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  1. - Top - End - #91
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 3
    [Swampum Protectorate, Home of the Uzii]

    [Homage Death-Grasp Mudmore]
    Region(s): 39, 40, 42


    Actions:
    1. [Military] Raise a Unit
      With so many Amaryllis flowers spawning, another Fight Throng is needed to help remove the threat.
    2. [Military] Raise a Naval Unit
      River boats are uncommon in Swampum, but not so much in Rodrak [Region 40]. To fend off raiders and help ferry warriors, Snort Clearfang starts making many River Boats. They fail, a lot, the first year. But the next few years prove successful enough to be considered an entire Float Bash!
    3. [Military] Soul-Rend Proudhoof explores to the north of region 39 [Roll: 13]
      Soul-Rend Proudhoof decides to wander north, to see what he can find. Everyone expects great things from him! It's a few years later that people begin to wonder if he maybe went toooo far north and got lost.
    4. [Military] Destroy the Amaryllis Flowers in Cow Place [region 42] (no treasure gained). [Roll: 16]
      Homage Death-Grasp Mudmore takes two whole Fight Throngs with him to remove the accursed flowers for the lands that the Uzii protect.
    5. [Diplomacy] Attempt to Stabilize Rodrak [region 40] [Roll: 15]
      The Uzii happily came in to help protect the people of Rodrak [Region 40], but for some reason, not everyone here is happy about it. Weird! While many Uzii want to fight those who are upset until they feel better, many Den Mothers and Shaman suggest - ugh - talking to them first.

    Non-Actions:
    • Support conversion of regions 40 and 42 to Soul Honor (Melding)
    • Spend time training Merine in Swampum, but release her to her own accord almost immediately. The hope is that she will remember her brief time with the Uzii fondly. Though the Uzii do encourage her to participate on her own in an official Ko-Ball-D match.
    • Provide the Sentinels some Uzii Fighting Styles
    • Provide the Dream Speakers A Den Mother's Warning


    Spoiler: News and Rumors
    Show

    • We saved the people! For some reason, some of them aren't happy about that. Weird! Let the Den Mothers handle it.
    • The shiny feather things were not feathers. The tears of frustration over the loss of their wings turn to looks of surprise when the Uzii discover that so many Amaryllis flowers have sprouted. They look first to remove the evil spawn from the regions in their control.
    • With the flowers sprouting in other regions, in a manner that the Uzii are now getting news about, Towerhome and Hrathgan are each sent a messenger informing them that the Uzii stand ready to aid in removing the vile plants if desired. The message is worded in such a way that it is clearly a Shaman who wrote it, because there is actual subtext that isn't written but implied. The regions affected have four years to resolve the matter, with or without Uzii help. After that time... inaction may be seen as a lack of desire to keep people safe.
    • Ko-Ball is very popular in Swampum... And many are quite happy that an Uzii was part of the winning team.
    • Though they would be much happier if the Big Strongs had managed first place. Still... being known as the runner up for this sport of champions is not as disgraceful as it once was. Many other teams moved up and down the rankings, but the Swampum team stayed in second! Stupid Dream Team! Took the Big Strongs victory. Probably used some trick or other to help them win, without telling the Uzii on the team about it. At least the Whirlpools got theirs. Now to plan more of how to handle the Tree-folk next season...
    • The average Uzii cares very little for Toad Racing. As far as they are concerned, they have seen it all before in Swampum. The Clans that raise Battle Toads, though, are very interested, and many compliments are made to the Toadgrow and Jumpgood Snorts, for making a good showing in the Triple Flower Crown.
    • The human hero Merine proved her strength, but lost sight of her overall goal. She is escorted to Swampum, where she is invited to train for a few years. During her time there, she is treated well enough, but the Uzii Shaman overseeing her despairs at her early inability to find edible food on her own, and has to stop her several times from eating the wrong thing.
    • Merine leaves shortly after arriving in Swampum, much to the regret of the Uzii. They did not desire to keep her, but they recognize that strong heroes are needed if all of Mamut is to stay protected.
    • Homage Mudmore wears his wound with pride; a reminder that even the strongest can fail individually, but succeed as a whole. It's rumored, though, that he may not participate in the next Snortsmoot, and instead choose to back his son.
    • The Standing Stone for the Sentinels of Stone in the Groundpound Snort lands finally completed, and there was a huge party. Even the Scrim were invited! The Uzii at the party, though, are starting to realize that they didn't have a great spread, and some grumbling begins in the region that the Uzii could acquire more than just things from the swamps...
    • While the Shaman and Den Mothers of Swampum are very careful to pronounce the names of the new territories that Swampum now protects by what the people who live there call them - Rhödödendräk and Cäuplakai - the majority of the Uzii struggle with saying the region names correctly, and the young whelps even play an amusing game of coming up with unique and silly ways to say them. Within a year or more, most male Uzii know about Rodrak and Cow Place and treat them as the unofficial names. Most Sounder Alphas also call them by this name, except for in Snort Thumpstrong. Tusker Wise-weep supposedly shows a rare moment of violence when any Sounder Alpha or above in his own Snort dares to call the regions by anything other then their real names.



    Spoiler: Ruler Information
    Show

    Homage Death-grasp Mudmore D M O F I
    Current 5 7 3 3 2
    End of round 1 1 1 0 0 0
    End of round 2 0 2 0 0 0
    End of round 3 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Mil


    Spoiler: Kingdom Information
    Show

    Techs:
    • Animal Husbandry
    • Writing
    • Masonry
    • Irrigation
    • Pottery


    Hero(es):
    Soul-Rend Proudhoof [Mil 9]
    Last edited by Gengy; 2020-08-22 at 09:07 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  2. - Top - End - #92
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Scrimthun Unity
    Region 53 - Thun
    (Round 3)

    Actions:
    1. [Diplomacy]Establish Claim: Establishing a claim on region 65. It is regrettable that honoured Scrimspeaker Lurn has been lost, but Thun must forge on. In the name of goodwill and mutual prosperity, Scrimspeaker Nithor, child of the lost Lurn, will be personally heading to meet our neighbours in the North-east. Success!
    2. [Diplomacy]Press Claim: Pressing the claim on region 50.The Truthseers have done us a great service in arranging to bind the fate of Thun so closely with the fate of our neighbours to the South. We will honour this service by inviting our neighbours to share in both the bounties and responsibilities of Thun. Failure.
    3. [Military]Raise Unit. The Warspeaker has grown slightly paranoid with the disappearance of Scrimspeaker Lurn, and has commanded that the standing army be once again brought to double its number. This motion is slightly alarming to some, as it does not seem to many to reflect their will as a part of Thun, but in their capacity as Thunspeaker, Ulun has made the declaration that those duties undertaken in the aspect of Warspeaker are distinct from the actions of the Thunspeaker. Thusly, the blood of battle will not fall on the hands of Thun, and the Warspeaker may feel free to take what actions are necessary.
    4. [Military]Raise Unit.
    5. [Opulence]Hoard Treasure. The Thunspeaker has judged that perhaps it might be useful to have some valuables ready against future need for them.

    Dice rolls
    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist any unapproved conversions or buyouts.
    3. Submit additional writings to the Dreamspeakers for the Manual of Mamut.
      Spoiler: Born of Stone, Born of Blood
      Show
      Good. You're here. You are certain you were not followed? Then I will tell you this story, and we can both go from this place and never meet again.
      The first Scrim rose in a place where blood was spilled. It was the dying act of a lonely god; it was the spirits of a thousand fallen warriors seeping into the stone below; it was the will of a world that had had enough of the violence of the living. It was all these things and none. It was a miracle, and it was a blessing, and it was the creation of a scourge.
      The first Scrim were all born knowing what they were. They were the sacred children of Stone; they were the bastard unclean offspring of Water. They were unnatural, and they were natural, and they were there. They looked at each other in silence, these first Scrim, and they knew exactly what they were.
      But though each Scrim knew exactly what it was, not a single one of them knew what the world was. They did not have the words for where or when; what use has stone for place or time? They knew, though, the story of the River and the Stone, though not as it is told today, and they saw the broken children of Life strewn about them. From this, they knew that the children of Life had grown cruel in the many years since the River carved the world, and they were afraid.
      The group gathered close together. An even three dozen stood there on that broken land, and they knew the world would not be kind to them. Every decision they made, they made together, and every thought was thought in unison. Slowly they became cognizant of their needs- the need for food, to drain the energy of Life's children to sustain themselves, the need of shelter from the wearing of the elements, the need for fortification against the anger of the living. So they hunted and they gathered, and they huddled in caves, and they made crude weapons for themselves.
      Soon enough, though, they became aware of other, less base desires. A wish for companionship, and the desire to create. For the first time, the group felt discord among their number. Gone were the days where they could move in unified silence save for footfalls. Gathered together, they found the need for words, and those who felt that need expressed it in a tongue like avalanches down the mountainside.
      With the Thun-tongue first spoken, it could not be unspoken. Twelve of the first 36 left one day, and there were no words to compel them otherwise. No Scrim knows where they have gone, and perhaps none ever will.
      With their number reduced, the remaining two dozen grew somber for a time, and life was harder with less to share the work. Gone, too, was the easy camaraderie of the times before, and the remaining group almost fractured under the strain. But they persevered, and with time they learned to manage. With yet more time, they began to reclaim that spark of desire...
      Plans were made. With language, there could be that most valuable of tools for innovation- disagreement. Many debates were held, and compromises reached. For the first time, the Scrim considered those around them as truly other rather than disparate pieces of a broken whole, and celebrated their diversity. In celebration they made the first carvings upon themselves, to mark their differences and to note their preferences and opinions.
      With that done, they moved on to more serious work. It was agreed that it would be necessary to have more Scrim to do all that which needed doing. To achieve this, more Scrim would need to be made. A section of marble was chosen (in part for its relative ease of access, and in part because the original group of Scrim had themselves emerged from marble) and was designated to be the place where they would discover the way to create new Scrim, and from then on to be the place they would be carved out from. Further, a half-dozen Scrim were chosen to begin work on the research of this method, while the remainder would work hard to provide for the whole group. The word in Thun-tongue for this place has no direct translation, but it is known as the nursery, for it is where new children are kindled.
      The first experiments to create new Scrim failed utterly, and it was slow work. No matter how accurately the stone was carved, and no matter how much blood spilled upon it, the rock remained inanimate. In frustration one day, one of the Scrim yelled obscenities at the stone, and happened to trigger an avalanche from above. Inspired, they began whispering to the stone as they carved, but this too proved insufficient.
      Eventually, the idea was had to imitate Life, for Life is the only thing which propagates itself so. When the carving was done, the Scrim would take a little piece of themselves, and place it into the body of the new Scrim-to-be. With this final revelation, the method was complete, and four dozen became more for the first time in years.
      From there, the expansion was exponential. Within short order two dozen had become four, and from there they began to number in the hundreds, new Scrim joining together and learning of the plans for Thun. The original Scrim were cagey about their origins, telling the newly-carved only that they had emerged for reasons unknown, and that there were more important matters to focus on.
      Time, of course, brought ravages as well as rewards. Some Scrim were lost to accidents. One was lost to murder, and the murderer was destroyed in turn. From this, Thun decided that it was needed to have a system of organization in place. The office of the Thunspeaker was created, the ultimate arbiter of the will of all Thun, one who could guide Thun with a steady hand. To spread the will of Thun, many were appointed as Scrimspeakers, those empowered to speak for other Scrim, but more importantly, to speak for themselves. These offices remain today, and are frequently (though by no means universally) passed from sire to child.
      What remains of the history is mostly pointless trifles. You know now of our birth in blood. You know that we discovered cruelty, and it taught us fear; you know that we discovered dissension, and that it taught us true unity. You know that we discovered injustice, and it taught us how to forge a kingdom.
      We have come far. The origins of Thun are not known to all Scrim, or at least, not yet. Every Thunspeaker knows, and most of the Scrimspeakers, too. But I believe it is important that we not forget the first of our lessons- that the world is cruel, and Thun must watch out for itself. Scrim protect Scrim. This, I believe, is far more important than any abstract tale of the will of rivers.
      ...time grows short. Go quickly from this place. Spread the tale. And know that while I owe a debt to you, you should owe a debt to Thun for this tale. I have revealed a deep secret to you. Thun will remember that you owe it.
    4. Trade one SOS Favor for one SOS Rep. Thun remembers its debts, both as debtor and creditor, but sometimes, it is of greater value to forgive those debts in the name of future dealings.
    5. Submit teachings and writings to the Sentinels of Stone for the Slabs of Prowess. A Sentinel's Notes From a Sojourn in Thun


    News and Rumors:
    • Thun mourns for the untimely loss of Scrimspeaker Lurn, whose death is presumed to have occurred in the North-east. It is tragic that one so wise and learned, and who had spearheaded much of the artistic movement towards realism in carving, should have their wisdom ripped from Thun.
      (Of course, this is a lie. The Thunspeaker still hopes that Lurn lives, and it is not the Scrim way to mourn. Lurn's knowledge and expertise will of course be missed. But Thun knows that the world is not kind, and Lurn knew the risks. Still, it is a pity.)
    • The fashion in Thun to carve new Scrim resembling the other races of Mamut has taken off wildly, with much of the youngest generation of Scrim and even some of the older Scrim recarving themselves in accordance with the trend. Most of the other races are now honoured in effigy by the bodies and faces of a great many Scrim, though some still keep to simpler or more abstract designs.
      It has proved a struggle to imitate the proud plumage of the Hraban, and only a few brave souls choose to keep the unwieldy "wings" that are used to imitate them. Only a scant handful have chosen the Ko for models, simply because of their size, but a few Scrim now walk around carved to resemble giant versions of Thun's scaly neighbours. Nobody has yet chosen to try and imitate the proud countenances of the Deru people, though a few ambitious and artistic types have considered how they might go about such a thing.


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

    Units: 2/6 [=> 4/6]
    Treasure: 0/5 [=> 1/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery

    Last edited by Silent_Interim; 2020-08-23 at 01:38 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  3. - Top - End - #93
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Regions 194 and 195
    The Bel-Dan Armada
    Leader: Reren Ren-Num-Har
    9-12 Era of Great Ocean


    Actions:

    1. [Diplomacy] Create a CI: Naval Networks
    While an outside observer might (correctly) see the Bel-Dan-Ub as mercantile failures, exporting the vast majority of their resources and importing almost nothing, the Sea People know the potential economic power of their domain. Long, wide canoes designed to transport plunder and treasure can very easily be repurposed for commerce.

    Effect: Increased die size on buyouts.

    2. [Military] Raise a naval unit
    Many ancient trees are cut down in the years 9 and 10 of Great Ocean, surrendering themselves to swell the fleets of the Armada.

    3. [Military] Raise a land unit
    The southern dwarves are a clear threat to the Bel-Dan way of life, with their stone walls, their nocturnal movement, and their slanderous agents. Ren-Num-Har reorganizes his retinue, creating a cohesive unit of 200 veteran raiders (attended by 300 Dozgach "conscripts") to follow him into battle.

    4. [Military] Invade Region 197 with 3 units (2 land/1 naval) led by Ren-Cha-Fen (Mil 9) using Skirmishing Tactical Doctrine (+12 total)
    Ren-Cha-Fen's followers move south en masse as Year 9 of Great Ocean turns to spring. His fleets stop in many villages along the way, from which rumors quickly spread across Ten-Fuj-Sa-Cos: The heretic aims to conquer a new land, where he can adopt the best of land-walker traditions and elevate the Bel-Dan-Ub even further! Most people just laugh at him, saying that if the locals don't finish him off, his own decadence will, but many Ren-Ub see his actions in a different light: an opportunity to gain territory, subjects, followers, and resources for oneself, unfettered by the status quo of Ten-Fuj-Sa-Cos. A few villages already begin to muster....

    5. [Military] Suppress Unrest in Dozgasil [Region 194]: 20
    Though the locals resist, Ren-Num-Har orders his warriors to search Dozgasil [Region 194] from the ocean to the hills for Tes-Rus. When she is not found, he takes his fury out on the Dozgach, particularly the Þirlia tribe, in a cruel, murderous display. Chiefs, artisans, and slaves alike are cut down and hewed with axes as the Reren terrorizes the locals into submission.

    Nonactions:
    1. Allow all religious conversions
    2. Donate 1 treasure to the SoS
    3. Attend the wrestling tournament
    4. Resist Anbroch formenting unrest: 10 (failure)


    Spoiler: News and Rumors
    Show
    • The relationship between Ren-Num-Har and Ichippa is cold and distant from the first. The Reren makes no demands of his foreign wife, but neither does he do anything particularly special for her, seeming focused mainly on preventing anything that could imperil his defensive pact with her father. Ichippa spends as much time as possible away from her husband, and her tendency to take long walks in the jungle with only a few household slaves at most makes her an oddity to Bel-Dan eyes.
      .
    • After being offered amnesty by the Anbroch, Tes-Rus and Cul spend four years living among the dwarves. Cul is a precocious boy, absorbing everything about dwarven masonry that he can. One day, he leaves his house in the morning and vanishes; after a long search, Tes-Rus and the dwarves find him sitting in the bottom of a ten-foot-deep hole, happily digging at the bottom and throwing clods of dirt up to the surface.
      .
    • Ren-Num-Har tries desperately to stamp out rumors of his weakness, but fails miserably. Many of the Ren-Ub are having second thoughts about his leadership, and four or five factions have mobilized around other, minor Ren-Ub. The most worrying potential rival, Ren-Cha-Fen, has not openly moved against the Reren yet, but his invasion of [Region 197] promises to rapidly increase his power. In an attempt to secure his position, Ren-Num-Har meets with many chiefs, offering them warriors and sailors to reinforce their own raiders in return for every tenth treasure brought from the spoils. Several Ren-Ub take him up on the offer, and begin preparing their fleets for a long journey.
      .
    • Tahaat-gev...
      .



    Spoiler: Prompt: Birth and Death
    Show
    birth placeholder

    Funerals among the Bel-Dan-Ub are large events involving the entire village. Before dawn on the second day after their death, the deceased is wrapped in strips of Pandanus leaf, with trinkets and keepsakes from their friends and family placed in the wrapping. Their closest family members, usually their spouse and children, bear the body down to one of several sacred places on the shore, with a silent procession following behind. When they reach the water's edge, the body is lowered under the lapping waves. A sage, or the local Ra if no sage is available, recites the deceased's accomplishments in life, and the entire procession sings a funeral lament; then, the deceased's family push the body out into the water. The sacred sites are chosen to ensure the body does not wash back up on land, and when one does, it is considered a strong ill omen. In lands outside of Ten-Fuj-Sa-Cos, the locations of these sites are unknown, so the bodies of warriors and raiders tend to be burned or left unceremoniously to rot. However, the survivors bring mementos back home, where they can be sent into the sea in place of the body.


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 5
    Military: 8
    Opulence: 2
    Intrigue: 3
    Faith: 3

    New Ruler Next Round? no:
    Expected Stat Bonuses: Military +2


    Spoiler: Other notes
    Show

    Land units: 2 +1
    Naval units: 1 +1

    Resources controlled:

    Techs:
    • Sailing
    • Animal Husbandry
    • Writing

    Tactical Doctrine: Lightning Landings
    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).
    Last edited by Minescratcher; 2020-08-15 at 02:40 PM.

  4. - Top - End - #94
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes



    ACTION!

    1.[Opulence] Buyout TP1 in Braye from The Dannu Gao Roll: 16 Should be 13, I made a mistake

    2.[Opulence] Buyout Salt trade post in region 109 from The Dannu Gao. Roll: 15

    "We must be better than the Dannu Gao and their violent ways. We will retaliate peacefully for their raid on our Shark supply, and we will not do them the insult they have done upon us by claiming a post in their capital." - Thought King Kartoffel
    .
    3.[Diplomacy] Improve Reputation with the Sentinels of Stone. Roll:8 Fail

    4. [Opulance] Buyout unowned TP3 in Braye Roll:15 Success

    "The Brayewen Tribes and Dannu Gao have agreed to cease interfering in each others Mercantile interests. The Dannu Gao will be allowed to reclaim the Salt trade post in the future."

    5. [Diplomacy] Improve Reputation with the DreamSpeakers. Roll:10 Success

    Spoiler: Non-Actions
    Show




    Spoiler: News and Rumors
    Show



    Spoiler: BOOKKEEPING
    Show

    Thought King Kartoffel
    D: 4
    M: 4
    O: 6
    F: 2
    I: 1

    Expected Stat Increases: +1 O +1 D

    New Ruler Next Round?
    No

    Military Units 4/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Pottery
    Sailing
    Irrigation
    Writing

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Last edited by m9p909; 2020-08-22 at 01:04 PM.

  5. - Top - End - #95
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 1
    Mil 3
    Opu 8 => 10
    Faith 2
    Int 5


    Actions:
    • [Opulence] Hoard two Treasure
    • [Opulence] Buyout Region 52 TP 1 [Success!]
    • [Opulence] Buyout Region 45 TP 1 [Success!]
    • [Opulence] Buyout Region 30 TP 3 [Success!]
    • [Military] Continue Great Project "It's a Trap!" [2 of 5]
      With the knowledge that there are many dangers and many other peoples still fresh in his mind, Towermaster Thicket has decided that the best response is to trap literally everything. Thus, he commands the Ko old and young to fill his lands with pitfalls, snares, barriers, blinds, and all manner of other devious devices.


    Non-actions: Attend event, support conversion.

    Military: 2 units led by Towermaster Thicket

    Spoiler: Trade Posts
    Show
    Kaff Beans 1 and 4, Gems 2, Flower Wine 2


    Last edited by Miltonian; 2020-08-22 at 09:50 PM.

  6. - Top - End - #96
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: Empire 6: Embers of Dawn IC

    Round 3
    The Shá
    Sands of Shá (307)
    Revered Triad of Sani, Yeitso, & Tiba

    Actions
    1. [Faith 5] Organize the Path of the True Dawn setting HC 5 Bonus as Sunburnt Battlefields (+1 to Battles) - Rejoice and honor most holy Sun, Godhead Emperor of life in this world and the next, for lighted rays reach fully now many mortals of Sikar! Spake by Shá and Crow from Ashir to Soreni the mighty Godhead is revered throughout the desert lands! Come ye mighty and ye blessed and praise divinity as your shepherd through the harsh and burning sands! The first step on the great journey to Sikarian enlightenment is marked with celebration and sacrifice of prisoners whose crimes left them no greater purpose than offering to mighty Sun. Blood touches sand and stains it red under the Sun's baking heat and all know that God is pleased! More heretic blood shall be spilled in the name of Godly Sun before they reign supreme thus blessings of strength are given upon those mighty who herald the coming of the True Dawn!
    2. [Faith] Convert Ixkarr (295) to Path of the True Dawn 15 - Though only just uncovered by exploration early talks between the Ixkarr orcs and men of Shá proved fruitful in the realm of belief and proselytists are sent to bring news of the Godhead's glory to the mighty warriors. Already the orcs claimed victory over savage heathens and though they did not do so knowingly in honor of God retroactive truth would soon see their conquest recast as one of holy war with mundane matters of expansion forgotten by the passing of time. The inclusion of the warrior tribe should only further strengthen the great diversity of faithful that composed the True Dawn's adherents.
    3. [Faith] Convert Nellen (291) to Path of the True Dawn 17 - At the Ashir hosted meeting for all of Sikar the Dolod and Shá had found much overlap in their faiths, so much so that the Shá were bound and determined to convince the squat repositories of memorized knowledge to adopt the practices of the True Dawn in fusion with their worship of Emnellenme. The Dolod's pottery techniques inscribing perfect memories through the holy power of the Sun were so similar as to be the same as those of the Shá and likewise both cultures viewed the moon as a competing, mischievous, and yet lesser deity when placed next to the Sun. In truth the only great distinction between the two mythologies was the Dolod's belief that the Sun was mere aspect of greater Emnellenme. True Dawn priests attempt to sway the Dolod that Emnellenme was not a separate or wholly greater aspect to the Sun as Perfect Eye of Emnellenme but rather that Emnellenme was the Mind and Memory of the Godhead Sun who could be seen only in slight and risking blindness through the burning avatar that was the physical day star. Sun, Emnellenme, and God were not distinct but one supreme Godhead ruling the heavens and recording all of history both mundane and divine with unmatched memory of the world and worlds beyond worlds. The Dolod could retain the majority of their current beliefs, altered only slightly and only most severe in the relocation of holy authority to the Sands of Shá where the Dolod are invited to send learned people to engage in theological debate and development of the still emergent gospel. Perhaps in time, if accepting of this fusion, the Dolod would acquire the mantle of the True Dawn and the Shá become followers of their most holy authority.
    4. [Faith] Convert Ta Seti (288) to Path of the True Dawn 14 - With the Dolod having already begun to spread their divergent beliefs among potential allies the Shá's efforts to align Yemnellenmey with the True Dawn extend into Ta Seti where they seek to alter and shift the new beliefs laid there by Dolod priests in recent years to align with the new fused doctrine being espoused in Nellen. It was unlikely any in Ta Seti too strongly understood the beliefs of Yemnellenmey and as such it was believed fusion of the two beliefs and unification under the banner of the True Dawn would be all the easier here.
    5. [Faith] Convert Thunderport (275) to Path of the True Dawn 13 - While early thoughts among the priestly caste favored turning the Naherin Coalition towards the True Dawn threats from the Naherin left unaddressed, even encouraged, by the Ashir followed by missives from the wise Crow Tribe sees the plan reconsidered. Instead the Thunderpeople, mighty warriors left alone by much of Sikar, will be blessed with the holy rays of the Sun and given opportunity to prove themselves as holy crusaders. The Ashir are discouraged from intruding into the Thunderpeople's claimed lands and accepting a demarcation treaty fair to both peoples.


    Non-Actions
    1. Endorse DSP buyout of Gold TP 1 (Sold!)
    2. Endorse ASH buyout of Gold TP 2
    3. Endorse CRO buyout of Gold TP 3 (Sold!)
    4. Support ASH claim on 305




    Spoiler: Ruler Information
    Show

    Revered Triad of Sani (84), & Yeitso (79), Tiba (73)
    Stat Value Increase?
    Diplomacy 1 -
    Military 4 -
    Opulence 5 -
    Faith 6 +2
    Intrigue 4 -

    Spoiler: Regions
    Show
    Region Name Region Number Resource Learning Center Holy Order Status Bonuses
    Sands of Shá 307 Gold (Great) Path of the True Dawn - Capital, Stable SOS Standing Stone (???)

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Cultural Identity Praise the Sun 2d8 on Conversions No

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts: 1
    1. Vesparre (302) Horses TP2

    Treasure

    Military Units CAP: 6

    Heroes

    Artifacts
    • Sun Sword +2 Duels


    Previous Round Posts
    1. Round 1
    2. Round 2

    Last edited by Roarke; 2020-08-12 at 12:40 PM.

  7. - Top - End - #97
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: Empire 6: Embers of Dawn IC


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


    The Thunderpeople- [Turn 3]
    Main Actions
    1. Military: Deploy 3 Units lead by The Ripper [Hero (9)] into Region 276 to secure it in Highchief Orgo's worthy name.
      The Ripper slips into the shadows to hunt down (duel) any leader who steps forth to oppose the Thunderpeople's dominion.
    2. Military: Raise 1 new Unit
    3. Military: Raise 1 new Unit
    4. Military: Raise 1 new Unit
    5. Diplomacy: Mission South of Region 275: Acting on rumors that ancient ancestors of the Thunderpeople once fled south, members of the Misteye tribe set out to find them. Result 11 <Failed>


    Non-Actions
    • Faith: Support Conversion by The True Dawn. An mission of Sha-People and Crow-people came to seek hospitality in the Highchief's hall. They spoke stirring words of the Mighty Worthiness of the Sun's Light. The beat of their story-drum paced with the Highchief's heart, and he was swayed to move with it.
    • Ai ai! Now begins a time of blood! Hunters sharpen your blades, there is great worthiness to be earned! Your bellies have been empty too long! Highchief Orgo promises a bounty of fish and servants to catch them in the territory north!
    • Celebrate the return of The Ripper with her most worthy Trophies from the Argent Nest! The dreadsilver is marveled upon, and set in a place of honor in the Highchief's hall.
    • The debt now paid to the Dream Speakers, many urge Highchief Orgo to reestablish control over one of the great supply houses of Blightspawn Trophies, yet he remains silent upon the prospect.
    • The shamans warn against allowing all the Argent Eggs to be destroyed, lets an opportunity for even mightier hunts be lost.


    Rumors:
    Spoiler: A message from the Thunderpeople's Highchief was conveyed through a Truthseers envoy, addressed to Grand Prince Zidan il Kasima.
    Show

    It was spoken is in roughly such a way as this...

    "We take you to be a thoughtful man, and hear that you are proud of the cunning of your words. We take this to be true, and so it is, we also take it you understand the natural right, and inescapable necessity, of all worthy peoples to hunt.

    We also take it you understand the natural rights of first ownership. The Thunderpeople, by way of helping hands, have mapped the hunting grounds to our immediate North. By natural law, it is ours to prey upon.

    By that same token the land to our immediate West is yours in turn. You were first to lay eyes upon it, and so it is yours to prey upon.

    If we can agree upon these natural truths, there should be no cause for us to strip each other of flesh and trophies.

    So spoke the Highchief Orgo as I have relayed. ya ya, In his right hand is a spear of Blightbone held above you. In his left hand a cup of root wine that he has extended graciously. He is life and he is death. So on and so forth..."

    The young envoy seemed to have somewhat editorialized the closing statement of titles.


    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    None

    Spoiler: Current Leader Stats
    Show

    Highchief Orgo
    Diplomacy 6
    Military 8 (+2)
    Opulence 1
    Faith 3
    Intrigue 3

    Special Actions Used:
    Military 5
    Diplomacy 5

    Heir Apparent: Redspiral Halfhand


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


    Spoiler: Armed Forces
    Show

    Heroes:
    {The Ripper (9)}
    Infantry 4 (+2)


    Spoiler: Economy
    Show

    Epic Trophies:
    • Dreadsilverx1 (this cache may be refined with an Opulence action for 4 Treasure, or used as part of a ritual Faith action to provide a +2 to any roll eligible for Seek Aid.)


    Treasury: 0
    Resources
    -Blightspawn Trophies [Thundermark TP1]


    Spoiler: Technology
    Show

    Military
    none

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


    Spoiler: Faith
    Show
    Leader's Allegiance: None
    Holy Sites
    #275 "Thundermark" [The Highchieftain's Hall]: None
    Last edited by DoomHat; 2020-08-22 at 06:42 AM.
    ...with a vengeance!

  8. - Top - End - #98
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


    Veramondo
    Region 218: Veramondo
    Region 228: ???

    Actions
    Rolls

    [Opulence] Hoard Treasure
    Copper relics, precious stones, intricate weapons of wood and stone. All these things are gathered into the king's halls.

    [Faith] Convert 212 to the Way of Green
    Missionaries travel north, spreading the thanks to the land as they go.

    [Opulence] Encourage the Dreamspeakers to seek a lost city in Veramondo. (2)
    The pressure to seek out the lost city within Veramondo's jungles grows stronger constantly. Then a group of wanderers return, claiming to have found the city. It's too bad they can't find it again, but maybe their unlikely tale has a grain of truth to it?

    [Diplomacy] Stabilize 228.
    +1 from Irrigation
    The newly conquered farmlands are quickly assimilated into Veramondo proper. Or at least, it's attempted.

    [Diplomacy] Create a Marriage claim on Region 212
    The king's younger cousin, Kortam Hadev, is sent to 212 to seek political alliance. Still unmarried, he would make a valuable asset to a clan of those lands who wish to have the aid of the Veramondi.

    Nonactions
    Create Slabs of Prowess entry

    Vygra Embassy


    News and Rumors
    A large, striped jaguar is spotted on the savannah south of Veramondo. Hunters flock to the area for a chance to kill this rare beast.

    Spoiler: National Info
    Show
    Units: 2/6
    Heroes:
    Kona: 8
    Relics:

    Technologies:
    Irrigation
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.1
    Wild Asses 212.1

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 3+1
    Military: 6
    Opulence: 7+1
    Faith: 5
    Intrigue: 2

    Descendants and Heirs:
    Prince Taro Hadev - Eldest Son, Heir
    Princess Kona Hadev - Oldest Daughter
    Prince Oram Hadev III - Youngest Son
    Princess Vari Hadev - Youngest Daughter

    Spouse:
    Queen Enva Hadev

    Other Family:
    Kortam Hadev: Cousin

    Last edited by bc56; 2020-08-22 at 10:21 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  9. - Top - End - #99
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 3)
    King of Kings Huleten Kw’Muketi




    Actions
    [Military] Explore to the east of 213 with Dinfat Kw’Torineti (13): As part of the new diplomatic intentions of the United Blemmyae Tribes, an expanded sense of the blemmyae’s place in the world is required. Warleader Dinfat Kw’Torineti set out to the east, accompanied by a few of the best warriors from their clan, to explore the region and report back on what lies beyond the Korebita Foothills.
    [Military] Raise a Unit: The humans of the Korebita Foothills are primarily of the Sewi clan, which had been divided amongst itself during the Wars of Succession. Part of the King of Kings’ plan to consolidate power involved bringing the Sewi underneath their own banner, thus eliminating their opponents’ human support. As with the Anigoli before them, the military mobilization of the clan is a major part of the strategy. Although the humans are not as organized as their Torineti counterparts, they make up for it in sheer enthusiasm, fighting with determination and bravery.
    [Faith] Convert region 226 to Abiherism (16): The success of the missionaries to the Sirrvadut and the Sewune emboldened the leaders of the Abiherist faith. Oyem Kw’Mesihafi, so effective at converting the blemmyae’s southern neighbors, was put in command of the mission to the Vygra. Claiming that the Farah spirits were in fact ancestors of the Vygra who had ascended to the afterlife, Oyem spread Abiherism from the Great Iris to the shores of Matarin Lake.
    [Faith] Convert region 221 to Abiherism (15): With the establishment of a permanent diplomatic link to Troll Country, the blemmyae had forged a powerful tie with the Dhraan. The next step in their relationship was to spread the word of Abiherism to the crocodile-headed trolls. The worship of Ghrakka Yonghalo is encouraged to continue, albeit in the form of reverence of an ancient ancestor of the Dhraan.
    [Diplomacy] Attend the Anbroch event:



    Nonactions:
    Resist buyouts
    Resist conversions
    Attend event

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    “Have you lost your mind?” thundered Huleten Kw’Muketi, King of Kings of the United Blemmyae Tribes. “Did you think at all about the consequences of your actions? I preside over an extraordinarily delicate balance of powers, and you have just upset it!”
    The King of Kings was seated on their throne, carved into the stone wall of their cave palace. At the moment, the target of their fury was kneeling at the foot of the throne, looking defiant. Barely visible in the flickering light of the torches set into the walls, the advisors of the King of Kings arrayed themselves around the outside of the room, standing in sconces hollowed into the walls of the room. The sconces numbered ten in total, five on each side of the throne.
    Directly on Huleten’s left, the sconce belonging to the Haleti clan was empty, the clan’s representative currently kneeling at the feet of the King of Kings. The next was also vacant. It belonged to the Adeni clan, which still remained as dissenters to Huleten’s regime. In the next impression, however, stood a gold-eyed blemmyae younger than the other members of Huleten’s council. This was Wenid Kw’Muketi, the child of the King of Kings and next in line to the throne. Although younger and less experienced, the other councillors gave them a hefty portion of respect: there was no knowing when the regime might shift, and should Wenid become King of Kings old slights were sure to be punished harshly. Beyond Wenid stood a blemmyae bedecked in shining bronze armor, the skin above their eyes marred by a years-old battle scar. The leader of the Torineti clan and Warcaller of the United Blemmyae Tribes, Dinfat Kw’Torineti was reputedly the best warrior in all of Korebita, and likely beyond. As Huleten’s oldest and most trusted friend, their counsel was always given the utmost consideration. The sconce closest to the door on the left side of the chamber was also empty, belonging to the Fikiri clan, who, like the Adeni, refused to acknowledge the authority of the King of Kings.
    On the other side of the door, the diplomat Tengir Kw’Sewi stood, bedecked in jewelry and fine clothing. Although they were the only human in the room, the King of Kings was not unaware of their expertise in foreign diplomacy and considered them an essential councillor. The most glaring absence in the chamber was in the sconce next to Tengir’s: although the nomadic Anigoli clan were normally represented by the sorcerer Inigid Kw’Anigoli, they had not yet returned from their adventure in Kincany. Tubaw Kw’Mesihafi was next, looking worried but saying little. Their role as head of the Abiherist faith seemed, of late, to be performed by substitutes more often than not, as Tubaw spent most of their time either advising the king or meditating over the bones of Huleten’s predecessor in the Bete Great Library. Passing over the perpetually abandoned sconce belonging to the Okisi tribe (which remained neutral between the King of Kings and the Fikiri-Adeni dissenters) and the final sconce, directly to the king’s right, was occupied by Mebirek Kw’Zinabi, an distant relative of the former King of Kings and representative of the Zinabi clan. They were the newest addition to Huleten’s council and had not as yet won any recognition or accolades from their master.
    “I should simply hand you over to the Anbroch for execution, you pathetic worm! By Haleti, I’d do the deed myself if I was a few years younger! What could have possessed you to make you kill their leader?” Huleten stopped for breath, having gone red in the face from shouting. At their feet, Yegin Kw’Haleti began to speak. “My king, I had no choice but to kill her. I had sworn an oath to avenge-” The King of Kings cut him off. “You do not speak to me! You are here to be judged, not to argue your case! In any event, I did not grant you permission to go gallivanting off all around Kiswa and murder foreign heads of state! You were insubordinate, and your actions are certain to cause me no end of problems.”
    As both Yegin and Huleten went silent, Dinfat Kw’Torineti spoke up. “Not to mention the larger problem of Inigid Kw’Anigoli. Yegin, what exactly happened to the sorcerer?”
    “It is as I have already told you. Inigid was wounded by a poisoned dart while fleeing the dwarven arena. They survived, but have gone off to some secret lake known only by sorcerers to recover. They should be back any day now…”
    There was a variety of reactions to this declaration. Tubaw looked even more nervous than before, while Tengir rolled their eyes dramatically at the ceiling and Wenid scoffed audibly. Huleten silenced them all with a wave of their hand. “The Anigoli grow restless with no leader. If Inigid has not returned within a week, I will appoint a new councillor from their clan. Meanwhile, it remains for us to decide what to do about your little adventure. Sadly, I cannot execute you, Yegin. I cannot afford to lose the allegiance of the Haleti clan. But be forewarned. If the leaders of other countries demand it, I will punish you in any way I can conceive of. However, something must be done as punishment for the killing.”
    Mebirek spoke up. “My king, perhaps we could execute the human who helped Yegin slay the dwarf? I forget the name. Kasiy? Kasay?”
    “Don’t be a fool, Mebirek,” responded Tengir. “Kasiy is a hero! The people sing songs in their honor! Every night, they feast at the mansion of a different lord. They are mobbed with admirers when they walk into any village. The humans of the Korebita prize them as their finest member… well, second finest, at any rate.” They grinned smugly, clearly implying that it was Tengir who was alone prized over Kasiy. “Kill them, and the Sewi will despise you for it.”
    “Then we must punish Yegin. They were the one who committed the murder,” said Dinfat.
    Very quietly, Tubaw spoke from the shadows of their sconce. “The Warlady deserved what she got.”
    “I’m not saying she didn’t, Tubaw,” responded Huleten. “But the way in which it was done… The Anbroch will be demanding blood for this, and perhaps the Veramondi as well. Their king’s daughter was mentored by the Warlady, was she not?”
    “My king, it is as you have said.”
    “Then here is what we shall do. Yegin, you are to be stripped of your lands and your position of First in the Realm. I shall pass the title and its duties onto Dinfat. However, I will spare your life. Perhaps, if you can avoid the knives of the Anbroch long enough to accomplish some great feat worthy of your forgiveness, I shall pardon you for your crimes.” The King of Kings paused, then added, “But I doubt you will.”
    Blinking back tears, Yegin rose to their feet. “My king, I will accept this punishment. I shall go out and perform great deeds in your name, and someday I will once again be worthy of your service.”
    Turning, slumped in defeat, Yegin Kw’Haleti shuffled out of the throne room, the light of the torches stretching their shadow all the way to the foot of the King of King’s throne.


    Spoiler: Songs of the Korebita
    Show

    South of Kema, a stark ridge overlooks Blood Field
    Eighteen miles in length and four miles in width
    The tall grass growing waist high in the sandy ground.

    Torineti commanded the Army of Red
    While their hated enemy Logi had the Green
    Each army numbered one thousand, skilled fighters all.

    Charging from the ridge, Torineti led their troops
    They met the spear-wielding front line of Logi’s Greens
    Though the line held on the left, it broke on the right.

    The line broken, the battle fell into chaos
    Reds set upon Greens, the Greens disemboweled the Reds
    In heat of battle, some slew those on their own side.

    Most glorious of them all was Torineti
    A lion among sheep, they terrorized the field
    Slaying one after another with spear and axe.

    First to face them was Buhamid Kw’Muketi
    Torineti’s spear went through their mouth and clean out
    Impaling Buhamid like meat on a skewer.

    Then they killed Tewori, axe blow beneath the ribs
    The blade lodging into the bone of the fallen
    Torineti took Tewori’s axe and fought on.

    Though chaos raged like wildfire around them
    Torineti remained a calm eye of the storm
    Slaying hundreds with efficient spear and axe strokes.

    As night fell, the battle still raged furiously
    The grass of Blood Field choked with corpses of the slain
    And everywhere the ground stained bright red with spilt blood.

    Seventy Greens remained, crouching in a circle
    While ninety Reds remained under Torineti
    They withdrew to the edge of the plain to regroup.

    Torineti then commanded another charge
    The host of Reds swarmed forward like ants to honey
    Shouting as they ran, a terrible battle cry.

    As Torineti approached the Greens’ formation
    They hurled their spear through the eye of the lead fighter
    The flint tip broke inside their chest, bursting their brain.

    As they died, another warrior came behind
    Aiming their knife at Torineti’s fleshy side
    But were hurled to the ground by two Red warriors.

    Armed only with an axe, Torineti hacked forward
    Burying the blade between a pair of shoulders
    Pausing for breath, they snatched up the spear of the slain.

    But across the field, Logi was fighting fiercely
    Breaking bones with their enormous two-handed club
    Each swing shattered bones and smashed in mouths full of teeth.

    Yet of the two, Torineti fought the fiercer
    And at last the formation of Greens broke apart
    Logi was forced to retreat, leaving their troops dead.

    Yet the Reds had suffered previous casualties too
    Only three of their number remained on the field
    Torineti, Zanohiri, and Nefihi.

    The three of them approached Logi, weapons hefted
    Walking slowly, cautiously; no need to hurry
    For each footstep took two of them closer to death.

    Nefihi threw their spear, a clear shot at Logi
    But never struck home: Logi’s club knocked it aside
    Logi returned the spear, piercing Nefihi’s heart.

    Zanohiri reached the greatest of the Greens next
    Raining blows down on Logi with both hands
    Aiming for the eyes, the heart, the joints of the limbs.

    But like the fast-moving winds of the cyclone storm
    Logi’s spinning club blocked every single axe stroke
    Knocking the weapons from Zanohiri’s two hands

    Disarmed, the warrior tried a wrestle grab
    But that awful club came down between their shoulders
    Breaking bones and turning the brains into a paste.

    Their last ally slain, Torineti gave a roar
    And at last met their enemy to do battle
    Thunder cracked overhead as the heroes clashed.

    Torineti went on the attack, thrusting spear
    But Logi kept their distance and parried every blow
    So evenly matched were they that neither drew blood.

    At last Torineti tired of this deadlock
    Dodging Logi’s swinging club, they went for a grab
    They grappled on the ground, each struggling for their life.

    For ten long hours they grappled with each other
    Equally matched in strength as well as adroitness
    Until at last the sun rose above the mountains.

    The light of dawn revealed what night’s darkness had not
    Logi’s side had been cut open in the battle
    Opportunity for Torineti to seize.

    With one movement, they thrust their hand inside Logi
    And grasping their rival’s heart, pulled it from their chest
    Logi died with a look of surprise on their face.

    Torineti stood, sole survivor of Blood Field
    Throwing the heart aside, they walked up to the ridge
    And set off, for further glories, into the sun.


    -from The Battle of Blood Field


    Spoiler: People of Interest
    Show

    Huleten Kw’Muketi Yegin Kw’Haleti Dinfat Kw’Torineti Tengir Kw’Sewi Tubaw Kw’Mesihafi Inigid Kw’Anigoli Kw’Muketi Kw’Zinabi Kasiy Kw’Sewi Neguwi Kw’Zinabi
    King of Kings, ruler of the entire United Blemmyae Tribes, former vizier to Neguwi Former First in the Realm of Korebita, now in exile following the murder of Warlady MacGill Warcaller of the United Blemmyae Tribes, chieftain of the Torineti clan Chief Diplomat of the Ten Tribes, most prominent human in the Korebita Curator of the Bete Great Library, head of the Abiherist religion Sorcerer and leader of the Anigoli clan, whereabouts currently unknown Child of Huleten, heir to the throne of the United Blemmyae Tribes Chief of the Zinabi clan, distant relative of Neguwi Human folk hero, currently in exile with Yegin Former King of Kings of the Ten Tribes, slain by Warlady MacGill of the Anbroch



    Spoiler: Technologies
    Show

    Writing

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Torineti Warriors, Anigoli Slingers, (+1)

    Treasures: 0

    Resources Controlled: Flint (213.1)

    Heroes: Yegin Kw’Haleti (Hero 7), Dinfat Kw’Torineti (Hero 7)

    Leader: King of Kings Huleten Kw’Muketi

    Diplomacy: 5
    Military: 6 [+1]
    Opulence: 3
    Faith: 6 [+1]
    Intrigue: 5
    Last edited by Gaius Hermicus; 2020-08-22 at 09:21 PM.
    Avatar by Sniper Jo!

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

  10. - Top - End - #100
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Ta Seti

    Aspelta Oases Seeker

    Stats
    Dip 6
    Mil 8 (+2)
    Op 3
    Faith 1
    Int 1



    Actions:

    Military: Aspelta (M8) marches south attack 290 with 2 units: Aspelta leads an sorte of Alodite warriors against the farmers to the south. Herds of onery buffalo sonon follow after, the lush southern savanna as is claimed Alodite territory. Elfen and human clans that submit to Alodite rule are free to maintain their maize fields. Clans who refuse to bow to Aspelta will have all males who stand taller than an Ox knee taken by Alodite skirmishers. Some will be impailed on the edges of ox trampled maize fields as a warning, others will be taken as slaves, while an unlucky few will be hunted for sport.

    Military:Neferkare goes on an Quest to the north of 288 roll 21

    Military: Hire a unit: Aldodite Skirmishers: Alodite skirmishers are typically armed with crude shortbows, and copper javelins, use their elfen strength to attack from impressive ranges and retreat. Repeated volleys of missiles are enough to break most scattered and disorganized foes.

    Opulence: refine the 4 units of dreadsilver

    Military: Contribute to slabs of prowess

    News and Rumors
    • Ka the crow and Shebitku The Horsemen, company Aspelta into the lush southern lands. On their adventure the catalogue the various human and elf tribes they come across. One tribe in particular, the Makurites, are one of the largest clans of planters in the region. Rumor has it the Makurites eat no meat, instead sacrificiing all old livestock and unuseable human slaves to the lord of harvest Uash. In the midst of a sacrifice Ka and Shebitku undergo a daring raid stealing, the maize and cattle of a rather influential Makurite family.
    • The southern shores of lake Merore have been dacrved with a maze of irrigation canals, spiking the agricultural output of the region. To take advantage of this new bounty, Lord Aspelta has instituted a tax on the farmers. A tax 10% of every harvest must be split between the stores and the Alodite clans.
    • Famers that are unable to pay the tax are given the option to pay via corvée labor. This affects elf clans further in the drier interior regions.
    • Dollod and Sha missionaries have been battling across the lands, over how to worship the sun. While sun worship will undoubtedly prove influential over the next few years, neither philosophy has fully taken hold.
    Last edited by Lleban; 2020-08-22 at 11:29 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
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  11. - Top - End - #101
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    Ixkarr
    Regions 293, 295

    Spoiler: Leader
    Show

    High Chieftain Rakthuk

    Diplomacy: 5
    Military: 9
    Opulence: 3
    Faith: 3
    Intrigue: 2

    Projected stat increases: +2 Diplomacy
    No new ruler for next round.


    Actions:
    1. [Diplomacy] Stabilize 293
    Glory to the Koxrrit! The first recorded battle where the clans fight as one ends in resounding victory, and Rakthuk's policy of unification has been vindicated for everyone in Ixkarr. Several cave paintings recounting the battle are immediately made. The obsidian blades that were gifted to Rakthuk by the Ashir prince are distributed to the warriors who brought most glory to their clans, forming an elite guard from now on.

    Some questions remain, however. After the successful campaign the peoples of 293 submit to the Koxrrit. Both being ruled by and ruling foreigners is unfamiliar to the orcs and they are unsure how to proceed. Eventually Rakthuk simply decrees that 293 should deliver tribute to Ixkarr twice a year and other than that it will be left to it's own devices. He believes that this should put the matter to rest. Roll: 10

    2. [Diplomacy] Raise reputation with the Dream Speakers
    As the Dream Speakers are held in high regard in Ixkarr, it's time to start establishing formal ties with them. Roll: 13

    3. [Diplomacy] Establish claim on 296
    Karra, who's now a young woman declares her intention to establish ties with the kingdom to the west by marrying one of their princes. Her mother Thirre is in full support of this, citing religious similarities between the two peoples. Many warriors however express concerns that the real architect behind the plan is the local Truthseer and that it would deny them the glory of defeating their neighbours in combat. Thirre and Karra counter by saying that such a marriage is something no Koxrrit has done before, and therefore securing one would bring more glory than yet another battle. Rakthuk is in the camp of the doubters, but allows the plan to proceed. Roll: 10

    4. [Diplomacy] Explore north of 295
    The Ixkret clan has grown at a rapid pace during the era of peace ushered in by Rakthuk. As their traditional dwellings in the northern parts of Ixkarr are becoming cramped, their young chieftain Apax decides to search for new lands for them to spread to. He sends a small delegation of his clan's best to make contact with whatever people make their home north of the Koxrrit. Roll: 16

    5. [Military] Epic Quest: Argent Sands
    Thekr's deeds as the champion of the Rathox clan are once again celebrated when he becomes the first Koxrrit to conquer the Maw and return. Some however say it would've brough the clan more glory to do so without help. Especially help from foreigners. For this reason they urge him to undertake another expedition. In Thekr's mind there's no more glory to be had by hunting down something that hasn't even hatched yet, but he eventually buckles under pressure from the more ardent critics and reluctantly departs for the deep desert again. This time alone. Roll: 17

    Nonactions:
    -Support SHA conversion of 295 The proselytizers from Shá are welcomed to Gothakath with great interest by the shamans. While there are some concepts in the Path of the True Dawn that are hard for the orcs to grasp or run counter to their teachings, as a whole it's found to be very compatible with the traditional Koxrrit beliefs. Many shamans are swayed to accept the Sun as the lord over all the spirits in the sky. While for now few warriors show much interest in these new teachings, it seems likely that the visit will have a long-term impact on the region's religious life.
    -Resist DOD conversion of 293 A few shamans who shun the True Dawn teachings set out to 293 to arrange a meeting with Sol'Ikoth preachers, but instead find themselves in a struggle to resist the efforst of Dolod proselytizers. Roll: 12
    -Contribute to the Slabs of Prowess The submission can be found here.

    News and rumors:
    -Idris of Sikar is celebrated alongside the orcs who emerged victorious in the battle. He's told that he'll always be a friend and welcomed guest of the Koxrrit. But more importantly, he's a worthy opponent in fisticuffs and arm wrestling.
    -Thekr has started training the Ippathaka twins. The shamans still haven't reached a consensus on what their destiny is, but most agree that they're fated to do great things.
    -In recent years decorating amphorae has become more common. Most depict old Koxrrit legends, but some show current events. A few bolder potters go as far as to mock people they're not fond of in their craft.
    -Rakthuk's younger brother Itsak lost one of his arms in the battle against the forces of the Cackling Queen and steps aside from his duties as a warrior. He is replaced by his two sons.

    Spoiler: Statistics
    Show

    Diplomacy:
    Cultural identities:
    Glory or Death (dueling) [temporary]

    Military:
    Army units 4/8
    Navy units N/A

    Heroes:
    Thekr of Rathox (9)

    Opulence:
    Trade posts:
    N/A

    Resource requirement: Wood (unmet)

    Treasure 0/5

    Technologies:

    Animal Husbandry
    Irrigation
    Pottery

    Faith:
    Last edited by OmnivorousOgre; 2020-08-22 at 02:52 PM.

  12. - Top - End - #102
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Liege of none, subject of none.

    Chief Kalm Alqar (Ref)
    Diplomacy: 2
    Military: 7
    Opulence: 2
    Faith: 6
    Intrigue: 2


    Actions for Round 3 (Rolls)
    • [Faith 5] Create the 'Tome of Stars' artifact (The effect of seek aid actions is enhanced by +1 once per round)
      When Merine returns to Alqar after her capture with a proper sense of her own mortality, she claims that she can see the 'signs' even brighter than before. Taken by a fervor, she writes for nights on end until she has a tome of abstract symbols and readings corresponding to the future, claiming the moon whispered it to her through the river. What even the other shamans regarded with skepticism are the methods that some of these divinations call for, ranging from living animal sacrifices to the smashing of gems to look at the shards, they are not popular - but they seem to be effective. Her methods are stored in her tome, collectively known as the tome of stars.
    • [Faith] Complete the 'Map of Heaven' in the Blessed Vale (Region 32)[5/5] (Proposed effect: +1 to seek aid rolls)
      The furious research done into constellations and stellar navigation by Alqari shamans is concluded, and the method to track so many stars across the sky is finally complete as well. The map of heaven is a grand astroblobe crafted in the center of the Blessed Vale's capital town, built of enough copper to surpass the roofs of nearby houses and enchanted with countless blessings that seem to animate the thing in the way that none thought was possible. Magic keeps it rotating not unlike the common machine of a much more advanced era, but certainly without the same predictability and accuracy. It would be impossible to replicate, as it is apparently puppeted by unseen forces that mimic the night sky at all times of day.
    • [Military] Raise a unit
      The First Vale Guardians are founded as Chief Kalm uses the zealous captains lent by his allies to the north to build an army of his own. A few hundred men strong, these new forces are better equipped and trained than any that had come before them - to be counted among them is an honour that comes with some pay from the royal coffers funded by the new ideas of taxation in the area.
    • [Military] Raise a unit!
      The Second Vale Guardians are created alongside the first, divided only to make it easier to command them in tandem.
    • [Military] Attack region 33 with 3 units lead by Kalm Alqar (Mil 7) using reckless attack TD!
      Region 33 is declared as Alqari territory! Part of the aforementioned organization is the idea of expanding the territory ruled by the clan to the lands in the west, just over the river. Kalm Alqar declares it under his family's protection - intending soon to occupy it and prove as much by taking control of the local inhabitants and their production of fine metals. Rumor circulates that the warriors who claim at least three heads are to be given a chunk of workable land for their family to own post conquest, whatever direction war ends up proceeding in!

    Non Actions:

    News and Rumors
    1. Clan Alqar adopts a more complex societal structure - Despite the great loss that has happened in the southern vale, the people's confidence in Chief Kalm does not waver. Of course it did at first, but his responses are quick and decisive - a modern military is needed to keep up with those around them, taxation is needed to fund this army, and all those who do not wish to see their sons and daughters slain by savage Uzii will comply diligently. As intended, the zealots lent by the Scions to the north aid Kalm in reorganizing his society not only to bear more similarities to the classic power structures of old, aiding in this process greatly. At first, their captain and the circle of shamans help to write a code of laws and associated punishments, put into effect immediately. Following suit, a moderately sized workforce is employed full time to construct and build according to the Chief's wishes. They are to primarily focus at first on connecting the three main villages across the vale, and create buildings of stone to serve as watchtowers, shrines, and granaries. This is funded personally by the Chief with his great wealth and the leftover taxes. The sign of the warrior shines brightly in omens as these works are completed, as Kalm finally allocates three captains to serve as lords of the three villages currently under his rule. They are to create local version of that which he has created for the entire clan so that no village may be caught off guard when harsher times come. This sudden and unexpected slaughter serves as a wakeup call across the land that things are changing, and the people of the Vale must change with them. He will not stand idly by while his kin is slain as his forefathers once did. (Based on a somewhat miraculous roll to keep order and the people's faith after a devastating loss)
    2. Tensions settle with the Uzii - Merine is swiftly and safely returned from captivity with the Uzii, and the bodies of the fallen are recollected and bid farewell to the afterlife at what amounted to a tragic waste of life. Though there is much talk to seeking revenge for the dead 'soldiers,' Merine is quick to explain their would-be foe's position and encourages the military to seek the riches of another region of land instead. The Uzii are used to combat as a way of life, and the men of Alqar are, in her words, 'minimally trained and unfit to give their lives for what amounts to the meaningless pursuit of wealth.' This earns a number of sighs and grumbles, as there is naturally also glory both personally and for the clan to be gained as well, but they are persuaded to look for other ways of getting what they want.
    3. Thalesh'ir Merine Zahran's Romantic and Religious Pursuits - Merine and Thalaz'ir Haraman Zahran of the Scions are wed following her safe return from Uzii territory and she is crowned Thalesh'ir despite her lack of promising lineage, though she is moderately traumatized by her experiences losing so many men under her command. Duties as Thalesh'ir involve getting her acquainted with a new land, culture, and the political sphere surrounding her role now as what amounts to god-queen of Na'karat. Her faith is affirmed as the lunar half of their celestial duo, and the investigations she had begun to write that compare her lunar mysticism with soul honor are subsequently scrapped as she finds orthodox solar mysticism to re-integrate the idea of two primary gods whose differing methods resulted in the splitting of the solar and lunar clergies. Though the idea of an actual named god is different for her, it makes sense with everything she knows of her faith... Her natural diplomatic capabilities serve her role as Thalesh'ir well. As far as her relationship with Ells Ogra is concerned, the two had a bit of a falling out after their last meeting in which she was proposed to by Haraman. She attempted to convince her that a polygamous relationship would be fitting in their circumstance, but the betrayal of trust ends in a fight that puts the two on poor terms. Given the distance between their homes, Merine does not hear for her for some time after - and feels too guilty to reach out except to occasionally buy her expensive flowers.
    4. Relations with the Sọ́kǎu Tribes - As trade begins with the human tribes to the south, a section of the Blessed Vale's settlements is dedicated to foreign exchange with their people - setting the realm up for river-based trade between the two for the foreseeable future. Not only does the interaction give them both a chance to learn one another's languages and set up opportunities for riches, but it is something of the beginning of an embassy between them. In cases where this mingling goes a step further, the district is inhabited by Sọ́kǎu who believe that the river is close enough to the sea to call home and their children with Alqari men and women.


    Spoiler: Stats
    Show

    Military Units: 3 (2 Solar Zealots, 1 Battle Hounds)
    Naval Units: 0

    Regions Owned: [Blessed Vale 32]
    Total Regions: 1
    Unit Cap: 6 (6 Capital + 0 Regions + 0 Tech + 0 Vassals)

    Cultural Identities:
    None

    Military Specialization:
    None

    Holy Artifacts:
    None

    Military Technologies:
    None

    Heroes:
    Merine, Medusa Moon Shaman (7)

    Opulence Technologies:
    Irrigation - +1 to Stabilization Rolls
    Pottery - +1 to buyouts
    Writing (Hraban Runes) - +1 conversion defence, +1 to conversions in regions that share my writing system
    Animal Husbandry - +1 to opulence and diplomacy exploration
    Masonry - +1 to resist raids and sacks

    Deals:
    Non-aggression with the Ko

    Capital: Blessed Vale, Mamut (32)
    Secrets Whispered: 0
    Embassies:
    Resources controlled:
    [Gems, Blessed Vale (32)]

    Some general constellations recognized in Alqari culture and divinations include:
    The Loyal Hound - A symbol of bravery and companionship, a general shape of a seated hound with a paw extended; pointing north.
    The Phoenix - A symbol of purity and beginnings, appears to be a nearly symmetrical avian that the white comet flew towards when it cleaned the red sky.
    The Twin Crabs - A symbol of bounty and love, two crabs that together hold hands all year round.
    The Hidden Owl - A symbol of vigilance and protection, appears on the southern horizon for the winter and fall as a pair of watchful eyes.
    The Blighted Kraken - A symbol of sprawling chaos and evil, appears a mass of bright stars with no particular pattern all growing from a point and engulfing the area around them - like a mass of tentacles come to choke life from the world.
    The Bounding Deer - A symbol of success and health, a pattern that could be construed as any significant four-legged mammal in quick motion. It flees the Kraken.
    The Licking Toad - A symbol of life and exploration, looks to be a toad-like shape with its tongue pointing out at the crabs.
    The Fallen Tree - A symbol of corruption and sickness, most visible in the spring and summer months.
    The Wicked Snake - A symbol of cunning and danger, appears in an S shape and looks to be dueling or communicating with the Warrior.
    The Warrior - A symbol of innovation and conflict, a humanoid shape wielding a blade whose point is the Godstar.

    Anomalies:
    The Godstar (The brightest star in the sky, said to be the heart of a distant deity now living or dead. Perhaps the end of the false dawn meant that it had finally finished bleeding.)
    The Seven Wanderers (Bright stars in the sky that are not easily traceable. They move not only with the year, but with change as if with a will of their own. They are coined planets, and do not appear to be useful for navigation. For the purposes of divination, however, the presence of a planet is considered to be a more exaggerated reading of what would come typically. Getting a planet mixed with a standard omen of evil would mean something truly wicked was coming.)

    Last edited by Zayuz; 2020-08-22 at 06:40 PM.
    "What is to give light must endure burning."

  13. - Top - End - #103
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Creatures of Ancient Ways
    Tarandi Region 137 The Carrion Ward


    Spoiler: Map of the Carrion Ward
    Show


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


    Actions

    1. [FAITH 5 SPECIAL] Organize Faith! "The Ancient Ways" (5 Holy Site Bonus: +1 to Investigations)
    Ancient birds take to the sky,
    Whispered truths of days gone by,
    Bones rattle and turn to dust,
    And now we preach our words thus:
    Way of Song, Way of Death
    Bound together in final breath
    Way of Thought, to tantra cling
    Wise words from Thought King
    Way of Simrah, Soon to flow
    A chance to trance a vision show
    Caw! Caw! No Gods No Masters
    Now comes the Age of Disasters....


    2. [FAITH] Convert Shandole (Region 115) to The Ancient Ways with Support Roll (24) Success!
    The River Elves were found to be a people in tune with nature and compliant with the proper flow of life. Though they did not dream as the Scavengers or other Two-Legs did their "Trance" was similar in nature and useful in communing with the past for the secrets of tomorrow. The Way of Simrah was already quite similar to the cycle of reincarnation that the Scavengers took to be true and thus it was. Skystruck-Tree was quick to assemble a kettle of Vultures to descend on the now fully scoped out path to Shandole and they began to zealously proselytize amongst the River Elves and their animal kin. "Ka to Ka we are as one!" She shouted from on high "The sins of the past may be washed anew and the Ancient Oath reformed in blood and song! Root and Bone! Ka and Stone! As the river flows through the land our Ka shall do the same and we will travel unto a new age! Come with me my fellows and ride the winds of change! Ka Caw Ka Caw!"

    3. [DIPLOMACY] Establish Claim on Region 138 Roll (16) Success!
    Skystruck-Tree's brother, Crimson-Vulture-Who-Raced-The-Sun, swoops off to the local land, and sees if there are any there who would bond with him for life. This one or the next. A known braggart, maverick, and flirt many amongst the Carrion Ward whisper about his outrageous claims of seducing a Two-Leg to his will and some go so far as to openly mock him. His speech on the patterns of petals falling in the wind in relation to the content of the soul is interrupted by a raging Wasp stinging him in the face for trying to intimately attach with a people the Scavengers can scarcely tell are friend or foe to the Cycle. Still they were quick to abandon the Rosy Cross and take up The Ancient Ways when beetles swarmed in chewing the trees to leave messages and whispering to children the truths of the world.

    4. [INTRIGUE] Stop the Truthseers from recruiting in the Carrion Ward
    "Self aggrandizing civilization is the poison of the world. We are the antidote. We will kill all who seek to subjugate and break us in our home." - Skystruck-Tree

    5.[INTRIGUE] Investigate the Death of Keeper Lovati Polahi! Roll (12)
    Old Lion, No Pride, No Death, is found near Sangar around the same time as the Keeper is poisoned! Skystruck-Tree is outraged by the death of a Two-Leg leader she had thought to be wise and pure of heart, now lost to the winds, and reborn in an unfamiliar face she will have to discover all over again! Stone-Beetle-Who-Shatters-Pride, a wise scavenger from the Carrion Ward, is contacted by a concerned group of Wasps and Rats located on the border of Sangar and the Carrion Ward. Shatters-Pride has been known to solve mysteries and discern truth from fiction with a dizzying speed that some Scavengers say even elicits envy from Vultures. This hard boiled no nonsense onyx armored beetle is on the case and No Pride No Death is on the top of his list! In exchange for some prized wood carvings and expertly rolled and polished dorodango Shatters-Pride has enlisted the services of an elite crack team of Snow Leopards, Hyenas, and Rats to keep No-Pride-No-Death from leaving Sangar before the investigation is finished! No suspects are left out of Shatters-Pride's list though, for he surmises the vile traitor to be too obvious a scapelion for convenient blame, and he begins to question Pledges, travelers, and even Truthseers on the matter. Whoever did this dastardly deed can dodge dark detective diligence no longer!

    Spoiler: Stone-Beetle-Who-Shatters-Pride in "The Final Sleep"
    Show

    It was a cold rainy day in the Carrion Ward. Resting in the bulb of a poppy, the world was shown to me like a giants eye, and I breathed in deep as I looked over my seeds. Each of them engraved and modeled with symbols, my past jobs, and notes I'd taken over the months. Always something new. Like the thousand facets of my eye each seed gave me a different viewpoint. Floating down the breeze of a trail that life wouldn't let me shake.

    I took another whiff of poppy.

    Good stuff.

    My legs sunk further into the soft flora below. My scrubbing was gonna start soon. Fine girl she was, Fly by the name of Dream-Hands, and she lived up to the name. I'd been sharing some of my findings with her in exchange for daily wipings. Tchk. Tchk tchk tchk. The rapid rubbing of her hands in preparation for the full carapace rundown was music to my ears. I needed a vacation. Somewhere warm. Sunny. Far from here. I'd heard from some Vultures that the Shan Valley was lovely this time of year. My chitin creaked in agreement.

    But just as I was ready to let the smooth hands of fantasy tuck me away I felt a stirring. The petals of my poppy bent and weeped open, my sanctuary pried open by a careless wind, and taken under the cloak of a dark shadow.

    Business. Always business.

    This was too soft to be a sudden draft but too strong to be Dream-Hands coming for her appointment. A Vulture? I crawled out of my workplace to see what fate dragged to my feet. He was tall, smooth, and slicked with rain. His eyes were like the Grey Lake itself, a band of red round deep swirling silver mist that gripped a pupil like the new moon itself, and he leveled both at my height upon the flower. At a cursory glance I might have thought him wounded, covered in feathers the color of blood, framed by two wings dark as ash, and trailing off up his mountainous frame to snowy white peaks. Streaks of black twirled off his eyebrows down to his beak where they drooped down, still dripping with rain water, and fluttered with his steady breathing.


    "Raced-The-Sun," I stated matter of factly, casually taking a small blade of grass to roll around in poppy pollen, and huff on "Quite the mess your sister's gotten herself into."

    Spoiler: Crimson-Vulture-Who-Raced-The-Sun
    Show


    "Shatters-Pride. You really are as in the know as they claim." Raced-The-Sun began to dry himself off, rising to his full stature
    "They?" I took another inhalation
    "It's not important. I was flying by the area and thought I'd give you a visit. Pay my respects."
    "How touching. Leave a bone on your way out." I turned back into my flower. He tutted.
    "Oh don't be that way. You know you want to do it. Think of the challenge" He reached a talon into my petal. First mistake. He pushed it open. Second Mistake.
    "You Vultures think you're so smart. High enough in the sky to be distant from us but you're not the only Scavengers to take the air. I know what it's like. Looking down. All those specks of life. Just drops of rain waiting to wash. Or dry. Those Tree-Cutter Sisters told me enough. I'm not interested in some Two-Leg dying." I grabbed a hold of the heavy stone that was his talon and flipped it off. The whole flower rocked from the relief of pressure.

    He began to pace around the flower, the ground crinkling softly where his talons didn't precisely prick, and I started anew on organizing my seeds.

    "Can't say I'm surprised. Disappointed. But not surprised. Leaving Lions out to rot is your specialty after all." Rude. Hard to deny though.
    "So the Ancient killed someone new. I'd never have a moments rest if I looked into every dick, flower, and pupa it savaged or ruined. Talking to Two-Legs is your sisters fools errand. Wringing the truth out of them is a death sentence for a shut and close case like this."
    "Except, And I could have sworn I'd never heard a Leopard purr as sweetly as he did that moment "I heard they were poisoned."

    My antennae twitched.

    "Do it. Don't do it. It's all the same to me. But things are changing in the Carrion Ward, Shatters-Pride, and we can't sleep on it forever. Like it or not the Two-Legs are making moves. The world would be a better place if someone like you were keeping eyes on it. Matching a dance they don't have the legs to finish. I've heard my sister's even gone past the mountains to Shandolýn. You know how families are. Prone to reunion. Maybe a hitch hiker finds their way into my wing. Dream on it." He stretched his wings out and left me there, finished with my blade of grass, and looking out over a rolling mist. Buzzing through the obscuring air Dream-Hands finally showed up for her appointment and I settled in to give her total access of my shell. Much as I hated to admit it he was right. The world was getting bigger. I could let it pass me by or shape my dream.

    Business. Always business.

    "Hey Dream-Hands. What's your stance on long distance accompaniment?"



    Non-Actions:
    - Use Embassy to gift one of the Phoenix Rings to Sangar's hero Prenadi!
    - Support buyouts from Eleftheria

    News and Rumors:
    - A faction of hunters in the Carrion Ward have begun to rumble forth from the mire of political chaos. Lead by a Snow Leopard who goes solely by "Mountain-Leaper" they have begun to kill any friends of Skystruck-Tree and roam the rolling hills of the east, Dreamer's Fall, in search of game to hunt, and travelers to maim. Mountain-Leaper and his cohort of warriors hunger for flesh and are dissatisfied with the wounded vultures placating words of peace.
    - A swarm of Wasps have taken to mockingly referring to their hive as the "Windowless Nest" and screeching "FALSE" whenever they hear passing conversation. They've taken to late night moonlit performances of bawdy renditions of what they imagine Truthseer meetings are like while huffing poppy and asking passing Dreamspeakers to rate their performances. One such human carved them a tiny statue as a "trophy".
    - The Viskari delegate, Found-In-New-Moon, has taken to acting as a guide for some of the nomadic Viskari people through the more tumultuous lands, and has a going exchange rate for scratches and praise.
    - Skystruck-Tree has gathered a council of Vultures on the forbidden island on the Grey Lake. The Heartsoul. Covered in the red poppy indicative of the transgressions of self inflicted pain in the past no Scavenger has roosted there for many cycles and those who visit do so with great trepidation and reverence. Whatever is discussed therein is unknown to the masses but is certainly of concern.
    - Three Hyenas begin to travel west after their Lion mother dies. They are crowned with flowers and have sworn an oath of silence. They follow each other through blinding mist, whipping blizzards, and sweltering wildfires in a tightly knit trail holding fast to each others tails in a procession of solemn duty. Their quest? To follow their mother's final request and gaze upon the reflection of the setting sun on the ocean so they may see her prideful smile one last time.

    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: +1 Intrigue, +1 Faith

    New Ruler Next Round?
    No

    Military Units 1/6
    - Swarm

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

    Embassies:
    - Sangar (SAN)

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

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (0)
    Last edited by Tychris1; 2020-08-22 at 10:22 PM.
    “I’m a Terrorist not an idiot.” - Me
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  14. - Top - End - #104
    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 3

    Spoiler: Leader Stats
    Show
    Name - Gothek
    Pronunciation note: t and h are pronounced separately in Soreni language.
    Dip - 5
    Mil - 5
    Opu - 5
    Fai - 1
    Intr - 5


    Actions:
    [Diplomacy] Press Claim on Region 311
    Result: 21 Great Success!
    The Soreni are ever eager to expand their grasp of Sikar, and this region will be the first to fall into their grasp.
    [Diplomacy] Raise Reputation with SOS
    Result: 13 Success!
    The Soreni believe that the world should be clean of the False Dawn. Allying with Sentinels is an obvious first step.
    [Military] Recruit Unit
    The Soreni will need a strong army if they wish to maintain the control they have.
    [Military] Recruit Hero: Heskrath
    Hero Score: 8
    Heskrath is a powerful warrior that will stop at nothing to succeed.
    [Opulence 5] Raise City: The Silver City in region 308
    The Soreni work towards creating a city, a shining jewel in the sands of Sikar.


    Nonactions:
    [DSP] Accept the Dreamspeaker resource offer.
    [SOS] Provide Fighting Style to the Sentinels

    Spoiler: Expected Increase
    Show
    • Dip +1
    • Mil +1


    Spoiler: Important
    Show
    • New Leader? - No
    • Units - 3
    • Treasure - 2
    • Writing - Sor Runes
    • Animal Handling

    Last edited by D&D_Fan; 2020-08-16 at 03:32 PM.

  15. - Top - End - #105
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


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

    Rolls

    Actions:

    [Military]Invade 212 with 5 units and Vetrapa (10) +15 tactical doctrine: Reckless attack
    The Veramondi have unwisely contacted this region while not taking any measures to protect it from... anything. The populace will surely welcome their new elven overlords - and the Solar Crusade will have a stepping stone for a renewed eastward march. The few fools who think they're warriors will be quickly dealt with, and the rest of the populace can mostly go on with their lives if they provide regular recompense to the elven army for their protection.

    [Military]Recruit unit

    [Diplomacy]Event - Teach Vygra the secrets of Ceramics in exchange for them lending one unit to us

    [Diplomacy]Raise rep with Dream Speakers 0>1 Roll 2d6+3 vs 10: 5

    [Diplomacy]Raise rep with Sentinels of Stone 0>1 Roll 2d6+3 vs 10: 13
    Dasrtali's methods of gathering power are more subtle than Uvarali's one-on-one talks with rulers, and she induces the elf Sentinel recruits to spread the idea that the Blightspawn can only be dealt with with the elves' aid.




    Nonactions:
    Graciously bestow 1 treasure upon the Sentinels - although the foolish lesser races often tested the elves' patience with ridiculous demands for "trade" or "don't steal food from our farm", most elves nonetheless saw themselves as benevolent, if sometimes strict, protectors. If they finally wanted to stand up to the god's tyranny, of which the blightspawn were chief enforcers, the Sons of Sirrvat fully supported the endeavor.

    Attend dorf event

    Resist everyone who tries as much as step into our forest.

    News and Rumors:
    • Birth/Death rituals: Elves do not have any institution such as marriages. Although they know of the human custom, being shackled to just one person for one's entire life is a horrifying thought. An elf has a close relationship with their entire extended family, which can be thousands of members large, as family trees stretching centuries into the past are one of the first things children are taught. Addressing a relative, no matter how distant, by their name instead of the kin title (great uncle etc.) can be considered an insult. Any two consenting elves can have sex at any time in private. On the other hand, even minor public displays of affection are frowned upon. The divine enemies must not know our weaknesses!

      Nevertheless, elves do distinguish between legitimate and illegitimate children. Legitimate - pure as the elves call them - children are only those conceived during the lunar eclipse festival Vesaharisa or those conceived with a sage present who gives the child their blessing. Illegitimate children are not discriminated against in any way other than not being recognized as full members of their birth family and thus being unable to inherit and so on.




    Spoiler: Ruler stats
    Show
    Chief "Tyrant" Uvarali
    Diplomacy 3 +1
    Military 9 +1
    Opulence 2
    Faith 1
    Intrigue 4

    Specials used: M5




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

    Technologies
    Name Effect Requirement
    Pottery +1 buyouts -
    Writing (Blemmy) +1 Conversion Defence, +1 Conversions in regions with Blemmy script -

    Last edited by Corona; 2020-08-23 at 01:51 AM.

  16. - Top - End - #106
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Dannu-Gaon Tribes
    Chiefs: Nocter Irin-Mak and Noctrix Sare-Mak


    News and Rumors
    - The beginnings of a raiding campaign to retaliate against Braye mercantile undercutting are called home after a Braye messenger reaches the Nocter. Though the back-and-forth was tense, an agreement is made; The Braye shall surrender their newfound control of the Salt trade and cease further efforts to undermine the Mak-clan's trade ties, and the Nocter will order no further raiding of the Brayewen. A truce in a Trade War that had scarcely begun. Though some prominent clan members balked, having seen victory against the Braye as nigh-inevitable, the Nocter insists that the resources consumed in the process would have been a waste, and it was not important that the Braye be humbled further.

    [Opulence 5] Establish City of Danneta-Yvaon in Region 96 (Dannu-Gaon) - Danneta-Yvaon, or “Flowered Daughter of the River Yvaon” for those of you who only speak the trade tongues. This tale will take some time to recount. Are you quite sure?
    Spoiler
    Show
    Things were changing. Between the foreign envoys welcomed into the Clanhome Mak, the increasing train of trade-wealth flowing in, and expanding needs for above-ground pastures and dwellings for those engaged in herding and breeding, it was clear that the old ways would no longer serve. No longer could they rely on obscurity, hidden entrances, and the river’s threat. A new way would be necessary.

    The Noctrix’s finest engineers took inspiration from reports of Southrocks, from what raiders had seen in Sangar, from the foundations of the place the cursed Braye called Kartoffel City, from what some of them had themselves seen in Winter Town. A mighty longhouse was built atop the opening of the Clanhome Mak, an atrium of wood and stone to expand the cavern complex’s administration to the surface level; similar structures were ordered to be built atop the other Mak-clan shelter-homes near enough the Maidens’ base and the river Yvaon. Messengers were sent out to the allied Sal-clan that did much the same in the shelters within the allotted area, and to the weaker Sek-clan who was only loosely allied but feared the consequences of not complying.

    Outside the longhouses were built other structures that served greater purpose aboveground: Smokehouses, the Seba-Gaons where the shamans cleansed poisons and taught shapes to the stone-spirits, fences for pastures and the stables and kennels to house beasts at night, and so on. From the bend in the river Yvaon to the edge of the forest and back around to the side of the mountain was built a low wall of stones, sturdy as the tricks of Sangar could make them, and atop that were built great palisades from which the slingers could keep watch for threats in the cleared area before the treeline. The long wall was broken only by a great wooden gate, to secure this expanse, and a series of stakes to allow a smithed tributary of the great river to enter and leave the city.

    What no one expected was the collapse of the Sek-clan only five months after the first ring was complete, as the Kaon raided their clanhome, killed their Nocter and many of their fighting men, and stole away with their Noctrix and many of their other women in the dead of night – at least, those who survived. Though only loose allies, they were allies, and the Mak-clan’s vengeance was terrible. The Kaon-clan was raided to oblivion within weeks, and their Nocter and Noctrix hanged by their entrails from a tree, their young heirs abducted and placed in other homes. Those who surrendered were taken back and forced to abandon the symbols of the Kaon, and offered a choice between clanlessness and seeking marriage into another clan. Some remained clanless, still Dannu-Gao within the walls but welcome in no clanhome. These clanless residents of Danneta-Yvaon would later be recognized for what they were – the first true citizens not of a clanhome, but of the city.

    The Sek-clan, too weak to recover its former strength even with its captives rescued, found most of its survivors also migrating within, abandoning their flooded clan-home and beginning the process of digging out a new one in their smaller clan-shelter within the walls. The fallen outer shelters did much the same, and the city’s population began to expand yet more. Within three years the pastures had to be moved outside the city as new buildings sprung up like the flowers the city was named for, and a shorter second stockade was built further out to protect those. An unprecedented center of trade and plenty, it was difficult to consider Danneta-Yvaon, with its stonework, woodwork, and countless flowers anything but the jewel of Tarandi only a few years after its founding.


    [Opulence] Buy out Region 108 (Hiverness) TP3 (Husky Dogs, supported) [TN 12, Roll=16, Success] - Though ties to Hiverness are loose and the canine aspects of the traditional Way of Eauden practice are given very little emphasis in the Dannu-Gaon, an increasing reliance on animal training finds the Noctrix petitioning to bring more of such a hardy breed to the tribes, a clear advantage for the Mak-clan over their few remaining rivals among the Dannu-Gao.

    [Opulence] Buy out Region 115 (Shandole) TP3 (Furs, supported) [TN 12, Roll=16, Success] - [I]Hearing of the continued and deeply concerning spread of these “Ancient Ways” to lands thought civilized, yet another raiding party is dispatched, this time through the pass to the southeast to find their way to the lands of the River-Elves, a difficult voyage. When they arrive, however, after chasing off some incidental vultures watching them, they find the industries they’d come to send a warning to largely overtaken by the Dream Speakers. Unsure how to proceed, they directly addressed the locals instead, met with more friendship than expected for uninvited guests, and after asking about furs, were simply directed to untapped hunting grounds ripe for such industry. Though the Nocter’s displeasure and concern with the spread of the Ancient Ways was communicated, the River-Elves seemed more distressed than hostile, sitting somewhat in opposition to concerns of an imminent return to savagery. Still, despite concerns, the largely accidental establishment of a trade deal was hard to deny, and most of the party returned to the Nocter with a message in tow, an invitation to further discussion.

    [Opulence] Buy out Region 112 TP1 (Tin) [TN 12, Roll=14, Success] - The neighbors that had rebuffed Aran Viska had resources. A strategic choice was made, to pursue mining at the site less threatened by war should the Viskari continue their conquest.

    [Opulence] Buy out Region 116 TP1 (Safflower Oil) [TN 12, Roll=16, Success] - The lands discovered by Clann Solais practically dripped with potential, and after forming...an understanding, if not an alliance, precisely...with the other highlanders, messengers were dispatched seeking to acquire some of this surplus.




    Non-Actions
    - Accept Embassy from Clann Solais
    - Support Conversion to Way of Eauden
    - Resist Braye buyout of Region 129 Grousse Shark TP1 (Roll=13, Success)
    - Resist Braye buyout of Region 109 Salt TP2 (Roll=8, Fail)
    - Contribute the Stone-Wrap Ways to the Slabs of Prowess. (+1 SoS Favor)

    Embassy Actions
    - Trade Pottery tech to the Arrok for knowledge of Sailing.


    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 6
    Military: 1
    Opulence: 5
    Faith: 3
    Intrigue: 6


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 1/6
    - Dannu-Gao Hunter Militia

    Heroes:
    - none

    Embassies:
    - Embassy with the Arrok

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

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

    Technologies
    - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry

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

    Trading posts (1)
    - 96 (Living Stone) TP1
    - 113 (Hardwood) TP2
    - 109 (Salt) TP2
    - 129 (Grousse Shark) TP1


    Spoiler: Expected Stat Gains
    Show
    Opulence +1, Diplomacy +1?


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2020-08-22 at 08:56 PM.

  17. - Top - End - #107
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Three

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


    Spoiler: SOS Treasure Tracker
    Show
    Donor Continent Treasure Amount
    ELF Tarandi 2
    GRAND TOTAL - 2


    [Military] Send Theodora of Kiswa to Epic Quest: Argent Sands 16 - With the cleansing of the hills in northern Kiswa nearly complete Theodora is transferred off active duty in Kiswa to Sikar where she is expected to lead a force of Sentinels in destroying the Blightspawn eggs discovered in the deep desert. While there had been intentions for Theodora to travel to Kiswa and engage with the Ember Bats disturbed by the Dream Speaker explorers the looming threat of the Dreadsilver Eggs necessitated immediate action. The Standing Stone in Sha soon plays host to a full cohort of Sentinels ready to embark under Theodora’s leadership to preemptively strike down the Blightspawn threat lurking in the sands. While not going so far as to forbid or threaten retaliation the Sentinels do dissuade the heroes already sent and any further sent to join from relying on the Dreadsilver for magic encouraging instead their conversion and immediate expenditure as treasure if the destruction of the egg shells could not be prioritized instead. The Sentinels inform the locals of Sikar that they will not rob a local hero of the glory of slaying Blightspawn should their presence prove unnecessary deferring to local authorities for expunging this threat.

    [Military] Collate the Slabs of Prowess (1/5) - With the multitude of cultures across the world beginning their first forays against the outside world and each other the Sentinels become aware of numerous fighting styles and techniques unique to the cultures that spawned them. While the Sentinels themselves were able fighters it was unwise not to remain open to new teachings. Across the known world the Sentinels reach out to the emerging civilizations asking for their input into the martial arts practiced by their societies for permanent inscription of the forms and positions upon stone slabs to be practiced and mastered by Sentinels and heroes seeking to increase their martial might. (Request: Any kingdom may choose to aid in this endeavor in multiple ways. Submitting appropriate fluff writings and/or contributing to the Great Project with actions. Reward: Gain max 2 Favors per sufficient length/content fluff submission fit for inclusion in this catalog and/or Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Duration: Rounds 3-8)

    [Military] Create a Hero Score 7 Idris of Sikar - Emerging battle hardened from the Ixkarrian conquests in the sands of Sikar a young Sentinel advances from trainee to heroic personality for his skill upon the battlefield against the forces of the Cackling Queen. The young man, originally hailing from an unknown human colony outside Sikar, adopts the name Idris as his Sentinel caller and prepares to embark on quests against the increasing number of Blightspawn threats popping up across the world. A tan skinned relatively handsome young man Idris bucks the trend of most Sentinels as cool and distant operators partaking in the games and competitions of might among the Koxrrit orcs after their victory as well as indulging in lavish drink and food. While some elders within the Sentinels question Idris’ dedication to the cause for his lack of stoicism the young warrior seems no less driven to fight against the Blightspawn with all his might.


    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.


    Trolls and Veramondo seek with equal fervor the attentions of the Dream Speakers expedition for a lost city. At the end of year 12 a decision will be made as to where they shall launch their expedition. Which of these two Kiswan kingdoms shall sway them more or shall a dark horse emerge to claim the prize out from underneath them both?

    [Opulence] Offer Required Resources to BDA, SEW, TRL, VYG, ALO, NAH, SOR, HVN, & SAN - With a host of interesting resources brought in through trade of goods for exploration with many kingdoms across the world the Dream Speakers now had the means to fulfill the desires demanded by many peoples. Demands for certain properties would only grow louder as time went on and so the Dream Speakers seek to position themselves to take advantage of this mounting concern. Across the world kings, queens, and rulers on high, excepting the Dolod of course, are once again treated with Dream Speaker visitors who offer to alleviate the pressure of acquiring those most desirable resources. In each continent a reshuffle of resources out of Dream Speaker hands and into the hands of those most desiring of them is offered, for a price naturally... (Request: Specified kingdoms may use a non-action to acquire their required resource from DSP’s ownership of TPs. If two or more kingdoms are offered the same resource and accept the winner (and debtor) will be determined by an Opulence roll off. [KISWA: BDA: Avocados (193), SEW: Copper (226), TRL: Avocados (193), VYG: Timber (195). SIKAR: ALO: Salt (295), NAH: Gold (307), SOR: Blightspawn Trophies (275). TARANDI: HVN: Furs (115), SAN: Fish (133)] Reward: 2 Favors owed to DSP Penalty: None. Duration: Round 3-5)

    [Diplomacy] Collate the Manual of Mamut (5/5) - At last the Manual of Mamut’s tall tales, far fetched legends, and soaring poetics will be collected in one central repository! While submissions of tales will continue to be accepted for the next decade the general structure and categorization of Mamut’s myths was being set among the Dream Speakers. Aid had come from all around the sub-continent and still was pouring in to the delight of the Dream Speakers. The completion of the Manual would also free up those who were now experts in memorizing and recording the tales of local valor for efforts elsewhere in the world. (Request: Mamut-only players may choose to aid in this endeavor in multiple ways. Submitting appropriate fluff writings and/or contributing to the Great Project with actions. Reward: Gain max 2 Favors per sufficient length/content fluff submission fit for inclusion in this catalog and/or Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Duration: Rounds 1-5) Submissions: Uzii During the False Dawn, Blightspawn in the Blessed Vale, The River That Carved the World, Stories Gathered From Drunks and Gamblers Part 1

    [Intrigue] Secret 20 - A hush falls across the Dream Speakers throughout the continents and some wonder what the mysterious organization of itinerant travelers were plotting. Would the Dolod see further retribution for their shunning of the bards or were they perhaps pursuing some completely unpredictable act in the shadows of the night? The truth remains unknown and none share close enough relations with the skalds to ask and receive anything other than cryptic replies...


    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.


    [Diplomacy] Request a Windowless Tower on each continent - Looking to expand their reach in the growing world the Truthseers send envoys to the various emergent courts requesting aid in the construction of their mysterious Windowless Towers throughout the continents. Hoping to entice cooperation the sisterhood offers a significant incentive for material aid in these endeavors uncapped by the limitations imposed by leylines on the Sentinels’ Standing Stones. (Request: Build a Truthseer Base (3-action Dip/Fth project) in each continent. If nations cooperate they decide amongst themselves how to divide the reward. If multiple bases are completed first on a single continent each will receive the full reward. Reward: +1 Rep, +1 Favor. Penalty: None. Duration: Rounds 3-6)

    [Faith] Recruit additional Truthseer sisters and attendants in Tarandi...or not - With a catalogue of familial knowledge soon to be complete regarding Tarandi’s ruling houses and factions the Truthseers increase efforts to populate the courts with their sisterhood of truth discerners. While the Truthseers favored dynastic rulers in the matter of kingdom administration for direct service to the sisterhood even the animals of the Carrion Ward could be trained to serve. The Sisterhood do not discriminate in seeking recruits from the frozen lands. Of course, not all would be so comfortable sending their daughters away no matter how bountiful the dowry offered to join the mysterious organization and resistance could be raised should one object harshly to the sisterhood’s recruitment. (Request: Do not interfere with Truthseer recruitment. Reward: None. Penalty: Any action taken to interfere with recruitment will result in -2 Reputation. Any non-action taken to interfere will result in -1 Reputation. Duration: Round 3)

    [Diplomacy] Collect Histories of the Tarandi Dynasties (5/5) - A full and complex web of family lines in Tarandi becomes a standard tool for teaching to Truthseers in these frozen reaches of the world. The completion of this forest of family trees shall no doubt serve many arcane purposes in the years to come. Final polishing touches are added as additional information requested from less noble branches is added to the tome of Tarandi. Outside Tarandi itself the Histories are shared as an example and template for such pursuits elsewhere in the world. (Request: Tarandi-only, dynastic-rule-only players welcome to aid in this endeavor. Reward: Gain max 1 Favor for creating and sharing a Family Tree. Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Duration: Rounds 1-5) Submissions: Sangar: Line of Polahi, Dannu-Gaon: Line of Mak the Wise, Hiverness: Line of Chief Rayen of Wolfenhall, Eleftherians: Line of Nel Sorgen
    Last edited by RandoMan; 2020-08-20 at 01:22 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  18. - Top - End - #108
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes
    Yúkró
    (Round 3: 9-12)

    Actions
    1. [Diplomacy] Stabilize Héokalón (Region 45) (roll=10)
      The Zbãyúik tribe had found success in a series of raids along the great river. Without any well organized resistance, they eventually seized control of several large towns and cities. Unfortunately, they now find themselves needing to appease the natives of the region while navigating the complex politics and tangled web of alliances and rivalries. They have very little success. Though fortunately the lack of unity in the region prevents the natives from being able to muster a serious threat to the tribe's hold on the strongholds they seized or built. The other main bright spot is the realization by the influential Cult of the Sky that the Zbãyúik's name could be translated literally as "sky warriors." But the suggestion that the tribe was sent by the Sky God and should be revered as divine warriors is quickly met with an opposing argument that the invaders are simply being blasphemous.
    2. [Diplomacy] Stabilize Wēkache (Region 47) (roll=10)
      Further north things fare little better. The Zbãyúik withdraw south to deal with the mess in [Region 45], leaving the north stretch of the river to the Sọ́gẹ tribe. They are able to establish control over the narrow lowland, but are entirely at a loss for how to properly extend their authority into the hills and highland. Meanwhile, in the east Ṭhùtšrũ discovers that the wide forests are not empty of people. Initial contact with the Ve’gahpĩ elves goes poorly, and there is debate over whether it is better to try again or simply ignore the elves, as they seem perfectly happy to stay in the forest and ignore the outside world.
    3. [Military] Recruit a unit
      Despite the difficulty in bringing [Region 45] in line, there is a significant part of the population that is willing to tolerate and even welcome the Sọ́kǎu. In anticipation of more trouble in the future, the Zbãyúik being recruiting among the locals.
    4. [Mil 5] Recruit a hero: Rẹ̌tšrìj (roll=8)
      Yúkró's younger sister returns from her time with her cousin, no longer a promising young warrior but a proven veteran. Her reputation precedes her, and she quickly gathers a following among the Sọ́gẹ tribe becoming one of the most powerful leaders of the tribe.
    5. [Opulence] Harvest Amaryllis in [Region 45] (for 2 treasure)
      Strange, magical flowers that can apparently be turned into delicious (and valuable) wine? You'd have to be crazy not to jump at that opportunity!


    Non-Actions
    • [SOS org request]
      Spoiler: Combat among the Sọ́kǎu
      Show
      Combat among the Sọ́kǎu
      as told by Dọ̀pyǐj Phyõkǎu khùw Ṭhùtšrũ

      Most battles happen for one of two reasons: feuds or raiding. Feuds are a matter of honor. Disputes between individuals that reach the point of violence can be resolved simply through personal duels. Real tribal feuds are the result of conflicts involving people important enough to bring entire families and tribes along with them. But they are still, at heart, personal. Raiding is just raiding, simple.

      Feuds and Duels

      Since feuds are ultimately personal, and matters of honor, they are best resolved through personal duels. Things can still get bloody, of course, and usually do. But you'll usually see armies gather, and a few important warriors from each side come forward and have some duels. A good enough showing by one side can encourage the others to withdraw and find some better heroes.

      Most warriors have a good, long spear, a couple shorter, cheaper throwing spears if they can get 'em, and an axe or knife or both. Protection is mostly from avoiding attacks, though shields are common. Duels favor the patient warrior, charging in recklessly will just get you killed if your enemy is at all competent. Footwork is key. Maneuvering. Keep moving, don't give the other guy any openings, and try to bait him into a mistake. It's careful, thoughtful: a mental thing as much as a physical one. Though that doesn't mean slow. Thinking fast is good; making the right move on instinct built over years of fighting is better. The best fighters are the ones who can read you like a sailor reads the sea and sky. They read you, and then they know how to make you make a mistake. And they know when you're going to do it before you do. And then, when the moment is finally right and you've been lured into the trap: there is no hesitation.

      When you get a real battle, things are a bit different. You focus too much on one guy, and his buddy sticks you in your back while you're distracted. Work together, don't let yourself get divided, and divide the enemy. Things tend to always end up a bloody mess, but if you have a friend or two watching your back, you're going to be that much less vulnerable.

      Raids

      The best, most successful raids are quick and precise. You don't want them to know you're coming, or to give them enough time to prepare for you. In and out before anyone knows what happened is the ideal. There's no dueling here. Nobody's going to sit back and watch and wait while you go one-on-one with their friend in a raid. It's not about honor, it's about wealth. You want theirs. And unless they're weak they're going to be coming back at you hard.

      Spoiler: Combat among the other peoples now under Sọ́kǎu rule
      Show
      Ve’gahpĩ (Elves in Region 47)

      The Ve’gahpĩ tend not to make any distinction between hunting and war. In hunting they rely on stealth, ambush and poison, and the same is true in war. As they see it, if your enemy is aware of your presence and is not already either dead or dying, then you have failed. Blowguns are the weapon of choice, and there are several different poisons gathered from plants or vipers in common use. In the event that stealth fails, and a hunter or warrior is forced into a face-to-face confrontation, the preferred choice is to escape. The dense forest of their homeland provides opportunities to slip out of sight. Ideally, the enemy will attempt to pursue but lose their quarry and find themselves at risk of walking into another, hopefully more successful, trap. If even that fails, and escape is impossible, a desperate Ve’gahpĩ will turn to overwhelming force and hope to simply overpower their enemy by whatever means possible. At that point there is little formal style or art and more desperate, animalistic fury. The idea of a duel arranged in advance, and starting with both participants aware of each other, is simply foreign to the Ve’gahpĩ, and would elicit a great deal of confusion and befuddlement.

      Human tribes of Wēkache (Region 47)

      In the highlands, most people live in small villages and tribes, and large organized armies are unheard of. Combat is based in large part on using the terrain to your advantage, and fighting often ends up happening in rough terrain, making organized, cohesive movements impractical. Battles tend to consist of individual fighting without much overall structure. Slings are used extensively, and in hand-to-hand fighting short spears and axes are favored. Stylistically, they tend to fight defensively, trying to avoid overexerting themselves while goading their enemy into tiring themselves out for nothing. Endurance is highly prized in general, and winning by outlasting your opponent is considered the most worthy victory.

      Humans of Héokalón (Region 45)

      In contrast to their neighbors to the north, the densely populated farmlands in [Region 45] make it easier to gather large armies and the generally open and flat terrain makes organized, drilled maneuvers practical and useful. However, armies tend to be made up largely of conscripts and levies, often with minimal training. Spears are the most common weapon, and skirmishers armed with atlatl are typically sent in advance of a body of spearmen to harass the enemy at the start of battles. Swords can be found among the rich and powerful, but are more often than not more ceremonial than practical, and spears are still preferred in actual combat. Most commanders and professional warriors follow a philosophy of aggressively seizing the initiative and controlling the tempo of a fight. Keeping their foe on the back foot and forcing them to be reactive is seen as the best way to fight.

      Away from the battlefield, the preferred martial art among the people of [Region 45] is a local form of wrestling. Combat with weapons is looked down on as crude and unrefined. They are willing to resort to such methods out of necessity during war, but tend to see it uncouth.


    News and Rumors
    • The willingness among the people of Clan Alqar to accept the Sọ́kǎu presence inspires more voyages upriver. The majority of the Sọ́kǎu still consider going that far inland to be crazy, but there are enough who are willing to consider the great river a good enough substitute for the ocean that regular expeditions between Džíu Phè Hwǔ and the Blessed Vale become more and more common. A small settlement grows, as some traders and merchants find it valuable to establish a permanent presence.


    Yúkró

    Diplomacy: 4
    Military: 6
    Opulence: 7
    Intrigue: 2
    Faith: 1

    Increase: Diplomacy and Military

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Site Holy Order Org Base
    (Region 45) (u) 45 Aurochs (open)
    XX
    XX
    The Cult of the Sky (none) (none)
    Džíu Phè Hwǔ 46 Wood Sọ́kǎu (open) (open) Tšhlèi (none) (none)
    (Region 47) (u) 47 Goats (open)
    XX
    XX
    Native Animism (none) (none)

    Region # Owner Resource Minor Good Great Holy Site Holy Order Org Base
    The Blessed Vale 32 Clan Alqar Gems Alqar The Ko Sọ́kǎu Lunar Mysticism (none) (none)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units (l/n) Unit Cap Treasure Hero Tactical Doctrine Cultural Identity
    3 | 0 10 | 4 0 (none) (none) (none)

    Embassies
    (none)

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    0
    0
    (none)
    DSP
    0
    2
    (none)
    TSR
    0
    0
    (none)
    *(+ is owed to us, - is owed by us)

    Military Technology
    Technology Slot Effect Requirement

    Technology
    Technology Effect Requirement
    Sailing Cross deep water (none)

    Spoiler: Resource Requirements
    Show

    Resource # Required for Sources
    Luxury Goods 1/1 Capital Requirement Blessed Vale (32) #3
    Last edited by Aventine; 2020-08-22 at 08:47 PM.

  19. - Top - End - #109
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Houses

    Kiswa region 198

    Actions

    1. [Military 5] Recruit a Hero: Neno, who never hit a foe twice. Roll 9. A burly Luthrail ex-bandit, Neno was famous for never needing to strike an enemy more than once with his copper-tipped wood staff.
    Spoiler: Written on a stone on the north shore
    Show

    I am Neno, who never hits a foe twice.
    I learned to write from the Warrior Kona so that I could speak for myself in the future.
    When I was a boy, the Anbroch were our enemies.
    They still are today.
    I joined Mollie MacGill because she fought the other Anbroch.
    For a time we fought them together, and fought well.
    But the Anbroch wanted her strength back, and offered her great power.
    She accepted, and I thought my time for glory was over.

    I am Neno, who never hits a foe twice.
    I repeat my name so that if this stone is broken you will still know my voice.
    The dwarf ladies still tell stories about me and Mollie.
    They tell stories about my strength, my cleverness, and my loyalty.
    They tell stories about me capturing a Troll for the Warlady.
    They ask me for help when monsters attack or they need something found in the deep jungle.
    I have decided that I will help them.
    But I will not do it only for them.
    I will do it so that they will tell stories about us.

    2. [Diplomacy] Host an Event: All-Kiswa Wrestling Tournament All nations are invited to send wrestlers. A specific invitation is sent out to Vetrapa on Neno's request.
    3. [Diplomacy] Continue work on TSR tower in Kincany
    4. [Intrigue] Forment unrest in Ten-Fuj-Sa-Cos, Roll 14 As the "Armada" of the Bel-Dan-Yb approaches Kincany, the Warlady hired several priestesses of Loren to head north and spread troubling rumors about the Reren.
    Spoiler: Rumors
    Show
    "Ren-num-har plans to make us give up piracy entirely, he hasn't led any ocean raids in years"
    "Cul raided a mighty troll fortress on the Sur at the age of 5, perhaps he should be made Ren rather than exiled."
    "Ren-num-har is giving away our treasure to land-based monster slayers."
    "There are many single dwarf ladies in Kincany, we should be bringing our treasure there instead."
    "The Reren's policy of land-based expansion is due to his crippling fear of fish."


    5. [Intrigue] Secret.

    News and Rumors
    The Matriarch's court hosts Tes-Rus and her son Cul of the Bel-Dan. Although the Matriarch is initially ecstatic about the opportunity her enthusiasm dims when she learns that Cul is not in line to inherit anything in his home country.

    Rosie MacGill and the Warlady had a disagreement over the treatment of the Luthrails in Kincany. The Warlady, an ex-bandit who had fought alongside them, made a policy of preventing other Anbroch houses from extracting tribute from those who were already paying tribute to her. Rosie disagreed, arguing that as long as Luthrails remained in Anbroch land Kincany couldn't really be a new home for the dwarven people.
    Spoiler: Ruler Information
    Show

    Warlady Mollie "Stoneye" MacGill
    Spoiler: Biography
    Show

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


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

    Attribute Improvements: +1 Diplomacy, +1 Intrigue

    New Ruler next round: Rosie MacGill
    Stats before improvements from this round:
    4 Diplomacy (3+1)
    3 Military (2+1)
    1 Opulence
    1 Faith
    4 Intrigue
    Link to Stat Rolls

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Warlady Mollie MacGill (36 yrs) : The power behind the throne, the Warlady was the one responsible for cowing the other Anbroch houses. If the MacGills wished their dynasty to endure, they needed someone seen as a legitimate continuation of her power.

    Patriarch MacGill (62 yrs): The titular head of House MacGill. Scarcely ever on the surface, he deferred management of the house's surface holdings to the matriarch.

    Matriarch MacGill (58 yrs): The surface leader of House MacGill, the Matriarch negotiated an arrangement in which the Warlady adopted her daughter Rosie, making Rosie the successor to both the MacGill Matriarchy and the Warlady's more informal holdings.

    Rosie MacGill (18 yrs): The adopted daughter of the Warlady and actual daughter of the Matriarch, a lot of negotiations have been conducted to put her in line to inherit more power than either posessed alone.

    Charlie MacGill (12 yrs): The son of the Patriarch and Matriarch, his existence has cast the agreement between the Warlady and the Matriarch into doubt, as should he take a wife, she would inherit the Matriarchy rather than his sister Rosie.

    Last edited by Potato_Priest; 2020-08-15 at 01:28 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.

  20. - Top - End - #110
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: Empire 6: Embers of Dawn IC

    Hraban Confederacy
    Leader: Heinrich Wurzelstarke aus Tirol
    Region(s): 34
    Continent: Mamut
    Round 3 Actions:

    Actions:
    1. [Military] Send Erwin Weitschritt von Braunschweig and 2 units to clear the Amaryllis flowers - 17
      Erwin von Braunschweig is sent with both of the standing units of Bloodwings to clear their home region of Hrathgan of the amaryllis flowers.
    2. [Military] Recruit a unit
      With the reappearance of the amaryllis flowers across Mamut a concerted effort is made to continue recruitment.
    3. [Diplomacy] Diplomacy 5 - Declare CI - Birds of a feather - 2d8 on Seek aid actions
      With the growing influence of different influences occurring an increased emphasis and fluidity is placed on calling to the ancestors for assistance.
    4. [Faith] Convert Region 42 to Soul Honor with Support - 12 - Success
      With the presence of the Amaryllis flowers the conversion of the region newly under the banner of the Uzii is made a priority. Making sure to share the true meaning and malevolence behind this "gift" is seen as paramount.
    5. [Faith] Convert Region 40 to Soul Honor with support - 13 - Success
      Missionaries, chroniclers and cartographers are sent to the region to help document the region thoroughly and show those native to the region the benefits of the belief system.


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


    Embassy Actions:



    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):
    Stat Number
    Diplomacy 6
    Military 7
    Opulence 2
    Faith 4
    Intrigue 1


    New Ruler Next Round?
    No

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

    Military Units: 1

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

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

    Great Project

    Name Effect Location
    Last edited by Electriccat; 2020-08-19 at 05:33 PM.


    Avatar by Gengy

  21. - Top - End - #111
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Taran Icechaser
    Hero: Rarras (7)
    Round 3

    Leader Stats Round 3 :

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

    Actions:
    1. Diplomacy – Raise reputation with the Sentinels of Stone (Fail – 9)
    A delegation of Elder Suru’s supporters goes to treat with the Sentinels but are turned away after less than half a day empty-handed and feeling as children humored by an exasperated parent
    2. Diplomacy – Explore east of Region 109 (Success – 12)
    Chief Taran decides the unexplored lands to the east have remain unexplored for too long, and new resources and potential lands are always in short supply. After months of waiting, the peaceful delegation returns with good news and a thoroughly filled out map.
    3. Military – Raise 1 unit
    4. Military – Raise 1 unit
    5. Opulence – Hoard Treasure

    Rolls

    Nonactions, News, and Rumors:

    -Support all buyouts and conversions made by Hiverness
    -Accept Pottery from Dannu Gaon and gift them Sailing
    -Resist all unsupported buyouts and conversions

    After the return of the mind-poisoned dogs, Uldra was launched into spiritual turmoil. A great silence spread over the land, with few traders allowed in, and only at spearpoint. This ‘enlightening’ they spoke of – speech for the cost of the lives of their littermates? Was intolerable for the small village they were stolen from, and much of the Elder Council. In a veil of rage at this invasion, Tsor ordered the dogs to be put down under the crime of treason. Her actions were met with swift condemnation by two of the Elders, Nyoka and Suru, and some members of the village that the dogs had belonged to. A chance to truly communicate with their dogs, they argued, could’ve been invaluable, and would’ve truly elevated the abilities of partnership between humans and canines. In response, Tsor points the Elders to the carnage that the Creatures had wrought with their influence. Any human who colluded with an enemy land that caused the deaths of their kin would face the same fate. In her eyes, if the dogs wished to be as or greater than humans, then they would be sentenced with the full consequences of their actions as a human would. Nyoka and Suru’s influence weaved tight enough to take the mantle of Chief away from Tsor, but not enough to oppose Taran, her brother and a hunter of many seasons who was known for his skill training and breeding the husky dogs.

    Oracle Neyrna is accused through rumors by anonymous sources of trading loyalties to the Chief of Hiverness rather than the Chief and Council of Uldra. The rumors point to her extended time with Oracle Shysie and how the two Oracles have taken to acting as Bondmates even in public, and how Shysie resides with Neyrna on her increasingly frequent visits to Uldra instead of the formal guest huts. Though the Arrok typically laugh at such an issue being made serious, the accusations of treason and collusion begin to manifest in a decrease in worshippers and prayers made to Eauden.

    Taran’s Bond-son Tasa reaches 16 years of age, old enough to join nearby hunting parties. His Bond-daughters Dara and Kari reach 13 years of age and begin training with the bow, along with Oracle Neyrna’s 12-year old daughter Shira.

    Not long after being stripped of her title, Tsor ventures out alone into the frozen wilderness, trying to find clues as to the exact route the dogs took. She returns a year later with one eye missing and devastating scars on her right hand and forearm. What she encountered and saw on her journeys are shared only with Oracle Neyrna and Chief Taran.

    New Leader next Round? No

    Leader Stats Round 4 :
    Diplomacy - 6
    Military - 5
    Opulence - 2
    Faith - 1
    Intrigue - 5
    Last edited by LapisCattis; 2020-09-12 at 11:48 PM.

  22. - Top - End - #112
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Kingdom of Lhungho Saar

    Years 209-212
    Region 221 - Troll Country

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


    Actions

    1. [Diplomacy] Establish an Embassy with HEN
      [Flavor text to be determined]
    2. [Diplomacy] Send Princess Rajhraandhu, Daughter of King Haanhangandhal, to Establish a Claim on Region 220 [Rolled: 15]
      A brief period of enamorment with tales of the Lightning Gods from the north turns out to be sufficient for King Haanhanghandhal to send the daughter of Ruunandaraghal's mother, Rajhraandhu, to open negotiations with the peoples there shortly after she witnesses her seventeenth flood. The King does not, however realize the consequences of having allowed her to handpick her own escorts, when the girl has plans for far more than mere agreements for passage and trade in mind...
    3. [Military] Send Ingkannu Isidi on an Errant Quest to Region 212 [Rolled: 20! Great Success!]
      Bathed eternally in the glory of the Mother Goddess, Ingkannu is unbothered by either burning sun or parching winds. There are those who claim this is a sign that the River Mother does not care to keep her supposed Daughter close - Ingkannu is unbothered by this, too. After all - it is children who are kept close to the breast. The sons and daughters that are grown are those that abandon the safety and comfort of the circle to find their own. And the River's Daughter shall be likewise - and bring back proof of her favor! But the spoils of her quest shall not be granted to those who scoff at the Goddess and her champion - no. The Sisterhood of the Windowless Tower shall receive these gifts, for though their deference is reserved, so is their scorn.

      And Truthseers serve as most excellent questing companions, in any case...
    4. [Opulence] Buyout Open TP3 for Avocados in Faranandull (Region 193) [Rolled: 14]
      [Flavor text also to be determined - related to Embassy fluff]
    5. [Opulence] Send an Expedition West, across the river [Rolled: 16! Great Success!]
      Though the officials sent across the great River Sur several years ago returned to the water in scattered groups when they returned at all, the bulk of the Trollmoot does not waver in their determination to learn what the Dwarves sought across the river, so long ago. Given the failure of the Unngthezhe's attempt, the Eduuzhe suggest calling upon the skills of the barge-trolls. Their close cooperation with thralls would surely aid in successfully traversing any particularly dry terrain they come across - and it was barge-trolls who provided the 'Moot with an understanding of the northerners. Though many of the Unnthezhe protest fiercely, eventually a reluctant agreement is come to - the Ixhudu will relax some of the restrictions on trading and travel for those barge-trolls who provide the Trollmoot with knowledge of what lies across the river. Second Prince Dranahaales relays this to the Troll King, who affirms the motion, and a few weeks later the first barge-trolls - now floating alongside the great sailing barges learned from the Bel-Dan-Ub - are making their way to the far side of the Sur...


    Non-Actions
    Standing: Accept any Embassies offered
    Support Conversion of Lhungho Saar to Abiherism
    Donate 1 Treasure to SoS

    News and Rumors



    Spoiler: Recorded In Chorus
    Show


    2 Units

    Techs
    Animal Husbandry
    Irrigation
    Sailing

    Embassies
    BLM


    Spoiler: Legends and Legacies
    Show

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

    Ruunandaraghal, Heir Apparent

    Ingkannu Isidi

    Last edited by Rolepgeek; 2020-08-17 at 04:02 PM.
    Sincerely,
    Role P. Geek

  23. - Top - End - #113
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC


    Actions
    Expected Stat Growths
    Dip 7->9
    Mil 7
    Opu 3
    Fai 1
    Int 1

    Action list
    (Dip) Explore 1: (18, Great Success)
    (Dip) Explore 2: (16, Success)
    (Mil) Quest Explore (11, fail)



    Dip Stabilize Quell Unrest (289) (Roll = 12)
    Dip Press Claim (281)
    (Roll = 17)

    Write-up for Collate the Slabs of Prowess
    (which should get me either +1 or +2 Favor with the SoS, depending how the gms factor that)

    Write-Up on Region 289
    The Land Of Thanks

    (Non-action, accept the gift of a military unit from the Ashir, which with the embassy shouldn't cost them an action either now)
    Spoiler: Region 289: Azim and his horsemen wed into the HYD.
    Show
    Prince Azim arrived in the land of thanks with his new partner, Toibae. He had taught her how to expertly ride horses and round more of them up. She taught him how to pet a cat without making it try to claw his eyes out. They had an army with them… but it was largely unnecessary. Whatever fighting had been going on in this desolate region was over. Together they would settle down and begin forging a new settlement. Out on the open, riding more at night than at daytime along very well moonlit plains. 

At least that’s how it would be for however many years until his regiment was called to war for the Nocturnal Hydra’s next affair. That hadn’t happened yet, but it was always on the horizon. Far from being concerned, Azim relished the chance to fight for real. He was not intimidated by the strong women that surrounded him, but he longed for the chance to see that strength in action, and kept up with daily sparring matches with Toibae to stay in shape.

Toibae was no warrior, though, and needed to learn from the younger boastful man how to fight. Catching up to him in technique was easy, she took to learning the spear well, but catching up to his raw muscles would be impossible. Not that she minded, in just one year she’d gone from vaguely out of shape to in better health and physique than the day she’d first turned twenty.

    Which was a good thing too, because they had a child on the way, and she’d need double that health to survive the Terrible Twos.


    Spoiler: Fluff Segment: Night Elf Naming Traditions
    Show
    Night Elf Naming Traditions


    Contrary to what one would believe from a modern-centric perspective, Zora does not actually have a surname of “Soulsilver”. Rather, that is an English translation of her symbolic role as leader of the night elf nation. But what do night elves do for their surnames and tracing their lineage, then?

    Night Elves typically have only a singular name, occasionally affixed afterwards by a profession, or a status as prisoner, but considering this a single word isn’t getting the whole picture. When naming the firstborn elven child, typically the last letter of their name comes from the maternal parent, and the first letter comes from their paternal parent. Given these people don’t strictly have letters this is more accurately referred to as ‘sounds’. Zora, as a firstborn child, has Zeriu for a father where she derives the Zzuh sound from, and Lenra, where she derives the Aah sound from.

    Typically (but not always) at least one extra sound is added between those two sounds. For Zora, that is the Ore sound in between Zzuh and Aah. Zora’s younger siblings, Zebra, Zulra, and Zijura, all follow this naming scheme. These naming traditions are often but not always upheld when having children with different cultures.


    Spoiler: Embassy Complete! Laiae, Ambassador to Ashir
    Show
    Pronounced Lai-ae, as opposed to Lie-yae, the pronunciation of the great hero Liyae. Who is her elder sister, very proud of her younger sister becoming a full fledged ambassador, and will exact bloody retribution in the event she is abused or shived in the daylight. She trusts the ashir though, and just because Laiae isn’t a demigod hero of myth doesn’t mean she can’t fend for herself.

    Knowledgable in many things and fascinated by this newfangled writing invention, she’d always been the studious type when not being a plucky sidekick. Being an ambassador was basically a job of hanging out with these chill people doing things like sparring and long walks at night, recording a lot of what they say so it can be delivered on horseback to Alskan, their homeland. Capital? Wow it’s a capital now, amazing to think about.

    She liked both of those things and signed right on up. The only major cultural difference she’s got is that she’s a little nervous around being openly sexual and shy about others doing the same. Though Liyae says (much to Laiae’s chagrin that Liyae would just out her like that) she’s a closet pervert and if you give her a couple years she’ll fit right on in.


    Excerpt from Slabs Of Prowess. I like the world building the Shamanistic Star's Prayer is for my nation so I'm putting it individually here.
    Spoiler: Shamanistic Star's Prayer
    Show

    Finally, one can resort to shamanistic mannerisms of the Night Elves to ward away the evil Blightspawn Spirits. Zora denies that these have any effect, but the spiritualistic may want to take heed. Shamanistic Prayers are no longer a thing now that Soulsilver has claimed the Night Elves as the nation of the Nocturnal Hydra, but those elder displaced shaman leaders give their heed.

    Climb to the highest hill within range, praying to the moon and stars for guidance. Stay for a matter of seven days and seven nights, having other people bring you water. Meditate on the matter, and meditate in pairs. Each from the same tribe.

    To gain the favor of the stars, you must have no weapons and show no means of hostility towards your kin. Fighting with each other while in prayer is bound to bring down ill fortune on your tribe, be it from Bightspawn or otherwise. This is often used as a rite of passing into adulthood.

    In fact, the Star's Prayer is often used as the first step in building bonds between two rival shamans competing for the top spot of the leader of a tribe. If one of them is struck down, the Stars declare neither candidate fit. Otherwise, it serves as a solid bonding experience and serves to close off tensions whoever the true successor of the tribe is.

    Spoiler: In Reality
    Show
    The practical benefit comes from being very high up, and being able to spot any trouble coming and going nearby. Blightspawn are often very obvious if you're looking, so having a cultural excuse to keep your eyes out makes sense as something that would come into being naturally. 'Visions' that are declared or seen often are used to justify the heightened knowledge of sending elders up to spend a good amount of time doing nothing but surveying the landscape.
    Last edited by Epinephrine_Syn; 2020-08-21 at 12:30 AM.

  24. - Top - End - #114
    Dwarf in the Playground
     
    Laura's Avatar

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    Jun 2020
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    USA Texas
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    Default Re: Empire 6: Embers of Dawn IC

    Shandolé
    Round #3


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    Writing Prompt Round #3: What does the martial art/fighting styles that your people employ look like?
    - Prompt set by TheDarkGM

    Spoiler: The Five Stone Run
    Show


    The Five Stone Run

    The Five Stone Run is a Shándole sporting event, where two teams of ten elves call “ten’teti” oppose one another over a distance of around 20 miles, (the distance between Summer Town and the nearest River Town camp) over the course of three nights and two days. One ten’tet is charged with “running the stones” - collecting five 14 lb stones from five stations along the trail in the correct order and then delivering them to the final destination before the dawn of the third day. The opposing ten’tet’s goal is to hinder them however they may, without resorting to lethal combat, destroying the stones or attacking in a “osha’san” or “safe zone”. Osha’sani include the five stations and the beginning and end points and are guarded by a neutral Elder, who will mark the stones and observe the event. The rest of the wilderness in-between is open ground for conflict. Neither horses nor boats are allowed, nor any other animal companions. Stone and metal headed weapons are not allowed, for safety reasons, but elves usually carry practice staves, wielded in the style of either long spears or twin tomahawks, along with their typical rope weapons.

    Traditionally, the Five Stone Run is held once every year at the beginning of the Summer Town festivities, but in recent years several runs have been held throughout year, along the whole length of the Ka river, between each of the River Town camps, leading up to the final Five Stone Run to Summer Town. The new military dinhi, Novíkin’Westrí’Dinh and Zulaura’Klaní’Hiah’Dinh have found it an excellent means of recruiting and training war parties, as well as raising excitement and confidence across the tribes for the Shándole warriors, fighting styles and military efforts. This year, they each organized several runs as tournaments to narrow down their best ten’tet, which they will personally lead in the ultimate Five Stone Run.

    Novíkin’Westrí’Dinh and his ten’tet will be running the stones.
    Zulaura’Klaní’Hiah’Dinh and her ten’tet will be trying to stop them
    .

    ---

    Dusk had fallen only a short time ago, but in these days leading to the Summer Festivals nights were brief and dawn would rise again before too long. Westri and most of his ten’tet crouched close to the ground among the tall grasses of the flood plains. They carried four of the five stones and the fifth osha’san was over the next rise, in a tree copse just beyond their sight. Once they collected it and had all the other stones marked, it was only four more miles to Summer Town and the end of the run. Unfortunately, it’d been a difficult run so far. Zulaura and her ten’tet had stubbornly dogged their heels and set the run back many miles when they’d stolen two stones and left nearly half of Westri’s tet tie up in trees. Recovering his warriors and the stones had taken more than a whole day of backtracking and there was no time left to spare.

    Some whistles sounded nearby, and then Tessá’Lýn and Jómaní’Dóah dropped down near at hand.

    “I saw nary no sign of Zulaura’s warriors, Dinh,” Jómaní reported in a soft whispered, “I check all the land an’ up in the trees ‘round the osha’san. I kin we got here first. Zán’Quêzí sits alone in font o’ the wigwam a’smoking poppy an’ paying nary no heed at all.”

    Tessá’Lýn scoffed, “Cry pardon, Jómaní,” he whispered, “But if ye kin just cuz’ Zán’Quêzí’Siah is a’smoking poppy he is paying no heed, yer dumber than I thought.”

    Jómaní glared, “Yer a’wagging yer tongue out yonder, Trip-Drop. What kin ye?”

    “I kin more than ye did that’s fer plumb sure.”

    “Hush ye both and get er faces on,” order Westri in a soft but stern voice, “Ye have any more t’ report Jómaní’Cai?”

    “Nah, that’s nary all I saw.”

    “Tessá’Lýn’Cai did ye find anything more than Jómaní?”
    “Aye I reckon I did at that,” Tessá’Lýn said with a small grin, “Ye checked the land an’ the trees, Jómaní, but I kin ye forgot what Ka Zulaura’Dinh an’ her warriors flow by. The river bends near the wigwam an’ much o’ the dross an’ debris from yonder up the river is collected in the still waters there. I took careful note an’ kin that there be at least seven elves hidden, all but submerged among the river dross.

    “Roont sky,” cursed Jómaní in a soft hiss.

    Westri motioned sharply for silence, as he considered. “Even Zulaura’Dinh will find the water cold and heavy,” he finally said, “I kin her warriors will be a bit slowed a’jumping out on the banks, plumb chilled I’d reckon. Tessá’Lýn, you, me an’ Komalla’lyn’Cai will carry the stones around the north side an’ make for the osha’san. Jómaní take everyone else to intercept Zulaura’Dinh an’ her elves at the riverbank. Keep ‘em from getting past ye to the wigwam.”

    The ten’tet all nodded in the dim starlight and Wiestri, Tessá’Lýn and Komalla split off, weighed down by the four stones. They stepped as quietly as they could through the brush and grasses, circling north and trying to avoid being seen from the river. The rest waited a while and then moved to cross the rise and turn toward the river dross.

    It wasn’t long before they were within sight of the wigwam. It was a small hut, surrounded by scrubby trees. It’s flaps were pinned back, open to the summer night and several small stones were placed around it in a circle, marking the border of the osha’san. The elves could see the soft glow of Zán’Quêzí’s poppy pipe, outlining the sharp edges of the Elder’s face, as he sat peacefully in front of the station, staring vacantly across the rolling grasses of the valley.

    Westri crouched and surveyed the scene, before nodding for them to continue. However, he’d failed to notice the two elves buried in the depts of the long grasses, their clothes woven through with fresh grass stems, camouflaging them so well into the fields that neither Jómaní nor Tessá’Lýn had seen them. Even now Westri missed their presence, though he stepped right by them.

    After the Westri and his warriors moved past, the two hidden elves of the opposing ten’tet leapt out of hiding. One gave a shrill whistle that rang through the night and the other whipped a bola about her head and flung it at the stone runners.

    It caught Tessá’Lýn about the knees and he crashed into the grass, dropping the two stones he’d been carrying. Shouting and whooping broke out across the copse near the river. Closer at hand, Komalla gave a loud war cry, charging the two opponents with her twin staves and bashing the whistler without hesitation or mercy. She spun her body into the attack, striking one blow immediately after the other in a rapid one-two, like she was beating a drum. He went sprawling to the ground, but Komalla sensed his tet partner pulling back her whip with a swish and so didn’t linger to take advantage of his prone position. Instead, she continued her charging movement, ducking and springing on past the two elves, barely avoiding the lashing whip as it cracked above her right shoulder.

    Westri had the other two stones, slung over his back in woven sacks, but the weight of them didn’t seem to hinder him at all as he spun around and lifted his long stave by the center shaft, moving into a defensive stance, guarding Tessá’Lýn and the fallen stones. “Get up an’ run,” he ordered.

    Tessá’Lýn scrambled to do so, trying to untangle the bola and also pull the fallen stones back into their bags.

    The fallen opponent rolled up to his feet, blood streaming from a broken nose and a bruise on his cheek, from Komalla’s strikes, but he’s grabbed his own long stave from the grass and spun it toward Komalla, blocking her from charging forward again, as the whip wielding elf turned toward Westri and Tessá’Lýn. She lashed out like a bolt of lightning, but Westri’s eyes and reflexes were faster still. He managed to not only block the attack but caught the rope at an angle where it wrapped on his stave and gave him leverage to wrench the elf toward him. She was forced to let go, but the speed and strength of the Dinh’s movements was enough to cause her to stumble forward, her stance and balance compromised. Westri lunged, feinted at center torso and then swerved right to first hit her hard on the ankle with one end, before wrenching the other end to smack her on the side of the head. She cried out in pain and staggered sideways, crashing into to ground, her ankle twisted and her head spinning.

    Komalla was rapidly beating twin staves against the whirling defensive motions of her opponent’s long stave. She was failing to get in any hits, but her relentless barrage was keeping him well and truly occupied, unable to help his tet partner or turn against the other two stone runners.

    Westri wirled and stepped rapidly over to Tessá’Lýn, cutting the bola with his hunting knife and then pulling the elf up by the back of his shirt, as Tessá’Lýn pulled the dropped stones into their sacks and drew them close into his arms. “Halla!” Westri yelled, “Halla halla!” The two burst forward with elven speed and strength, dashing down the hill faster than a hound on the tail of a rabbit.

    The rest of the elves were fighting just south of the osha’san circle near the riverbank, while Zán’Quêzí continued to sit calmly by and smoke, his blue eyes observing the star-lit combat with keen but passive interest. He turned his head as Westri and Tessá’Lýn dashed his direction, but he wasn’t the only one to notice.

    Zulaura gave a battle cry and her long stave swept under an elf’s feet, knocking him aside and clearing her way. She ran and then sprung into the air, using her stave to vault her high, clean over the circle of stones and Zán’Quêzí’s head. Droplets of river water shone in the starlight, scattering the ground and Elder below her and flying from the ends of her wet braids. Barefoot and dressed only in a few lightweight whale skin garments, she was scandalously dressed for a River Elf, with bare legs showing smooth and supple, along with the pattern of blue waves tattooed on her naked arms. She landed nimbly in front of Westri, crouching between him and the osha’san, long stave held ready.

    Tessá’Lýn dropped and managed to skid over the ground and just under her stave and into the Osha’san, but she hardly noticed, her turquoise eyes were fixed on Westri, who’d been forced to stop short before her and raise his own long stave. The two dinhi eyed each other, assessing all details in the dim light. Zulaura smiled. She could tell her opponent was exhausted from the long nights and days, running and fighting without making time to trance. The river water had been cold, but she’d hardly noticed and found peace and meditation lurking in its depths.

    Westri’s mouth tightened and he moved first to test her guard. Staves clacked as she easily rebuffed and Westri was forced to take a few steps backwards, as she swept her point around and into his guard.

    “Yer weighed down by stones and weariness, Westri’Dinh,” Zulaura laughed, “I can’t do much fer the one, but why don’t yeh let me take the other off yer back fer yeh?” She fainted a strike at his legs, but he saw through it fast enough to block, as she redirected for a stab toward his center mass. He didn’t bother answering, but between the sweep of staves and the whirling feathers tied to their lengths, he managed to send a quick stern look as Tessá’Lýn beyond her.

    Tessá’Lýn nodded, getting the message.

    Zulaura’s spear began to dance in a rapid series of misdirection, attacks and counters and it seemed like it was all Westri could manage to keep up and not be continually forced backward from the osha’san. He was celebrated as the best Sibat’Ka master in all Shandolé, but circumstances seemed to be in Zulaura’s favor tonight.

    “Yer forms are slipping, Westri’Dinh,” she chided, as her stave managed to get past his guard and hit his left elbow and then jab hard against his chest a second later. It was lucky the staves had no points like a normal long spear and he barely managed catch his balance and not tumble backwards, pulled down by the weight of the two stones.

    Zulaura’s teeth flashed in a vicious grin and she pushed forward with even more focus.

    “Yeh fight with a right beastly vigor an’ force,” he said barely blocking a strike at his head, “I kin yeh might have been a’looking forward t’ this, Zulaura’Dinh.”

    “Swanny!” she grinned, “I kin I got yeh beat!” as she spoke, her stave swept around and hit Westri in the side of the knee, causing him to lose his stance. A flourishing spin of Zulaura’s stave knocked his weapon out of his hands and sent it flying off into the high grass, as he wavered on the wounded knee and then dropped before her.

    “So yeh have,” he said, but then smirked as Tessá’Lýn’s lasso looped around her torso and jerked tight pinning her arms. “To bad that h’aint the goal o’ the game.”

    As Tessá’Lýn wrangled Zulaura aside, Westri jumped back to his feet, ignoring the pain in his leg and dashed the last meters into the osha’san, where Tessá’Lýn’s two stones were already stacked neatly at Zán’Quêzí’s side.

    Zulaura cursed, managed to shove Tessá’Lýn down and loose herself from the lasso, but there was nothing she could do once the stones were all within the circle.

    Zán’Quêzí chuckled slightly and put out his pipe of poppy. “Well played Novíkin’Westrí’Dinh,” the Elder congratulated, “Though I will be curious to see how yeh plan on getting yer five stones on from here.”

    Westri and Tessá’Lýn dropped their grins and turned around to see that the fight at the riverbank hadn’t favored their ten’tet. Jómaní and several of the others had been subdued and had ropes already binding them, while the rest were either sprawled in the grass, or desperately fighting, trying to get past their opponents to the osha’san, but being blocked at every turn.

    “Zulaura’dinh narrowed her vision too far when she failed t’ realize yeh were distracting her with a stave victory she overly yerned fer, but I kin yeh did much the same, when yeh lent all yer mind to running stones and didn’t stand by yer warriors.”

    The commotion of combat settled, as Zulaura’s warriors managed to subdue the last of Westri’s and then surrounded the stone circle. Zulaura picked up her stave and then retrieved Westri’s as well and smiled at her opponent.

    Zán’Quêzí took out some paint and marked the four stones, as well as the final fifth stone from his own station. “Yeh stand with a sore knee, no weapon, one warrior, five stones and only a few hours to get ‘em the last four miles t’ Summer Town, Cully,” he said, “I kin she may’a got yeh beat indeed.”

    Westri picked up his two stones and swung them over his back again, his face grim, trying to strategize a way to escape the osha’san. Tessá’Lýn did the same, tying two stones in sacks on his back and holding the last in his arms. They were heavy, but he figured he would still be able to run, if they ever got an opening.

    Silence settled into the night, as the Dinhi faced off. Zulaura opened her mouth to say something but was interrupted by a loud ear shattering whoop of a battle cry.

    Komalla charged into Zulaura’s back with the strength of a rampaging moose, twin staves lashing out and hitting at least two other warriors, before Zulaura even finished falling. Chaos erupted as the rest of Westri’s ten’tet took the cue to try to break free from the ropes or grips that held them.

    “Halla! Run!” screamed Komalla, pouncing on Zulaura’s back as the dinh tried to get up. She then sprung forward running into the stone circle and through, charging past the elves, the wigwam, across the stones again and tackling the warrior standing there to the ground.

    “Halla!” Westri shouted and pushed Tessá’Lýn’s shoulder toward the new opening. They dashed past Komalla and through the line of Zulaur’s ten-tet. They didn’t look back to see how many of Zulaura’s warriors followed, or how many of their own managed to break free. They just ran westward, racing the dawn to Summer Town.




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    Leader Stats
    • Diplomacy: 3
    • Military: 3
    • Opulence: 3
    • Faith: 4
    • Intrigue: 5

    ----

    Actions

    1. Investigate Serpent Pass & the huge snakeskin in region #140
    • Intrigue (5)
    • Roll: 2d6+5 vs Unknown TN
    • Result: 16
    • Roll Link

    Spoiler: 1. Investigate Serpent Pass
    Show


    Investigate Serpent Pass



    “There is a time when leaves are fallin'
    The woods are gray the paths are old
    The snow will come when geese are callin'
    You need a fire against the cold”

    “This were clearly left by a creature that rivals th' mountains 'emselves in size,” ‘Soze said shading her hazel eyes against the dusky sunlight reflecting off the snows and looking out where the crumped snakeskin crossed the pass and zigzagged into the slopes of the mountains. She was sitting atop her mule Moon Dancer, her braids frosty with snow. The rest of the expedition party was taking in the sight as well with a mixture of awe and dread.

    Root rubbed his bruised shin and then picked up the ivory disc that had tripped him, examining its smooth oval surface.

    “What is that?” Lekahni asked, reaching up the touch the it.

    Root examined the disc and then looked along the pass at the huge shining folds. “I think it’s a scale,” he said.

    “This be an ill omen,” whispered one of the other elves, “The Dancers a'warned us. This creature is The Mountains incarnated, a Can’Calah we dear not anger.”

    “It may be a kind of Ice Worm,” suggested another hunter stepping over to look at the scale, “Though I have never heard of ‘em shedding skins o’ growing quite so large.”

    Root and ‘Soze exchanged looks and it was all they needed to understand one another’s minds.

    “Ye may be right," Root said, "This creature may be a Can’Calah of the mountains, or it may be an Ice Worm o’ greater size than has been known, but either way I intend to find out.”

    There was an uneasy shifting in the group, exploring strange lands was one thing, tracking giant Ice Worms or wrathful Can’Calah was something else.

    “We can’t all go,” ‘Soze said, “It be well past time reports o' our adventures were brought back to Shandolé. The Winter Counsel will want to know about the Skyclad Dancers an' their country and I kin it would be well for Lekahni to see the Ka River 'fore her first decade.”

    “What?” demanded the elven child, looking first at her mother and then at her father, “I want'a see the Ice Worm!”

    “Yer feet have traveled far child, but ye should know the Ka River and have a true home in mind. Do not nary argue with yer Elders. We are trusting ye to bring word o' all we have found to our people.”

    “No! I want to stay with you!”

    “Hush, Cully. Yer face is ill kept an' yer mind is blind to wisdom,” ‘Soze scolded.

    Root let the ivory fall back to the snow and picked his daughter up. “There is all the time in the world fer ye to explore,” he said, “But this be a danger greater than what we have previously faced an' all that time o’ yers is put at risk if'n ye come. It be too much t' risk, Baboh.”

    “I don’t care!” Cried Lekahni and clung tight to his neck.

    Root looked over her shoulder at the rest of the expedition. “Claglyn’Tal, choose four others an’ go back to the Dancers. Once ye have resupplied return to Shandolé an' tell all that we have found. I trust ye to care for Lekahni an' introduce her to the tribes.”

    The child elf began crying into her father’s shoulder, clutching one of his braids.

    “And what o’ ye and ‘Soze?” Claglyn’Tal asked.

    “We will track this creature and investigate its true nature,” Root said.

    “Once we understand rightly what it is that abides in them high places, we will follow ye down.” ‘Soze explained, then stepped her mule close to her husband and daughter and reached out her arms. Root lower Lekahni down to her. “Ba’boh hush yer crying an’ make a good face fer the world. Root an’ I will probably meet ye shortly and we will all return to home together.”

    “Promise?”

    “I can nary see the future, Cully, an' many strange things may happen, but I give ye my word that Root an’ I will do our plumb best to come to ye again.”

    Lekahni pouted but stopped her crying. She cast Claglyn’Tal a ruthfully begrudging look.

    “Let us all descend a’ways an’ make one last camp together,” Root said, “We shall organize the two tets that shall go separate ways from here an' repack supplies fer each journey.

    “We shall sing songs together, Lekahni” ‘Soze promised, “Under this night’s stars an’ moon with all hope of singing again on later nights t’ come.”



    2. Recruit Unit (Sea)
    • Military (3)
    • No Roll Necessary


    3. Recruit Unit (Land)
    • Military (3)
    • No Roll Necessary


    4. Recruit Unit (Sea)
    • Military (3)
    • No Roll Necessary


    5. Recruit Unit (Land)
    • Military (3)
    • No Roll Necessary


    Spoiler: Shándole Combat Abilities and Unit Descriptions
    Show


    River Elf Strengths & Weaknesses in Combat

    On first impression there seems to be little physical difference between elves and humans, but I have lived and fought alongside them enough that to understand there are more differences than first meets the eye, many of which gives them an edge in physical combat. I’ve decided to make some notes on the strengths and weakness of the River elves in regard to combat and warfare.

    Strengths: There are many ways in which elves are physically superior to humans. They are faster, stronger, more perceptive, more flexible in the ways they can move, can better resist disease and infection. Elves will also heal from wounds more completely than humans ever can. Unlike humans, as long as a wound did not maim them, elves will usually be able to completely heal given enough time, so scars, limps, broken bones and lasting pain will all fade after enough years, restoring an elf to peek condition, even after serious injuries. This is important for them, because elves are physically active able to fight for much, much longer than any human. While humans are usually in peak fighting condition for only 25 years, give or take, elves are in peak condition for about 500 years. Their long lives also mean elves have much more time than humans to master and perfect their combat skills and River Elves are perfectionists by nature. Once an elf has determined their calling, they dedicate themselves fully their craft. So, a typical Shándole hunter or warrior will probably have several more decades of thorough martial training under their belts than a typical human hunter or warrior. Finally, River Elves have a remarkable ability to attune with animal companions and they train to fight alongside dogs, horses, birds and even orcas and dolphins when at sea, taking advantage of a cooperative fighting style, where war beasts can be used very effectively.

    Weaknesses: Elves do not sweat as much as humans and can not endure hot temperatures or extended lengths of time doing intense physical activity. Exhaustion and overheating will set in quicker on an elf than a human doing the same physical activity. Also, River Elves by nature tend to be more cooperative and less competitive than humans. Hostility, zealousness and aggression do not come as naturally to the Shándole as to most humans, so there is little in the way of “play” fighting, nor any regular hostility encountered in their own societies against one another. This timidity is a handicap, as most elves who are not trained in the roles of hunters or warriors have very little experience with any kind of aggression or fighting and will mostly be completely bewildered and confused by hostility and threats when confronted by it. Even those trained in combat often don’t have the level of fighting moral or viciousness carried by other cultures and can find the actual act of killing other people very difficult to endure. Their methods generally tend to be more non-lethal, preferring to disable or capture, rather than kill. And in critical moments of combat a River Elf might faulter where other warriors wouldn’t hesitate to take a life. Because of all this, a human with a true fighting spirit and strong and vicious moral may ultimately triumph over an elven, despite the many physical superiorities in the elf’s favor and the difference in the years of training. Against a non-combat trained elf I expect most humans with any fighting experience would find the fight strongly in their favor.


    Shándole War Party Descriptions

    In the past few years there has been a dramatic increase in the organization and training of military units, as the elves of Shandolé prepare to face the wider world and the threat of blightspawn. There people have a relatively small population to begin with and the slow rate at which they reproduce makes raising large armies an daunting task and risking lives in war a greater gambol in other cultures. I suspect this may be one of the reasons they have choose to rely so heavily upon trained animals war-beasts and why their tactics focus on skirmishes, ambushes and hit and run maneuvers. There is also the fact that war Shándole War Parties are barely a step removed from Hunting Parties and the complexities and large scale realities of war is still beyond what they have experienced as a culture.

    Land Units
    Shándole land units usually have around seventy elves, who ride into battle mounted on war horses and accompanied by about 40 war hounds and 20 eagles or falcons. The carry an assortment of weapons, but the most common are long spears, tomahawks, slings, bolas and lassos. Atlatles and bows are carried by a few, but as of yet have not been promently used in war practice and most remain tools of the hunt. The elves and many of the animals wear thick hides, or layers of wool with woven in bone or wooden reinforcement as armor. Niether their weapons not their armor is made using metal, as they have no easily access to such resources, but the Elders often speak of trying to attain a regular means of obtaining it. If they ever achieve this goal, I suspect the tools of war will be among the first things improved.

    Sea Units
    Shándole boats are large rafts built upon two long sturdy canoes, with a single mast and triangle sail. Each boat can easily carry a couple dozen people along with supplies and gear and the elves like to built their boats in units numbering between 12 and 20 boats. Trained Eagles and falcons are often used to help scout and collect food and many fleets will also have a pod of orcas or dolphins that tends to stay in close proximity. However, it’s worth noting that, as of yet, the animals used by the fleets don’t seemed to have the level of training needed to engage in actual combat like the horses and dogs used on land do. The whales and dolphins may carry an elf between boats or help save a wounded or drowning elf that falls in the water, but do not actually attack enemy boats or people. Like with the land units, the favored weapons seem to be spears, tomahawks, slings and lassos, but the naval warriors also train more with grappling hooks, harpoons and make more use of the atlatls and bows. None of the sea based warriors dress in armor, as thick wools and furs can become dangerously heavy when they get wet.

    Shándole Tactical Strengths and Weaknesses

    Strengths: River Elves tend to favor hit and run tactics, using their speed and mounts to harry enemies, try to scatter them, draw them into traps, or into terrain that is to the elves’ advantage. In clashes, elves often try to knock enemies prone, so that they are in better reach for the hounds or may be trampled by the horses. They use very quick and powerful strikes and rely heavily on speed and agility but are more likely to target limbs than the head or torso, aiming to disable more often than aiming to kill. They like running fights, often drawing back in an organized manner and then turning and fighting again. They will also try driving enemies forward or circling all around them coming from as many directions as possible. Whatever they can do to break up formations, confuse and scatter their opponents. The elves themselves have developed a basic war language in whistles that are shrill and precise enough that their sharp ears can usually hear it over far distances and even through the din of battle. This allows for quick communications and flexible tactics on the field. They tend to be quite good at ambushes, stealth and laying traps. And their strength and flexibility make them pretty good at dealing with obstacles, difficult terrain, climbing and overcoming elevation. Training in the mountains, where slopes are steep and the air is thin gives them a strong edge on these sorts of terrain, when uneven ground and lower amounts of oxygen would often greatly hinder other peoples. Finally, because their units are smaller, they can move more quickly and require less logistics to maintain.

    Weakness: They are not very good at forming and holding strong lines and tend to have great difficulty in more confined spaces. Defensively holding a strategic point or facing down a powerful and aggressive charge would be hard for them. They have very good scouts, senses and mobility, so catching them off guard would be difficult, but if an enemy did manage it, they would probably not cope well and would likely end up fleeing and scattering, rather than managing to effectively form up and fight. Their units are smaller in raw numbers than the general average and, while they mostly make up for this by their natural physical superiority and use of war beasts, sometimes the raw numbers will becoming too overwhelming, especially if they fail to successfully scatter, drawn out or otherwise isolate and confuse their foes.

    ~ Roland Sentinel of the Rosewood Stone




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    Non-actions

    Submit entries for the SOS collection of the Slabs of Prowess ~ Fighting Arts of Shandolé

    Donate 1 treasure to the SOS ~ Pearls of Friendship

    Discourage any River Elves from joining the Truthseers ~ Truth Revealed

    Support merging Simráh with the Ancient Ways (CAW Conversion)

    Spoiler: Faith Grows Again
    Show


    Faith Grows Again

    Leósha’Lýndónah chief shaman and lore-master of the Shándole spent several years gathering lore and traveling around Tarandi, speaking to the lore-masters of other peoples and considering truth, the perceptions of truth and the wisdom of the collective soul and the way of Simráh.

    She believed Simráh was a reality that ran through all lives and the souls of all living things, past, present and future, but if this were so, she expected that the truth of Simráh would be evident in at least a few other places. Truth is very seldomly something that can be processed by one person alone, or even one race or species. All awakened minds will seek truth, it is the very nature of Simráh to make souls long to understand it. If there was no evidence of Simráh in the mind and souls of others outside her native valley, then a shadow of doubt would be cast upon all she believed and understood.

    However, to her joy, Lýndónah found much evidence of the great truths she believed in. Other people had different names for Simráh and somewhat different methods of seeking it out, but the deep truths flowed strong in their minds, nonetheless. - Reincarnation, a collective soul, attunement with nature, memories and visions of the past and the search for greater awakening for oneself and others and eventually the whole world - all around Tarandi evidence of these truths were found. The Sangar with their attunement of music and the Cycle of the Song, The Brayewen Tribes with their philosophies of true forms and tantric thought, and especially the Scavengers of the Ancient Way with their poppy dreams and a spiritual zealousness that united so many creatures of different forms, creating unity out of a savage wilderness and peace between species raging from simple flies to mighty lions, Simráh’s truth flowed through them all. The wider world was opening up to her and she saw with her own eyes the various branches of the river flowing and converging, moving toward unity, toward understanding and toward The Peace in Every Thing.

    Besides confirming and validating her beliefs, these other peoples broadened her own understanding, challenging her and opening her eyes to new ideas. She adjusted her theology and her teaching, passing on the challenges of thought and forms, the considerations of musical attunements and the transgressions of an ancient oath to the rest of the River Elves. When Skystruck-Tree and her fellow vultures visited Shandolé, Lýndónah encouraged the tribes to listen and spoke at length about the corporation of truth with truth. She also encouraged the Winter Counsel to take steps to join the Creatures of the Ancient Ways and the peoples of Sangar and Brayewen in an organized spiritual alliance.

    “We find ourselves at the meeting o’ many streams, several branches a’joining together t’ form one strong river. We are different, but we are one an’ we strengthen each other in our collective journey to the sea. We still have yet t’face many trials an’ tribulations an’ doubtlessly new waters still will be added to the flow. It is a great undertaking Siahs, but to turn aside would be to turn to stillness and stagnation.”

    “A new age is upon us an’ age o’ hope, but also danger. We must choose wisely fer our lives an’ choices are on the peak o’ time an’ the waters will flow yonder here o’ yonder there, based on our actions now.”

    ---

    Summery: Shandolé faith grows to become the “Way of Simráh” a branch of the Ancient Ways taught by the Creatures of the Ancient Way.



    Support Fur TP#2 Buyout by the Eleftheria

    Support Fur TP#3 Buyout by the The Dannu-Gaon Tribes

    ---

    Ruler Information

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


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

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 3
    • Military: 3
    • Opulence: 3
    • Faith: 4
    • Intrigue: 5


    Expected Stat Increases: +2 Military



    ---

    Map

    Spoiler: Map
    Show





    ---
    Last edited by Laura; 2020-08-20 at 10:53 PM.

  25. - Top - End - #115
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra
    Kiswa Region 226
    Turn 3

    Spoiler: Banner
    Show


    Actions:
    1) [Diplomacy] Attend All-Kiswa Wrestling Tournament
    The Vygra send a group of athletes to answer the challenge of the Anbroch.
    Spoiler: Sub Actions
    Show
    Loan 1 unit of Vygra warriors to Sirrvadutr in exchange for Pottery Tech. Fulji Aruni arranges for one butho of Vygra warriors to assist the Sons of Sirrvat in their efforts to secure and make safe the regions surrounding their forest. The planned campaign may take place over the next decade, after which the unit will return to Vyterrat. The elves of the forest share with the Vygra their secrets of working clay into practical vessels, and Hamyra ensures that the practice quickly spreads among the ra of Vyterrat, improving their capacity for storing and preserving harvests.

    2) [Diplomacy] Raise Reputation - The Sentinels of Stone - Spend 1 Treasure (Roll: 13)
    3) [Diplomacy] Raise Reputation - The Dream Speakers (Roll: 13)
    Matji Khetra spends time in active correspondence and discussion with the Sentinels and Dream Speakers, conversing about their needs, and making clear that the Vygra will be glad to assist them in their endeavors.
    4) [Diplomacy] Diplomatic Mission - Explore South from 225 (Roll: 17)
    Fulji Hamyra leads a group of Vygra to reach out further to the south, hoping to encounter natives there who may tell them more about the lands.
    5) [Military] Raise Unit
    With the tensions of the nations of Kiswa made increasingly evident, Fulji Aruni undertakes to train additional warrior volunteers. This is made possible by the population surge since the Blue Dawn, as resources have become more plentiful, births among the people have increased and deaths among the young due to the red sky's poison and blightspawn are vastly reduced.

    Non-actions:
    Matji Khetra gracefully declines the Dream Speakers' offer of a lumber operation in Ten-Fuj-Sa-Cos, having already made their own arrangements for a similar trade hub.
    Fuljis Aruni and Tapsehi work together to provide a description of the combat styles of the Vygra for the Sentinels' Slabs of Prowess project.
    Donate 1 treasure to the Sentinels of Stone in response to their request for supplies.
    Support faith conversion to Abiherism from United Blemmyae Tribes.

    Spoiler: Leader Stats
    Show
    Matji Khetra (Diplomacy 6; Military 5; Opulence 7; Faith 1; Intrigue 3)
    End-of-turn increase: Diplomacy +2

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT)
    Units: 1 (Defending region 226)
    Treasure: 2
    Trading Posts: 226 TP2 (Copper), 195 TP3 (Timber)
    Embassies: Veramondo (218)
    Last edited by Frostwander; 2020-08-22 at 08:00 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  26. - Top - End - #116
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Clan Al-Ashir
    Lead by the Grand Prince Zidan il Kasima
    D 7 • M 5 • O 2 • F 1 • I 2

    News & Rumors
    • Spoiler: A message for the Thunderpeople
      Show
      Such messages find their way south. They are identical and many so that the word of the Grand Prince cannot be lost of thought false. All appear written on thin stretched goat hide and penned in ink by a careful hand. Any Truthseer may read the language of the crows faithfully.

      The message reads:

      A shala. Most tepid greetings and wishes of standard health upon you, Highchief Orgo.

      Some years ago, the Ashir held a fete to welcome all peoples of the Sikar as friends. Many of great esteem arrived from distant lands. All were graciously received. All provided gifts and were in turn gifted much. Much learning and wealth was shared to the delight of all. There was some friendly sparring too; I am given to understand you would enjoy such martial competition.

      The People of the Thunder did not attend graciously. The People of the Thunder were represented by a single man who proclaimed that you had imprisoned an innocent man of the Vesparre from a good family -- the messenger who brought you a polished stone and a token of my good will! Your man proclaimed that you were both life and death. This behavior was strange and unwelcome. Vexed as we were, we gave your man food and water and ample supplies for the return journey. I hope he arrived safe and well.

      Many in my wise and esteemed court took this act to be an insult. I, Zidan, reserved judgement. Ashta hazid. You are seldom in my thoughts.

      Once again you send a strange message and once again I am vexed. We grant you no right to the fertile lands or peoples by the sea. Ashta hazid. To solicit the aid of the Sleeping Witches so that you may know these lands and these peoples is no claim of rulership.

      However, for the love of my family, I should not wish to see blood spilled over such trivialities. Conquer the lands by the sea and her peoples with my blessing if your warriors are able. I will not lend them aid and my riders shall depart from these lands. A shala elem. Good hunting.

      But, so too will your warriors depart our southern desert, these lands mapped by my dear cousin, the most cunning Princess Zara! Do this and we shall have no reason to quarrel.

      Rights, no rights -- only the gods can decide and they are silent on the matter! We, men of clear sight and mind will decide such things with carefully chosen words and judicious action. I, Zidan, will bear you no ill will. Ashta hazid. There will be no war for this matter.

      So writes the Great Prince of the Ashir,
      Zidan il Kasima
    • ASH solicits an Embassy. For this, they offer 1 Unit to be paid in the following round. Choose between Ashirian Light Cavalry, lead by one Prince or Princess suitable for marriage into your royal court; or Vesparrese Skirmishers, conscripted from the peasantry.
    • Rumors abound of the coming of age of a young rider of the Ashir who is peerless in all their arts. Sentinels, hosted by the Ashir to observe their famed horsemanship, avow that the new warrior has the strength and speed to rival even Nefekare. They bestow upon her a nickname which is soon adopted: Al-Zamira, Jewel of the Ashir.

    Actions
    • [Diplomacy 5] Press Claim (11, Failure) - Despite a most joyous marriage to the most powerful chieftain or the area, Princess Zara has been so far unable to exert much in the way of political influence on these people. Evidently, they do not value smart women as much as the Ashir.
    • [Diplomacy] Raise Reputation with TSR (13, Success) - Ashta hazid. For all his reign, Malak Amir Zidan has worked tirelessly to secure peace and understanding across the Sikar. Honey-tongued members of the royal court speak his praise, but this much is evident: the Truthseers will not find a ruler on this continent who share their goals more closely than wise Zidan.
    • [Diplomacy] 1/3 Commission Windowless Tower in 302 🏛️ -
    • [Diplomacy] 2/3 Commission Windowless Tower in 302 🏛️ - Lacking any knowledge of stone cutting or masonry, the Ashir royal court merely leverages their not inconsiderable clout to assemble a team of experts from across the continent to provide the ever helpful Truthseers with their desired Windowless Tower somewhere outside the town of Olan. While ultimately an exhausting boondoggle that consumes the court's attention for years, the princes are at least afforded the opportunity to sharpen their diplomatic skills. (DOD contributes the 3rd action)
    • [Military] Raise Hero (10) - Al-Zamira, Jewel of the Ashir.

    Non-Actions
    • Gift 1 Unit to HYD via Embassy - Abin barat! Forty blessings! Prince Azim rides now to join the court of our Night Elf sisters and will serve his new family well.
    • Contribute to the Slabs of Prowess - Though skeptical of the meddlesome wandering Sentinels, they are nevertheless invited to enjoy the hospitality of the Ashir and bear witness to the training methods that produce the world's peerless horsemen.
    • Support SHA buyout of 1 Ashirian Horses
    • Support CRO buyout of 1 Ashirian Horses
    • Resist Conversions


    Spoiler: Bookkeeping
    Show
    Stat gains: +2 Dip
    Next Round: D 9 • M 5 • O 2 • F 1 • I 2

    Embassies: DOD, HYD

    Technologies Known: Animal Husbandry, Pottery, Writing (Crow), Irrigation, Sailing

    Army Units: 5 🐎🐎🐎🐎🐎
    _____• Grand Princess Zidan with 200 Light Cavalry
    _____• Prince Azim with 200 Light Cavalry
    _____• Princess Shiela with 200 Light Cavalry
    _____• Prince Omar with 200 Light Cavalry
    _____• Princess Amala with 200 Light Cavalry

    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.


    Last edited by Nefarion Xid; 2020-08-22 at 07:35 PM.

  27. - Top - End - #117
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: Koth Akosh
    Round 1

    Ruler Stats:
    Dip: 3
    Op: 8 +2
    Mil: 6
    Faith: 1
    Int: 2

    Spoiler: Other info
    Show

    Tp 1: SKO
    TP 2:
    Tp 3:
    Required Resource: Slaves MET
    Holy Site: Cult of Ancients
    Techs:
    The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
    Animal Handling: +1 to Op or Dip Exploration
    Pottery: +1 to buyouts
    City: An Akhad
    Treasure 3+1
    Units 1


    Actions:
    1 Op: Hoard treasure
    The Sol'Ikoth continue their mad rush to build the funds to continue their great project. What they seek lies just out of reach on the horizon. Closer. Ever closer. One day they will be reunited. One day they will find their roots. One day they will be home and there they will grow.
    2 Op: Buyout TP 2 292 17
    For such a big undertaking they will need a fair bit of material. Thankfully in addition to their newly acquired help, the Nakhla Stone is quite useful and versatile.
    3 Op: Buyout TP 2 290 10
    Can't run out. Let's open another mine
    4 Op: Buyout TP 3 292 18
    5 Mil: Epic quest +7 10
    Rolls
    Non-Actions Resist all Buyouts and Conversions.
    Last edited by Ivor_The_Mad; 2020-08-22 at 09:44 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  28. - Top - End - #118
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 3
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH Convert 290] SUCCESS
      As the new converts to Yemnellenmey discover new regions, Dolod missionaries move with them, ready to explain the value of preservation. They know that other may fail to truly appreciate memory as they do, but when coupled with a great promise of eternal record keeping, the faith can be quite appealing to many.
    2. [FAITH Convert 280] FAILURE
      The nocturnal Elves, casting about for truth and their lack of memory of their own history, struck a sympathetic tone with the Dolod. A promise of memory, a promise of a history that can be permanent rather than faded and lost, is what the missionaries bring. A promise of a great spirit that cannot forget, that will not miss the details of the world is what they offer. Yes, the Dolod have much work to do. The Elves are nocturnal, living much of their lives beneath the forgetful, deceiving eye. With time, though, comes a new future.
    3. [FAITH Convert 293] Awaiting opposition roll, but vs TN the roll was a SUCCESS
      Although the Dolod find the Koxrrit to be horribly brainwashed by the Dream Speakers, they know that truth does not reveal itself automatically. No, it must be shown. As the Orcs move east toward Nellen, the Dolod send emissaries to treat with their warriors and overseers. Perhaps by nudging the border toward memory, peace, and protection of the young, the trade toward Ixkarr will see a gradual move toward Yemnellenmey.
    4. [FAITH Seek Aid] Seeking aid to resist the Sha's conversion. SUCCESS
      Word of a competing sun-based faith has reached the Quluq. Fearing the worst, Selmles witnesses the birth of their third child, then enacts a great ritual to understand the will of Yemnellenmey. The Dolod will stand strong in their faith, but will listen to the guiding word of the spirit. Should the faith be adapted again to account for these interlopers, or should the Dolod heterodoxy remain firm?
    5. [FAITH Aid in the Construction of a Windowless Tower in 302]
      With the rapidly evolving landscape of Sikar's kingdoms, the Quluq takes an opportunity to tighten its ties with its closest allies, the Ashir while simultaneously attempting to earn favor with the Truthseers. These mystics may prove to be part of the key to bringing down the miasmic mysteries of the Dream Speakers and tearing apart their foul grasp on innocent children. The Quluq sends those involved with constructing Gilig's new infrastructure in hopes that their experience will prove useful.



    Non-Actions
    1. Resist all buyouts except any attempted by the Ashir or Ta Seti.
    2. Support any buyout attempt by the Ashir or Ta Seti.
    3. Resist all Conversions. FAILURE to resist the Sha.
    4. Spend one treasure to resist Conversion by the Sha.
    5. Accept all tech except Writing.


    Rumors and Stories

    • As the word of proselytizers from the Sha arrives, the Quluq is shaken. Within the hour, Selmles has enacted a great ritual which costs them their life. They are 16 years old and are replaced by Shilihs.
    • When Selmles dies, Helmleh recognizes the need for a more modern mode of protection. The militia, all but abandoned of late, is in need of a young mind. Helmleh creates a new offspring and engages in Abdication of the Mind. They are 12 years old and are replaced by Edurude.
    • With the death of their friends and intimate, Gegeg gives up their own life. They are 19 years old and are replaced by Dayad, their child.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 6 -
    Military 2 -
    Opulence 5 -
    Faith 5 +2
    Intrigue 1 -

    The current Quluq is:

    Diadaid - Master of Speech, Overseer of Culture, Mouth of the Quluq.
    Helmleh - Master of the Militia, Overseer of the Wall, Fist of the Quluq.
    Ullu - Master of Pottery, Overseer of Crafts, Fingers of the Quluq.
    Selmles - Master of Memory, Overseer of the Urelleru, Mind of the Quluq.
    Gegeg - Master of Travel, Overseer of Intrigue, Eyes of the Quluq.
    Qoolilooq - Master of Peace, Overseer of Trade, Hand of the Quluq.
    Disdsid - Master of Joy, Overseer of Festivals, Face of the Quluq.


    New Ruler (Hereditary) Rolls. Diplomacy, Opulence, and Faith +1.

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

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

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    E Animal Husbandry +1 to Opulence and Diplomacy exploration None
    E Irrigation +1 Stabilization None
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

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


    Military Units CAP: 6

    Heroes

    Artifacts

    Last edited by JBarca; 2020-08-17 at 01:10 PM.

  29. - Top - End - #119
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    HVN
    Region 108
    Tarandi

    Round 3 Actions:

    1.[Faith]Convert region 96. (+1 from Writing, Supported.) 19
    2.[Faith]Convert region 109. (+1 from Writing, Supported.) 12
    3.[Faith]Convert region 120. 16
    4.[Faith]Convert region 110. 10
    5.[Faith]Convert region 111 (Supported.) 14

    Event Actions


    Non-Actions:
    • Support Buyout of Huskies tp3 by the Dannu-Gaon Tribes.
    • Accept Embassy from the Dannu-Gaon Tribes.


    News and Rumors:
    • TBD



    Ruler Info:

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

    Expected Stat Increases:
    +2 Faith
    Last edited by PepperP.; 2020-08-16 at 02:44 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  30. - Top - End - #120
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
    Location
    Elsewhere
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Clann Solais



    Actions:

    [Diplomacy]: Establish an Embassy with the Dannu-Gaon Tribes. (Diplomacy 5 Action)
    [Diplomacy]: Establish a Claim on Region 117. Those water fowl will be ours! The horrid river beasts to the southeast can keep for now.
    [Military]: Raise one unit.
    [Military]: Raise one unit.
    [Military]: Hero-based Exploration of the area southwest of 140. Rauri of the Phoenix will venture through the mountain pass and see what waits on the other side.

    Here are the rolls.

    Non-Actions:
    The Truthseers' attempts at recruitment meet obstinate, though not violent, resistance in Star's End. The Children of Light are leery of strangers coming after their youngest and brightest daughters, and promises of future favors do little to sway the parents or their Thanes. This resistance brooks no override from Boss Calder, who would prefer to keep any mystical potential among his people within his people.

    Ruler Stats:
    Calder of Stag: Diplomacy 5, Military 6, Opulence 4, Faith 2, Intrigue 2, Sons 0

    Expected Stat Increases: Diplomacy +1, Military +1

    Rumors:
    Calder, Thane of the Stag, has this time dispatched his niece, Aldra, to negotiate a bonding pact with the people of the pelican lands. She has explicit instructions not to murder the rivals of any potential love interests even if they're always wordlessly begging for it, or so the story goes. Calder has made no effort to retrieve his son from their neighbors to the east. Some say he has a just heart, others say no heart at all.

    Rauri, having encountered creatures with armored hides and enough biting strength to snap a small boat in half, has chosen to wander in the other direction out of a sudden curiosity for what lies beyond the forbidden mountains and definitely not out of a newly developed fear of river dragons.

    After much dithering, the Children of Light have sent a delegation to the lands of the Dannu-Gaon to establish permanent diplomatic relations with them, so impressed were they with the teachings Rauri returned home with.
    Last edited by Jade_Tarem; 2020-08-21 at 09:40 PM.
    Amazing Zealot avatar by Elder Tsofu.

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