show

    Starved Peasants: 4 Land Units, Peasant Hetman (Hero 5), Reckless Attack (failed), Duelling (declined), Black Iron Weaponry = 11
    Rapacious Outlaws: 6 Land Units, Outlaw Lord (Hero 10), Reckless Attack (succeeded), Duelling (challenged), Black Iron Weaponry = 29

    ...

    The Rapacious Outlaws are victorious! The Rapacious Outlaws lose 1 Land Unit. The Starved Peasant Rebellion disappears in Region 197!


    Spoiler: The Symphony of Kalatar Invades Region 152
    Show

    Symphony of Kalatar: 8 Land Units, 4 Naval Units, Vralis (Hero 10), Taunted Charge (failed), Duelling (lost), Bronze, Viskari War Bows, Saddles, Song of Rest = 34
    Native Defenders: 1 Land Unit, Native Commander (Mil 10), Reckless Attack (succeeded), Duelling (won), Deep Water Border = 33

    ...

    The Symphony of Kalatar is victorious! The Symphony of Kalatar loses 2 Land Units! Region 152 falls under the Symphony’s control without falling to Unrest!


    Spoiler: The Vygra Confluence Invades Region 181 and Encounters Rebels
    Show

    The Vygra Confluence: 4 Land Units, 2 Naval Units, Niharyka the Wayfinder (Hero 10), Cautious Advance (succeeded), Duelling (won), Demuri Aids, Bronze, Feathered Cloaks, Blade Sharpeners, Three-Wind Bows, Saddles, War Drums, 1 Treasure = 33
    Possessed Orca Rebels: 3 Land Unit, Weeping-Tar-White-Teeth (Hero 5), Reckless Attack (failed), Duelling (lost), War Drums, Steering Oars, Composite Bows = 18

    ...

    The Vygra Confluence is victorious! The Rebellion in Region 181 is destroyed and Region 181 becomes a Blighted Region. Once it has been cleansed, it will transfer to the control of the Vygra Confluence.


    Spoiler: Danneta-Yvaon Invades Region 89
    Show

    Danneta-Yvaon: 3 Land Units, Akoda (Hero 10), Bloodbending (succeeded), Duelling (won), Bronze, Saddles, Three-Wind Bows, Spell-Casting = 32
    Native Defenders: 2 Land Units, Native Commander (Mil 7), Skirmish (failed), Duelling (lost) = 23

    ...

    Danneta-Yvaon is victorious! Danneta-Yvaon loses 1 Land Unit. Region 89 enters Unrest!


    Spoiler: The Stoneblood Khanate Invades Region 105
    Show

    Stoneblood Khanate: 4 Land Units, Pale-Bear-Scavenges-No-More (Hero 10), Charge of the Khan (failed), Duelling (tied), Spell Casting = 18
    Native Defenders: 2 Land Units, Native Commander (Mil 8), Reckless Attack (succeeded), Duelling (tied) = 17

    ...

    The Stoneblood Khanate is victorious! The Stoneblood Khanate loses 2 Land Units. Region 105 enters Unrest!


    The Kingdom of Limdimon Invades Region 195 without resistance. With the Blightspawn driven out, Region 195 must be cleansed, after which it will revert to the control of the Kingdom of Limdimon.

    The Crimson Sundom Invades Region 23 without challenge. Region 23 enters Unrest.
    Last edited by TheDarkDM; 2021-07-08 at 01:50 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
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    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.
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    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  2. - Top - End - #992
    Ettin in the Playground
     
    TheDarkDM's Avatar

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

    Terror!

    • After decades of suffering and death, the sun rises over a world freed from the grip of the Plagues. As cures reach the last suffering kingdoms of the Bozuls and the Deru, historians and poets across the land begin to ponder the long shadows cast by the driven contagions. It will be at least one generation before anything but paens and memorials are welcome in most kingdoms, but every parent and child, every warrior and servant, every king and chieftain allows themself a sigh of relief. The world, such as it is, has survived. And now, as in calamities before, the people look forward to decades of healing and restoration.

      [The Continental Plagues have been conquered! While they persist throughout the world, knowledge of their treatment and resilience to their touch have propagated enough for them to become dire but understood maladies.]

    • Though they have failed once in their pursuit of the Nail, the Bahith-al-Zael were not left without a trail. Returning to Sikar, the clandestine executors of the Sultan’s will risk the madness-tinged skies of the Nightmare Remnants in search of the unhallowed artifact. Years spent in the pursuit have left the Ashirians with an intimate understanding of what they seek, and when the ground shakes in jagged spasms that sent the sand to flight, they know they are close. Eventually, the Bahith-al-Zael come upon a ritual site upon a weathered and forgotten Mesa, where the Nail stands ringed by the frozen corpses of the Daughter of Nightmare’s followers. The scene of still slaughter is not mirrored by the Nail, which thrums with eager power upon the stone. Who can say what drove their mad intent, but it appears the Nightmare Remnant has revived the power exhausted in manifesting an avatar of Artavazd. Wary of touching the freezing metal, the Bahith-al-Zael wrap it in multiple layers of horse hide and woven blankets, and with such precautions manage to return to the Ashirian Sultanate with only five casualties to the Nail’s hunger.

      [The Ashirian Sultanate has recovered the restored Nail of Nemoikriosus.]

    • Both the Students of Wonder and Eleftheria dispatch agents to investigate the newfound volcanoes across the world. With the downfall of the Dream Speakers, word is not expected from the expeditions for several weeks, and when months pass without word it is assumed the rugged terrain has slowed progress. But the months multiply, and after a year with no word rescuers are dispatched. They find nothing, save the scorched remnants of camps, and the barest traces of melted weapons.

    • A number of chariots and experienced charioteers have gone missing in the empire of the Nocturnal Hydra! Foul play is suspected, and suspicions only rise when the families of the missing experts are found to have vanished as well!

    • The former Odds-Mistress Rose has been discovered dead by her fellow cultists! No sign of the perpetrator is found.

    • The Jewel of the North Wind Acinais is found missing! Wary of such an event after the disappearance of the East and West Winds, the guards of Danneta-Yvaon fan out to conduct a thorough search of the surrounding area, desperate for clues. What they find is far superior, though, as the shining diamond is eventually found in the bed of a nearby stream. Whether abandoned by the perpetrator or left there by design, the Jewel is swiftly returned to the possession of the Noctrix.

    • The Hydran Sovereign Jenifu has disappeared! Abducted from her palace in the dead of night, the morning light reveals a note left on her pillow:

      Jenifu is alive and well cared for. Rest assured that her new accommodations befit her station. It is my fondest wish to return her unharmed, when expedient. In the interim, make no attempt to locate, or rather, relocate your queen. Should you or your perfidious allies meddle in any way, then Jenifu's safety will cease to be my bond, and a more dire fate shall befall other members of the royal family. I have no other demands at current. Behave yourselves and we may negotiate for your queen's release in the future.

      ~ A most ardent student of history


      A search for further clues reveals more ominous omens, as the apartments of each member of the royal family are found to contain parchment bearing the stylized image of an opened eye. Panic grips the kingdom, the mystery only magnified when letters arrive written in Jenifu’s hand, confirming her health but unable to provide any clue to her location or her kidnappers!

    • The Cosmic Hyena bounds from its successful battle in Troll Country into the lands of the Sewune. The Cosmic Hyena enters Region 222, destroying the Holy Site of the Way of Stone.

    • Not seen for nearly a decade, a clinging mist on the sea portends the return of the Salt Demons. Bypassing their hunting grounds of the past, their ships disappear from fog banks far-distant from past targets, subjecting unsuspecting kingdoms to the terrible violence of the Sword Dream.

      [The Salt Demons appear off the coast of Regions 3, 124, and 279. If allowed to continue their rampage, they will remove the owners of all TPs in these regions and leave the regions in Unrest - driving them off will require concerted force of arms. Each band of raiders consists of 6 Units (2 naval, 4 land) led by a Sword Wraith (Hero 8).

      Meanwhile, the Sword-Maiden’s armada arrives in Region 186, apparently intent on slaughtering the Blight alongside the terrified locals.]


    • Bereft of their leader, the forces of the Champion of Blight collapse in the former Bel-Dan Confederation. The oppressed peoples of northern Kiswa rise up as their malformed oppressors begin an inexorable march towards the Bel-Dan capital, which remains a void of information or sane life. Whatever the purpose of the mass gathering of Blightspawn, though, it cannot bode well for the world.

      [All attempts to take territory from the Champion of Blight will now spawn 1d3 Blightspawn fighting under a leadership of 8 to challenge the attackers. However, such an attack will also spawn 1d2 native rebels who will attempt to aid the invaders. Should the invading kingdom be victorious and at least one of these rebels survive the battle, the invading kingdom will gain 1 Unit.]

    • As the faithful of Eauden attempt to seal the portal in the Burning Lake, Petalhead embarks on a nightmarish quest. Braving the Guardian Dream, he seeks to destroy the spirit of the Great Mother, forever casting Tarandi into darkness. Thankfully, the towering monstrosity has for once overestimated its strength, as the twining oil of its nightmare form is dwarfed by the blinding radiance of the constellation of all Tarandian life that makes up the spirit of the Great Mother. Though Petalhead endures many blows and strives for a time with the Guardian, the end result is inevitable - Petalhead’s spiritual projection perishes, the Blight burned from its body.

      As intended.

      Engulfed in searing flame, the spectral Petalhead holds tight to the Skystruck Torc, and feels its spirit rise from the darkness and danger of the Guardian Dream, back to the waking world, and the embrace of the Burning Lake. The Blighted monster arrives like a stab of utter blackness as the last echoed prayer fades into the wind and the woven strands of Euden’s moonlight begin to fall towards the fiery expanse. Pure light and hellfire both recoil from the darkness, the irreconcilable conflict rousing a sound so high and sharp it threatens to shatter the soul. Across the world, the Skystruck Torc held by the physical Petalhead begins to vibrate wildly, cracks of red, white, and black spreading across its surface. At last, it shatters, and at the heart of the Burning Lake the phantasmal Torc breaks as well. The energies of the Wyrm fall on Petalhead’s shadow with all the fury of a hurricane, annihilating it to the last shred. But for all the Wyrm’s potency, the touch of the Blight is not so easily burned away. Even as Euden’s gentle hands lay the Grey Lake to rest, a last buckling convulsion gives birth to Petalhead’s spawn. Thorned vines of inky darkness erupt from the lake as if loosed from a hundred bows, setting the assembled luminaries to flight even as they seek out the innumerable corpses littering the Carrion Ward. Meanwhile, in Mamut, those most closely tied to the Wyrm feel a stabbing pain spread through their heart, threatening to rend them in twain. Most overcome the sudden attack, but many among Merlyn’s anarchic court succumb to the sudden grip of the Blight. As vine-shrouded corpses rise and the Wyrm screams behind Eauden’s shield in gasping agony, a battle for the soul of Castle Conwyrm begins in earnest.

      As the power of the Wyrm is syphoned towards the corruption of its greatest servants and the desecration of its grave, the Standing Stones of the Sentinels begin to quake. The glowing runes flicker, as far out at the center of the world the weakened bars of a cage rattle.

      [Petalhead’s interference in the Burning Lake bears poisonous fruit, even as the shadowy doppelganger is obliterated by the outraged forces of Eauden and the Wyrm. The Skystruck Torc is destroyed. Five Units of Thorn Shades arise in the Carrion Ward, and begin spreading their corruption to the many corpses yet remaining in the region. Meanwhile, 1 Unit of Thorn Shades rises to attack in Regions 118, 131, 136, 138, 156, and 157 under a Military 10 Guiding Will. Failure to defeat these attacks will result in Unrest in the region and allow the Thorn Shades to grow in number and potency.

      2 Units of Blighted Beasts rise up to attack Region 34 under a Military 10 Guiding Will. They function as a Rebellion that will cause Region 34 to become Blighted if not defeated by the beginning of Round 26.]



    Rebellion!

    • Regions 35, 134, 159 fall into unrest due to the actions of the Agent of Ruin!



    Organizations!

    The Sentinels of the Stone
    • The Vygra gain 1 Favor for invading the Champion of Blight!
    • The Alodite spend 1 Favor to ascend to Shepherd of the World Soul, displacing the Citlallo
    • The Agents of Ruin spend 1 Favor to raise their Reputation from 0 to 1!
    • The Solais spend 2 Favors to stabilize 139 and 156
    • The Dolod spend 1 Favor to stabilize Nellen (291)
    • The Ashir spend 2 Favors to stabilize 292 and 299
    • For aiding the Blight the Smiaurskotor drop to Reputation -2
    • The Kingdom of Limdimon gains 1 Favor for their invasion of the Blight



    The Dreamspeakers
    • But nobody came


    The Truthseers
    • For aiding with the Windstones the Alodite gain 1 Favor.
    • The Solais raise their reputation from 2 to 3 and construct enough Windstones to earn 3 Favors.
    • For aiding the vile Agents of Ruin the Dolod fall to Reputation -2
    • The Scrimthun ascend to First Disciple of the Four Winds!
    • The Hydra spend 1 Favor to tease the whispered secrets of the magical sisterhood.
    • For aiding with the Windstones the Symphony gain 1 Favor
    • The Regent of the East Wind repays upon their debts doubly with the construction of a Windstone and the organizing of cultural civilized standards.
    • The Viskari aid the construction of all the Windstones and gain 3 Favors.
    • The Ilduri gain 1 Favor for their help in the Windstones


    The Students of Wonder
    • The Vygra raise their reputation from 0 to 1!
    • The Hydra raise their reputation from 0 to 1!
    • The Uldra raise their reputation from 0 to 1!
    • The Ilduri raise their reputation from 0 to 1!
    • Eleftheria spends 1 Favor to raise their reputation from 0 to 1!



    Investigate!

    • Turning to the now-familiar power of the North Wind, Amira-Mak stretches her will across Tarandi, seeking the telltale empty light of the Mockeries’ false god. Aided by tales of merchants and travellers of sudden immolations in the far off and forgotten corners of Tarandi, she swiftly runs the remaining Mockeries to ground. Most have congregated in the south, in regions distant from the homes of the Sentinels and the Children, but no small number are uncovered in Tarandi’s frigid heartland. The actions against the Kiswan Youth, it seems, spared Tarandi greater hardship than they foresaw. Thanks to her divination, Amira-Mak is able to guide her allies and neighbors in apprehending those cultists willing to be taken alive, revealing a great prize indeed - a center of Mockery Alchemy, somewhere in the mountains dividing Danneta-Yvaon from Á'Shansholí.

      [The remaining Mockeries in Tarandi have been rooted out! Kingdoms in Tarandi may attempt a TN 14 Intrigue check to uncover the secret cache of Mockery alchemical materials. Should multiple kingdoms attempt this, it becomes an opposed check with a minimum TN of 14.]

    • Fresh from his successes in battle, Thalaz'ir Aneirin orders agents to scour the newly-pacified Crimson Sundom in search of any hint that might lead to the recovery of the jewel Mesiron. Those persons known to associate with the Sundom’s historical enemies and rivals are detained and interrogated thoroughly, and inquisitors accompanied by dead-faced Comet Born hunt down the trail of any foreigner remembered to have been in the capital at the time of Mesiron’s disappearance. However, for all their diligent work the arbiter’s of Aneirin’s will return as failures. Many offer their lives to the Thalaz’ir for their incompetence, but the blood is cold comfort while the gem remains missing.

    • As the most dedicated foe to the Mockeries in living history, it is no surprise when the Sultan Zidan dispatches the Bahith-al-Zael to seek out reports of spontaneous combustion or freak fires, hoping to put a dagger in the heart of the Mockeries for good. Long forced into bitter stalemate by the elusive nature of their prey, the Bahith prove more than eager in their work, and in a few short months have scoured every part of Sikar that might boast some civilization. Their prey proves sparser than the hunt in Tarandi, with scarcely a few hundred cultists scattered through the continent. Perhaps their decisive defeat when the Golden Flame was freed made them think twice about continuing to infest Sikar. Whatever the reason, the pile of heads and line of ragged prisoners presented to the Sultan is perhaps smaller than he’d hoped, but no less final in its implications.

    • Not to be outdone, Usuukhusaa Lhungho dispatches her own agents in search of surviving Mockeries in Kiswa. It is a task already attempted by many Kingdoms on the continent, and what rot survives has buried itself deeply indeed. But the selfish desperation of their leader has finally brought the Mockeries into the light. Assisted by Kingdoms eager to rid themselves of the last of the iconoclast cult, the agents of the River Kingdoms uproot what enclaves remain in the deep wilderness, and even a few remaining cultists in Kiswa’s recuperating urban centers.

    • Aste of the Targiz serves as Mamut’s champion in the hunt for the Mockeries, though she faces a more difficult task than her peers. Mamut is a continent in the midst of turmoil, embraced by Ruin and civil war, yet still the adventurous goliath endures in her mission. Mockeries reeling from the disappearance of their leader are shocked to find their doors being kicked down by an adherent of Wonder, and soon Aste’s tally of dead or captured Mockeries rises to more than a hundred.

    • Stymied once before in seeking the truth of her altered form, Nofn delves her own mind in rapturous meditation. Passing through the cold flame surrounding what now serves as her heart, she beholds a vision of utter beauty to her twisted eyes - herself, sculpted from Blackfire and frozen blood, reclining on a towering bed of rotting flesh. She sees the bodies of Ugglos wrapped in frozen poetry around the corpses of Bozul, Avicennians, Citlallo, even Scrim, broken by what she knows in an instant to be her own hand. Staring down, she watches as blood rains down from the shadows to coat her carapace a brighter shade of scarlet, flooding her nose with the heady perfume of mangled lifes. Even guided as she is by her purpose, she cannot help but smile, matching the dark mirror staring down at her.

      ”You’ve found me at last. The Sentinel was a start, but we have so much left to do. So much that He expects of us.”

      The shadow Nofn begins to slink down from her perch, disappearing at every blink to cross the distance between them in heartbeats. Roiling talons of flame reach out to carress Nofn’s face, and in that instant she knows the truth of her shackles. Reborn of the Blight, Artavazd is mother, father, and Master to her now. His Will sustains her mind even as his power suffuses her body.

      ”Is this not glorious? To fulfill the purpose for which we were forged? With every blow, another fugitive whispers His name in fear, and with every heart that knows His power He grows closer to slipping the feeble cage of the Old World.”

      The vision fades to darkness as Nofn recoils from the joy in her own eyes, and for a moment she feels something more, reaching through bindings of warm light to touch her mind. And in that moment, she perceives the great danger of her seeking.

      [Before she takes any action in Round 24, Nofn must roll a Hero check and confer with the GM.]

    • Drawn by the mystery of the shrouded island discovered by the former United Abiherist Tribes, the Sewune dispatch their own ships to uncover the truth hidden in the mist. Crossing turbulent seas, the Kiswan sailors eventually behold the wall of grey fog enshrouding a shadowed isle. They make several attempts to breach the fog, but each time they are engulfed by it and lose all sense of place, only to find themselves sailing out very near where they entered. The more learned among the expedition resolve to turn to divinations, and with the spilled blood of a prepared vessel they see strange runes forming on the deck, runes identical to those reported from the Salt Demons’ deserted citadels. Soon after this revelation, a horn sounds from somewhere in the fog, and the flotilla turns to flee as sharp-sailed craft begin to materialize from the gloom.

    • Tasking their investigators with uncovering information on Artavazd, Eleftheria collects what information is currently known among the New Kingdoms. Artavazd was the last Emperor of Nemoikriosus, a power that once stretched across much of the known world. Guided at first by enlightened ideals, the Nemoi’s unchallenged might eventually seduced them towards tyranny and indulgence. Possessed of magical knowledge beyond any possessed in the New Kingdoms, Artavazd eventually conspired to entrap the guiding spirits of Nemoikriosus, the Phoenix and the Wyrm, to his will. In effect, seeking to become Emperor not only of the mortal world, but its immortal spirit. Something went wrong, however, triggering the False Dawn and consigning Artavazd to a self-made doom. Or at least, so it was believed before the proclamation of the Dream Speakers.



    Trade!

    • Danneta-Yvaon forms a Trade Route to the city of Cathair Na Realtai! Regular caravans travel a path (regions 96, 112, 113, 117) between the cities, transporting Living Stone, Tin, Glimmerwood, and Tundra Wolves
    • The Alodites buy out a great resource of Wild Horses from Region 289
    • The Alodites buy out a minor resource of Camels from Region 312
    • The Ashir invest in the Onion farms of Region 270, improving the resource from Good to Great
    • The Night Kingdom buys out a minor resource of Megaloceros from Region 20
    • The Kingdom of Rankalore attempts to buy out a minor resource of Desert Dragons from Region 6, but the process of acquiring and domesticating the creatures proves difficult
    • The Kingdom of Rankalore buys out a minor resource of Copper from Region 26
    • The Sewune buy out a minor resource of Plums from Region 231
    • The Sewune buy out a good resource of Wild Asses from Region 232
    • The Syphony of Kalatar buys out a minor resource of Timber from Region 152
    • The Syphony of Kalatar buys out a minor resource of Reindeer from Region 152
    • The Holy Uldran Empire buys out a minor resource of Sapphires from Region 101
    • The Holy Uldran Empire buys out a minor resource of Salt from Region 109
    • The Targiz buy out a minor resource of Peccaries from Region 3
    • The Targiz buy out a good resource of Peccaries from Region 3
    • The Targiz attempt to buy out a minor resource of Orichalcum from the Ko in Region 21, but after lengthy negotiations the Ko's deals hold
    • The Targiz buy out a minor resource of Amaryllis Flowers from Region 41
    • The Ilduri buy out a minor resource of Eleftherian Concrete rom Region 133
    • The Celestial Kingdom of Citlallo buys out a good resource of Terror Birds from region 82
    • The Celestial Kingdom of Citlallo buys out a good resource of Wolverines from region 87
    • The Avicennian Isles buy out a minor resource of Rabbits from Region 69
    • The Avicennian Isles buy out a minor resource of Prism Shells from Region 73
    • The Avicennian Isles buy out a minor resource of Siren Stone from Region 79
    • The Stoneblood Khanate buys out a minor resource of Hemp from Region 119
    • The Ko buy out a good resource of Wheat from Region 23
    • The Ko buy out a good resource of Sapphires from Region 28
    • The Ko buy out a good resource of Papyrus from Region 34
    • The Ko buy out a minor resource of Wheat from Region 36



    Conversion!

    • The Agents of Ruin have converted to Trinity of Light!
    • The holy site in region 197 has been converted to Children of the Great Mother!
    • The holy site in region 231 has been converted to the Way of Green!
    • The holy site in region 203 has been converted to the Way of Green!
    • The holy site in region 216 has been converted to the Way of Green!
    • The holy site in region 106 has been converted to the Ancient Way!
    • The holy site in region 196 has been converted to Hozhisa!
    • The holy site in region 189 has been converted to Hozhisa!
    • The holy site in region 19 has been converted to Children of the Great Mother!
    • The holy site in region 186 has been converted to Oracles of the Elder Memories!



    Wonder!

    • Gathering at the edge of the Burning Lake, the faithful of Eauden invoke a great Miracle to seal the rift to the Firmament. Prayers in half a dozen tongues and half a dozen hearts unite as one, that the world might be preserved in the face of chaos.

      [The Agent of Ruin returns to its previous state, as the direct link to the Wyrm is once more diluted, now through Eaudenite Magic rather than the dead of Nemoikriosus. In addition, so long as the found Wind Stones stand, the Kingdom that controls the Carrion Ward may attempt to prevent the Agent of Ruin’s automatic Unrest spread with an opposed Faith check for each target.

      The Agent of Ruin’s Mechanics return to this baseline:

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

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

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

      An Agent of Ruin gains a +2 bonus to any hostile Intrigue action in a region in Unrest. An Agent of Ruin must take one hostile Intrigue or Military action each round. This bloodlust can be delayed with a nonaction rolling Faith against TN 10, but may not be delayed twice in a row.

      It is difficult for a kingdom to divest itself from the mantle of the Agent of Ruin. Exorcising the Spirit of the Wyrm requires a TN 14 Faith check, which forever bars the kingdom from regaining the title. While an Agent of Ruin retains the title, they are locked at -3 Rep with the Truthseers, and any action taken in aid of an Agent of Ruin reduces the offending kingdom’s reputation with the Truthseers by 1.]


    • The Vygra Confluence has created the Wayfinder’s lantern! Effect: A hero wielding this lantern may explore two adjacent land regions as a single Quest Into the Unknown action; or any number of ocean regions in a straight line, up until finding new land or reaching the limit of their current deep water border crossing.
      If the entire world has been explored, this artifact becomes a +1 bonus to all Quests undertaken by that hero.

      The Crimson Sundom has created Storm’s Edge! A true holy relic recovered during the restoration of Arrakh-Rah, the sword was forged using a complex alloy current Arrakhi smiths are unable to replicate. What is known is that Ember Stone of unparalleled purity was used in the forging process, the blade changing hue to reflect the wielders alignment to a given celestial.
      Effect: +2 to duels. When fighting Blight, instead grant +2 to battle.

    • The Nocturnal Hydra has created the Starcoil Crown (effect tbc)

    • The Deru have created the 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), victory in battle gains a charge, to a maximum of three. The Infused Banner provides a +1 to the battle roll for each charge it has stored. Charges are tracked individually per-ruler, and may not be transferred to new wielders.

    • A Guardian Sanctum has been completed in Danneta-Yvaon!

    • The Ashirian Sultanate has completed its work on Disruptive Sympathy! Well-accustomed to the flow of magic through the world, the Ashirian alchemists are amazed at their growing ability to arrest the flow and turn it against itself. Through the proper preparation of runestones and certain powders, it is possible to seize some small portion of the belief behind any particular miracle in the known world, mutilating it to a state of antipathetic anti-belief. So achieved, the will behind any magic might be turned against itself.

      [The Ashir have mastered Disruptive Sympathy. In any battle where the Ashir lead and an enemy miracle or artifact is arrayed against them, they may choose any one magical effect enjoyed by their enemy. The mechanical bonuses of this effect are reversed during that battle (a +1 to Battles becomes a -1, the rise of Cometborn becomes a chance for additional losses, etc.) In addition, if the Ashir possess a substantial stockpile of religious material from another Kingdom, they may attempt an opposed Faith check to inflict a similar malady on one of that Kingdom’s faith-based benefits for one round.]

    • The Cult of the Cackling Hyena creates a military technology (unspecified)

    • Eleftheria has created Aqueducts (+1 to stabilisation, requires Irrigation).

    • Crow’s Tribe has created the Sacred Vault of the Sun!

    • With Dozgasil successfully cleaned, the Father of Rivers moves east to destroy the Blight remaining in Region 188.

    • Flush with their victories over the Starving Peasant rebellion, an unexpected change comes over the Outlaw Lord and his followers. Abandoning their holdfasts in Region 197, the motley army begins marching eastwards, and it eventually becomes clear they intend to join the Father of Rivers in his assault on Region 188.



    Discovery! Map!
    Spoiler: The Known World
    Show


    Spoiler: The Daezirn Isles
    Show


    Spoiler: Kiswa
    Show


    In Kiswa, a project to learn the languages and culture of the Daezirn Isles has been completed! The Vygra Confluence, Kingdom of Limdimon and the Sewune reduce the penalty for acting in the Daezirn Isles by 2!


    Spoiler: Mamut
    Show


    Region 63 has been discovered by the Scrimthun Unity. It has a Good resource of Sea Cows, a Holy Site dedicated to Native Animism and 4 units of native defenders!

    Region 4 has been discovered by the Kingdom of Rankalore. It has a Minor resource of Basilisks, a Holy Site dedicated to Open and 3 units of native defenders!


    Spoiler: Sikar
    Show


    The Soreni explore westwards from 325, presumably discovering mostly sea.


    Spoiler: Tarandi
    Show


    Region 90 has been discovered by Danneta-Yvaon. It has a Good resource of Reindeer, an open Holy Site and 3 units of native defenders!

    Region 104 has been discovered by the Ilduri and Eleftheria. It has a Great resource of Narwhals, a Holy Site dedicated to Open and 3 units of native defenders! Eleftheria gains 1 Treasure from their success!



    Other!

    • Regions 138 and 171 have been stabilised

    • Region 263 has been stabilised.

    • Smiaurskotor has established an embassy with the Scrim.

    • Region 6 has been stabilised.

    • Region 227 has been stabilised.

    • The Carrion Ward (Region 137) has been stabilised.

    • Region 121 has been stabilised

    • The Nocturnal Hydra has created a cultural identity for raising reputation with organisations.

    • The Deru have created a new cultural identity: Patchwork Banners (2d8 on duels)
    Last edited by TheDarkDM; 2021-07-08 at 01:53 AM.

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

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

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

  3. - Top - End - #993
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
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    Elsewhere
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    Default Re: Empire 6: Embers of Dawn IC

    The Solais Empire: Round 24 (Year 93-96)



    Actions:

    [Military]: Defend Regions 118, 138, and 156

    Defend Region 118
    Route: N/A
    Units: 1
    Leader: Lessa the Firecrown (+10)
    Technologies: Bronze (+1 battles, -1 Leader Loss); Saddled Wolf Riders (+1 battles, -10% Casualties); Three Winds Bows (+2 battles, +1 Tactical Maneuvering, -1 Enemy Leader Loss); Uzii Battlesmithing (-10% Casualties); Military Organization (+1 battles, +2 tactical maneuvering); Glimmer Woad (+1 battles)
    Tactical Maneuver: Way of the World
    Duel: Lessa is setting up to use the Red Storm and cannot duel.
    Other: The Way of Eauden's metal magic provides +1 to the battle roll. Lessa is using an Iron Claw Phylactery.
    Total Bonuses and Effects:
    The Red Storm eliminates the enemy unit prior to combat.

    Defend Region 138
    Route: N/A
    Units: 6 SOL + 3 DRA
    Leader: Fionn of the Phoenix (+10)
    Technologies: Bronze (+1 battles, -1 Leader Loss); Saddled Wolf Riders (+1 battles, -10% Casualties); Three Winds Bows (+2 battles, +1 Tactical Maneuvering, -1 Enemy Leader Loss); Uzii Battlesmithing (-10% Casualties); Military Organization (+1 battles, +2 tactical maneuvering); Glimmer Woad (+1 battles)
    Tactical Maneuver: Way of the World
    Duel: The Guiding Will of the Thorn Shades cannot duel or be dueled.
    Other: The Way of Eauden's metal magic provides +1 to the battle roll. Fionn is using an Iron Claw Phylactery.
    Total Bonuses and Effects:
    +27 to the Battle roll (+10 Hero, +9 Units, +6 Tech, +1 Magic, +1 TSR Seek Aid).
    +11 Tactical Maneuvering roll (+10 Mil, +2 Military Organization, +1 Three Winds Bows, -2 Army Size).
    -20% casualties from tech.
    TD could provide +1 to the battle roll and +10% enemy casualties.
    -1 to enemy leader loss roll.

    Defend Region 156
    Route: N/A
    Units: 7 SOL + 3 DRA
    Leader: Rauri of the Phoenix (+9)
    Technologies: Bronze (+1 battles, -1 Leader Loss); Saddled Wolf Riders (+1 battles, -10% Casualties); Three Winds Bows (+2 battles, +1 Tactical Maneuvering, -1 Enemy Leader Loss); Uzii Battlesmithing (-10% Casualties); Military Organization (+1 battles, +2 tactical maneuvering); Glimmer Woad (+1 battles)
    Tactical Maneuver: Way of the World

    Duel:
    The Guiding Will of the Thorn Shades cannot duel or be dueled.
    Other: The Way of Eauden's metal magic provides +1 to the battle roll. Rauri is using an Iron Claw Phylactery.
    Total Bonuses and Effects:
    +27 to the Battle roll (+9 Hero, +10 Units, +6 Tech, +1 Magic, +1 TSR Seek Aid).
    +11 Tactical Maneuvering roll (+10 Mil, +2 Military Organization, +1 Three Winds Bows, -2 Army Size).
    -20% casualties from tech.
    TD could provide +1 to the battle roll and +10% enemy casualties.
    -1 to enemy leader loss roll.

    [Faith]: Seek Aid on TSR Reputation Increase (Success)

    [Faith]: Seek Aid on Looking for the Mockery Cache (Success)

    [Faith]: Purification Ritual (Success vs. TN 14)

    [Faith]: Forge Artifact: The Iron Star [Faith 5 Special]

    Spoiler: The Iron Star
    Show
    The Iron Star is the product of decades of effort on the part of Clann Solais, begun long ago by Calder the Stoneheart before his downfall. Five Iron Claw Phylacteries, each recovered from the remains of Cu Weir, slain in its own den, are sacrificed and combined to create something greater than the sum of their parts. The Clans developed a purification ritual specifically to purge any lingering blight from the artifact, such that it cannot reform into another finger wolf even reassembled. Their artisans, having worked for years with the magical properties of Glimmerwood, at last take their finest metal magi and look to the claws.

    The result is the Iron Star. This artifact is roughly spherical, but constantly shifts to other geometric shapes or even projects spikes that dance about and fold in on themselves. Left undisturbed, it floats at about head height and appears to do little else. In reality, once activated it projects its protective properties to all the denizens of its home nation.

    The Iron Star cannot be equipped to a hero or ruler, though it can be housed in a Holy Order. The mechanical effects and traits of the Iron Star are:
    • +1 to Leader Loss rolls, cementing the dormant power each claw had in a more flexible format.
    • Grants the effects of Black Iron Weaponry to the nation that controls it. This effect is magical in nature and does not take up a technology slot.
    • The Iron Star is powered by the metal magic of Eauden, and as such will not work for a nation that does not officially belong to that faith.
    • The Iron Star cannot be stolen by mortal agents of the Blight, including Blightslaves, the Champion of the Blight, or lesser blight monsters. Such players or creatures can instead attempt a faith check to avoid being incinerated by interaction with it. Success causes the Iron Star to shatter and disperse, becoming unavailable for use in the following round. The Iron Star reforms and becomes available for use again the round after that.


    [Intrigue]: Look for the Mockery Cache (Result: 20)

    [Intrigue]: Secret Action

    Rolls can be found... here and also here.

    Non-Actions:
    Passively raise 3 treasure.
    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 and an Iron Claw Phylactery into battle.
    Lessa carries the Red Storm into battle.
    Fionn carries an Iron Claw phylactery into battle.
    Set Glimmer Woad's benefit to +1 to battles.
    Spend 1 favor to raise TSR Rep to 4 (Result: 20)
    Spend 1 favor to get TSR aid in battle with the Thorn Shades.
    Wed Iantine of the Mist to Princess Asha (see News and Rumors).

    Embassy-Based Non-Actions:
    Accept all incoming techs from the Dannu-Gaon (DAN).
    Accept Mountain Access from the Dannu-Gaon (DAN).
    Trade Military Organization tech and Advanced Poisoning tech to the Dannu-Gaon (DAN).

    Ruler Stats:
    Lessa the Firecrown, High Thane: Diplomacy 10, Military 10, Opulence 10, Faith 8, Intrigue 10

    Expected Stat Increases: Faith +2

    News and Rumors:
    - In the midst of thorny battles and mystic workings of great import, a wedding! In the relative safety of Cathair na Realtai, Asha, Princess of the Uldran Empire, is wedded to Iantine of the Mist - a cousin, many times removed, of Kylara of the Tower, and as such not-so-distantly related to Lessa the Firecrown herself. The ceremony takes place on the longest day of summer, the sun beaming down on the placid waters of Loch Airgid and turning the surface gold, then flame colored, and finally the silver of its namesake as day gives way to night and Eauden rises in full glory to grace the event. The wedding borrows customs from both cultures, especially those celebratory dances, games, and songs that overlap, and concludes with an old-style forging of the Constellation and the blessing of Uldra's foremost magi. May their union be truly fortuitous and joyful.
    - Lessa continues her bid for the Truthseer's assistance in choosing an heir. While unlikely to take an unexplained and esoteric recommendation, she is curious as to what the seers have to say about her options given their accurate calls concerning Ruin.
    - Clann Solais sends an observer to the Truthseer's grand event, though they refrain from active influence of the proceedings because many of their best and brightest are stuck at home, fighting a war against the Thorn Shades on three fronts.
    Last edited by Jade_Tarem; 2021-07-10 at 08:48 AM.
    Amazing Zealot avatar by Elder Tsofu.

  4. - Top - End - #994
    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 24)


    (Regions: 50, 53, 59, 60, 61, 62, 65, 67, 69, 75)
    Vassals: SMI (), BOZ (78, 85, 86, 87)
    Leader: Thunspeaker Atir, First-Born of Arrakh-Rah, Keeper of Fables
    D: 10 | M: 10 | O: 6 | F: 4+1 | I: 5+1
    Actions:
    1. [Diplomacy 10] Elevate Kingdom: The Great Scrimthun Unity becomes the Sunset Courts of Scrimthun.
      The influence of the Scrim spans from the Northern shores of Mamut to the Eastern reaches of the Daezirn Isles. Lands conquered, claimed, and vassalized all give their fealty to the Thunspeaker. Though they may not have the strength of arms belonging to their fellows, they are as worthy as any of those neighbours to the title of Empire. Between the Night Kingdom and the Sundom, there comes the sunrise and the sunset- the twilight hours. Led by the Keeper of Fables, the Scrim will step forward into a new age of mystery and wonder.
    2. [Diplomacy] Press claim on region 66. Spend 1 treasure. (1/2) Success!
    3. [Faith] Begin the process of converting to the Styinn writing system. (1/5)
      Styinn is a strange thing. Few writing systems are quite like it. At the request of Scrimspeaker Lejah, the Thunspeaker begins an investigation into this script, with an eye to replacing Scrim records and documents with the new script.
    4. [Faith] Convert 34 to Trinity of Light with support. Spend 1 treasure. Success!
      Scrim priests do not, as a rule, travel. They tend to be steadfast preachers of the faith, but they are not proselytizers. That is, until today, when a bevy of the most persuasive ones are sent to 34 at the order of the Thunspeaker, either oblivious or apathetic to the dangers of walking so close to Ruin.
    5. [Intrigue] Complete the new headquarters of the Dreamspeakers.
      Aid expected to come from overseas to assist with the completion of the restoration of the Dreamspeakers never arrives, meaning that it is delayed by several years, and forcing the Thunspeaker to devote additional attention to the matter.
    6. [Intrigue] Secret. Spend 1 treasure.
      The avalanche comes in overwhelming force, but it is a single quiet stone falling that brings the mountain crashing down.


    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:
    • Spend 1 TSR favour and 1 TSR rep to create an embassy with the Nocturnal Hydra (HYD). (HYD paying for the second favour.)
      Feeling a kinship to the ocean-spanning intercontinental empire of the Nocturnal Hydra, the Scrim approach the Truthseers to arrange closer ties between themselves and the night elves of Sikar. A number of minor Scrimspeakers are presented for arranged marriages, and the Thunspeaker themself makes a visit, bringing gifts and honeyed words.
    • Spend 1 TSR favour and 1 TSR rep to create an embassy with the Veramondo (VER). (VER paying for the second favour.)
      For too long have the Keepers of Fables worked separately. With aid from the Truthseers, the Scrim seek to unite the efforts of themselves and their far-flung friends, the Veramondo, their fellow Keepers and (hopefully) their steadfast allies.
    • Spend 2 TSR favours and 1 TSR rep to create an embassy with Danneta-Yvaon (DAN).
      The Scrim consider themselves cousins to the children of Life. The stonesages of Clan Mak, though, are closer to Stone than most. Is it not natural that Thun should desire to be closer to them too?
      Embassy

    • Other:
    • Host an event with TSR Rep 3.


    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 [=>6/10]
    Embassies: ARK, [+HYD], 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
    • All plague cures

    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)
    • Restoration Tonic
    • Steering Oars
    • Thin-Blood Elixir
    • Towers of Light (Active, 89.1)
    • Wheel and Axle

    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 Watchers
    • 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; 2021-07-08 at 01:54 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
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    'Kay! Ignoring a ninja never hurt anyone.



    Being terrible at being a wolf since always.

  5. - Top - End - #995
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Kingdom of Limdimon, Round 24

    News and Rumours
    • The king arranges marriages for his daughters to key allies abroad....?
    • The armies of Limdimon march north to liberate the blighted provinces of their former pirate allies!



    Actions
    [Military] Invade region 188 with 1 naval unit, accompanying Father of Rivers:
    • 1 naval unit
    • Yazaburon commanding (9, hero)
    • Duel (with 2d8) unless opposed by an actual Champion of Blight
    • We Were Giants tacdoc (+3)
    • Bronze (+1, -1 leader loss), War Drums (+2 tacman), Recurve Bows (+2), Chariots (+2)
    • Uzii Battlesmithing (-10% losses), Chariots (-10% losses)
    • Total battle bonus +18, +3 if tacman won, +duelling

    [Military] Invade region 194 with 1 unit, led by the king:
    • 1 land unit
    • Oniyellis commanding (10, ruler)
    • Duel (with 2d8) unless opposed by an actual Champion of Blight
    • Skirmishing tacdoc
    • Bronze (+1, -1 leader loss), War Drums (+2 tacman), Recurve Bows (+2), Chariots (+2)
    • Uzii Battlesmithing (-10% losses), Chariots (-10% losses)
    • Total battle bonus +25, +3 if tacman won, +duelling

    [Military] Invade region 196 with 13 units, led by Ivigamta
    • Ivigamta commanding (10, hero)
    • Duel (with 2d8) unless opposed by an actual Champion of Blight
    • We Were Giants tacdoc (+3)
    • Bronze (+1, -1 leader loss), War Drums (+2 tacman), Recurve Bows (+2), Chariots (+2)
    • Uzii Battlesmithing (-10% losses), Chariots (-10% losses)
    • Total battle bonus +18, +3 if tacman won, +duelling

    [Military 10] New technology: Super Chariots. +100 to battles, -10% to friendly casualties. Requires: OOC permission from me
    [Faith] Convert region 207 to Hozhisa: 16 (success)
    [Faith] Convert the Velatares (186) to Hozhisa: 16 (success)

    Embassies


    Non-Actions
    • Stabilise 193 with a Sentinels favour (1 favour)
    • Accept the Vygra embassy
    • 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 9
    I 4 (use liege stat to resist any thefts/assassinations/etc.)

    Stat increases:

    Next round: +1 Faith


    D 10
    M 10
    O 5
    F 10
    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: 14 land units, 1 naval unit
    Treasure: 8
    Last edited by Aedilred; 2021-07-09 at 07:58 PM.
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    Spoiler: Previous Avatars
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  6. - Top - End - #996
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

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    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Sundom
    Thalaz'ir Aneirin, the Horned King
    Regent of the West Wind

    Dip 10
    Mil 8
    Opu 3
    Faith 6
    Int 3


    Expected stat increases: +1 Op, +1 Mil.

    New ruler next round? No.


    Actions:


    [Diplomacy] Press Claim on Region 12! 1/2 Pass!
    Fluff.

    [Opulence] Rebuild the Clan Halls of Arrakh-Rah. 4/5
    The heart and soul of Arrakhi culture are the eight clans. In ancient Arrakh-Rah, the Sun-Kings of clan Solaan ruled from on high, the light of Numaas running through their veins. In the busy streets, mystics of the Alqar, Zhatan, and Magneiros communed with the heavens and spread wisdom and knowledge to the people. By the shores, the men and women of Udaan hauled fish in to the ports from long journeys at sea as the great dragon-riders of the Dravagan flew overhead. And even as the cities bustled, new frontiers were tamed and brought into the Sundom by the warriors of clan Karaskos, and the all seeing eyes of the Aeraas.

    [Opulence] Arrakh-Rah GP 5/5
    Fluff.

    [Diplomacy] Stabilize Dragon's Grave (Region 58) Pass!
    Fluff.

    [Diplomacy] Stabilize Caloth Mawr (R22) Pass!
    Fluff.

    [Military] Invade Region 17.
    Spoiler: Techs & Bonuses:
    Show
    Leader - Gorrn (Score 10)
    Units - 1 (+1 to Battle)
    Tactical Doctrine - Deathless March (+20% Allied Casualties, +4 to Battle)
    Cavalry - Saddled Horned Cavalry (+1 to Battle, -10% Casualties)
    Melee Weapons - Cinnabar Warclubs (+1 to Battle)
    Ranged Weapons - Three-Wind Bows (+2 to Battle, +1 TacMan, -1 Enemy Leader Loss)
    Combat Drugs/Medicine - Comet Phylacteries (+2 to Leader Loss Rolls)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battle)
    Special Materials - Bronze (+1 to Battle, +1 to Leader Loss Rolls)
    Artifact - None
    Total Bonuses: +17 to Battle (21 if TacMan), +3 Leader Loss, -1 Enemy Leader Loss, +3 TacMan, -10% Casualties, 50% Cometborn Rise Chance
    Fluff.

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


    Non Actions:
    Accumulate 2 Treasure (12 TPs)
    Resist all Buyouts.
    Support all conversions to Trinity of Light, resist all others.


    News and Rumours:

    - 1

    - 2

    - 3

    Arrakhi Sundom Bookkeeping!
    Last edited by SOSDarkPhoenix; 2021-07-11 at 12:40 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

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  7. - Top - End - #997
    Troll in the Playground
     
    bc56's Avatar

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    Sector ZZ9 Plural Z Alpha
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    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] Seek Aid on Reputation Raise with Sentinels of Stone


    [Faith] Convert 232 to the Way of Green


    [Opulence]Buyout 193 TP 3 for Avocados


    [Diplomacy] Raise Reputation with the Truthseers
    Spend a Treasure


    [Diplomacy] Raise Reputation with the Sentinels of Stone
    Spend a Treasure, use Liege Score (8)


    Nonactions

    Spend 1 TSR favor in conjunction with SCR to create an embassy with the Scrimthun Unity

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy


    News and Rumors


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

    Spoiler: Technologies
    Show
    Name Effect Requires Usable? DSP?
    Advanced Masonry +1 resist Raid and Sack None Yes No
    Advanced Poisoning +1 theft, assassination, kidnapping, incite betrayal, and related Secret Actions Medicinal/Poisonous plants No No
    Animal Husbandry +1 to Opu and Dip explore None Yes No
    Arctic Survival May cross arctic borders Lumber Yes Yes
    Bronze +1 battles, +1 leader loss Copper, Materials slot Yes No
    Caravanserai +1 resist Raid and Sack Masonry, Stone or Clay Yes Yes
    Celestial Navigation Cross additional deep water border and -1 distance loss over water None Yes Yes
    Coinage +1 resist buyout against those without coinage, +1 buyout if you have gold or silver None Yes Yes
    Comet Phylacteries +2 leader loss rolls Comet Shards, Medicine slot No Yes
    Composite Bows +1 battles Hooved Animals, Ranged slot Yes Yes
    Crab-Claw Sails -1 distance loss, increase deep water transport by 1 Sailing, Logistics slot Yes Yes
    Djinn Contracts May spend 1 Treasure to make a secret action difficult to track Writing (Kagahara), Coinage, Magic Catalyst 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
    Pin-Tumbler Locks +2 to resist theft, kidnapping, assassination Bronze Yes No
    Pottery +1 Buyout None Yes No
    Public Education +1 new non-dynastic ruler Opulence if previous ruler had at least 4 Opulence Eleftherian Democracy Yes Yes
    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
    Three-Wind Bows +2 to Battle, +1 Maneuvering, -1 enemy Leader Loss Recurve Bows, Viskari War Bows Yes Yes
    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)
    Friendly Outreach: 2d8 on Reputation Raise

    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: 6
    Military: 8
    Opulence: 5
    Faith: 9
    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; 2021-07-10 at 12:00 AM.
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  8. - Top - End - #998
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Turn Twenty Four

    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 R24

    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 R24pt1 R24pt2

    Ruler: Joy, The Smiling Scourge

    Dip 5
    Mil 2 +1
    Opu 4
    Fai 5 +2
    Int 2
    (Stat gains go to Jenifu?)

    Ruler Turnover
    Turn over ruler back to Jenifu (stat line D:6, M:6, O:7, F:8, I:3 before this round’s stat growths apply).
    Allow Jenifu to remain a ‘ceremonial hostage’ for the ashiran dogs (effect: the ashir still functionally hold Jenifu as a “hostage”, and can make one non-action kidnap against her to return her to her fully kidnapped state).
    Reserve the right to not ‘pass down the ceremonial hostageness’ to whoever becomes my next ruler.
    Assist the Ashir in finding any night elves who might have helped in the assassination of Harun within the bounds of the Hydran Empire.
    (If Dark rules that this is just the Ashir releasing Jenifu with no strings attached, I’m cool with that)



    Actions
    Fai Create Artifact:
    Hold a contest to see which artifact curries the favor of the Hydran Nobility. Some from near at home, some from way afar.
    https://strawpoll.com/jahrp6avg

    Chalice Of Trade; a goblet that seems to never end, and one that brings merriment to all. People sail the seas using it to make a literal fortune, and it seems like it gives those who partake supernatural charisma.
    True Simurgh Lineage; The Simurghs have proven very strong, and some of the finest breeders have created something special. Unique. Breathtaking. And it breeds true. Bigger, badder, and better than any and all that ever came before.
    Obsidian Sapphire; A small thing, it shines like the night sky. One believes it can see into the firmament, capture its purest essence, and even do things beyond that. The merchants claim it houses wandering spirits in its web.


    Fai: Convert 278 to Potao
    [roll]2d6+9 Roll = 19
    Fai: Convert 264 to Potao
    [roll]2d6+9 Roll = 15
    Fai: Convert 262 to Potao
    [roll]2d6+9 Roll = 16
    (Rolls are 6 Faith, +2 Support, +1 shared writing system)
    Joy vents her frustrations by starting to support the failing church infrastructure. Better than ever, she runs around and installs some very trusted high priests and priestesses. Seeming more like vampires that stalk the night at their highest ranks, they assure you it is only the sinful and the poor that they hunt, and that magical dominion comes from their ranks.

    “Sinful” in this case includes the mercenaries that have come to raid and loot the more peaceful variants of the Potao clergy that were present in rulers before, and were frankly a minority compared to the more dominant religions in these lands. Formerly more dominant, at the very least.
    Dip Embassy to the DAN (write a little fluff)
    Among other things, the visit to the Promenade of Danneta-Yvaon is very fancy and lavish. It is a good stay, especially for those night elves who stay for keeps to learn the ways of the ttarandi foreigners.
    Mil Explore below 263 with Char Roll = 19
(Recruit a unit too)
    Mil Raise Unit x2
    Priestess Vampire Monks. Don’t worry, they don’t drink blood. They’ll suck you dry for all the cash you got, however.


    Sub-Actions
    Declare the Artifact Effect of the Starcoil Crown: (Artifact Effect: "For the purposes of stealing this artifact or assassinating/kidnapping, you may substitute your Faith stat in for your Intrigue stat (using the higher of either) (even if your ruler is already kidnapped, against re-kidnappings).



    Embassy Actions
    Trade Stage Plays to the Sewune
    Trade Restoration Tonic to the Alondites
    Trade Restoration Tonic to the Naherin
    Receive Viskari War Bows from the Sewune


    Non-Actions
    Spoiler: Default Non-Actions
    Show

    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), or to defend against the theft of the Starcoil Crown.
    Use the higher of my Faith and my Intrigue when defending against Intrigue when possible.
    Total defensive roll v theft of Starcoil Crown or assassination/kidnapping: 2d6+8


    Spend 1 TSR favor in conjunction with the Scrim’s 1 favor and 1 rep to form an Embassy between the Hydran Empire and the Scrim.
    (HYD <-> SCR Embassy)
    Write a paragraph for fun fluff stuff.


    Zeslu goes off to marry a trollish ‘prince’? Noble? Warlord? Thrallherder? The translation for their title varies quite a lot.


    Spoiler: Rumors and News
    Show

    (+)
    The Wormlurk Tunnels expand further down south into the Naherin portions of the Hydran Empire, giving the military and merchants unprecedented access to fast traveling and stealthy maneuvers. This isn’t efficient just yet, because the empire doesn’t focus very much on subterfuge, but having entire subterranean colonies is a tremendous sign of pride for those who wish to ‘swim through the sands’.

    The experience isn’t good for luxury, however, and most of the not-practically-minded try it once and swear the experience off outright. Jenifu, however, used these to build a large basement under Hexenest, which is useful to store supplies for the increasingly crowded simurgh-infested fortress.
    (+)
    With Jenifu gone missing, the Hydran Empire falls into significantly higher levels of lawlessness as people infightings over who will take the reins of it all. Marauders and mercenaries take their chance to stop in ports, loot the churches of the once-but-now-no-longer religiously supported by Jenifu. Things eventually stabilize, but it takes at least a full year to do so.
    (+)

    Jenifu’s kidnapping (and probable murder) sets the entire Hydran Nobility into disarray. While lots of people want to clamber for power, explaining that this queen was a worthless can’t and never had any talent in the first place. There’s still enough of the royal sisterhood to stop a coup from happening. While they decide what to do regarding succession and the management of the empire, Joy specifically puts out a message.



    If the purpose of this kidnapping was to convince our empire to either take some course of action, or to prevent us from some course of action, then whatever the message was meant to convey has been lost. I am willing to meet with any culprits and culprit adjacent people to discuss terms. If nothing else, then to hear out what is even expected of us.

    I also promise not to use this meeting as an excuse to unleash murder, kidnapping, or justice in kind, regardless of the crimes admitted. - Joy
    (+)
    The news of the Conclave goes far, especially because messengers and transcribers put a serious amount of the words in the meeting to be transmitted across the lands. One in particular, though, has a different approach. This night elf, named Yettle, he takes a week, then picks up his younger sister off of an elite pirate ship where she was being held indentured into servitude. This ship was part of the Hydran Navy, so normally he would have difficulty finding port (and the situation is more complex than it appears on the surface), but having heard the announcement of the Viskari, arrives with her into their lands for shelter.
    (+)
    The Starcoil crown awakens incrementally more, speaking to Wuuluu’s descendants through her voice.
    (+)


    Don’t forget to write up 262. (Oracle of Elder Memories, Mammoths)
    Write up the mammoths becoming worm food for the military, and for access to those tips to be needed to bought out from the conquerers who were promises tithes of land.
    Check region 272’s write up for population similarity potential.
    Technically this is Ti’s region? Ask permission?

    Armies and Coffers of the HYD
    Spoiler: Army, Treasure, Favors
    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)

    Coffers: 11/15 Treasure, 6/11 Naval Units, 12/25 Army Units
    Trading Posts/Cities Controlled: 19/2
    Favor/Rep Status: 2/2 with SoS, 0/2 with DSP, 1/2 with TSR, 1/1 with SoW

    Changelog
    +3 treasure passive
    -0 treasure spent this turn
    +3 Units Gained
    -0 Units Lost
    +0 Favors/Rep Gained
    -1/0 TSR Favors/Rep Spent



    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: 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 (All plagues cured)


    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; 2021-07-10 at 09:04 PM.

  9. - Top - End - #999
    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 21)
    The Cackling Curator



    Rolls: https://forums.giantitp.com/showsing...&postcount=785

    [Military] Raise 2 Land Units:
    [Diplomacy] Press Claim on 207:
    [Diplomacy] Press Claim on 235:
    [Faith] Convert 194:
    [Intrigue] Investigate a way to control the Hyena:
    [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 +2

    Naval Units: Adeni Marines

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

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

    Fortress: Misig Zinabi (213)

    City: Kema (213)

    Heroes: Medmäsha Tänata (8)

    Artifacts: The Crook of the Warshepherd (Medmäsha Tänata)

    Tactical Doctrine: Lead from the Front


    Leader: The Cackling Curator

    Diplomacy: 7 +1
    Military: 10
    Opulence: 7
    Faith: 10
    Intrigue: 4 +1
    Last edited by Gaius Hermicus; 2021-07-08 at 10:29 AM.
    Avatar by Sniper Jo!

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

  10. - Top - End - #1000
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Danneta-Yvaon, The Jewel of Tarandi
    Chiefs: Nocter Rikoz-Mak and Noctrix Amira-Mak
    D4 | M5 | O10 | F10 | I4


    News and Rumors
    - After a very exciting adventure in the Carrion Ward, Notan of the House of Mak and Princess Antitnila of Limdimon are wed in a lavish ceremony! A parade is held in their honor in Danneta-Yvaon and food from all across Tarandi is served at their wedding. Following this the royal pair receives a boon from the Noctrix, from whom Notan asks the right to be Danneta-Yvaon's envoy in Mazsmis - he sees great potential in it as a gateway to Kiswa, and a staging ground from which to challenge the Blight. For her part, Antitnila is delighted to have succeeded in her mission to establish better diplomatic relations with Tarandi so quickly (and intimately).

    [Opulence] Accept TPs from DRA: Region 93 (Flax) TP1, 99 (Mammoths) TP2, 179 (Marble) TP1 & 2, and 180 (Salt) TP 1 & 2 & 3. - Drazollin surprised the Great Merchant Houses with a petition to join them - as a thirteenth "Great House". Finding their legitimacy stymied by their proximity to the Blightlands and doing much of their business through Danneta-Yvaon anyway, the High Curator of Drazollin and the rest of their tetrarchy saw the prosperity of the Coastal Kingdoms that paid their homage to the city. Such a thing was unheard of, and yet the potential of opening trade lines so far south and the sheer influx of wealth such an agreement would bring turned heads. Nine of the Great Houses agreed, with three dissenters citing tradition, disdainful of a "House" not ruled by a single continuous bloodline. Still, an aye was cast by the Nocter Rikoz-Mak, and his word was as always final.

    [Faith] Trace they who dared to covet Acinais (Spend 3 Treasure, request TSR Seek Aid) [TN ?, Roll 28 or 24 (depending on if SoW Lab can be applied)] - The attempted theft of Acinais put the Noctrix and her confidants on high alert. Consultation with the other Regents suggested a clear pattern, and the nature of the theft - perfect, only to fail at random nearby - suggests that the attempt was perpetrated by Djinn, not man. Armed with knowledge that only a scant few possessed the knowledge of how to bind Djinn to their will, Amira-Mak seeks out the Students of Wonder, to ply their alchemical knowledge and suss out the echoes of the spirit that dared touch Acinais, while she called upon her Truthseer allies to seek the summoner with a method more familiar. Find the Summoner, find Mesiron and Karapyx.

    [Intrigue] Build the Tower of Four Winds (1/4)
    [Intrigue] Build the Tower of Four Winds (2/4)
    [Intrigue] Build the Tower of Four Winds (3/4)
    [Intrigue] Build the Tower of Four Winds (4/4) - The Noctrix Amira-Mak has had a thought, time and time again: "I deserve a Tower. I need a Sanctum of my own, free from the City's thunder, where I may touch the Firmament with my hand." The site chosen was high in the mountains overlooking Danneta-Yvaon, near the peak of Kladi, and the Stonesages pressed a great stone edifice to a terrible height even upon the peak. An enormous slab driven by at least one Magi up a sheer face was the way up, and at the top of the Tower the air began to grow thin. Yet, the winds sustain life here. Layered in the magic and power of the North Wind, this structure was to be a base of operations for a small Circle of Magi dedicated exclusively to the concerns of the Regents - The Circle of the Alicorn Lance Wards Against Trespass - and a place where the Noctrix could truly rest her head.
    (Proposed Bonus: +2 to intrigue rolls regarding protection, investigation, or recovery of a Jewel of the Four Winds.)

    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Accept Embassy from HYD
    - Accept Embassy from SCR
    - Accept Embassy from TRL
    - Accept all Embassies that aren't from RUIN
    - Claim 1 Marriage-related TSR favor (see N&R)
    - Allow, even encourage Students of Wonder to Interrogate Mockeries.
    - Spend 3 Treasure defending against any theft of Acinais or assassination of its Regent. - The Regent and her inner circle are on high alert.

    Embassy Actions
    - Grant SOL, ULD, and ILD passage through the Mountains
    - Gift Kiswa Translation to ILD
    - Trade Three-Wind Bows to ELF for Aqueducts tech
    - Accept Gifts
    - Distribute treasure to avoid overflow (see below)

    Treasure Ledger (there's a bunch this round so I split this off)
    - +4 Passive Treasure
    - Spend 3 on actions
    - Spend up to 3 defending against Intrigue nonsense
    - Accept 5 treasure from DRA
    - Accept 3 treasure from DOD
    - Send 3 treasure to VIS
    - Send 2 treasure to CIT
    - Send 2 treasure to ULD
    - Send 2 treasure to SOL
    = Net Change 0 or -3

    Spoiler: Ruler Info
    Show

    Nocter Rikoz-Mak and Noctrix Amira-Mak
    Diplomacy: 4
    Military: 5
    Opulence: 10
    Faith: 10
    Intrigue: 4

    Expected Stat Gains: +2 Intrigue


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    NO

    Military Units 4/12, Naval 1/5
    - Felessan's Elites
    - Felessan's Elites
    - Battle Magi
    - Northern Dwarf Auxiliaries

    - Emerald Fleet

    Treasure: 15/15
    (+4 passive treasure/round)


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

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

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

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

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

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

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

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

    Translations - Daezirn Isles, Mamut, Kiswa, Sikar

    Trading posts (21, 3 treasure/round)
    - 99 (Mammoths) TP1
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 116 (Safflower Oil) TP2
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 121 (Giant Kites) TP1
    - 124 (Wood) TP3
    - 144 (Copper) TP1
    - 39 (Battle Toads) TP1
    - 165 (Spices) TP1
    - 52 (Silk) TP2
    - 146 (White Bronze) TP1

    Trade Route: The Wolf Run (Active, +1 treasure/round)
    - Region 96 City of Danneta-Yvaon (Living Stone)
    - Region 112 TP1 (Tin)
    - Region 113 TP2 (Glimmerwood)
    - Region 117 City of Cathair Na Realtai (Tundra Wolves)


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

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

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


    Spoiler: Dice Roll Link
    Show
    Last edited by BladeofObliviom; 2021-07-10 at 08:42 PM.

  11. - Top - End - #1001
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Alodite True Dawn Imperium


    Pharoah Nefertiti Dust Walker,
    Stats
    Dip 10
    Mil 9 (+1)
    Op 8 (+1)
    Faith 9 (+1)
    Int 6


    Actions:

    Opulence Flavoured water tp 2 roll 19

    Opulence Golden Lions tp 2 roll 12

    Faith: convert R295 roll 21

    Faith: convert R296 roll 15

    Military Use Alexios to explore down the Sikarian coast roll 22

    Military Flame tempred roll 19

    Diplomacy Erect Standing Stone in 290 (1/3)

    [/SPOILER]

    Nonactions



    Embassy-actions
    Accept Restoration Tonic from the Nocturnal Hydra.



    [/SPOILER]

    News and Rumors
    Last edited by Lleban; 2021-07-11 at 01:38 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  12. - Top - End - #1002
    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: 6
    Faith: 5
    Intrigue: 3

    Actions for Round 23 (Rolls)
    • [Diplomacy] Stabilize R40 (Pass)
      The Dendräkki people lead 'simple, ridiculous lives' by the opinions of the royal courts. To the Night Kingdom, political sway ought not to be won by merit, but by bonds, faith, and loyalty. Following the conquest of the region several years ago, a new system is put in place that counts it as a component of the Kingdom of the Uzii, and under the vigil of Reinar II the area comes to learn to listen through his iron grip.
    • [Diplomacy] Stabilize R32 (Pass)
      With a dramatic country-wide economic rework complete and the many riches denied to the common folk finally streaming into the Blessed Vale, the true Arrakhi people are finally content. They are tired of war and strife, and now they may live among the riches their hard work has earned them.
    • [Diplomacy] Stabilize R41 (Pass)
      Jù Fǎihlè has fallen prey to the unfortunate remnants of the Amaryllis Flowers even long since the resolution of the event. In the final days the Swampum Protectorate fostered the deadly instruments in an effort to deter the encroaching Night Kingdom, but in doing so they have left the farmers and their cattle in a state of chaos. Though uprooting the flowers entirely at this point would be a monumental effort, the Night Kingdom gets involved to at least control the growth and prevent them from spreading beyond their meager valleys. What remains of Sokau and Uzii peoples are safe from their influence for the time.
    • [Diplomacy] Attend the Grand Conclave
      - Accept R35 and R38 from the Deru
      - Agree to put the half-orc Karakhita in command of the new Kingdom of the Deru as the newest satrapy of NTK
      - Karakhita marries a cousin of Iorwerth to officially join the royal family
      - Agree to the truces suggested by the Deru

      The Nahaar family remains the dominant power in eastern Mamut, as is the natural order of things.
    • [Opulence] Accept TP transfer via embassy from TAR
      - Slaves TP1 from R48 (Atel'Nora)

      Though only half of the agreed materials arrive, the Night King understands that the failure to provide is the fault of the Ko and not his subjects. He will accept that which they are able to provide, and press no further.
    • [Opulence] Purchase Orichalcum from the Ko in R21 TP1 with permission using treasure (21 - Pass)
      The Ko mistakenly contested the final exchange of goods required to keep the Night Kingdom's subjects pacified, and in recognizing this error they have agreed to cordially allow the exchange to go through, though the entire thing needed to be negotiated by the Night Kingdom directly. Whatever grumblings are caused by the event are outweighed by the relief that the times of poverty and war are coming to an end.
    • [Opulence 5] Build a city in R48, Atel'Nora!
      Between the heart of three great kingdom capitals - The Blessed Vale, the Heart of Sokau Lands, and Swampum - a great realm of opulent Elven and Alqari lords rule over a population that mostly consists of the enslaved. Atel'Nora's great city of Tyrn is the first to arise under the rule of the Night Kingdom, or any Alqari peoples. The region has a culture of attempting to treat slaves well to gain societal status, but the bulk at which new slaves are born and trained has begun to swell beyond the noble's capacity to keep their conditions as brilliant as they might like. Traditions change, and soon only a handful of a master's countless slaves are given the fine conditions that most used to employ while the rest are worked and sold across the empire and even into neighboring kingdoms. For guests to the city, the central location within the empire and ability to enjoy famously cheap yet high quality services makes it a highly sought after trade and vacation hub known all across Mamut.


    Expected Improvements:

    Non-Actions
    Rename hero 'Seer Makoa' to (tbd)

    News and Rumors
    1. Kylisa dies shortly after receiving her title as Queen of the Alqari Heartlands, and the title is passed down to Owain, Iorwerth's younger brother.
    2. All Kingdom titles in the Night Kingdom have been given De Jure lands, and are now tracked by their ruler and title in the Regional Data of NTK bookkeeping here.
    3. Nyct and Laughing Wolf express their concerns over northern hostilities from the Sundom, to which Iorwerth travels to his northern kin to discuss intent. While the zeal of their warriors compel them to strike south in place of the storm bird, their relationship with the Night Kingdom prevents them from striking further than their leader has legitimate claims - the territory of the Crimson Kingdom, contested not by Nyct nor Laughing Wolf but by one of their relatives, Gwladys, wife of the criminal Gled, who inherited the regions post-collapse. Without Gled, her claim to the region is dubious at best, and Iorwerth sees no advantage to helping one side of his family over another. His ambitions over the mountains, it seems, are very little. So long as the Sundom does not move on one of his vassals directly, he will make no move to interfere in their contest - if Gwladys wished for the protection of the Night Kingdom, she would have been better suited to pledge to him than the Targiz years ago.



    Kingdom Bookkeeping
    Last edited by Zayuz; 2021-07-07 at 04:38 PM.
    "What is to give light must endure burning."

  13. - Top - End - #1003
    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+152(needs writeup)

    Keeper Poav Polahi
    Dip 8
    Mil 9
    Op 8
    Faith 8
    Int 3


    Actions:

    1:[Military] Defend 136+157

    136, 6 units with Vralis leading+Fortress
    157 7 units with Hinarah leading
    tech: equestrianism, saddles, Bronze, war drums, cloud striders and viskari bows, (+SOS tech, if using Black Iron Weapons will switch bronze to battlesmithing, and any other tech brought) both will duel if offered, using taunted charge tactic

    With these blight spirits rising, the Heroes of Kalatar act, each of them taken command of the Sworn and make haste to confront these beings.
    2:[Military] Raise 2 units
    Meanwhile Poav in a rare event tours the settlements of the Symphony, heckling and cajoling the peoples to join up for defence.
    3:[Diplomacy] Stabalise 134 13


    4:[Diplomacy] Stabalise 159 16

    5:[Faith 5] Artefact, currently pending

    6: [Faith]Construct a Sanctum in 159 1/5
    With the Dolad reaching out, Poay has a brief consultation with the ancient Hinarah, before accepting the proposal for a Sanctum. With its fountain of the milk of the Great Mother, Wilest is already a perfect location for such an undertaking, specially being so close to Mamut and other overseas routes
    Stats: +1 Mil DIP FAITH
    New Ruler:NO
    Non-Actions:

    LYRE: OP


    Embassy Actions:

    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    161 TP1: Reindeer
    155 TP1: Wild Horses
    159 TP1 Copper
    131 TP1 Wooly sheep
    132 TP1 Einkorn
    152 tp1 Timber
    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, 1 favour
    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: 4

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


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-07-22 at 05:48 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  14. - Top - End - #1004
    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

    Soreni Round 24

    Leader Scores
    TBA
    +2 Military
    +1 Opulence

    Actions
    Recruit 2 Units (Fortress)
    Recruit Unit
    Recruit Unit
    Recruit Unit
    Raise Treasure
    Explore further west of 325

    Nonactions
    TBA
    Last edited by D&D_Fan; 2021-07-05 at 05:01 PM.

  15. - Top - End - #1005
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Mamut Region 34 Caler Myrfddin



    Spoiler: A moments respite in Caler Myrfddin
    Show





    Spoiler: Merlyn
    Show




    Actions

    1. [FAITH] Convert region 40 Success!
    2. [FAITH] Convert region 42 Success!
    3. [FAITH] Convert region 33 Success!
    Having spent some years examining and dissecting the religion of Soul Honor practiced by the mewling chattel they called peasants, picking through the library of Sammlung, and interrogating the Order of the Vault Merlyn has become something of an expert in their fading faith. So armed with this knowledge, the Ruinarch takes upon a grossly incandescent leopard, and absconds from Castle Conwyrm in the dead of a dreadfully peaceful night. Roaming the realm of the greater Night Kingdom that the Wyrm Sorcerer counts themself a facet of Merlyn leads a force known only as the Cuddlu that performs an inquisition. The most skilled Soul Honor Guides visited by their most renowned Ancestors were sought out by the Cuddlu. The secretive Elves leaving naught but a message declaring that the High Star Oracle of the land wished to see the worth of their Ancestral magic. Communities selectively gathered at the contests. A final demonstration. Mighty Warrior Spirits, Crafting Ancients, and Wise Ancestors each in kind were brought forth in demonstrations of Soul Honors might.
    THOOM
    Dust sweeping the land time after time. Inescapable. Sudden and Violent Death. A roaring pillar of flame towering past sight. The sudden crashing of a meteor. Different but each time still the same. Merlyn revealing themselves and declaring with terminal nobility "I guess my gods are greater."


    4. [FAITH] Contribute to the Guardian Sanctum in Caler Myrfddin (2/5)
    A swathe of land is hacked down and reserved for the Dolod. Tuaichi they call it. A small bunker of three layers the construct is only a stone's throw from Castle Conwyrm. The top most observatory peaks out of the Sanctum with various roosting points scraping their fingers toward the heavens. Carved from fire-stained stone the star gazing roof is simple and lightly adorned. Lower upon its squat and much wider base lies the Tuaichi's main body. Mighty doors bar the arched gates and three towers rise from the earth at equidistant points. The halls are festooned with depictions of the Storm Bird in various acts of devastation. A Blood Elf is publicly executed for trying to eat a Dolod and his skull still adorns the mantle of the Sanctum. A chamber with a specially designed roof is given to the Dolod envoys to practice their magics and ceremony. When the sun is at its peak it shines into the room and fully illuminates the circle upon the ground of a serpent devouring its own tail. The last and least publicly knowledgable area of the Sanctum is the basement where Dolod are given food and lodging. These passages are always watched.

    5. [DIPLOMACY] Raise Reputation with Sentinels of Stone from 1 to 2 Success!
    Once Merlyn's advisors and viziers had tried to sway the Sentinels of the Stone. Now Merlyn alone spoke to the strange mystical warriors. Before they offered morsels of rat meat but this time the feast was bountiful. With the diplomatic weight of an ascendant empire behind them, the Ruinarch was swift to convince the Sentinels of the benefit of such a union. Merlyn was personally aggrieved by the Blight's trickery and spoke with such passion on the subject that they stayed with the Sentinels for a time and inconvenienced the Blackguard Beasts. The Wyrm Sorcerer spoke of fire and fury, concepts well known by those who take the warriors code, and offered unto the Stone blood in great quantity. Brutal magics in aid for the wars to come in saving the World Soul.

    6. [DIPLOMACY] Contribute to the Candake of Ta Seti's Standing Stone in Shilluk (2/3)
    Merlyn, enamored by their visit to the southern Elven Kingdoms sends forth a menagerie of warriors and overseers to a distant land with slaves in tow to toil under foreign masters. They had promised the Sentinels blood and blood would be provided.
    "I'm sorry, what do they make there?"
    "Maize."
    "They like puzzles or something?"
    "No, they harvest MAIZE."
    "That seems like an inefficient way to harvest if you have two legs. I mean what do I know I'm just a Vulture."
    "Everyday I contemplate suicide by just killing you and ruining our body."
    "If I see some giant labyrinths on the horizon when the slaves get there I've earned one peck."
    "Wyrm help me."
    - Split-Vulture-Peels-The-Waiting-Hand, Ruinous Overseer


    Non-Actions:
    - Resist all conversions but support Trinity of Light conversions
    - Resist all Buyouts
    - Resist all quests
    - Accept all gifts/techs
    - Accept all Embassies
    - Suppress Violence and Automatic Unrest

    Embassy:

    News and Rumors:
    - With the onset of Eauden’s magic quelling and soothing the raging fire of the Gray Lake strange happenings follow. Merlyn the Wyrm Sorcerer suddenly begins to change. Suddenly nocturnal, the Ruinarch spends most of their active time during the night, and suspiciously constantly looks over their shoulder to the Moon when it is full. Silver disgusts them, all objects of such being discarded from Castle Conwyrm. Peasants briefly sparkled. Merlyn’s reflection has disappeared from pools of water supposedly locked in battle on the other side. They must operosely count grains of Salt when presented. Dogs scatter at their presence. The unfettered light of the moon evoking an aura of shimmering scintillating sparkles from their pale bare elven flesh, particularly around the eyes, and revealing their true nature.

    - Those practiced Wyrmlochs amongst the interior of Castle Conwyrm and even Merlyn themself has reported that the Wyrm's form has appeared to them as a softly glowing harvest moon overlooking a vast burning field. Elsewhere in Caler Myrfddin the friction between Shan and Blood Elf becomes more starkly apparent as the loosest parody of order comes about. Preparations made in these times cut starkly between those taken by the Shan belief of the power of the flowing river and the tree against the ancient ways of the Crimson Kingdom's mountainous environmental supremacy and perilously sized towers. Merlyn remains confused on the matter.

    - With the acquisition of the last of the lands of the Hraban, Merlyn declares themself Supreme Hraban Overseer and formally forbids the practice of Soul Honor amongst the race effective immediately. Hraban families across Caler Myrfddin are broken apart as select children are chosen to be retrained and reintroduced into "society" with the ideal knowledge, qualities, and spirit that Merlyn envisions for their kingdom and its hardest working people.

    - Merlyn congratulates and welcomes their sister state of the Odds Satrapies, requesting a private audience with the Odds-Mistress, and opening the doors of Castle Conwyrm to the Targiz. They are given exclusive rights to plots of land dedicated to gambling and blood sport. Wyrmlochs prepare celebratory destructive yet visually stimulating magics with the use of collected wine pools. All discussion of Petal Head, however, is strictly forbidden in the presence of the Ruinarch. Merlyn's harem consists of members of the Hydra and Ta Seti but now the young Wyrm Sorcerer Supreme has set their sights on more local delights.


    Spoiler: BOOKKEEPING
    Show


    New Ruler Next Round?

    Military Units 1/5 Land 0 Navy
    - Swarm
    Relics:
    - Ring of the Phoenix (Possessed by Old-Lion)
    - Head of Vagabond (In the possession of Holy Order)
    - Prosperous Noggin (Holy Order)
    - True Blood Pool (Holy Order)
    - King's Maul (Holy Order)

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

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

    Treasury: 1/5
    Expected Change

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

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts
    Skyclad Dancers

    Agent of Ruin: Every round, two regions adjacent to the Agent of Ruin enter unrest. If the Agent of Ruin is a liege, possesses an embassy, or is faith head, those regions touched by that influence are also subject to this effect. The Agent of Ruin may direct these instances of unrest with a Faith action, by may not target regions already in Unrest. As a special Intrigue action, the Agent of Ruin may roll an opposed Intrigue check against a region they have sent into Unrest. If successful, they inspire a Possessed Rebellion in a region sent into Unrest by their influence. A Possessed Rebellion is led by a Rebel Leader of strength equal to the Agent of Ruin’s Faith minus one, and spawns 1d3+1 Rebel Units. An Agent of Ruin’s regions are permanently in Unrest. However, this Unrest will never progress to Rebellion naturally. Use of the I10 Spark Rebellion functions as normal. An Agent of Ruin gains a +2 bonus to any hostile Intrigue action in a region in Unrest. An Agent of Ruin must take one hostile Intrigue or Military action each round. This bloodlust can be delayed with a nonaction rolling Faith against TN 10, but may not be delayed twice in a row. It is difficult for a kingdom to divest itself from the mantle of the Agent of Ruin. Exorcising the Spirit of the Wyrm requires a TN 14 Faith check, which forever bars the kingdom from regaining the title. While an Agent of Ruin retains the title, they are locked at -3 Rep with the Truthseers, and any action taken in aid of an Agent of Ruin reduces the offending kingdom’s reputation with the Truthseers by 1.
    Last edited by Tychris1; 2021-07-10 at 07:29 PM.
    “I’m a Terrorist not an idiot.” - Me
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  16. - Top - End - #1006
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Varai-Lades/Glaondi Yejon
    Daezirn Isles
    Year 5-8 S.E.

    Storhusbandi Vinolygur
    D 5 • M 2 • O 1 • F 5 • I 4
    Gains: +2I



    The Sagu-Guild
    • [Diplomacy] Press claim on R76 (17)

      The time has come for Krafuhofi, riches of the isles float on the waters, showing the wealth of Daezirn. The Scrim for all their talk leaves Varai-Lades undefended and abandons the Isles in their time of need. Something she wastes no time to tell her beloved and their tribe. Often. After nearly a decade they finally yield, no longer afraid of the mighty Mamut empire as it seems to have left Daezirn to fend for its own. The Sagu-guild will rise again and fill their birthrole once more, the first steps towards a new unity are taken.



    Nofnlousmythvitodurkarndrypiskip
    • [Intrigue] Investigate the blackfire bestowed upon Amka by the Gelid Bush (15)

      Nofn is drawn like a moth to Amka, the blackfire suffusing the former hero of Avicennia brighter than any moss, the scent sweeter than honey. The once bright hero slayed her nieces, watched their queen get impaled. Now her moss is twisted drawing the light in, creating a display of shadows as she sails over the seas, shunning her home, calling to Nofn. She is forgiven. She is family, holding the eggs of His next generation should He deign to hatch them.

      They dance over the waves, Nofn grabs hold of the sloth, her talons leaving the fur unscathed, her partner’s unlife refusing to give way. The beast’s mouth moves in an unusual manner, jerking into a facsimile of a smile.

      The dance intensifies, they move closer, until one begins where the other ends. They feel a tick passing for the warmth of life passing through them. Nofn wants more, she delves deeper, searching for the blackfire at their cores. She longs for the loving touch of a friend again.


    • [Intrigue] Prod the lion-hornet grub's mind to find its blackfire alter ego (15)

      She is lonely, so very lonely. Everything withers at her touch, her wild nieces are dead save for one. She scratches the grub, letting thorns pierce fuzz and human fingers run over her arms. She wonders if there is blackfire at its core too, made by Him, will it be as pleasant as Her gentle flames? She flexes her talons harder, parting flesh, digging deeper, sucking into. She needs to know, wants to be loved, to feel alive again, to be embraced by the inner darkness of His creations.



    The Hroythslo cult
    • [Intrigue] Blightslave part one (17)

      After Nofn disappears from a field of oily roses her apprentices arrive, intrigued by the power that has changed the landscape. Finding no trace of the source in the immediate area they traverse the flower field until the reach the ocean. There they set sail, following an oil slick into parts unknown, pursuing greater power.



    ????
    • [Intrigue] Secret (20)
      Deaths. Records. Answers.



    Non Actions:
    • Resist all conversions and buyouts
    • Hero roll for Nofn (17)
    • -3 treasure from rolls, remaining total is 1
    • Spend 1 treasure to resist any assassinations against Nofn, if necessary
    • Do not take a destructive action with Nofn, leaving her to the blight's whims


    Embassy Actions:
    • None


    News and rumors:
    • Nofn awakes in a field of oil-black roses, her heart still beating, the sun’s warmth embracing her thorns. A ghostly trace of blackfire withdrawing from her hand, sending shivers down her spine. Then it ends, daylight still surrounding her but no longer penetrating her stony limbs, the inner hunger devouring her, making everything seem bleak. She picks one of the roses, feeling naught but the roughness of her fingers grinding against eachother, the silky-smooth petals tearing and rotting in her hands. She screams inside this body, unable to let out even a single tear.

      Making the legs move she rips into the ground, leaping forward on all fours, leaving a trail of destruction in her wake. The next generation of His will buzzing behind her. Watching. She roars, letting out emotions the only way He allows, one of the gray native animals bleeding to death as the beast’s claws pierces it, removing the obstruction. She wants company, yearns to be caressed by blackfire. Nofn wills the limbs to leap longer and move faster, watching as the thorns drains the life of anything foolish enough to stand between it and Avicennia, the hunger insatiable. She wants a hug, to feel the embrace of life and not end it.

      So many deaths, so cold. Has it been weeks, months, years? She does not know. There is only Him, she tried to find the embrace of her own. Brief moments of joy, of warmth, then nothing. She needs more, craves it. To see the color of the world, the crimson rivers of blood, the verdant green of nightmares, the suffocating blue of the deep ocean, to be His favorites. Nofn gives in, letting her inner blackfire wash over her, letting the beast’s body run rampant, letting His will be seen. Euphoria.

    • Balvodur continues her work in the forge, inspired by sights from the far corners of Ember. Knowing her as one of the most well versed in Kolt’s last achievement some of her old students reaches out, inquiring about its ability to cure living things, seemingly forgetting the previous forgemaster’s way of passing.

    • Vinolygur travels for months to attend the Truthseer’s conclave in Kiswa, hoping to form new bonds and learn more about the blight, feeling its chill lurk behind many Ugglo’s eyes. During his absence the scattered guilds and cults of the Smiaurskotor finds themselves slipping into old habits, veering away from the path of recovery and sanity. Cults grow more prominent, daring to show their true faces throughout the isles and the old preachings of the Sagu-guild spreads like whispers on the northern winds. When Vinolygur returns the damage is already dealt, any new knowledge he has learned shattered by the madness of the isles. The route to greatness is long yet his will is steadfast, even though the chart has been muddled.

    • Word of a concotion able to stymie the corruption of blightspawn begins to reach the Smiuarskotor throughout the isles. Many see it as a blessing, remembering Lion-hornet larvaes sprouting from corpses in decades past. No more.
      A few calls it a curse, torturing animals and weakening them while doing nothing to hurt the root. They question who was cruel enough to imagane such a tool, instead of the quick death brought by the Guardians.



    Spoiler: Bookkeeping
    Show

    Owned Regions

    Who needs land?

    Army Units

    Land:0
    Naval:1

    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
    Last edited by Torv; 2021-07-10 at 02:59 PM.

  17. - Top - End - #1007
    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: 7
    Military: 10
    Opulence: 6
    Faith: 7
    Intrigue: 2

    Projected stat increases: +1 Faith
    No new ruler next round.


    Actions:

    1. [Diplomacy] Press claim on Region 4 (claim acquired via last round's great success exploration)
    Already surrounded by Rankalore, the denizens of Region 4 show interest in peacefully integrating to the kingdom. Okeneth stays in the region to help facilitate the process.
    Roll: 12 Success

    2. [Military] Defend Region 3 (+20)

    Aseltia +9, Land units +8, Naval units +2, Path of the Ancient Ones HS5 Bonus +1 for a total of +20
    Aseltia will challenge enemy commander to a duel (Dueling CI)
    Attempt Skirmish TacDoc (+10 Thaban, +2 War Drums, -2 Army size)
    -10% own casualties (Uzii Battlesmithing)
    +2 Aseltia's leader loss roll (Ajanna's Blessing)


    3. [Military 10] Create Technology: Wound Cleansing
    Slot: Combat Drugs and Medicine
    Requires: Alcohol resource
    Effect:-10% casualties for Allies

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

    5. [Faith] Convert Region 3 to Path of the Ancient Ones
    It is decided that the various peoples of the kingdom should be integrated to the Path of the Ancient Ones.
    Roll: 13 Success

    6. [Faith] Convert Region 5 to Path of the Ancient Ones

    Roll: 18 Success

    Nonactions:
    -TBD

    News and rumors:
    -Upon receing the invitation to the Grand Conclave Aidha can't resist the chance to sail all the way down to Kiswa. However, the winds aren't in her favor and she doesn't make it in time to attend the event.

    Spoiler: Statistics
    Show

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

    Embassies:
    Alodite Imperium

    Military:
    Army units 8/14
    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:
    Copper 26.1
    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
    Round 23
    Last edited by OmnivorousOgre; 2021-07-11 at 01:14 AM.

  18. - Top - End - #1008
    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 293-296
    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 -> 8
    Military 10
    Opulence 5
    Faith 10
    Intrigue 6


    Actions

    1. [Diplomacy] Attend the Grand Conclave and hold a Conclave for the Children of the Great Mother there as well
      Spoiler: Sub-actions
      Show
      Send 3 Treasure to the Hydran Empire for services rendered.



    2. [Diplomacy 5] Establish an Embassy with Danneta-Yvaon
      Though long delayed, the forging of bonds in Tarandi, the home of their faith, was a noble goal. The Regent of the North Wind was family in spirit and by blood, however distant, and Pina-Mak the first to have embraced the Alabaster Serpent in her own demesne.

    3. [Military] Aid Rebels (2 Units) in the 187 with 4 Land Units and 4 Naval Units, led by Usuukhusaa Lhungho [Mil 10], using Black Iron Weaponry, Steering Oars, Crab-Claw Sails, The Long War, and Feathered Cloaks (Maat the Archer), challenging to a Duel [Cultural Identity and The Long War applies: 2d8+12], attempting the Cautious Advance Tactical Doctrine, and benefiting from Children of the Great Mother HC5 bonus and Students of Wonder Reputation 1 Bonus.
      Total Combat Bonus: +24/26; Tactical Maneuvering Bonus: +11; +2 to Leader Loss roll

      Though the Henanda seemed eager and willing to aid in the Khipha, their armies marching over much of the peninsula, the people of the Velatares were long-suffering in their struggle against their oppressors. When combined with the Prophet-Queen's desire to examine one of the strange fortresses of the Salt Demons in person, the choice is clear. An armada of warriors from across the coasts of Kiswa and the banks of the Sur sails north, Velatan Tower Guards ready to lead the charge to retake their homeland....and is ordered to turn back when the Queen at their head recognizes the mists that have begun to swirl about the isles of the Velatares. Her fleet came prepared to do battle with Blightspawn, not Salt Demons - not yet. They would put their might to use elsewhere, then - where the Blight had brought ruin on the mainland.

    4. [Military] Send 4 Land Units to aid the Vygra in fighting the Cosmic Hyena in 222, bringing Black Iron Weaponry.
      Though they might be tested, the bonds of friendship between Vygra and Dhraan hold strong, long grown over generations of trade, cooperation, and aid. Lhungho Saar's prominent position upon the River Sur has long meant it has been the Vygra who marched to support their allies - so when the call comes from the Confluence that it was in need of warriors to contain and subdue the Cosmic Hyena which had so recently rampaged through the capital, High Queen Usuukhusaa swiftly dispatches the finest of her warriors who survived the first battle with the Cosmic Hyena. It may be that their experience proves decisive in the engagement to come.

    5. [Intrigue] Secret Action
      A crow flies west, carrying with it an odd stylus.

    6. [Faith] Call upon the East Wind to reach into far history, seeking the truth of that which destroyed the homeland of the southern dwarves, with aid from the Truthseers, spending 1 Treasure. [Roll Result: 21]
      Usuukhusaa's dreams are scarred by heat, by smoke and melting stone, burning flesh and bones reduced to ash. Still she delves deeper - deprived of Karapyx, she must pass within the tunnels themselves in her meditations, pushing always farther, older, deeper, seeking the source of this devastation, the nature and truth of it, hoping to find what the Students could not, for all their careful ministrations.



    Non-Actions
    Standing: Accept any Embassies or Technologies offered...from anyone except RUIN.
    Permit the Students of Wonder to interrogate the surviving Mockeries.
    Support all conversions to CotGM


    TSR Request follow-up
    Spoiler: Cultures, Taboos, & Mores, cont., WIP
    Show

    Thralls:




    News and Rumors
    • Cultural changes...
    • The Children of the Great Mother…
    • Usuukhusaa spends much of her spare time speaking to her children about the Guardian Dream and the responsibilities of Regency - the search for Karapyx makes for an ideal demonstration...
    • Grand Conclave
    • Putting family members in charge of certain areas for administrative burden easing
    • Fanat has taken to wearing gloves of the kind oft-used for falconry while in troll form on his left hand and arm.


    Spoiler: Actions on Hold
    Show
    [Military] Recruit 2 Land Units
    Offering certain protections and rights to the free settlements in Ljung Ghrakka Saar, together with the benefits of trade and the evidence of improved treatment of their fellow Children, and the threat of such beasts as the Hyena, is sufficient to convince many to swear fealty to the Prophet-Queen.
    [Faith] Draw on Usuukhusaa's connection to Karapyx and use the East Wind to divine its location, with aid from the Truthseers.
    This farce had persisted for far too long. Though her attentions are surely needed elsewhere with Ember so stricken, Usuukhusaa waits no longer - her badge of office would be found and recovered. She lets herself sink into meditations as incense and tobacco deepens her awareness of the East Wind until it its gentle breeze becomes the howl of the hunting beast.


    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: 4/10
    Passive Income: +1
    Spending: -3

    Artifacts:
    None

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

    Units:
    8+2/16 Land Units
    4/8 Naval Units
    • Land:
    • Royal Guard [14dh+h-dh|dw/dh]
    • Snapping Maw [19dh++e/dw]
    • Broken Scales [22dh++dw]
    • Linebreakers [24dh++dh]
    • Skullswingers [22dh++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]
    • Stone Spitters [23dh++e]


    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; 2021-07-10 at 11:24 PM.
    Sincerely,
    Role P. Geek

  19. - Top - End - #1009
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Lim Dynasty



    Stories and Rumors

    Actions:
    [Military] Recruit 2 Units
    The Lim continue to replenish their ranks after the horrors of the plague deplete their armies. New recruits stream into the great fortress, to be armed and equipped to defend the Lim's vast holdings.

    [Military] Recruit Hero
    Liz Yijun, a member of one of the Lim's branch families, steps forward as a new champion for the family. She is a renowned archer and wielder of alchemy. Blessed with sharp eyes and perfect visual by her transformation, she is now one of the greatest marksmen in the land. And as a member of the Lim family she has been taught generalship and tactics from a young age. In an official ceremony Queen Xiuling appoints her General of the East Winds.
    [Diplomacy] Attend Conclave of the Faithful
    [Diplomacy] Raise Reputation with the Students of Wonder
    [Opulence] Buyout Trade Post (TP 1 Rice, 206)
    As populations recover from the plague, rice fields and irrigation are slowly restored to cultivation.

    [Opulence] Create Trading Post (267, Goats)
    As the colonies of Fei who originally settled the highlands of The Redoubt mature and establish themselves, the flocks of wild goats are culled, shepherded and domesticated. The trade in goats and goat products becomes a major source of wealth within the region.

    Rolls: https://forums.giantitp.com/showsing...&postcount=797

    Non-Actions:
    Resist all unauthorized intrigue/buyouts/quests/conversions etc.
    Spend 1 Favor to request the new Students of Wonder technology.

    Spoiler
    Show

    Lim Xiuling
    Diplomacy: 4 (+1)
    Military: 5 (+1)
    Opulence: 5 (+1)
    Intrigue: 1
    Faith: 10

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

    Total Regions: 3
    Land Unit Cap: 12 (6 Capital Unit Cap + 6 for provinces controlled)

    Military Units: 2/12

    Cultural Identities:

    Military Specialization:
    None

    Artifacts:

    Great Projects:
    The Book of Wakeful Dreams (+1 to Seek Aid attempts)

    Military Technologies:
    Bronze - +1 to Battles, +1 to Leader Loss Rolls
    Composite Bows - +1 to Battles
    War Drums - +2 to Tactical Maneuvering Rolls
    Recurve Bows - +2 to Battles

    Civilian Technologies:
    Masonry - +1 to resist raids and sacks
    Advanced Masonry - +1 to resist Raids and Sacks that stacks with the bonus of Masonry
    Animal Husbandry - +1 to opulence and diplomacy exploration
    Irrigation - +1 to stabilization rolls
    Pottery - +1 to buyouts
    Sailing- Permits exploration and troop transport over deep water borders
    Writing (Veramondi Logography) - +1 Conversion Defense, +1 Conversions in regions that share your writing system.
    Mountain Clothing - Allows exploration and troop transport across Mountain Borders.
    Feather Capes - When active, on a Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes.

    Heroes:

    Regional Benefits:
    Sikar Translation Project
    Mamut Translation Project
    Tarandi Translation Project
    River Fever cure
    Sand Lung cure
    Tang Shao Holy Order (223)

    Embassies:
    Sewune

    Organizations:
    Students of Wonder: Rep 2, Favors 1

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

    Treasure: 1
    Passive Treasure Gain: 0

    Reputation:
    Last edited by Talis; 2021-07-09 at 05:43 PM.

  20. - Top - End - #1010
    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 17, 18 (unrest), 19, 36, 42
    The Protected Odds Satrapies
    Current Leader: Odds-Mistress Ank’Anske’Thalez’ir “Nyct” Nyctagina [and Homage Laughing-Wolf]
    Current Abilities: D3, M6, O10, F10, I5

    Round 24



    Actions:
    • Aste, declaring a Khipha
      • MilitaryDeploy Units - Defend Caler Myrfddin (Region 34) with 5 Units (+5), Laughing Wolf (+10), Fortress present (+2), using 4 Treasure with Increased Defense Budget (+6), Gambling (with 4 Treasure), +5 to Battle (Bronze, Three-Wind Bow, Saddles, Cinnabar Warclubs), +4 to Leader Loss (Bronze, Comet Phylacteries, Student of Wonder Rep), -1 to Enemy Leader Loss (Three-Wind Bow), +1 to Maneuvering (Three-Wind Bow), -20% Allied Casualties (Battlesmithing and Saddles), +10% Opponent Causalities (Cloud Striders). Using Never Tell Us the Odds Tac Doc.
      • FaithContribute to the Guardian Sanctum in Caler Myrfddin (3/5)


        An unquestioning follower of the Great Mother, Aste rallies her father and wealth into a Khipha against the Blight Beasts in Caler Myrfddin. While the woman has never met her distant cousin, Merlyn, she hopes that her quick action in their defense will gain goodwill along with the extermination of Blight. Aste even works towards contributing to the Guardian Sanctum in the region, her own faith considering the Guardians as Gods, the service an act of piety by her hand. Laughing-Wolf meanwhile agrees to join Aste’s crusade as a display of loyalty towards his new Lord and Liege, Lowerth, in the expectation that this will strengthen their bonds and convince the young King of either defending Targiz lands or even entrusting them with further control over various Satrapies.

      • Intrigue - InvestigateAste places the hundreds of Mockeries into a cruel Gauntlet designed for the general entertainment of Mamut and Kursaal with the intention of torturing them until one or more cracks and begs for freedom from the endless gambles and tells her of any intact laboratories or complete caches of Alchemical writing and tools (How effective is this sort of Investigation? 14 )

        Welcome to the Laughing Games!

    • Laughing-Wolf, paying his dues
      • OpulenceTransfer TP 48 #1 Slaves to Night Kingdom through Embassy

        As promised Laughing-Wolf delivers a long line of chained debtors and gamblers to the Night Kingdom for their Labor needs

    • Secret
      • Intrigue - Secret Action
    • Honeyed Child, growing up.
      • Military - Raise Hero (Hero Score 8)

        The cursed infant and her nightmarish guardian hardly notice that they were down a number. Rose was somehow assassinated, the only troubling thought to the toddler's syrupy mind was how was she located. Mortals could be replaced, and for her devotion and worship, Rose was just that, a mortal - the body that was Ffiona felt no familial attachment towards its grandmother, since of course, the creature was not truly Ffiona but something else. The Nightmarish God felt no loss towards his most ardent servant since, of course, he felt nothing towards his servants other than meals to come. No one cries for Rose - her living family not even knowing of her demise as her body is taken away and also placed in a jar of honey by the remaining cultists of the Congress. The Honeyed Child holds the twin of the stylus that Rose gave to Fanat, perhaps another Mortal could be found fairly quickly.

    Non-Actions:
    • Generate 3 Treasure with passive income (30(?) TP owned at beginning of round) –> 15 Treasure owned beginning of round.
    • Aste grants the Student of Wonder access to the dungeons used for the Laughing Games so that they may also interrogate the Mockeries held within both and before all of their endlessly cruel and entertaining trials.
    • Nyct supports all conversions to Trinity.
    • Use a SOS Favor to stabilize Region 18.
    • Honeyed Child holds the Tome of Stars.
    • Accept all tech and treasure from SCR (non-embassy action with SCR)
    • 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 tech from NKT (non-embassy action with NKT)
    • Accept all tech from UBT (non-embassy action with UBT)
    • Accept all Embassies and Sanctums if offered or gifted.
    • Use up to 3 treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler, hero using gambling bonus (Carceral Adaptations CI active, Eyes Above tech active, Off-Track Gambling applied). Use liege diplomacy score (10) in response for any betrayals.
    • Use up to 3 treasure if needed to roll resistance for any theft of any artifact, using gambling bonus (Eyes Above tech active) and any applicable Hero Bonuses (+2)
    • Use up to 3 treasure if needed to roll resistance for any Incite Rebellion (Eyes Above tech active).


    Spoiler: SPORTS!
    Show

    Ko Dra-Ko-Ball

    The World League TBD

    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 3 3 1 0 0 1 1 0 0 0 0 15
    Blessed Vale Jewels 0 X 0 1 0 0 1 1 3 3 1 1 3 3 15
    Targiz Hemlocks 0 3 X 3 1 0 1 3 3 1 0 3 1 1 22
    Thun Avalanches 0 1 0 X 1 0 3 0 1 0 0 3 3 3 15
    Na'karat Zealots 1 3 1 1 X 1 3 1 3 3 1 0 3 3 24
    Ixarr Greenhorns 3 3 3 3 1 X 3 3 3 3 3 3 3 3 37
    Sang Songs 3 1 1 0 0 0 X 3 1 1 1 1 3 3 16
    Ruin Runners 1 1 0 3 1 0 0 x 0 0 0 0 1 3 10
    Moonworm Cavalry 1 0 0 1 0 0 1 3 X 1 0 0 1 3 13
    Ta Seti Cattle Drivers 3 0 1 3 0 0 1 3 1 X 0 0 3 0 15
    Berry Bouncers 3 1 3 3 1 0 1 3 3 3 x 0 3 0 24
    Bannanda Splitters 3 1 0 0 3 0 1 3 3 3 3 X 0 1 21
    Dolod 0 1 0 0 0 0 1 1 0 0 0 3 X 0 6
    Singhön Strikers 3 0 1 0 0 0 0 0 0 3 3 1 3 X 14

    Champions Tournament

    Quarter Finals

    Tier 7 and 8 Tie Breakers:

    Bhaile-Koma Canopies Vs Blessed Vale Jewels -> Canopies Win (2-1)
    Blessed Vale Jewels Vs. Ta Seti Cattle Drivers -> Tie (1-1)
    Ta Seti Cattle Drivers Vs. Bhaile-Koma Canopies -> Tie (3-3)

    Ixarr Greenhorns (Tier 1) vs Ta Seti Cattle Drivers (Tier 8) -> Greenhorns Win (2-0)
    Berry Bouncers (Tier 2) vs Bhaile-Koma Canopies (Tier 7) -> Bouncers Win (3-1)
    Na'karat Zealots (Tier 3) vs Sang Songs (Tier 6) -> Zealots Win (1-0)
    Targiz Hemlocks (Tier 4) vs Bannanda Splitters (Tier 5) -> Hemlocks Win (1-0)

    Semi-Finals

    Ixarr Greenhorns (Tier 1) vs Targiz Hemlocks (Tier 4) -> Hemlocks upset! (3-2)
    Berry Bouncers (Tier 2) vs Na'karat Zealots (Tier 3) -> Zealot upset! (2-1)

    Finals

    Na'karat Zealots (Tier 3) vs Targiz Hemlocks (Tier 4) -> Zealots Win (1-0)

    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ank’Anske’Thalez’ir “Nyct” Nyctagina (56 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 (36 Years Old)
    2. Ank’Anske’Thalez’ir “Olea” Oleandera (52 Years Old)
    3. Lilium "Lily" Interspinus (32 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 (36 Years Old)
    8. Ank’Anske’Thalez’ir “Malv” (16 Years Old)
    9. Ank’Anske’Thalez’ir “Wist” (4 Years Old)

    Expected Stat Bonuses: +1 Int, +1 Mil

    Other Characters:

    Ank’Anske’Thalez’ir “Rose” Ogra (78 years of age)
    Ces Arnif – (deceased – old age against all the odds)

    Hero Ages:
    Laughing Wolf –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
    • 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
    • Three-Wind Bows:
      • Slot: Ranged Weapons
      • Resource: Recurve Bows and Viskari War Bows with their associated resources (2 hooved animals, wood)
      • Effect: +2 to Battle, +1 to Maneuvering, -1 Enemy Leader Loss
    • 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.
    • Saddles
      • Slot: Calvary
      • Resource: Cavalry Type Tech (Wild Dogs (approved by Jade as Tech Creator)) and Animals Resource
      • Effect: +1 to Battles and -10% casualties for Allies
    • Cloud Striders
      • Slot: War Beasts
      • Resource: Battle Toads
      • Effect: +10% Casualties for opponents
    • Cinnabar Warclubs
      • Slot: Melee Weaponry
      • Resource: Cinnabar
      • Effect: +1 to Battle
    • 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.

    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 (29):

    3 #1 - Peccaries
    3 #2 - Pecarries
    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
    21 #1 - Orichalcum
    22 #3 – Cinnabar
    27 #1 – Iron
    30 #2 – Comet Shards
    33 #1 – Copper
    35 #1 – Madder
    36 #1 – Wheat (Plague Loss)
    37 #2 – Living Wood
    38 #1 – Sour Quinces (Plague Loss)
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 – Cheese
    41 #1 – amaryllis flowers
    44 #2 – Cloth
    46 #3 – Wood
    48 #1 – Slaves
    51 #2 – Kaffe Beans
    53 #2 – Furs and Hides
    61 #1 – Falconers
    62 #1 – Fish

    Favors Available at end of round:

    2 SOS
    2 SOW
    Last edited by mystic1110; 2021-07-10 at 03:07 PM.

  21. - Top - End - #1011
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
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    Default Re: Empire 6: Embers of Dawn IC

    Organization Actions
    Round Twenty-Four

    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



    Cracks in the Foundation - The sudden instability among the Standing Stones is treated with the utmost seriousness by the Sentinels. Though the tremors through the World Soul seem to have passed, elder archivists across Ember rush to examine the stones, that they might know how compromised the prison of the Enemy has become.

    [The Sentinels investigate the Standing Stones.]

    Preparation of the Panoply - Even as the world shakes and the Blight stretches across Tarandi anew, the work within the Sentinels’ Fortress does not abate. Destiny is an inexorable and pitiless mistress, and it shall not await the convenience of even the mightiest mortal.

    A Return from Exile - Long absent from public view, the Tarandian Sentinel Valens reappears to face the sudden threat of the Thorn Shades. Followed by a diminished coterie of Aspirants, he travels to the lands of the nascent Stoneblood Khanate, that they might benefit from the might of Black Iron and deny the Blight a foothold.

    [Valens leads 1 Unit of Sentinel Aspirants to defend the Stoneblood Khanate.]

    Standing Offers
    • 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.

    The Grand Conclave - With a location decided within the realm of the River Lords, the Truthseers begin preparations for the first centralized gathering of power in Ember. Keenly aware of the ties of grievance and grudge that still separate so many of the New Kingdoms, the sisters remain confident that the purpose of the meeting will convince even sworn enemies to attend in peace. For the Blight grows in strength, and only unity will see it ultimately defeated.

    [Every Kingdom save the Agents of Ruin is invited to attend the Grand Conclave in Troll Country.]

    A Shield Against Darkness - Even in Tarandi’s moment of triumph, the Blight slithers to terrible life. Unwilling to abandon the Wind Stones and their protective wards, the Truthseers offer their mystical potency to any Kingdom willing to stand against the Thorn Shades.

    [For 1 Favor, the Truthseers will provide a Seek Aid bonus to every battle a Kingdom undertakes against the Thorn Shades this round.]

    A Reprieve - Though the Carrion Ward is assailed by the Blight, the unity of Tarandi leaves little doubt in the Sisterhood that the Wind Stones will be saved. At the same time, the Blight’s sudden appearance to harry the Agents of Ruin provides a window of relative calm for the order. Finally granted the luxury of attending to their other duties, the Sisterhood begins an aggressive census of the children and unwed scions of the great houses of Ember, seeking to entice them to mutually beneficial pairings that might strengthen the bonds frayed by the damage of the Continental Plagues.

    [The Turthseers will award 1 Favor if a named member of a ruling family marries another named member of the ruling family of another Kingdom with at least one paragraph of detail devoted to the proceedings.]

    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 Turthseers will award 1 Favor if a named member of a ruling family marries another named member of the ruling family of another Kingdom with at least one paragraph of detail devoted to the proceedings.
    • 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.


    Interrogating a Dark Reflection - With a multitude of Mockery cultists now in captivity, the Students of Wonder finally have a chance to see their twisted doppelgangers in the flesh. Disgusted by the raving fanatics, the Students cannot deny their apparent mastery of alchemical principles that elude even the wisest in the New Kingdoms. Supplicating themselves before the gaoler lords, the Students request the right to question the Mockeries.

    [Any kingdom that successfully investigated the Mockeries in Round 23 may grant the Students permission to Investigate the surviving Mockeries as a Non-Action.]

    Deadly Temptations - The recovery of the Nail of Nemoikriosus presents a unique opportunity to understand the Blight, and the will that guides it. As the Ashirian Sultanate secures the fell artifact behind layers of dedicated security, the Students of Wonder dispatch a band of foolishly brave mystics with a request that they be allowed to examine the Nail.

    [The Students of Wonder offer the Sultanate 1 Favor for the privilege of investigating the Nail.]

    An Enemy Below - The disappearance of investigators from both Eleftheria and the Students of Wonder serves as its own sort of confirmation of something dire approaching from the deep earth. Wary of walking to close to the nearest sites of upheaval, the Students instead embark on extended meditations in the former sites of calamitous earthquakes, hoping to divine the next areas to be so affected and thus warn them.

    [The Students of Wonder attempt to predict the next Regions to be affected by earthquakes.]

    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; 2021-07-01 at 01:49 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 - #1012
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Empire - Regions 226, 181, 184, 224, 225, 236, 237, 242, 245, 266
    Vassals - Veramondo, Sewune, Limdimon

    Turn 24


    News and Rumors:
    > With the news of the lion hornets' vanquishing reaching the Confluence, Bulandi petitions the Sentinels of Stone to once again divert their aid to them in Kiswa, as the struggle against the blighted lands of the Bel-Dan continues.

    > It has been a longstanding tradition - as far back as the False Dawn, and the Vygra have no records that tell farther - that each successive matji has come from a different race. When the faith of the Farah was the dominant belief, it was felt this helped to mirror the balance of the creator spirits. Even now with the Way of Green as the preeminent belief, the importance of the natural cycle lends to the weight of the tradition, that the way it has been done is the proper way. It is concerning to many ra, particular among the older generations, that Matji Bulandi - an Ahra - has yet to appoint a third fulji. Hirana is also an Ahra, and Sanu-ai a human. Certainly Bulandi is yet young for a leader of her people, but there is worried gossip of what could happen if anything unexpected cut her leadership short without a suitable successor.

    Spoiler: Matji Bulandi inspiration
    Show


    Actions:
    1) [Military] Defend Region 222 against the Cosmic Hyena - (TacMan +10, Battle +29, Leader Loss +4, -30% Ally Casualties, -1 Enemy Leader Loss)
    > Units: 11 (7 Confluence land units including Sentinel Aspirants, 4 from the River Lords)
    > Leader: Matji Bulandi carrying the Indida Hammer (Mil 9, +2 Leader Loss)
    > Route: 226 -> 222
    > Tactical Doctrine: Skirmishing
    > Techs/Abilities: Black Iron Weapons, Bronze, Uzii Battlesmithing, Blade Sharpeners, Three-Wind Bows, Chariots, War Drums, Dhraanish Medicine, SoW Rep 1
    > Treasure: 1
    The Vygra Confluence has watched the progressing rampage of the Cosmic Hyena since it was unleashed, with increasing concern. Now that it has entered the lands of the Sewune, its maddening presence will not be tolerated. Matji Bulandi gathers forces and joins with veterans of the River Lords' assault to put an end to the creature.

    2) [Military] Special 5: Recruit Hero - Utttlannn Ironshell (Hero Score Roll: 7)
    Utttlannn returns from the Trials of Iron. While not successful in reaching the final rounds, her experience there has given her new resolve to contend with the perils of the world on behalf of her people and the Confluence. She spends several days in conversation and planning with Matji Bulandi and her fulji before being selected to accompany them to the Grand Conclave as a champion. She is dubbed 'Ironshell' for her partaking and weathering of the Sentinels' trials.

    3) [Military] Epic Quest - Cleanse Blight from Region 181 (TN 16 - Roll: 17 - Success)
    Niharyka the Wayfinder, assisted by Demuri, the Weeping Fire (Feathered Cloaks - Assist Auto-success: Hero Score 9, SoS Rep 2 +1)
    The Vygra champions lead the efforts to purge the islands north of Tamago of the presence and influence of the blight.

    4) [Diplomacy] Raise Reputation: Students of Wonder from 1 -> 2 (TN: 12 - Roll: 22 - Success)

    5) [Diplomacy] Raise Reputation: Truthseers from 0 -> 1 (TN: 10 - Roll: 21 - Success)
    Fulji Sanu-ai continues to build good relations between the Confluence and the global organizations, new and old.

    6) [Diplomacy] Special 5: Create Embassy with the Kingdom of Limdimon
    The Vygra Confluence draws its strength from the diversity of its collective peoples, like many varied threads woven into whole cloth. Regular communication and exchange between those peoples keeps them close, and Fulji Sanu-ai recognizes the importance of extending this through all those sworn together as well.

    7) [Diplomacy] Establish Claim: Region 240 (Roll: 18 - Success)
    Fulji Hirana journeys with a small contingent under a symbol of peace into the swamps separating the northern and southern continental territories of the Confluence. They travel to the villages built among the tussocks. Where the Vygra suffered defeat at the hands of the natives here decades ago, Hirana hopes to find success appealing to a partnership of joint strength. The people here have remained stable and independent through all the trials of Kiswa so far; perhaps together, both can weather even tougher storms to come.


    Non-actions:
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
    Attend the Truthseers' Grand Conclave at Idengaakwelje.
    Give Cloud Striders, Mechanical Joints, and Three-Wind Bows techs to the Sewune in exchange for Seekers, Peltae, and Alskan Worm Wrangling techs. (Embassy)
    Spend 1 Sentinel favor to increase Rep to 3, contesting Citlallo (Roll: 16).
    Support Ilduri buyout of Spices in the Tamago Isles.
    Spend treasure on battle, quest, and claim actions.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Bulandi, Flame-Tempered Soul (Diplomacy 8; Military 9; Opulence 6; Faith 6; Intrigue 5)
    End-of-turn increase: Military +1, Diplomacy +2
    New Leader next turn: No

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

    Other notables: Fulji Hirana and Sanu-ai; former matji Khetra and Varsha; former fulji Arima; Aolani, Karau, Sanu-ai, Ioteba; Ranee Karsha and Rajah Bhosale; Shire; Jevika, Utttlannn Ironshell; Manede

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Composite Bows, Celestial Navigation, Advanced Masonry, Arctic Survival, Uzii Battlesmithing, Stage Plays, Caravanserai, Advanced Poisoning, Steering Oars, Blade Sharpeners, Feathered Cloaks, Eleftherian Democracy, Public Education, Song of the Wind, Song of the Sea, Viskari Warbows, Wolf Riders, Saddles, Recurve Bows, Towers of Light, Cloud Striders, Three-Wind-Bows, Mechanical Joints, Equestrianism, Pin Tumbler Locks, Chariots, Dhraanish Medicine
    Cultural Identity: With Open Arms - Raise Reputation; Practiced Debate - Conversion (Vassal); Favour of the Shūvāchē - Duels (Vassal)
    Tactical Doctrines: Butho Horns
    Units: 7/20 Land - 3 Vygra Butho, 1 Hajje Mahout, 1 Elkh-Waden, 1 Sentinel Aspirants
    3/6 Naval - Isle Rafters
    Fortress: Utkrshta - Region 224
    Treasure: 8
    Artifacts: Indida Hammer, Wayfinder’s Lantern
    Reputation: SOS (2); DSP (1); SOW (1)
    Favors: SOS (3)
    Capital City: Farahabi - Vyterrat Region 226
    Trading Posts 15 (+2 income):
    > Buffalo - 222 TP1
    > Copper - 226 TP2, 226 City
    > Elephants - 224 TP1 & TP2
    > Elk - 225 TP2
    > Flamingos - 229 TP2
    > Furs and Hides - 237 TP1 & TP2
    > Granite - 238 TP1
    > Healing Herbs - 221 TP1
    > Shale - 236 TP1
    > Timber - 154 TP3
    > Tvila Clay - 211 TP1
    > Wild Horses - 289 TP2
    Primary Religion: Way of Green (5HS: +1 to Buyouts; 10HS: Conversion Resistance 2d8)
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216), Á'Shansholí (115)
    Vassals: Veramondo (218, 228, 229, 230); Sewune (215, 216, 222, 227, 231, 232); Limdimon (189, 190, 191, 192, 193, 212, 214)
    Other: Song of the Sands (Sikar Translation), Ballad of the Blossoms (Mamut Translation), Serenade of the Snows (Tarandi Translation), Anthem of the Archipelago (Daezirn Translation), Plague Cures (River Fever, Sand Lung, Corpse Plague, Island Fugue, Scale Pox)
    Last edited by Frostwander; 2021-07-10 at 02:04 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

    Empire! 6 - The Vygra Confluence
    Empire! 7 - Costa Sereia
    Empire! 8 - Caipe Ushere
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  23. - Top - End - #1013
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
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    Rural Victoria, Australia
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    Default Re: Empire 6: Embers of Dawn IC

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



    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 (51)
    Diplomacy: 5
    Military: 8
    Opulence: 3
    Faith: 5
    Intrigue: 1


    Listener's Faithful:
    1: Diplomacy: Attend event, graciously gifting region 38 and 35 to the Night Kingdom.
    Runarn is gladdened by the NTK’s acceptance of his demands, and welcomes the return of peace with the Thal’a’zir.

    2: Faith: Seek aid on stabilisation of 7 [9]

    3: Faith: Seek aid on stabilisation of 10 [12]

    Knights of the Red Rose
    4: Military: Suppress rebellion in region 7 with 4 land units led by Onfroy (9), using Indefatigable Few (below), duelling (2d8 from CI), +1 to Tac Man from Faith.

    Lord of Banners
    5: Diplomacy: Stabilise region 10 [17]

    6: Military: Invade region 9 with 1 land unit and 2 naval units led by Runarn (8), using Indefatigable Few (+1 to Battle Roll, +10% enemy casualties, -10% own casualties), duelling (2d8 from CI), +1 to Tac Man from Faith, +2 leader loss rolls from Circlet of Leaf and Chain, wielding Infused Banner (no bonus)

    Rolls and Rolls.

    Non-actions: Support all conversions to Bouquet of the Corpse Flower, support all buyouts of unowned TP's by TAR, accept all gifts, & accept diplomatic traffic from TAR.
    -Declare region 10 (ùr-Bhaile) the new capital of the Deru.
    Gift 3 treasure to the Targiz

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

    News & Rumours

    - Sanctity Shattered; The Flight of Foes. (story)(did it)


    - Demands sent to Bhaile-Koma carved into the chest of a dying prisoner roped to a horse:

    1. The war shall cease.
    2. Karakhita shall take rule of regions 35, 37 and 38, ruling with the guidance of his aunt and uncle as co-regents, in peace as long as he shall live.
    3. The Night Kingdom shall not trespass upon the lands of the Lord of Banners, and shall permit the Deru, dog-men, and those Illians that wish to depart to leave their lands in peace.
    4. The Night Kingdom shall make no effort to reclaim or restore the sacred Sannha so long as Onfroy Brythion shall live.
    5. Jofry shall return the birds given by Onfroy forty years and more ago.

    Our price for these reasonable demands:
    1. Region 35 and 38 shall be departed by those loyal to Runarn, the Listener and Onfroy, and left for the Night Kingdom to do with as they see fit.
    2. Runarn shall make no war against the Night Kingdom nor their allies for as long as he shall live, and shall cede all claim to regions 35, 37 and 38.
    3. Onfroy shall pledge to make no effort nor to aid a foreign effort to press his claim upon regions 35, 37 or 38, as long as Karakhita or his regents Jofry & Olea shall live.


    [/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 [66] - 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 [62] - 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 [35] - 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 [33] - 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 [32] - 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 [51] - the Lord of Banners, Gormeric leads the Enkel of Luaithraeak-Molok. He executed a coup that ousted Karakhita, former lord of the Deru, and took over rule.


    Spoiler: Admin
    Show

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    No new leader

    Leader stat increases:
    Military +1, Faith +1, Diplomacy +1

    TP's:

    Naval Units: 4/6
    Units: 5/14

    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): Patchwork Banners (2d8 on duels) (temporary).

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

    Artifact(s):
    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.
    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; 2021-07-08 at 06:30 PM.

  24. - Top - End - #1014
    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 24 Actions:


    1. [Opulence] Buyout Copper in 202 TP3 from open (using pottery, coinage, WOG bonus) success 20

    Resources were far from low but more had to be acquired in order to fuel the ever increasing number of technologies.

    2. [Opulence] Buyout Blood Amber in 205 TP1 from open (using pottery, coinage, WOG bonus) success 19

    Resources were far from low but more had to be acquired in order to fuel the ever increasing number of technologies.

    3. [Opulence] Buyout Ochre in 219 TP1 from open (using pottery, coinage, WOG bonus) success 15

    Resources were far from low but more had to be acquired in order to fuel the ever increasing number of technologies.

    4. [Opulence] Buyout Earthblood in 242 TP1 from open (using pottery, coinage, WOG bonus) success 13

    Resources were far from low but more had to be acquired in order to fuel the ever increasing number of technologies.

    5. [Intrigue] Steal the Twilight lens from highnest using 4 treasure, wormlurk tunnels and advanced poisoning 18

    The lens disappeared from Veramondo lands years ago and after much research and bribery it was tracked to the Cro city of Highnest. An attempt at retrieving the item had to be made so it would reside in Kiswa once more.

    6. [Intrigue] Secret using 2 treasure and wormlurk tunnels 17

    Nothing here.


    Non Actions:
    • Trade Seekers, Peltae, and the Worm Wrangling to VYG for Cloud Striders, Mechanical Joints, Three-Wind Bows
    • Trade viskari bows to HYD
    • 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: 4
    Military: 8
    Opulence: 7 + 2
    Faith: 2
    Intrigue: 9 + 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
    16 231 1 Plums Food
    17 232 2 Wild Asses Live Animals
    18 235 1 Hemlock Poisonous plant
    19 239 1 Ivory ???
    20 240 1 Aquamarine Precious mineral
    21 241 2 Tin Metal
    22 289 1 Wild Horses Live Animals
    23 291 3 Desert Bell Seeds Seeds
    24 292 2 Nakhla Stone Stone
    25 295 2 Salt ???
    26 303 2 Desert Foxes Live Animals
    27 307 2 Gold Precious Metal
    28 308 2 Silver Precious Metal


    Spoiler: Treasure (11)
    Show

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


    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
    Students Of Wonder 0 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
    The Daezirn Isles Translation Done Reduce penalty to -4 when dealing with The Daezirn Isles 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
    Dhraanish Medicine -10% casualties for Allies Medicinal Herbs, Thin-Blood Elixir tech Yes Combat Drugs and Medicine
    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
    Pin Tumbler Locks +2 resisting theft, assassination, kidnapping Bronze tech Yes
    Pottery +1 to Buyouts N/A Yes
    Public Education +1 Opulence on Ruler Generation None 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
    Treasure Vaults ? ? ?
    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.
    23 Investigated salt demons sea island, contributed to Daezirn Isles Translation Plums 231 TP1, Wild asses 232 TP2 pin tumbler locks, treasure vaults, Dhraanish Medicine

    Last edited by Moriko; 2021-07-10 at 03:03 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  25. - Top - End - #1015
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Ilduri
    Round 24


    Actions:
    1. [Faith] Aid in the construction of the Guardian Sanctum in Wilest (4/5)
    2. [Faith] Aid in the construction of the Citlallon Temple at the Cehui (4/4)
    3. [Faith] Aid in the construction of the Guardian Sanctum in Wilest (5/5)
    4. [Faith] Seek aid for buyout action [14]
    5. [Opulence] Buyout Trading Post 1 in region 184 of spices [12]




    Non-Actions:
    • Resist buyouts
    • Resist conversions that are not the Way of Eauden
    • Support buyout action of TP 1 in region 133 by Eleftheria




    News and Rumors:



    Spoiler: Bookkeeping
    Show

    Representative Inga
    • Diplomacy: 10 (+0)
    • Military: 10 (+0)
    • Opulence: 10 (+0)
    • Faith: 5 (+2)
    • Intrigue: 2 (+0)


    Eramathuur
    • Hero Score: 7



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


    Trading Posts: (13)
    • 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: 1/3 (-1)
    • 184, Spices: 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; 2021-07-20 at 06:28 PM.

  26. - Top - End - #1016
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Ashirian Sultanate
    Led by the Sultan Harun il Jana
    D 6 • M 4 • O 5 • F 7 • I 8

    News & Rumors

    Actions
    • [Opulence 5] Upgrade Resource in 270 (Onions to Spices) - Struggling farmers in the region are provided with seeds and transplants to begin growing cash crops along side their humble root vegetables. Fennel, garlic, peppercorns, and coriander are all essential to Ashirian cuisine, and fetch a tidy sum with merchants plying the coast.
    • [Opulence] 270 Civic Infrastructure Great Project 2/5
    • [Military] Jana Al-Zamira invades Region 304 with 13 Units. Jana will not challenge. Battle roll +29 (+10 Hero +1 Golden Lion Companion +1 Zahir Al-Rahan +13 Units +1 Bronze +2 Recurve Bows, +1 Saddles), Tactical Doctrine = Skirmish +3 (4 Mil +2 War Drums -3 Size), Leader Loss +4 (+2 Scorching Shield +1 Bronze +1 Gate of Life), -20% Friendly Casualties (Saddles, Gate of Life) -
    • [Military] Recruit Unit
    • [Intrigue] Investigate the Nail (22, 1 Treasure Spent) - Bahith-al-Zael agents will examine the Nail under the lens of alchemy.
    • [Intrigue] Secret, 1 Treasure Spent

    Non-Actions
    • Jenifu is returned to HYD via embassy on the condition that the members of the Bahith-al-Zael will serve as the queen's bodyguard henceforth. Unharmed, Jenifu is allowed to resume her duties as monarch, though is, in effect, a ceremonial hostage, mutually assuring the continued health of the sultan and his family against further plotting. Salem il Roka will personally aid in pruning the royal court of the conniving advisors who played a role in the assassination of his father some years prior. (Desired mechanical effect: Jenifu remains kidnapped by ASH, though may act as ruler of HYD. Further kidnapping/assassination attempts on the HYD ruler should be opposed by ASH's Intrigue and relevant Cultural Identity. The condition of being held hostage should pass to whomever is the current HYD ruler.)
    • Permit SOW to examine the Nail under supervision.
    • Permit SOW to interrogate Mockeries prisoners under supervision.
    • TSR Matchmaking The sultan's youngest daughter, Sherin il Roka, is wed to the Thalaz'ir Aneirin. The thirty-five year old woman bears a stronger resemblance to her father's side of the family with sculpted black brows and a knife-straight nose, though the light brown, nearly blonde hair is surely the fault of her Dannu mother. Instructed by Roka, Sherin is a talented Stonesage and happily marries the canon philosophies of Eauden and Al-Sham, making room to spare for Aneirin's faith in the Trinity. Amir Salem delivers his sister to the Sundom with the typical subtlety expected for moving important parcels across continents, though a stable of Ashirian horses follows as a wedding gift. The sultan is adamant that any grandchild of his will at least learn to ride as his people do and have a proper mount.
    • Attend TSR Conclave
    • Accept all gifts
    • Spend 1 Treasure to resist any Assassination, Kidnapping, Theft or Betrayal
    • Generate 2 Treasure from TPs
    • Support conversions to True Dawn


    Spoiler: Bookkeeping
    Show
    Stat gains: +1 Mil, +1 Op, +1 Int
    Next Round: D 6 • M 5 • O 6 • F 7 • I 9

    Regions: 269, 270, 271, 272, 273, 274, 275, 276, 292, 299, 302, 303, 305, 307, 313, 315
    Capital: 302
    Treasure: 6
    Trading Posts: 270-3 Onions, 279-1 Peppercorns, 282-2 Copper, 292-City Nakhla Stone, 295-1 Mountain Goats, 302-1 Ashirian Horses, 289-3 Waterbuffalo, 306-3 Shattered Runestones, 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)
    Miracle Effects: Gate of Life -10% Casualties, +1 Leader Loss, +1 Stabilization. Jana's Resurrection +2 Loyalty.
    Cultural Identities: Resist Assassination/Kidnapping (Temporary), Investigations (True Dawn)


    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; 2021-07-11 at 12:00 AM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  27. - Top - End - #1017
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Delta Queendom



    Actions

    1. [Faith]
    2. [Faith] Commune with the Kiswa Guardian Seeking guidance on the way to lead their queendom forward, both Leslie and Jean take the caapi to commune with the Kiswa guardian
    3. [Military] Invade region 186 with four naval units, six land units, and one TRL unit, led by Tasapa the Mongoose (10), the composite bows (+1 battle), bronze (+1 battle, +1 leader loss), war drums (+2 tac man), black iron (+3 to battles vs blight, +2 to regular battles), feathered cloaks (bonus tbd) and steering oars (+3 tacman) technologies, the guardian sworn rep 1 bonus (+1 leader loss), COTGW Long war bonus (+1 to battles, +2 to duels against blight) and the Never Again cultural identity (2d8 on duels) and challenging to duel for a total bonus of [+27 battle, +10 tac man, 2d8+12 duel, +2 leader loss]
    4. [Military] Raise 2 Units
    5. [Intrigue]
    6. [Intrigue] Secret


    Nonactions:
    Request the Students of Wonder conduct an investigation into the location of Vetrapa's home village, with the intent of tracking down his lover.

    News and Rumors
    Though never particular allies of the dream speakers, the sudden absence of their communication networks sent the Delta Queendom into dissaray. Instructions to the outlying provinces across the river grew too slow and too garbled, forcing the Twin queens into a stopgap solution: Leslie would rule the shadowlands, traveling through the several provinces with her army of new nobles and their quads, while Jean remained in Kincany.

    Ruling a Queendom is hard, even for one ruler. But as the MacGrath twins were forced to spend time apart to run their provinces, they encountered a problem. The more time that Leslie spent in the shadowlands across the Sur, the more that orders and decrees from across the river began to conflict with those coming from Jean in Kincany, even resulting in a skirmish on the Sur between Jean's reavers and Leslie's new noble troops when the Reavers attempted to extract tribute from the noble's tax collectors.

    Spoiler: Ruler Information
    Show


    Queens Leslie and Jean MacGill
    Adopted into the MacGill line as the prior offspring of the Queen's lover Tavish MacGrath, the twins have heretofore been unseparable. Whether their sibling bond can withstand the pressures of ruling together remains to be seen.

    New Stats (before attribute improvements from this round)
    Diplomacy 4
    Military 7
    Opulence 5
    Faith 3
    Intrigue 5


    Attribute Improvements: +1 Faith, +1 Military, +1 Intrigue




    Spoiler: Bookkeeping
    Show

    Land Units: 13
    Anbroch Commandos: 300 Female Reavers who fight alone, trained for Asymmetric warfare.
    Male Reavers: roughly 250 male Reavers, married to the female reavers and expected to fight together.
    Female Reavers: roughly 250 Female Reavers, recruited from the Partisan Militia, accompanied by a few slaves.
    The Stouthearts: A few Battlemistresses stayed behind as partisans and nobles of less stern stuff fled during the civil war and the blight. They remain still, accompanied by their quads in the traditional Anbroch fashion.
    Naval Units: 4
    Luthrails of the North: Luthrail veteran sailors, hardened by bearing the brunt of the Bel-Dan's raids for so long.
    Luthrails of the South: A motley crew of Luthrail fishermen from the erapira, fighting with their traditional staves.
    Bel-Dan castoffs: Bel-Dan pirates serving the Anbroch as mercenaries.

    Treasure: 0

    Trade posts:
    Region 212 TP 2: Wild Asses
    Region 189 TP 1: Purple Sea Snails

    CI: Never Again (Increased Die Size on duels)
    Heroes:
    Tasapa the Mongoose (10)
    Fiona MacDool, the poisoner (10)

    Technologies:
    Animal Husbandry
    Blight Poison (Temporary tech, limited reserves)
    Bronze
    Composite Bows
    Crab-Claw Sails
    Masonry
    Pottery
    Sailing
    Sikar Translation
    Steering Oars
    Thin-Blood Elixir
    War Drums
    Wheel and Axle
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2021-07-10 at 01:56 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  28. - Top - End - #1018
    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]
    D3 ; M5 ; O7 ; F10 (+3); I3

    Actions
    1. [FAITH Begin Guardian Sanctum in Wilest (159) 1/5]
    2. [FAITH Continue/Finish Guardian Sanctum in Wilest (159) 2/5]
      The Dolod and the Symphony of Kalatar begin work on a new Sanctum in Tarandi, allowing the network to reach the eastern peoples of the continent. Others who seek to benefit from proximity to the hub arrive to aid - the Ilduri workers are a surprise, but a welcome one.

    3. [FAITH Continue Guardian Sanctum in Caler Myrfddin (34) 4/5]
    4. [FAITH Complete Guardian Sanctum in Caler Myrfddin (34) 5/5]
      The Dolod finish construction of the central Mamut Sanctum, hosted by RUIN.

      They send word to the Truthseers that they are not attempting to conspire with their enemies, but merely needed a host brave enough to agree to the construction. The goal is unity of New Kingdoms and bringing Mamut into the fold.

      The Dolod harbor no illusions that the Truthseers will care.

    5. [FAITH Begin Guardian Sanctum in Faranandūll (193) 1/5]
      Eastern Kiswa yet remains too far from Troll Country to benefit from the Sanctum there, and the Dolod strike a deal with the Kingdom of Limdimon to rectify this.

    6. [FAITH Convert Land of Twa (284)] SUCCESS
      The liege of the Dolod controls so much land that vast stretches have yet to understand the importance of memory as preserved by Emnellenme. Priests are sent to begin chipping away at this problem.




    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 INT/MIL/DIP actions over endturn (in that priority order, should it matter)
    6. Ask Dark about HS bonus and the Sanctum question, both in the OoC.
    7. Send knowledge of the Restoration Tonic to ASH via embassy.
    8. Send 3 Treasure to DAN via embassy, with understanding that DAN will send 3 Treasure to VIS.


    Rumors and Stories

    • The first generation of Lucid Ones begins to age and pass. They begin partaking in the Abdication of the Mind and their deaths are witnessed by many. Rissir, Illi, and Eallae will lead the Dolod.
    • The Dolod hear, through their new friends in Tarandi, of the proclamation of Aran Viska. They are pleased to hear about the efforts to prevent the destruction of memory and community caused by slavery, and send preserved food and building supplies north to help with any resettlement that may occur. Supporting those who oppose slavery is always a worthy use of resources.



    Spoiler: Ruler Information
    Show

    The Lucid Ones
    Stat Value Increase?
    Diplomacy 1 -
    Military 4 -
    Opulence 7 -
    Faith 10 +3
    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: Yes Stats: 2 ; 2 ; 5 ; 7 ; 3

    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; 2021-07-10 at 10:08 PM.

  29. - Top - End - #1019
    Pixie in the Playground
    Join Date
    Dec 2020
    Location
    In de` Void!
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Drazollin
    Region: 180, 179

    Round 24


    Actions:

    1. [Military] Defend Region 156 with 3 Land Units.
    2. [Military] Defend Region 138 with 3 Land Units
    3. [Military] Defend Region 137 with 2 Land Units.
    4. [Opulence] Transfer All Trading Posts to the Danneta-Yvaon(DAN)
    93 TP1, 99 TP2, 179 TP1 & 2, and 180 TP 1 & 2 & 3.
    5. [Opulence 10] (Wip tech)


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


    Embassy actions: Transfer Dra`arrack - First Hero of Drazol, 5 treasure, Claws of the Drazol, and regions 180, 179 to the Danneta-Yvaon(DAN)


    News and Rumors:


    Spoiler: Bookkeeping
    Show

    Stats for High Curator Eseakial of Drazollin

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


    Units:

    Land 8
    Sea 4


    Trading Posts (1)
    • Salts 180(TP2,3
    • Flax 93(TP1)
    • Marble 179(TP1)
    • Mammoths 99 (TP2)


    Technology:
    • Writing
    • Sailing
    • Pottery
    • Masonry
    • Animal Husbandry
    • Irrigation
    • Bronze
    • Kiswa Translation
    • Mountaineer Clothing
    • Claws of the Drazol


    Reputations:
    Sentinels of the Stone: 1
    Dream Speakers: 1
    Truthseers: 2


    Mic.
    Embassies:
    Danneta-Yvaon

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



    Spoiler: Characters
    Show
    High Curator Eseakial - Leader of the Drazollin Council.
    Dra`arrack - First Hero of Drazol
    Aszerous - Council Member of 179

  30. - Top - End - #1020
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    Unit count: Twelve

    1: [Military] Defend the Carrion Ward, Region 137, from the Thorn Shades.
    The rise of the Thorn Shades is met with grim determination from the Viskari warriors. They grab their weapons and mount their horses and ride against the unnatural abominations with a sorrowful song. It seems it has become their fate to constantly battle the horrors spawned within the depths.

    Units: 12 + 2 (Reinforcements from Drazollin.)
    Leader: Ara Salana Tenzankad (+3)
    Technologies: Bronze (+1 battles, -1 Leader Loss); Viskari War Bows (+1 battles)
    Tactical Doctrine: Healers and Witches (-20% friendly casualties)
    Duel: The Aranin will accept a challenge, but not issue one.
    Other: The Aranin is equipped with the Rime Blade, The Way of Eauden's metal magic provides +1 to the battle roll, The Way of Eauden grants a roll of 2d8 for duels and one treasure is being spent.

    2: [Faith] Convert Region 171 to the Way of Eauden. Success.
    3: [Faith] Convert Region 172 to the Way of Eauden. Success.
    Concerned by news from Eleftheria, the Moot sends its missionaries to curb the growth of the so-called Guardians of Despair. While they have long viewed them with suspicion, so far the blasphemers have caused little in the way of trouble. But alas, things seem to have changed and now steps must be taken to curtail their growing strength.

    4: [Faith] Begin construction of a Great Circle of Binding. [1/5]
    Though the Viskari have no doubts as to the power of the Windstones, they elect not to put their faith in them alone as their geomancers and Saraks finalise the plans for a great circle of standing stones intended to surround the entirely of the Grey Lake. This is truly a monumental task requiring thousands of labourers, hundreds of stone carvers and consultations from the finest geometers.
    Monoliths, selected for certain arcane properties, are acquired from across Tarandi, mostly from nearby sources but some from as far as Akanam, Drazollin and even the islands of Eleftheria, and dragged with great effort to the Carrion Ward and raised high. They are then carved with holy symbols and writing in Kagahara, painted and in some cases adorned with silver and gold. Each one is in view of the adjacent two in the circle, creating an unbroken ring around the Grey Lake.

    5: [Faith] Forge Lesser Artifact using The Altar of Azanathazan. [2/3]
    The work continues, priceless stones being laboriously and delicately into ornate forms covered in tiny apotropaic symbols of good fortune.


    Nonactions: Resist all unauthorised buyouts and quests and all conversions save those to the Way of Eauden.
    Accept the three treasure from Danneta-Yvaon
    Take up the Truthseers on their offer of mystical aid against the Thorn Shades, though the Moot finds it odd that the Truthseers aren't just doing this out of the goodness of their hearts or the desire to see the continued success of their works.

    The Moot makes a declaration that is distributed far and wide across Tarandi and to any ports that trade with Tarandi:
    "Though the laws of the Viskari and our subject peoples already forbid slavery within our territory, we of the Moot of Elders do hereby declare that we shall not tolerate the practice of slavery in any form or name with the blessed lands of Tarandi and we call upon our fellow realms to make the same declaration. Further, we hereby make it widely known that any slave, thrall, serf, indentured servant, unwilling party to an arranged marriage, forced labourer, or other victim of a similar fate may find refuge within Aran Viska and any who shall pursue them here with the purpose of taking them back into bondage shall be met with the full force of our laws."


    Spoiler: News and Rumours
    Show
    Many of the aging commanders of the Viskari Host were planning to step aside and allow younger successors to replace them, but before they can a new horror rises to face them and their warriors.

    Asha Marzul, Ara Sarak of Iskandrazac has passed away in her sleep and so the Saraks gather to determine her successor and the successor to the Aranin Sarak of Aer Caladon. By the next Winter their decision has been made and the new Aranin Saraks undertake the rites and ceremonies of elevation. As their first act after elevation, Hanzash and Koran make a joint statement with the other Saraks declaring their intention to bring the Way of Eauden to all the peoples of Tarandi.

    News of Salt Demons assaulting Eleftheria reaches the Moot, but they are unable to assist against this threat. They do send an offer to resettle any refugees who are forced to flee their homes as a result of this calamity.

    The Moot elects to send no representative to the Grand Conclave. Their work in Tarandi is far too important to waste time travelling to so distant a land just to be told things the Truthseers could tell them without having to travel. Not to mention that the Nocter and Noctrix would certainly share any information of importance.


    Spoiler: Named Characters
    Show
    Hanzash Isalavak - Aranin Sarak of Aer Caladon
    Koran Kalsharaz - Aranin Sarak of Iskandrazac
    Lazarul Havanak - Former Aranin Sarak of Aer Caladon - 97

    Zanak Jasana - Warchief of the Phoenix Warriors - 55
    Nar Manik Kalsharaz - Warchief of the Winter Wolves - 81
    Nar Torek Navrazak - Warchief of the Swamp Sabres - 53
    Nar Jazredan Iskavan - Warchief of the Shade Riders - 51
    Nar Caliak Tazanad - Warchief of the Mist Talons - 65
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 94
    Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 89
    Nar Varisa Veknat - Warchief of the Moon Guard - 44
    Yarek Nazon - Frost Binder Priest and Commander of the Flamebringers - 91
    Nar Zana Coravan - Warchief of the Blood Eagles - 40
    Anyagaru the Patient - Captain of the Northern Hunt - 67
    Mariad Ren Janna - Commander of the Bronzeaxe Company - 68
    Nar Colevan Turan - Warchief of the Night Eagles - 45
    Anara-Sul - Captain of the Crest Guard - 59

    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 - 98
    Tysan-Kal - Former High Chieftain of Sharu - 75
    Emban Varusk - Great Chieftain of the Ivory Lands - 44
    Varana Nalavan - Tanrak Nalavan's granddaughter - 41
    Prince Arin Snowfall - 42
    Queen Tali Snowfall - 64


    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: 8
    Intrigue: 4

    Age: 48

    Expected stat increases: +2 Faith
    Last edited by Elemental; 2021-07-10 at 04:07 PM.
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