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  1. - Top - End - #151
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Four

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


    Spoiler: SOS Treasure Tracker
    Show
    Donor Continent Treasure Amount
    ELF Tarandi 3
    HEN Kiswa 1
    VIS Tarandi 1
    BDA Kiswa 1
    SIR Kiswa 1
    TRL Kiswa 1
    SHN Tarandi 1
    VYG Kiswa 1
    TAR Mamut 3
    GRAND TOTAL - 13


    Spoiler: ”OOC Note”
    Show
    I intended to remove all grants of 2 Favors for Slabs submissions I had assigned but ASH’s apparently slipped through. Additional Favors for certain submissions already made may still be granted but further review on my behalf is required. Those who are determined to qualify will be notified and the additional Favor granted retroactively as well as noted in the Opener for Round 5. If you feel your submission rises to the quality of deserving 2 Favors please PM me here or on Discord.

    My (relatively loose) criteria for what I believe qualifies for 2 Favors is an overview of fighting in general which can be a narrative, top level description, or poem (looking at you Gaius!) for 1 Favor and/or a single long or multiple short descriptions of particular styles for another Favor.


    [Military] Marshall 2 Units of Sentinels at the Standing Stone in Shá under Theodora to meet the Argent Swarm (2d10+8 Theodora+2 Units+3 Black Iron Weapons) - With a swarm of Blightspawn spawned from the silver eggs of the deep desert the Sentinels order Theodora, fresh from her return smashing those very eggs, to take command of the veterans from the Sikarian campaigns in repelling the Blightspawn’s intrusion. The Shá were not an incredibly martial people and the Sentinels hope their rallying to defend the hosts of their Standing Stone in Sikar will endear them to the Sun worshippers despite the apparent attraction of their base to desert monstrosities.

    [Opulence] Refine Dreadsilver into 4 Treasure - The bounty of Dreadsilver egg shells recovered by Theodora is set to be refined to feed the Sentinels desire for bounty. None of the known civilizations would receive credit for the treasure but the total is determined to be counted towards the overall fundraiser. Should Theodora’s fellow adventurer Thekr or the Ripper of the Thunderpeople desire to donate their unrefined Dreadsilver it will be accepted as the equivalent to 3 treasure owing to the cost of refining by the Sentinels and this donation cannot be split in attribution to more than one kingdom.

    [Military] Collate the Slabs of Prowess (3/5) - With an overwhelming response from around the world the Sentinels have begun to assemble an unparalleled knowledge of fighting techniques and cultural combat practices. Details describing army combat as well as single combat have prompted small-scale adoption of new techniques into various local training regimens of the Sentinels. These practices are set to be reviewed by Alexios himself for incorporation or exclusion from the Sentinels' official practices after there have been opportunities to witness their effectiveness. (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) Submissions: Bananda in Combat, Sangar in Combat, Uzii in Combat, Scrim in Combat, Alodite Styles, Koxrrit in Combat, Carrion Ward Styles, Soreni Styles, Dannu-Gaon Styles, Sọ́kǎu Tribes in Combat, Nocturnal Hydra in Combat, Shandole in Combat, Vygra in Combat, Ashir in Combat & Styles, Blemmyae in Combat, Veramondo Styles


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

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


    [Diplomacy] Offer the Dolod Redemption - The Dolod have suffered greatly now from the nightmare of having been the Nightblind. Their young gifted with the Twilight Sight have suffered for the pride of their leadership while no action has been taken to relieve them of their torture. The Speakers have now shown the Quluq that they are not so mighty and not so untouchable as Desert Bell Seeds now flowed into Speaker coffers rather than their own. As a sign of mercy and great magnanimity the Dream Speakers extend a hand to the new Quluq leading the squat repositories of memory who were perhaps too hasty in their ejection of Dream Speakers from their lands. Should this olive branch be spurned however no further offers of any kind shall come to the Dolod and only time will alleviate the stain of their offense to those gifted with the sight beyond sight. (Request: DOD takes a non-action to beg forgiveness and express their mistake in expelling the DSP. Reward: Gain 2 Rep. Owe 3 Favors. Duration: Round 4)

    [Intrigue] Investigate Heavenly Amaryllis Flower Hysteria 16 - Having now witnessed an entire colony of people driven to raving madness the Dream Speakers seek to lend their investigative talents to uncovering what exactly was happening in Mamut. The Uzii and Hraban appeared to already be taking appropriate actions but the Speakers desired to understand just what it was that was stripping away the higher minds of mortals and turning them into raving beasts. This “sickness” must be understood and either controlled or eradicated before it spread further than it had already. To combat the spread in their own way the Dream Speakers seek knowledge from ancient Uzii and Hraban texts as well as modern observations including attempts to track the flight path and possible destination of the great white bird responsible for sowing the flowers to begin with.

    [Diplomacy] Collate the Kiswan Collection (1/5) - After a great deal of success in Mamut collecting various stories, poems, and moral tales the Dream Speakers focus their attention to a new continent. In the past decade alone two leaders have died in dramatic and compelling fashions in Kiswa drawing the Speakers' bardic eye for theater. It is hoped that the cantankerous dwarves, roguish pirates, unsettling Blemmyae, and the many other curious Kiswan denizens will contribute wondrous tales to fill the tavern and royal halls of not only Kiswa but the rest of the world besides. (Request: Kiswa-only players may choose to aid in this endeavor in multiple ways. Submitting appropriate fluff writings and/or contributing the 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 4-8)


    The Truthseers
    Spoiler
    Show

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

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


    [Intrigue] Investigate the death of Sangar’s Keeper Lovati Polahi 16 - As the Creatures of the Ancient Ways, predictably, fail to discover more information than a cursory glance at the case would reveal and attempt to pin their half formed and unjustified suspicions upon the Truthseers the sisters decide to put their unparalleled abilities on the task. While the assassination occured almost a half decade prior the Truthseers focus their skills not on uncovering the exact method of the killing or the personal identity of the killer themselves but instead on those most benefitted by the death of the Sangar leader. The Brayewen Tribes and Eleftheria were both positioned to exploit the loss of a seasoned diplomat handling Sangar expansion into neighboring territory. As an early adopted of the barbarous Ancient Ways the Creatures themselves seemed to have little motivation yet religious rivals among the Hiverness could easily have found reason to cripple a strong ally to their enemy in retaliation for the incursions against the Uldra. Yet who truly had the strongest reason to want Lovati gone? The Truthseers pursue this truth on their quest for justice not only for Lovati but in the honorable name of their order.

    [Intrigue] Secret 21 - The Truthseers grow even more withdrawn and reserved than usual causing some to speculate that the sisterhood was plotting something in the shadows. Whether nefarious or simply mysterious remains unknown.

    [Diplomacy] Collect Histories of the Sikarian Dynasties (1/5) - As they had in frozen Tarandi the Truthseers now look to burning Sikar to assemble a collection of notable family lines. The dynastic rulers of Sikar are invited to provide genealogical records of their royal lines to the Truthseers in exchange for the sisterhood's favor in future endeavors. The Alodite Oasis-Seeker, Ashirian Grand Prince, Kro King, Xehra of Naherin, Sol'Ikoth, & any other dynastic rulers are invited to contribute to these histories. (Request: Sikar-only, dynastic-rule only players welcome to aid in this endeavor. 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 4-9)
    Last edited by RandoMan; 2020-09-05 at 10:45 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  2. - Top - End - #152
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C)



    Round 4 Actions:

    1. [Military] Raise unit.

    The Sewune saw the other nations rise in power and could not risk being overwhelmed.

    2. [Military] Raise unit.

    The Sewune saw the other nations rise in power and could not risk being overwhelmed.

    3. [Opulence] Explore southeast Success 18

    In an attempt to find the required resource for their elven friends the Sewune explore once again!

    4. [Intrigue] Investigate who attempted to bribe the Sentinels of the Stone 14

    If anyone is going to bribe people its us!

    5. [Intrigue] Secret 14

    Sneak here sneak there and then we do a [redacted] so that [redacted] can [redacted] to[redacted].


    Non Actions:
    • Support the Bel-Dan Armada buyout of TP 3 in region 216
    • Give 1 treasure to the sentinels of stone.



    Spoiler: Diplomatic arrangements
    Show




    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 4
    Military: 3 + 1
    Opulence: 10
    Faith: 3
    Intrigue: 6 + 1


    Spoiler: News and Rumours
    Show

    The Sewune had heard about the figures darting about in the night but so far there seemed to be no interference with other nations or at least not as far as anyone was aware off. This night however seemed different.


    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    211 3 Tvila Clay clay?
    216 1 Sweet Droggen Berries Food
    216 2 Sweet Droggen Berries Food
    216 City Sweet Droggen Berries Food
    218 3 Cacao Food
    221 3 Healing Herbs Medicine
    225 1 Elk Living beings?
    226 3 Copper Metal


    Spoiler: Treasure
    Show

    Round Reason Change Total
    4 Passive TP income +1 1
    4 Gift to sentinels of stone for rep -1 0


    Spoiler: Military (0 units)
    Show

    Name Ships Weapons

    Hero
    Name Military Stat


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location


    Spoiler: Techs
    Show

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


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


    Spoiler: Ruler Actions
    Show

    "King" Yorick II (first ruler)
    Attribute 5/10 Action Effect
    Opulence 5 Raise City Manticore Rise now exists

    Last edited by Moriko; 2020-09-04 at 10:43 AM.

  3. - Top - End - #153
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: Empire 6: Embers of Dawn IC

    Round 4
    The Shá
    Sands of Shá (307)
    Revered Triad of Sani, Yeitso, & Tiba

    Actions
    1. [Faith] Convert Naherin (278) to Path of the True Dawn 2d8+8 - The tripartite alliance of Ashir, Naherin, and Hydra was dominating much of Sikar through intimidation and threats against weaker powers. This was as it should be according to the Dawn Bringer who respected strength as paramount. It was only natural that this dominant military alliance enter a union of faith bound by the most dominant belief in Sikar. The Ashir already were compelled by heaven's mandate but now it was the turn of the Naherin and the Hydra to join. While some more politically minded priests question the efficacy of forcing the Path upon those of the night who could easily blockade the Alodite army from reaching Shá the Triad elects to ignore these concerns believing the threat of an unchecked Blightspawn swarm to be too great to risk over petty politics though whether those of Naherin would agree remained to be seen. Txalitya Temple, clan-home to Xehra herself, is quickly overwhelmed with True Dawn adherents pushing radical theories that scaled and winged goddess worshiped by many Naherin was in truth the Sun itself for the Sun as Celestial Emperor and Godhead was agendered and all gendered as supreme being in the heavens over earth. That the Sun may appear as a goddess to some and god to others is routine and the mythological history of her wounding at the time of the False Dawn tracked with existing canon of Sun as wounded protector of mortals from a greater threat.
    2. [Faith] Convert Alskan (280) to Path of the True Dawn 2d8+8 - Seeking to seal absolute dominion over matters of gods and men where Yemnellenmey had failed to make purchase more Path zealots enter Alskan preaching of the True Dawn's ways. With the dominant military alliance of Sikar brought under the sway of the Sun's righteous glory and so few competitors of faith left unyielding the dominance of the True Dawn would soon be complete. There were those who feared the rapid spread of the Path would allow for heresies to fester among dissatisfied locals perverting the Path to schisms and sects but these fears are dismissed as defeatist nonsense attempting to mar the great victory of the Path throughout Sikar.
    3. [Faith] Convert Sol'Ikoth (292) to Path of the True Dawn 2d8+8 - Last of the great known civilizations to remain unconverted the physically twisted denizens of Sol'Ikoth can no longer hide in the north from the ever expanding reach of the Sun. The black obelisk of Ka'Thoth soon finds itself swarmed with True Dawn priests who seek to expunge the dark influence of the Black Pharaoh from this corrupted land. Holy rites are performed to scrub away the runes of evil inscribed upon its obsidian surface. The power of the Celestial Emperor would soon dominate every pocket of civilization known to Sikar
    4. [Faith] Convert 293 to Path of the True Dawn 2d8+8 - In an effort to stamp out the similar but competing worship of Yemnellenmey among the Shá's valued orcish allies priests are dispatched from the orcish capital of Ixkarr where they had taken control of Gothakath to turn back this heresy among the provincial orcs. Lake Darah soon finds itself host to over forty dozen True Dawn zealots who campaign among the Sharghi and Astelte families to convert them to faith in the Godhead. While tensions between orcs and elves had only been heightened by Koxrrit occupation the Path champions a unity of purpose in service to God and Glory seeking to ameliorate racial tensions while avoiding undermining the authority of the Koxrrit who were rightfully granted earthly authority due to their strong faith in the Sun.
    5. [Diplomacy] Host the First Solar Conference of Sikar - While a meeting to discuss matters of faith and politics had been desired even prior to the Argent Swarm's attack the Blightspawn army made such a gathering all the more pressing in its urgency. While it was likely that some would choose not to attend for fear of getting caught up in the battle those that did would be privy to gifts of pottery, gold, and blood for their piety and honor.
      Spoiler
      Show

      • Gift the Sun Sword to IXK in honor of their victories won in the name of the Sun
      • Gift Pottery tech to THU & SOR for their piety
      • Promise vassalage to ALO contingent upon their victory over the Argent Swarm
      • Change HC 5 Bonus to +1 Offensive Battles
      • Accept SOR Writing



    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


    • Seeking to fill the Crow's tome of lore the Triad and other elder priests share much knowledge about the Sun. First are the many titles: Celestial Emperor, Godhead, Dawn Bringer, Daystar, God, Most Holy & Righteous Judge, Solar Warrior, and now Yemnellenmey. Second they share rites and rituals including the Path's propensity for blood sacrifices which occur at dawn and noon but never at sunset or during the night. Fasting beneath the sweltering light of day was likewise seen as a holy act and many holidays saw the daytime hours restricted from food with only minimal water often prompting visions from the heavens. Fire played a significant ceremonial role in many Path rituals as an aspect of the Sun's most holy visage and the building of great bonfires was a well practiced ritual including in funerary rites where it was considered proper to cremate bodies and improper to leave them festering as physical forms. Filling the last of the first chapters was discussion of hierarchy and its importance to the Path where God reigned supreme but recognized mortal rulers as scions and earthly vassals to whom the common people were expected to defer. Discussion of gods aside from the Sun were to follow once more Crows arrived with more vellum including discussion of those within the faith who catered to the mischievous Moon and lesser deities and spirits such as the nighttime stars as well as a discussion of the Red Star, insomuch as there was knowledge of the False Dawn Bringer.
    • The Sentinels are appreciated for their defense of the Sands but tensions emerged early over the failure of the Sentinels to disclose the limits of their manipulation of the leylines to deter Blightspawn. While the army of aspirants under Theodora were welcome and their Black Iron would no doubt prove useful against the Argent Swarm keeping their training of soldiers a secret was looked upon poorly when the Triad had expected more arcane work to be occurring at the Standing Stone.


    Spoiler: Ruler Information
    Show

    Revered Triad of Sani (88), & Yeitso (83), Tiba (77)
    Stat Value Increase?
    Diplomacy 1 -
    Military 4 -
    Opulence 5 -
    Faith 8 +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
    3. Round 3

    Last edited by Roarke; 2020-08-29 at 08:08 PM.

  4. - Top - End - #154
    Halfling in the Playground
     
    Chimera

    Join Date
    Sep 2018

    Default Re: Empire 6: Embers of Dawn IC

    The Fffolkkk of the Sand Reefs
    Regions: 266
    Round 4



    Round 4 Actions:
    1: [Diplomacy] Start to unite the Fffolkkk by hosting a region-wide contest to create our united flag
    2: [Diplomacy] Gather some of the brightest Fffolkkk and develop recommendations on ruling justly.
    3: [Opulence] Send and Expedition North, across the barrens and into the northern portion of the Maze. Roll was 11
    4: [Opulence] Create a Treasure. Bartering in your good name is customary. But if trade is to flourish, something more will be needed.
    5: [Military] The blightspawn are the stuff of nightmares. Raise a unit of Maze-runners, just in case.

    New Player Bonus action: [Military] Fffolkkk go missing in the Maze all the time. Could be monsters. Raise a second unit of Maze-runners.

    Non Actions:
    • tbd


    Spoiler: bookkeeping
    Show


    Leader Table
    Nopppa
    Stat start round 4
    Diplomacy 5 +1
    Military 3 +1
    Opulence 5 +1
    Faith 3 -
    Intrigue 2 -

    Regions & trading posts
    Region Name Region Number Resource Learning Center Holy Order Status Bonuses
    The Sand Reefs 307 Kelp-Olive Oil (Great) The WInd and the Tide - Capital, Unrest none
    Trading post -- -- -- - -- --

    Technologies & Cultural Specialties
    Type Name Effect(s) Permanent? Note
    Masonry Interlocking Shells +1 to resist raids & sacks Yes -


    Treasure


    Military Units & Heroes CAP: 6
    1. None yet


    Artifacts
    • None Yet
    Last edited by Lt-Murgen; 2020-09-05 at 02:22 PM.

  5. - Top - End - #155
    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. [OPULENCE Buyout DSP-held TP in 291] FAIL
    2. [OPULENCE Hoard Treasure]
    3. [OPULENCE Hoard Treasure]
    4. [FAITH Begin Great Project "One Memory" (1/5)]
      What stores of clay remain are gathered, leaving Gilig's vaults empty. All the city is gathered and great vases, bowls, and simple sheets of ceramic are created, depicting as much as possible of the memory of Nellen. The Urelleru is in use for months. The True Dawn adherents are politely asked to vacate the holy site until this task can be completed, as it is of the utmost importance. A great sacrifice like this must be made - troubling times are coming, and the Dolod need the favor of the spirit and physical resources, too.

      The Dolod intend to create a work that will stand in Nellen as evidence of their importance to the Emnellenme: a great museum of all memory. Every Dolod is expected to contribute to this museum which will be called "One Memory." The museum will serve a second, more macabre purpose: should the Dolod begin losing members to warfare, Erasers, or the Jedi Dream Speakers, memory will not be lost.
    5. [FAITH Adopt the True Dawn]
      Seeing the way the wind is shifting, the Quluq formally announce that the Dolod will join the True Dawn, with the knowledge that the doctrine is simply a foreign approach to Yemnellenmey. The Quluq knows that the True Dawn needs refining, but that its far reaching arms will give them the greatest access to memory.



    Non-Actions
    1. Resist all buyouts except any attempted by the Ashir or Ta Seti.
    2. Support any buyout attempt by the Ashir or Ta Seti.
    3. Resist all Conversions.
    4. Accept all tech except Writing.
    5. Spit on the DSP demand for apologies.
    6. Refuse Thekr of Rathox, errant questing hero of the Koxrrit, entry into Nellen. FAIL (IXK cannot roll below a 9)


    Rumors and Stories

    • With the newly merged Quluq, the future is realized. The remaining members are asked to step down to make room for a new generation of leaders.
    • Diadid creates a new offspring and engages in Abdication of the Mind. They are 18 years old and are replaced by Yuyuy.
    • Ullu creates a new offspring and engages in Abdication of the Mind. They are 16 years old and are replaced by Simis.
    • Disdsid creates a new offspring and engages in Abdication of the Mind. They are 21 years old and are replaced by Inlilni.
    • Qoolilooq holds on to their position, claiming that their relationship with other nations will aid in the coming years. They are 19 years old, though, and know that death is around the corner.
    • The Quluq, especially Shilihs, see much to respect in the True Dawn. They take time to consider the full implications of this emerging faith, sending representatives to the Sha to discuss what the future holds.
    • The Dream Speakers call for the Dolod to beg forgiveness. The Quluq stands firm in their decisions. How can the Dolod be expected to apologize while the kidnappers are sneaking into Nellen and setting up camp beneath the walls of wonderful Gilig? The lost of the spices and preservatives grates on the Dolod patience. These Nightmare people have weaponized their visions for material gain, and they will be brought to heel.
    • The Dolod begin to grow restless. More visions affect the children. The Dream Speakers grow bold. The clay stores are nearly depleted. A new faith begins to take hold. For people with such strong memories, these rapid and frightening changes rival even the Erasers in scale. The people look to Edurude and Shilihs for guidance, but the Quluq can offer no answers. Not yet.
    • Word reaches the Quluq that a hero of the people of Ixkarr comes to Nellen. When they learn that he intends to spread dissent, questioning the will of both the Quluq and the sun as well as bringing Dream Speaker propaganda, Yuyuy and two priests move to meet him. They hope to convince him of the errors of his ways, or at least keep him from damaging the unity of the Dolod people.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 4 -
    Military 3 -
    Opulence 5 +1
    Faith 4 +1
    Intrigue 2 -

    The current Quluq is:

    Diadaid - Master of Speech, Overseer of Culture, Mouth of the Quluq.
    Edurude - Master of the Militia, Overseer of the Wall, Fist of the Quluq.
    Ullu - Master of Pottery, Overseer of Crafts, Fingers of the Quluq.
    Shilihs - Master of Memory, Overseer of the Urelleru, Mind of the Quluq.
    Dayad - 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.



    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: 0
    1. N/A


    Military Units CAP: 6

    Heroes

    Artifacts

    Last edited by JBarca; 2020-09-05 at 01:23 AM.

  6. - Top - End - #156
    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. [Diplomacy 5] Create Cultural Identity: Never Again (Increased Die size on duels) As she prepares the young “warlady” to seek revenge on Yegin Kw’heti, the Sorceres Neli notes that Rosie MacGill has a strong aversion to contact with blood. Thus, instead of the typical anbroch combat training, she arranges for Rosie MacGill to be taught duelling in the Luthrail tradition: with throwing knives and the staff, fighting one on one rather than with a quad. While many of the more hardened battlemistresses scoff at the impracticality of this fighting style on the battlefield, Rosie’s influence at court makes it a fashionable enterprise for young surface nobility and many hire Luthrail dueling tutors of their own.
    2. [Opulence] Assist in humanitarian efforts in region 212 [2/5]
    3. [Opulence] Assist in Humanitarian efforts in region 212 [3/5]
    4. [Military] Explore to the South with Neno (hero score 9), roll 17https://forums.giantitp.com/showthre...7#post24694837
    5. [Military] Raise a Naval Unit

    Nonactions:
    Resist conversion to Abiherism. Roll 4.
    Resist Sack of TP 1 for Guano.

    News and Rumors
    Rosie MacGill, while in title a successor to Warlady Mollie MacGill, was seen as a disappointment by most of the battlemistresses. Those of house MacTir openly called her weak, and scoffed about her inability to handle the sight of blood. MacGill battlemistresses for the most part defended her honor in public, but expressed their own doubts between closed doors.

    During the first few months of her reign, Rosie MacGill devoted no apparent effort to avenging her predecessor, instead spending most of her time at dances with other ladies of the court much to the dismay of the Battlemistresses. One particularly stormy night, an old Luthrail woman walked into the dance hall, and out onto the floor. When Rosie Confronted the crone, she said simply "You will not defeat Yegin K'hweti with dancing or parties." and disappeared in a puff of smoke. For two weeks, this repeated, until finally Rosie begged the old woman to torment her no longer. She replied: “If you wish to spend your last moments frolicking, I will leave you, but know this: I carry the power to triumph over his sorcerer, and can teach you to defeat him. All I ask in return is that you grant my people mercy.” Impressed by the old luthrail woman’s display of magic, Rosie readily agreed, and the sorceress; a Luthrail crone named Neli, quickly rose to be one of her most powerful advisers.

    Patriarch MacGill died of a rotting fever, leaving his son Charlie in line to inherit the patriarchy, and according to the patriarchal Anbroch tradition, thereby disrupt Rosie MacGill’s claim to the Matriarchy. Many dwarven women (referred to as “guano diggers” by their detractors) lined up to court the young patriarch in the rare dances where dwarf men and women meet.

    As the Abiherist religion begins to take hold, poetry became more popular among the Anbroch, though they tended to prefer a shorter style than the Blemmyae. One popular example of an early Anbroch work to immortalize the past was the following:

    There once was a blemmyae named Yegin
    Who went ‘round just about beggin’
    For a knife in his gut
    Because that is what
    He gave to the last dwarf who met him

    Spoiler: Ruler Information
    Show

    "Warlady" Rosie MacGill
    Spoiler: Biography
    Show



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

    Attribute Improvements: +1 Opulence, +1 Military

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (22 yrs): The adopted daughter of Warlady Mollie MacGill and biological daughter of the Matriarch, a lot of negotiations had been conducted to put her in line to inherit more power than either posessed alone. Ruling in the wake of the Warlady's murder, she was not well liked by the soldiers.

    Matriarch MacGill (62 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.

    Charlie MacGill (16 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; 2020-09-04 at 01:10 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.

  7. - Top - End - #157
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    The 9th Sacrosanct Conclave (the Aster Council)
    Diplomacy: 10
    Military: 4
    Opulence: 5
    Faith: 2
    Intrigue: 4

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

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

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


    1: Military: Raise one unit - the Grey Grove. The Fuinn prepare to move east along the coast, fulfilling their ancestral duty to safeguard Ea's shores.

    2: Diplomacy: Establish Claim on region 38. [19]
    In a motion formed equal parts respect and pragmatism, seer Leafhair is appointed to the Sacrosanct Conclave! A decade with the trees has been an... interesting experience, to say the least, and this acknowledgement of his competence and care is heartwarming; however, it is no sooner that this appointment has been made than he acts as translator between his erstwhile friend counciltree Red-Leaf and Illi, the chieftess of neighbouring tribespeople whose lands the Fuinn have made council motion to occupy and offer protection. In an effort to prevent unanticipated conflict, Leafhair suggests at least notifying the tribes of the intended movement. It is a long conversation, after a long stride, and by the end Leafhair finds himself betrothed to Illi, and is still a little unsure how it all got so out of hand.

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

    4: Military: Occupy region 36 with the Red Grove (Conclave present to lead & observe, Mil 4).
    The Red Grove set out west, looking to extend their protection of the woods along the coast. The Fuinn were gearing up to extend their canopy east, but the Askr would be the first to stride onwards. The early part of the Trek went well, finding nought but wildlife and twisted trunks. Late in the second year of the journey, they encountered traces of opposition - the goliaths were here. The initial contacts retreated and called for the Conclave, requiring the presence of the elders before any hostile action can be taken. After a sombre meeting and a close vote, the decision is made; continue the Trek. The Red Grove reconvenes to stride west once more, encountering the goliaths as they go. The Conclave takes the lead as a confrontation brews...


    5: Diplomacy: Raise Reputation with the Truthseers. [17]

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

    Spoiler: Admin
    Show

    Leader stat increases:
    Dip +1, Mil +1

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

    Units: 1/6

    Heroes: none.

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

    Tactical Doctrine/s: none.
    Last edited by Ausar; 2020-08-26 at 09:17 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  8. - Top - End - #158
    Dwarf in the Playground
     
    Laura's Avatar

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

    Shandolé
    Round #4


    ---

    Writing Prompt Round #4: Write the trial or judgement of someone convicted of your peoples' most heinous crime.
    - Prompt set by Omnivorous Ogre

    ---

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

    ---

    Actions

    1.Recruit Hero – Edge
    • Military (5)
    • SPECIAL: 5
    • Roll: 1d4+6
    • Result: 8
    • Roll Link: Roll Link

    Spoiler: Edge
    Show


    Hero: Edge



    Proper Name: M’Áwaní’Dóah - I Returned From the Darkness
    Race: River Elf
    Nationality: Shándole
    Gender: Male
    Sexuality: Straight
    Age: 418
    Eyes: Dark Grey
    Hair: Dark Brown
    Height: 6’6”
    Symbol/Tattoo: A jagged line that circles back around



    Backstory: Link




    2. Buyout Silver TP#2 in Region #111 Tarandi
    • Opulence (3)
    • Bonus: Supported (+2)
    • Roll: 2d6+5 vs TN 12
    • Result: 14 - Success
    • Roll Link: Roll Link


    3. Explore Region NW of #114 Using Sailing.
    • Opulence (3)
    • Bonus: Animal Husbandry (+1)
    • Roll: 2d6+4 vs TN 10
    • Result: 14 - Success
    • Roll Link: Roll Link


    Spoiler: Sea Exploration!
    Show


    Sea Exploration!

    Bright sunlight reflected off the water and the sound of the surf rang reassuringly along the shores. The boats and docks rose and fell with the rhythm of the waves and shaní were busily check over the ropes, ships and supplies for the fifth time over, seeing to it that all was in place and secure.

    Zulaura’Klaní’Hiah – Blue-Waves-Crashing-and-Laughing smiled as she looked out over the Lyndicalah Sea stretching out before her. She’d finally been granted permission to chaise that horizon to take her fleet of boats and her crews and explore the great beyond. All her life she’d been trapped but at long last she would be free!

    Her plan was to follow the northern coast. The smokey valleys and fiery mountains to the norther were dangerous and with stories of Ember Bats she wouldn’t attempt going too close to shore. But what lay beyond the smoke and fire? Beyond the great volcano and the dangerous mountains of the north? Zulaura intended to find out and she could hardly wait to get started.

    “All is secure an’ ready Zulaura’Dinh,” reported her first mate, “Tides are a’shifting an’ the wind rising well.”

    “Swanny! Fly ores an’ let the dolphins leap onward.”




    4. Deploy 6 Units to Occupy/Attack Region #140
    • Military (5)
    • Army led by Zán’Quęzí (Leader)
    • Bonus: 6 Units (+6)
    • Roll: 2d10+11 vs Enemy Leader
    • Result: To be Determined
    Sub-action: Use Tactical Doctrine - Skirmishing
    • Penalty: -1 for every 4 units in the army (-1)
    • Roll: 2d6+4 vs Enemy Leader
    • Result: To be determined

    Spoiler: War Talks
    Show


    War Talks

    “Necessary?!” Leósha’Lýndónah’s voice rose in indignation, “It’s an unprovoked attack that forces our will an’ rule upon another people. It goes against Simráh an’ everything we believe in.”

    The rest of the Winter Council were sitting in their various places around the hall. The grey stone floor had been covered with various furs and woven mats of wool, but voices still echoed on the high cavernous ceiling. Most of the councilors didn’t answer, nor meet her gaze, but one of them wasn’t so easily put to shame by traditions or ethics.

    “We need to expande our influence beyond this here valley,” Edge said. Rather than sitting, he was leaning against the wall, slightly out of line with the rest, who mostly formed a circle around the chamber. “Armies are a’stirring all around Tarandi, Aran Viska, Sangar. Clan Solias and the other star clans have been a’raising troops just across the Santicemnahs an’ rumors are their warrior, Ruari, has been gathering warriors a’yonder southward. Those who have not been reaching out their influence by troops have been a’spreading power via trade or diplomatic marriages. The Dannu have raised a great city, pushing their culture an’ a’reaching far an’ yonder with their wealth an’ the Brayewen are doing likewise. We’re falling stagnant an’ at the pace the rest’o world is a’running at, we’ll soon lose the strong current of Simráh.

    “Don’t talk to me ‘bout Simráh, Edge,” Lýndónah’ said and her voice was sharp, “Don’t ye don’t get t’go twisting kai an’ sacred truths t’ suit yer bloodthirsty trig. Not with me.”

    “M’Áwaní’Dóah,” Kaíske said, emphasizing the use of proper names. Counsel meetings were not the place for personal names, “Ye say many people have been a’using wealth, trade an’ diplomacy t’ expand their prospects. Why could we not do likewise? Why should we turn t’ war, when other means are available?”

    “What’s available t’ others isn’t available t’ everyone,” Edge cast Zán’Quęzí a look, “We even don’t have access to the wealth o’ trade we had a’fore the Blue Commit. The Dream Speakers have taken our resources right out from under us. While t’Speakers an t’ savvy tradesmen from Dannu-Gaon an’ Thade get rich off this valley, we barely make ends meet. If we can barely sustain ourselves, we can’t hope t’ reach out by trade o’ diplomacy. On the other hand, we have strong warriors. It’s the road that is open t’ us.”

    “An’ I wonder why.” Lýndónah asked, her voice scornful, “Ye have been pushing the council t’ lend support t’ training an’ raising warriors ever since t’ Commit came. Ye claimed it was t’ protect this valley. We should have seen the truth o’ yeh. Yer pst is writen on yer face, M’Áwaní’Dóah. You may have returned an’ washed the blood from yer hands, but we remember well the time ye were cast out, hands red with the blood of yer Elder. Yer a killer, darkness runs through yer Ka an’ we never should have let yeh return.”

    “Leósha’Lýndónah.” Zán’Quęzí said, his voice holding a slight rebuke, “Ye are losing face an’ letting yer temper speak over yer mind.”

    “I speak by my Ka,” Lýndónah said, not backing down.

    Edge had his arms crossed and had retreated slightly more into the shadows of the Hall, “The past be the past,” he said, his voice low barely to be heard in the large room, “Regrets are irrelevant. I done what I done and this Council an’ the Elders o’ Shandolé have done what they done. An’ so we stand here today, as we are. It’s our duty to choose the road ahead, not question the road behind us.”

    “I agree with M’Áwaní’Dóah,” Zán’Quęzí said, his string voice immediately drawing the attention of the room and breaking the dark tension growing between Edge and Lýndónah. “Securing the mountain pass in the lands o’ the Skyclad Dancers is important fer the future o’ the tribes. Without it we shall find ourselves backed into the corner o’ the Santicemnahs. I understand that we are stepping over lines we would rather not an’ yer concern fer the ancient oaths an’ the sacred peace is valid, Leósha’Lýndónah, but without power we can do neither good nor evil. We will simply subject t’ the good o’ evil of those around us an’ shall fall from the currents o’ time, becoming a leaf separated from the tree and lost on the winds o’ chance.”



    “Do this, Talákin’Záni’Quęzí, an’ you start down a bloody path we won’t be able t’ return from. Live’s lost in war can’t be recovered. We will all have blood on our hands an’ it will mark us fer t’ rest o’ time.” Lýndónah cast a look around the hall, “Maybe M’Áwaní’Dóah an’ Talákin’Záni’Quęzí can live that way but that doesn’t mean the rest o’ rest should follow them down that road an’ we all have a vote.”

    A number of the Elders looked pensive and uncertain. Kaíske’s mouth was tight and then she took a deep breath. “Leósha’Lýndónah, blood stains all these halls an’ all these hands already. I know ye have great peace in Simráh an’ yer teachings lead the people well, but the Council cannot rule by the same morals that the people live by. I know yer not so young as to have no memory o’ the Winter o Malice. That history looms over us. It’s stains on already upon us.”

    “Are yeh trying t’ claim that was justified?” Lýndónah her face turning pale, “Ye kin we should look back to those days o’ fear, murder an’ blood an’ do likewise today?”

    “Justified, no. But it t’were necessary,” Kaíske’ said her voice turning harsh, “It saved these tribes an’ carried us into this future, where we can put it behind us an’ live by better principles. Time flows on a stone’s edge. It’s our choices that will send it cascading a’ one way o’ another. We have to see the whole o’ it an’ be prepared to make hard sacrifices today in order t’ give the future the best chance.”

    Kaíske’ words had many of the others nodding, she didn’t often speak up at meetings, but after Zán’Quęzí, she was the oldest and most respected of the Council and carried a lot of responsibilities.

    Lýndónah could sense that the room was turning against her and glared, “Ye could justify all kinds of terrible things by logic, Kaíske’M’Kaskí,” she warned, “Yeh are playing with fire.”

    “It is well then that we are Elders o’ sound mind an’ plenty experience in the ways o’ fire,” Kaíske’ said, “There is a reason we have a Councils o’ Elders an’ not just a law dictated by the principles o’ Simráh an’ rules based on inflexible declarations o’ what’s good an’ what’s evil. It is up to us to step along that slippery slope an’ find our balance despite it. War today does not mean war tomorrow an’ not everyone who wanders through the darkness is o’ the Spawn.” Kaíske’ cast Edge an understanding look and he relaxed some, shifting slightly back into the circle, as if she had granted him permission to be one of them again.

    “We have already voted an’ failed to get a unanimous decision,” Zán’Quęzí, said, “Now, five days later, we are still debating an’ I kin the issue is as well understood as it’s going t’ be. Let the basket be passed an’ the stones be cast. If two thirds o’ the Council decides one way or the other, it shall be settled.”

    The choice to lead troops south in the lands of the Skyclad Dancers passed, though Lýndónah’s stone was still cast against and her expression remained dark an’ judgmental, as she looked over the cast stones and saw her words had failed to win the day.

    “I will lead the troops myself,” Zán’Quęzí said.

    “I have some more experience in traveling wider Tarnadi an’ have more war training,” Edge pointed out, “It might be safer for you to remain in Shandolýn.”

    “No,” Zán’Quęzí said sternly, “Leósha’Lýndónah isn’t the only one who holds yer motives an’ means in suspicion.” He raised a hand, as Edge’s face darkened in anger, “I do not doubt ye, but yeh know it’s true that others do. An’ doubt is not something warriors can carry with them when they walk toward bloodshed. I shall lead the war parties. I will try to negotiate a peaceful surrender. But if that cannot be settled, I shall strive to achieve our ends through as little bloodshed as possible. May it be that Simráh will carry us to a place o’ peace an’ corporation through all these lands by an’ by.”




    5. Attend Event – The Hunter’s Moon Clan Meet
    • Diplomacy (3)
    • No Roll Necessary
    • Link
    Sub-actions
    • Accept Ring of the Phoenix gift from the Viskari
    • Promise to Trade one Unit (Land) to The Dannu-Goan Tribes in Turn 5, in exchange for Pottery this turn.

    ---

    Non Actions

    Accept Embassy from Dannu-Goan Tribes.

    Leósha’Lýndónah Travels to Kartoffel to assist and record the investigations on the spirit of Eruungo

    Spoiler: Investigations on the Spirit of Eruungo
    Show


    Having heard of this strange matter and the undertaking of King Kartoffel to get to the root of the evil spirit tricking travelers through his lands, Lore-Master and chief shaman Leósha’Lýndónah makes the journey east. By the time she gets there much of the initial investigations have already been done, but she takes great interest in the means and results of the attempts and begins interviewing all involved and keep detailed notes and records. She also writes down all she can learn about the original life and history of the spirit haunting the roads, hoping the secrets of the past will help enlighten the future. In this way, working along side the Brayewenese, she is optimistic that this evil will eventually be removed and one more step toward the Peace in Everything shall be secured.



    ---

    Ruler Information

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


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

    New Leader Next Round?: No

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


    Expected Stat Increases: +1 Military, +1 Opulence



    ---

    Map

    Spoiler: Map
    Show





    ---
    Last edited by Laura; 2020-09-06 at 01:11 AM.

  9. - Top - End - #159
    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 4 Actions:

    Actions:
    1. [Military] Raze the flowers in region 41 with 2 units led by Erwin Weitschritt von Braunschweig - 17
      With the expected and hoped for victory on the part of the Uzii, Erwin is sent out at the head of two groups of Bloodwings to purge the Amaryllis flowers from the new area in time with the attempted conversion of the region.
    2. [Opulence] Hoard Treasure
      A collection is made of treasures to fill the coffers and bring some additional funds to bear for future purpose. Much is made of the taxing and most of the Hrathgan residents see the necessity.
    3. [Opulence] Buyout region 30 TP 3 - Failure
      Merchants are sent out to acquire a source of Cormet stones in an attempt to have a firm flow of shinies back to the capital.
    4. [Faith] Organize Soul Honor - F5 - LC 5 bonus - "Wisdom of the Ancients" +1 to Tactical doctrine rolls.
      Soul Honor, being of a reasonable starting size is more formally organized a this time. While the primary tenants of the religion haven't changed but more been formalized the first major focus has been on formalizing some of the war college aspects of the faith and passing along the military lessons of the past.
    5. [Faith] Convert 41 - Failure
      With the spread of the Amaryllis flowers, guides are sent out to the natives in the area to establish a foothold for Soul Honor in the region to show why these are not a positive. Resistance due to the presence of the Amaryllis proves too strong for the initial push.



    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 8
    Opulence 2
    Faith 5
    Intrigue 1


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Opulence, +1 Faith

    Trade Posts:

    Military Units: 3

    Mil Unit Cap:
    4 + 1*Regions controlled = 5

    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; 2020-09-05 at 09:12 PM.


    Avatar by Gengy

  10. - Top - End - #160
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Thorael
    Round 4




    Year 13 -16 of the Kro Dynasty

    News and Rumors
    • Crow merchants flock to the Thunderpeople's new territory and quickly dominate the fish market. While fresh fish is popular there is no way to get it back to Highnest fast enough. Soon barrels of salt-packed fish were making their way across the desert.
    • Crow's 1st Cohort began more rigorous drills when news of the blightspawn reached the capital. Hopefully they would be ready if they had to enter combat.



    Actions Rolls
    • [Opulence] Buyout Fish TP 1 (Success)
    • [Opulence] Buyout Fish TP 2 (Success)
    • [Faith][Great Project 3/5]
    • [Faith] Adopt the Path of True Dawn as the official religion of Crow's Tribe. - Though Crow's place in the pantheon was more prominent in the crow understanding of the Path, the religion was wide spread even beyond Highnest. Exalted Sun and Wise Crow were honored even at distant tradeposts.
    • [Diplomacy] Attend event.
      Spoiler: Event Sub-action
      Show
      • Accept Masonry from the Thunderpeople in exchange for promises of fish exports.



    Non-actions
    • Resist any buyouts.
    • Accumulate 1 Treasure from Trading Posts (5 owned)
    • Donate 3 treasure to the SoS in the Ashir's name.


    Ruler Info
    King Kro Thorael
    D 3 • M 2 • O 9 • F 5 • I 1
    Expected Gains:
    +1 Opulence +1 Diplomacy

    The Vault
    Spoiler
    Show
    3 Treasure
    Shattered Runestone (TP1, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Horses (TP3, Region 302)
    Agave (TP2, Region 305)
    Last edited by zabbarot; 2020-09-05 at 01:45 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  11. - Top - End - #161
    Ettin in the Playground
     
    Elemental's Avatar

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    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    1: [Military] Invade Region 112 with two units under the command of Aranin Talsharn using the tactical doctrine of Skirmishing. Tactical manoeuvring roll: 15.
    It's been many years since the last attempt at subjugating the Children of the Creator, but Talsharn once again musters his forces and takes the reborn Phoenix Warriors and the Swamp Sabres to once again invade the region, moving forward with great caution due to the previous defeat. Nar Olek watches Talsharn's every decision like a sabre-tiger waiting to pounce, but he makes no effort to try and usurp command. Vaskan meanwhile is eager for the chance to avenge his fallen brothers and sisters in arms.

    2: [Military] Invade Region 98 with one unit and no commander or tactical doctrine as it's unguarded.
    While the Aranin's main force rides southwest, Nar Isana takes the Winter Wolves due west into the land of goats. They expect no opposition among the goatherds and are sure of their imminent subjugation.

    3: [Military] Quest into the Unknown Lands west of Region 98 with Mezanak Oshrik. Success.
    While Talsharn initially wanted Mezanak to lead the campaign against the Frost Binders, the Moot intercedes and orders him even further west. The Aranin is not happy with this interference in his military authority, but he accepts the decision.

    4: [Military] Raise one unit.
    Though initially uninterested in foreign conquest, Nar Rashan Iskavan decides to honour the call of the Moot and rallies his warriors around him. He and his cadre, the Shade Riders, don their black armour and mount their black horses and ride south, only to find out Talsharn had already departed.

    5: [Diplomacy] Attend the Hunter's Moon Clan Meet.
    Despite the dangers Talsharn and a small contingent of warriors ride fast, skirting the edges of the lands of the Creator, to meet with the Dannu-Gao. He took with him the last Rings of the Phoenix and upon his return to Aran Viska gives the now empty box back to the Moot.
    -Gift one Ring of the Phoenix to Shandole.
    -Gift one Ring of the Phoenix to Dannu-Gao.
    -Gift another Ring of the Phoenix to Dannu-Gaon on the provision they pass it along to Clann Solais.
    -Gift one Ring of the Phoenix to Hiverness.
    -Accept Irrigation and Pottery from Dannu-Gaon and pledge to protect them.
    -Accept Masonry from Shandole.

    Nonaction: Contribute one treasure to the Sentinels of Stone.
    Equip Mezanak with a Ring of the Phoenix.
    Support Shandole buyout of Silver TP#2 in Region 111.
    Support Dannu-Gaon buyout of Silver TP#3 in Region 111.


    Spoiler: News and Rumours
    Show
    A number of silversmiths travel south to Shandole to teach them the art of smithing.


    Spoiler: Named Characters
    Show
    Elizan Vandruk - Aranin Sarak of Iskandrazac - 88
    Mashana Narakan - Ara Sarak of Aer Caladon - 95

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 26
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 53
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 38
    Nar Rashan Iskavan - Warchief of the Shade Riders - 32

    Mezanak Oshrik - Sorcerer Hero - 43

    Nar Alskan Salhan - Son of Hivak Salhan, first Warchief of the Phoenix Warriors, is currently not happy. - 22
    Karalas Anviskad - Son of Talsharn Anviskad - 26


    Spoiler: Ruler Information
    Show
    Diplomacy: 1
    Military: 7
    Opulence: 4
    Faith: 5
    Intrigue: 1

    Age: 54
    Expected stat increases: +2 Military
    Last edited by Elemental; 2020-09-05 at 05:09 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  12. - Top - End - #162
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Xehra Tzkepte
    D2
    M9
    O6
    F4
    I3

    Diplomacy: Upon her return from the Maw, Kehna insists that Valyae be granted governance of the lands she acquired, though of course as a subject of Xehra. This is not a universally popular action... But the heir's voice wins out against the perhaps-wiser recommendations of her mother's advisors, and she is appointed. She is, however, cautioned to show restraint, and has shown no indication that she intends to ignore that command - at least not without an open rebellion. (Stabilize Region 277.)
    Diplomacy: Cooler heads prevail in granting the other lands that the Naherin acquire, however, aided by the fact that the one who conquered it is sent off to the Ashir, bearing peppercorns from her new conquest and flush with victory. Instead, governance of the lands is granted to Mheya Nehena, the heir to another clan of Xehra's initial coalition - a political victory, as while they are nominal allies, they are not directly her own. Xehra is, however, clear that they govern under her... And the night elf who delivers the news is a pointed, if not entirely unsubtle, reminder of the measures that might be taken should the Nehena grow forgetful. (Stabilize Region 279.)
    Opulence: Construction on the city of Txalitya is finally complete. (Opulence 5 special action: Construct City in 278.)
    Military: Attack region 308. (Send three units to attack Region 308, led by Kehna Tzkepte (Hero Score 7), using Reckless Advance)
    Military: Attack Region 311. (Send two units to attack Region 311, led by Xehra Tzkepte (Mil 9), using Reckless Advance.)

    Stat changes: +1 Military, +1 Diplomacy

    Non-actions:
    Support the Ashir's buyout of Peppercorns in Region 279.
    Last edited by Lady Serpentine; 2020-09-05 at 10:35 AM.

  13. - Top - End - #163
    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 213-216
    Region 221 - Troll Country

    King Haanhangandhal
    Diplomacy 6
    Military 5
    Opulence 5
    Faith 1
    Intrigue 2


    Actions

    1. [Diplomacy] Raise Reputation with Sentinels of the Stone [Roll Result = 13, Success!]
      [Fluff being transcribed]
    2. [Military] Recruit A Land Unit
      [Fluff being transcribed]
    3. [Military] Recruit A Land Unit
      [Fluff being transcribed]
    4. [Military] Recruit A Land Unit
      [Fluff being transcribed]
    5. [Military] Recruit A Land Unit
      [Fluff being transcribed]


    Non-Actions
    Standing: Accept any Embassies offered
    Send Irrigation, Sailing, and Animal Husbandry to UBT via Embassy


    News and Rumors
    [Fluff being transcribed]


    Spoiler: Recorded In Chorus
    Show


    2 Units

    Techs
    Animal Husbandry
    Irrigation
    Sailing

    Embassies
    HEN
    UBT


    Spoiler: Legends and Legacies
    Show

    Troll King Haanhangandhal
    Projected Stat Growth:
    +2 Military

    Ruunandaraghal, Heir Apparent

    Ingkannu Isidi

    Last edited by Rolepgeek; 2020-09-05 at 04:05 PM.
    Sincerely,
    Role P. Geek

  14. - Top - End - #164
    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 4 Actions:

    1.[Faith 5]Organize Faith: Way of Eauden and set 5 HC bonus to +1 to conversions.
    2.[Faith]Convert region 110. 15
    3.[Diplomacy]Attend Event: Hunter Moon's Clan Meet.
    4.[Diplomacy]Improve Rep with the Truthseers from 0-1 16
    5.[Military]Raise 1 Mil Unit.

    Spoiler: Way of Eauden
    Show
    The Five Elements of the Way of Eauden

    Elements Season Color Attribute Astrology
    Water Winter Black Patience Full Moon
    Earth Change of Seasons Yellow Stability Earth
    Fire Summer Red Renewal Sun
    Wood Spring Green Abundance Stars
    Metal Fall White Transformation New Moon

    • The Full Moon overcomes the Earth because it affects the tides on the Earth.
    • The Earth overcomes the Sun by turning away from it.
    • The Sun overcomes the Stars by being the closest one to us.
    • The Stars overcome the New Moon by remaining in the sky while the moon isn't visible to us.
    • The New Moon overcomes the Full Moon by erasing it from the sky.


    Phoenix Star: As a shooting star, it is associated with the aspect of wood. Harbinger of hope and a new spring.

    The Tenets of the Way of Eauden:

    • Naturalistic Civilization. Many of the processes of nature are good and healthy, but this does not mean changing them is wrong. Many things in nature are without purpose, signs of a world-soul at odds with itself, and turning them to a purpose is good; it forges a small piece of a shattered identity anew. Trees can grow back, and the lumber can be put to use; this is not the same as rapacious destruction. The natural world is in constant flux and we can learn from it and use that to our advantage. Fire is a natural element and can be used to shape metal, metal can then be used to shape wood, this is a natural transformation.
    • Death-as-dormancy. Outside of unusual cases of restless spirits, dead people and animals merely sleep. Their old purpose lost, they rejoin the World-soul in much the same form the spirit of unworked stone has. In time they may become a different sort of spirit, joining the stone as interred or the soil as ashes. Some spirits might be reborn as humans again, if they are very patient. In rare cases, they might retain an old identity if their remains are cared for and cherished for what they are. Aer Caladon, adopted from the Aran Viskari, is seen as the aspect of Eauden that Guides the souls of the dead to their next journey.
    • Spiritual Materialism. While dealing with the supernatural like any faith, the Way of Eauden is materialistic - it deals with things existing in physical space, rather than gods and demons, afterlives, planes, and abstract ideas. Spirits are linked to things in the world and not unbound ideas; the river Yvaon has a spirit, the land you stand on does, each person and beast does, but there are no spirits of "vengeance" or "justice" or "knowledge" - though the spirit of a murdered bride might be vengeful, the spirit of an honorable knight's sword just, or the spirit of a library knowledgeable. Spirits are representative of the shape of things, a purpose, more than necessarily conversational living entities. A lump of metal has a spirit, but likely a dormant one; forging this lump into a sword makes it the spirit of a sword, a thing with purpose.The Way of Euden places significant emphasis on roles and purpose, finding your Path is a recurring theme.
    • Unifying. Though one spirit, one thing, is not another, all are parts of a whole. A great and complex system of specialized small things. All that is on Earth, taken whole, is a world-soul. This is not to say individual parts cannot be at odds with what is good; cancer is part of the body and seeks to destroy its host. The Blightspawn are likewise seen as a great cancer. The False Dawn is seen as the great sundering that broke apart the world-soul and created chaos. The world is healing, after the coming of the Phoenix, but we are not yet whole.
    • Lunar and Stellar. The Moon is divine, its light magical and pleasing. It does not burn, merely illuminates. The world-soul loves and longs for it, though it keeps its distance, it has not yet healed from the wounds of the False Dawn. Why does the Moon not embrace its lover? After her long absence from the sky, Eauden is too shy to embrace her lover, the world-soul. Even so, we have forgiven her; the waters rise to her, the wolves howl. It is natural to long for the Moon. The Stars are pieces of the world-soul too distant to reach, the missing pieces that make it whole no more. The sun is merely the closest of them, and its presence heals the world in green abundance as it passes.


    While the Way of Eauden does leave room to respect the indigenous culture of our adherents, such as weddings and funerals, there are certain aspects and traditions that are universal amongst Eauden worshippers.

    • Sacred Hospitality. Way of Eauden worshippers can not deny another in need of food or shelter, nor can they allow harm to come to another while under their roof.
    • Household Shrines. In lieu of trekking through the often inclement weather of Tarandi to visit a public shrine, adherents keep a small shrine within their domiciles. These shrines can vary from the simple to extravagant. They are adorned with symbols representing the moon, wolves, owls, and can be changed to represent the current need of the worshipper. Somebody needing help with patience might lay their shrine with a black cloth and a bowl of water, for example.
    • Way of Eauden practitioners celebrate the Lunar New Year. As the long winter is about to end, and a new year begins, it is a popular time to begin new projects or make resolutions for the upcoming year. Oracles, or their regional equivalents, will meditate on the portents and their interpreted meanings for the upcoming year. Days begin and end at midnight, and months begin on the day of the new moon. Years begin on the second new moon after the winter solstice.
    • Winter Solstice. The Winter Solstice represents the height of Eauden’s power and is often marked with pilgrimages to Holy Sites. Those who do not survive the trek are said to go on to serve Eauden in the spirit realm. A ritual in Eauden’s honor is held at these holy places, always at night and can vary depending on the phase of the moon in any given year. A common theme during the solstice, regardless of moon phase, are the offerings brought and left on the communal altar. Offerings can consist of food, alcohol, or anything with personal value to the adherent. These offerings help sustain the holy center for the rest of the winter months.
    • Symbology. The primary religious symbol of the Way of Eauden is a wave encircled within a full moon. Some other symbols often associated with them are depictions of wolves, the moon in her various phases, owls, and a tree with stars for leaves. In the northern reaches of Eauden’s influence, dog and wolf figurines are seen as bringing good luck to travelers.
    • It is a taboo amongst Way of Eauden adherents to eat dog and wolf meat.
    • Moon Phase Meanings and Associations.


    Phases of the Moon Attribute 1 Attribute 2 Attribute 3
    New Moon New Beginnings Possibility Intentions
    Waxing Crescent Energizing Growth Declaration
    Waxing Half Moon Momentum Challenges Action
    Waxing Gibbous Refinement Gestation Nurturing
    Full Moon Blessings Gratitude Celebration
    Waning Gibbous Release Service Contemplation
    Waning Half Moon Transition Decomposition Forgiveness
    Waning Crescent Surrender Reflection Intuition



    Event Actions
    • Agree to an exchange program between the Nordgen and Arrok of Uldra.
    • Accept Masonry from the Arrok of Uldra.
    • Accept gift of the Ring from Aran Viska.


    Non-Actions:
    • Resist unauthorized buyouts and conversions.
    • Set Faith 5 HC Bonus to +1 to Conversions.
    • Cash in 1 of 2 favors with the Truthseers to raise rep from 1-2.


    News and Rumors:
    • Shysie has been shown a vision in her dreams of a great tree in the heavens with stars for leaves. She has interpreted these portents to mean her people will soon enjoy a period of abundance.



    Ruler Info:

    Chief Rayen
    Diplomacy: 7
    Military: 1
    Opulence: 4
    Faith: 9
    Intrigue: 4

    Expected Stat Increases:
    +1 Faith, +1 Dip
    Last edited by PepperP.; 2020-09-05 at 06:26 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

  15. - Top - End - #165
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria
    Tarandi Region 133 Thade, The Distant Shore


    Spoiler: Flag
    Show


    Actions

    1. [MILITARY]: Roll up on 123
    Using 1 Navel Unit
    Uncontested

    2. [OPULENCE]: Buyout Trading Post (CAW 137 TP 2) 17
    +1 (Pottery)
    +2 (support)
    Success

    3. [OPULENCE]: Buyout TP 1 in region 123 (Saffron) 16
    +1 (Pottery)
    +1 (Expedition)
    Success

    4. [DIPLOMACY]: Establish Claim 134 11
    +1 TSR Rep
    Failure

    5. [DIPLOMACY]: Establish Embassy with The Dannu-Gaon Tribes

    Rolls: https://forums.giantitp.com/showsing...&postcount=373

    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts
    - Resist all Conversions in Thade
    - Gain 1 Treasure from having 5 Trading Posts
    - Give 1 Treasure to the Stone Sentinels On behalf of Clann Solais
    News and Rumors:

    Spoiler: Bookkeeping
    Show

    Leader: Veret Haftian
    D: 5
    M: 1
    O: 7
    F: 1
    I: 3

    Expected Stat Increases: +1 Opulence +1 Diplomacy
    New Ruler Next Round?
    no

    Treasure 1/5
    Expected Change -1

    Military Units
    0/6
    1/3 navel

    Heroes:
    - none

    Embassies:
    The Arrok of Uldra
    Expected Change:
    + The Dannu-Gaon Tribes

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

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling

    Temporary Cultural Identity: None
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (5)
    Expected Change +2
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    Last edited by bupkis; 2020-09-04 at 05:14 PM.

  16. - Top - End - #166
    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 4]
    Main Actions
    1. Military: [Special10: New Technology] War Drums ([Logistics] +2 To Tactical Maneuvering)
    2. Diplomacy: {Aid Greatproject}The Truthseers 'Sikarian Dynasties'. Though the Thunderpeople's recounting of their ancestry is... difficult. Certain rituals confer the status of blood relative to adoptions, certain taboo violations strike notable persons from the official bloodline, and there are many major discrepancies between the five tribes and their respective accounts, owing to the fluidity of the oral tradition.
    3. Diplomacy: Attend Event, First Solar Conference of Sikar
      Spoiler: Event Actions
      Show
      • Accept Pottery from Sha.
      • Trade Masonry for Writing with The Soreni.
      • Teach Crow's Tribe Masonry in exchange for trade promises of Fish.
    4. Diplomacy: Stabilize Black Bayou [Region 276] [Result: 14]
    5. Diplomacy: Mission South of Region 275: [Result: 9] After being castigated for their failures, the Misteyes redouble their efforts to travel south, this time perhaps better equipped to handle the hostile terrain the defines and separates the border. The explorers set out knowing that if they do not return successful, they should never return at all... After 4 years no word has come back.



    Non-Actions
    • Military: Rally 1 unit to travel to Sha with the Highchief, expecting to contribute to the main battle. Highchief Orgo orders a retreat shortly after the ambush at the diplomatic event.
    • Opulence: Support Crow's Tribe's buyout of Fish


    Rumors:


    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    None

    Spoiler: Current Leader Stats
    Show

    Highchief Orgo
    Diplomacy 6 (+2)
    Military 10
    Opulence 1
    Faith 3
    Intrigue 3

    Special Actions Used:
    Military 5
    Military 10
    Diplomacy 5

    Heir Apparent: Redspiral Halfhand


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


    Spoiler: Armed Forces
    Show

    Heroes:
    {The Ripper (9)}
    Infantry 6


    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; 2020-09-05 at 03:29 PM.
    ...with a vengeance!

  17. - Top - End - #167
    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.[Diplomacy 5] Establish an Embassy with Eleftheria

    2.[Intrigue] Great Project [1/5]: The tales of the Eruungo are known well. He's a spirit that feigns injury only to spring his trap and entrap souls into his demonic clutches. Thought King Kartoffel has decided it is time to find the truth about Eruungo. He has sent a team of researchers from Kartoffel city out along the broken paths to try to find and record an interaction with the Eruungo. It will be a perilous journey, but we are the scavengers, scavengers for knowledge.

    3.[Intrigue] Great Project[2/5]: The researchers have returned, all but one, their eyes are empty. They speak and act the same but there is something missing. They don't act conscious, they have fewer passions or desires. They speak in a monotone way, they're logical, conscious and have specific goals to survive, to procreate and to interact. They have these spasms where fear grips them and they cannot think."Send the army, send the men" "kill hiiim, pllllease kill himmm" the researchers plead. In visions, they see thousands of soldiers shouting, fighting, slaughtering. The soldiers are slaughtering, not just the men, but the women and children too. They say they see him above it all laughing and chanting in an unrecognizable language, near a red sun.

    4. [Intrigue] Great Project [3/5] Thought King Kartoffel welcomes the help of Lore-Master and chief shaman Leósha’Lýndónah to document the great project, and record the visions of the survivors. "It is helpful to have you record our discoveries here chief shaman Leósha’Lýndónah, we have heard great things of your recording gifts, thank you". The Brayewenese researchers have taken a much more cautious approach. Moving only a couple sharks at a time into the broken paths, then returning to document interesting developments. For the first four weeks, the researchers turned up nothing and nobody was injured. The fifth week, a barrier was discovered. Upon crossing a certain line, the hairs on the researchers arms stood up straight. The curve of the line seemed to indicate that there is a circle, roughly 100 sharks wide where the hairs on brayewenese peoples stand on end.

    5. [Intrigue] Great Project [4/5]
    Spoiler: Part 4 (Long)
    Show

    Thought King Kartoffel soon heard of Snow-Lashed-Hyena-We-Followed-Home's pack outside the city gates. The pack was invited inside and a great plan was made. The investigative team would send one investigator at a time to investigate past The Hair-Line of The Broken Planes , they would move inwards a couple sharks and return in a small time frame. A rescue party would enter if the investigator did not return in 10000 ticks. While researcher Onglecklech was on her way into the region, Lion-that-resists-her-fate saw someone in the distance. A medium height man with pale but not white skin and dark brown hair. Curious, she approached. The man was bleeding fiercely and had a grousse shark skin for light. He murmured "no, no, don't let them near me". Resists-her-fate approached and tried to slow down the bleeding, but that was enough. When the other researchers noticed she was gone three of them approached led by investigator Geschnidden. The injured man shouted "no! Stay Back! They're going to kill me! kill them!". resists-her-fate was suddenly filled with protective rage, "how dare they hurt him", "They WILL PAY". She charged, the men were no match for the lion and fled immediately as the Creatures restrained her. Resists-her-fate escaped and slashed at the men. Geschnidden's leg was cut open and he collapsed. The Creatures regained their composure and once more restrained the rampaging Lion. As Resists-her-fate turned she saw the strange injured man covered in blood with his leg connected by a thumb of meat. He stood there on one leg, smiling. He waved confidently, then vanished.Resists-her-fate calmed down and let herself be restrained. She returned guarded and watched closely by the remaining researchers. After much discussion, Thought King Kartoffel announced, "resists-her-fate is not at fault here. Let it be known that Eruungo is responsible for these attacks and that we must continue to be vigilant lest we fall pray to his seductions".


    Spoiler: Non-Actions
    Show



    Spoiler: News and Rumors
    Show



    Spoiler: BOOKKEEPING
    Show

    Thought King Kartoffel
    D: 5
    M: 3
    O: 6
    F: 2
    I: 1

    Expected Stat Increases: +2 intrigue

    New Ruler Next Round?
    No

    Military Units 2/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Last edited by m9p909; 2020-09-05 at 07:07 PM.

  18. - Top - End - #168
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


    The Scions of the Thalaz'ir
    Mamut: Region 30
    Thalaz'ir Haraman I
    Dip 1
    Mil. 8
    Op. 3
    Faith 7
    Int 2


    Faith: Crown the Celestial Tower (5/5) (Desired effect: Bonus to conversion rolls within a certain radius of the Tower in Region 30)
    Faith: Convert Region 54 to Celestial Cult (Success)
    Military: Raise a unit of Na'karat Zealots
    Diplomacy: Raise Reputation with SoS 0-1 (Fail)
    Diplomacy: Attempt to Stabilize Region 54 (Fail)

    Rolls

    Expected Stat Changes: Faith +1, Diplomacy +1

    Spoiler: Fluff
    Show

    TBA
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

  19. - Top - End - #169
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    End of Round Four

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

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

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

  20. - Top - End - #170
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round Five: Begin!
    Years 17-20

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

    Good luck!

    Rules Alerts and Changes!
    • Distance Losses round as all other fractions in the game, to the nearest whole number. They no longer round up exclusively.
    • Tactical Maneuvering is now tied exclusively to a ruler’s Military Score. If a Hero is in command of an army, they roll the ruler’s full Military Score in place of their Hero score for the purpose of Tactical Maneuvering. Duel rolls and Battle rolls still apply the Hero score. When leading a coalition, the leader responsible for a Battle roll is also responsible for Tactical Maneuvering.
    • Clarify that successfully pressing a claim on an npc region with at least 1 unit results in the gain of 1 unit when the claim is completed.


    Growth!
    • The Scrim establish the imaginatively named city of Thun in their home region of Thun (53).
    • The Sons of Sirrvat have erected a fortress in region 212!
    • The Naherin Tribe have founded the city of Txlalita in their capital region.


    Claim!
    • Caruvi of the Vygra has successfully established “closer relations” with a chieftain in region 225, giving the Vygra a claim over the region!
    • Clann Solais finds negotiations about takeover of the government in region 117 slow going, but makes progress. A further round will be required in order to finalise the claim!
    • The Nocturnal Hydra begins negotiations to claim region 282. More work will be necessary to establish control over the region.
    • Meanwhile, the Nocturnal Hydra succeeds in finalising its takeover of region 281! Nocturnal Hydra gains 1 unit!
    • Scrim negotiations for regional takeover in 50 and 65 proceed slowly, but without meeting any major obstacles.
    • The Creatures of Ancient Ways begin to persuade the residents of region 138 that unification is in their interests.
    • The Sangar complete their takeover of region 132!
    • The Ashir begin negotiations to unify their government with that of region 305, with some success. More work will be necessary to bring them into the fold.
    • Leafhair of the Deru appears to have become accidentally betrothed to chieftain Illi of region 38, and despite his mystification, this is sufficient for a claim over the region!
    • The Arrok of Uldra establish a claim over 130.
    • Eleftheria attempts to establish a claim over region 134, without success.


    War!

    Spoiler: Uzii Attack Region 41
    Show

    Uzii: 3 Units, Soul-Rend Proudhoof (Hero 9), duelling (won) = 21 Total
    Sokau and Natives: 5 Units, Rẹ̌tšrìj (Hero 8), duelling (lost) = 25 Total

    Driven by the desire to purge Mamut of the Heavenly Amaryllis, Soul-Rend Proudhoof leads several fight throngs north to seize the latest region benighted by the unholy flower. However, to the Uzii’s delight and to their dismay, the Sọ́kǎu Tribes choose this moment to contest the Uzii’s dominance. Rẹ̌tšrìj leads the army of the Sọ́kǎu south, and seeing little hope in resisting the Uzii alone the locals acquiesce to her command. Their own chieftains, too besotted on the amaryllis to lead their people effectively, watch from their longhouses as the best of their warriors join Rẹ̌tšrìj’s force. The two armies clash near the centerpoint of the region, along a line of low hills crowned with wild banana trees. While the Uzii ready their fearsome Battle Toads for a devastating first strike, the native forces’ familiarity with the terrain allows Rẹ̌tšrìj access to their flank along a poorly-defended river bed. With an ululating shout, the Sọ́kǎu charge the Uzii line, breaking through to wreak havoc.

    Forced into the center of a knot of resistance, Soul-Rend Proudhoof is quick to rally his forces to a semblance of order, using the leaping abilities of the Battle Toads not to close with the enemy but rather to withdraw his fight throngs to a secondary line. He nearly manages to bring his forces in order, and perhaps even prepare a counter-charge, but in a critical moment he spies Rẹ̌tšrìj’s banner across the field. In a gamble, he spurs his mighty Battle-Toad forward, hoping to seize the enemy commander and thus assure victory. Its enormous bulk sails over the melee, scattering the Sọ́kǎu bodyguard and leaving Rẹ̌tšrìj alone with the Uzii fighter. Shaken but undeterred, she dives for her spear, only for the Battle Toad’s tongue to find her first. Hurled violently through the air, she shatters a banana tree with her landing, leaving her coughing amid a pile of splintered wood. Secure in his victory, Proudhoof dismounts to collect his prey, only to find the northern princess more indomitable than he’d thought possible. Even as blood streamed from dozens of cuts, she finds her feet, and with a lunge her knife sinks deeply into Proudhoof’s thigh. She answers his cry of pain with a savage war cry of her own, only to be silenced as a meaty fist sends her head crashing to the ground. Unconscious, Rẹ̌tšrìj musters no further resistance as she is slung over the Battle Toad’s saddle.

    However, in her final act of defiance, the Sọ́kǎu hero dooms her opponent. Spurring his battle toad to leap back towards the Uzii, Proudhoof’s grip faltes as the wound in his leg bleeds anew. Groaning in pain, he slips from the saddle, watching his faithful steed return to the line even as he falls among the Sọ́kǎu auxiliaries. At first dumbstruck by the sight of an Uzii falling from the heavens, the cries of the natives at their newfound foe snap the defenders into action. Proudhoof’s spear impales the first attacker through the chest, but when he tries to take his feet his legs refuse to answer. Then a sling-stone finds his left eye, and all becomes a red darkness.

    Sokau and their Native Allies are Victorious! Sokau lose 2 Units, Rẹ̌tšrìj is captured by the Uzii. Uzii lose 1 Unit, Soul-Rend Proudhoof is killed in battle. In recognition of their great losses in defense of the land, Sokau gains a Claim on Region 41.


    Spoiler: Clan Alqar Attacks Region 33
    Show

    Clan Alqar: 2 Units, Chief Kalm Alqar (Mil 8) = 16 Total
    Amaryllis Fanatics: 1 Unit, Heaven Speaker (Mil 7) = 27 Total

    Shaken by his experience years earlier, Kalm Alqar leads his forces south. Passing the crumbling remains of the region’s deserted settlements, the armies of Clan Alqar once more approach the mountainside and the jagged entrance to the box canyon. Much of the formerly-overrun shantytown has been deserted, slowly decaying into flower fields like the lands along the army’s march. It is only when they stand before the canyon mouth itself that Clan Alqar beholds their enemy. Packed into the stone-walled enclosure like cattle, anything human about the inhabitants of the regions has long since sloughed away with their clothes. What turns to face Kalm are more like shambling tangles of flower vines around the decaying meat of the dead, though uncannily human noises escape their mouths as they charge. Once more, the wave crashes against the Alqar, and while they are prepared and dance around the worst of the tide, it seems numbers have been replaced by unholy strength. Kalm’s spear flashes out at one of the horrific fanatics, only to find its skull shattering to reveal a throbbing brain-thing of flesh and flower, that continues to fight until he bludgeons it into paste. Clan Alqar is forced to withdraw from the canyon, and as they retreat they are followed by a terrible roar that echoes through the mountains.

    Clan Alqar is Defeated! Clan Alqar loses 1 Unit.


    Spoiler: Targiz and Deru Clash in Region 36
    Show

    Targiz: 1 Unit, Savlo Deadspeaker (Mil 3) = 16 Total
    Deru: 1 Unit, Conclave (Mil 4) = 10 Total

    As the Red Grove moves north, the unwittingly wander into the path of the Savlo Revel. Faced with the oncoming line of moving trees, jimsonweed and poppy conspire to set the reveling goliaths to harvesting the great and terrible flowers of their visions. Sharpened stones and flaming brands are readied, even as fearless Witch-Sisters dance in defiance of the largely confused deru. Surrounded by loyal defenders, the Conclave do not recognize their danger until it is too late, for while the goliaths’ screaming charge breaks against indomitable deru flesh, fighting the Revel proves to be as difficult as an Uzii swatting at flies. First one of the towering giants falls, then another, and soon the Conclave behold the vicious, ravening eyes of a people wholly foreign to the concept of mercy. The leaders of the deru are piled like cordwood atop the Revel’s bonfire that night, alongside their troops and whatever common trees are at hand.

    The Targiz are Victorious! The Deru lose 1 Unit, the Conclave is destroyed! The Targiz lose 0 Units, and conquer Region 36. Region 36 is in Unrest!


    Spoiler: Aran Viska Attack Region 112
    Show

    Aran Viska: 2 Units, Aranin Talsharn (Mil 7) = 19 Total
    Native Defenders: 1 Unit, Native Leader (Mil 7) = 19 Total

    Once more Talsharn marches south, intent on revenging his defeat from years prior, and once more the local forces marshall to face him. Having learned from their failed charge from the last incursion of the Aran Viska, the natives adopt the Viskari’s own tactics, harrying the invader’s column with small units of irregular skirmishers. Weeks of constant assault without coming into contact with the main body of the native force begins to take its toll on the Viskari, and when they finally behold the enemy army awaiting them on two hills morale is near the breaking point. Talsharn is still a great enough leader to rally his people to a charge, but destiny is not in his warriors’ favor. They fight bravely, even boldly, but at every turn it seems the sun, the wind, the earth itself is against them. Not once do they penetrate the local battle lines, and after a day of battle Talsharn realizes his options stand between retreat and a whole-sale revolt of his warriors. Walking the path of wisdom, he returns to Aran Viska in seething defeat.

    Aran Viska is Defeated! Aran Viska loses 1 Unit.


    Spoiler: Shándole Attack Region 140
    Show

    Shándole: 6 Units, Zán’Quęzí (Mil 5) = 29 Total
    Natives Defenders: 1 unit, Native Leader (Mil 7) = 16 Total

    Occupied with solidifying his own power, Tlanextli is taken by surprise when Shándole forces pour through the forest of the wind. Driving the panicked flocks of the north before them, Shándole forces have seized half of the Dancers’ territory before their disparate army can even be assembled. Dreadfully aware that both his power and divinity hang in the balance, Tlanextli leads his people to strike back, falling upon the Shándole as they traverse the cold plains between the forests and the Hills of Thunder. Sweeping down on the elven warbands from above, the skyclad dancers punish their cautious advance with a lightning counter strike, disrupting lines of communication and forcing Zán’Quęzí into lightning decisions beyond his experience. Still, speed and surprise only count for so much, and as the dancers’ endurance flags they are repaid their earlier success. Banking groups of the winged warriors fall beneath a flurry of sling stones and arrow fire, while those unlucky enough to be caught on the ground are trampled into a bloody smear across their beloved homeland. In a week of dedicated fighting, Zán’Quęzí dismantles the armies of Tlanextli, who takes his own life in ritual suicide rather than accept the shame of surrender. As the forces of Shándole move to secure the population centers in the hills, they leave hundreds of dead in their wake. Bodies and spirits broken, the skyclad dancers submit to their new overlords.

    The Shándole are Victorious! The Shándole lose 1 Land Unit, and conquer Region 140. Region 140 is in Unrest!


    Spoiler: Sons of Sirrvat Attack Region 197
    Show

    Sons of Sirrvat: 5 Units, Uvarali (Mil 10) = 32 Total
    Native Defenders: 1 Unit, Native Leader (Mil 10) = 22 Total

    Overconfident from their defeat of the Bel-Dan during Ren-Cha-Fen’s incursion, the people of the region are slow to realize the mortal threat posed by the Sons of Sirrvat. By the time their leader deigns to send out scouts, Uvarali’s forces have already identified local strongpoints and set their deadly traps. The locals begin to lose warriors even as they bring their forces to bear, and despite their best efforts fail to force the Sirrvadut into a decisive confrontation. Instead, they are simply whittled away, until at last the tattered remnants of their forces surrender in disgrace.

    The Sons of Sirrvat are Victorious! The Sons of Sirrvat lose 1 Unit, and conquer Region 197. Region 197 is in Unrest!


    Spoiler: The Naherin Coalition Attacks the Sor Dunes
    Show

    Naherin: 3 Units, Kehna Tzkepte (Hero 7) = 27 Total
    Soreni: 3 Units, Heskrath (Hero 8) = 27 Total

    Drawn to the Sor Dunes by the promise of conquest and the urge to silence Soreni bluster, the armies of the Naherin Coalition lay siege to the Silver City. For three months, the northern armies encircle the jewel of Soreni civilization, hurling slings of bloodfire at its walls and making two abortive attempts on the gates. However, as the siege drags on without a decisive conclusion, the Naherin begin to grow restless, and the Soreni see their chance. Slipping out through a postern gate, the Soreni armies under Heskrath manage to slip through the Narherin pickets and charge the invaders’ main camp. A night of savage fighting ensues, where death is traded for death between the Sikarian warriors. Eventually, the Coalition’s forces withdraw, secure in their victory on other fronts and promising vengeance and blood to the remaining Soreni.

    The Soreni are Victorious! The Naherin Coalition loses 1 Unit. The Soreni lose 1 Unit.


    Spoiler: Ixkarr Attacks the Naherin Coalition
    Show

    Ixkarr: 3 Units, Rakthuk (Hero 9) = 19 Total
    Ashir: 4 Units, Al-Zamira (Hero 10) = 27 Total

    Drawn by honor and desire for battle, the armies of Ixkarr launch an offensive on the Naherin Coalition in retaliation for the attack on the Sor Dunes. However, while the Coalition’s armies are far afield, their allies in the Ashir are quick to answer what is seen as pointless aggression from the north. The grand horde of mounted warriors sweeps down on the Ixkarr even as the orcs themselves charge, forcing both forces into an awkward dance of wheel and counter strike that leaves neither with a decisive advantage. Rakthuk’s voice cuts through the din of battle, calling out to Al-Zamira to prove her mettle, but the challenge goes unanswered. The beloved of the Grand Prince and Jewel of the Ashir is no tavern wench to be ordered about, and though her troops flag at her lack of bravado it is quickly restored as she impales a trio of Ixkarr slingers with a single javelin. Combining superior number and superior mobility, the Ashir manage to trap their foes in a whirling dervish of horse-flesh and missile fire, trampling the wounded beneath their hooves. It does not take long for Rakthuk to recognize the danger to his armies, and he orders a fighting retreat. The Ashir’s pursuit does not relent until they cross beyond the Coalition’s borders, leaving hundreds dead in their wake.

    The Al-Ashir are Victorious! The Al-Ashir lose 1 Unit. Ixkarr loses 2 Units.


    Spoiler: Nocturnal Hydra Attacks Region 293
    Show

    Nocturnal Hydra: 1 Unit, Kenseu (Mil 4), duelling (lost) = 20 Total
    Ixkarr: 1 Unit, Cackling Queen (Mil 5), duelling (won) = 24 Total

    While their allies fight to the south, the forces of the Nocturnal Hydra strike West, at the territory of the Ixkarr themselves. Two armies led by lesser commanders clash in the sands, the former warlord of the region standing against Kenseu in brutal single combat. Much to the elven commander’s dismay, this time the Cackling Queen is not armed with a splintering stone axe, and her copper weapon eventually bats Kenseu aside. After a short and indecisive battle, the two forces withdraw, leaving Western Sikar little-changed.

    Ixkarr is Victorious!


    Uncontested Invasions
    • Sons of Sirrvat attack region 217. Region 217 is in unrest!
    • Aran Viska attack region 98. Region 98 is in unrest!
    • The Naherin Coalition attacks region 311 from the Soreni. Region 311 is in unrest!
    • Veramondo attacks region 229. Region 229 is in unrest!
    • Eleftheria attacks region 123. Region 123 is in unrest!



    Quests!

    • Thekr of the Koxrrit quests into Nellen (291), over the objections of its Dolod rulers. After some successful pillaging Thekr returns home with 2 Treasure! Nellen (291) is in unrest!
    • Arrok of Uldra - failed quest into unknown lands, hero lost for 1 round and cannot be used until round 6


    Trade!
    • The Sokau Tribes buy out TP 2 of Silk in Region 52!
    • The Scrimthun Unity buys out TP 2 of Emeralds in Region 18!
    • The Henanda buy out TP 2 of Wild Asses in Region 212!
    • The Targiz buy out TP 1 of Wheat in Region 36!
    • The Targiz buy out TP 2 of Copper in Region 33!
    • The Targiz buy out TP 3 of Copper in Region 33!
    • The Bel-Dan Armada buy out TP 2 of Avocados in Region 193
    • The United Blemmyae Tribes buy out TP 1 of Tropical Birds in Region 194
    • Clan Solais buy out TP 1 of Safflower Oil in Region 116 from the Dannu-Gaon!
    • Dannu-Gao buys out TP 2 of Salt in Region 109 from the Brayewen Tribes
    • Dannu-Gao buys out TP 3 of Silver in Region 111,
    • Dannu-Gao buys out TP 3 of Musical Instruments in Region 136!
    • Ta Seti buys out TP 3 of Desert Bells in Region 291!
    • Shandole buys out TP 2 of Silver in Region 111!
    • Eleftheria buys out TP 2 of Taiga Poppy in Region 137
    • Eleftheria buys out TP 1 of Saffron in Region 123!
    • Crow's Tribe buys out TP 1 of Fish in Region 276!
    • Crow's Tribe buys out TP 2 of Fish in Region 276!
    • Clan Al-Ashir buys out TP 1 of Peppercorns in Region 279!



    Conversion!
    • The Dolod, Soreni and Crow’s Tribe have officially converted to the Path of the True Dawn!
    • Soul Honour, AKA Melding, has been established as an organized religion by the Hraban Confederacy!
    • The Way of Eauden has been organised in Tarandi! Region 110 is converted to the newly organised religion! Official followers of the Way of Eauden gain +1 to conversions!
    • Buoyed by their recent organisation into a fully fledged religion, missionaries from the Uniied Blemmyae Tribes have converted the holy site in Kincany (198) to Abiherism, despite resistance from the Anbroch, still reeling from the murder of their leader at blemmyae hands.
    • The blemmyae have also converted the holy sites in region 214 and 228 to Abiherism!
    • Ye-Sheb-Sha in Ten-Fuj-Sa-Cos (195) is converted to Hozhisa, with the support of the Reren!
    • The Holy Sites in regions 132, 135 and 134 are converted to the Ancient Way!
    • The Shá convert holy sites in Naherin (278), Alskan (280), Sol’Ikoth (292) and region 293 to the Path of the True Dawn!
    • The Holy Site in region 228 has been converted to the Way of Green!
    • The Holy Site in region 54 has been converted to the Celestial Cult!
    • The Scions of the Thalaz’ir convert the Holy Site in Region 54 to Celestial Cult!
    • An unknown people have converted the Holy Site in region 218 to Abiherism!


    Failed conversions
    Sol’Ikoth in 294 and 279
    Hraban in region 41

    Heroes!
    • The Scrimthun recognize Warspeaker Tior (8)
    • The Shandolé recognize Edge (8)
    • The Sangar recognize Hinarah the Rider (9)


    Investigate!
    • Undertaking an investigation into the Heavenly Amaryllis, the Dream Speakers make use of their singular ability to unite great expanses of the world. Individual Speakers travel amongst Ko and Sọ́kǎu communities, while others in their number delve into the sacred texts of the Hraban and Uzii. Still more walk the forgotten places between “civilized” Mamut, taking note of the white flower’s spread and its effect upon the populace. With every new lead exhausted, the investigation becomes more grim, until the Dream Speakers come together to discern fact from fiction. At the end of four years of investigation, they are convinced that the so-called Heavenly Amaryllis is at least partially, and perhaps wholly, infected with the Blight. Possessed of addictive properties beyond any known flower or berry, investigations into the deepest parts of the flower’s domain revealed communities of people that seemed mere hosts for amaryllis sprouting from their veins, minds lost entirely to what had become a parasitic infection. Yet even in their mindless state, these victims provided valuable clues, as they shuffled with inexorable tread in the direction of Region 33. If there is a center to the infection, and perhaps some way to reverse it, it lurks there.
    • The Truthseers turn their considerable talents to investigating the death of Lovati Polahi. While the veiled sisters enter Sangar expecting the aid of the local government, they instead encounter an obstructive bureaucracy that fails entirely to conceal its hostility. Undaunted, they persevere, only to find their initial avenues of investigation dead-ending with mysterious suicides or convenient retirements to parts unknown. It takes the better part of two years for the investigators assigned to prise open the soft underbelly of Sangar’s government, and it is only thanks to their supernal ability to discern truth from lie that they discover a lead that has evaded the conspiracy. Tracking down the son of a junior servant in Lovati Polahi’s service, the Truthseer’s interrogation pulls on a thread that eventually drags the truth into the light - the Speaker was indeed poisoned, but not by any foreign agent or fiendish monstrosity. No, it was her heir He-Milah, the current Speaker, who arranged for Lovati Polahi to succumb to arsenic poisoning that he might succeed her as Speaker.
    • Insulted by the thought of anyone attempting intrigue without including them, the Sewune begin an investigation into the attempted bribery of the Sentinels of the Stone. Though it takes some effort to track down the itinerant warriors, their stories are consistent enough that a clear picture begins to form. Cross-referencing the Sentinels’ locations when the bribes were attempted, and the nature of what was promised, the Sewune become convinced that the attempted bribery was the work of the Anbroch Houses.
    • The Truthseers perform an augury on behalf of Clan Al-Ashir, seeking a land of plentiful clay for their Dolod allies. Deep in their windowless tower, the Truthseers perform their ritual.

      Beyond the thunder of beating drums
      Where salt gives way to sand
      The red earth churns 'til both succumb
      And give birth to fertile land

      Far south of battle and of pain
      Where mountain shadows bound
      Your need most dear might be attained
      And beyond new peoples found



    Wonder!
    • A triumph of innovation! The pirates of the Bel-Dan Armada have developed a new type of sail, which gives their ships greater speed - and range - knowledge of which they may be persuaded to sell to others. The Bel-Dan have invented Crab-Claw Sails: Reduces distance losses by -1; increases the range of seaborne exploration. Requires: Sailing.
    • The Ko have invented some form of staged drama, for the purposes of entertaining the population! Stage Plays: +1 to stabilisation rolls. Requires: Refreshments
    • For the first time, the deep desert of Sikar may be explored thoroughly! The Sol’Ikoth have developed a means of traversing it! Seeker allows travel across desert borders. Requires: Nakhla Stone.
    • Following representations from the Sirrvadut leadership, the Bannanda and Anbroch contribute resources to the elves’ relief effort in region 212, shoring up the institutions of the region and returning it to some semblance of prosperity! (Great Project completed)
    • The elves of Ta Seti have made forward strides in hunting and military development, creating bows which, unlike those elsewhere in the world, are effective at any sort of range. Composite bows: +1 to battles, requires hooved animals
    • Thunderpeople, heed the war drums and follow their call, for they shall lead you to victory in battle! The Thunderpeople have invented the War Drums technology: +2 to tactical manoeuvring.
    • Still reveling from their victory to the north, the Al-Ashir awaken one autumn day to find an immense desert caravan edging towards their borders! Headed by an elderly Dolod, the caravan seems to represent peoples from throughout the desert, and carries a bounty of goods to attest that fact. They send a formal request to the Grand Prince, humbly requesting entry into his domain that they might establish a grand bazaar for a season. [A Grand Caravan has appeared in Vesparre! If allowed entry with a Non-Action, they will establish a bazaar that will generate 1 Treasure for Clan Al-Ashir. Other kingdoms in Sikar may attend the bazaar with an Opulence action and also gain 1 Treasure. If 3 additional kingdoms attend, participants will instead gain 2 Treasure. If 6 or more additional kingdoms attend, participants will instead gain 3 Treasure.]
    • Called from his seat in the uncharted north, Alexios answers the call of the Shepherd of the World Soul in Kiswa. A ship of greater size and grandeur than any seen in living memory cuts through the ocean waves, down the expanse of the great river towards Vyterrat. The man that arrives, alone, might at first have been mistaken for an Ahra, his skin the slate-grey of the mountains, but for his black hair and tawny eyes. His muscled frame stands the equal of many among the Vygra, and when he approaches Matji Khetra it is as an equal.

      ”Well met, Matji of the Vygra. Much has been spoken of your deeds and your devotion in our iron halls. I have come to take the measure of you, and to aid your people in the long war against the Trespasser. Know me as Alexios, Undying, he who stood first against the Blight and who shall stand until the remaking of the world.”

      [A Shepherd of the World Soul, Matji Khetra has drawn the attention and service of Alexios the Undying! While Alexios remains in her court, Matji Khetra may spend a special Military action to train alongside the ancient Hero. While undergoing this training, Matji Khetra may roll Military against TN 14 to impress Alexios, and earn the right to hear the Riddle of Steel!]


    Terror!
    • They say that in every lie is a kernel of truth, and the Bel-Dan certainly seem to believe that there is one in the stories being spread about the Reren, despite his best efforts to persuade them otherwise. Ten-Fuj-Sa-Cos remains unstable!
    • A horde of pirates descends on the Anbroch trading post in Kincany (198) and ravage it, not only seizing whatever riches they can find but firing the buildings - a process accelerated by the stores of guano. The dwarves, taken totally by surprise, stand no chance and either retreat to safer ground or die where they stand: none allow themselves to be taken alive. The trading post has been destroyed! The resource quantity of Guano in Kincany (198) is reduced to Good.
    • Bypassing the Soreni defense of the Sor Dunes, Xehra Tzkepte oversees another successful conquest in southern Sikar. Unfortunately, this campaign proves to be her last. Retiring to her command tent after the victory celebrations, she is ambushed by a triad of shrouded assassins, and in the brief melee that follows is torn to ribbons by their razor claws. Bereft of arms or armor, the warrior-queen still manages to slay two of her assailants, leaving one reeling with a crushed sternum and choking the life from another. The surviving assassin flees at the sound of approaching Naherin guards, who find the grisly tableau and unmask the attackers. Fulfilling their grim expectations, grimacing Soreni faces are what greet them. [Xehra Tzkepte is Assassinated! The stat boosts from her Round 4 Actions pass to her successor.]
    • Drawn by the need of the people of the Sands of Shá, Neferkare leads the armies of Ta Seti to face the Argent Swarm. Joined in their stand by the Sentinels of the Stone, the largest army yet seen in the era of the Phoenix meets the silver tide of Blightspawn on the open desert. Harrying the swarm for miles with sling and arrow fire, the army eventually draws up battle lines on a hardened salt-flat, trusting to the dry expanse for sure footing and clear lines of fire. However, this proves to be just the opening the swarm had waited for. Rolling into devilishly fast balls of silver chitin, the swarm brought a sandstorm with them as they made their attack, clouding the battlefield and allowing the Blightspawn to fall among the ranks of Alodites and Sentinels both. Hours of nightmarish fighting followed, the Blightspawn’s cohesion and cooperation decaying even as they feasted on the calcifying flesh of their victims. As the sun set, however, Neferkare beheld a battlefield free of any living Blightspawn. The Sands of Shá, and all of southern Sikar, were safe. But the cost was dear. [Neferkare and the army of Ta Seti engage and destroy the Argent Swarm. Ta Seti Loses 4 Units.]
    • Even as the Uzii and the Sọ́kǎu engage in bitter combat over Region 41, Hraban forces filter in behind the battle lines to combat the Heavenly Amaryllis. Undertaking the same painstaking process used to excise the flowers from southern Mamut, the Hraban meet with early successes. However, as Uzii forces find themselves forced back, the Hraban are caught up in the general retreat. Their work is left half-done, though not before they have seriously wounded the infestation.
    • Even as Mamut bleeds over the fate of the Heavenly Amaryllis, the worst fears of the Uzii and Hraban are realized. At long last, a call goes out from the west, a lilting melody that carries not through sea or sky but through the trembling stalks of the white flowers that now carpet the route from the mountains to the sea. At first, it seems just another peculiar quirk of the flowers, until people begin to move. First a few, then dozens, then hundreds, those who have tasted the heavenly nectar are compelled to follow the siren’s call to its source. Their trek is a peaceful thing in the beginning, but eventually an unfortunate merchant out of Na’karat attempts to stop the crowd to hawk her wares. She, and her entire retinue, are torn apart. Similar reports trickle into Mamut’s centers of power, until eventually entire villages are forced to flee the ever-growing tide of the flower’s devotees. The accounts of these refugees only serve to spread further panic, as they speak of men and women whose eyes have been consumed by the blooming flower, of a moaning kudzu of interconnected vines that once were Ko, and of a shambling mockery of Uzii life animated and driven by the amaryllis growing from their corpses. The tide of horrors moves inexorably along the path of the white bird’s initial flight, drawn by an ineffable will to the mountains. Meanwhile, in distant Kursaal, the elite of Targiz society begin to pay for their choices. [Long harvested by Mamut, the Heavenly Amaryllis reaps a harvest of its own. 4 Units of Scaled Creepers appear in Towerhome. 2 Units of Eyeless Shamblers appear in Héokalón (45). 1 Unit of Flower-Mad appears in Wēkache (47). 2 Units of Perfumed Zombies emerge to join the horde from unexplored regions in central Mamut. They begin moving towards Region 33, taking a route of 51>47>45>41>42>33. Any kingdom along the route may attempt to intercept them, separately or as a coalition. Towerhome enters Unrest. Héokalón (45) enters Unrest. Violence erupts in Kursaal as the luminaries accustomed to the Heavenly Amaryllis are subjected to a diluted, distorted echo of the call. Targiz enters Unrest.]
    • In the distant north of Hiverness, tragedy strikes The Breach. Awakened in the middle of the night by a strange whistling ululation, the inhabitants of the adventurer’s town are unprepared for the looming shadow that crashes upon them like a blizzard. Shrouded in darkness and panic, the attacker moves relentlessly from building to building, snapping wooden beams like dry reeds and dragging men, women, and children into the cold dark. It is only at the center of the town, facing a rapidly-assembled spear wall of every living adult, that the shape pauses its slaughter. Standing near fifteen feet tall at the shoulder, it resembles a massive wolf, save that every piece of its body is composed of wriggling, clawed fingers. The slender digits, stained blue with frostbite, whip and curl ceaselessly in the night air, allowing the light from the town’s signal fires to illuminate innumerable razor-thin strings connected to a forest of twitching, spasming hands that tear at the surrounding area of their own volition. The fingers where the creature’s eyes should be clench together, and a maw full of broken and stained nails leers disdainfully at the assembled people before it lopes back into the night. [Hiverness enters Unrest as word of the attack spreads! Epic Quest: Hunt for the Finger Wolf - Heroes are needed to track this beast to where it makes its lair, lest it strike again. Any kingdom allowed entry into Hiverness may attempt a special Investigation with their Hero, substituting the Hero’s score for their Intrigue. Rules of Heroes working together apply. A successful investigation will lead the Hero or Heroes to the wolf’s den and open the second phase of the Quest.]


    Organizations!
    • SKT donates 1 Treasure to the Sentinels of the Stone
    • SKT exchanges 1 favour with the Sentinels of the Stone for Reputation, increasing reputation with the Sentinels of the Stone from 0 to 1
    • HYD raises reputation with the Sentinels of the Stone from 0 to 1
    • HYD exchanges 1 favour with the SOS for Reputation increasing from 1 to 2
    • HYD donates 1 Treasure to the Sentinels of the Stone
    • HYD contributes to the Histories of the Sikarian Dynasties gaining 1 favour with the Truthseers
    • VER donates 1 Treasure to the Sentinels of the Stone
    • SCR exchanges 1 favour with the DSP for Reputation increasing from 0 to 1
    • SCR exchanges 1 favour with the SOS for Reputation increasing from 1 to 2
    • SCR donates 1 Treasure to the Sentinels of the Stone
    • UZI contribute to the Slabs of Prowess gaining 1 favour with the Sentinels of the Stone
    • HEN donates 1 Treasure to the Sentinels of the Stone on behalf of UBT
    • HEN donates 1 Treasure to the Sentinels of the Stone
    • HEN exchanges 1 favour with the SOS for Reputation increasing from 2 to 3
    • HEN exchanges 1 favour with the SOS to “Clear the Dangers” stabilizing Region 194
    • HEN contributes to the Kiswan Collection gaining 2 favours with the Dream Speakers
    • TAR donates 1 Treasure to the Sentinels of the Stone on behalf of UZI
    • TAR donates 1 Treasure to the Sentinels of the Stone
    • TAR contribute to the Slabs of Prowess gaining 1 favour with the Sentinels of the Stone
    • TAR exchanges 1 favour with the SOS for Reputation increasing from 0 to 1
    • SOR exchanges 1 favour with the SOS for Reputation increasing from 1 to 2
    • IXK exchanges 1 favour with the SOS for Reputation increasing from 0 to 1
    • UBT contributes to the Kiswan Collection gaining 1 favour with the Dream Speakers
    • UBT contribute to the Slabs of Prowess gaining 1 favour with the Sentinels of the Stone
    • SKO donates 4 Treasures to the Sentinels of the Stone
    • VYG raises reputation with the Sentinels of the Stone from 2 to 3
    • DAN donates 1 Treasure to the Sentinels of the Stone
    • DAN exchanges 1 favour with the SOS for Reputation increasing from 1 to 2
    • DAN exchanges 1 favour with the TSR for ELF Reputation increasing from 1 to 2
    • ULD donates 1 Treasure to the Sentinels of the Stone
    • ALO donates 1 Treasure to the Sentinels of the Stone
    • ALO donates 1 Treasure to the Sentinels of the Stone on behalf of IXK
    • ALO donates 1 Treasure to the Sentinels of the Stone on behalf of HYD
    • ALO donates 1 Treasure to the Sentinels of the Stone on behalf of DOD
    • ASH contributes to the Histories of the Sikarian Dynasties gaining 1 favour with the Truthseers
    • ASH exchanges 1 favour with the SOS for Reputation increasing from 0 to 1
    • ASH raises reputation with the TSR from 2 to 3
    • SEW donates 1 Treasure to the Sentinels of the Stone
    • DER raises reputation with the Truthseers from 2 to 3
    • CRO donates 3 Treasure to the Sentinels of the Stone on behalf of ASH
    • VIS donates 1 Treasure to the Sentinels of the Stone
    • HVN raises reputation with the Truthseers from 0 to 1
    • HVN exchanges 1 favour with the TSR for Reputation increasing from 1 to 2
    • ELF donates 1 Treasure to the Sentinels of the Stone on behalf of SOL
    • THU contributes to the Histories of the Sikarian Dynasties Great Project gaining 1 favour with the Truthseers
    • TRL raises reputation with the Sentinels of Stone from 0 to 1
    • DAN has established an Embassy Network worthy of the Truthseers’ notice and their receives 1 Favor reputation raises by 2 from 0 to 2
    • ULD has established an Embassy Network worthy of the Truthseers’ notice and their receives 1 Favor reputation raises by 2 from 0 to 2
    • ELF has established an Embassy Network worthy of the Truthseers’ notice and their receives 1 Favor reputation raises by 2 from 2 to 4
    • VER raises reputation with the Sentinels of Stone from 0 to 1
    • VER raises reputation with the Truthseers from 0 to 1
    • HEN gains 3 Favors and 1 Reputation from the SOS Fundraiser becoming the Shepherd of the World Soul as well as the service of a Hero Score 7 Sentinel
    • TAR gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2 as well as the service of a Hero Score 7 Sentinel
    • SKO gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1 as well as the service of a Hero Score 7 Sentinel
    • ELF gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1 as well as the service of a Hero Score 7 Sentinel
    • BDA gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1
    • SIR gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • TRL gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • VYG gains 3 Favors from the SOS Fundraiser
    • UBT gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • SEW gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1
    • SKT gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • SCR gains 3 Favors from the SOS Fundraiser
    • UZI gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • HYD gains 3 Favors from the SOS Fundraiser
    • ALO gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1
    • IXK gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1
    • DOD gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1
    • ASH gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • VIS gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1
    • SHN gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • VER gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • DAN gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 2 to 3
    • ULD gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 1 to 2
    • SOL gains 3 Favors and 1 Reputation from the SOS Fundraiser increasing reputation from 0 to 1


    The Kingdom of Henanda and the Vygra compete in convincing the Sentinels to confer the title of Shepherd of the World Soul to their respective leaders but in the end it is the Vygra who emerge victorious.

    The Scrim and the Nocturnal Hydra impress the Sentinels with their donations but are not able to overcome the friendships forged by Dannu-Gaon and Henanda. Still, the Sentinels do not wish these would-be allies to feel unappreciated and both receive the option to “Retire a Sentinel” despite their relationship as Friend rather than Ally for the duration of Round 5.

    Discovery! Map!
    Spoiler: Kiswa
    Show

    Region 237 has been discovered by Fulji Aruni of the Vygra! It has a Good resource of Furs and Hides and an Open Holy Centre! Fuji Aruni has clearly made an impression on the locals, and returns home with 1 unit of followers.

    Region 238 has been discovered by diplomats of the Vygra. It has a Good resource of Granite, a Holy Site dedicated to Ancestor Worship, and 1 unit of native defenders! (The Vygra do not gain +1 to establishing a claim as they have already done so under this ruler).

    Region 191 has been discovered by Henanda. It has a Minor resource of Pearls, an Open Holy Site and 1 unit of native defenders! Henanda gains +1 on buying out the trading post next round!

    Region 196 has been discovered by the Bel-Dan Armada. It has a Minor resource of Peccaries, a Holy Site dedicated to Ancestor Worship and 1 unit of native defenders! The Bel-Dan Armada gains +1 on buying out the trading post next round!

    Region 215 has been discovered by the Sewune!. It has a Good resource of Artisans and an Open Holy Site! The Sewune gain 1 Treasure!

    Region 210 has been discovered by Neno of the Anbroch! It has a Good resource of Bananas, a Holy Site dedicated to Way of the Wind and 2 units of native defenders!

    Region 219 has been discovered by Vetrapa of the Sirrvadutr! It has a Minor resource of Goats, a Holy Site dedicated to Native Paganism, a Truthseer base, and 2 units of native defenders!

    Region 227 has been discovered by Kona of the Veramondi. It has a Minor resource of Cassava, an open Holy Site and 2 units of native defenders! Veramondo gains 1 unit, as Kona returns home with a gang of followers!


    Spoiler: Mamut
    Show

    Petal Head continues his successful, if terrifying, adventures into the unknown, and discovers Region 8. It is a Wilderness region with a Great resource of Okra. Escaping the shadow of the mountains, Petal Head beholds a vast steppe stretching to the south and west, while low and jagged foothills stretch to the north. It is there that the monstrous creature discovers a rangy band of desperate scavengers, living in dread fear of a line of bone-white totems that stretch through the foothills. Seemingly unphased by the strange creature, they choose to follow him back to the land of the Targiz. The Targiz gain 1 unit!


    Spoiler: Sikar
    Show

    Region 267 has been discovered by the Fffolkkk. It has a Good resource of Mountain Goats and an Open Holy Site!

    Region 287 has been discovered by the Ta Seti. It has a Good resource of Millet, an Open Holy Site, and 2 units of native defenders!


    Spoiler: Tarandi
    Show

    Region 157 has been discovered by Prenadi of Sangar! It has a Minor resource of River Sharks, an Open Holy Site and 1 unit of native defenders! Sangar gains 1 unit!

    Region 175 has been discovered by Rauri of Clann Solais. It has a Good resource of Figs, an Open Holy Site and 1 unit of native defenders! Rauri returns home with 1 unit of followers!

    Region 119 has been discovered by the Arrok of Uldra. It has a Good resource of Hemp, an open Holy Site and 1 unit of native defenders!

    Region 95 has been discovered by the Shándole. It has a Great resource of Emeralds, an open Holy Site and 1 unit of native defenders! Shandolé gains +1 to buy out a Trade Post in the region next round!

    Region 97 has been discovered by the Viskari. It has a Good resource of Ivory, an Open Holy Site and 1 unit of native defenders!


    Colonize!



    Other!
    • The Uzii have successfully stabilised region 42 and it is now not in unrest, yea, neither is it in rebellion, but rather in a state of stability such that it shall be called stable.
    • Ixkarr has stabilised region 263.
    • The Thunderpeople have stabilised region 276, but it may revert to instability if not given more attention soon! (Writeup required)
    • The Scions of the Thalaz’ir have stabilised region 54, but it remains restive given the lack of attention paid by its rulers (Writeup required)
    • The Naherin clearly need to work on their diplomacy. Perhaps agitated by the Soreni war, regions 277 and 279 remain in unrest!
    • Following the death of Warlady MacGill, the Anbroch dwarves have developed more of a duelling culture (Cultural Identity: Never Again - 2d8 on duel rolls)
    • Dannu-Gao establishes an embassy in Shandolé!
    • The Arrok of Uldra and Brayewen Tribes have both established an embassy in Eleftheria!
    • Meanwhile, apparently on a diplomatic crusade, Eleftheria has established an embassy with the Dannu-Gao!
    Last edited by TheDarkDM; 2020-09-06 at 11:27 PM.

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

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

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

  21. - Top - End - #171
    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: 8
    Military: 10
    Opulence: 3
    Faith: 3
    Intrigue: 2

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


    Actions:

    1. [Diplomacy] Establish claim on Region 294 with chieftain Apax
    With the war concluded, the Ixkret clan returns to their diplomatic endeavors with the denizens of Region 294. Apax seeks to establish formal ties with the region, with himself as collateral. Roll: 16 Success

    2. [Diplomacy] Trade Dreadsilver cache to the Naherin for 2 units, Sailing and guarantee of hospitality to the DSP in NAH lands
    The Naherin coalition approach the Koxrrit, wishing to haggle for the Dreadsilver Thekr brought back from the Maw. For what reason is unknown, but Rakthuk, Thirre and Itsak gladly see no reason not to negotiate, and a suitable price is set. Following the precedent of Itsak's actions in Tasathhi, two companies of Naherin soldiers will join the army under Ixkarr's banner, further diversifying it. As the orcs prepare to move west towards the coast, detailed information on seafaring is also requested. And finally, it is asked that the Dream Speakers be given hospitality when in Naherin lands. While the Sol'Ikoth have started organized forays into the Maw of Sikar, the by far easiest route between north and south was still travelling through the Coalition. It is hoped that this agreement makes the Speakers activities on the continent easier. While some mourn the loss of the bounty borne of the Thekr's heroism, the agreement is still viewed by most as beneficial.

    3. [Opulence] Buyout TP #1 in Region 296 (Spend one Treasure)
    Rakthuk still wishes to march on 296, but Itsak advises his brother to exercise caution. The defeat against the Ashir much reduced the Koxrrit forces. True to his birthsign of the viper, he wishes to employ cunning first. By establishing a trade relationship with the common people they'll be able to better survey the region and improve their planning for a campaign, while also compensating for Ixkarr's lack of quality firewood. Roll: 11 Failure

    4. [Opulence] Buyout TP #2 in Region 296 (Spend one Treasure)
    With the same reasoning, a second set of trade negotiations is opened. Roll: 15 Success, Resource requirement fulfilled

    5. [Military 10] Build a fortress in Region 293
    The lesson taught by the small Nocturnal Hydra force was not lost on Itsak and Aseltia, also known as the Cackling Queen. If an attack was headed Ixkarr's way, it would likely come from the east. Knowing this the two start planning a fortification in the region, and soon a yet unnamed fort rises some distance southeast of Lake Darah. Its walls are crude, but it will still provide a mighty boon to any defending force.

    Nonactions:
    -Use 1 SoS favor to raise Thekr of Rathox's Hero score Thekr departs to train with the Sentinels. There is much to learn from them, as they've spent the last few years collecting information about various fighting techniques from all over the world.
    -Give the Sun Sword to Thekr of Rathox

    News and rumors:
    -The Ippathaka twins have grown much in the years after the Solarium in Sha. One has devoted himself to fervent pursuit of True Dawn ideals and has honed his skills in battle further to bring glory to the Sun. The other has taken great strides towards becoming a full-fledged shaman, but is still plagued by nightmares at a disturbing frequency.
    -Rakthuk congratulates the Ashir on the glory they won against the Koxrrit, and informs that they bear no grudge. Those of his army who'd be reborn as Ashir would have another warrior's life ahead of them, for that he was grateful. But if Zidan ever wished for a rematch he need only issue a challenge to the Koxrrit.
    -After being soundly defeated by the Ashir, the other chieftains have deferred to Rakthuk more in important decisions. This is in part due to many Koxrrit openly saying that attacking 296 would have brought more glory to their clans than marching far to foreign lands to face an unknown foe who didn't even know to issue a challenge beforehand.
    -Thekr returns from Nellen triumphant and with much loot, but is oddly silent when it comes to what he saw inside the Snarled Stone. This only raises further questions as to what dwells down there.
    -Itsak's first grandchild is born. This only serves to increase speculation whether Rakthuk has any over in 296, though none dare say it in his face.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 2/8
    Navy units N/A

    Heroes:
    Thekr of Rathox (9)

    Opulence:
    Trade posts:
    N/A

    Resource requirement: Wood (unmet)

    Treasure 2/5

    Other items:
    1 Dreadsilver cache

    Technologies:

    Animal Husbandry
    Irrigation
    Pottery

    Faith:

    Artifacts:
    Sun Sword (+2 on duels)

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Last edited by OmnivorousOgre; 2020-09-20 at 01:28 AM.

  22. - Top - End - #172
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 5

    News and Rumours
    • Eager to try out the new black iron weaponry provided by the Sentinels, Ocēmis leads a host of warriors into the newly discovered region 191.
    • The campaign also gives him an opportunity to repair his reputation as damaged by his defeat to his father-in-law, and (some whisper) to get away from his wife.
    • Whatever the state of Ocēmis's marriage, however, it cannot be all that bad, for twins are born to Eydēma in the year 20, named Ochāmis and Ecimōnā.
    • Alas! King Odilon has died, in his 63rd year, shortly after returning from Vyterrat: it seems the long journey was too much for him. His eldest son, Etelīs, accedes without opposition to his chair in Limdimon.
    • Although Etelīs has not yet taken a wife, a daughter is born to one of his concubines, named Arrēsa.
    • The old king's younger son, Onodīs, is restless and has spent a great deal of time travelling far from the heartlands of his tribe. It is widely believed he will become an itinerant adventurer like his uncle.
    • Acadiprē's marriage appears to be far from happy, as she seems to become increasingly morose. Following the birth of a son in 19, who she names Oniyellīs after her grandfather, her husband dies in his sleep. Immediately, it becomes widely accepted that she smothered him to death. To general surprise, Īngippa seems not to be overly distressed by the death of her son, and the two women seem if anything to have become closer. It seems Īngippa may be grooming the princess as her heir.


    Actions
    [Faith 5] Organise Hozhisa
    • Bonus: +1 to errant questing

    [Diplomacy 5] Open an embassy with the Sons of Sirrvat - wherever they will permit it.
    [Military] Quest north of 191 with Andronikos (+8) - success! (17)
    [Military] Ocēmis leads two units against region 191
    • Hero = 9+1 (Sentinels Rep 2 bonus?)
    • +2 Black Iron tech (Sentinels Rep 3 bonus)
    • 2 units
    • +1 Seek Aid
    • Total +14

    [Faith] Seek Aid on the battle in 191 - success! (15)

    Non-Actions
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Spend 1 favour to raise reputation with the Sentinels of the Stone (remaining at Rep 3 due to ruler changeover)


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Odilon

    D: 5
    M: 6
    O: 4
    F: 5
    I: 3

    New ruler next round:

    King Etelīs


    D3
    M 3
    O 5
    F 2
    I 4

    Next round +1 Military +1 Faith
    Last edited by Aedilred; 2020-09-19 at 07:06 PM.
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  23. - Top - End - #173
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes
    Yúkró
    (Round 5: 17-20)

    Actions
    1. [Diplomacy] Stabilize Héokalón (Region 45) (roll=14)
      In the wake of the victory against the Uzii across the river to the south, the Zbãyúik make a new concerted effort to strengthen their control over Héokalón. Nùkèu brings more and more of his tribe, and allied tribes, into the area, largely abandoning their territory in Džíu Phè Hw. He establishes himself in the symbolically important city of Seánatha and wins over the priesthood of the Cult of the Sky. With the backing of the influential Cult, be begins using his tribal warriors to suppress resistance, overthrowing a handful of unruly local leaders, while bestowing lavish gifts on the most loyal locals.
    2. [Diplomacy] Press claim on Region 41 (roll=13)
      • Use a treasure
      Diverting from her journey north to join the fight against the flower-spirits, Rẹ̌tšrìj makes a point of stopping by in [Region 41]. She visits a number of notables who she had met during the earlier conflict with the Uzii, to make sure they remembered her own contribution. With a combination of charm, shows of strength, and quite a lot of simple bribery, she is able to accumulate a significant amount of influence in the region before she leaves for Wēkache. Other members of the Sọ́gẹ and Zbãyúik tribes remain to consolidate her gains (while engaging in no small amount of competing to increase their own tribe's share of the Sọ́kǎu's influence in the region).
    3. [Military] Recruit a land unit
      Victories inspire. The losses in [Region 41] were heavier than had been hoped, but there is no shortage of young Sọ́kǎu eager for a share in glory.
    4. [Military] Recruit a land unit
      As control over Héokalón begins to solidify, it becomes easier to recruit and organize the locals. This is, of course, very useful for continuing to strengthen control of the region. But once the stabilization process wraps up, the Zbãyúik find themselves with a convenient abundance of trusted and loyal warriors no longer needed for the purpose they were recruited for and available to be sent elsewhere.
    5. [Military] Intercept the flower-power zombies in Wēkache (Region 47)
      • 3 units (2 land, 1 naval)
      • Sọ́gẹ Yúkró (M8)
      • Cautious Advance
      • Futilely challenge the zombie horde to a duel
      The horde of flower-spirits posses an interesting problem. The arrival of the Scrim provides seemingly overwhelming forces at Yúkró's disposal. Normally, that would lend itself nicely to an aggressive and dramatic show of force, throwing the weight of his overwhelming force at the enemy to break them quickly and decisively. But do the flowers have morale? Do they care about anything other than their shambling journey southwest? Instead, the best approach is probably a cautious, thoughtful one. Focus on minimizing losses and wait for openings.


    Non-Actions
    • Use a favor to direct one of the SOS warriors towards clearing the flowers in Wēkache (Region 47)


    News and Rumors
    • The feud between the Zbãyúik and Tšhlyúik tribes has simmered for several years, with the later unwilling to make any serious moves once the Sọ́gẹ had allied with their enemies. But now with Nùkèu focusing more and more on Héokalón, a power vacuum begins to open up in southwest Džíu Phè Hw. The Tšhlyúik begin to fill the void left by the Zbãyúik, eventually provoking a multiparty struggle for dominance in the area.
    • Yúkró's oldest son, Sọ̀ró, comes of age. Easygoing and charming, he is well-liked but has yet to prove himself as a warrior. The Sọ́gẹ's enemies watch closely, hoping for a sign of weakness in the leading tribe's future.
    • War breaks out in the north of Džíu Phè Hw. The wealth and prestige brought by the Gãk's control of the silk trade into Sọ́kǎu territory has upset the delicate balance of power. Worried that they may become inescapably outmatched by their old rivals, the Lọ̀plẹ̀ tribe make a move, rallying as many of the other northern tribes as they can against the Gãk.
    • The group of chieftains that went south to the Snortsmoot return with food for thought. They are far from confident that long-term peace with the Uzii is possible. But on the other hand, the Homage seemed very annoyed with the Alqari leadership: with whom the Sọ́ku so far have had no notable issues.


    Yúkró

    Diplomacy: 6
    Military: 8
    Opulence: 7
    Intrigue: 2
    Faith: 1

    Increase: Diplomacy and Military

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Site Holy Order Org Base
    Héokalón (u) 45 Aurochs The Ko
    XX
    XX
    The Cult of the Sky (none) (none)
    Džíu Phè Hwǔ 46 Wood Sọ́kǎu (open) (open) Tšhlèi (none) (none)
    Wēkache (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 Celestial Cult (none) (none)
    [Region 52] 52 (none) Silk The Ko Sọ́kǎu
    XX
    (open) (none) (none)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units (l | n) Unit Cap Treasure Hero Tactical Doctrine Cultural Identity
    2 | 1 10 | 4 1 Rẹ̌tšrìj (8) (captive) (none) Dueling

    Embassies
    (none)

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    2
    4
    +1 stabilization and hero-related rolls
    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 2/1 Capital Requirement Blessed Vale (32) #3, [Region 52] #2
    Last edited by Aventine; 2020-09-17 at 03:49 PM.

  24. - Top - End - #174
    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: ???
    Region 229: ???

    Actions
    Rolls

    [Diplomacy] Stabilize Region 229
    +1 from Irrigation, +1 from SoS Rep 1
    Once again, diplomatic representatives move into the newly conquered lands of Veramondo. They bring gifts and institute a new order under King Oram.

    [Diplomacy 5] Create Cultural Identity: Practiced Debate
    2d8 on Conversions
    Debate and discussion within the faith has always been important to the Way of Green, but now that Abiherists have attacked Veramondi holy sites with their missionaries, the priesthood of the land mobilizes for holy war.

    [Faith] Convert Veramondo (218) to the Way of Green
    Although Abiherism has a brief surge of popularity, the priest of the Way of Green are quick to perform damage control and attempt to recover from this serious blow.

    [Opulence] Buyout Korebita Foothills TP 1 for Stone
    Although there is no proof that the Blemmyae sent the aggressive missionaries to Veramondi lands, no one else has the motive to do so. As a punitive measure, Veramondi merchants aggressively purchase quarries that normally supply stone to the Blemmyae within their own lands.

    [Opulence] Send an Expedition south from Region 229
    Legends of the frozen south learned from the Vygra prompt an interest in further southward exploration. A caravan sets forth to discover what lies in amongst the ice.

    Nonactions
    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy


    News and Rumors


    Spoiler: National Info
    Show
    Units: 3/6
    Treasure: 0/5
    Heroes:
    Kona: 8
    Relics:

    Technologies:
    Irrigation
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.C, 218.1
    Wild Asses 212.1

    Rep Bonuses
    SoS 1: +1 Stabilization
    SoS 2: +1 existing Hero related rolls
    TSR 1: +1 Establish Claim

    Cities
    Kanorage (218) Does not count towards city count limits.

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 5+1
    Military: 7
    Opulence: 8+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
    Kata... Hadev? - Grandson

    Spouse:
    Queen Enva Hadev

    Other Family:
    Kortam Hadev: Cousin

    Last edited by bc56; 2020-09-19 at 02:54 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  25. - Top - End - #175
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Sangar
    Region 136+135+132



    Keeper Milah Polahi
    Dip 5
    Mil 6
    Op 1
    Faith 2
    Int 4


    Actions:

    1 [Military]WAR! 1 Unit under Milah (7, skirmishing probably) fights 3 units under Prenadi (13, skirmishing). Prenadi will duel. Milahs actions may not be his own...
    In Sangar, great passions arise as the Crimes of Milah come into the light. Enraged, Jia, with the help of her husband and the loyal retinues of Prenadi raises an army to march to depose Milah, and place herself as the true heir. Yet despite this, Milah is considered by some, despite this to be the true heir regardless, and controls both the Maestro and Holan. Despite this, he is heavily outnumbered, and outclassed. For any true chance of success, his eyes wander to a mask of a great fighter Prenadi had brought to him many years ago....

    2 [Military] Hinarah goes epic questing, supporting Edge against Ember Bats 15
    Using Pheonix ring for +3 bonus
    Having been training in Shandole, Hinarah, although loyal to Milah sees wisdom in waiting until the dust settles. He therefore decides to aid those who had given him hospitality in a certain matter of bats

    3 [Diplomacy] stabilise 135 13
    With the brewing of war, the Tillands find themselves in a strange position, of having an occupying force staying in their lands, also waiting for the outcome of events. Because of this, the Local commander decides that, just in case Sangar falls apart, it might be useful to have his own lands and loyal subjects. therefore, he focuses on earning the Tillians respect.

    4 [Diplomacy 5] Establish Embassy with Shandole

    5 [Diplomacy] Establish Claim on 157 12

    Meanwhile, the final remainders of the Sworn not involving themselves instead see to ensure that whoever is set to be Keeper has at least them in favour, negotiating that the child of whoever so becomes Keeper will be married to the current leaders child here. It is a hard sell, but the fact they note that the army casually waiting in these lands is but a small fraction of the full might Sangar has does at least provide the hint that Sangaran protection might be a good offer...

    Non-Actions:
    Spend 1 favour to raise SOS reputation to 1

    Spend 1 favour to raise TSR reputation to 1


    Embassy Actions:

    News and Rumours:


    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments


    Embassy:
    CAW

    Claims: 132

    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone 2 Favours.
    Truthseekers: Favour 1
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet


    Units: 6


    Heroes: Prenadi Kilia 10
    Hinarah the Rider 9


    Required Resource: Animals unmet)
    Last edited by Tentreto; 2020-09-17 at 10:25 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  26. - Top - End - #176
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round 5
    [Swampum Protectorate, Home of the Uzii]

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


    Actions:
    1. [Military 10] Make a Fortress in Swampum [Region 39]!
      Finding a large flat island in Swampum is rare, but there is one such unclaimed piece of land in Mudmore, just as soon as the Bloat Toads are cleared out. The Homage instructs his former Snort of Mudmore to build a grand and glorious fortress. Using the mud from the Northeast of Swampum, stones from Rodrak, and the cleverness of the Cäu when it comes to reading the land, a massive structure is built up quickly. It's doorway is a strange slash across it's front, and two trees that curve like tusks disincline visitors. As the Homage is personally involved in the entire process, seeing this as his biggest strong thing he's done for Swampum, he dubs this place: Fort Death-Grasp. There's some arguing about that, but the Homage - while beating people over the head - states that the only way someone will take Swampum is if they steal it from every Uzii's dying grasp.
    2. [Military] Offer to lead the assault upon region 33 with Homage Death-Grasp [Military 10] and 3 units
      - Reckless Attack
      - Duel the Enemy Commander; Singular Honor, increase die size for duels
      - - (Kill them, if we win the duel)
      - +1 Tactical Maneuvering, Soul Honor HC 5 Bonus
      - Willingly fail Leader Loss roll if it means gaining an advantage against the Flower Spawn (at the very least, if the dice are in my favor, I'm requesting a glorious death of Death-Grasp)
      - If victorious, gain control of the region
      The Homage was considering staying in charge of Swampum, but this is sure to be a glorious battle.
    3. [Opulence] Buyout Copper from the Targiz (Region 33, TP3) (Roll: 13)
      - Use 1 Treasure on the Roll
      Make a deal with the Targiz for the Copper resource they have recently acquired.
    4. [Opulence] Buyout Flower Wine from the Targiz (Region 19, TP3) (Roll: 18)
      Though the Homage does not personally approve of Flower Wine, many within the Snorts of Swampum greatly desire the drink, claiming that not having a cup while watching a Ko-Ball game means that it's not really a Ko-Ball game at all.
    5. [Diplomacy] Host The Snortsmoot
      Spoiler: Event Sub-Actions
      Show
      - Make an arrangement with the Scrim to get their assistance in fighting the Blightspawn Flower Zombies
      • Gift them Irrigation
      • Promise to replace any Units that they lose during the fight, plus one additional unit
      • Support one Buyout in Uzii controlled lands until the Scrim succeed at that Buyout

      - Return Rẹ̌tšrìj (Hero) to the Sokau
      - Promise support of a buyout of one of our lands open Trade Posts to the Ko's "Stage Plays"

    Non-Actions:
    • Ask the Sentinels to clean up the Flowerspawn in region 33 Mamut for (1) Favor
    • Support buyouts from the Targiz in regions 40 and 39


    Spoiler: News and Rumors
    Show

    • FLOWERSPAWN!
    • Death of Soul-Rend Proudhoof!
    • Sokau Tribes!
    • Ko-Ball is very popular in Swampum...
    • The Big Strongs have successfully dominated Ko-Ball this season! It's quite exciting, and there is practically an entire week's worth of celebration in Swampum. More Uzii are interested in the game now, and are trying to learn the rules. At the same time, though, the current Big Strongs lose many of there older members to retiring or old age. And they lose some prospective newcomers to the excitement that is the major battle against the Flowerspawn. How this will effect the upcoming Leagues remains to be seen...
    • Toad Racing?
    • Fort Death-Grasp!
    • In a surprise to many, the young Alpha of Sounder Muddeep, Alpha Closed-fist Mudmore - manages to successfully defeat each opponent in the Snortsmoot, his strength only coming to a lengthy tie with his own father. After multiple clashes, however, youth wins out over experience, and the young Alpha is chosen to be the next Homage!



    Spoiler: Ruler Information
    Show

    Homage Death-grasp Mudmore D M O F I
    Current 5 10 4 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 2 0 0 0
    End of round 4 0 1 1 0 0

    New Ruler Next Round
    "Mystery" Ruler (Just open the Spoiler)
    D: 5
    M: 4
    O: 3
    F: 4
    I: 4

    Expected Stat Bonuses: +1 Mil, +1 Opu


    Spoiler: Kingdom Information
    Show

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


    Hero(es):
    • Soul-Rend Proudhoof [Mil 9] (Age: 24) Died in glorious combat


    Units:
    • (3) Fight Throngs [Melee]
    • (1) Float Bash [Naval]

    Last edited by Gengy; 2020-09-19 at 06:59 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

  27. - Top - End - #177
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    Leafhair (How on earth did it come to this)
    Diplomacy: 3
    Military: 6
    Opulence: 1
    Faith: 2
    Intrigue: 2

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

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

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


    1: Military: Raise one unit - Widhu's Wrath.
    A horde of beasts guided by Castain custodians now stands ready to combat the foes of the trees.

    2: Diplomacy: Press Claim on region 38. [8]
    Counciltree Red-Leaf may be gone, but once-apprentice-seer Leafhair lives on; resigned now to his betrothed fate, he begins preparations for the wedding, opulent as it will be, both to introduce the Deru to the concept of matrimony and to bring some joy and light back into Widhu and Fiodh after the disaster of the Aster Massacre. Unfortunately, this is a task he is constantly distracted from by the duties of leading the Deru, but he resolves to continue the work and marry next year!

    3: Diplomacy: Continue Great Project - The Sankohma. (4/5) With the Aster Council (latest of the Sacred Conclaves) destroyed, the need for a permanent governing body is greater than ever. Leafhair is but one man; a true permanent fixture of leadership is required if the Deru are to survive in a world now so broad and full of danger. The need is so great that many conversations between elder Deru are even held using the language of the Hraban, to communicate with greater speed.

    4: Military: Recruit a hero - Asha-Shuran. [8]
    The Aster Massacre showed the Deru that there is a new need now in Bhaile-Koma - a need for leaders whose only purpose is directing war. The Red Grove, as much a travelling copse as a fighting force, perished by fire and axe because there had been no true combat for decades, no true need to fight. Now, there is such a need. It is a diminutive Kinsubr that distinguishes themself sufficiently to impress Leafhair and warrant such a post; while not the strongest nor largest Deru considered, Asha-Shuran is the wiliest of the candidates, and her command of beast and tree both innovative and effective. Is she the saviour of the Deru?

    5: Diplomacy: Raise Reputation with the Truthseers. [11]
    The Aster Council's demise may have severed some links between the Truthseers and the Deru, but Leafhair is determined not to let such a trend continue. Unfortunately, his messengers lose their way trying to find the seers, and after a year of searching the same three valleys return crestfallen and empty-handed.

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

    Spoiler: Admin
    Show

    I feel here is a convenient place to note I put my floating bonuses into Mil.
    Leader stat increases:
    Dip +1, Mil +1

    TP's:
    Region 37 TP1 (Living Wood)

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

    Units: 1/6
    The Grey Grove - Traditional Fuinn warrior-trees.

    Heroes: none.

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

    Tactical Doctrine/s: none.
    Last edited by Ausar; 2020-09-06 at 08:56 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  28. - Top - End - #178
    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 5)

    Actions:
    1. [Diplomacy] Press Claim: Pressing the claim on region 65, completing the claim and adding the territory to the Scrimthun Unity. Affairs to the South are concerning to the Thunspeaker, and the Warspeaker too. But internal matters are at a delicate stage, and without a direct threat to the safety of Thun or her citizens, neither the Thunspeaker nor the Warspeaker will authorize the mobilization of forces at this time. It is vital that Scrimspeaker Nithor leverage the goodwill of the past few years of negotiations in order to annex this territory sooner, rather than later.
    2. [Diplomacy] Press Claim: Pressing the claim on region 50, completing the claim and adding the territory to the Scrimthun Unity. There is, perhaps, an argument that if Thun is going to expand South, some attention should be given to what the Scrim are calling the Petal Plague. Such arguments, unfortunately, fail to compel the various Scrimspeakers who are responsible for the Southward expansion, and the policy of isolationism is to remain in place for now.
    3. [Diplomacy] Build a Windowless Tower for the Truthseers in Thun (Region 53). [1/3] When the Truthseers requested a “windowless tower”, the Scrim were initially confused. When it became clear that this was more than a simple literal request, and that there were many, exacting requirements for the structure, architects and builders went to the task with interest.
      Unfortunately, the project ran into issues early. Due to a deal struck to help deal with the Flowerspawn certain import agreements went unsettled, and building was delayed again and again. Scrimspeaker Lejah, who had originally agreed to help conduct trade deals and smooth the process of importing lumber over, is said to have deliberately damaged the deals they were placed in charge of securing. There is, of course, no proof of this. All in all, some progress was made, and foundations were able to be set, but no further construction was able to take place.
    4. [Diplomacy] Attend the Snortsmoot, hosted by the Uzii. Sub-actions:
      • Agree to help intercept Flowerspawn near the coast, in exchange for...
      • Accept Irrigation from the Uzii (UZI)
      • Accept the Uzii offer for a unit, plus one unit for each lost fighting the Flowerspawn (both to be delivered on in the future)
      • Similarly, accept the Uzii offer for support on one buyout in their territory until succeeding on that buyout.
    5. [Military] Send 4 units to help the Sokau (SKT) defend region 47, under the command of Yúkró.
      -Using Black Iron tech bonus from SOS Rep 3.


    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist any unapproved conversions or buyouts.
    3. Trade 2 SOS favours and 1 SOS reputation for a new hero. (Roll: 7, +1 from Rep 3 with Sentinels, total 8.) Warspeaker Tior would like to request the services of Sentinel Arcor, who previously came to Thun for the collation of the Slabs of Prowess, as the two had a strong rapport and Arcor is already familiar with the territory. Tior has also offered assurances that Thun is much better prepared to receive the living now, and that he will not find the Scrim lacking for hospitality.
    4. Spend 1 SOS favour to increase Warspeaker Tior's hero score from 8 to 9. The Warspeaker was initially outraged by the Thunspeaker's decision to delay their training with the Sentinels, but was significantly mollified when it turned out the delay was merely a short setback. They look forward to the opportunity to learn first-hand from premier authorities on fighting Blightspawn.
    5. Gain 1 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay its dividends.


    News and Rumors:
    • The Scrim policy of isolation from the battle with the flowerspawn has been officially reversed. With offers from the Uzii to ensure that the risks taken by Thun are mitigated, and some minor technical knowledge and the promise of future financial favours to boot, the Thunspeaker has agreed that it would be best if Thun were to assist Mamut with this problem. (Besides, while it might have been convenient in the short term, it would have looked bad to sit and do nothing, and it's much harder to trade with blightspawn than people.)
    • The Warspeaker has had a terrible few years politically. After advising the Thunspeaker to maintain a policy of leaving the Flowerspawn alone, which they initially followed, a deal with the Uzii resulted in the Thunspeaker ordering them to send forces to help intercept the spawn. In addition, the decision was made that the Warspeaker should be formally stripped of Scrimspeaker status for as long as they hold the title. Finally, adding insult to injury, plans to send the Warspeaker to train with the Sentinels were pushed back for unknown reasons, even if those plans have been resumed. All in all, the Warspeaker is very unhappy.
    • The arrival of the delegation of shamans from Clan Alqar was a pleasant surprise for the Scrim. Their extended stay was initially met with less welcome, but the proposition of divination caught the attention of the Scrim. To know the future before it happens? The applications are obvious and endless. The moon and stars above have never featured heavily in the Scrim psyche, but with this new turn of events, they are beginning to turn their faces skywards. While some scholars rapidly tried to reconcile the stars as being part of the Scrim dichotomy of Water and Stone, it was quickly agreed that they must be some new, previously unthought of third thing. That which tells the future is now the Stars, that which exerts no will but reveals the truth by its light.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Ulun (Not changing)
    • Diplomacy: 7[=>9]
    • Military: 5
    • Opulence: 7
    • Faith: 2
    • Intrigue: 2

    Units: 4/6 [=>6?/10]
    Passive Treasure Income: 1
    Treasure: 1/5 [=>2/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • [=>Irrigation]

    Last edited by Silent_Interim; 2020-09-15 at 10:05 PM.
    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.

  29. - Top - End - #179
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 5)
    King of Kings Huleten Kw’Muketi





    [Faith] Convert region 212 to Abiherism (16): With the lands northwest of the Korebita restored to a relatively healthy state, the missionaries of Abiherism decided to spread the faith to that region. With backing from the Sons of Sirrvat, a flood of missionaries pours into the land, building temples and converting the populace.
    [Faith] Convert region 215 to Abiherism (17): Newly lands on the eastern coast appear to be filled with skilled artisans and craftspeople. Missionaries from the Bete Great Library enter the region, encouraging the crafting of tablets and works of art depicting heroic ancestral figures.
    [Military] Raise Unit: The Zinabi clan had been essentially sidelined in terms of political power after the death of Neguwi Kw'Zinabi. The new King of Kings had relied more heavily on the Torineti and their own Muketi clan for support, leaving the Zinabi tribe more and more out of touch. In an effort to regain some political influence, the Zinabi copperworkers outfitted a band of the clan's strongest warriors with metal weapons and helmets and sent them to Kema to serve the King of Kings personally. The military unit, known as Thunder's Vanguard, is at the head of every attack, blinding the enemy with shining weapons and bright, colorful banners.
    [Military] Errant Quest in region 236 (15): The frigid regions south of the Vygra lands are the next stop on Yegin Kw'Haleti's quest for glory. The shale native to the region can be squeezed by a magical process known only to the shamans of the land, producing a mysterious liquid substance known as Black Gold. Only a dozen jars of Black Gold currently exist, hidden in a secret underground vault defended by devilish traps and shamanic warriors, but Yegin and their sidekick Kasiy Kw'Sewi are determined to delve into the vault and seize the priceless Black Gold.
    [Faith] Convert region 217 to Abiherism (17): The Hydra Cult predominant in the region southwest of the Korebita is deemed heretical by the Bete Great Library, as they worship unintelligent creatures over their own, sapient, species. A massive missionary effort is organized to transition the population of the territory to Abiherism and away from their own heretical traditions.

    Nonactions:
    Resist buyouts (15)
    Resist conversions
    Attend event
    Grant the Dreamspeakers unlimited passage through the Korebita
    Use 2 SoS favors to increase Yegin Kw'Haleti's and Dinfat Kw'Torineti's hero scores to 8
    Use 1 DSP favor to increase Reputation by 1

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    Feasting was an extremely important cultural tradition among the blemmyae, and one governed by a strict set of codified rules. According to the accepted principles, a meal could not qualify as a feast unless it included at least four participants and at least three courses. Feasters were seated in pairs or small groups, switching partners after each course. This system ensured that conversation remained fresh, and that feasts offered an occasion for old friends to catch up with each other in quick succession. Of course, it also made feasts ideal for political maneuvering, since petitioners could have unlimited access to the king for the length of a course of the meal.
    Due to their overcrowded schedule, King of Kings Huleten Kw’Muketi used feasts as an opportunity to meet with their closest advisors one on one: to get each of their opinions without having the bolder members of their council dominate the conversation. On this particular night, however, Huleten was not particularly in the mood for a feast. The situation in the Korebita was quickly spinning out of control, as relations with the Veramondi seemed to be growing more tense and Yegin Kw’Haleti rampaged through southern Kiswa. Huleten had been dealing with petitioners day and night for the past week, barely having time to sleep, and had been forced to delegate important tasks that they normally would have dealt with themselves to their advisors. And although the last thing they wanted to do at the moment was to host a massive feast, they had decided it was the best chance to check in on the progress that had been achieved by these advisors.

    The first course was a delicacy unfamiliar to residents of the Korebita: crabs caught from the coast to the east. Huleten was seated with Cul, the Bel-Dan exile that they had taken in as a ward, and Cul’s bodyguards and caretakers, Kenet and Renet Kw’Torineti. Cul was fourteen now, the standard age of adulthood in the Korebita.
    Huleten picked a crab up off the table, inspecting it with interest. They had never sampled crabmeat before. “Cul, how does one eat these things?”
    Cul deftly snatched a scuttling crab off the table, then winced and dropped it as the animal pinched his finger. “I don’t know, my lord.”
    “What kind of Bel-Dan are you?” grumbled Huleten, biting off one of their crab’s claws and swallowing it, shell and all. “I thought your kind ate seafood all the time?”
    “Yes, my lord,” said Cul patiently, “but as you know perfectly well, I did not grow up among the Bel-Dan-Ub. I am a man of the Korebita, not of the coast.”
    Huleten had to smile at that. Cul had them dead to rights, and they had always had a soft spot for their ward. “I see. And how are your lessons progressing?”
    Kenet spoke up this time. “Cul is a very intelligent child, my lord. All of their tutors report that they excel at studies of language, arithmetic, and history.”
    “And they have learned the ways of battle with as much aptitude,” put in Renet. “My sibling and I spar against them each morning, and their skill grows swiftly.”
    Cul suddenly let out a cry of joy as he managed to separate the crab’s meat from its shell. He gestured to Huleten, Kenet, and Renet frantically as he described the method. Tasting the meat, Huleten had to agree that it was quite flavorful, although not entirely to their liking. Kenet and Renet struggled to split open their crabs, eventually giving up and swallowing the crustaceans whole. Small cups of pomegranate brandy were served, dry and fiery.
    “And how is Tengir managing of late?” Huleten asked Cul as they sipped the brandy. “I had expected them to be here at the feast.”
    “Uncle Tengir isn’t feeling well,” Cul told them, frowning. “They haven’t come to visit me in a week. They say they’re sick.”
    Heartsick, more likely, thought Huleten. They could not have failed to notice the attention Tengir had lavished on Tes-Rus, and the blemmyae king had suspected that their diplomat was experiencing the strange human emotion of “love”. Tes-Rus had left Kema about a month ago, and each day that she failed to return was a dagger to Tengir’s heart. It seemed that they had finally given up hope of Tes-Rus returning.
    “Cul, I am sure Tengir will recover from their illness soon and be back to their old self.” And if not, Huleten thought grimly, I may have to replace them. A diplomat who won’t talk to anybody is of no use to me.

    The second course was served in quick succession. Huleten remained at their seat. Best to make their advisors come to them: they had distributed far too much power to underlings and it was high time they reminded everyone who the King of Kings was. They were joined by a pair of blemmyae, wearing the grey robes of the Bete Great Library. On the left, ancient and wrinkled, was Tubaw Kw’Mesihafi, the head of the Abiherist religion, while the young and muscular blemmyae on the right was unfamiliar to Huleten. The two sat down next to them at the table, blinking repeatedly in respectful greeting.
    The second course of the meal was another unfamiliar delicacy: a salad of chopped tomatoes imported from Kincany, drizzled with vinegar and tamarind juice. Huleten prodded the chunks of tomato suspiciously, watching to see whether the librarians knew how to eat them. Tubaw did not even touch their bowl, seemingly unaware that there was food on the table at all, and Huleten noticed with surprise just how thin they had become. Tubaw was barely a few years older than Huleten, but looked almost on the verge of death. The second librarian, by contrast, attacked the food with evident relish, swallowing the entire bowl of tomatoes in four spoonfuls and smacking their lips. Huleten frowned. It was not the blemmyae way to eat so quickly. At a feast, one was expected to eat slowly, savoring the food and the conversation.
    The ravenous blemmyae noticed Huleten staring and grinned. “Oyem Kw’Mesihafi, my lord. Slayer of the Manticore, second in the Bete Great Library, lead missionary in Kincany.”
    Huleten was familiar with the name. Oyem’s exploits were well known in the Korebita, and even Huleten had to be impressed with the list of accomplishments they had achieved in the past ten years. Converting the hostile Anbroch to Abiherism was beyond anything he would have thought possible. Still, they were not at all impressed with Oyem’s lack of respect for traditions. It seemed that they had adopted a few too many Anbroch traits while in Kincany.
    “It is good to finally meet you, Oyem Kw’Mesihafi. I have heard much about your travels and the feats you have accomplished. You are a profound honor to your people.” But only so long as you toe the line, Huleten thought.
    Oyem laughed. “No need to be so formal, my lord. You might as well just say that the people worship me! You know the Sewune named a city after me?”
    Huleten clenched their teeth, loathing Oyem more and more with each moment. “Indeed, your stories are legendary,” they conceded. “It is best not to get an inflated opinion of yourself, though. You must know of Iribit Kw’Haleti?”
    Oyem’s smile slipped. “You are referring to the second King of Kings and the builder of this palace?”
    I’ve got them, Huleten realized. And they know I’ve got them too. “Yes, but that is not what they were most known for. As you know, of course, Iribit Kw’Haleti built this palace as a monument to their own accomplishments. For ten years, every citizen of Kema was drafted into the construction crew, toiling night and day to build a shrine to arrogance. And all the while Iribit paraded about, puffed up with pride, until the day the palace was completed. And when they stepped into the doorway…”
    Tubaw looked up for a moment, tears pooling in their eyes. “The enslaved workers had rigged a trap for the arrogant king. A slab of stone fell, crushing Iribit to death.”
    “And that is why, Oyem, the King of Kings’ throne sits underground,” Huleten concluded. “As a reminder of the consequences of too much pride. My predecessor failed to learn that lesson. Do not allow yourself to share their fate.”

    The remainder of the second course passed in hostile silence. Several times, Huleten fancied they saw Oyem glaring daggers at them, but the suitably chastised librarian did not dare confront them verbally. All in all, it was a relief when the servants brought out the third course, and Tubaw and Oyem left the table. They were replaced by Huleten’s heir, Wenid Kw’Muketi, and Mebirek Kw’Zinabi, the cousin of the former King of Kings. The food was a familiar dish at last: thin slices of flatbread served with bowls of a paste made from chili peppers, garlic, and meat drippings. Wenid greeted Huleten with a reverent blink, while Mebirek opted for the more formal kneel. Huleten waved each of their niceties aside. They would have to be more subtle here: Wenid and Mebirek were skilled at the game of political intrigue and could not be shut down the way Oyem had been.
    “My child. Please, sit with me.” Wenid sat and took a piece of flatbread. Mebirek remained kneeling, waiting for the King of Kings to address him. Good, thought Huleten. Divide them, get them jealous of each other. I can deal with them one on one, but perhaps they will do the job for me.
    Finally deciding that Huleten was not going to greet them directly, Mebirek took a seat as well. Huleten made sure that both their companions had taken bread before selecting a piece for themself, piling it high with chili paste. With slow, deliberate movements, they matched every application of paste made by Mebirek and Wenid, until both the others had stopped. After adding one more layer, Huleten bit off the end of their slice of bread. The fiery paste burned their mouth, and for a moment all they could feel was the horrific burning sensation, but gritting their teeth, they forced themself to swallow, and finally the pain faded. Huleten waited until Mebirek had bit into their bread before addressing them. “Mebirek, I understand that the stone quarries on Mount Terar are no longer under our control.”
    Mebirek was caught by surprise, their mouth burning. “Er… my king, it is as you have said.”
    “Would you please explain to me exactly how this occurred?” Huleten’s voice remained steady and calm, but they allowed a slight note of contempt to creep into it.
    “My lord, the Veramondi have sent merchants to purchase all the exported stone. They offer exceedingly generous prices, and when our merchants from Kema arrive at the quarry, there is nothing but inferior product left for them to purchase.”
    Wenid smirked, but Huleten ignored them. “Mebirek, did I not put you in charge of maintaining our control over our own country’s resources?”
    The Zinabi leader shifted uncomfortably. “My lord… it is as you have said. Believe me, I did all in my power to prevent this. I even went to the quarry myself and...”
    Huleten cut them off. “I do not require excuses from my subordinates. I require results. Take care that you do not fail me again.”
    Turning their back on Merebik, they turned to Wenid, holding out a piece of chili-coated bread. “Do you not find the food to your taste, my child?”
    Wenid stopped. In truth, they had no taste for overly spicy food, but to appear weak in front of their parent might jeopardize their political ambitions. Slowly, they took the piece of bread from Huleten and bit off a corner. Huleten watched them choke with grim satisfaction. “Wenid, how progresses the task I set you?”
    Wenid continued choking, incapable of consuming food as spicy as that which they had just eaten. Huleten did not wait for them to recover. “The outlaw Yegin Kw’Haleti has not yet been arrested. I set you one task to perform, and you have not succeeded.” From behind them, they could hear Merebik snickering. Good. It was important not to anger the Zinabi leader too much. “Both of you have failed me, and I do not tolerate failure. Wenid, if you ever hope to inherit the throne, you must learn how to be responsible for the tasks you are assigned. Get out of my sight.”

    “It’s good to finally see somebody reliable,” said Huleten as the fourth course was being served. They were seated with Warcaller Dinfat Kw’Torineti, a hulking blemmyae dressed in shining copper armor. On the table between them lay a roasted leg of goat, surrounded by bowls of honey, tamarind paste, scallions, ginger, salt, spices, and chilies. Pulling out flint knives, they carved slices of goat onto the dishes in front of them. Dinfat reached for the bowl of seasonings, coating their meat liberally with both salt and spices and topping it with a drizzle of sour tamarind. Huleten opted for ginger and tamarind, with a pile of scallions on the side.
    “I notice you ignore the honey,” said Dinfat. “Sweet food still not to your liking?”
    “Some things never change,” Huleten replied. “Kings must put up with insufferable sycophants, the foolish and arrogant ignore wise counsel, and only the weak of spirit put honey on their meat.”
    Dinfat laughed. “I’ll drink to that.” Raising a mug of palm wine, they saluted the king and drank deeply.
    There was a period of silence where the companions attacked their meals. When they were finally sated, Huleten spoke again. “As much as I enjoy your company, Dinfat, I must inquire about our military situation.”
    “Of course,” said Dinfat, suddenly all business. “Merebik Kw’Zinabi has sent us the best warriors the Zinabi clan has to offer. They call themselves the Thunder’s Vanguard.”
    Huleten winced. “Such a ridiculous name could only have come from the mind of Merebik Kw’Zinabi.”
    Dinfat nodded. “There is no need for a military unit to have a name at all. If they win glory, they will do so individually.”
    “Will this Thunder’s Vanguard win glory?” Huleten inquired.
    “Oh, I think it’s quite likely actually,” Dinfat said. “You wouldn’t think so from the name, but they’re professionals. Not on the level of my Torineti warriors, of course, but far better than the Anigoli and Sewi you’ve saddled me with.”
    “Apologies for that,” said Huleten with a regretful smile. “I hope they haven’t given you too much trouble.”
    “The humans are useless with a few exceptions. I’ve got them training to cover exposed flanks and skirmish: they’re scrappy and numerous, but they lack discipline. The Anigoli, on the other hand…”
    “I sense dissatisfaction.”
    “The Anigoli slingers are useful, I must grant you that. But it is not our way. No honorable person fights from a hundred feet behind the lines, cowering behind a shieldbearer. I do not approve of allowing cowards to serve under my command.”
    “The Anigoli slingers will help you win battles. That is what matters. Tradition is all very well, but we must not allow it to get in the way of results. Look at the skirmishes against the Adeni and Fikiri clans! Where would you have been without covering fire from their slings?”
    “You have the right of it, Huleten. But I fear they are not under my control. The Anigoli go their own way. You know this. For the moment the clan is behind us, but will they be in a year? Five years? On the front lines of battle? I do not trust them.”
    “Nor do I, Dinfat, but if I do not allow them into your army, we will lose them for a certainty. The Anigoli are a necessary evil.”
    Servants appeared at the table, bearing dishes loaded with the fifth and final course. “And speaking of the Anigoli, I am due to meet with Inigid right now,” Huleten said regretfully. “I will consider what you have said.”

    Huleten had always loathed sweetness in any form. Sweet food cloyed, and sweet conversation inevitably covered up foul-tasting truths. Yet a king must follow tradition, and to skip the final course of this feast would be inappropriate. Besides, meeting with Inigid Kw’Anigoli was a painful necessity, and Huleten was loath to leave the most inscrutable member of their council up to their own devices. While they were firmly convinced that the Anigoli were a necessary factor in the balance of power in Korebita, they also couldn’t disagree with Dinfat’s distaste for the nomadic tribe. It was never entirely clear what Inigid’s goals were, and the general aura of mystery surrounding them didn’t help matters. Secretly, Huleten doubted the claims of sorcery, but even the possibility that Inigid could have powers unknown to them terrified them.
    “Greetings, my lord,” said Inigid as they sat down. At least, Huleten assumed it was Inigid. Ever since they had been injured in Kincany, Inigid had worn a tattered black cloak that concealed their face. At first, Huleten had been loath to permit the sorcerer to be in their presence without being clearly identifiable, but after seeing the face that hid beneath the cloak, all had become clear.
    “Greetings, Inigid,” said Huleten, selecting a cake from the platters set out in front of them. The cake itself was baked with ginger and soaked in honey, then rolled in crushed cashew nuts, and although Huleten disliked its cloying sweetness, they tolerated the cake as a way to delay conversing with Inigid. At last, however, the pastry disappeared, and no excuse remained to avoid business. “How fare the Anigoli?”
    “My tribe is as well as they could be expected to be, my lord. Some of them grow restless, but I am able to keep them in line.”
    And no doubt the day you leave my service they’ll be right at the foot of Wogir, bowing down to the Adeni clan, Huleten thought. Well, two can play at that game.
    “I am sure you are. It is good that the Anigoli have a leader who is acceptable to the rest of the Korebita.” And I can take that away from you in a moment, you worm.
    It was impossible to tell how Inigid reacted to the declaration. Finally, they said flatly, “Indeed. I am grateful to you for extending such acceptance to my tribe.”
    But were they really? Nothing about the Anigoli made sense to Huleten. Why exactly did Inigid take the risks they did? Why was the tribe so eager to get into the King of King’s good books? And what exactly had they been doing that night, so long ago, in their encampment of the Field of Blood? The foolish Torineti warrior who had killed an Anigoli child had brought sympathy to the clan, but as time had passed, Huleten had grown more and more suspicious of that camp, and its location on the holiest of holy lands to the Torineti clan. Inigid should have been intelligent enough to stay away from Blood Field: the Torineti loathed the Anigoli more than anybody else.
    Questions upon questions upon questions. Nothing made sense to Huleten, and in that moment they became increasingly weary. Speaking with Inigid no longer held any appeal. “Forgive me, Inigid, but I think it is time I went to bed. I am old, and I fear if I stay at table for much longer, I will collapse face first into these honeyed cakes.”
    They did not wait for a reply. Getting up with a groan, Huleten Kw’Muketi, King of Kings of the Korebita Foothills, turned their back on the table. The eyes of a hundred feasters followed them as they walked, dignified towards the threshold of the hall. But which eyes, Huleten wondered, hid malicious intent? Who at the table was plotting against them? Questions swirling through their mind, they passed over the threshold and into the shelter of the shadows beyond.


    Spoiler: Songs of the Korebita
    Show

    Sing, O muse, of the quick-witted Anigoli
    Born beneath a moonless sky to a hyena
    Most clever and treacherous of all animals.

    Like the hyena, Anigoli grew clever
    Brilliant at riddles and solving calculations
    With the power to see omens of the future.

    But they were small, scrawny and pathetically weak
    Derided by the warriors of their own clan
    No one ever believed their prophetic visions.

    So they abandoned their home village to wander
    Traveling from town to town and stealing their food
    Never staying in one place for a long time.

    Twenty years after their birth, a demon emerged
    The giant Otowiri, whose teeth were copper
    A shapeshifter who could take any creature’s form.

    Otowiri hunted through the Korebita
    Devouring the people of hundreds of towns
    And building themself a gleaming chair of their bones.

    When the awful news of this reached the King of Kings
    They sent a messenger to meet Otowiri
    To demand that the demon meet them in combat.

    The herald trembled as they relayed this message
    And Otowiri leered at them with copper teeth
    But the demon merely laughed from their throne of bones.

    “Tell your king I shall meet them tomorrow,” they said
    “And that, because of their folly, they shall be killed
    And the entirety of Kema with them.”

    Before the next morning, in the dark depths of night
    Otowiri crept into Kema as a rat
    Setting about the grisly work ahead of them.

    As the sun rose over Kema, the king awoke
    Yawning, they walked to the window of their palace
    And screamed in horror at the sight that met their eyes.

    The alleyways of the town overflowed with blood
    Everywhere crushed bodies were strewn like scattered stones
    And written in gore on the walls was “Promise Kept!”

    The King of Kings rushed down one street, then another
    But nowhere could they find any living person
    Every blemmyae in Kema had been murdered.

    Trembling, the king recalled Otowiri’s promise
    That every person living in Kema would die
    Fear in their heart, they set off to face the demon.

    As the King of Kings approached, Otowiri laughed
    “You fool! See what your arrogance has brought you!”
    With loathsome glee, they crushed the king beneath their heel.

    Now all Korebita was thrown into chaos
    As no one could claim the title of King of Kings
    And Otowiri devoured town after town.

    Soon Otowiri came to a town called Yinid
    In which at present Anigoli was dwelling
    In the guise of a traveling storyteller.

    At midday, Otowiri bore down upon the town
    Hundreds of feet tall, terrifying to behold
    Their shadow throwing Yinid into full darkness.

    The townsfolk seized Anigoli and threw them out
    Hoping that Otowiri would devour them
    And then move on without destroying the village.

    Anigoli screamed, “Wait! Please do not destroy me!
    For I possess the knowledge of great sorceries
    And could make you the king of all Korebita!”

    Otowiri paused. “Prove to me this sorcery
    In the morning, we shall meet outside this town
    And whoever takes the most frightening form wins.”

    At dawn the next morning, Otowiri arrived
    In the form of a slavering, red-eyed demon
    But they could not find Anigoli anywhere.

    When they arrived, Otowiri was furious
    “You took no terrible form! Your magic is lies!”
    But Anigoli merely smiled cryptically.

    “My terrifying form was nothing at all
    For who does not fear the void of irrelevance
    Being forgotten is the greatest fear there is.”

    The demon cursed, but admitted to having lost
    “The next test,” they said, “will be of throwing the spear
    For that game is a particular skill of mine.”

    When thrown, Otowiri’s spear flew for ten miles
    But Anigoli had tied an eagle to theirs
    The eagle took flight and the spear never touched ground.

    “The final test,” said the beaten Otowiri
    “Will be to attain the greatest size possible
    For there is no better way to test your magic.”

    “I disagree,” said the cunning Anigoli
    “It is a simple matter to increase in size
    But to become small is vastly more difficult.”

    “Very well,” said the demon, “the smallest shall win
    But be forewarned, I shall stand for no trickery
    If you cheat, I shall flay all the flesh from your bones.”

    The morning arrived, dawn red as freshly spilled blood
    As Anigoli and Otowiri faced off
    The fate of Korebita was in the balance.

    Otowiri transformed into a tiny flea
    No larger than a speck of dust drifting to earth
    And swiftly Anigoli trapped them in a box.

    They sealed the box and buried it deep underground
    Where it will hopefully remain forevermore
    A prison for the copper-toothed Anigoli.

    As for Anigoli, they kept on wandering
    Traveling from place to place to tell their story
    The only life they had ever been content with.

    -From the Song of Tricksters


    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 Oyem Kw'Mesihafi 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 Rising star in the Abiherist religion, the most promising missionary in the Bete Great Library Former King of Kings of the Ten Tribes, slain by Warlady MacGill of the Anbroch


    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Torineti Warriors, Anigoli Slingers, Sewi Warriors +1

    Treasures: 0 +1

    Resources Controlled: Flint (213.1), Tropical Birds (194.1)

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

    Leader: King of Kings Huleten Kw’Muketi

    Diplomacy: 5
    Military: 7 +1
    Opulence: 3
    Faith: 9 +1
    Intrigue: 5
    Last edited by Gaius Hermicus; 2020-09-19 at 10:50 AM.
    Avatar by Sniper Jo!

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

  30. - Top - End - #180
    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
    17-20 Era of Great Ocean


    Actions:

    1. [Military] Defend Dozgasil [Region 194] with 2 land units, Mil 10 (Ren-Num-Har), 1 treasure, refusing to duel (-2), and using Reckless Attack tactical doctrine
    (+11/+13 on successful TM roll, +1 casualty step on successful TM roll)
    The despicable dwarves insult the Sea People with their pathetic army! The Reren leads his ferocious axe-swinging pirate warriors and a number of hired Dozgach sellspears in a direct attack on the Anbroch, aiming to smash their lines and hunt them to their deaths in the swamps of Dozgasil.

    2. [Military] Hero Quest: Steal the Great Ship of Alexios
    Hearing rumors from fishermen of an enormous ship out of the north, the exile pirate Ren-Cha-Fen leads his mightiest followers to seize the craft. Though a dangerous and politically risky quest, the capture of the World Ship (as some have taken to calling it) would be an impressive deed....

    1. Ambush the SoS Ship as it leaves the mouth of the Great River (in 198)
    2. Tactical Maneuvering to reach the ship before it escapes: Mil 10
    3. Naval Battle to take the ship: Ren-Cha-Fen (Hero 9) + 2 naval units + Crab-Claw Sails (-1 Distance Loss) using Reckless Attack
      (+11/+13 on successful TM roll, -1 distance loss, +1 casualty step on successful TM roll)


    3. [Military] Raise a land unit
    Hundreds of Dozgach are pressed into service as light skirmishers. Although they are poorly armored, their javelins and slings will prove useful in softening enemy lines for the Bel-Dan axes.

    4. [Military] Raise a land unit
    A stocky pirate named Sel-Lěra made a name for herself in the sack of the Anbroch guano houses, using her bulk to protect another fallen Bel-Dan against oncoming dwarven guards. A woman receiving honors in battle is unconventional, but nevertheless she receives the title of Ren, and her followers swell to nearly two hundred in the following four years.

    5. [Military] Raise a naval unit
    More trees are felled and more ships are built for the armada.

    Nonactions:
    1. Allow all religious conversions
    2. Use 1 SoS favor to stabilize Ten-Fuj-Sa-Cos (195)
    3. Submit Why the Moon rises in the daytime to the Kiswan Collection


    Spoiler: News and Rumors
    Show
    • With the strange southern elves subjugating the coastal peoples that Ren-Cha-Fen had failed to conquer, the Reren seeks out Tahaat-Gev, who is serving on a trading ship ferrying avocados from the Henanda kingdom through Dozgach. The elf advises him that, to an outsider, the Sons of Sirrvat are belligerent and unpredictable, and that they may well seek to invade Dozgach next. Ren-Num-Har prepares to defend his conquests and does his best to reconcile with Ichippa, hoping to extend his alliance with the Bannanda - though he never expected the joint dwarf-elf attack, and the rapid diplomacy that leaves only his forces and the dwarves on campaign catches him by surprise.

      Ichippa does not follow him on campaign.
      .
    • Ren-Num-Har's son Beně-ě-Fa grows quickly, and he is now a strong lad of seven years. His sister Num-Tesha-Dan is not so lucky; she dies at the age of four years, seemingly claimed by her deformities, and is given to the sea with full honors. The Reren puts on all the appearances of mourning, but some still whisper that he's sadder about his lost dowry than his lost daughter.
      .
    • Tes-Rus stays with her son in Korebita for two years, helping him acclimate to his tutelage under the blemmyae king Huleten, after which she says farewell to him and departs, headed west. She is never seen again in Kiswa.
      .
    • As he pursues the dwarves through the swamps of Dozgasil, Ren-Num-Har falls ill. Though he retains his cunning mind, his body fares worse, and he is racked by frequent bouts of diarrhea, painful cramps, and a constantly dry mouth. The campaign drags on without his recovery, until, a few days after the decisive battle, he passes on in his sleep. His body is taken back to Ten-Fuj-Sa-Cos and given to the sea with moderate honors.
      .
    • After her husband's death, Ichippa leaves Ten-Fuj-Sa-Cos with her son, but does not return to Faranandull. Many Bel-Dan are traveling to the Troll Country, where they say the trolls pay in gold and slaves for experienced sailors, and Ichippa and Onoynoyis (now the only name by which he is addressed) sail south.
      .
    • Following Ren-Num-Har's death, the Ren-Ub are deadlocked, with no clear candidate for Reren emerging. Among the many who put themselves forward as potential Reren are Ren-Tar-Tano, a remarkably long-lived fisherman nearing his 70th year; Ren-Sel-Lěra, a fierce, heavily-built fighter who won her title through battle despite being a woman; Ren-Nal-Fě, a pirate vicious even by Bel-Dan standards; and Ren-Cha-Jelě, a skilled administrator who saved her village from famine and sent supplies to nearby, harder-hit villages. These four Ren-Ub have frozen the council into factions, but Ren-Cha-Fen's attack on the World Ship might just put him back in the running....
      .
    • As year 20 Great Ocean enters into winter, the four factions agree to set their differences aside for a time. It gradually becomes clear that Ren-Cha-Jelě masterminded a power-sharing agreement between the four Ren-Ub, whereby they would all have the title of Reren. The plan is assented to by a majority, and though many Ren-Ub have reservations, the Quadrumvirate takes power in the spring of 21.
      .
    • The Hozhisa concept of trading with the natural spirits has been embraced by most of the younger Bel-Dan-Ub, though most Ren-Ub don't bother with its rituals. The older Bel-Dan-Ub still follow the old fatalist traditions, though, and the idea that "the spirits will do what the cycles demand of them, regardless of our own actions" is gaining strength among a minority of the new converts.
      .



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 5
    Military: 10
    Opulence: 3
    Faith: 3
    Intrigue: 3

    New Ruler Next Round? Yes: the Quadrumvirate
    Reren-Tar-Tano, Reren-Sel-Lěra, Reren-Nal-Fě, and Reren-Cha-Jelě
    Diplomacy: 1
    Military: 6 (3 +1 +2 [actions])
    Opulence: 3
    Faith: 1
    Intrigue: 5 (4 +1)
    Rolls here
    Expected Stat Bonuses: Military +2


    Spoiler: Other notes
    Show

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

    Treasure: 1 -1

    Favors:
    • 3 -1 favors with the SoS

    Resources controlled:
    • 193: Avocado

    Techs:
    • Sailing
    • Animal Husbandry
    • Writing
    • Crab-Claw Sails

    Cultural Identity: Naval Networks
    Effect: Increased die size on buyouts.

    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; 2020-09-12 at 01:42 PM.

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