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  1. - Top - End - #181
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Clan Al-Ashir
    Lead by the Grand Prince Zidan il Kasima
    D 10 • M 6 • O 2 • F 1 • I 2

    News & Rumors
    • Abin barat! A daughter is born to Jana Al-Zamira and Grand Prince Zidan! Not one to let something as trivial as a pregnancy keep her from her sworn duty, Al-Zamira leads the Ashir in a swift and successful campaign to expel the armies of the orcs, then gives birth to the princess on the night of the final battle. For the Ashir, going into labor while on horseback is an auspice. The princess is named Kasima after Zidan's dear mother. After months of celebration, Jana soon finds herself again with child and gives birth to the twins Salma and Ayla before riding south with Zidan's army.
    • Having expelled Rakthuk's army from southern Sikar, Zidan sends word that he considers the matter concluded and seeks no punitive measures for the incursion. Ashta hazid. Let none doubt that Zidan is a steadfast ally. While this is the official word of the Malak Amir and his royal court, many Al-Ashir resent the orcs and view their race as reckless savages.
    • Zidan again avows neutrality in the matter, but urges the Soreni to sue for peace with generous terms to forestall further Naherin aggression.
    • Unused to facing armored enemies and ones stubborn enough to not simply scatter after one charge, Ashir riders adopt slightly shorter lances that are tipped with stone heads at both ends, so that, after one breaks, they can flip the weapon around and keep on stabbing. The weapon's improved balance is immediately well received. Having fought the unusually strong orcish slingers, they also also adapt their hackamores by fitting a strip of wicker, backed by goat hide, between the ears and nose, so as to blunt a direct shot to a horse's head.

    Actions
    • [Diplomacy] Complete Claim on 305 (Automatic Success) - It has been a frustrating decade since the marriage of Amira Zara to the most influential man of Al-Gharab. Aging Bolshur resents the Ashir royal traditions, which would prohibit his sons by Zara from becoming princes in their own right, as they would be too many generations removed from Zidan's grandfather, the Malak Amir Hasan. To appease the prideful man, the royals create the rank of Sahib (to elevate him above other tribal chiefs or sheikhs), permit him representation in the court, and promise an honored place as a military commander. His son and heir shall be Sahib after him. Satisfied, Sahib Bolshur pledges his loyalty and the services of his four hundred stout warriors to the man who would be Sultan.
    • [Military] Recruit Unit 🐎 - As Prince Omar's companies took heavy casualties in the campaign against the orcs, he focuses his efforts on rebuilding for now.
    • [Military] Recruit Unit 🐎 - Ashta hazid. Brave Prince Azur has come of age and now commands five companies of Ashir riders upon swiftest steeds. Let none withstand him.
    • [Military] Recruit Unit 👳🏾 - One thousand men of the Vesparre swear loyalty to the Malak Amir and ready themselves to march into foreign lands. Drawn from small communities of farmers and goatherds, these men are barely warriors, but serve the important function of occupying space in the middle of a battlefield.
    • [Military] Conquer 303 (Al-Zamira leads. 10 Hero + 1 SOS Rep + 4 Units. Duel = Challenge! TD = Skirmishing) - Leading 600 veteran riders, Jana makes straight for the chief authority of the region, proclaims that her husband is now Sultan and that, for the mere price of supplication and taxation, they shall be made Sahib like most cunning Bolshur of Al-Gharab. With her gracious offer spurned, Al-Zamira sends word for Shiekh Adamu's men to advance and hold territory in the north. What follows is a catty, but swift series of skirmishes in typical Ashir fashion as the local lord learns a costly lesson on fighting the horsemen in open terrain. Attempts to liberate northern towns from the Vesparrese occupation meets with initial harassment from the highly mobile Ashirian cavalry, and then a final hammer-and-anvil strike as they are caught between the two forces.

    Non-Actions
    • Request TSR create an ASH-CRO embassy. Spend 1 Favor. Accept -1 Reputation. CRO will also pay 1 Favor.
    • Trade 1 Favor for increased Reputation with the SOS
    • Trade 1 Favor, on behalf of ALO, for increased Reputation with the SOS
    • Permit the Grand Caravan to operate in the Vesparre without interference. The Ashir dutifully collect their taxes, of course.
    • Support no buyout.
    • Resist all conversions.


    Spoiler: Bookkeeping
    Show
    Stat gains: +2 Mil
    Next Round: D 10 • M 8 • O 2 • F 1 • I 2

    Embassies: DOD, HYD

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

    Army Units: 4 🐎🐎🐎👳🏾
    _____• Grand Princess Zidan with 200 Light Cavalry
    _____• Princess Shiela with 200 Light Cavalry
    _____Prince Omar with 200 Light Cavalry
    _____• Princess Amala with 200 Light Cavalry
    _____• Chief Adamu with 1000 Light Infantry

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


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


    Spoiler: Links to Rolls
    Show
    lol none this round
    Last edited by Nefarion Xid; 2020-09-19 at 06:53 PM.

  2. - Top - End - #182
    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 5




    Year 17-20 of the Kro Dynasty

    News and Rumors
    • Rumors abound of men with skin dark as crow feathers near the borders with the Sands of Sha. Some claim it's a shapeshifting magic, and that they consumed manflesh after the battle. King Thorael sends investigators. Such a power would be valuable.



    Actions Rolls
    • [Faith] Seize the sun(again) - with the completion of the sacred texts King Kro Thorael makes a bid to establish himself as head of the faith. (+9) [17 Success, but not enough :(]
    • [Faith] [GP 4/5] With the Sha thrown into chaos, crow scribes flock home, but continue their work. Away from the careful eye of the Sha the stories take on a new light. The sun is a mindless, idiot god. All powerful, but lacking any will of his own. Clever Crow guides him through the sky each day, and keeps him on course.
    • [Faith] [GP 5/5] New tales form. Clever Crow collects the dead and takes them to fly eternal behind him in the sky. Souls join the sun after death. The promise of eternal life is met with rejoicing, and some skepticism. The finished scroll is nearly 100 feet long and is kept safe in Highnest. Scribes begin making copies to spread the legend.
    • [Faith 5] Artifact: Receive a blessed gift from clever Crow. This large feather is nearly a foot and a half long. It is a black that seems to absorb light, but flecked with shimmering gold. The tip is sharpened and usable as a quill pen.
      CROW'S FEATHER
      When you spend multiple treasure on a roll, roll a d6. On a 5 or 6 gain one treasure back. On a 6 gain an additional +1 on the roll.
    • [Opulence 10] Technology: COINAGE [Optional requirement]
      +1 to resist buyouts from anyone without this tech.
      If you have a Precious Metal (i.e. Gold or Silver), +1 to buyouts.


    Non-actions
    • Support Thunderpeople in buyout of Fish.
    • Resist any other buyouts.
    • Accumulate 1 Treasure from Trading Posts (9 owned)
    • Accept Embassy from Al Ashir via the Truthseers.
    • Crow scribes create a Kro family tree for the Truthseers. It reaches all the way back to divine Crow and the Night Sky. The scroll is made of the combined vellum of three buffalo and leaves space for the addition of Kro Thorael's descendants.
    • Spend retroactive favor from TSR to help found an embassy with ASH.


    Ruler Info
    King Kro Thorael
    D 3 • M 2 • O 10 • F 6 • I 1
    Expected Gains:
    +2 Faith

    The Vault
    Spoiler
    Show
    1 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)
    Fish (TP1/2 Region 276)
    Last edited by zabbarot; 2020-09-19 at 10:28 AM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  3. - Top - End - #183
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

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


    News and Rumors
    -

    [Opulence] Buy out Region 95 TP1 (Emeralds) [TN 12, Roll 14, Success] - The land freshly discovered by Shani sailors was resplendent in glittering green jewels. Fitting that they would be found so close to the Jewel of Tarandi itself! The Nocter was quick to pursue this bounty despite the roundabout route necessary to reach it, and soon emerald cabochons began to accent silverwork, jewelry, and other artistic objects.

    [Opulence] Buy out Region 97 TP1 (Ivory) [TN 12, Roll 15, Success] - The ivory in the lands to the northwest was a great asset for decorative pursuits, and a few exchanges later scrimshaws began to proliferate in the city.

    [Opulence] Buy out Region 130 TP1 (Horses) [TN 12, Roll 14, Success] - Whilst the Arrok vie for control of the region's politics, so too do foreigners vie for control of its trade - The Mak-clan Confederation has quickly grown a great need for horses to run goods all across the land, and a such a source of of fine animals is not to be ignored.

    [Faith] Formally Adopt the Way of Eauden - Joyous revelation! The Noctrix had long supported the spread of ideas from Hiverness, but news of the great miracle in the north is the final push she needs to capitalize on it and formally declare her belief. Her husband soon follows suit, and thousands-and-counting of Eaudenites in Danneta-Yvaon and beyond rejoice and grow emboldened in their faith.

    [Faith] Assist construction of a Windowless Tower in Braye (1/3) (request the Rep upon completion) - Though the Nocter had been surprised when the Braye had kept their word in averting a trade war, that surprise paled in comparison to the request of workers and materials to build a Windowless Tower in the region. Perhaps the Ancient Ways were not so fundamentally opposed to what was civilized after all? Regardless of the motives of the Braye, the Truthseers would surely appreciate a smoothing of the whole endeavor, and that was reason enough to grant the request.



    Non-Actions
    - The threat of Blightspawn, possession of a Ring of the Phoenix, and newfound relationship with the Sentinels of Stone motivate the Nocter (advised by Kas) to request a more permanent station: Retire a Sentinel (-1 rep, -2 favors, Gain a Hero [8])
    - Support Hiverness buyout of Region 96 Living Stone TP3

    Embassy Actions
    - Gift Masonry to Eleftheria. May this loose alliance prove fruitful.
    - Gift a Ring of the Phoenix to Clann Solais, intended for Ruari of the Phoenix.
    - Accept 1 Unit from Shandole.

    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 7
    Military: 1
    Opulence: 8
    Faith: 3
    Intrigue: 6


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 1/6
    - Dannu-Gao Hunter Militia

    Treasure: 2/5
    (+2 passive treasure/round)

    Relics:
    2x Ring of the Phoenix

    Heroes:
    - none

    Embassies:
    - Embassy with the Arrok
    - Embassy with Clann Solais
    - Embassy with Shandole
    - Embassy with Eleftheria

    Organizational Overview:
    Sentinels of the Stone: Rep 3, 4 favors
    Truthseers: Rep 2, 2 favors
    Dream Speakers: Rep 0, 0 favors

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Trading posts (10, 2 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 96 (Living Stone) TP1
    - 113 (Hardwood) TP2
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 136 (Musical Instruments) TP3


    Spoiler: Expected Stat Gains
    Show
    +1 Opulence, +1 Faith


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2020-09-16 at 10:16 AM.

  4. - Top - End - #184
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    Soreni

    Queen Gothek Sekthel
    Spoiler: Leader Stats
    Show
    Dip - 6
    Mil - 6
    Opu - 5
    Fai - 1
    Int - 5

    Actions:
    [DIP] Attend bazaar hosted by Ashir
    The rich get richer.
    [DIP] Send Diplomatic Mission South 18 - Great Success
    This land is was your land, and this land is my land
    [MIL] Recruit Unit
    War. War never changes...
    [MIL] Recruit Unit
    The Romans Naherin waged war to gather slaves and wealth...
    [DIP5] Establish Embassy in Rocket's Capital Region
    This isn't Rocket Science, this is Diplomacy.

    Spoiler: Offer to the Naherin - C'nor Please Read
    Show
    The Soreni know that such a conflict will not end naturally.
    The Naherin will not stop seeking blood until they have been appeased elsehow.
    The Soreni have much to offer.
    • Treasure
    • Warriors
    • Masonry
    • Writing
    • Animal Handling
    • Diplomatic Marriage


    In addition, the Soreni know that vengance is a strong tool. They are willing to offer up the surviving assasin the Naherin so that they may see the justic they feel they deserve.

    In return, the Soreni expect peace between the two nations;
    The Soreni and Naherin will not attack each other. This means the Soreni will not reclaim The Valley of Bones, a decision that many Soreni feel cheated by, but that Gothek knows will keep peace between the two kingdoms.

    How the Naherin choose to go about this offer, the Soreni have no control over. At the end of the day, the Soreni seek to restore peace and equality between both sides. This war does not have to continue.
    Last edited by D&D_Fan; 2020-09-19 at 01:38 PM.

  5. - Top - End - #185
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Ta Seti

    Aspelta Oases Seeker

    Stats
    Dip 7 (+1)
    Mil 10
    Op 3
    Faith 1
    Int 1



    Actions:

    Military: Neferkare (M10) marches to 287 with 3 units (+1 composite bows) , Tacdoc (Skirshmishing) will duel the NPC commander: After hearing reports of willy kinky hair costal peoples, Neferkare, seeking real glory after an embarrassing showing verus the blightspawn, marches northward in order to incorporate some costal lands within the Alodite domain.

    Military: Hire a unit: Alodite Archers are Alodites specifically trained to use the new composite bows. These bows require a much larger draw strength than the prior short bow and thus require more training time to build up the required stamina for sustained combat. Lessons from the great Argent invasion are taken into account as Alodite archers operate at much higher standard ranges than their short bow using companions.

    Diplomacy: Establish claim in region 284 roll 19: Princess Isis The Weaver is sent to the lands north of Ta Seti to engage in diplomacy with the elusive Pygmy elfs of the north. A normally reclusive people, it takes many moons of travelling and gift exchange in order for Isis to gain entrance into they're elusive tree homes. After 2.5 years of effort Isis is soon bethroted to the son of a pygmy warcheif's son Mutwa Otwanife.

    Diplomacy: Stabalize 290 roll 13 In an effort to curb dissent in Shilluk, Aspelta orders massacres of dissenting villagers.There lands become home to herds of water buffalo, while Makurian sons shorter than an ox hip are taken by Alodite families to serve as squires and servant boys, while the elders are frequently hunted and eaten so the Alodites can absord their knowledge. While most Makurian villages post conquest bend the knee, dissenters have their holdings dissolved and transferred to loyal Alodites. Makurians who bend the knee are to be free of taxes for 6 lunar years and are given access to a myriad of animal products from the north.

    Opulence: Visit the Bazar in Ashir territory

    Non actions



    Embassey Actions
    Trade Composite bows for sailing

    News and Rumors
    Last edited by Lleban; 2020-09-19 at 07:22 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  6. - Top - End - #186
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 1 => 2
    Mil 4 => 5
    Opu 10
    Faith 2
    Int 5


    Actions:
    • [Intrigue] Secret!
    • [Dipllomacy] Attend Event!
      - Trade DRAMA to the Uzii for trade post rights.
    • [Diplomacy] OH YE GODS! EVERYTHING'S ON FIRE! (An accurate depiction of Thicket's mental state).
      Stablise the Towerhome [Failure!]
    • [Military] Finish the Trapping [5/5] and gain +1 to battle rolls in the Towerhome.
      Alright, Thicket, you were right. NOW we have enough traps.
    • [Military] Root out the Corruption
      Find the wine. Destroy the wine. All the wine must go. We drink only Kaff from now on.


    Non-actions: Attend event, support conversion.

    Military: 2 units led by Towermaster Thicket

    Treasury: 5

    Spoiler: Trade Posts
    Show
    Kaff Beans 1 and 4, Gems 2, Flower Wine 2, Silk TP 1, Aurochs TP 1, Cormet Stone TP 3


    Last edited by Miltonian; 2020-09-19 at 11:11 PM.

  7. - Top - End - #187
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Taran Icechaser
    Round 5

    Leader Stats Round 5 :
    Diplomacy - 8
    Military - 5
    Opulence - 2
    Faith - 1
    Intrigue - 5

    Actions:
    1. Military – Raise unit
    2. Military – Spend Special 5 to create a new hero - Score 10
    3. Diplomacy – Press Claim on Region 130 - 1/2 + 2/2 - Great Success (17 roll + 1 Seek Aid)
    4. Diplomacy – Raise Reputation with the Truthseers - Fail (11)
    5. Faith – Officially adopt the Way of Eauden

    Dice Rolls

    Hero Roll


    Nonactions, News, and Rumors:
    Resist all unauthorized conversions and buyouts
    Spend 1 SOS Favor to raise Rarras to a Mil 8 hero
    Spend a Favor from the Truthseers to Seek Aid and get a +1 to the Press Claim on Region 130 to make it a Great Success

    New Leader next Round? No

    Leader Stats Round 6 :
    Diplomacy - 9
    Military - 6
    Opulence - 2
    Faith - 1
    Intrigue - 5
    Last edited by LapisCattis; 2020-09-30 at 03:44 PM.

  8. - Top - End - #188
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
    Location
    Elsewhere
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Clann Solais



    Actions:
    [Diplomacy]: Continue to press claim on Region 117
    [Diplomacy]: Lobby the Truthseers to improve reputation
    [Military]: Rauri ventures to Hiverness to track down the Finger Wolf

    Rauri child, phoenix-named,
    she idly twirled her staff.
    The lion, old and never tamed,
    had spoken true his half.
    She said to him, Old Lion sir,
    I hunt the monster too.
    I care not where or what you were,
    Just what you mean to do.
    You say you'll fight the blightspawn,
    and drag him to his grave?
    I'll take the offer, let's be on,
    We've many more to save.
    And as we hunt the frozen hand,
    we'll put the word to all,
    about the stain upon the land,
    and sound the hunting call.
    We made it through the red dawn;
    experienced the worst.
    Many've sought to end the Clann,
    Cu Weir won't be the first.

    - New-Moon-Vulture-on-Wings-of-Stars, 2nd half.

    [Military]: Raise one unit
    [Opulence]: Gather one treasure

    Rolls found here

    Non-Actions:
    Spend one favor to increase reputation with the Sentinels of Stone from 1 to 2

    Ruler Stats
    Calder of Stag: Diplomacy 6, Military 8, Opulence 5, Intrigue 2, Faith 2

    Expected Stat Increases: Diplomacy +1, Military +1

    Rumors:
    • Tales of a massive wolf, taller than a house and made of nasty frostbitten fingers, have made their way to Star's End. The locals are treating it as a tale to frighten children, created by a poor traveler suffering from snow-fever, as even the local monsters aren't quite that disturbing. Rauri, having seen armored swimming lizards the size of boats, disagrees and sets off for Hiverness to see the truth for herself, putting the word out that she is hunting Cu Meur. Boss Calder, at least, supports her in this and puts in a word with his new Sentinel Contacts, attempting to increase the Clans' standing with them in preparation for training her to hunt such a beast.
    • It's been a while - on the order of years - but discussions about folding the lake people to the north with the Clans of Stars End are finally approaching a conclusion. For this, it has become fashionable to refer to Boss Calder as Stone Heart and Silver Tongue when waxing poetic, as his son continues to languish in prison to the east. Calder seems to be growing more impatient with this characterization by the year.
    Last edited by Jade_Tarem; 2020-09-16 at 10:13 PM.
    Amazing Zealot avatar by Elder Tsofu.

  9. - Top - End - #189
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Turn 5 Planning
    Tentative 5th Turn
    Lands of the HYD
    Round One Round Two Round Three Round 4 Round 5

    Expected Stat Growths
    Dip 10
    Mil 8_>9
    Opu 3_>4
    Fai 1
    Int 1
    
Tentative Actions
    Dip Finish Pressing Claim on 282 (get 1 Naval unit from natives joining me)
    Mil Raise Naval Unit
    Mil Liyae Explores south of 305 Roll=18 (Great Success, +1 Army Unit)
    Opu Attend the Bazar
    Opu Buy out Bloodfire TP 2 from region 278 Roll=12 (13 with pottery which I forgot to add)

    Subaction/Nonactions
    Retire a Sentinel (Roll 3+6=9) (Mars, Sailor of the Stars)
    Trade Sailing and get Composite Bows from Ta Seti
    Accept incoming Embassy from the Soreni
    Spend 1 SoS Favor to increase Rep from 1-2

    Fluff
    Lamia Bestiary Tactics (SoS Slabs entry #2)
    Write up Water Buffalo Bow technology (these two as part of SoS slabs?)
    Write up Liyae Returning fluff
    Spoiler: Mars, Sailor of the Stars (9)
    Show

    Retired Sentinel Infocard

    Title: Mars, Sentinel (Score: 9)
    Race: Human (secretly half human half alondite)
    Weapon Excellencies: Deer Horn Knives
    Weapon Excellencies (To Be Obtained): Composite Bows (will increase HScore from 9>10)
    Appearance: Tan skin, ponytail’d hair. Muscled but lithe feminine form. Wears tight jeans, a cowgirl hat, and general masculine attire.
    Personality: Chivalrous. Flirtatious. Yuri as hell and picks up chicks everywhere she roams.
    Fighting Style (9): A whirling dervish with her Deer’s Horns. Gets up and personal, using Tai Ji style redirection to deflect any and every blow coming her way. Using finesse and acrobatics over raw power, able to scale a troll’s back like she’s walking through the street, and with the flick of her wrists disarm the weapons of soldiers, be it by yanking their swords free of their hands or by slitting their hands free from their arms.

    Fighting Style (10): Uses her Composite Bow and a horse to gallivant about the outskirts of the battle, picking impossible shots at full speed and lancing enemy after enemy. Like an actual deer, impossible to pin down, and even if you did she’s just dismount and maul you with the Deer’s Horns for the trouble.

    Retirement Motivation: One part the fact that she wants to see her ancestral elven homelands and take part in their glorious new weaponry. Composite Bows? Holy hell you could hit people from so far away. Mars fully intends to become thee world’s first Master Archer and pioneer the craft.

    One part because the sentinels only accept human members and frankly she’s sick of living that lie. Earlier in her life she took that on as a white fib to join ranks with the men she owed an immeasurable debt to. Now it (and the sausage fest) grate on her daily, and while she will remember the SoS kindly… it’s time to wrest free from their black iron shackles.

    (The Rank Increase from 9>10 is due to the Sentinels mechanics spending a favor, and fluff wise is a combination of her learning how to use her bow, and her connections with the sentinels letting them give her a steady supply of Black Iron tipped arrowheads, should she come to encounter any Blightspawn, or find a rival Hero that she *really* needs to take down in a duel.)


    Armies Of The HYD
    Tldr; 3 Land 1 Naval, Recruiting 5 end of turn
    Spoiler: Night Elven Armies (As of 224 AFD)
    Show


    To take a tally with their newfangled ‘writing’ shenanigans, the Nocturnal Hydra Nobles have started to tally their strength doing combat into a coherent manner. Figuring out ways to cross compare forces is essential. The Ier unit of measurement serves us in this end, taken from the strength of a top quality Ashir Cavalry. All of these measurements are approximations before even accounting for the fact that the IR measuring stick is itself an approximation.

    Army Unit 1
    (Alaskan Bull Worm Division) (221 IR)
    Elder Hydra Worm (75 IR) (1 to 75 IR)
    80 Night Elven Bow Cavalry (106 IR) (3 to 4 IR)
    60 Night Elf Axotol spearmen (20 IR) (3 to 1 IR)
    200 Peasants and load bearers (20 IR) (10 to 1 IR)

    Unit 1 Suffered Casualties, but thanks to the bow upgrade actually increased in strength despite only peasants being replenished back into it.

    Army Unit 2
    (Prince Azim’s Cavalry Regiment) (220 IR)
    Azim’s 200 Ashir Cavalry Riders (200 IR) (1 to 1 IR)
    ~200 Horse Groomers (20 IR) (10 to 1 IR)

    Army Unit 3
    (Orca Mercenary Squadron) (232 IR)
    50 Orca Warriors (150 IR) (1 to 3 IR)
    Orca War Chief riding a War Troll (22 IR) (15 to 1 IR for the War Troll, 7 to 1 IR for the Warchief)
    300 Peasant Orca, Uzii, and Goliath in tandem (60 IR)

    Naval Unit 4
    (Her Majesty’s Cannoe) (225 IR)
    150 Lamia Swashbucklers (50 IR) (3 to 1 IR)
    100 Lurker Lamia (50 IR) (2 to 1 IR)
    1 Lamia Captain and 24 Captain’s Crew (25 IR) (1 to 1 IR)
    50 Night Elf Retinue (10 IR) (5 to 1 IR)
    200 Lamia Sirens (50 IR) (4 to 1 IR)
    20 Secondhand Orca Warriors (40 IR) (1 to 2 IR)


    Spoiler: Recruiting This Turn
    Show

    Naval Unit 5
    (Songstress Chacuu Vagabonds) (222 IR)
    Royal Chacuu Mount (10 to 1 IR)
    50 Lamia Chocobo Riders (50 IR)
    50 Barely-Tamed Chacuu (50 IR) (1 to 1 IR)
    Queen Freya (Lamia Empress) (10 to 1 IR)
    400 Lamia Sirens (100 IR) (4 to 1 IR)
    (Bow Cavalry Division) (217 IR)
    2 Adolescent Hydra Worms (50 IR) (1 to 25 IR)
    99 Night Elven Bow Cavalry (132 IR) (3 to 4 IR)
    25 Ashir Cavalry (25 IR) (1 to 1 IR)
    100 Peasants and load bearers (10 IR) (10 to 1 IR)

    Naval Unit 6
    (Swashbuckler Lamias) (230 IR)
    300 Lamia Swashbucklers (100 IR) (3 to 1 IR)
    40 Lurker Lamia (20 IR) (2 to 1 IR)
    1 Lamia Captain and 49 Captain’s Crew (50 IR) (1 to 1 IR)
    50 Night Elf Retinue (10 IR) (5 to 1 IR)
    200 Lamia Sirens (50 IR) (4 to 1 IR)

    Army Unit 7
    Liyae’s Pirate Crew
    1 Adolescent Hydra Worm (25 IR) (1 to 25 IR)
    Plus all the tag-alongers she finds down below 305.


    Spoiler: Naherin&Soreni Peace Agreement
    Aka, "just dumping loot at you to get you to leave"
    Show

    Soreni give up claims to region 311.
    Soreni agrees to deliver 1 Treasure and the still-living assassin of the Former Queen to the Naherin, due by the end of Round 5.
    Deliver 1 military unit to the Nocturnal Hydra, due by the end of Round 5.
    Mutual Nonaggression for 2 rounds.
    Supporting a TP buyout from Naherin in your region until she acquires one.

    Write up Fluff of Zora, Kehna, perhaps some other of my characters, and some Soreni character talking it over during a grand feast.


    Spoiler: Toibae Attends The Bazar
    Show

    Azim stayed back home while his bride went on her diplomatic mission this time. He had to manage the horses and teach the new recruits how to ride (including his son who is now of age to begin riding a horse). The night elf for her part went to the bazar with a cavalcade of Catosaurs. Consisting of many different breeds. And as much trouble as being a saleswoman was and managing five hundred ***** cats was... She got to leave both her children back with Azim to babysit them. Really, this was a vacation from the children and she enjoyed it.

    This was her opportunity, to show everyone what they are made of. These precious little housepets. She made additional comments about them being good omens to the more religious of the buyers at said bazar. But really they were just precious little pets. Very scary and fluffy, but luxury items more than anything.

    They were a wild hit though, many people flocked to get them into her homes, high class nobles adopting them by the dozen. It was really a shame she only brought five hundred of them, but that did allow her to drive the prices up through the roof as an artificial cap on their quantity, as well as exclusivity in terms of getting their own breeding population to spread them throughout their kingdoms en masse.

    Even after Zora taxed Toibae for the hydra's share of the earnings into the kingdom's coffers (for being the one to provide food, shelter, and catosaurs for Toibae to work with), Toibae still managed to earn a pretty penny. Much more importantly, for her good work she was named head governor of Thanks, and her next project was to oversee the city's construction itself.


    Spoiler: Zora Brokers Many A Deal
    Show

    It was honestly surprising that Kehna was the harder one to work with, given the other negotiator was a literal enemy. Zora didn't back down though, even when Kehna was at her worst she maintained her negotiators omnipresent smile.

    In the end, once everyone had calmed down, they came to acceptable terms. As long as the Soreni held up to their end of the bargain Zora would be happy. She could always use more soldiers. They'd held up their end so far. Zora had... persuaded a Soreni ambassador into a wing of her capital as part of the deal. The truthseers were especially happy about this arrangement. But that was something more closed-curtains.

    What was more up front was the Nocturnal Hydra's trade route set to harvest Bloodfire. Zora found the substance fascinating when she arrived, and had no fears when testing it out. Pouring it in front of her, sparking it alight with a rock to test how trudgen's the rumors were...

    ...and promptly blowing off two of her fingers in the process.

    ...and Zora laughed about that, accepting a mass shipment of Bloodfire on the spot.

    They'd find a use for the dangerous substance surely, even if they had none as of yet. And when they did develop a way to apply this en masse on the field, well. It could be as dangerous as the Hydra worms. And that isn't something Zora said lightly.
    Last edited by Epinephrine_Syn; 2020-09-19 at 04:16 PM.

  10. - Top - End - #190
    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.[Faith] In exchange for a favor, and with help from the Dannu-gaon tribes, Thought King Kartoffel has approved the construction of a Truthseer Tower in Braye. Hopefully it will help to shed light on the mysteries of the Eruungo.[2/3]

    2.[Faith] Construct the Truthseer Tower in Braye [3/3]

    3.[Faith] Thought King Kartoffel has been a fan of the ancient ways for some time now. He has been helping to show people the natural path. The way away from strife and misery to acceptance. Acceptance of the infinite cycle, life and death, peace and chaos. The members congregate in the Fridden Forest to engage in tantric meditation. In Fridden Forest the Brayewenese have begun to expand their minds and bodies beyond the material plane.
    Spoiler: Fridden Forest
    Show

    Fridden Forest is not a forest, but a opening in the woods atop the southern Cliffs of Klammen, between Terade and Kartoffel city. There are jagged boulders arranged in a circle. One large round, soft boulder is in the middle. The leader of the meditation will sit on the soft boulder, everyone else sits on the jagged ones. There is no roof, to allow the Brayewenese to convene with nature. The meditation will happen sun, rain or snow with very few garments. Through this meditation, the Brayewen channel their inner fire to accept the cold and live within it.


    4. [Diplomacy] Create claim on region 120. Offer marriages of 3 of 5 council members (Councilmen Schein, Ellen, and Leif) immediately. The region would also get a permanent seat on the council of elders in Braye that chooses the next Thought King, should they join with the Brayewen Tribes. roll: 13

    5. [Diplomacy] Raise reputation with the Sentinels Of Stone roll: 13

    Spoiler: Non-Actions
    Show



    Spoiler: News and Rumors
    Show



    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: TBD

    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; 2020-09-19 at 04:41 PM.

  11. - Top - End - #191
    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] Finish Windowless tower in Kincany (3/3) The base provided for the truthseers is definitely windowless, and technically a tower. Built with only one floor above ground, it descends deep into the earth, with a trapdoor in the bottom leading out into the tunnels of subsurface MacGill territory, so that the Truthseers may offer their services to courts both above and below.
    2. [Military] Invade region 194 Following the Bel-Dan's raid on Kincany, the one thing the Anbroch houses are able to agree on is their hatred for the Pirates. Rosie MacGill capitalizes on this to get all the Battlemistresses out of her hair, ordering them to attack the southernmost portion of the Bel-dan's holdings.
    Spoiler: Math details
    Show
    Traveling through 197 with Neno, who never hit a foe twice (9) and three units (two land, one naval), challenging the Bel-Dan commander to duel (I possess a CI in dueling), and the reckless advance tactical doctrine.

    3. [Military] Raise a Naval Unit Excited to go to war with the Bel-Dan who have been harrying them for so long, more Luthrail boat captains agree to transport Anbroch troops for pay.
    4. [Military] Raise a Unit Worrying many of house MacGill, house MacTir holds its own trying to recruit quads for newly fledged Battlemistresses. While they may "serve" the matriarch for now, some suspect they could be planning for insurrection.
    5. [Military] Raise a Unit In response to house MacTir's recruitment, house MacGill reaches out to its Battlemistresses everywhere to return and reaffirm their commitment to the house. Even those previously engaged in banditry or mercenary work are welcomed back.

    Nonactions:


    News and Rumors

    Although four years ago it seemed civil war might loom on the horizon, the devastating pillaging of Anbroch buildings by Bel-Dan raiders presented a political opportunity for Rosie MacGill, which the now more experienced ruler took as a possible avenue to escape from her weak first four years as "warlady." The death of the Matriarch while Charlie remains unmarried further bolsters her claim to lead House MacGill.

    Charlie MacGill has been befriended by the Blemmyae Oyem. Perhaps seeking to hide from his most popular legacy as the inventor of the Limerick, Oyem travelled into the tunnels to meet the Anbroch Prince, and become a personal advisor. Speculation abounds that his influence is responsible for Charlie's rejection of all suitors thus far, though why the preacher would seek to prop up Rosie MacGill is not understood.

    As Abiherism becomes more and more popular, Rosie MacGill spots an opportunity to foster relations with the powerful Sirrvadut elves to the east. In a policy decried by many as an example of Rosie's weakness and capitulation to foreigners, she uses the wealth of House MacGill to construct towers across the region (though primarily the northern coast) apparently dedicated to fending off gods, and even allows Sirrvadutt to patrol them. Rosie's detractors claim that this goes against all Anbroch traditions and is a betrayal of Loren, while the growing Abiherist population that sees Loren as more of a legendary ancestor is more favorable towards the construction. Skeptics point to the decision to concentrate the towers on the northern coast as a clever ploy to bolster Kincany's defenses against pirate attacks.



    Spoiler: Ruler Information
    Show

    Matriarch Rosie MacGill
    Spoiler: Biography
    Show



    Stats:
    5 Diplomacy
    4 Military
    2 Opulence
    1 Faith
    5 Intrigue

    Attribute Improvements: +2 Military

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (26 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.

    Charlie MacGill (20 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.



    Spoiler: Bookkeeping
    Show

    Land Units: 2
    Naval Units: 1
    Trade posts:
    None
    CI: Never Again (Increased Die Size on duels)
    Heroes: Neno, who never hit a foe twice (9).
    Last edited by Potato_Priest; 2020-09-11 at 11:41 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.

  12. - Top - End - #192
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Five

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

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


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

    The Sentinels express their deepest gratitude to the kingdoms and peoples of the world who have donated to their cause. A great deal of obligation now rests on the Sentinels' shoulders but these debts they will meet gladly for the favor done to them by supporters of the war against the vile Blightspawn.


    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.”

    [As 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!]

    [Diplomacy] Sentinels travel to Arran Viska to pick up a Phoenix Ring - The aging and increasingly settled captain of the Sentinels deployed to Shandolé, Roland of Rosewood, had communicated to his order the Arran Viska’s forging of nine rings intended to aid in cooperation fighting the Blightspawn menace and their offering of one to the Sentinels. With Idris and Theodora being sent to Mamut the Sentinels authorize Roland to accept the ring on their behalf that it might be granted to the fiery tempered Idris upon his completion of a tour through Mamut's flowerspawn regions. The recently married Roland was no longer an active fighter in the campaign against the Blightspawn but even though they were not an order of diplomats such as the Truthseers were the Sentinels recognized Roland's utility as a bridge between their order and Shandolé who in turn acted as a bridge to greater Tarandi.

    [Military] Offer the services of Theodora of Kiswa and Idris of Sikar to lead slash and burn efforts in Mamut's Flowerspawn infested regions - Hoping to coordinate with the Uzii and Hraban who most quickly recognized the danger of the Heavenly Amaryllis the Sentinels deploy Theodora and Idris to offer aid. While the allocation of heroic personalities to matters in Mamut prevented them from pursuing the Finger Wolf, Ember Bats, or following up on the Argent Swarm the Sentinels seem to believe the Sentinels were best utilized to aid efforts in Mamut. Theodora, now reaching her late forties, seems ready to serve but increasingly weary of traveling the world seeing only death and destruction. The slaughter of so many by the Argent Swarm has purportedly left her scarred not only physically but in her mind. Scandalous rumors had also started that the notoriously stoic woman had developed feelings for Nefekare the Elephant Hunter as one of the few who could understand her troubles thanks to their campaign in the Sands of Sha. Idris meanwhile was only cresting thirty and the fiery tempered Sikarite seemed eager to burn fields of Heavenly Amaryllis and cut down any floral Blight zombies encountered along the way with no foul memories burdening his mind. (Request: Offer Theodora of Kiswa (8) and Idris of Sikar (7) to Mamut kingdoms either to A) Clear 1 region/Hero of Heavenly Amaryllis or B) Lead a local army detachment to intercept Flowerspawn en route to Region 33. Reward/Cost: 1 Favor/Hero deployment in either A or B role. If conflicting directives are issued additional Favors can be spent to sway deployment otherwise deployment will be determined at random between contesting options. Duration: Round 5)

    [Military] Collate the Slabs of Prowess (4/5) - One of the greatest records on combat the world over is nearly complete and few civilizations have yet to contribute to the Slabs yet still the Sentinels seek to establish an even more fully realized collection of fighting techniques and warrior culture from the sands of Sikar to the tundras of Tarandi. Wherever the Sentinels make camp a copy, even if only partial, of the Slabs is available and contributes to the training and exercises performed by local Sentinels and their aspirants. The order's already dominant prowess in battle is only enhanced by these many techniques. Soon Sentinel training begins to evolve into a master martial art taking the greatest achievements of disparate cultures and blending them into unique schools fit to various environments and conditions. (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)


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

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

    Kiswan Collection (Open for submissions through Round 8): Histories and myths of the Bananda, Songs of Korebita


    Region 196 is discovered to have a Speaker's Tavern!

    [Diplomacy] Increase recruitment in Kiswa...or not - With the increased number of Dream Speakers roaming the jungles seeking tales from Kiswa it has been discovered that a higher number of births than predicted for the region are being blessed with the Twilight Sight. Hoping to expand not only their campfire catalogs but their membership ranks the Dream Speakers separate some of their already deployed agents to focus on recruitment among the most heavily affected communities. This in turn leads to increased grumbling and irritation among those who do not wish to see their sons or daughters joined off to the roving band desiring instead that they remain at home where they might learn their forebearers trade. While the Dream Speakers make promises not to send children unwilling to travel far too great a distance from their homes and insist that Twilight Sight left untrained could be cause for greater suffering than months-long absences this doesn't stop demands to local rulers to take decisive action against Dream Speakers openly recruiting and, if rumor is to be believed, sometimes taking Sight-gifted children from the towns and villages. (Request: Do not interfere with Speaker recruitment. Reward: None. Penalty: Any action taken to interfere with recruitment will result in -2 Reputation. Any non-action taken to interfere will result in -1 Reputation. Duration: Round 5)

    [Intrigue] Investigate the Milk of the Great Mother 14 - News traveled fast in Shandolé, especially so when those who supped of the Great Mother's Milk talked endlessly of the revelations brought to them by the mysterious compound harvested by the so-called Children of the Serpent's Pass. Intrigued by the mystery and especially of matters concerning a dream-bonding between Great Mother and her Children the Dream Speakers seek to gain a more full understanding of the Milk. Dream Speaker envoys are sent to meet with the Children, those willing to do so even partaking in the Milk, that it's full effects might be understood. Of special interest to the Speakers is the Milks interaction or inaction as related to the gift of the Twilight Sight. Shared dreams were no small matter to the Speakers and to find others bound by shared vision was of unceasing interest to the wanderers. There were of course those, like the River Elf M’Ká’acindi’tonyóndersan – My Song Flows to Lands Far and Wide, who seemed to believe the so-called Great Mother was a bearer of false corrupting dreams and though her paranoia towards the Milk was not universally shared by Speakers the world over it was far from a minority opinion among the Speakers in Tarandi.

    [Diplomacy] Collate the Kiswan Collection (2/5) - With only the Bananda and Blemmyae yet to contribute the Speakers are eager to encourage more sharing of myths and legends from the dynamic cultures of Kiswa. From noble Vygra who now claimed title of World Shepherd to bold Bel-Dan who sought to seize Alexios' great ship the powers of Kiswa are encouraged to share tales be they ancient or modern of the great personalities who have shaped the jungles. While the Speakers were capable storytellers all their own and even now wrote tales of the Anbroch and Trolls to hear their stories told in their own words was a greater reward. (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

    Histories of the Sikarian Dynasties: Nocturnal Hydra: Zora, Ashir: Line of the Amir


    Region 123 is discovered to have a Windowless Tower!

    Region 219 is discovered to have a Windowless Tower!

    A coven of high level Truthseers travel to Thade where they secure an audience with Veret Haftian, leader of Eleftheria. While the finer details of their discussions remain exclusive to Veret it soon becomes known through whispers that the leader of the eleftherians has been offered the chance to prove themselves a worthy claimant to an ancient title known as “Heir to the Four Winds.” Veret has been granted the opportunity, so long as they remain First Disciple of the Four Winds, to prove themselves an equal in matters of intrigue, wordplay, and guile to the most elite of the Truthseers’ order and in so doing uncover one of the greatest mysteries protected by the sisterhood.

    [As First Disciple of the Four Winds, Veret Haftian has drawn the attention of the Truthseers most wise and ancient sisters! While this coven remains in their court, Veret Haftian may spend a special Diplomacy action to engage in discussion investigating the coven’s cryptic words through dialogue. While undergoing this verbal sparring, Veret Haftian may roll Diplomacy against TN 14 to impress the Truthseers, and earn the right to hear the Four Winds Mythica!]

    [Faith] Offer to Seek Aid for any Friends of the order - While achieving friendship with the Truthseers was not always an easy process those who did so would be rewarded for their efforts. In kingdoms who claimed the friendship of the order diviners of the sisterhood present the chance to utilize their mystic arts to aid efforts by those aligned with the order's interests. While the Truthseers held no doctrine recognizable to the wider world as any now known to modern people such as the Path of the True Dawn or Way of Eauden their ways were the ways of civilization and those who shared them shared in a great fraternity of spirit whose boons could be greatly rewarding. (Request: Any Rep 2+ kingdom (ASH, DAN, DER, ELF, HVN, ULD) may choose to receive +1 from a Seek Aid to one action taken this round. Reward/Cost: 1 Favor spent/indebted as a non-action. Duration: Round 5)

    [Intrigue] Secret 19 - The sisterhood remains quiet regarding certain activities being pursued by their order and while it fosters paranoia among some observers many within the order are quick to point out that paranoia about their mysteries were prevalent whether they were seeking to obfuscate their pursuits or not.

    [Diplomacy] Collect Histories of the Sikarian Dynasties (3/5) - The Ashir and Nocturnal Hydra have contributed their lineage to the Truthseer's vaults of knowledge but so many in Sikar have yet to share their familial histories. Still, with what is known the Truthseers begin to examine the lineages of two mighty Sikarian dynasties though what exactly they seek among them or among those of Tarandi remains a mystery. (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; 2020-09-19 at 10:16 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  13. - Top - End - #193
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Regions 19 and 36
    The Targiz
    Current Leader: Ells Ogra
    Current Abilities: D2, M7, O8, F2, I1

    Round 5

    Actions:
    • OpulenceBuyout [Region 40, TP #3] (Roll: Success)
    • OpulenceBuyout [Region 40, TP #2] (Roll: Success)
    • OpulenceBuyout [Region 39, TP #3] (Roll: Success)

      Ells Ogra, now Inquisitor Ogra, continues to flex Targiz’s economic might. After further negotiations with the Uzii the Targiz expands its holdings in lands that are controlled by Swampum. With additional influx of Battletoads and an avalanche of cheese the elites in Kursaal in particular have made an entire portion of the Crown Stands exclusive to their ilk. There, wine and cheese is in abundance and one could pretend that there are no horrors in Northern Mamut.

    • Military - Quest into the Unknown (North of Region 8) (Roll: Great Success)

      There is a story in Trí’Maloa that mothers tell their young after they catch them dancing in the sky during a storm. They take their brood beneath their feathers and whisper to them of the Lost Flock. The Lost Flock were the best dancers in Trí’Maloa, they would twist in the wind and create elaborate shapes that only now other Skyclad Dancers were rediscovering. They were gorgeous and beautiful, but they were proud and that pride was their undoing. Once during a great storm, with rain and lightning arcing in the sky the Lost Flock raced into the heavens to put on the most daring dance ever danced. They contorted their serpentine bodies in the sky as thunder provided the beat. The entire flock created shadows in the storm and as the rest of Trí’Maloa watched in awe the storm suddenly shifted. A great gust of wind beat the flock in the air and as their dance lost structure they were left flying against the great gust that now carried not only rain but stones and sticks. They fought against nature as much as their hollow bones could bear, but they and all of Trí’Maloa knew that it was too late. The wind carried them off beyond the mountains and they never returned. The young whimper beneath their mother’s feathers and think twice to dance in the rain.

      ***

      The Lost Flock, in truth, was blown far from their shores – the storm carried them all the way to Mamut where it threw them to the ground and in doing so broke their bones and their minds. Their wings were shorn of feathers in a strange and foreboding land, their landing had robbed them of their memories, blood coming from their noses and ears – all they knew were that they were lost. And so there, in such a state, they had to begin their second life. Their new land were not forgiving of these flightless interlopers, many predators in the first years taught them the lessons of savagery. Soon they forgot language and only spoke in frightened hisses and jerky pointing. The second generation of this Lost Flock grew up wild – their parents were broken people unable to care for themselves or their young and so the flock grew but grew like a gnarled and twisted branch. The young could fly, but instead of dancing they took to the air to hunt for small prey animals with their teeth and claws and bring back to their lairs. And so the Lost Flock grew into a loose nation of scavengers living in a dark forest, their former brethren would scarcely recognize them. Their feathers are dirty and bloody, the intelligence behind their eyes replaced with the Hawk’s cruel gaze. If they would reach out to their lost cousins, their lost cousin would screech and lunge at their throat . . .

      ***

      The creature walks unimpeded through the forest, the vines and trees seeming to part for him, almost as if he part of the forest, just another plant among many. The flower that is the man’s head is wide open and the smell of meat left untouched in the hot sun drips out of it. The smell roils through the forest and here and there the eyelids of Scavenging Dancers, that Lost Flock, slide open, sniffing intensely at the smell for while others are repulsed this smell to them usually means food. They fly and leap through the wilderness towards the strangely traveling trail of what they assume to be a large dead animal and then to their curiosity they begin see and spy the Corpse Flower creature during its journey. They smell the overpowering scent of fresh maggots and their mouths water until one decides that this creature is a walking meal, already dead and for the taking.

      The Scavenger Dancer lunges at the creature its claws outward and suddenly the creature crouches down, turns and lunges right at the incoming dancer. Before the dancer could register shock, the creature holds its head in an iron grip with one of its hands. The grip is inescapable regardless of how the creature struggles, and it does struggle – matted feathers falling to the ground. The creature seems to observe the scavenger but how it does so with no eyes one could not know. The creature then takes its free hand and reaches to its inflorescence and plucks a fruit that was growing within. The fruit looks diseased, a black and purple berry that seems soft and seems to move as if crawling ants struggle beneath the surface. The creature holds the fruit between two massive fingers, somehow gingerly and not crushing it – and then forcefully force feeds the scavenger that cries as the fingers, which are larger than its jaws, push through and deposit the fruit. The creature then drops the scavenger to the ground and waits as the scavenger coughs and starts to fly away but then grabs its throat and cries, blood beginning to seep from its eyes, its veins starting to raise and turn the color of wine, it raises a hand towards the impassive creature and then, one last cry, it drops dead. The Creature seems disappointed.

      The other scavengers, usually cannibals – letting no meat go to waste – begin to follow the creature through the forest, in awe of its power. They begin to worship it as a god. How could they not? It seemed to be the darkness of nature incarnate. What’s more the creature seemed to be heading towards the bone totems that kept them from exploring further north. Perhaps this darkness was there to break the totems and lead them towards a new land with more meat . . . or perhaps they should journey to the land from which this God emerged from?


    • Military - Quest into the Unknown (West of Region 8) (Roll: Great Success)

      The bath water felt great. The Inquisitor had the luxury of a copper tub and she had sent Ces to it after their meeting. He was relaxing and watching the grime slide off him till the water was colored yellow brown. It was funny how life would kick the crap out of you and then offer you an olive branch. He lowered his head into the water and then emerged and ran his fingers through his now-longish hair. It seemed that he was now a Sheriff of the Inquisition; he wondered what his former brothers of the Sentinels would think about that – certainly better than being a beggar on the street. He half submerged himself in the tub and began blowing air bubbles to distract himself from his thoughts of shame when Inquisitor Ogra walked into the room without announcement.

      He quickly sat up in the tub and tried to cover himself but it seemed like she did not care about him or his nakedness. Instead she ignored him walked over to a desk and shuffled through some papers and then grabbed her chair and brought it to the tub.

      Do you know what is the happening up north?”
      Can’t say I do inquisitor. As you know, I spent the last couple of years in a daze in your lovely city
      Hmpf, I would have hoped a Sentinel would have kept better track of the world
      Former Sentinel”, he cheerily added – it’s not like he wanted to have left the brotherhood, but black iron did fetch a good price and he needed the cash for his gambling. Still better to hide the disgrace under false cheer than to be a mopey bastard.
      Blightspawn

      The word made Ces shoot out of the tub, naked and dripping dirty water. It was an instinctive reaction from years of training and experience. You can take the Sentinel out of his armor but you can’t take the Sentinel out of the man. He found his own reaction strange – for one of the reasons he fell from his standing and into debt was because he had no desire to deal with the cursed creatures ever again, and yet duty seems to have placed its hooks into him deep.

      Ogra laughed at his reaction. “Sit back down, no one is interested in your bravery or your manhood.”

      Ces red-faced sat back into the tub like a young boy, pruning up and increasingly uncomfortable at the dynamics of this situation. “Is that why you recruited me? To lead an army to confront these blightspawn? I got to tell you – I am not sure I remember enough of my training to be any help.”

      Lead? Who would follow? The Crusaders will not follow one not of the OORT and the lower communes are in thrall to a cult that the inquisition was created to free them from. Perhaps the Holy Revel would follow another drunk – but the witch-sisters would use you up before you convince of anyone of anything. No despite the weapons and wealth you see on display Targiz is not ready for a campaign in the far north of Mamut. Perhaps with time you could earn the trust of the Crusaders, but there is no time. You cannot lead if no one would follow.”

      Ces was silent in the tub, the truth of Ogra’s words as apparent as was his naked body. He looked down onto the distorted vision of his flaccid penis below the water and felt that as a symbol of his own impotence it could not be more apt. “Then what do you want me for? You say the inquisition was made to root out a cult. Do you want me to go breaking down doors and torturing people?

      Ogra was stone faced, the joke obviously not a joke to her “Perhaps, with time. If it comes to that.

      The full reality of what Ces agreed to when he promised to serve the Inquisitor fell upon him on that moment. He was to be her left arm – the one to work in the unsavory shadows. The one to deal with the ****. Such was his life. Ces the Cesspool. “Okay . . . if not now, then what are you doing here?

      Ogra looked him in the face and sighed “If Mamut is to burn and Kursaal to continue, we need to find other trading partners and other sources of wealth. I want you to explore west and see if there is more out there. There must be. I hope the Uzii and the Humans of the North are able to quell the Blight, but we need to prepare for if they fail.
      Is this under the purview of the Inquisition?

      Ogra got up and walked to the door and looked back at Ces in the tub. “Everything is under my purview”.

      And then she left him alone in the lukewarm water.


    Non-Actions (Actions for Rando to note are in bold):
    • Continue to support Uzii Buyout of Copper (Region 33, TP #3) in exchange for 1 Quest Action by Zayuz (Merine) at my discretion and sole benefit.
    • Continued Support for Buyout of Uzii for any open Flower Wine TP
    • Exchange one SOS Rep to Stabilize Region 19.

      Inquisitor Ogra was disgusted to find that the new elite in Targiz had fallen into malaise and decadence while she was away managing the affairs of the state abroad. The elite have become addicts to wine made from the Goddess of Pride. Ogra, sworn friend to the ruling couple of the Ank’Anske and tutor to their daughter, the heir to be of the High Commune, understood that if the Targiz would survive it would have to reign in its excess. While the Inquisition was created to root out the growing cult influence in the state, especially finding out how far the rot had spread in the faiths themselves, Ogra seeks to expand the Inquisition’s purview to start managing wine consumption. While many of the Ank’Anske are addicted and are outranges at the Ells commune member telling them what to do, Ogra does have the support of the faiths and at least the two most important Ank’Anske. In this expansion of Inquisition power Ogra has asked for the sentinels to start looking for and breaking any casks and pots of Amaryllis Wine they find, declaring such wine Heretical and against the teaching of the Four Faiths. The wasting of such wine not the sin; and instead a holy calling.

    • Generate 2 Treasure with passive income (10 TP owned at beginning of round) (Started Round with 4 Treasure - Ending Round with 2 Treasure)
    • Accept Fundraiser Sentinel Hero (7) – Ces Arnif (see International Organizations in spoiler for story)
    • Trade 1 DSP Favor to increase DSP Reputation by 1
    • Exchange one SOS Rep to Raise Ces Arnif's Hero Score from 7 to 8.


    Spoiler: News
    Show

    International News

    Countries

    Kursaal continues to be a city of luxury drawing greedily from the rest Mamut as it deals with the flower plague. While flowers are worshipped in Mamut and their destruction considered a grave sin, Ogra at least makes clear that fighting the creatures borne from such flowers carries no such religious penalty. However, all such conflict is far away from Targiz and the Elites are reluctant to engage – their only concern is that their copper interests may be in danger.

    Additionally, Ogra is trying to reach out to Leafhair, the new leader of the Deru, to apologize for the actions of the Revel. While the Revel is recognized as a holy institution and she could not act against them, it is certainly well within her political rights to try to make amends and do damage control. Whether Leafhair and the Deru are willing to listen to her is another matter.

    International Organizations

    Kursaal had already been a popular destination for Dream Speakers, given the flowing and easily parted with wealth, but after the recent flow of money to the Sentinels and the growing popularity of various underground blood sports and sanctioned wrestling bouts, as well as the general danger of city life, Kursaal has also become quite popular with some of the more less disciplined Sentinels. While most Sentinels pass through the city onto other destinations, perhaps grabbing a drink, a night of companionship and a respectable amount of gambling, other Sentinels are more drawn into the lifestyle of gems and coins, women and men, races and sports, fights in cages and alleyways. It is not common, but also not rare, for a person to come to Kursaal a steadfast Sentinel and end up staying as mere thug, or worse . . . a drunk disgrace.

    Ces Arnif

    Ces woke up in a cesspool.

    That fact seemed like a cruel joke; it was almost as if the Gods made his mother name him Ces just so they could eventually have him end up in one these stick holes so they could laugh at their own amazing pun. Ha Ha – well good for them. They completely ruined his life. He remembers when he was a great Sentinel of Stone, off fighting some horror in the mountains, coming into towns and villages where minor lords would offer him a seat of high honor at their table and perhaps he would take one of their daughters behind a hut and enjoy himself for a night. Now look at him, or rather don’t look at him. He was covered in ****. Gods damn the Gods.

    He was able to climb out the pit and finally wash himself off in one Kursaal’s muddy “rivers”. Yeah, it was more ****, but it was **** mixed with water and thus better than caked on foulness that covered him before. Why they hell did he come to this city? Other cities were great, they were beautiful and full of beautiful women who all respected him and it was wonderful. Here in Kursaal all everyone cared about is money and well . . . he loved money too. This goddamn city. He started betting on Ko-Ball matches. He was a Jewel man, he was betting human all the way, and one would think that after fighting blightspawn nothing would excite him, but oh man did he love the feeling of watching his team win and then watching his coffers grow.

    He starting betting of Toad Racing, Wrestling, Blood Sports, Cards, Lots, Sticks, Stones, anything and everything. He was chasing that high – it was like risking his life but way better actually because he wasn’t starring at a thing with three mouths and three times as many eyes. If he never saw another blight spawn he could be a happy man. But he wasn’t a happy man. Luck only lasted for the briefest of interludes in Kursaal. All the other times it kicks you in the nuts. Soon he sadly part with his black iron armor. Sure it was priceless, but it wasn’t coin and you needed coil to give to your bookie. And besides he was retiring, he didn’t even need it anymore. He kept the sword though.

    More time in Kursaal, and listen – the wine was fantastic. And it was everywhere, you can drink and drink and drink . . . and the women. Ha, whores were holy here could you believe it? No sneaking around, no shame, you literally go to the witch-sisters and they service you for a price. But wine and women cost money which meant more gambling and well his luck wasn’t getting much better. He didn’t want to sell his sword so he approached some of the shadier members of Kursaal society and asked if they could use a Sentinel (he left out the “former” portion during his introduction).

    He spent time doing some unsavory things. Breaking arms, kneecaps, collecting payment. You know the drill – he needed the cash so he didn’t feel too badly about it. Well . . . he did, he certainly avoided other sentinels when he saw them around town. Didn’t want them hearing about what he was doing or seeing what he became. The shame, just made him want to gamble more. Drink and gamble more . . . lots more.

    Soon he found himself in debt, which was a strange concept. When did he ever borrow money? What does that even mean? Regardless – the tough guys he used to join to shake down some john where now shaking him down! He was the john! He paid, and kept paying. Kept borrowing. Kept drinking. Kept whoring. Kept gambling. Kept losing. All until he had nothing left except his sword. He could’ve promised to stop all this and just go back to the Sentinels, but the shame prevented it. Also the fear and most importantly – he wanted to win one more time. And so he sold his black iron sword for some copper and bet it all on the Dream Team, the undisputed champs this year. The bet left a bitter taste in his mouth. He hated that he was putting his life in the hands of those witches, but they were the safe choice.

    And they blew it! They lost and they lost bad this year. Now sword-less, copper-less he was on the run from those he borrowed money from who would love nothing more than to catch him and sell him off to those Zealots in Na'karat. He wasn’t going to end up going from Sentinel to Slave. No way. He ran through the streets and tried to avoid them when he was surrounded by two Uzii, a Goliath and a Ko. They leered at him and told him to just give up – he didn’t stand a chance. No chance?! He was a flipping sentinel! He lunged at the Uzii in front and then spun around to kick him between the horns, he used the momentum to attach the other one. The Goliath lunged with its knives and he barely dodge and grabbed its tunic and swung the Goliath into the Uzii so that the Uzii was impaled by the blades. He grabbed one of the other blades, and the Ko grabbed his leg and he kicked outward into a house so that the Ko bore the full brunt of the wood which splintered behind it. The remaining Uzii and Goliath were getting up and he was running out of tricks so he turned tail and ran. They chased him through Kursaal and eventually cornered him on two sides with him on a plank over a cesspool. The Uzii charged and he quickly punched it in the throat and then threw him into the Goliath. He then took out the long knife he took and quickly jumped into the fray to slit their throats. The deed done and over with he backed up, exhausted and victorious. And . . . that’s when the board broke in half and he fell into the **** pile. Just his luck.

    Now that he was relatively cleaned up and only mildly smelling like crap he knew he had to get out of Kursaal. People were going to be looking for him. He slunk through the shadows, avoiding the bars and gambling tents that he used to frequent. He didn’t quite know how to get out, but while he creeping trying to get out he heard a voice call out to him. Startled he turned and saw an older female Goliath dressed in a fur cloak and copper chain, as well as a crown of Black Dahlia barely visible in the dark. His first instinct was to attack, but this was clearly a woman who knew her way around in a fight, old scars covering her face, and was almost definitely rich and all the rich people that he knew that knew him in return would have knocked him out and sold him into slavery if they had gotten the drop on him.

    “Who are you? What do you want?”
    “You don’t need to know my name only that you work for me now.”
    “The hell I do!”
    “You are in a city full of debt and no friends – and no way out. What I can offer you is protection . . . and the chance to regain your honor.”
    “What do you mean?”
    “With my help you could be seen abroad, attend important events, live the life you want. You could be a sentinel again in all but name.”
    “Sounds good, what’s the catch”
    “A few favors. Nothing more”

    He knew she was lying, but well . . . he woke up in a cesspool. Anything was better than that and if this sounded like slavery then at least it sounded like high class slavery. He extended his hand, and the woman took in hers. He kept forgetting how large goliaths were; but was forced to remember as she squeezed. . .


    Internal News

    Religious Organizations

    Recent cult activities have led to the formation of a commission, nominally called the Inquisition, of five priests, one of each faith and Ogra as the elected representative of each faith, to root out the rot. Ogra, whose activities over the last sixteen years have led her abroad, is shocked and saddened at the heresies that have developed in her faiths; and also is slightly out of her element. After being an international diplomat for so long becoming saddled with leading an inquisition in a home she barely recognizes anymore is a terrible change. She just wants to leave and go to where Merine is, and yet as she sits with the other four Inquisitors she can’t help but think that she is needed in the Targiz during this time of need.

    ***

    The unnamed army, those who are part of the Cult of the Corpse Flower Man have been met with refugees from the wilderness, strange bird creatures. Somehow through the stench they carry these bird creatures are known by the cultists as marked by the one they worship and they begin to hide the scavengers throughout the Targiz. Occasionally, a cultist is able to tell which Elite is part of the cult, when, after they feed these creatures and clean them up, such elite displaces such creature as a dancer (a thin copper chain around their neck so they can’t fly away) in their tents and halls. These creatures are considered holy by the cult members, especially since they are perfect for hiding (they eat bones and flesh, wasting nothing) the evidence of the cult’s ritual.

    Secular News

    The Ank’Anske are now the ruling Aristocracy of Targiz. While they are still nominally a commune that collectively makes decisions the word of Ank’Anske Nab and Ank’Anske Cirema, the couple that brought the Anske and Ank communes together is essentially the will of the Aristocratic commune made manifest. Nab’s and Cirema’s eight year old child Ank’Anske Ogra, named after their friend Ells Ogra, is the communes favored child and is expected to become the leader of the High Commune when she is brought of age. With Ells Ogra, now Inquisitor Ogra, as her namesakes tutor in all things of international diplomacy and religion, the expectations for the younger Ogra are high.

    Military

    The Tansy Crusaders are outraged that the Savlo Revel had a military victory without them. Those drunks and hedonists had none of the military training that the Crusaders have and yet they boldly went forth to claim glory. The Tansy Crusaders beg and yell at the OORT leadership to allow them into the world . . .

    Ko-ball

    One word – DOMINATION! The Big Strongs! Finally, after 16 years have claimed First Place and they did so not only by going undefeated for the second grand league tournament in a row, but this time not only have they not lost a single game, they won every single one. No ties. The games themselves had been very close the two most acrimonious ones were against the Jewels (2-1) and the Whirlpools (1-0) with which the Swampum has been engaged in war abroad and with the violence on the field it seems that the patriotic feelings had carried over to the pitch. Specifically the match with the Jewels, which was highly anticipated as the rivalry between the two teams grow, even included the first on field death as an Uzii head-butted a human against regulations. The Uzii were penalized by the Olkan Referee presiding the match and had to play with a defender down the entire match. Nonetheless, Swampum emerged victorious! Many credit Head-strong Goadrun and Long-ache Goadrun and their coaching for this amazing result. Many teams will no doubt try to replicate this effort and create coaching staffs going forward.

    The other story of this this season seems to be the collapse of the two previous champions. The Canopies had an absolutely disastrous season- perhaps because of the knowledge that they were playing within the territory of the dreaded Revel which wreaked havoc with their esteemed leadership. Perhaps unable to bear the loss of the Copse, the Canopies played poorly all season. The Dream Team also played atrociously this tournament. Whether it was because other teams have adapted to their techniques or if it was because their collective attention was elsewhere in unknown. The Zealots, not champions but ateam to watch last tournament have also seemingly

    The fans in the stadium were also much rowdier this season. Perhaps due to the influx of amaryllis wine which had filtered from the Ko to the elites and then to the masses, emotions were much more explosive. Down-Tooth Jumpgood and other Game-Talkers tried to insert much needed levity into the crowd, but often just edged them on by saying that the some of the spectators were better players than on the field!

    The home team of the Hemlocks did very well this season, coming back up to the upper crust, which was a welcome change from their previous downward trajectory. Regardless, many people in Kursaal cheered for the Big Strongs given their status of Second Place and are now celebrating the new champions in the streets. The wine flows in Kursaal as people party as the rest of Mamut burns.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Èu Whirlpools Dream Speaker Dream Team Na'karat Zealots League Total
    Swampum Big Strongs X 3 3 3 3 3 3 3 3 24
    Bhaile-Koma Canopies 0 X 0 0 0 3 0 0 1 4
    Hrathgan Unkindnesses 0 3 X 1 1 3 0 3 3 14
    Blessed Vale Jewels 0 3 1 X 1 3 0 3 3 17
    Targiz Hemlocks 0 3 1 1 X 3 3 1 3 15
    Thun Avalanches 0 0 0 0 0 X 0 3 0 3
    Pthǎi Èu Whirlpools 0 3 3 0 3 X 3 1 13
    Dream Speaker Dream Team 0 3 3 0 1 0 0 X 1 8
    Na'karat Zealots 0 1 0 0 0 3 1 1 X 6

    Triple Flower Crown

    Only the top three finishes are displayed for each race – no country or Toad managed to take more than one race this season (there is no overall season winner as the races are individual and bring their own individual glory (and wealth from the breeding of the winning Toad) – it is just that the goal is to win all three either for country or particular toad or rider. It is understood that it may be an impossible goal, but a worthy one!).

    This race season was notable for the solidification of the upper class of Mamut society as a whole. Only the Targiz, Ko and Swampum elites are now able to sport enough high-class toads to be able to make a good showing at the races. Not only that, but the Ko in particular have flooded the sport with their ever increasing wealth.

    Run for the Roses - Toad Run for the Roses - Country Run for the Roses - Place Run for the Poor-Land Daisies - Toad Run for the Poor-Land Daisies - Country Run for the Poor-Land Daisies - Place Run for the White Carnations - Toad Run for the White Carnations - Country Run for the White Carnations - Place
    Cult Favorite Targiz First Trapped by Wealth Ko First Denmother’s Favorite Swampum First
    Award Winning Scream-play Ko Second Cult Favorite Targiz Second Cult Favorite Targiz Second
    Trapped by Wealth Ko Third Award Winning Scream-play Ko Third Trapped by Wealth Ko Third

    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ells Ogra, Age 39

    Current Stats:

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

    New Ruler Next Round: No
    Succession: Hereditary - Ank’Anske Ogra (8 years of age). See Secular News.
    Expected Stat Bonuses: +1 Opu, +1 Mil
    Technology: Pottery, Irrigation, Masonry, Writing, Animal Husbandry
    Spoiler: Resources
    Show

    Region # Resource TP - City TP #1 TP #2 TP #3 HC Military Treasure Status
    Targiz 19 Flower Wine TAR TAR KO OPEN Four Faiths
    • Tansy Crusaders
    • Unnamed Army
    • Tattered Dancers
    4 Unrest
    Nal Dryb 36 Wheat N/A TAR Open None Open
    • Savlo Revel
    N/A Unrest

    Military Limits:
    Land 4/8
    Naval 0/4

    Trade Posts (10):

    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    33 #1 – Copper
    33 #2 – Copper
    33 #3 – Copper
    36 #1 – Wheat
    37 #2 – Living Wood
    39 #2 – Battle Toads
    51 #2 – Kaffe Beans

    Incoming Tradeposts:

    40 #2 - Cheese
    40 #3 - Cheese
    39 #3 - Battle Toads

    Favors Available at end of round:

    2 SOS
    Last edited by mystic1110; 2020-09-17 at 12:39 PM.

  14. - Top - End - #194
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Creatures of Ancient Ways
    Tarandi Region 137 The Carrion Ward


    Spoiler: Map of the Carrion Ward
    Show


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


    Actions

    1. [INTRIGUE] Raid Eleftheria's TP 2 of Grousse Shark in Braye (Region 129) Roll
    Mountain-Leaper has laid claim to his prize. A pack of savage Leopards and Hyenas pretending to come as fellow researchers on the mysterious dark entity of Eruungo in Braye quickly drop their facade upon arriving to Kartoffel. Prowling the trade routes and ports where Eleftherian Merchants haul in their meaty bounty the Scavengers harass and harangue the opulent sailors on the nature of their clandestine "blood oath". It seemed as if Moutain-Leaper was very literal about the Blood part as the vicious predators bare their fangs and claws in demand of the food they so voraciously desired. Guards are ambushed, storerooms ransacked, and the smell of rotting meat permeates the air as the mobilized militant animals begin their ravenous raid.

    2. [DIPLOMACY] Finish Pressing Claim on Region 138
    Jahoon of the Bloody Hills is rebuffed by her father Jaholo. He still holds fast to the old ways of the Rosy Cross, deeply disturbed by these strange talking animals, and their promises of insight into the world or their deep revulsion of "Cursed Metal". In a ritual of swapping and imbibing the lifewater of the warriors involved, Jahoon consults her beloved Raced-The-Sun, and he lays forth a plot. With the aid of keen aerial eyes and secretive rats the movements of Jaholo's most loyal retinue and levies are tracked and charted. It is a stormy day. Such dark weather is a time rife with chaos and Raced-The-Sun preaches that such omens are when blood must be spilled and action taken. Navigating the chaos of the storm the warriors lead by Jahoon set upon her father's tent, cutting him off from the bulk of his loyalists, and the Bloody Hills are given their eponymous tribute. Lightning strikes, the peeling caw of nature's wrath, and a fire sweeps through the land. Amidst smoke, madness, and pouring down flames and rain in equal abundance Raced-The-Sun perches himself over the crumbling edifice of Jaholo's sagging abode. He looks over his newly consecrated demesne. And he laughs.

    What is good in life?

    To consume your enemies, see them bent before you, and hear the ululations of your woman.


    3. [DIPLOMACY] Raise Reputation with the Dreamspeakers from 0 to 1 Success! (15)
    In verdant vista fields of Taiga Poppy a Vulture was born of the Twilight Sight. New-Moon-Vulture-On-Wings-Of-Stars. Wings-Of-Stars returns to the Carrion Ward, making note of the changes in his home, and speaking strange rumors of sights far gone. Massive monsters, brave heroes, and diabolical invention. Many a hunt is performed in the Carrion Ward as the smaller and more numerous Scavengers are petitioned to keep eyes and ears for the bardic bird. Insectives all over the Gray Lake trade in dirt, twigs, and favors for tips or alliances in the continuous pursuit. Eventually Wings-Of-Stars is spotted at the Heartsoul with Skystruck-Tree, sharing some of the Taiga Poppy offered by the Wounded Vulture so many years ago when entreating the Dreamspeakers to explore. The traveling talesmiths find themselves repeatedly pestered and entreated to engage in dream discourse. But beyond such social tuggings the children of distant dreams find their time in the Carrion Ward remarkably more pleasant than a typical traveler.

    4. [INTRIGUE SPECIAL 5] Destroy the Truthseer Base in Region 123 9
    Skystruck-Tree's cabal in the Heart Soul years prior has come to ahead. The continued meddling of the Truthseers in the affairs of Tarandi were untenable. They epitomized all that the Scavengers detested in the world of the Two-Legs. Their dusty foolish clinging to a past that died for their own hubris would be their ruin. A kettle of Vultures coordinated by Skystruck-Tree leave the Gray Lake and travel far across the coast of Braye in search of this rumored "Windowless Tower". Rocks are thrown from above, Truthseers assaulted, and dire rituals are performed in the hopes that nature's ire would fixate upon this blemish on the world. Scurried rats and insects chew on the documents collected by the Truthseers, poison supply deliveries, and spy on the secretive sorority encroaching ever closer on their ancestral homeland. Some of the Scavengers from Followed-Home's pack in Kartoffel are enticed to the act of destruction and they find broken wood, fallen trees, and other cast off ruins to use as impromptu rafts fording the water between Braye and this island under the Truthseers influence.

    5.[MILITARY] Epic Quest!: Old-Lion-No-Pride-No-Death assists Ruari in the Hunt for the Wolfenfinger! 15
    Gather round ye cubs and grubs
    I'll tell ye fast a tale
    Of one Blight Wolf and One Old Lion
    From nightmares they both hail
    Wolfenfinger rambled far and wide
    Skarazic Ra up to The Breach
    A Blighted Beast of thousand hands
    From twisted trophies each
    Young spawn hold fast, the story goes
    Your cries and tears give thirst
    A thing so cursed upon the land
    No Two-Leg dreams of worst
    Except one girl, a Phoenix born
    With broken bow in hand
    Ruari of Clan Solais marched
    And planned to make a stand
    She'd seen it all or so she said
    From scaled monsters to lands of lush fig
    But such a freak none had seen
    Even the Elder River Elves could not trig
    So it was, or so they say
    When Old Lion came to Eauden's lands
    The Phoenix Hero saw the dying beast
    And thought it the thief of hands
    "Hold fast, little human,"
    No Pride had said
    "I come in search of Wolfenfinger
    and one of us shall be dead.
    I've heard your tales before,
    I ramble my life too.
    But never have I rambled 'fore
    In company of two.
    My bones are old, my eye is gone
    I've nothing left but to roam.
    If you would listen to my weary groans
    Perhaps you'll make it home.
    Or slay me now, take your glory chance
    My kin would herald your crest.
    Many blade has tried, I'm afraid,
    And never gifted me final rest.
    But perhaps this Wolfenfinger now
    a festering beast as I.
    We'll tear each other limb to limb
    And hopefully both die.
    The choice is yours, I've set my path
    Affixed so long ago
    I've No Pride to defend or glory lust
    I just go with the flow."
    What happens next upon this hunt?
    Do our disparate legends prevail?
    Give me time to take a drink
    And I'll tell the rest of this tale...

    - New-Moon-Vulture-On-Wings-Of-Stars



    Non-Actions:
    - Resist all conversions and buyouts

    News and Rumors:

    - Mountain-Leaper's stolen cubs and orphans of war have reached an age of maturity and the sibylline snow leopard consolidates his power in the Carrion Ward. Several caves in Pride's Peaks are adorned with the marks of Mountain-Leaper's cohorts infighting and expanding their territory. His last words before sojourning solo into the highest parts of the mountains are thus "I must travel along the bones of the world and whisper to the wind my true desire. I am already too late but perhaps I may avoid man's cursed fire."

    - Old-Lion-No-Pride-No-Death leaves Sangar in search of the Wolfenfinger but not before speaking to that scrappy girl who punched him in the face years ago. No-Pride-No-Death was no stranger to persecution, or injustice, and the feeling of poisonous hatred bubbling beneath the skin. But he urged his young disciple to think clearly and not allow herself to be consumed or blinded by the pursuit of vengeance. It was a hollow reward in his eye, ephemeral blood that satisfied nothing, and in spite of its alluring appeal took far more than it gave. He'd had half the vision now but he saw the truth of the matter clearly. Still, the Old Lion believed in all creatures walking their own path, intersecting for brief moments in the river of time, and he swore no judgement or ill-will upon the Pledge regardless of what she decided. She would bear her own scars. She would taste her own bloody trophy.

    THE ANCIENT WAYS

    Spoiler
    Show
    Despite it’s organization in the past years The Ancient Ways are old and deeply personal. Cultural dispersion has led to regional differences in many practices and friction is inevitable when discussing such matters as each individual is ultimately a fixed point that must to some extent perceive such majestic matters through their limited vessel. This leads to impassioned differences in rituals and customs but these are the most common and recognizable of them.

    The Ancient Ways is a set of paths followed by the Thi'Skaids (Devoted Followers) and various polities in Tarandi. It is the understanding that all creatures in life serve a purpose, united together in a spiritual cause, and will one day be reunited if there is any hope for the natural order to be made whole. Like stones in one long winding river we are initially only capable of seeing ourselves as individual entities but when viewed from a higher perspective the truth of our bond is made self-evident in the swirling maelstrom of life.

    The Ancient Ways preaches harmony in the world, the joining together of imperfect parts to create a perfect entity, and that while conflict and bloodshed are inseparable parts of life these are ultimately concepts that can be transcended with tantric meditation and introspection. The ending of things is sacred, be it the felling of a dying tree, the drying of a lake, and even the taking of life. All creatures play a part in this grand process of creation, transformation, death, and back again.

    All things must end and to attempt to circumnavigate this is the greatest taboo. The Scavengers are the spoke on the wheel of life that links the end and the beginning together. In time it has been seen and recognized by even the most ornery of Vultures that the Two-Legs are responsible for the linking of creation. They are skilled in the process of propagating life, sheltering the living, and recording the imperceptible vastness of chaos that is the world. Though they use tools it is always encouraged and desired that such tools be salvaged, scavenged, and repurposed instead of needlessly taken from the world out of its proper time. All creatures reincarnate, or so they believe, and dependent on their spiritual growth they manifest as new entities in the next life.

    The Way of Death is followed predominately by the Scavengers. One of the oldest and bloodiest of the Ancient Ways, it is the duty of the Scavenger to not only ensure that the physical remains of the dead pass on to the land by being consumed but that their spiritual essence is also kept in constant cycling until one day they may ascend to the next higher level of spiritual being. They do so by turning their feasting duty into ritual song and dance or oration of philosophical contemplations regarding the life of the deceased and how they got here. When the dead are found they are revered and desired in equal measure. Some Two-Legs also follow the Way of Death, feasting on the flesh of their kin, and performing bloody rituals in honor of the ending of things. They see in their dreams glimmers of past lives as a Scavengers and take it upon themselves to rekindle their connection with their past self. These particular Thi'Skaids are given mixed acceptance by the Scavengers of the Carrion Ward. (More Detail on the Way of Death in Region Writeup 137 Carrion Ward).

    The Way of Song is popular in the reaches of Sangar. Where those who follow the Way of Death perform some small measure of musical rites in the processes of their holy service for these Thi'Skaids the music is the process. Every soul has a song and the world is rife with such a cavalcade of intonations the gravity of which is cosmic in scale. The wind, sacred as it is, carries forth notes from the throat of the world imperceptible to one mortal. But together a tapestry can be formed through which a greater understanding of the madness and discord inherent to our world can be attained. The song of a rock is retained so that the broken bones of the world can be remembered, traced like the scars of a wound, and recounted in the claiming of caves or the omens of landslides. Its strength can be examined detached from its physical form, the Thi'Skaid granting the empty stone a measure of their own soul, and in so exemplifying it carrying the wisdom far away for the whole community to bear witness and grow from. The Way of Song is carried by souls who wish to attain self harmony in a world rife with dissonance and chaos. Those reborn in pursuit of it are particularly inspired during their lives, creating new songs unheard of in their lives, and carrying a tune transcending lives.

    The Way of Simrah is the most obfuscated and strangest path of the Ancient Ways. The world is made of physical parts, an undeniable truth of life, and these physical parts are all pieces in a grander soup we are stewing in. Such primal forces as fire, water, earth, and air flow through and around us with a frightful purpose that ignoring is untenable. Some may find it odd then that such holy minded folks would focus on the spirit, the mind, the void of mortality wherein creativity and sentience spring forth. On Simrah. Views of past lives are evident for all who follow The Ancient Way and beyond, these glimpses into mystical cracks of the mortal frame are revelatory, and to drink deeply of this font of wisdom is a cathartic transcendent experience many devote themselves to after their first taste. Discussing, processing, and explaining one's vision of the past is integral to the Way of Simrah. Be it in vivid dream or languid trance those folk who travel the Way of Simrah are simultaneously more detached from the immediate world and yet integrated into their own self being. Seized by the providence of one day becoming a channel in the great river of the soul of nature and all life. One can learn cloistered secrets from listening to the echoes of one's past. Dire portents of the future and hard earned lessons on the brutality and anagnorisis of life. Many who follow the Way of Simrah keep some record of their dreams or trances in the hopes of connecting the ephemeral dots of insight presented to them and cross comparing them with other followers to chart the mysteries and wonders of the past. It is whispered that many who roll through such a mystical path are reborn as the distant Shan.

    The Way of Thought on the other hand is more grounded in physical practices and the observable world. Tantric practices of ritual burning of vegetation to rejuvenate the land, mind focusing to clear one’s thoughts wholly save one topic, mantras on the mysteries and components of the world, and the dissolution of the self in practiced set of yoga ending in the manifestation of the self in union with the cosmic mystery to be understood and contemplated. All material things are to be regarded in this way by these ascetics, who attempt to reach greater understanding of the land by analyzing, secluding, and then reintegrating objects and truths into a cathartic purifying process of self evaluation. Pieces of knowledge are burned in sacred group rituals to invoke the wisdom of the world contained within, mantras recited during the burning by initiates or onlookers, and the Thi’Skaids involved must vigorously disseminate all the knowledge they have on the matter with no consideration to the self or environment until the fire dies or a revelation is reached. Grand feasts are held with the inclusion of powerful substances in the process of engaging all of the senses to perceive the world in a wider scope. Those who follow the Way of Thought are most likely to have a Teacher, who will often officiate a Soul Bonding for them, and dispense upon them all of their wisdom in the hopes of tying the truths held within the immortal mind over lifetimes. This process is known as Initiation and can take a lifetime. The greatest of these teachers is known as Fraheeito and many look to the Thought King as a font of such ritual yogic practices (And whisper that he himself might have been Fraheeito in the past).

    The Ancient Ways also considers lakes and ponds and other bodies of fresh water as sacred sources. Violence is taboo near such watering holes, where instead they should be treated as neutral ground, and places for social gathering and celebration. The Gray Lake is a purified location in the eyes of the Thi’Skaid’s, where any may come to sup the water, speak of their dreams, gossip, and make merry in the company of their kin.

    Flowers, particularly the Taiga Poppy are considered to be important spiritual tools for dreaming and cultural heritage indicative of a time when the world was simple and as one unbroken dream. Dreams are taken as wholly factual in the eyes of the Thi’Skaid, who believe that dreams are the past lives of the individual manifesting itself in their mind, and telling them something of themself when induced into a state where the physical and the spiritual are blurred closely together.

    Dreams are rarely so straightforward as just literally showing such moments from the perspective of the individual in question and instead are always coached in metaphor, outlandish hyperbole, and muddled visuals. Dreams induced by the Taiga Poppy are more clearly vivid and lucid but still confusing and metaphorical. Every year the Scavengers of the Carrion Ward gather at the Gray Lake to mourn the Day of Red Flowers, drink from the water of the Gray Lake, and celebrate their dreams of the past and the future.

    3 is considered a sacred number among The Ancient Ways for it is symbolic of the natural cycle. Birth, Life, and Death. Often such rituals are taken in account with the number used to determine how many or how frequently a mantra is spoken, how many offerings are given, and how many participants are involved.

    Earth is of the flesh. It’s prone to fracture and breaking like bone and when it mends together there are things like mountains mended stronger from trauma and chaos. Earth is the hardest of the components to feel. For it is long and deep and does not give its dangerous secrets until the very last moments when bursting forth. It is bound by the universal chaos and swirling eternal cycle of life, a harness of the substantial for the metaphysical process, and thus is like the framework of the path; Slowly moving along but bound in form. It is long lasting but even it shall die and crumble to dust and provide new life taken by the green of the world which in turn passes on to others. This is distinct from Metal. Metal is in absence of the cycle, it is a perversion of Earth, and it does not die and propagate new life like all things should. Like the Blight it is cold and unfeeling, dead yet undying, and its use is ultimately always self serving. Such tools are not used in holy ritual.

    The Ancient Ways believes in no Gods. The world was not made, it simply was. And it shall continue to be long after we have all perished and our minds have sublimated once more into the Unbroken Dream. When a Scavenger or Death Thi’Skaid has not performed the proper rites in their position as psychopomp of the natural order the soul within may become adrift and sucked into the maelstrom of chaos that permeates all life. This can cause strange occurrences, wandering spirits, supernatural occurrences, and some even whisper the Blight itself. Many things attributed to Gods or “Nature Spirits” are simply believed to be those poor mortals whose beings have been stretched and diluted so hard that they have lost all connection to their past and are locked into a single broken caricature.

    Indeed the existence of such rampant chaos and the Blight are all the evidence followers of The Ancient Ways need to dismiss such foolish notions as some invisible entity in the sky coordinating the strands of fate and mortals. If this is all part of some sentient plan they are giving a dismal performance. Certainly some beings are more powerful than others, particularly when they are locked in the cycle, and begin to break and disrupt the world around them. But a warrior skilled in violence is deserving of no more worship than a particularly heavy boulder rolling down a hill and crushing a village.

    When the end of one’s life is upon them ritual yogic suicide is a common practice. The next incarnation is often dreamed of or focused on during such a dark time and it is said that those particularly wise and learned in the ancient secrets can prematurely determine where they will manifest in the last moments of life if the ritual is performed correctly. The manner of such suicide changes culturally, from the The Departing of the Shan to the grisly feasts of the Scavengers, and yet they all retain a level of solemn grace and reverence for those involved. It is a practice rarely studied for it can only be performed once a lifetime and thus a community tends to have a dedicated performer for the ritual if they have it at all.


    Spoiler: BOOKKEEPING
    Show

    D: 6
    M: 6
    O: 1
    F: 9
    I: 5

    Expected Stat Increases: +1 Diplomacy, +1 Intrigue
    New Ruler Next Round?
    No

    Military Units 1/6
    - Swarm

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

    Embassies:
    - Sangar (SAN)

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

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (0)
    Last edited by Tychris1; 2020-09-09 at 11:54 PM.
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  15. - Top - End - #195
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Shandolé
    Round #5


    ---

    Leader Stats
    • Diplomacy: 3
    • Military: 6
    • Opulence: 4
    • Faith: 4
    • Intrigue: 5

    ---

    Actions

    1. EPIC QUEST: Quench the Skies!
    • Military - Hero (8)
    • Bonuses +1 from SOS Rep 2, +3 assist bonus From Hinarah of SAN w/ Phoenix Ring.
    • Roll: 2d6+9+3 vs TN 18
    • Result: 19 - Success!
    • Roll Link: Link


    The heroes gather in Summer Town in the land of Shandolýn in preparation for their great endeavor into the Shilo Vale...
    Quench the Skies! Quest Thread



    2. Officially Adopt Religion: The Ancient Ways
    • Faith (4)
    • No Roll Necessary




    3. Stabilize Region #114, Trí’Meloa
    • Diplomacy (3)
    • Bonuses: +1 from SOS Rep 1 & +1 from Irrigation
    • Roll: 2d6+5 vs TN 12
    • Result: 13 - Success
    • Roll Link: Link

    In the Wake of War



    4. Raise Reputation with the Dream Speakers.
    • Diplomacy (3)
    • Roll: 2d6+3 vs TN 10
    • Result: 8 - Failure
    • Roll Link: Link




    5. Convert Holy Site in Region #142 to The Ancient Ways.
    • Faith (4)
    • Roll: 2d6+4 vs TN 12
    • Result: 13 - Success
    • Roll Link: Link



    ---

    Non Actions

    Accept Embassy from Sangar.

    Spend 1 favor with the SOS for Edge to continue training.

    Allow Hinarah the Rider of SAN passage through my regions in order to join the quest against the Ember Bats.

    Edge declares an oath of friendship and loyalty to the SOS

    Spoiler: Declaration
    Show

    Personal relationships of both love and friendship with members of the SOS have profoundly shaped Edge’s life and led him to the path of becoming the hero he is today. He strongly believes in their mission of destroying the blightspawn and dedicating their lives to protecting all the peoples of the world from the tainted evil. While his first priority is to protect the people of Shandolé, he makes an oath to support the SOS however he may.

    As long as Shandolé is not under imminent threat the SOS can call on Edge for assistance and he will do his best to assist them.



    ---

    Embassy Actions

    Send the Tribes of Dannu-Gaon 1 unit (land).

    ---

    News & Rumors

    M’Áwaní’Dóah aka "Edge" has taken up the sword of Roland Sentinel of the Rosewood Stone and promises to protect Shandolýn from Blightspawn and all other threats. He ritually changes his name to M’Eld’Quêth’Dóah – I Face the Edge of Darkness “Quêth”.


    Winter Counselors M’Eldi’Simráh aka “Root” & M’kazi’no’Soze have now been gone for 20 years, so the Winter Council votes to replace them on the Council. Elders Tuadá’Lyndi – Sunset on the Ocean and Á’Lafátoorû – The Autumn Moon are appointed to their seats instead. This is met with general approval as Tuadá and Á’Lafá are respected and well liked, though some shaní Elders consider it inappropriate to have replace Root and ‘Soze while they’re still alive, even if they’ve been away for two decades.


    Less than a year after the Winter Council voted to reappoint their seats, Root and ‘Soze return to Shandolýn! Everyone is amazed to see that ‘Soze is walking on her own two legs, despite the fact that both her legs were amputated a century ago. Root and 'Soze proclaim that a miracle of the “Great Mother” gave her new legs. They are not upset about losing their seats on the Council, but after joyfully reuniting with their daughter, they begin proclaiming the discoveries they made, going on a crusade of preaching all around the valley. The speak of a holy pool of purified venom fire in the mountains south of Serpent Pass and the Children of the Great Mother that guard the sacred sites of victory, but most especially about the power and benevolence of the Great Mother herself, a Can’Calah unequaled in all the world, who’s holy venom turns taint to purity, weakness to strength and death into new growth! Many elves including Lýndonah and the other shaman take great interest in this, but some are concerned by the strange fervor that has overtaken the couple, as it seems out of character to those who once knew them well. Some wonder if their words are truly their own...


    From Trí’Meloa rumors of the shaman Eztli a Skyclad Dancer with a radical vision begin to spread. It's said she burns people alive in blue fire in the mad hope that this shall hasten the reincarnation of Tlanextli as a luminary more powerful than ever before. Neither dancer nor shan nor any other travelers seem safe from her zealous rage.

    ---

    Ruler Information

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


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

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 3
    • Military: 6
    • Opulence: 4
    • Faith: 4
    • Intrigue: 5


    Expected Stat Increases: +1 Faith, +1 Diplomacy



    ---

    Maps

    Spoiler: Maps
    Show







    ---
    Last edited by Laura; 2020-10-14 at 10:37 PM.

  16. - Top - End - #196
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


    Sirrvadutr Flosut [The Tribe of the Sons of Sirrvat]
    Kiswa: Yatrhajidaat Gitj (211),
    (197), (212), (217)
    Chief Zarrkatl the Golden-Eyed
    Round 5

    Rolls:
    https://forums.giantitp.com/showsinglepost.php?p=24717557&postcount=470
    https://forums.giantitp.com/showsinglepost.php?p=24717563&postcount=471


    Actions:

    [Economy]Buy out Artisans TP1 +1 pottery 10

    [Military] Recruit 2 land units (fortress)

    [Economy] Buy out Artisans TP2 +1 pottery 13

    [Diplomacy] Stabilize 197 +1 sentinels rep 9

    [Diplomacy] Stabilize 217 +1 sentinels rep 12




    Nonactions:

    Accept Bannanda embassy

    Resist everyone who tries as much as step into our lands except the Anbroch, who are allowed to pass through 197

    News and Rumors:
    • The elves have given their word to help the Anbroch in their attack on the Bel-Dan, in exchange for a great return favor from the Anbroch. The elves always keep their word... but if they can help the dwarves by not doing anything, as agreed with the Bannanda (still viewed in a friendly light, regardless of this conflict), that still counts. There is some real cleverness among the new elven leadership. It is officially claimed, somewhat unconvincingly given his fiery temper, that Chief Zarrkatl is the master diplomat who will end the unending enmity between elves and other races.




    Spoiler: Ruler stats
    Show
    Zarrkatl the Golden-Eyed
    Diplomacy 3 +1
    Military 8
    Opulence 3 +1
    Faith 4
    Intrigue 5

    Specials used:

    New ruler: no





    Spoiler: Tracking
    Show
    Units: 4 + 1 Vygra (updated R5)
    TPs: Tvila Clay (211.1)

    Fortress in 212: +2 battles in region, first recruit action each round recruits 2 units

    Orgs:
    Sentinels +1 stabilization
    Sentinels Rep 2 Favor 4 +1 stabilizations, +1 hero-related rolls
    Dreamspeakers Rep 1 Favor 0 +1 exploration


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

    Last edited by Corona; 2020-09-19 at 02:59 PM.

  17. - Top - End - #197
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 5
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH5 Craft an Artifact]
      The Quluq knows that the great leaders of Sikar are gathering their power, but the Dolod are yet struggling to appease the spirits. A call is sent out - any who are able to discover a source of clay in Sikar will earn for themselves a piece of the sun itself. The All-Seeing Memory was, until recently, the power source for the Urelleru. Now it functions to guide the way for those who cannot see for themselves.
      • Grants holder +1 to one roll per round when defending against Intrigue actions.
    2. [FAITH Seek Aid] SUCCESS
      Once again, the Quluq call upon the sun to guide their path. Is it wise for the Quluq to lead, rather than witness? Do the Dolod need to take an active role in shaping the religious climate of Sikar? Only Yemnellenmey knows.
    3. [FAITH Become Head of the True Dawn] SUCCESS (Barring support for the Crow's Tribe)
      In order to pull Sikar toward the sight of the Yemnellenmey, the Quluq must lead the pan-faith True Dawn. The Yemnellenmey approves, the offering is made. Now all that remains is how the people of Sikar react to this bold claim.
    4. [FAITH Continue Great Project "One Memory" (2/5)]
      The great projects continues. The Dolod begin construction on a large building, nearly 10 feet tall and kept cool with running water, in Gilig. This will house One Memory when it is complete.
    5. OPULENCE Attend Bazaar with Al-Ashir



    Non-Actions
    1. Resist all buyouts except any attempted by the Ashir.
    2. Support any buyout attempt by the Ashir.
    3. Resist all Conversions.
    4. Accept all tech except Writing.
    5. Offering up 1 SOS Favor to have the Sentinels quell the unrest in Nellen. Following the departure of Thekr, the Dolod in Gilig and throughout Nellen grew worried. What horrors did this Orc release from the Snarled Stone? What creatures, Erasers or otherwise, might climb forth from these tunnels and caverns in search of vengeance, freshly awakened from their horrid slumbers? The Quluq calls upon the Sentinels to investigate the Snarled Stone and ensure that Gilig will remain safe.
    6. Exchange 1 SOS Favor for +1 SOS Rep. Fearing the Erasers, the Quluq decides to remind the Sentinels of the treasure donated in their name, hoping to rely on these mighty warriors as Sikar grows ever more dangerous
    7. Spend one Treasure to become Faith Head.


    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.
    • Qoolilooq dies. They have been two years without offspring, leaving a gap in memory so great that the Quluq has no choice but to refuse them the burial rites typically offered to Quluq members. They are instead interred with respected, if unremarkable, Dolod. They are replaced by Lsinisl.
    • Shilihs creates a new offspring and engages in Abdication of the Mind. They are 14 years old and are replaced by Rosolrlosor.
    • 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.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 4 -
    Military 3 -
    Opulence 6 -
    Faith 5 +2
    Intrigue 2 -

    The current Quluq is:

    Yuyuy - Master of Speech, Overseer of Culture, Mouth of the Quluq.
    Edurude - Master of the Militia, Overseer of the Wall, Fist of the Quluq.
    Simis - Master of Pottery, Overseer of Crafts, Fingers of the Quluq.
    Rosolrlosor - Master of Memory, Overseer of the Urelleru, Mind of the Quluq.
    Dayad - Master of Travel, Overseer of Intrigue, Eyes of the Quluq.
    Lsinisl- Master of Peace, Overseer of Trade, Hand of the Quluq.
    Inlilni - Master of Joy, Overseer of Festivals, Face of the Quluq.

    No new ruler.

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

    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; 2020-09-18 at 09:20 PM.

  18. - Top - End - #198
    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 5



    Round 5 Actions:
    1: [Diplomacy] D5 action: Cultural Identity: Die increase to buy out trading posts Establish “Rules for Honest and Equitable Trading” to share with all peoples who engage in trade with the Fffolkkk. These are the way of the Fffolkkk, as much a part of them as their own shell.
    2: [Diplomacy] Establish a claim to 267. Send Ggeppel, Nopppa’s brother, along the shoreline to these new people in hopes of establishing a permanent connection. Roll was a 10, so a failure.
    3: [Opulence] Create a Treasure. Bartering in your good name is customary. But if trade is to flourish, something more will be needed.
    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.

    Non Actions:
    • tbd


    Spoiler: bookkeeping
    Show


    Leader Table
    Nopppa
    Stat start round 4 round 5 (Expected)
    Diplomacy 5 +1 +1
    Military 3 +1 -
    Opulence 5 +1 +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
    • Hoard of pearls from the reefs.


    Military Units & Heroes CAP: 6
    1. 2 Units of Maze Runners (infantry)


    Artifacts
    • None Yet
    Last edited by Lt-Murgen; 2020-09-17 at 08:28 AM.

  19. - Top - End - #199
    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 217-220
    Region 221 - Troll Country

    King Haanhangandhal
    Diplomacy 6
    Military 7
    Opulence 5
    Faith 1
    Intrigue 2


    Actions

    1. [Diplomacy] Press Claim on 220 1/2 [Roll Result = 16 - Success!]
      Rajhraandhu has been married for over five years now, and her new husband's father suffers terribly from an inexplicable wasting illness. She urges her new husband to reach out to King Haanhangandhal for aid in this critical time, as local tribal alliances form and fray, and he relents late in the nineteenth year after the Blue Comet's arrival...
    2. [Diplomacy] Build the Truthseers a Windowless Tower in Lhungho Saar (221) 2/3

    3. [Diplomacy] Build the Truthseers a Windowless Tower in Lhungho Saar (221) 3/3

    4. [Diplomacy] Colonize 208 [Roll Result = 13 - Success!]

    5. [Military] Attack 210 with 6 Units, led by Ingkannu (Hero 10 +1 from SOS Rep 2), challenging the local commander to a Due, using Skirmish tactics



    Non-Actions
    Spend 1 Favor to increase Reputation with Truthseers
    Standing: Accept any Embassies offered
    Submit entry for the Slabs of Prowess


    News and Rumors
    • Prince Ruunandaraghal has been somewhat despondent as of late - it appears that Ichippa’s marriage and subsequent absence have ruined both mood and appetite. Nonetheless, the prince has grown into a fine young troll over the past decade, and has taken a special interest in learning about and interacting with foreign cultures, particularly the Henandan tribes. During his time as an envoy for Lhungho Saar - a duty he trades off with his brother Dunkhaawane - he has learned to both read and write in the Veramondi script. His Fore-Father, King Hanaangandhal, has grown concerned that his education in the affairs of warfare and personal combat may have grown sorely lacking, and has been inclined thus far to pursue the aid of the sentinels, who frequently attend the same areas as the heir of Lhungho Saar.
    • Few can deny the benefits of Ruunandaraghal's work, however: the river trade via Sur and Erapira has brought significant prosperity to a number of prominent barge trolls - several seem liable to become skilled captains in their own right, but most with the means to keep one of the sailing vessels rely on Bel-Dan-Ub thralls to manage their crafts - usually captured during failed raids and piracy incursions.
    • As the pirates have learned both the dangers and the vulnerabilities of attacking Dhraan vessels, fewer thralls with the needed skills have been available to crew the river-barges and sailing vessels that supply the kingdom with the newfound bounty of avocado. This shortage has led some in the Trollsmoot to call (often quite loudly) for a training regimen by which to teach young trolls how to sail. Others suggest pirating the pirates and some are so bold as to suggest organizing a collective education of thralls to supply the newfound demand. Among the Unngthezhe this idea is particularly unpopular and many even demand a restriction or punishment of these barge trolls, who bring foreign ideas to Lhungho Saar, and seek to overturn the necessary and natural order of the world by consorting with thralls in such a vulgar manner.
      Nevertheless, The influx of food has been such a boon to the country's wealth and stability that the King has been thus far unwilling to place any such restrictions on this budding merchant class. In fact, word has gotten out that the King has gone so far as to invite Reren and their followers in the Bel-Dan-Ub to come live as traders, sailors, and ship-captains to further facilitate trade by the Dhraan across the rivers and coasts of Kiswa, now exiled from their prior home.




    Spoiler: Recorded In Chorus
    Show


    6 Land Units
    • Snapping Maw
    • Spitting Stones
    • River's Surge
    • Lashing Tail
    • Gnashing Teeth
    • Broken Scale



    Techs
    Animal Husbandry
    Irrigation
    Sailing

    Embassies
    HEN
    UBT

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


    Spoiler: Legends and Legacies
    Show

    Troll King Haanhangandhal
    Projected Stat Growth:
    +2 Diplomacy

    Ruunandaraghal, Heir Apparent

    Ingkannu Isidi

    Last edited by Rolepgeek; 2020-09-20 at 12:59 AM.
    Sincerely,
    Role P. Geek

  20. - Top - End - #200
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Liege of none, subject of none.

    Chief Kalm Alqar (Ref)
    Diplomacy: 2
    Military: 9
    Opulence: 2
    Faith: 8
    Intrigue: 2


    Actions for Round 5 (Rolls)
    • [Military] Hero Merine (Score 7) explores southwards from the Blessed Vale into region 43 [Success]
      Setting off again after a couple years of partaking as Thalesh'ir and a mother, Merine follows the stars into the wilds - daring unknown territory as her visions prompt. Even after her failure last time, something attracts her deeper and deeper still... Kalm Alqar (and his three warhounds) come with her for old time's sake, and the two wander the wilds together, prepared to face whatever they are lead into.
    • [Faith] Convert region 33 to Celestial Cult! [Success]
      The constant conflict in Region 33 beside the Blessed Vale has proven bloody and harsh. Though after four years of fighting for the land in question the military needs to take a step back to recover from the blighted creatures, the shamans have maps made well enough to find the remaining villages and provide what aid they can. A diviner of some proficiency remains with them, warning of coming attacks and possible devastation with the hopes of keeping them safe. While useful, divination has never been reliable. If the priest is successful in keeping the village safe, however, the people may feel so compelled to join the Celestial Cult of their own accord.
    • [Faith] Convert region 65 to Celestial Cult! [Success]
      Kalm Alqar notes the success over the clergy over the military as well as the refugee crisis that has plagued the north for some years now. He takes some of the spare supplies once saved for his men at arms and sends them to the furthest north point in Mamut - but for nothing in return. The goodwill resonates with the locals and refugees alike, who thank their gods before the courier corrects them - this is thanks to the gods of the sun and the moon, to which the people should dedicate their prayers for further good fortune. Naturally, people are more attracted to these more active celestial deities than those who abandoned them previously.
    • [Faith] Convert region 52 to Celestial Cult! [Success]
      The lands of the conquered will adopt those of their conquerers. As the greater civilizations emerge around the Ko and the Thun, the lessers adopt the popular faith to keep up with current times.
    • [Faith] Convert region 50 to Celestial Cult! [Success]
      As is written above, the faith spreads on its own. The gaps are filled and the people are unified.

    Non Actions:


    News and Rumors
    1. Shamans from the lunar sect of the Celestial Cult had ventured out into the northern lands harboring the huge men of stone over the last few years, warning them of the angel, the flowers, and the horrors that came with them. Their stay was extended even once they felt that the message had been duly given for the hospitality they were given, explaining their livelihoods as shamans of the celestial sky as the extension of the natural world that many thought was quite compatible with the reverence shown for the elements. As the oldest and most prominent parts of nature, the moon, stars, sun, and their associated divination rituals were integrated with local culture after some examples that the seeking of aid from the sky itself was more than hearsay. Before long the local shrines also include the new doctrine, which does not seem to be incredibly demanding due to the lack of organized worship.
    2. After fighting so hard to defeat the heart of the blightspawn for years on end, there are discussions now on weather or not it's even possible to stop the oncoming horde. Even if the land to the west of the vale was taken, would it not be so quickly lost anyways? The horde is coming, and perhaps it is time to shore up the defenses instead of attacking into hostile land and losing even more. Finally, the Thalesh'ir asks her husband, ruler of the Scions, if he might try his hand at ridding the world of these wicked creatures where Alqar has failed.
    3. Meanwhile, word that Ogra had sent men to come find her after her failed charting of the lands to her east frustrates her somewhat. Though her maybe girlfriend's intentions were pure, the Medusa finds that in her new life she feels less independent and capable than ever despite the newfound comfort and power. It's just so different from how her life used to be... Thankfully, her husband and the small family they've created treat her with much care and gives her the support she needs to continue. With the expansion of her faith, however, she feels that it may be prudent to visit the south before the adherents of Soul Honour can reach them first. Her understanding of their religious dynamics down there is better than most, and she speaks their tongue - if a mission is sent, then she is sure to be on it. But what to do... Could she even count on Ogra's support, or would this pull out all of the Goliath's political power from under her? Maybe she had best try her hand without any coordination, just to show she was capable... Or to find a common link between the four... Or maybe, just maybe, she should get some sleep and think about it after some rest. She has charting to do.


    Spoiler: Stats
    Show

    Military Units: 2 (1 Solar Zealots, 1 Vale Guardians)
    Naval Units: 0

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

    Cultural Identities:
    None

    Military Specialization:
    None

    Holy Artifacts:
    Tome of Stars (+1 to the effect of seek aid rolls once per turn)

    Military Technologies:
    None

    Heroes:
    Merine, Medusa Moon Shaman (7)

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

    Deals:
    Non-aggression with the Ko
    Marriage Alliance with the SOT

    Capital: Blessed Vale, Mamut (32) [+1 to seek aid]
    Secrets Whispered: 0
    Embassies:
    Resources controlled:
    [Gems, Blessed Vale (32)]

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

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

    Last edited by Zayuz; 2020-09-17 at 01:11 PM.
    "What is to give light must endure burning."

  21. - Top - End - #201
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: Oraket the Three Hearts
    Round 4

    Ruler Stats:
    Dip: 1
    Op: 4 +1
    Mil: 2
    Faith: 6 +1
    Int: 5

    Spoiler: Other info
    Show

    Tp 1: SKO
    Tp 2: SKO
    Tp 3: SKO
    Tp 4:
    Required Resource: Slaves MET
    Holy Site: Cult of Ancients
    Techs:
    The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
    Animal Handling: +1 to Op or Dip Exploration
    Seeker: Allows exploration over Deep Desert borders Requires: Nakhla Stone
    Pottery: +1 to buyouts
    City: An Akhad
    Treasure 0
    Units 3


    Actions:
    1 Op: Exploration to the south. To the deep desert we go. Success
    2 Op: Attend Bazaar
    3 Faith: Convert: 292 Success
    4 Faith: Convert: 293 Fail
    5 Secret: Darkness shrouds the movements of the Sol'Ikoth
    rolls
    New leader: No
    Spoiler: New Leader Stats
    Show




    Non-Actions
    Resist all Buyouts and Conversions.
    Last edited by Ivor_The_Mad; 2020-09-16 at 09:40 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  22. - Top - End - #202
    Ettin in the Playground
     
    Elemental's Avatar

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    Sep 2011
    Location
    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: [Faith] Adopt the Way of Eauden.
    At a solemn ceremony at the Circle of Heroes attended by the Moot of Elders, all the Nari of the Viskari and many others, The Most Holy Mashana, Ara Sarak of Aer Caladon, and The Most Holy Elizan, Aranin Sarak of Iskandrazac, perform a ritual wherein Eauden is recognised as an aspect of Aer Caladon. As day turns into night those in attendance raise their voices in exultation towards the rising Moon in an ancient, primal hymn. The song is without words as none are needed to express their devotion to their progenitor deities.
    Sadly this is Mashana's last act as Ara Sarak. Her health had been failing her for many years and she at last has embarked on the final journey. In accordance with tradition, Elizan steps down from his position.

    2: [Faith] Seek Aid for conquering Region 112. Failure.
    Though he may have officially stood down, Elizan is still a Sarak of great importance and upon Talsharn's request he makes an offering to Iskandrazac to aid the Aranin in his conquest. A group of hunters bring a captured lion before the elderly priest at the shrine he has taken over in his retirement. He sacrifices it with a silvered axe, its blood staining the stone altar red, and hangs its hide as a macabre banner, dedicating it to the memory of Talsharn's ancestors and calling for the blessings of Iskandrazac upon the Aranin and his army.

    3: [Military] Invade Region 112 with three units under the command of Aranin Talsharn using the tactical doctrine of Reckless Attack. Talsharn will duel the enemy commander if possible.
    The Aranin once again leads his army against the Children of the Creator, the Warchiefs of the Winter Wolves, Swamp Sabres and Shade Riders riding at his side. Emboldened by Elizan's ritual and determined to restore his pride and honour he abandons his previous caution, his boldness no doubt doing much to restore morale to his troops as they ride south.

    4: [Military] Epic Quest! Mezanak ventures North to aid Rauri of the Phoenix and Old-Lion-No-Pride-No-Death in hunting down the Finger Wolf. Success.
    The news from Hiverness is dire and with the Aranin distracted elsewhere it falls to Mezanak, his trusted friend, to handle the situation. After seeking the advice of the Moot and communing with the Dead he rides north to Hiverness to join the hunt. He bears with him a Ring of the Phoenix and all his knowledge of the mystic arts, as well as a few tips from legendary warriors from ages past.

    5: [Opulence] Buyout Emeralds TP3 in Region 95. Success.
    Hearing of the discovery of emeralds by the Shandole the Moot immediately takes note. Their supply of precious stones is low and indeed it took them some time to scrounge up nine suitable garnets for making the Phoenix Rings, and so news of so abundant a source is exciting indeed. Not to mention that emeralds are a highly auspicious stone believed to be linked directly to Iskandrazac and thus the Viskari.

    Nonaction: Give the Eighth Ring of the Phoenix to the Sentinels' envoy.
    Cash in a favour and request that the Sentinels of Stone stabilise Region 98


    Spoiler: News and Rumours
    Show
    After yet another failed attack upon the Children of the Creator, the Aranin's support among the Nari is shakier than it has ever been. To the surprise of many, Nar Olek steps up and browbeats most of the other Nari into behaving and giving him one last chance.

    The aggression of the Shandole against the Skyclad Dancers is met with some surprise. The Elves had always seemed a peaceful sort and the rumours of atrocities cast the Eternal Folk in a new light.

    News that the Keeper of Sangar murdered his predecessor to seize power is met with shock. To kill one's own kin in such a manner and with poison of all things is a sin of the highest order. The Truthseers are thanked for bringing such a crime to light and a messenger is dispatched to Sangar and the Court of "Keeper" Milah. The message is inscribed on lead in Viskari using Kagahara. Fortunately a Truthseer is found to translate, but not before the Viskari messenger departs. It reads as follows:
    "Know this Murderer, your name is as Blight upon our tongues as much as your deeds and presence are a Blight upon the people and family you have betrayed. We of the Viskari will find much satisfaction in your death and hope that your suffering is as long and drawn out as the Blightsilvered death you brought upon your own kin. Find what little comfort you can in your stolen power for if the Noble Prenadi does not kill you then I certainly will."

    The horrific Blightspawned monster that stalks the lands of Hiverness is clearly a dire omen, but of what the Moot cannot say. As they send their chosen champion north they gather to read the bones and the stars in the hopes of divining what such a calamitous thing could mean.

    Roland the Sentinel is met warmly at Anviskad by Talsharn's wife, Hazasha Uracai as Talsharn himself is elsewhere. She is a gracious host and bids that the aging Sentinel spend the Winter there before returning to his duties.

    Meanwhile, in order to soothe the fears of the Ice Binders, the Sentinels are asked to travel to the region and help restore order by patrolling the land and safeguarding the locals against Blightspawn while the Moot integrates local elders.

    Recent actions undertaken by the Creatures of Ancient Ways are met with scorn. First word of their aggression against Eleftherian merchants in Kartoffel, then the assault against a Windowless Tower and now turning a young woman into a kinslayer for person pride? They have gone too far and their deeds will not go unanswered! As such the Moot of Elders writes two of messages and sends them to the shores of the Grey Lake and the Bloody Hill. The first is carved into treebark and is to Skystruck-Tree:
    "Wounded-Vulture-That-Nests-In-Skystruck-Tree, your assault upon the Sisterhood of Truthseers bodes ill. While we of the Moot do not seek conflict with the Creatures of Ancient Ways, the Truthseers have done nothing to wrong you directly and so we might assume you seek to hide secrets that cast you and your kind in an unsavoury light and so you seek to cast down all who would uncover the Truth. We do, however, have little reason to assume that this is the case but we ask you to assuage our fears by withholding from such actions in future."
    The second is carved into lead and sent directly to Raced-the-Sun:
    "Murderer, we see in your soul one who is as much a Blight upon this world as any Blightspawn and through your actions you have damned the one you pretend to love. You who seek mastery over the living through murder and kinslaying blaspheme before the Gods and your own people. May your soul rot and your spirit be dispersed forever on the winds with not a whimper to mark its demise and may Jahoon find peace and redemption for the crimes you have forced her to perform, but let it be known that neither of you shall ever be welcome in the Lands of the Viskari."

    The taboo against slaying vultures is lifted should that vulture have even a single red feather. Such creatures are not to be trusted and the red feathers are now known to clearly be a mark of corruption. Hunters are ordered to slay such creatures on sight and burn their remains lest they allow such corruption to take root.

    With the death of the Ara Sarak of Aer Caladon the long process of choosing her successor and the successor to the Aranin Sarak of Iskandrazac. There are many many candidates for both positions and the Saraks have begun to subject them to many many tests even as they consult the omens and commune with the dead. Usually the process takes but a year at most, but recent events have sent a shockwave through the hierarchies of the Viskari priesthood, as well as the sorcerers and witches. The manifestation of new powers forces them to pause and enter relative seclusion as they seek to master this miracle. In the meantime the positions of Aranin Saraks of the Dual Gods lie vacant.

    Despite the minor logistical hassle, the miraculous events in Hiverness are met with great celebration and the adoption of the Way of Eauden is viewed much more favourably despite the absence of its greatest proponent. Quite a few sorcerers, witches and priests travel north to Hiverness to learn more of the events and seek guidance from the Oracles.


    Spoiler: Named Characters
    Show
    Elizan Vandruk - Former Aranin Sarak of Iskandrazac - 92

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 30
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 57
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 42
    Nar Rashan Iskavan - Warchief of the Shade Riders - 36

    Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - 47

    Nar Alskan Salhan - Son of Hivak Salhan, first Warchief of the Phoenix Warriors, is currently not happy. - 24
    Karalas Anviskad - Son of Talsharn Anviskad - 30


    Spoiler: Ruler Information
    Show
    Diplomacy: 1
    Military: 9
    Opulence: 4
    Faith: 5
    Intrigue: 1

    Age: 58
    Expected stat increases: +1 Military, +1 Faith
    Last edited by Elemental; 2020-09-17 at 08:11 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!

  23. - Top - End - #203
    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 5 Actions:

    1.[Faith 10]Miracle! (Fluff Below) Effects: Those who adopt the Way of Eauden shall receive: The powers of water bending spontaneously manifesting in the characters of their choosing. (fluff only) and are granted the ability to cross arctic borders.
    2.[Diplomacy]Stabilize Hiverness (108) 16
    3.[Diplomacy]Establish Claim on 120. Action Fluff below.16
    4.[Opulence]Buyout Living Stone TP3 in region 96 with support. 14
    5.[Opulence]Buyout Caviar TP3 in 110. 11.

    Non-Actions:
    • Resist all unauthorized conversions and buyouts.


    Claim Fluff
    • Having failed to procure a husband and stronger bonds with the River-Smiths for his sister Yara, Rayen casts his eyes to the West. The burgeoning Diplomat travels with his sister to meet with the western area Chieftan. The noble siblings of Hiverness are accompanied by an impressive contingent of standard bearers and those who have been blessed by Eauden with the gift to manipulate elemental water. Sharing a faith with the westerners, Rayen and Yara are eager to share their knowledge of their joint faith and offers to instruct those who have manifested the inherent talent to Waterbend. Mundane gifts are also presented, carved mammoth ivory, furs, salt and their famous Huskies are offered as a display of friendship along with the hand of Yara.


    Spoiler: Miracle Fluff
    Show
    Night had fallen upon the Uldran tundra, though it failed to bring the darkness with it. A bright splash of stars streaked the sky with light, but even their splendor was dimmed in the company of the moon, which hung full and bright against the black sky. To those who served in reverence to Eauden, the time of the full moon was one of blessings, gratitude and celebration. It was in this vein with which the mingled Arrok and Nordgen descended upon the northern settlement of Mother’s Heart, the two peoples virtually indistinguishable in the moonlight.

    As torches flared to life and a procession was formed, a subdued excitement quickly passed throughout the sizable throng. Not only would they be visiting one of Eauden’s most sacred sites on the continent, they would be bearing witness to the union of two Oracles, a first within the Nordgen’s long memories. The procession wound through the small settlement and meandered up to the dark mouth of the cave that held the mystical Atarak Falls within it. The torchbearers came to the front of the restrained revelers, and held up their lights to illuminate the entryway into the first cavern.

    A chill wind assaulted them from the north, ruffling hair and pushing heavy fur hoods away from their faces. The most superstitious amongst them gasped in unison as the isolated gale extinguished the torches down to the last. The snuffed torches were abandoned and a local Arrok was called upon to lead the procession’s path into the impenetrable darkness of the cave. Misgivings were evident on the faces of the very young, but those older and wiser understood the incident to mean Eauden was with them and took comfort in the great spirit’s presence.

    They descended into the pitch black darkness single-file, arms linked in a long chain. As they left behind the shallow entrance cavern, a dim roar suffused their consciousness. The cavern floor began to slope downward and the dim roar gradually crescendoed into a churning choir of the three arms of the falls. Those in the vanguard soon realized their sight had returned to them, just in time for their path to wind into a switchback against the stone cavern wall. The path was flanked with ancient stalactites that dripped from the indistinguishable cavern ceiling far above them, and stalagmites who reached high loftily into the air above their heads.

    The pathway wound around a particularly large stalagmite, its base sparkling with quartz crystals in the eerie light. Atarak Falls rose before them, the mist from her crashing waters obscured the ground in a thick blue fog. The water of the falls seemed to be the source of the inexplicable light, it glowed with the bright blue of a glacier, illuminating the falls and enormous cavern brightly. The middle branch of the Falls concluded into a shallow pool that formed two falling streams that merged with the larger side branches whose waters plunged downward into an unknowable abyss far below.

    Though Shysie had visited the holy site before, Atarak Falls never ceased to fill her with reverence for Eauden and her power. The very atmosphere of the cavern exuded mystic energy, earning the location the reputation as a tangible rift between the mundane and the divine. Voices were instinctively hushed as the procession straggled in, forming a curved semi-circle around the two Oracles. Shysie divested herself of her heavy leather leggings and boots, leaving on her long tunic of white winter fox fur. Her black hair was in a long braid and the unearthly light turned her normally pale silver eyes blue. As was traditional with her people, Neyrna was painted in esoteric white patterns, and was wearing a light blue tunic.

    Shysie’s face reddened as she took her bethrothed’s hand, Neyrna’s face glowing with happiness as their eyes met. They stepped into the eldritch waters together, the shallow pool of the central falls just reaching the women’s knees. The water was bitingly cold as they submerged their legs, but their skin soon turned numb and the frigidity of their surroundings was soon overshadowed by the warmth in their hearts. The crowd smiled indulgently as Neyrna’s daughter stuck a toe into the pool and gasped as she recoiled and after found a seat with the others in the audience.

    Shysie’s heart was racing as she sought to recall the proper steps to the Arrok binding ritual, but Neyrna’s smiling face pushed all coherent thoughts from her mind as she was overwhelmed by her love for the other woman. The Oracle was saved as an Acolyte stepped forward with several items in a basket of woven grass. Her senses returned to her as she turned from her lover and regarded the ritual tools in front of her. The basket held a small empty bowl, an unlit candle, a small but thick branch, a large crystal, and a circular piece of metal that represented the full moon.

    She picked up the empty bowl first and bent down to fill it with the glowing water.

    “We stand before the eyes of Eauden, in Her birthwaters. I swear by the constancy of her waters that my love will remain as inexorable as her flow.” She lifted the bowl and poured the water over Neyrna’s head.

    “Do you so swear?” She asked her partner as she handed the empty bowl to her. Neyrna bent to fill the bowl again.

    “I so swear.” The Uldran Oracle dumped the water over Shysie’s head. Shysie had tensed against the influx of frigid water, but relaxed as she curiously no longer found the temperature uncomfortable.

    “I swear by the strength of Her roots, that my love will likewise remain steadfast.” She plucked the branch from the waiting basket and touched it to Neyrna’s forehead.

    “Do you so swear?” Shysie handed the branch to Neyrna who touched it to Shysie’s forehead.

    “I so swear.” She handed the branch off to a waiting Acolyte and Shysie picked up the unlit candle. Eauden had chosen to forbid fire within her caverns this night, and her wishes would not be disobeyed by the Oracles.

    “I swear by the fury of Her flame, that my passion will burn everbright, never to be extinguished.” Shysie lifted the small pot of hardened mammoth fat from the basket and waved it below Neyrna’s chin.

    “Do you so swear?” She handed the candle to Neyrna.

    “I so swear.” Neyrna waved the candle below Shysie’s chin. Shysie couldn’t repress the happy grin that lit her face before she returned her attention back to the ritual proceedings.

    “I swear by the fortitude of the earth that my love will be as enduring as bedrock.” She picked up the crystal from the basket and touched it to Neyran’s lips.

    “Do you so swear?” She handed the large crystal to the other Oracle.

    “I so swear.” Neyrna touched the crystal gently to Shysie’s smiling lips and placed it back into the waiting basket.

    “I swear by the transformative nature of metal, that my love will be shaped by the work in which we put into our union.” She picked up the small circular disk of metal and touched it to Neyrna’s left breast.

    “Do you so swear?” She handed the moon token to Neyrna.

    “I so swear.” Neyrna touched the symbol over Shysie’s heart.

    “Eauden, we, your two Oracles, beseech you to join our paths so that we may walk side by side from henceforth. We come to you with gratitude, thankful for the paths you have set before us. We come to you in celebration, with joy in our hearts to know you and each other. We come to you for blessings, let your power and wisdom flow through us, your people, so that we find safety in your essence, and comfort in your mein." Shysie took up the bowl and filled it with water once again. She held it to Neyrna’s lips, who drank deeply of the cold, glowing water.

    “May your light flow through us, your followers, so that we never stray from your path.” Shysie drank from the bowl, again, some distant part of her mind wondering that she found no discomfort in the icy water. Her mind returned to the present as the onlookers gasped to see the Oracles began to glow from within with the blue light of Eauden’s waters. Shysie’s eyes were wide as she watched light pour from Neyrna’s fingertips before it emanated from her mouth, nose and eyes. Shysie held up her own hand to her face and saw the same light steaming from her own body.

    The glowing water curled itself into a thin stream and wound up their legs to their thighs, then around their bodies, up to their arms and finally over their heads. Shysie felt no chill, or fear of drowning. She felt a growing sense of power within her and knew Eauden was with her. Her senses extended to the water around her, as if it was but another limb and she flexed something within herself. The stream of water that had wound itself around her seemed to obey her command, as she moved her hands in waves, the stream swayed back and forth with her motions. There were excited exclamations from the others, as they, too began to glow with the glacial light. Chaos erupted as dozens of people began to take control of the sacred waters.

    “Do not tread upon these waters lightly, for they are bound by the will of Eauden!” Shysie put her hands up to stop the others, inadvertently causing a wall of water to separate the onlookers from the Oracles. People took heed of her warning and began to race uphill back to the entrance of the cave. As the last of them retreated, Shysie let the water barrier fall with a splash. Neyrna shook herself out of her shock. They exchanged glances and the two women took off sprinting after the others.

    As she emerged from the cave, Shysie gaped at the scene before her. While they were down in the depths of the cave, the aurora had come alive in green and purple streaks across the sky. The colors waved in undulating patterns, as if welcoming Eaudens followers to find their paths across the heavens. New formations of magic-made snow and ice dotted the landscape. Someone was busy forming towering spires of ice that reflected the aurora in a dazzling display of rainbow colors. Others were in various states of undress as they began to realize they no longer feared the bite of winter.

    “It’s a miracle!” Shysie sank to her knees in the snow and raised her arms into the air as tears streamed down her face.

    Elsewhere in the tundra, the followers of Eauden found themselves inexplicably glowing with a radiant blue light. They had a similar experience to Shysie’s, in that water, snow and ice had inexplicably become an extension of themselves. They began to move and mold it intuitively, and knew that somehow, they had been blessed by Eauden Herself. Deep in the northern borders of the Hiverness wilderness, where the desperate refugees who had abandoned The Breach in fear and despair of the Fingered Wolf aberration, suddenly found the fortitude to continue into the unknown northern reaches in search of refuge from the Blightspawn.




    News and Rumors:
    • The appearance of a Blightspawn in The Breach has caused a surge of refugees streaming into Wolfenhall. Additional hunting parties are dispatched in order to allay any shortage of food and nightly vigils are held for the brave heroes who have volunteered to investigate the abomination the locals have dubbed Wolfenfinger.
    • Chief Rayen pledges his gratitude to all who answer his appeal for help with the Finger Wolf.
    • The Nordgen people are awestruck as Shysie returns from her binding with the power to control the element of water. Her people take it as a sign that the union is blessed, and the incident causes a rash of religious fervor. Newly committed devotees of Eauden fill the holy settlement of Cristalmont and they start having to turn people away from joining the Acolytes. Talk is heard of constructing a second holy site within the region to accommodate the worshippers.


    Ruler Info:

    Chief Rayen
    Diplomacy: 8
    Military: 1
    Opulence: 4
    Faith: 10
    Intrigue: 4

    Expected Stat Increases:
    +1 Dip, +1 Op
    Last edited by PepperP.; 2020-09-19 at 05:41 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

  24. - Top - End - #204
    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 5 Actions:

    1. [Military] Raise Unit

    2. [Military] Raise Unit

    3. [Faith] Officially convert to Abiherism

    4. [Intrigue] Investigate who sacked the Anbroch trading post in Kincany (198) 15

    5. [Intrigue] Secret 17




    Non Actions:
    • Support the Bel-Dan Armada buyout of TP 3 in region 216



    Spoiler: Diplomatic arrangements
    Show




    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 4
    Military: 4 + 1
    Opulence: 10
    Faith: 3
    Intrigue: 7 + 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
    5 Passive TP income +1 1 5 Great Success Exploration +1 2


    Spoiler: Military (0 units)
    Show

    Name Ships Weapons

    Hero
    Name Military Stat


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Sentinels of the Stone 1 3
    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; 2020-09-18 at 10:49 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  25. - Top - End - #205
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra
    Kiswa Region 226
    Turn 5

    Spoiler: Banner
    Show


    News and Rumors:
    >When Fulji Aruni returned from her long excursion south, she did not return alone as she had departed. Accompanying her were nearly ten-score other ra clad in furs - Mira all, but strikingly different in visage to what was familiar even among the variety known in Vyterrat. Tones in pale blues and whites, each bears features of ice and snow, soft snowflake locks or hard frozen facets, pale crystalline eyes. They tell how Aruni found their village, a small tribe of hunters and trappers far enough south the the snow barely thaws in the summer. They were impressed with Aruni's tales of her Vygra people - none had before seen any ra beyond their frozen tribe, and Aruni's fiery contrast sparked their interest in joining with their northern kin.
    >A few months after the wedding of Fulji Tapsehi and Prince Taro Hadev, Matji Khetra announces that she is taking on a new fulji. It is uncommon for a matji to take new fulji so many years after their elevation; mostly it has happened following deaths. In this instance, Khetra seeks additional assistance for those extended periods where her daughter resides abroad with her husband. The newly appointed Fulji Varsha is a young Bora from the mesa town of Kolinth.

    Actions:
    1) [Military] Recruit a Unit
    The Vygra continue to train forces, uneasy as tensions between various Kiswan tribes increase.
    2) [Diplomacy] Press Claim - Region 225 (Roll: 13)
    Caruvi, now wed to the chief of the elk herders of the region, speaks with her husband (a new word still to the Vygra) on behalf of Matji Khetra about how their people would benefit from joining together.
    3) [Military] Train with Alexios the Undying (Roll: 16)
    While not usually a ra personally focused on her martial prowess, the matji finds Alexios' offer of training enticing. Khetra makes time early each morning to learn from the immortal hero.
    4) [Military] Errant quest - Alexios, Region 238 (Roll: 21 - Great Success!)
    Alexios takes a few Vygra lead by Yacka, the Efra of Aruni's warriors, and sets out to scout recently discovered land, identify potential threats, and secure resources for the Shepherd of the World Soul's people.
    5) [Military] Quest into unknown lands - Fulji Aruni sets out once again, following the path of snow and ice to explore southwest of region 238 (Roll: 14)
    Fulji Aruni sets out on her own once again - still providing no public explanation of her absence. Rumors continue, but with her extended travels, some ra suggest she is looking for ... something. The range of 'what' is as broad as the imagination can supply, especially after the results she returned with last time.

    Non-actions:
    Test your Mettle - Increase Aruni's hero score from 8 -> 9 as she trains with Alexios. (1 favor spent, SoS Rep 2 action)
    Host a Wedding in Farahabi - Fulji Tapsehi is wed in union with Prince Taro Hadev of Veramondo.
    Allow the Dreamspeakers to aid those children they find possessed of the Twilight Sight - no interference.


    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Khetra (Diplomacy 10; Military 5; Opulence 7; Faith 1; Intrigue 3)
    End-of-turn increase: Military +2

    Heroes: Fulji Aruni (8); Alexios the Undying (12)

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery
    Units: 2 (Defending region 226), 1 (on loan to Sons of Sirrvat)
    Treasure: 0
    Reputation: SOS (4); DSP (1)
    Favors: SOS (5)
    Trading Posts: 226 TP2 (Copper), 195 TP3 (Timber)
    Embassies: Veramondo (218)
    Last edited by Frostwander; 2020-09-17 at 02:06 AM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  26. - Top - End - #206
    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. DIPLOMACY 6 Hear the Four Winds Mythica! 14
    +1 Treasure

    2. OPULENCE 8 Buyout Region 95 TP 2 Emeralds 16
    +1 Pottery

    3. OPULENCE 8 Buyout Region 96 TP 2 Living Stones 15
    +1 Pottery

    4. OPULENCE 8 Buyout Region 98 TP 1 Dire Goats 19
    +1 Pottery

    5. OPULENCE 8 Expedition North of Region 123 13
    +1 Animal Husbandry

    Non-Actions:
    - Accept all Embassies
    - Accept Masonry from the Dannu-Gaon at our embassy
    - Resist all Buyouts
    - Resist all Conversions in Thade
    - Resist Destruction of Windowless Tower in Region 123 13
    - Resist Raid on 129 TP2 14
    - Use 3 SOS favor to +1 rep (1->2), Stabilize Region 123, and train my new hero (7->8)
    News and Rumors:

    Spoiler: Bookkeeping
    Show

    Leader: Veret Haftian
    D: 6
    M: 1
    O: 8
    F: 1
    I: 3

    Expected Stat Increases: +2 Opulence
    New Ruler Next Round? no

    Treasure 1/5
    Expected Change +1 (passive) -1 (spent this turn)

    Military Units
    0/6
    1/3 navel

    Heroes:
    - wip hero 7 from SOS

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

    Orgs:
    SOS Rep 1 Favors 3 Expected Change: Rep +1 Favors -3
    DSP Rep 0 Favors 0
    TSR Rep 4 Favors 1

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling
    Writing (Kagahara)

    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: (7)
    Expected Change +2
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    - 123 (Saffron) TP1
    Last edited by bupkis; 2020-09-19 at 09:01 PM.

  27. - Top - End - #207
    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 5 Actions:

    Actions:
    1. [Military] Raise a unit of bloodfeathers
      With a continued escalation of events in the Mamut region, additional troops are levied and trained.
    2. [Military] assist in attack of region 33 with 3 units
      Aid is sent to assist the Uzii in their taking of the region and the fight against the flower zombies that are moving around.
    3. [Opulence] Buyout region 30 TP 3 - Success
      Sometimes extra effort is required. That said with securing a source of comet stone to help fill a primal need in the Hraban for shiny object, trinkets, things to attract attention where much effort is given, much reward is reaped.
    4. [Faith] Seek aid on buyout of Region 30 TP 3 - Success
      Time is taken to work rituals to seek out information on how to best work with merchants and miners to collect comet stone.
    5. [Faith] Seek aid to assist the Uzii in the confrontation in region 33 - Success



    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 3
    Faith 6
    Intrigue 1


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Mil, +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; 2020-09-17 at 08:18 PM.


    Avatar by Gengy

  28. - Top - End - #208
    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 5
    The Shá
    Sands of Shá (307)
    Revered Triad of Sani, Yeitso, & Tiba

    In the aftermath of the Argent Swarm’s attack on the Solstice Solarium, the Revered Triad launch an investigation into how the Blightspawn managed to infiltrate Dzah. However, despite the best efforts of the faithful of the True Sun, progress is slow. Six Months pass, and the Revered Council turns its nervous attention to the ceremonies of the winter solstice. Despite his great age, Sani conducts the rituals in rare form, his fervor a clear and guiding light to his people and the continent. He retires in triumph, and does not appear on the morn.

    Sent to wake the Mouthpiece of the True Sun, the lesser priests of the Solstice Solarium find the door to Sani’s chambers sealed from the inside. Minutes of increasingly frantic pounding prompt no response from inside, and in fear that age has played a cruel trick the Solarium’s guards finally break down the door. But what they find is hardly the work of age. Sani, or what remains of him, lies atop the smoldering remains of his bedding, charred body wrapped in chains of heavy gold that have melted into a malformed sarcophagus. His mouth is stuffed with hard-packed sand turned to half-glass, and what remains of his face makes it clear he was burned alive.

    At once, panic sweeps the Solstice Solarium, and the wailing of inconsolable acolytes quickly alerts all of Dzah to tragedy. Called to witness the passing of their eldest member, Yeitso and Tiba share a momentary wail of their own grief. One that trails off as they find each other’s eye and see the suspicion burning there. While tradition dictates a new member of the Revered Triad be appointed, neither elder appears at the rituals the next day. Or the next. Instead, trusted aides flit through the Solarium and the city beyond, securing promises of allegiance and support from the notables within the clergy and without. Both Yeitso and Tiba seem convinced the other had a hand in both the attack by the Argent Swarm and Sani’s assassination, playing for the greatest prize imaginable - immortality.

    Actions - Yeitso's Faction
    1. Raise One Unit
    2. Raise One Unit

    Actions - Tiba's Faction
    1. Raise One Unit
    2. Raise One Unit

    Actions - Unknown
    1. Foment Unrest in the Sands of Shá
    Last edited by TheDarkDM; 2020-09-19 at 01:53 AM.

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

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

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

  29. - Top - End - #209
    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
    Kehna Tzkepte
    D3
    M5
    O3
    F3
    I3

    News and Rumors: Iyiha Nehrat, speaking for Kehna Tzkepte, accepts the peace treaty laid out by Zora Soulsilver of the Nocturnal Hydra. Rumor has it her ruler does not accede with good grace - some even say she cracked a stone table in a violent rage, in the privacy of her quarters - but she is not seen for several weeks following her return from the campaign and makes no public comment thereafter. Though she does, sometimes, look truly murderous when reminded and it's clear to anyone close to her that she harbors significant ill-will despite her acquiescence

    Opulence: Her role in the peace talks concluded, Iyiha is sent out to attend the bazaar in the realm of the Ashir, this time bearing fine silver crafts, sacks of dried pepper, and even a few carefully packed obsidian vials that she refuses to elaborate upon the contents of in most company, in addition to her more usual offerings of dried fish and lumber. (Trade at the Ashir Bazaar.)
    Diplomacy: Mheya Nehena is careful to take a mostly hands-off policy in her early governance. Unfortunately, this only permits tensions to rise unaddressed - it may not be in rebellion yet, but it will certainly need careful handling, lest war come to the region and risk drawing the ire of the Truthseers for the threat open battle poses to the Windowless Tower. (Stabilize Region 279: Failure.)
    Diplomacy: Kehna offers no reason for why she seeks to possess a cache of dreadsilver eggs, even when asked, but her easy acquiescence to the Ixkar's terms makes it plain she has some plan for them that is more than simply holding someone else's trophy. Rumors abound, some sober and well-thought-out and others offering unusually lurid suggestions with no basis in anything but imagination and the appreciation of certain Naherin for a strong woman, but the one that wins out in the end is that she simply wishes to see them disposed of properly. Xehra was a great admirer of the Sentinels of Stone, and Kehna was raised to share that belief; if the orcs did not intend to see them put to an approved use or given over, she might feel it her duty to ensure they come into the hands of someone who will. (Trade the Ixkar two units, sailing, and a guarantee of hospitality to the Dreamspeakers for the duration of her reign, in exchange for a cache of Dreadsilver eggs.)
    Military: Having distinguished herself in battle beside Xehra, a half-elven girl named Aesira Bladedance is publicly honored for her skill and granted command of Kehna's former unit. The veterans now under her command are not entirely supportive of this change - but with Kehna less than readily available and Valyae having been raised to governor, those concerns remain limited to bitter grumbling inside the unit for the moment, as they simply have nowhere else to go. For her part, she forces her pride down as best she can once their anger comes to her attention, though given her recent deeds, she soon begins to chafe under their resentment. (Raise hero: 9.)
    Military: Raise unit.

    Stat changes: +1 Military, +1 Diplomacy.

    Non-actions: Support Nocturnal Hydra's buyout of Bloodfire.
    Last edited by Lady Serpentine; 2020-09-19 at 02:37 PM.

  30. - Top - End - #210
    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 5]
    Main Actions
    1. Opulence: Fail to buy fish from Region126 Roll
    2. Opulence: Fail to buy fish from Region126 Roll
    3. Opulence: Raise 1 Treasure
    4. Opulence: Raise 1 Treasure
    5. Military: {The Ripper (9)} Quest into Unknown Lands, south of #125 Roll Result 14


    Non-Actions
    • Diplomacy: Change Ruler
      Orgo's humiliations compound. He commands a hunt of men to claim their fish, and so great is his ineptitude to inspire fear and command, the conquered people hide their wares from us, even as The Crow's Tribe direct us to where they hide! Orgo squanders resources to impress an ungrateful Sentinels of Stone! When the Highchief of Sha was attacked, he failed to show the Thunderpeople to be The Most Worthy of All Hunters among those who fought.

      He has failed even to properly conduct a right and worthy hostage exchange with the beast riders of the west!

      While his people go hungry, and go without worthy honors in the eyes of the outside lands, Ai ai Orgo IS UNWORTHY! Stripped now of his cloak, his blightbone spear is broken, his root wine cup runs dry.

      Behold Ragna! Once called Redspiral Halfhand! Ai ai! In his right hand, a spear of Blightbone, held above you! In his left hand, a cup of root wine, extended graciously. He is life! He is death! Ai ai! HE IS WORTHY! ai ai HE IS WORTHY!"



    Rumors:
    Highchief Ragna has managed to push Orgo out of power with what amounts to a prolonged whisper campaign, but most controversially, without the input and expressed backing of the shamans. Ragna is regarded to be a highly cunning and powerfully bodied man, but a distressingly faithless one.

    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    None

    Spoiler: Current Leader Stats
    Show

    Highchief Orgo
    Diplomacy 8
    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; 2020-09-19 at 09:11 PM.
    ...with a vengeance!

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