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  1. - Top - End - #211
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    End of Round Five

    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!

  2. - Top - End - #212
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round Six: Begin!
    Years 21-24

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

    Good luck!

    Rules Alerts and Changes!


    Growth!
    • A great fortress has been built in Swampum (39)!
    • The Koxrrit have built a fortress in region 293!


    Claim!
    • The Koxrrit establish a claim on region 294 via chieftain Apax.
    • The Deru fail to press their claim on 38
    • Rẹ̌tšrìj of the Sokau has begun pressing the Sokau claim on region 41. More work will be required to consolidate it.
    • The Ashir complete the merger of their government with that of region 305.
    • The Alodites have established a claim in 284 through the marriage of Princess Isis to the local warchief Mutwa Otwanife.
    • Arrok of Uldra press their claim on region 130 with great success! The Arrok have acquired region 130! Lacking a clear line to the Arrok government, the people grow discontented with this arrangement, and begin to hoard weapons to repulse the foreign occupiers! [Region 130 is in Unrest. Addition of fluff to back the claim in Round 6 will eliminate this Unrest. Failure to fluff the claim will cause the Unrest to erupt into Rebellion in Round 7]
    • Clann Solais continue to press their claim on region 117
    • The Nocturnal Hydra finish pressing their claim on 282! However, the lack of connection to the ruling clans of the Hydra leaves a bitter taste in locals’ mouths! Undaunted by the threat of the growing kingdom, they begin to whisper of revolution. [Region 282 is in Unrest. Addition of fluff to back the claim in Round 6 will eliminate this Unrest. Failure to fluff the claim will cause the Unrest to erupt into Rebellion in Round 7]
    • Creatures of Ancient Ways finish pressing their claim on region 138
    • Careni of the Vygra begins attempting to persuade her husband of the benefits of union with the Vygra. He is less than wholly convinced as yet, but seems open to further persuasion.
    • Hiverness has established a claim on region 120
    • Apax of Ixkarr has established a claim on region 294
    • Sangar has established a claim on region 157.
    • Ggeppel of the Fffolkkk, brother of Nopppa, travels to region 267 in the hope of establishing a claim, but does not return. It is not clear whether he has succumbed to violence, got lost en route, or simply decided that his loyalties lie with the natives rather than his own people, but in any event, his mission is a failure.





    War!
    Spoiler: Anbroch Clans Attack Region 194
    Show

    Anbroch Clans: 3 units, Neno (Hero 9), duelling = 24
    Bel-Dan Armada: 2 units , Ren-Num-Har (Mil 10), duel refused = 26

    The Bel-Dan Armada is victorious! The Bel-Dan Armada loses 1 Unit, Neno is taken captive! The Anbroch Clans lose 1 Unit, Ren-Num-Har dies in battle!


    Spoiler: Henanda Attacks Region 191
    Show

    Henanda: 2 units, Ocēmis (Hero 9), Black Iron Weapons (+2) = 22
    Native Defenders: 1 unit, Native Leader (Mil 8) = 25

    The Native Defenders are victorious! Henanda lose 1 Unit!


    Spoiler: Al-Ashir Attack Region 303
    Show

    Al-Ashir: 4 units, Al-Zamira (Hero 10), duelling (lost) = 30
    Native Defenders: 2 units, Native Leader (Mil 10), duelling (won) = 21

    Al-Ashir are victorious! Al-Ashir lose 1 Unit, Al-Zamira is slain in her duel!


    Spoiler: Ta Seti Attacks Region 287
    Show

    Ta Seti: 3 units, Neferkare (Hero 10), Composite Bows (+1), duelling (won) = 30
    Native Defenders: 2 units, Native Leader (Mil 7), duelling (lost) = 17

    Ta Seti is victorious! Ta Seti lose 1 Unit!


    Spoiler: Aran Viska Attacks Region 112
    Show

    Aran Viska: 3 units, Talsharn (Mil 9), duelling (won) = 27
    Native Defenders: 1 unit, Native Leader (Mil 7) = 17

    Aran Viska is victorious! Aran Viska loses 1 Unit!


    Spoiler: Lhungho Saar Attacks 210
    Show

    Lhungo Saar: 6 units, Ingkannu (Hero 10), duelling (won) = 34
    Native Defenders: 2 units, Native Leader (Mil 8), duelling (lost) = 18

    Kingdom of Lhungo Saar is victorious! Lhungo Saar loses 1 Unit!


    Spoiler: Civil War in Sangar
    Show

    Prenadi’s Forces: 3 units, Prenadi (Hero 10), duelling (won) = 34
    Milah’s Forces: 1 unit, Milah (Mil 7), duelling (lost) = 18

    Prenadi’s Forces are victorious! Milah’s Forces are wiped out, Milah is slain!


    Spoiler: Sọ́kǎu Tribes Attempt to Intercept Flower Zombies in Region 47
    Show

    Sọ́kǎu: 7 units, Sọ́gẹ Yúkró (Mil 8), Black Iron Weapons (+3) = 27
    Flower Zombies: 7 units, Distant Call (Mil 5) = 21

    Sọ́kǎu Tribes are victorious!


    Spoiler: Uzii Attack Region 33
    Show

    Uzii: 6 units, Homage Death-Grasp Mil 10), duelling (won) = 35
    Amaryllis Fanatics: 3 units, Heaven Speaker (Mil 7)

    Once more an army marches on the stricken region that seems to be the heart of the Heavenly Amaryllis. However, the army that comes now is driven by neither greed nor vengeance, but by righteous fury. The Uzii and Hraban, confident they have found a manifestation of their ancient enemy, burn through the uninhabited south with a speed that would terrify any mortal defender. Following maps prepared by Clan Alqar, they quickly surround the decaying shantytown around the roaring canyon, moving forward in a line as unyielding as reapers at the harvest. Once more, the defenders emerge, bodies twisted and monstrous with grasping vines, and the arachnid plant thing that had once been a man screeches a battle cry. The Amaryllis Fanatics charge with reckless abandon...and the Uzii answer. The counter charge shatters the first line of the blighted victims, swelled to terrible numbers by the arrival of further infectees from the north, but they can do little against the Uzii but die. And die they do, in the hundreds, in the thousands, until sap-tainted blood has turned the battlefield into a foul mirror of the Uzii’s beloved Swampum. Homage Death-Grasp himself crushes the last remnants of humanity from the Heaven Speaker, breaking the many-legged horror like a lesser Uzii might dispatch a common spider.

    After hours of butchery, the Uzii and Hraban stand victorious within minimal losses. Soul Honor, it seems, has girded them well against the depredations of the flowerspawn. Military discipline begins to descend into plans for the victory celebration, until Homage Death-Grasp notices the shift in the ground. Puddles of blood and pus begin to flow back whence the flowerspawn came, sometimes carrying entire bodies in a reverse landslide none would believe were it not happening in front of them. At once, the assembled forces return to order and march into the canyon, intent on facing the cause of all Mamut’s misfortune. And that is when they lay eyes on the source of the Amaryllis - a great mound of flowers and vines vaguely in the shape of an owl, if an owl’s wings could cast a shadow to blot out the sun. The canyon walls are piled high with the decaying refuse of the dead, every fluid and organ slowly consumed by a creeping wall of vines spreading out from the heart of the heavenly strigoi. At the Uzii’s approach, the heap of bloody vines shudders, coiling in sinuous pattern like a snake emerging from its own coils until a central bud emerges from the mass, opening into a fanged amaryllis studded with baleful yellow eyes. Frozen in horror, Uzii and Hraban alike can only watch as the head rises higher, higher, until it crests the walls of the canyon to look down from on high. Only Death-Grasp himself shakes free of the terror, raising his weapon high and bellowing a war cry that echoes through the canyon and into history. Then the Blightspawn falls upon him, and all is darkness. The combined forces of the Uzii and Hraban flee the canyon, only to watch the Amaryllis Dragon alight on petaled wings and begin flying east.

    The Uzii are victorious! The Uzii lose 1 Unit, Homage Death-Grasp is slain! Hraban lose 1 Unit! Region 33 becomes a Wilderness Region, and will need to be Colonized.


    The Bel-Dan attempt to capture Alexios’s ship, but fail to intercept it before it reaches the open ocean!


    Quests!
    • Yegin Kw’Haleti quests in region 236 and returns with 1 Treasure for the United Blemmyae Tribes!
    • The Vygra request Alexios undertake an errant quest for them in region 238, and he returns with 1 treasure.
    • I Face the Edge of Darkness travels north to face the Ember Bats. At his side rides Hinarah of Sangar, whose youth and stature belied his stout heart. Passing beyond the edge of Shandole’s territory, it is not long before they feel the biting kiss of ashfall from the mountains. Storm clouds wreath the horizon, lit from within by the baleful light of the blightspawn and given eternal life by the noxious fumes of their nest. The first attack comes two weeks into their expedition, a lone Ember Bat descending like a comet from the night sky in search of easy prey. It dies disappointed, skull crushed by a sling stone launched by ancient hand, and the two heroes hurry on their way as its body disintegrates into burning putrescence. Thus begins their long struggle towards the bats’ nest, assailed day and night by hunters trailing a pyroclastic fume in their wake. As hours of battle turn to days, then weeks, Edge and Hinarah slow their pace, fatigue stalking at their back even as the Ember Bats grow more numerous. Eventually, staggering beneath a layer of soot that clots their wounds, the two stand atop a ridge overlooking the smoking caldera.

      An eternal fire red as blood lights their path from then on, passing from shadow to shadow beneath the notice of dozens of Ember Bats as they seek the smoking crevasses that lead to the heart of the volcano. Down they climb, further and further still into the beating heart of the mountains, until from darkness they emerge into caverns drawn from the nightmares of a madman. The stone of the Ember Bats’ lair has twisted into strangely organic formations, at once reminiscent of their fading dreams of home and deeply repugnant. Had either man been blessed with a full belly, they might have lost it passing through those bloated arcades, but the righteousness of their task guides them on. Here and there they find pockets of Ember Bats clinging to the ceiling, the walls, twitching in a deathly sleep. They rarely wake alive, and in the scattered bones and cinders of their nests the heroes discover mounds of unpolished crystal hard as a Sentinel’s rod - diamond.

      This discovery proves the end of the Ember Bats, for as Edge and Hinarah skulk through their domain they take the sharpest of the gems to the pillars and walls, carving great bleeding gouges in stone that proves near as soft as flesh. Charting a path around the fiery pit of the volcano, they eventually succeed in preparing their trap. With a mighty roar, they rouse the full horde of the Ember Bats from their rest, and in their alarm the Blightspawn do the work of a hundred miners. Walls collapse beneath flailing wings, stalactites fall like the hammers of the gods, and as more and more Ember Bats rebound to die in the boiling magma the earth itself heaves. Spending the last of their strength, the heroes retreat even as the earth itself joins their fight. By some miracle, Edge and Hinarah reach their pinnacle overlook just as the volcano finally explodes, a blast that sends them to the ground with bone-crushing force and consumes the last of the Ember Bats in a fiery embrace.

      [Edge and Hinarah successfully slay the Ember Bats! Though the fight is hard, both Heroes emerge whole from the experience, their saddle bags full to the brim with the raw diamonds that served as the bats’ droppings. Shandole and Sangar both gain 3 Treasure! Region 114 becomes a Wilderness Region with a Great resource of Diamonds.]
    • Brought together by the desperate need of the north, Rauri the Phoenix leads No-Pride-No-Death and Mezanak of Aran Viska past the devastation of the Breach in pursuit of the Fingerwolf. Assaulted by freezing winds and snow-drifts the size of small mountains, only their heroic fortitude spares the trio the freezing death that lesser mortals might expect. It is a small blessing that the Blightspawn shows no sign of trying to mask its passing, as even the billowing snow proves insufficient to hide the river of bloody hand prints leading ever further north. Finally, the storm clears, and a chance encounter with a herd of caribou allows the three a brief moment of comfort. It fades all too quickly when they reach the carpet of bones.

      At first indistinguishable from the surrounding snow, the distinctive snap beneath Rarui’s boot alerts the heroes that they walk across an entirely different white field. Stretching before them, held forever in permafrost, are the remains of thousands of beings, humanoid and animal both, broken and mutilated with a sadist’s glee. And at the center, emerging from the ground like a blackened tumor, is the lair. Blood, spittle, bone, and meat all frozen together in a grizzly mockery of an igloo. It is perhaps a mercy that the inhabitant is absent, for the smell defies the cold air’s attempt to kill it and renders even No-Pride nauseous. But sickness is a passing thing, and soon the trio set about discovering what they can. The inner walls of the den are marked like an ageless prison, the scratchings of numberless fingernails reducing the walls to jagged furrows that flow together like water. The beast’s tracks are strange, inconsistent, one set clearly decades old and preserved by the cold, another scarcely months old. It appears that the Blightspawn had been in a state of hibernation until recently, but now returns to its den only rarely. Still, there is no doubt it will eventually return.

      [Rauri’s band successfully locates the Den of the Fingerwolf! Epic Quest: Stay the Hand is now active! So long as they include Rauri, No-Pride, or Mezanak in their number a Hero or group of Heroes may attempt a TN 22 Epic Quest to ambush the Fingerwolf and slay it in its lair!]



    Terror!
    • Driven by their antipathy towards the mysterious sisterhood, the Creatures of Ancient Ways launch a coordinated attack on the Windowless Tower in Region 123. What begins as vultures and lesser scavengers harassing the inhabitants soon escalates into attacks by packs of hyenas and converts from among the two-legged peoples of Tarandi. However, each attack is beaten back by the forces of Eleftheria assembled to defend the Tower, and the resolve of the Truthseers is only strengthened in the crucible!
    • Even as the heroes of Tarandi seek its lair, the Fingerwolf continues its hunt. Moving west from Hiverness, it slips like the shadow of death into the land of Braye, intent on Reesen. Warned of the danger by local Dream Speakers, the luminous peoples still prove unprepared for the Blightspawn’s attack. The crashing of waves against the shore does little to drown out the chorus of wails that accompany the beast’s rampage, made all the more terrible by the luminous halo of dead Braye surrounding it. In the light, the survivors see all too well as the severed hands puppeteered by the creature’s razor strands of tendon act almost of their own accord, some gripping and pummeling fleeing townsfolk like a mob, others tears at roofs and walls like desperate prisoners. All the while, the eyeless hulk of the Fingerwolf’s main body ripples with silent delight at the carnage, the jagged claws that are its teeth bared in a leering too-wide grin as it devours the town’s defenders. Remembering the lessons of the Breach, the Fingerwolf manages to spread its rampage over two full days, ever striking where it will most disrupt Reesen’s flagging defenders. Only when fully half the town is in ruins does the Blightspawn withdraw, dragging a new host of luminous hands in its wake. [Braye is in Unrest!]
    • Word of the Amaryllis Dragon cannot outpace its flight, as the dazzling white creature cuts a howling course across Mamut. Wherever it flies, more seeds fall, bursting open upon the ground with a speed that echoes their mother’s fury. Here and there, isolated pockets of civilization fall to the beast’s hunger, as throned vines lash out from its open maw to suck dry Uzii, Hraban, Alqar, and Goliath. The lilting roar of the beast falls like bleak rain upon southern Mamut, and after a month of terror it begins wending its way north. In the chaos, reports from the Scions of the Thalaz’ir of an unprecedented storm approaching from the north go unheeded by most, until it passes over their lands with winds that shake the mountains themselves. As the bright dragon approaches Héokalón, stormcloud and star of destruction appear at either edge of the horizon, and many begin prophesying the end of all things. The Amaryllis Dragon roars its triumph once more...but for the first time, it is answered. From the storm clouds erupts the shriek of tenfold thunderclaps, a cry that levels trees and carries for miles. The course of the Amaryllis Dragon falters, hesitates, until with a defiant answer it dives towards the storm. But before it can enter, it is enshrouded by the shadow of wings. Steel-grey feathers blot out cloud and sky, as an eagle of stupefying size descends to battle the Dragon. Talons larger than Towerhome rake the rock-hard petals of the dragon’s side, showering the land below with glittering indigo blood. What follows is a pathetic reversal of the Amaryllis Dragon’s rampage, as it flails free and attempts a desperate retreat. Lightning crackles around the Storm Bird as it follows, raking the dragon’s wings and the land below in idle sport. But scarcely an hour passes before the dragon is spent, and with a triumphant cry the great eagle rips one wing clear of its moorings and drives the blightspawn down to the ground. What follows is a lightning storm beyond the ken of living memory, as blow after blow of searing light hammer the amaryllis into a scorched ruin. Preening a wing that extends almost a mile, the Storm Bird eventually reaches down to pluck free the dragon’s head, swallowing its prize before alighting once more towards the undiscovered north. As it flies, the remaining Heavenly Amaryllis begins to wilt, the death of its true heart spreading like a blight through the whole of the infestation. [The Heavenly Amaryllis begins to die, and will disappear from all Mamut by Round 7. In the wake of the battle between the Amaryllis Dragon and the Storm Bird, Region 41 becomes a Wilderness region as the few survivors of the Heavenly Amaryllis and the devastating storm migrate to other, more liveable areas.]
    • Merchants and scouts around the Maw of Sikar once more report sightings of the sandstorm the presaged the Argent Swarm. Unlike before, the storm’s appearances are marked by long periods of inactivity, always in the general vicinity of one of the destroyed Argent Nests. This languid pace changes as the storm reaches the fifth and final site of the Argent eggs, where it kicks into a fury unseen before and begins to spiral outwards towards civilized lands. It seems inevitable, now, that whatever birthed the Argent Swarm will explode from the Desert within a lifetime of its brood’s depredations.
    • While reports from Lhungho Saar’s new colony across the river are largely hopeful, a worrying trend emerges. Numerous homesteaders assigned with settling the borderlands between the region and lands yet to be explored have gone missing, their half-built farms left to rot by the time a search party is sent to find them. At the same time, traders along the great river begin to report a strange sensation as they go about their business, as if moving under the attention of unseen eyes. Many have taken to increasingly elaborate folk-rituals to protect themselves while they sail open water, and more than a few captains begin hiring mercenary guards despite the lack of any tangible threat.
    • Petal Head’s return to Targiz is swiftly followed by a response from whatever peoples dwell beyond the totems of bone. Streaming out in a rabid tide, more than a thousand starving men, women, and children force their way through Targiz’s western border. Seemingly drawn by even the suggestion of civilization, scattered survivors of the sudden attack report rapine and slaughter more expected of beasts than of men, as the invaders fell upon the living as well as the dead to devour flesh and bone. Ample stores of harvested grains and flower wins apparently passed beneath the horde’s interest, as even those of their own number proved susceptible to the hunger of the mob. Only a small contingent were even armed, but some terrible strength drives them to be the equal of even the goliaths. [Targiz has been invaded from the west by 3 Units of King’s Hounds, led by a Military 7 Huntmaster, utilizing the Tactical Doctrine “Beyond Pain”. If they are not defeated, they will reduce the quality of Targiz’s Flower Wine from Great to Good.]


    The populations of the following regions become restless as their needs are not met! If not satiated soon, they may fall into rebellion!
    • Thade (133)
    • Sangar (136)
    • The Carrion Ward (137)
    • Kincany (198)
    • Ta Seti (288)
    • Thunderport (275)
    • Nellen (291)
    • Sol’Ikoth (292)


    Organizations!
    • CRO granted 1 TSR Favor retroactively in Round 4 for contributing to the Histories of the Sikarian Dynasties
    • IXK exchanges 1 SOS favor to “Test Your Mettle” increasing Thekr of Rathox's Hero score from 9 to 10
    • HEN exchanges 1 SOS Favor to maintain/contend Rep 3
    • SKT exchanges 1 SOS Favor to direct Theodora of Kiswa in clearing Wēkache (47) of Heavenly Amaryllis
    • SAN exchanges 1 SOS Favor to increase Rep from 0 to 1
    • SAN exchanges 1 TSR Favor to increase Rep from 0 to 1
    • SCR exchanges 2 SOS Favors and 1 Rep to “Retire a Sentinel” gaining Sentinel Arcor as a Hero Score 8 Hero and reducing in Rep from 3 to 2
    • SCR exchanges 1 SOS Favor to “Test Your Mettle” increasing Warspeaker Tior's Hero Score from 8 to 9
    • UBT exchanges 1 SOS Favor to “Test Your Mettle” increasing Yegin Kw'Haleti’s Hero Score from 7 to 8
    • UBT exchanges 1 SOS Favor to “Test Your Mettle” increasing Dinfat Kw'Torineti’s Hero Score from 7 to 8
    • UBT exchanges 1 DSP Favor to increase Rep from 0 to 1
    • UBT contributes to the Kiswan Collection gaining 1 DSP Favor
    • BDA exchanges 1 SOS Favor to “Clear the Dangers” stabilizing Ten-Fuj-Sa-Cos (195)
    • BDA contributes to the Kiswan Collection gaining 1 DSP Favor
    • ASH exchanges 1 TSR Favor and 1 Rep, CRO exchanges 1 TSR Favor to “Join the Exalted Houses” establishing an Embassy between ASH and CRO. ASH’s TSR Rep is reduced from 3 to 2.
    • ASH exchanges 1 SOS Favor to increase/contest Rep from 2 to 3
    • ASH exchanges 1 SOS Favor to increase ALO’s Rep from 1 to 2
    • DAN exchanges 2 SOS Favors and 1 Rep to “Retire a Sentinel” gaining a Hero Score 8 Hero and reducing in Rep from 3 to 2
    • ULD indebts 1 TSR Favor for Seek Aid
    • ULD exchanges 1 SOS Favor to “Test Your Mettle” increasing Rarras’s Hero Score from 7 to 8
    • SOL raises TSR Rep from -1 to 0
    • SOL exchanges 1 SOS Favor to increase Rep from 1 to 2
    • HYD exchanges 2 SOS Favors and 1 Rep to “Retire a Sentinel” gaining Mars, Sailor of the Stars as a Hero Score 9 Hero and reducing in Rep from 2 to 1
    • HYD exchanges 1 SOS Favor to increase/maintain Rep 2
    • BRA & DAN build TSR a Windowless Tower in Braye (129), Tarandi (3/3). DAN gains 1 TSR Rep increasing from Rep 2 to 3. BRA gains 1 TSR Favor.
    • ANB builds TSR a Windowless Tower in Kincany (198), Kiswa (3/3). ANB gains 1 TSR Favor and 1 Rep increasing from -1 to 0.
    • TAR exchanges 1 SOS Favor to “Clear the Dangers” stabilizing Region 19
    • TAR exchanges 1 SOS Favor to “Test Your Mettle” increasing Ces Arnif’s Hero Score from 7 to 8
    • TAR exchanges 1 DSP Favor to increase Rep from 1 to 2
    • CAW raises DSP Rep from 0 to 1
    • CAW fails to destroy TSR Windowless Tower in Region 123. CAW’s TSR Rep is reduced from -2 to -3 establishing CAW as the Nemesis
    • SHN exchanges 1 SOS Favor to “Test Your Mettle” increasing Edge’s Hero Score from 8 to 9
    • DOD exchanges 1 SOS Favor to “Clear the Dangers” stabilizing Nellen (291)
    • DOD exchanges 1 SOS Favor to increase Rep from 1 to 2
    • TRL builds TSR a Windowless Tower in Lhungho Saar (221), Kiswa (3/3). TRL gains 1 TSR Favor and 1 Rep increasing from 1 to 2.
    • TRL exchanges 1 TSR Favor to increase Rep from 2 to 3
    • VIS exchanges 1 SOS Favor to “Clear the Dangers” stabilizing Region 98
    • HVN exchanges 1 TSR Favor for Seek Aid
    • VYG exchanges 1 SOS Favor to “Test Your Mettle” increasing Aruni's Hero Score from 8 to 9
    • ASH establishes an Embassy Network notable to TSR gaining 1 Favor and 2 Rep contesting ELF for First Disciple of the Four Winds…
    • ELF hears the Four Wind Mythica…
    • VYG hears the Riddle of Steel...


    Investigate!

    • Although many might think the perpetrator is obvious, the Sewune devote their resources to investigating the sack in Kincany, interviewing witnesses and trying to determine who orchestrated the attack. Interviewing witnesses and reviewing the scene of the attack, they determine for a certainty that the Bel-Dan Armada were responsible.
    • Aided greatly by the emergence of the Children of the Great Mother in Trí’Meloá, the Dream Speakers undertake an investigation into their holy sacrament. While reports from those who had ingested the Milk of the Great Mother universally recounted a transfiguring vision of time immemorial, the Dream Speakers have some difficulty in acquiring the precious soma itself. Finally, a run of good luck brings one of the Dream Speakers into contact with a small delegation of the Children preaching in northern Trí’Meloá and in possession of a small quantity of the Milk. Deigning to let the Dream Speaker sample it, the Children are dismayed and the Dream Speaker recoils and violently retches their last meal over the ground. Though the cause remains unclear, it appears that the Milk of the Great Mother is repulsively noxious to those blessed with the Twilight Sight.


    Trade!
    • Ixkarr buys out TP 2 in Region 296
    • Veramondo buys out TP1 in Region 218
    • The Uzii buy out TP3 in Region 33
    • The Uzii buy out TP3 in Region 19
    • The Dannu-Gao buy out TP1 in Region 95
    • The Dannu-Gao buy out TP1 in Region 97
    • The Dannu-Gao buy out TP1 in Region 130
    • Nocturnal Hydra buy out TP2 in Region 278
    • The Targiz buy out TP3 in Region 40
    • The Targiz buy out TP2 in Region 40
    • The Targiz buy out TP3 in Region 39
    • Sirrvadut buys out TP2 in Region 215
    • Aran Viska buys out TP3 in Region 95
    • Hiverness buys out TP3 in Region 96
    • The Hraban Confederacy buys out TP3 in Region 30
    • Thade buys out TP2 in Region 95
    • Thade buys out TP2 in Region 96
    • Thade buys out TP1 in Region 98





    Conversion!
    • With the disruption of the priesthood in Shá, adherents of the True Sun vie for supremacy in the faith. While both Crow’s Tribe and the Dolod seek the blessing of their celestial patron, it is the long-suffering Dolod who accrue the greatest favor with the True Sun’s adherents Dolod become Faith Head of the True Sun.
    • The faith known as Hozhīsa has been organised in Henanda!
    • The Dannu-Gao, Arrok, and Viskari have formally adopted the Way of Eauden!
    • The blemmyae missionaries in Veramondo refuse to give up their position at its holy site! Veramondo fails to convert it back to Way of Green!
    • Meanwhile Abiherist missionaries successfully convert holy sites in regions 212, 215 and 217!
    • The Sewune have officially converted to Abiherism!
    • The Brayewen Tribe and the Shandolyn have adopted the Ancient Way!
    • The Shandolyn have tried to convert the holy site in region 142 to the Ancient Way
    • The Holy Site in Region 292 has been converted to Great Old Ones!
    • Holy Sites in region 33, 50, 52 and 65 have been converted to the Celestial Cult!


    Heroes!
    • The Deru recognize Asha Shuran (8)!
    • The Scrim welcome the former Sentinel, Arcor (8)!
    • The Nocturnal Hydra welcome the former sentinel Mars(9)!
    • Arrok of Uldra recognize a new, unnamed hero (10) The Hero must be named before they can be used!
    • Warspeaker Tior trains and increases hero score to 9
    • Yegin Kw'Haleti and Dinfat Kw'Torineti both train with the Sentinels and increase their score to 8.


    Wonder!
    • Brought together for a wedding, the followers of Eauden in Hiverness and Uldra instead witness a Miracle! Spreading from the true hearts of the bound Oracles, the power to manipulate water in all its forms begins to manifest among the clergy of Eauden, in an undeniable show of the Goddess’ love.
    • The Ko have completed the trapping of Towerhome! Woe betide any who threaten the world-conquerors from without!
    • The proclivity of corvids for shiny objects is well-known, but Crow’s Tribe now have something new - precious metal discs in a fairly standard size. These “coins” allow for a medium of exchange more convenient to carry than large ingots and less arbitrary than barter! [Tech: Coinage. +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires gold or silver)]
    • Crow’s Tribe have uncovered an artifact, Crow’s Feather (When you spend multiple treasure on a roll, roll 1d6. On a 5 or 6 gain one treasure back. On a 6 gain an additional +1 on the roll.)
    • The Dolod have uncovered an artifact, the All-Seeing Memory (+1 to defending against Intrigue actions)
    • The Bazaar in Vesparre proves a great success! Merchants travel from across Sikar to take part in the unique gathering of wealth, and all leave with heavier pockets, exciting tales, and bold new ideas! [Clan Al-Ashir, the Soreni, the Dolod, the Sol’Ikoth, and the Naherin Coalition gain 2 Treasure each]
    • Several years after the encounter between Root, ‘Soze, and the Child of the Great Mother in the southern mountains, the Children make themselves known to Tarandi at large! Emerging from their hidden passes, the descend to bring succor to the suffering lands of Trí’Meloá. At first distrustful of the mysterious, ragged humans, eventually a Luminary is convinced to taste of the Milk of the Great Mother. Afterwards, things move quickly. The immolating cult of Eztli fights their spread, at times violently, but find it increasingly difficult to convince their fellows as more and more luminaries announce their devotion to the Great Mother. Eventually, in a bid to expose the Children as frauds, Eztli herself tastes the miraculous liquid. She, and her remaining disciples, convert that night. [Trí’Meloá (Region 140) is converted from The Cult of Freedom and Hope to Children of the Great Mother]
    • By some good fortune, the people of Sewune enjoy a major breakthrough in pottery techniques! Kilns that once struggled to produce even mediocre pots and vessels now happily offer craft of a level to rival the best in Kiswa! [Sewune gains the Pottery Technology]



    Discovery! Map!
    Spoiler: Kiswa
    Show

    Region 190 has been discovered by Andronikos of the Bannanda, formerly of the Sentinels! It has a Minor resource of Coca Leaves, a Holy Site dedicated to Blood Drinkers and 1 unit of native defenders!

    Region 230 has been discovered by the Veramondi. It has a Good resource of Quaggas, an Open Holy Site and 1 unit of native defenders! Veramondo gains +1 to buy out the trading post during Round 6!

    Region 239 has been discovered by Fulji Aruni of the Vygra. It has a Great resource of Ivory, an open Holy Site and 1 unit of native defenders!


    Spoiler: Mamut
    Show

    Region 17 has been discovered by Petal Head! It has a Good resource of Ulurothan Spearmen, a Holy Site dedicated to the Horned King, and 2 units of native defenders. Penetrating deeper into the region, Petal Head discovers a highly regulated society of plantation-villages supplying central granaries that also serve as military bivouacs for the extremely hostile local populace. Worse still, Petal Head eventually crosses paths with a horde of rangy, starving humans that fall upon it with neither fear nor mercy. Forced to dispatch a great number of its ghoulish pursuers in a week-long retreat back to Targiz land, Petal Head discovers the survivors have come to view it as a god. Petal Head returns to the land of the Targiz with one unit of Reformed Hounds! Though they doubtless know something of what awaits beyond the hills, they prove reluctant to share their knowledge.

    Region 7 has been discovered by Ces of the Targiz. It has a Great resource of Wild Dogs, a Holy Site dedicated to The Fires of Molok, and 2 units of native defenders! Ces returns to the land of the Targiz with one unit of followers!

    Region 43 has been discovered by Merine of Clan Alqar! It has a Good resource of Cereals, an open holy site, and 2 units of native defenders!


    Spoiler: Sikar
    Show

    Region 304 has been discovered by Liyae of the Nocturnal Hydra. It has a Good resource of Sandworms, a Holy Site dedicated to Ignorant Superstition, and 2 units of native defenders! Liyae returns home with one land unit!

    Region 309 has been discovered by the Soreni. It has a Good resource of Pronghorn, an Open Holy Site and 1 unit of native defenders!

    Region 299 has been discovered by the Sol’Ikoth!. It has a Great resource of Clay, an Open Holy Site and 1 unit of native defenders! What civilization exists in the region seems settled around the ruins of an ancient city, the pressed-clay bricks slowly eroding beneath the sand. Of particular interest to the Sol’Ikoth explorers is a relatively tall brick pyramid at the center of the settlement, which the locals claim to be somehow cursed. The Sol’Ikoth gain +1 to buy out the trading post next round!

    Region 269 has been discovered by The Ripper of the Thunderpeople! It has a Good resource of Clay, an Open Holy Site and 1 unit of native defenders!


    Spoiler: Tarandi
    Show

    Region 124 has been discovered by Eleftheria! It has a Good resource of Wood, a Holy Site dedicated to the Cult of the Rigid Staff, and 1 unit of native defenders!


    Colonize!
    • The Kingdom of Lhungho Saar successfully colonize Region 208.


    Other!
    • Region 135 has been stabilised!
    • Heókalón (45) has been stabilised!
    • Region 229 has been stabilised by the Veramondi
    • Ten Fuj-Sa-Cos has been stabilised by the Sentinels on behalf of the Bel-Dan.
    • Using unconventional diplomatic procedures, the Alodites have just about restored stability to region 290.
    • Trí’Meloa (114) has been stabilised.
    • Hiverness (108) has been stabilised
    • The Sentinels have stabilised the unrest in Nellen (307)
    • The Sons of Sirrvat have stabilised region 217, but unrest continues in region 197!
    • Following their reversals at the hands of Abiherist missionaries, the Veramondi have instilled a culture of debate into their priests, with the result of increasing their rhetorical prowess (cultural identity: 2d8 on conversions)
    • The Fffolkkk reputation for fair trade gives them an advantage in negotiating with foreign merchants. The Fffolkkk have developed a cultural identity for buying out trading posts.
    • Sangar has established an embassy in Shandolé.
    • Henanda has established an embassy with the Sirrvadut.
    • The Soreni have established an embassy with the Nocturnal Hydra.
    • The Truthseers have established an embassy between Al-Ashir and Crow’s Tribe.
    Last edited by TheDarkDM; 2020-09-20 at 04:43 PM.

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

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

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

  3. - Top - End - #213
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 6
    [Swampum Protectorate, Home of the Uzii]

    [Homage Closed-Fist Mudmore]
    Region(s): 39, 40, 42


    Actions:
    1. [Diplomacy 5] Embassy with the Targiz
      Proposing an idea to have a place to just talk with others is truly ridiculous for an Homage in his first year to do. Closed-fist is met with perplexed stares from all of his Snort Tuskers. Until he explains that it's a large Stadium dedicated to Ko-Ball with the Targiz. Then there is a fight to figure out where to put it. With Fort Death-Grasp in Mudmore, the Ancestral Baths in Thumpstrong, the Standing Stone in Groundpound, and the Float-yard in Clearfang, it's decided that those four are excluded from the battle royal that ensues. Coming out on top is Snort Rocktusk, as Tusker Proud-Laugh gladly instructs his Sounder Alphas to see to the construction of Proud-Laugh Stadium.
    2. [Diplomacy] Colonize Region 33 (Roll: 12)
      The previous Homage, Death-grasp Mudmore, has passed on to the Ancestors. To honor him, one of his Den Daughters takes his name as her new surname, and Den Deathgrasp is born. She and her new mate take some of her Den Brothers to attempt to repopulate the place of the former Homage's death; both to try and do his glorious death proud and also to keep an eye out for any more Flowerspawn.
    3. [Diplomacy] Rules for Punching Others [1/5]
      Now that the Uzii of Swampum are protecting more than just other Uzii, Closed-fist is concerned that some less forward thinking (read: able to think) Uzii may be a bit heavy handed when it comes to their new wards of the Cau and the Dendrakki. They are, after all, not as strong as an Uzii on an individual basis. Getting the idea of making a rule sheet for when it is and is not all right to punch, based on the Ko-Ball official rules for similar circumstances, Closed-fist quickly convinces the Shaman and several key Denmothers that this is a good system to set up.
    4. [Military] Rules for Punching Others [2/5]
      Convincing the Snort Tuskers, however... well, telling them there are specific times when it's not all right to hit someone confuses many of them. Closed-fist does things in a more traditional manner: He punches them until they agree. Spending some years going around and 'instructing' several Sounder Alphas, and even a few Clan Leaders, the more reluctant of Uzii leadership begins to understand that things are changing.
    5. [Military] Raise 2 Units (Fortress)
      A Fight Throng is trained, and along side them, guests from the Scrim for the first ever Scrim Fight Throng.

    Non-Actions:
    • Spend a Favor on the Sentinels to attempt to increase Reputation from 2 to 3.


    Spoiler: News and Rumors
    Show

    • THE FLOWERSPAWN ARE DEFEATED! The whole of the Protectorate are in awe of the might of the Fight Throngs. The Scrim are thanked for their aid, even as the Uzii train their new warriors. With a crushing blow dealt them by both the Uzii and their Hraban cousins, the cursed flowerspawn begin to wilt and die, as is what the Ancestors demand.
    • Yet... there was the great beast. The one that caused the whole mess. And when it roared and froze all but the mightiest of warriors, those of the Fight Throngs saw the Homage, Death-grasp Mudmore, rise up and move to strike it down. While he died a glorious death, many say that he landed a blow on the way down, leaving a scar on the owl-dragon-thing. Many were excited to try and track down the Blightspawn to confirm if this rumor was true, but before a large enough war band could be gathered - even before the Sentinels of Stone could be consulted - the Uzii heard of the mighty deeds of the Storm Bird. Shaman and Den Mothers alike agree that even considering hunting the creature that blots out the sky is currently too dangerous, so all who speak of the idea soon find themselves bonked upon the noggin until they learn their lesson.
    • Homage Closed-fist Mudmore's ideas of places just to talk to other kingdoms. There are a few discussions. A few fights. A few more fights. Eventually, a "Stadium" is a compromise that seems to work. Of course, now Uzii of other Snorts want their own Stadiums.
    • After all, Ko-Ball is very popular in Swampum. Even after their Championship victory, the Big Strongs are going strong, taking yet another second place! While some older players do retire, and none remain of the original team, more and more new Uzii are getting adjusted to this whole 'rules' thing. As an added benefit, the Targiz Wine is enjoyed by many within Swampum even during the local league and not the Big League.
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads. So much so, that Homage Closed-fist has begun to notice that certain Snorts have begun breeding for speed, strength, jump height, but very few are breeding for all three. He mentions the idea to Snort Jumpgood, and while it may take some time, the proud breeders begin to try something new...
    • Fort Death-Grasp! A super mighty place! Fort Death-Grasp! We train to punch you in face!
    • Several Shaman and Den Daughters travel to Hrathgan, to better learn to read runes. Notably, Tusker Deep-sigh Thumpstrong leads them, and he is personally protected not by his Clan, but by Den Daughter Pain-drop Redmoon. There are many whom speculate that the two are courting. This is quickly proven false, as Pain-drop Redmoon seems more interested in the scrolls and learning new things then in the Tusker. Who's eyes seem to stray towards one of the other Den Daughters that are along for the several month long expedition.



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 5 4 3 4 4
    Starting Stats 5 3 2 4 4
    End of round 5 0 1 1 0 0
    End of round 6 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Dip +1 Mil


    Spoiler: Kingdom Information
    Show

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


    Hero(es):
    • -- Empty --


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

    Last edited by Gengy; 2020-10-03 at 07:47 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  4. - Top - End - #214
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Scrimthun Unity
    Region 53 - Thun
    (Round 6)

    Actions:
    1. [Diplomacy] Great Project: Build a Windowless Tower for the Truthseers in Thun (Region 53). (2/3)
      It is, of course, deeply regrettable that the Windowless Tower had construction delayed so extensively. But thanks to a personal intervention from the Thunspeaker, the import deals for the needed materials have finally been completed, and with characteristic efficiency, the Scrim have erected the structure in record time.
    2. [Diplomacy] Great Project: Complete a Windowless Tower for the Truthseers in Thun (Region 53), earning 1 Rep and 1 Favour. (3/3)
      Finally, with the main structure built, the finishing touches can be put on and the Truthseers can move in. The tower does not, strictly speaking, “overlook” the city of Thun, because of the design quirk that gives it its name, but it cuts an imposing figure across the landscape, being visible from miles away. Truly, it is a powerful symbol of grace, majesty, and authority. Whose grace, majesty, and authority exactly is a matter of some debate and contention.
    3. [Opulence] Expedition: Send an expedition South from region 65. Great success! Roll: 19. Gain 1 additional treasure.
      After many years of internal politicking and strife from the expansion efforts, Thun is finally ready to again begin pushing back the edge of the unknown. It is unfortunate that it is not yet possible to explore further North, but in the meantime the lands to the East of Thun will be uncovered.
    4. [Opulence] Expedition: Send an expedition South-West from region 50. Great success! Roll: 16. Gain 1 additional treasure.
      For too long, the central regions of Mamut have been a mystery. Thun will do its part to bring them to light.
    5. [Military] Errant Quest: Send Warspeaker Tior on an Errant Quest on behalf of the Truthseers in region 52 (unowned). Spend 1 Treasure. Success! Roll: 17. Gain 1 TSR favour.
      Thun mislikes owing favours to others. The debt is a constant weight on the mind of each and every Scrim. It is time to erase that which is owed by Thun to the Truthseers. Between Tior’s efforts to uncover wealth for them in the silk-rich lands to the South-East and the completion of the Windowless Tower requested by the Truthseers, the efforts of Thun to aid them should be at least sufficient to clear the debts gathered by their assistance in years past.

    Dice rolls go here
    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist any unapproved conversions or buyouts.
    3. Gain 1 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay its dividends.


    News and Rumors:
    • A slight linguistic awkwardness has occurred within Thun regarding its newly-annexed territories. By definition, Thun is all territory held by Scrimthun, and all Scrim who reside in that territory. Would that mean that those lands are also Thun? What of the humans living those lands? Are they Scrim? Are those non-Scrim who immigrate to Thun, then, also Scrim? What of Scrim who travel outside of Thun? Previously, this always meant that they bring a little of the stone of Thun with them, so Thun always traveled with any Scrim who left but was not exiled. But if humans are also Scrim, and also a part of Thun, is this still true? A generally satisfying answer for all these questions has yet to be reached. In the interim, for simplicity, most people are using “Scrim” to refer to the people made of rock, “Thun” to refer to the original territory, “Scrimthun” to refer to the political body and the regions it now encompasses, and a complicated phrase in Thun-tongue that is usually translated as “Thun-child” to refer to any citizen of the empire.
    • The fashion for imitation of the other peoples of Mamut in carving new Scrim seems to have mostly passed. While some Scrim still carve themselves to resemble goliaths, humans, or Uzii, it is far less usual for new Scrim to be carved in that style. Most new Scrim are now once again carved in the traditional plain style, who then carve themselves as they see fit.
    • Another new fashion is beginning to spread through Thun like wildfire. It is now very rare to see a Scrim walking around not wearing some sort of bandolier or belt to carry smaller items in. Some Scrim, seeing the utility of such things but preferring not to wear living things on their bodies, have begun carving bowls or pockets out of their bodies, though this is generally seen as quite gauche and is frowned on in some circles.
    • Rumours have begun circulating that the Thunspeaker is considering passing on soon. Being only 30 years old, this comes as a surprise to many, as most do not even begin to think about such things until several decades into their existence, but it is whispered that they have found the stresses of leading Thun in strange and difficult times most trying. Among themselves, the Scrimspeakers have begun quite openly discussing their preferred candidates for the next Thunspeaker. Currently Nithor, child of the Thunspeaker's lost scion Lurn, who has been personally responsible for much of the negotiations with the territories to the Northeast, is the favoured candidate.
    • Some Scrim are attempting to experiment with animating new Scrim with the input of other living beings. After the tale given to the Dreamspeakers became more widely distributed, many have speculated on whether the blood of a living thing could contribute to the power that animates a Scrim. Some say that even the esteemed Scrimspeaker Nithor has been engaging in these experiments. Nithor has declined to comment on such matters, although they have given their tacit blessing to the ongoing effort on several occasions. Regardless of the truth of those rumours, it is certain that there are many, both Scrim and human, interested in discovering more. So far, nobody has been successful in such an endeavour, but it is as yet unclear whether it is simply impossible or the right method has yet to be found.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Ulun (Not changing)
    • Diplomacy: 9 [=>10]
    • Military: 5
    • Opulence: 7 [=>8]
    • Faith: 2
    • Intrigue: 2

    Units: 6/10
    Passive Treasure Income: 1
    Treasure: 2/5 [=>4/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    Last edited by Silent_Interim; 2020-09-23 at 12:06 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  5. - Top - End - #215
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    Ixkarr
    Regions 293, 295

    Spoiler: Leader
    Show

    High Chieftain Rakthuk

    Diplomacy: 9
    Military: 10
    Opulence: 4
    Faith: 3
    Intrigue: 2

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


    Actions:

    1. [Diplomacy] Press claim on Region 294
    Having successfully inserted himself into the rigid social hierarchy of Region 294, Apax seeks to increase his standing within the region both through hard work and by exploiting a loophole within the system. Roll: 16 Success

    2. [Diplomacy] Raise DSP Rep from 1 to 2
    The orcs seek to leverage the deal made with the Naherin for some good will from the Dream Speakers. Roll: 16 Success

    3. [Opulence] Buyout TP #1 of Region 281
    With a steady source of wood, the production of salt is secure enough to offer it for foreign trade. An agreement is made with the Nocturnal Hydra: salt for maize. Roll: 16 Success

    4. [Military] Recruit 2 units (fortress)
    A new generation of warriors is ready to step into the fray. They are trained by Thekr and Itsak in the new fortress.

    5. [Military] Attack Region 296 with 4 units, led by Thekr of Rathox Kethix of Ippathaka (total bonus +15)
    A campaign is finally planned against Region 296, with the aid from the intel trickling from Koxrrit traders in the area. The customary challenge to the region's rulers is issued, but the messenger also relays a personal message from Rakthuk to them: if the orcish army finds Karra in good health, they'll be treated fairly and be allowed to keep their positions. Any harm that befalls her will be taken as them voluntarily relinquishing their lives.

    This campaign is also the first time the young Kethix leads Ixkarr's armies. His only concern in the coming battle is to bring glory to the Sun. These sentiments are not shared by the majority of his army: the Koxrrit reserve their glory-seeking for their clan, the Astelte warriors are out of loyalty to Aseltia, and the majority of the Naherin soldiers range from indifferent to hostile towards the Path of the True Dawn. The handful of warriors who agree with Kethix's sentiments join him in fasting and performing sacrifices in preparation for the battle.

    +10 Kethix, +1 SoS Rep 2, +4 units. +15 total bonus.
    Kethix will challenge the enemy commander to a duel (Duelling CI, +1 SoS Rep 2, +2 Sun Sword)
    Use Reckless Attack Tactical Doctrine.


    Nonactions:
    -Rename Hero Thekr of Rathox to Kethix of Ippathaka Content with the glory he's brought to the Rathox clan, Thekr retires from adventuring, opting to instead to teach younger warriors everything he knows. He relinquishes both his position and the Sun Sword to Kethix of the Ippathaka twins. The young orc has become every bit as skilled as Thekr, and far more zealous than he ever was.
    -Support HYD buyout of TP #2 in Region 295
    -Support Sol'Ikoth conversion of Region 293 The shamans who had previously exiled themselves to Tasathhi welcome the Sol'Ikoth preachers. The True Dawn following majority of the shamans feel inclined to resist their efforts, but due to the downfall of the Sha and the misguided Dolod moving in to secure dominion over the faith are too distraught to mount an efficient response. Kethix's sister Tsakra listens intently to what the preachers have to say, as they seem knowledgeable of the nightmares that have plagued her.

    News and rumors:
    -Itsak's oldest son Akitath has become Rakthuk's second-in-command, and has taken an interest in developing Ixkarr further.
    -The orcish warriors frown at the Ashir actions in 303 and Dzah. There is no glory in running down already defeated opponents or attacking near-defenseless clergy.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 4/8
    Navy units 0/4

    Heroes:
    Thekr of Rathox Kethix of Ippathaka (10)

    Opulence:
    Trade posts:
    296, TP #2 [Cacti]

    Resource requirement: Wood (fulfilled)

    Treasure 0/5

    Other items:
    N/A

    Technologies:

    Animal Husbandry
    Irrigation
    Pottery
    Sailing

    Faith:

    Artifacts:
    Sun Sword (+2 on duels) [equipped: Thekr Kethix]

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Last edited by OmnivorousOgre; 2020-10-05 at 01:24 AM. Reason: Restored Round 6 actions to this post after accidentally editing in my Round 7 actions. Done with GM permission.

  6. - Top - End - #216
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Tentative 6th Turn
    Lands of the HYD
    Round One Round Two Round Three Round Four Round Five Round Six

    Expected Stat Growths
    Dip 10
    Mil 9>10
    Opu 4>5
    Fai 1
    Int 1

    Tentative Actions
    Dip 10 Great Kingdom
    Mil Explore with Liyae east of 282 Roll = 13
    Mil Explore with Mars east of 281 Roll = 21
    Opu Buy TP 3 of Desert Bells from the Dolod in region 291 Roll = 16
    Opu Buy TP 2 of Salt in region 295 from the Ixkarr Roll = 16

    Sub Action
    Sub Action of making Great Kingdom, host a miniature event between all of my regions.
    Spoiler: GK Fluff
    Show
    A smaller thing, where only those members of the Nocturnal Hydra are welcome, but grand all the same. Where the highest members of the Hydra Courts, the Orca Warchief, Night Elven nobility, Lamia Empress, and others can meet and greet in a lavish festival to celebrate their unification and in particular the wedding between Yuneeko and Freya.

    Zora regards it all as frivolous, but a momentous festival to mark the occasion one time is good for press, so she indulges herself. In particular she has a fun time setting off an entire drum of Bloodfire to alight an entire woolen makeshift horse, as both an honorary tribute to their armed cavalry forces that helped them get this far, and to show off the raw power she’s got flowing into their kingdom from their previous trade deal.

    In addition, several Dolod are brought up to help scribe down the event, as well as listen to Zora's regaling of events. The Truth-Seers and the Dolod combined elaborate a monuments document detailing the Homeric history and origins of the Nocturnal Hydra. Along with this, the Noctwurmi Pacti is formed.


    Form the Noctwurmi Pacti, a rulebook set down by the Night Elf Elite setting up the basis for the (admittedly very loosely knit) government.
    Spoiler: Noctwurmi Pacti
    Show

    At the head of the nation states is Alskan, who has dominant sway over all the other nations within. (Alskan here includes both regions 280 and 289). Alskan holds the position of Queen's Capitals, the head hydra which all other hydras follow.

    The Orcan State and the Lamian State hold absolutely dominion over their own regions, and each hold the title of Vizier Capitals, who hold absolute dominion over their own regions and sway over all newly acquired nations except where it conflicts with the Queen's Capital. Should Vizier Capitals conflict and cannot settle the Queen's Capital will resolve the dispute.

    Other newly acquired territories will be given the title Knight's Capital, and have modest control over their own affairs, but be subjects to laws and decrees from the Viziers. If Knight Capitals need to settle a dispute, they will rise to the authority of the Viziers.

    Queen's Decrees are as follows.
    Safe passage of the Nocturnal Armies shall be granted, and populations/supplies will be subject to recruitment for the Nocturnal Army at the discretion of the Queen's Capital. All regions shall be protected by the bigger governing army.

    Vizier and Knight Capitals must have at least a nominal Night Elf portion to their government that can both act as a way to apply Queen's Law, and act as an ear piece for the Queen's capital to understand the internal governmental framework. Other than this, the governing bodies will generally be left to their own devices.


    Non Actions
    Spend a SoS Favor to train Mars from 9>10.
    Assign Yuneeko to be Freya’s Prince.
    Spoiler
    Show
    Highest of her concubines, and a distinct connection between the most powerful ruler of these lands and Zora’s Night Elf empire.
    This political marriage serves to unify the lamia tribes of region 282 into the nocturnal hydra empire. The lamia are pleased with the honorary position, being incorporated into the cavalry regiments and competing for glory at the marriage ceremony. Further, the lamia missionary who went with Azim and Toibae to the event right before the blightspawn invasion has grown up, being sufficiently ingrained into the culture of the nocturnal hydra that she makes her new home in the alskan capital, as a lesbian concubine to the upcoming half night elf half orca noble Oraora.

    Accept any embassies and technologies offered.
    Embassy gift Composite Bows to the Ashir
    Support the Ixkarr's Buyout TP #1 of Region 281 (Maize).
    Submit to the Dream Speakers Menagerie

    News and Events
    Spoiler: Prepping The Maiden Voyage Across the Orceanic Ocean
    Show


    Saturnae by all accounts was a child without a passion or talent. She was a member of Zora’s Heir Court, but forget having a shot at the throne she could barely stay inside until her tutelage was done with her lack of skill and talent. She couldn’t see in the dark (which was apparently super important politically now?), she couldn’t ride a horse, she fumbled with the bow. She was a full on night elf, so she didn’t even have exotic half-breed heritage to help diplomatic ties like the half-Orca or the half-Lamia.

    None of that bothered her though, as none of those things were any fun. Writing and math were things she was okay at, but only enjoyed in a menial way as well. Though hey, work sucked, it wasn’t meant to be fun, and not everybody was meant for greatness.

    Now at the age of twenty two and stationed as a map maker for the City of Thanks, it was for whatever reason Saturnae that Mars, the legendary Sentinel, the only female elf sentinel who retired inexplicably into Nocturnal Hydra territory, picked to be her personal map-tracker for her maiden voyage across the Orceanic Ocean.

    Mars: “Lemme cut in to answer that. One, Saturnae is way way way more talented than she gives herself credit for. Two, she could damn well use the confidence boost, she’s mousey and shy. Three… she has a really fine ass that would look wonderful in swimwear, and I’m so gonna tap that.”

    Saturnae was tasked with helping gather up a proper army to stride across. Horses, hands on deck, food rationing. She did these things for both Mars’ voyage and Liyae’s voyage, in fact, but she’d only be joining Mars.

    There was even little art projects for some flags and rafts and troops, themed like their allies, a rag tag group of about two dozen people ready to set sail for new lands, and armed with the weapons to hunt what they needed to survive once they got there.

    The revelry was fun to be around, but Saturnae didn’t experience it herself until she got to the beach. This was the first time she’d been around any body of water larger than a washing bowl in her life, and as she stripped down and dove in, she discovered something.

    Saturnae loved swimming.

    And she was really good at it.

    Like, “with an hour’s tutelage could beat the legendary Mars in a swimming race” good at it. Holy crap this was amazing. The freedom of movement, the raw power, Mars taught her how to feel the world moving around her, she felt like she could guide the currents. Now not only could she map the oceans, she could master them as well.

    Mars: No, she didn’t full on beat me, I sandbagged myself four times. Even with that handicap her beating me was damn impressive, so props to her ely spunk.


    Zora winds up keeping approximately two dozen Dolod in her employ, conscripted as highly honored scribes. They return home once every few years in pilgrimage, but otherwise do fantastic work maintaining a consistent history and propaganda outlet for the head of the Nocturnal Hydra to speak through.

    Salt becomes the de facto currency and bargaining chip of the Nocturnal Hydra. Already having a healthy amount of it flowing in from their shores and now amassing an outright surplus of it from trades with the Orcs to the east, it serves a fine use in terms of setting up the basis of bartering systems. With the economic boom brought in over the last decade, the city of Mt Soulsilver is nearing completion.


    Mondernte is coined as a kingdom wide celebration, the first one being held in revelry of the unification, but continuing the tradition as a fun get together during each lunar harvest.

    Spoiler: Mondernte
    Show
    This holiday, officially instated at the unification of the Nocturnal Hydra in 224 AFD, celebrates the many races and people of the kingdoms coming together to bask in the greatness of cooperation, military might, and jovial festivities. It is held twice a year, at the first Full Moon of the harvesting season.

    Travelling circuses come in to set up shop, merchantile trades, and provide plays and entertainment. They wander around the kingdom doing lesser duties during their off seasons, but these major and consistent holidays provide them sufficient means to self sustain in small groups as a business.

    Major activities include:
    Cavalry races
    Horse Lacrosse
    Fire Festival
    Harvest Feast
    The Midnight Dance


    Spoiler: Night Elven Armies And Coffers (As of 228 AFD)
    Show

    Coffers: 3 Treasure, 3 Naval Units, 4 Army Units

    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)

    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)

    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.

    Gain 1 Unit this turn from Mars Explore.
    Last edited by Epinephrine_Syn; 2020-09-30 at 06:13 PM.

  7. - Top - End - #217
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


    Veramondo
    Region 218: Veramondo
    Region 228: Adzbark Wetlands
    Region 229: Flaschorikia

    Actions
    Rolls


    [Faith] Convert Veramondo (218) to the Way of Green


    [Faith] Convert Vyterrat (226) to the Way of Green


    [Military] Raise a Unit


    [Opulence] Buyout Region 192 TP 1 for Timber


    [Opulence 5] Build the city of Flamakar Sangrisil in Flaschorikia (229)


    Nonactions
    Spend 1 favor with SoS to raise Kona's hero score to 9.

    Support conversions to Way of Green
    Resist everything else.
    Submit to the Kiswan Collection and the Dreamspeaker Menagerie .

    Vygra Embassy


    News and Rumors


    Spoiler: National Info
    Show
    Units: 3/10
    Treasure: 0/5
    Heroes:
    Kona: 8
    Relics:

    Technologies:
    Irrigation
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.C, 218.1
    Stone: 213.1
    Wild Asses 212.1

    CIs
    Practiced Debate: 2d8 on Conversions.

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

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

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 6
    Military: 7
    Opulence: 9+1
    Faith: 5+1
    Intrigue: 2

    Descendants and Heirs:
    Prince Taro Hadev - Eldest Son, Heir
    Princess Kona Hadev - Oldest Daughter
    Prince Oram Hadev III - Youngest Son
    Princess Vari Hadev - Youngest Daughter
    Kata... Hadev? - Grandson
    Enavi Hadev - Granddaughter

    Spouse:
    Queen Enva Hadev

    Other Family:
    Kortam Hadev: Cousin

    Last edited by bc56; 2020-10-04 at 12:03 AM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  8. - Top - End - #218
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Sangar
    Region 136+135+132



    Keeper Jia Polahi
    Dip 5
    Mil 2
    Op 5
    Faith 3
    Int 2


    Actions:

    1 [Military]Prenadi assists fighting the wolf! (provides +3 if successful due to Phoenix ring) 18
    Although her age is beginning to catch up to her, Prenadi insists on joining an expedition to kill the finger wolf of the north, in part to finally bring herself some glory against a beast after her failure so many years ago

    2 [Diplomacy] Explore South East, in the corner towards 134 by the sea 12 (missed the DSP bonus)

    Jia quickly sponsers, now that she is back in power, delegations to head by the sea, in the hopes of finding good sources of metal and animals so that Sangar might be able to secure itself across the southern rivers

    3 [Opulence?]Buyout Skyclad Dancers TP1 140, support from Shandole 14

    Word quickly reaches Sangar of the incredible dancing beasts in Shandolan lands. As they are both gifted at dance and song, jewels are practically thrown at any Harpy that they meet to come to Sangar, and take part in the Den.

    4 [Opulence] Buyout Eagles tp1 142, spending 1 treasure 13

    Meanwhile, somewhat more cunning traders push the diamonds they have no use for into securing eagles nests, to use for both pets and singers, or if nothing else, good instruments when they pass this mortal coil.

    5 [Diplomacy] Press Claim on 157, spending 1 treasure 17 1/2

    Non-Actions:
    Use SOS favour to Stabalise 136

    Embassy Actions:
    Accept Pottery and Sailing from Shandole
    Gift 1 treasure to Shandole
    News and Rumours:


    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments


    Embassy:
    CAW
    SHA

    Claims: 157

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


    Units: 5

    Treasure: 3


    Heroes: Prenadi Kilia 10
    Hinarah the Rider 9


    Required Resource: Animals unmet)
    Last edited by Tentreto; 2020-09-30 at 12:30 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  9. - Top - End - #219
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 6)
    King of Kings Huleten Kw’Muketi





    [Faith] Convert region 220 to Abiherism (17):
    [Faith] Convert region 210 to Abiherism (20): The Dhraan, as converts to Abiherism, were viewed as the next target for religious expansion. In one of their newly claimed regions, missionaries begin spreading out to preach the faith to the native inhabitants.
    [Military] Raise Unit: The hero Yegin Kw'Haleti had been traveling all over Kiswa for many years, accomplishing great deeds along the way. As they traveled, a great number of warriors flocked to join beneath their banner: blemmyae, humans, elves, and stranger creatures from less-known lands. United by their love of good food, strong drink, and the thrill of battle, Yegin's Merry Men continue to rampage across Kiswa under the command of Kasiy Kw'Sewi, Yegin's right-hand man.
    [Military] Attack 198 with two units and Yegin Kw'Haleti: Hearing of the war between the Bel-Dan-Ub and the Anbroch dwarves, Yegin makes their way from the frigid regions to the south, accompanied by their Merry Men, to Kincany, to aid in the invasion. They are joined by a renegade gang of Anigoli tribespeople from the Korebita, who provide covering fire for Yegin and their troops as they attack strategic dwarven positions and act as a vanguard for the advancing Bel-Dan-Ub.
    [Faith] Convert region 227 to Abiherism (17): The people living in the tobacco-producing regions along the western river had historically worshiped a god named Dumbane and his eight sons, the gods of lightning. This religion intrigued the Abiherists, who sent missionaries to integrate these lightning gods into their own cosmological understanding.

    Nonactions:
    Resist buyouts
    Resist all conversions except those to Abiherism
    Attend event
    Propose a treaty with the Anbroch: in exchange for assistance defending against the Bel-Dan-Ub, a mutual nonaggression pact will be signed, the dwarves will officially adopt Abiherism, and Yegin Kw'Haleti will be given a pardon for their role in the murder of Mollie MacGill.
    Spoiler: Letter in response to Rosie MacGill
    Show
    Dear Warlady,
    There is no sense in preserving your pride when your life is on the line. Tell me, which do you consider the greater threat, the Bel-Dan-Ub raiders preparing to invade Kincany, or your own people? A good leader must be pragmatic, and offering such a minor concession in exchange for our military support is, to my mind, a wise move. Should your people not respect the necessity of such an action, they are fools.

    Strategically speaking, I intend to form an alliance with one of the peoples on the shores of the western river, to cement our diplomatic strength to all the corners of Kiswa. I would prefer that it be the Anbroch, as our Abiherist siblings, but if you persist in refusing my offer, I may, regrettably, be forced to send the warriors of the Korebita to aid your enemy. Please do not force me to this action.

    If it is absolutely a dealbreaker, Yegin's pardon does not need to be enclosed in the treaty. They matter very little in the long run. In exchange, Abiherism must be fully accepted as your state faith, and actions by others to convert your people must be rejected.

    - King of Kings Huleten Kw'Muketi

    Use one DSP favor to increase Rep to 2

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    “Have you ever heard the tale of the Buleguwi?” asked Migib Kw’Adeni.
    Cul shrugged. “No,” he said nonchalantly. “As a child, my lessons covered history and the arts of warfare and statecraft, not fairy tales about bogeymen.”
    “The Buleguwi is no fairy tale, foolish child. There have been many who thought the same as you. Today they are nothing but bones, and Migib Kw’Adeni is here talking to you.”
    Behind Cul, Migib could hear Tengir Kw’Sewi scoff. The diplomat was dressed in finer clothes than anything Migib owned: specially cut trousers dyed bright blue, a soft fleece vest stitched from the whitest wool Migib had ever seen, and an enormous hat crowned with a bouquet of brightly colored feathers. Stupid fop, thought Migib. Is this what you consider proper hunting attire?
    The hunting party was paused for a rest at the top of a rocky outcrop. Aside from Migib, Cul, and Tengir, Mebirek Kw’Zinabi was sitting on a rock, breathing heavily. The corpulent vizier was no hunter, that much Migib could clearly see. Breaking away from the scoffing humans, they sat down next to Mebirek. “Why are you here?” they asked bluntly. “It is plain you have no taste for the hunt. You are the vizier: does the King of Kings not require your presence at court?”
    Mebirek sighed mournfully. “I fear I am the vizier in name only. The King of Kings has lately been refusing to delegate responsibility, even when it should be the duty of the vizier. I came here just to get out of the palace for a time. The environment is stifling.”
    Migib wasn’t really listening. Down below them, they had spotted a suspicious-looking trail of prints, too small to make out the details, in the mud near a small stream. They jumped to their feet, surprising Mebirek. “My lords, follow me! Migib Kw’Adeni has sighted a trail!”
    Groaning, the others rose and made their way slowly down the side of the hill, with varying degrees of competence. Migib was pleased to see that Cul moved down the rocky face with great skill and dexterity, nearly keeping pace with them. Mebirek, by contrast, moved slowly, groaning with each step, but finally reached the bottom unscathed. When it was Tengir’s turn to climb down, however, Migib could clearly see that they were going too quickly.
    “My lord of Sewi, be careful!” they shouted. Tengir paid them no attention, scrambling downward at top speed, until their foot caught a loose rock and they tumbled, head over heels, to the ground ten feet below.
    Migib rushed over to Tengir’s crumpled body. “Are you all right?”
    Slowly, the human rolled over to face them. “I’m all right. But my hat is ruined!” Indeed, Tengir’s feathery hat had fallen underneath them as they landed, and was crushed beyond recognition. Migib suppressed a laugh as Tengir picked up the hat and stared at it in horror. “This was my favorite hunting hat!”
    “And what hunts have you been on, my lord, where such a hat would be useful?” Migib inquired, barely able to hold off from laughing.
    Tengir finally seemed to realize that Migib was mocking them. “The Sewi do not hunt as frequently as your kind. In any case, the Adeni are an enemy of the King of Kings, and just because you do not bow to Wogir does not mean that I trust you. Your job is to lead us to the prey, not to make a mockery of those of us above your station.”
    “Apologies, my lord. Migib Kw’Adeni often cannot resist a joke,” said Migib, finally forcing a straight face. “In any case, it is as I have suspected. These are the footprints of the Buleguwi, and we must be on our guard from now on.”
    “And what, exactly, is a Buleguwi?” asked Cul.
    Oh, so now you believe the stories of Migib Kw’Adeni, Migib thought. Patiently, they stared Cul dead in the eyes.
    “The Buleguw is a creature known only to the hunters of the Adeni tribe. It is a horrible beast, as large as five blemmyae put together, with a head like an axe blade and legs of an elephant. Some say that Buleguwa eat blemmyae, others that they feed on the terror of those that they hunt. But either way, they stalk those that wander into the wilderness, hunting them over the course of days or weeks. No wall can stop a Buleguwi, and all that can be found of their victims is a single finger. Recently, some children have gone missing in this area, and the task fell on Migib Kw’Adeni to determine if it is the work of a Buleguwi, and if so, to slay the wretched creature much as Adeni themself slew the first of its kind.”
    It was fairly obvious that neither Tengir nor Mebirek found the story particularly convincing. Cul, however, appeared intrigued. “These tracks look like the prints of an elephant to me,” he said, inspecting the imprints in the muddy ground.
    Migib pointed to a set of tracks farther away. “Yes, but look at the arrangement of the prints. They were left by a creature walking on two legs, not four.”
    Cul’s brow furrowed. “So perhaps it is the trail of a Buleguwi.”
    Tengir snickered. “Cul, do not believe this fool’s tales. They are an old hunter, whose brain has been addled by too long spent in the heat. They are the tracks of an elephant, no more. That said, I would certainly like to bring home a tusk as a prize. Let us follow these prints and catch the creature that left them!”

    The trail ended about a mile downstream, in a narrow canyon pocketed with shallow caves. A thin line of light shone off the rocky streambed, but the walls of the gorge were cast into shadow, and the cave entrances looked like gaping jaws of some unholy beast. Migib led the party into the chasm, single file, with Cul bringing up the rear. A few feet into the chasm, Migib paused. It might have been their imagination, but they could have sworn they had heard something from one of the caves. None of the others appeared to have heard the sound, though, so they ignored the suspicion. They were right, Migib, they thought to themself. Too much time out in the sun. Migib is going crazy. Annoyed, they pressed on deeper into the shadowy canyon.
    Deeper in, they paused again. This time they had definitely heard something, a thumping sound from the inside of a cave. The sound repeated, a bit quieter this time, as if it was getting farther away. At last it stopped altogether. Migib held their hand up for silence.
    “There is something inside that cave,” they said, pointing to a narrow crack in the rock above their heads. “Hold my spear, Mebirek. Migib Kw’Adeni shall look inside and see what manner of beast we are dealing with.”
    A flint knife gripped between their teeth, Migib pulled themself up the side of the narrow canyon, finally hanging from the ledge underneath the cave entrance. About to pull themself up, they stopped. A pebble fell, almost in slow motion, from above them, bouncing off their shoulder. Migib looked up and nearly screamed. A hulking grey creature was falling, directly above them, an eerie whistling moan coming from its axe-like head.
    The Buleguw slammed into Migib’s dangling body, knocking them off the ledge and to the ground a few feet below. It whistled again, a piercing scream that nearly shattered Migib’s eardrums. Dazed, they staggered to the side of the canyon, behind the beast, leaning against the rocky walls for support.
    Mebirek, their face pale and flushed with terror, took two steps backward, still clutching both their own spear and Migib’s. Tengir’s previous braggadocio had fled, and the human diplomat appeared to be only a few moments away from turning tail and fleeing themself. Only Cul stood their ground against the beast, bracing themselves against the ground and holding the spear between them and the Buleguw.
    For a few moments, all of them stood there, waiting for somebody to make a move. At last, Cul seemed to lose patience, thrusting their spear at the Buleguw’s thick grey hide in a lightning-quick jab. The flint tip penetrated the skin, but stuck in the folds of flesh, and the enraged Buleguw swung one huge paw at the young man. Cul dodged the blow, but only barely, and released the spear, pulling out their knife. The dagger had been a sixteenth birthday present from the King of Kings: the blade was made of copper and of the finest quality. Dodging another blow from the Buleguw, they dived beneath its elephant legs and slashed at its feet.
    Migib finally stood, still dizzy but able to walk. “Mebirek! Throw me my spear!” To Migib’s surprise, the corpulent Zinabi leader took a few steps toward the thrashing Buleguw, tossing one spear at Migib’s feet and thrusting the other into the colossus’ back. The beast screamed in agony, slamming the flat side of their head at Mebirek, who attempted to dodge too late. The vizier was thrown off their feet, smashing into the side of the cliff and collapsing into a crumpled heap. As the Buleguw brought its head around again, trying to spot Cul, Migib lunged with their spear, driving it into the beast’s mouth. It slid between the jagged teeth and out the back of the head, the tip snapped off from the force of the blow.
    Blood streamed from the creature’s maw, but somehow, despite its brain being pierced, it continued to roar and thrash until Cul managed to slash its throat with his copper knife. Even then, the Buleguw took almost a full hour to stop screaming. Migib hacked a portion of the thick skin off, presenting it to Cul as a trophy for slaying the monster. It would make a fine coat, capable of protecting him from the weapons of enemies. Mebirek was still alive, although one of their legs had broken rather badly. Tengir and Cul carried them between them on the long walk back to Kema.
    It is not common, Migib would reflect later, for a hunter to bring down a Buleguw. My legacy will be assured as the greatest in the Adeni clan.


    Spoiler: Songs of the Korebita
    Show

    Sing, O Muse, of the battle of Duncarney Hill
    The first clash in the invasion of Kincany
    Where blemmyae and Bel-Dan-Ub fought side by side.

    The hero Yegin Kw’Haleti led the way
    Accompanied by noble Kasiy Kw’Sewi
    And ten warriors, the stealthiest Merry Men.

    They led the advance down a muddy jungle road
    As scouts for the force of blemmyae behind them
    The vanguard: an army of a thousand fighters.

    But overlooking the trail was a hilltop fort
    An encampment surrounded by wooden ramparts
    Without control of the fort, no army could pass.

    There was only one way in: a stone entry-house
    Cleverly defended by the best Anbroch guards
    And unassailable by any large army.

    The sentries had not spotted Yegin and Kasiy
    For they were hidden behind a patch of bushes
    Talking in hushed whispers, they quickly hatched a plan.

    As night fell, Kasiy crept up to the entry-gate
    Camouflaged with smears of crushed plants and draped in leaves
    Invisible to the watchful gaze of the guards.

    One guard stood above the edge of a rubble slope
    The other with their back to the stone gate-house wall
    Kasiy slipped between them, silent as the grave.

    Unnoticed, Kasiy snuck up behind the first guard
    And hurled them head over heels down the rubble slope
    As the other turned, Kasiy speared them through the heart.

    Now Yegin, roaring, charged to the front of the gate
    And knocked it off its hinges with one blow from their club
    The two heroes burst into the interior.

    Inside, four dwarves sat at table, drinking spirits
    They grabbed weapons as Yegin and Kasiy entered
    But moved too slowly due to fear and drunkenness.

    One sprinted toward the stairs leading to a tower
    While the others blocked the exit of the gatehouse
    Overturning the table to use as cover.

    Dodging blows, Yegin grabbed the end of the table
    And, lifting it, swung it in a whistling arc
    Taking out all the dwarves in a single swing.

    Then they pursued the fleeing dwarf up the stairwell
    Getting closer to them with each glorious stride
    But not quickly enough to offset their head start.

    On top of the tower they tried to ring a gong
    But Yegin leaped at them and pushed them off the edge
    Just instants before they would have raised the alarm.

    With the fortress secured, the other ten arrived
    And silently they crept into the encampment
    Each one entering another tent, weapons drawn.

    A few moments later, they emerged from the tents
    Their hands and daggers dripping with the blood of dwarves
    Shining black in the pale ethereal moonlight.

    They moved swiftly around the edges of the camp
    Silencing all enemies that were not asleep
    Leaving the sleeping in their bedrolls, bound and gagged.

    Finally, the entire camp had been secured
    Fifty warriors had been taken prisoner
    And a path for the invasion force had been cleared.

    The Merry Men passed the fort on the next morning
    With Yegin Kw’Haleti once more at their head
    Forging ahead toward the battle at Kincany.


    -from The Battle of Duncarney Hill


    Spoiler: People of Interest
    Show

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


    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Torineti Warriors, Anigoli Slingers, Sewi Warriors, Thunder’s Vanguard +1

    Treasures: Black Gold

    Resources Controlled: Tropical Birds (194.1)

    Heroes: Yegin Kw’Haleti (Hero 8), Dinfat Kw’Torineti (Hero 8)

    Leader: King of Kings Huleten Kw’Muketi

    Diplomacy: 5
    Military: 8 +1
    Opulence: 3
    Faith: 10
    Intrigue: 5
    Last edited by Gaius Hermicus; 2020-10-03 at 04:38 PM.
    Avatar by Sniper Jo!

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

  10. - Top - End - #220
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 6

    News and Rumours
    • Angered by the failure to defeat the natives in region 191, Ocēmis has disappeared. He led his men back to the border of the kingdom's territory and then vanished.
    • In light of the casualties, Etelis has ordered that more warriors be trained.
    • Meanwhile merchants venture into the discovered territories to the east to acquire local resources. While the pearl-divers of 191 are reluctant to allow any Bannanda merchants to purchase trading posts, they have more success to the north with the invigorating leaves found there, and they are soon being shipped back to Faranandūll.
    • A new sport has taken off in the more open areas of Farandandūll. This involves loosely yoking two asses to a frame on which the driver stands - similar to a plough but designed to skim the ground instead of dig into it - and racing them through the fields and parts of the woodland. It is a daring and dangerous sport and the high numbers of injuries are no barrier to its popularity.


    Actions
    [Military] Recruit a unit
    [Military] Recruit a unit
    [Opulence] Buy Pearls - failure
    [Opulence] Buy Coca Leaves - success (12)
    [Military] Ocēmis quests with Aruni into unknown lands west of 239 - success

    Non-Actions
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Permit the Veramondi buyout in Farilpūll (192)
    • Oppose all unauthorised buyouts


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D3
    M 4
    O 5
    F 3
    I 4

    Next round +1 Military +1 Opulence
    Last edited by Aedilred; 2020-10-03 at 10:29 AM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  11. - Top - End - #221
    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 - 7
    Mil - 7
    Opu - 5
    Fai - 1
    Int - 5

    Actions:
    [Diplomacy] Press Claim on 309: 16 Success
    [Diplomacy] Attend Event hosted by Thunderpeople.
    • Trade Animal Handling and 1 Treasure to the Thunderpeople for War Drums Technology
    [Diplomacy] Diplomatic Mission to Southwest Region: 15 Success
    [Diplomacy] Gift stuff to NAH
    • Give Ti/C'nor (NAH) 1 Unit, and 1 Treasure.
    • Hand over prisoner to NAH.
    [Military] Recruit Unit

    Nonactions:
    [DSP] Bestiary submission
    [HYD] Send 1 Unit to Rocket/Ephinephrine

    Spoiler: Expected Changes
    Show
    • +1 Diplomacy
    • +1 Military
    • -1 Treasure

    Last edited by D&D_Fan; 2020-09-29 at 05:40 PM.

  12. - Top - End - #222
    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 6 Actions:

    Actions:
    1. [Military] Raise a unit of bloodfeathers
      ??
    2. [Military] Attack region 35
      - 3 units
      - Under command of Erwin Weitschritt von Braunschweig
      - Duel the commander, prisoner if great victory
      - using Reckless attack
      - +1 Tactical Maneuvering from Soul Honor
    3. [Faith] Seek aid in convert of region 35 - Success
      ??
    4. [Faith] Seek aid in attack on region 35 - Success
      ??
    5. [Faith] Convert region 35 to Soul Honor - 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 9
    Opulence 3
    Faith 7
    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; 2020-10-03 at 05:31 PM.


    Avatar by Gengy

  13. - Top - End - #223
    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: 10
    Intrigue: 2


    Actions for Round 6 (Rolls)
    • [Military] Raise a unit
    • [Military] Raise a unit
    • [Military] Raise a unit
    • [Military] Raise a unit
      The largest wave of blightspawn ever seen since the migration to the Blessed Vale appeared and took most people by surprise, but not so much Clan Alqar. The omens had read for many months that disaster would strike, the Blighted Cracken lined up with a planet in the readings. What felt like a safe haven away from the harms of the past is clearly no longer so pure, and so while others fight Alqar prepares. At this revelation the militarization of society becomes paramount in importance - featuring the production of weapons and whatever armor is available in droves while many train to defend themselves against the world's evils under Chief Kalm Alqar directly. He's become something of a famed warrior among his people over the years, his time fighting the blight in R33 tempering his experience as a front-line fighter and commander. His body these days is laced with scars, two of his three hounds dead in battle, and he carries a grim determination about him that never existed before. He has been given a reason to rule.
    • [Military] Merine explores north of R32 (west of R30) on Behalf of TAR [Success]
      Associated fluff located here.


    Non Actions:


    News and Rumors
    1. The Alqari claim to region 33 is bitterly rescinded at the Uzii victory over the blight. They bravely stood against those horrors, and while they might not have bled for it like the Alqari did, their expulsion is worth respecting for what it is.


    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; 2020-10-03 at 09:21 AM.
    "What is to give light must endure burning."

  14. - Top - End - #224
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Regions 194 and 195
    The Bel-Dan Armada
    Leader: The Quadrumvirate
    Reren-Tar-Tano, Reren-Sel-Lěra, Reren-Nal-Fě, and Reren-Cha-Jelě
    21-24 Era of Great Ocean


    Actions:

    1. [Military] Navally invade Kilcany with 3 naval units and 2 land units plus 2 blemmyae units, led by Ren-Cha-Fen, using Lightning Landings TD (Hero 9, 7 units, nullify defenders' +4 on TM, -1 distance loss: +16)
    The dwarves have made enemies of the Sea. Now they shall drown.

    2. [Military] Invade 196 with 1 land unit, led by the Quadrumvirate, using Reckless Attack TD (Leader 6, 1 unit, +2 on TM: +7/+9)
    As the main forces of the Armada pour into Kilcany, Ureren-Sel-Lěra leads a smaller band of warriors northwards into [Region 196]. These newly-contacted peoples will pay tribute to the Ren-Ub!

    3. [Military 5] Recruit a new Hero, Ben-Udula: 10
    In village after village, a beautiful young woman makes landfall and raises a square red cloth on her sail-post, then heads back to sea a few hours later. Not until the evening is it discovered that two or three locals, usually unproven young boys but occasionally dissatisfied girls, have also vanished....

    The Ren-Ub are approached in the winter of 24 Great Ocean by a girl of unknown origins calling herself Ben-Udula, the "buried treasure" of Ten-Fuj-Sa-Cos. She claims to have two crews of utterly devoted followers, and demands they give her a mighty quest to prove herself worthy of the title of Ren. The council debates long, but as the first flowers of 25 begin to bud, they have a task for her at last....

    4. [Military] Raise a land unit
    Ereren-Nal-Fě roams the villages of Ten-Fuj-Sa-Cos, gathering young, unproven warriors about him and training them into a force of two hundred cruel and vicious marauders.

    5. [Economy] Buyout 216 TP 3 for Droggen Berries: 18
    Making good on a deal originally negotiated by Ren-Nor-Baj two decades ago, Bel-Dan traders contract with Sewune merchants for the unique berries of their region. Preserves are transported overland to river heads in western Kiswa to be loaded onto ships and brought to Ten-Fuj-Sa-Cos.

    Nonactions:
    1. Allow all religious conversions
    2. Attend the Troll Feast
    3. Spend 1 DSP favor to ask the DSP to explore northeast of 196, following the coast


    Spoiler: News and Rumors
    Show
    • On the eve of the invasion of Kilcany, Ereren-Tar-Tano sends messengers to the Luthrails, promising to release their great warrior Neno in 25 Great Ocean if they agree not to fight for their dwarvish overlords. They seem to agree, though whether out of respect for Neno or hate for the dwarves is unclear to the returning Bel-Dan-Ub. Nevertheless, the Ereren claims a bold diplomatic victory, which perhaps plays a role in his selection to attend the trolls' Feast.
      .
    • Ureren-Cha-Jelě receives the Matriarch's letter and sends her own reply:

      Matriarch,

      If you are unfit to rule your people, I will take my tribute from your heir.

      Ureren-Cha-Jelě

      .
    • Ren-Cha-Fen is pardoned by the Ren-Ub and asked to lead the attack on the dwarves. He agrees, in return for a hefty share of the expected plunder.
      .
    • Hozhisa....
      .



    Spoiler: Ruler Information
    Show

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

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


    Spoiler: Other notes
    Show

    Land units: 3 +1
    Naval units: 3

    Treasure: 0

    Favors:
    • 2 SoS favors
    • 1 DSP favor - 1

    Resources controlled:
    • 193: Avocado

    Techs:
    • Sailing
    • Animal Husbandry
    • Writing
    • Crab-Claw Sails (req. Sailing)

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

    Tactical Doctrine: Lightning Landings
    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).
    Last edited by Minescratcher; 2020-09-27 at 08:57 AM.

  15. - Top - End - #225
    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 6

    Ruler Stats:
    Dip: 1
    Op: 5
    Mil: 2 +1
    Faith: 7 +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
    Holy Sites: (1)
    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 2
    Units 3


    News and Rumors:
    - So long ago it has passed from even the eldests memory. The red dawn forcing the survivors to flee to new lands where they stayed, praying, chanting, hoping for some saving grace. something to part the cursed storm which blocks them from their home. Many nights they can hear the howling call of their cryptic lord. Their savior, Their Father. On day they sought to return. Then it happened. To the great Pharaoh Koth Akosh, it came in a dream to him. A design for a magical device that would allow travel through the storm. Koth died a year after it was made and the new pharaoh took up his project, using the device to begin travel deep into the desert. The mission was a success! They have found their holy land! the Quest from a Dream has been fufiled. Now they just have to move in.
    Actions:
    1 Mil: Invade 299 with 3 units lead by Mikos of Leos Claw (7) +10
    2 Op: Buyout Tp 1 Clay in 299 Fail
    3 Faith: Convert: 293 Success
    4 Faith: Convert: 299 Success
    5 Mil: Raise a Unit
    Rolls

    New leader: No
    Spoiler: New Leader Stats
    Show



    Spoiler: Dynastic tree
    Show




    Non-Actions
    Resist all Buyouts and Conversions.
    Support buyout of clay by the Dolod
    Complete TSR dynastys of Sikar
    Last edited by Ivor_The_Mad; 2020-10-03 at 09:43 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?

  16. - Top - End - #226
    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] Raise Reputation with the Sentinels of Stone from 0 to 1, Roll 12 Rosie MacGill sends a letter to the sentinels explaining that as a result of the war, the Anbroch will not be able to routinely patrol their lands, and requests additional sentinel assistance.
    2. [Military] Defend Kincany! Rosie MacGill (mil 6) leads the defense with two land units and the Reckless Advance tactical doctrine
    3. [Military 5] Create Hero: Fiona MacDool, the Poisoner. Score 9. An extremely charming woman, stealthy infiltrator, expert poisoner, and pardoned mass murderer, Fiona MacDule is simply too valuable to execute in Kincany's time of need.
    4. [Military] Raise a Naval Unit
    5. [Military] Raise a Unit

    Nonactions:
    Submit to the Kiswan Collection
    Resist Conversion to Way of Green
    Spend one favor to increase reputation with the Sentinels of Stone.

    News and Rumors
    As word came of a Bel-Dan fleet heading down the coast to Kincany, Rosie MacGill balked at the necessity of attending to the battlefield herself, and it is only the continued persistence of the sorceress Neli that convinced her to lead the armies defending Kincany. Though her trepidation worries the dwarves, her presence seems to reassure them in the face of the invasion force.

    The disaster of an invasion has many doubting Rosie MacGill's leadership yet again. For now, the other clans swallow their pride and fall in line to defend Kincany against the pirates, but a reckoning is sure to come when the war is over.

    Fears of civil war only grow when Charlie MacGill marries Peggy MacTir, a folk hero partially responsible for the capture of the Feral troll still kept at the House MacGill compound. While for the moment the new Peggy MacGill submits no petition against Rosie, her marriage to Charlie has effectively undermined Rosie's claim to the matriarchy and thus to rule, and strongly foreshadows a play for power. While most of the MacGill battlemistresses remain loyal to Rosie out of outrage over Charlie's marriage to a rival house, the forces of house MacTir are noticeably absent from the defense against the pirates and blemmyae.

    The Luthrail boat captains refuse to fight in defense of Kincany, swayed by a diplomatic arrangement with the Bel-dan regarding the capture of their hero Neno. The sorceress Neli is again influential in forestalling the Anbroch's wrath at this betrayal, convincing Rosie MacGill to save her forces for the pirates.

    The Anbroch Abiherists attempt to resist the conversion of their disciples to the Way of Green, believing a religion based around human courtly decorum to be a poor fit for the anbroch.

    Spoiler: Secret Letter to the Ren-Cha-Jelě
    Show

    Reren,
    I regret to inform you that your invasion is doomed to fail. Noone will be friendly to your forces should you defeat our army. The Battlemistresses think me weak, and look to Charlie to marry a better commander to resist you. Until I have earned the loyalty of the other clans with victory, I cannot afford to desist in fighting you, as I should fall to civil war.
    Matriarch Rosie MacGill


    Spoiler: Secret letter in reply to the Blemmyae's offer
    Show

    King of Kings,

    I face a civil war once the threat of the Bel-Dan is passed. Tolerating Abiherism can be arranged. Not attacking your people can be arranged. Pardoning the murderer of my predecessor can not. To do so would paint my rule as weak and remove any claim to Mollie MacGill's legacy I now posses. Your preacher oyem has thus far persuaded my brother Charlie not to Marry and turn House MacGill against me, and I appreciate this, but I cannot afford a forgiveness that will see me ousted and killed.

    Respectfully,
    Matriarch Rosie MacGill


    Spoiler: Ruler Information
    Show

    Matriarch Rosie MacGill
    Spoiler: Biography
    Show



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

    Attribute Improvements: +2 Military

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (30 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 (24 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: 3
    Naval Units: 2
    Trade posts:
    None
    CI: Never Again (Increased Die Size on duels)
    Heroes: Neno, who never hit a foe twice (9)(Captured).
    Last edited by Potato_Priest; 2020-09-30 at 11:54 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.

  17. - Top - End - #227
    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 133 TP3 (Lime) [TN 12, Roll 18, Success] - The Eleftherian innovation of what can be done with Night-sea Shells as a potential building material are intriguing, and more than worthy of acquisition.

    [Opulence] Buy out Region 120 TP1 (Granite) [TN 12, Roll 20, Success] - Ever more stone is needed as Danneta-Yvaon grows, and more and more structures and outposts are build aboveground; further, quality granite is of great use for tools.

    [Diplomacy] Establish Claim on Region 95 [TN 12, Roll 20, Success] - No longer necessary that she remain unmarried as a "spare", Neta-Mak is acknowledged as eligible and - after conference with the Truthseers on the matter - arrangements are made with a well-positioned Son of the Lands of Emerald.

    [Diplomacy] Increase DSP Rep from 0->1 [TN 10, Roll 12, Success] - Long neglected, if not spurned, the Dream Speakers and their involvement with these mysterious Children of the Mother is a cause for concern and curiosity, and some measures are taken to be just a bit more welcoming to these bards and travelers.

    [Faith] Convert Region 113 to Way of Eauden [TN 12, Roll 11, Fail] - Initial success in drawing parallels between the Star-heroes of Clann Solais as virtues for growth and the distant stars that are the world's flourishing halts abruptly as seemingly spooked locals begin to shut their doors and the warriors and chiefs seem to grow chillier, and not as a result of water-shaping demonstrations. The stymied sages leave, but not before spotting the vultures perched in the branches overhead...


    Non-Actions
    - Spend 1 TSR Rep and 2 TSR favors to Join the Exalted Houses, establishing a permanent Embassy between Aran Viska and the Dannu-Gaon. (-1 TSR Rep, -2 Favors)
    - Spend 1 SoS Rep to put Kelsos the Lame through the Test of Metal, permanently increasing his Hero Score from 8->9.

    Embassy Actions
    - Gift 1 Treasure to the Arrok, as encouragement that these fellows in faith and plenty should remain friends.

    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 7
    Military: 1
    Opulence: 9
    Faith: 4
    Intrigue: 6


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 2/6
    - Dannu-Gao Hunter Militia
    - Elf-Trained Riders

    Treasure: 4/5
    (+2 passive treasure/round)

    Relics:
    1x Ring of the Phoenix (Held by Kelsos)

    Heroes:
    - Kelsos the Lame (Hero 8)

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

    Organizational Overview:
    Sentinels of the Stone: Rep 2, 2 favors
    Truthseers: Rep 3, 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 (13, 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
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    Miracle: Ability to cross Arctic Borders

    Controlled Regions and Holy Sites:
    - 96: Way of Eauden


    Spoiler: Expected Stat Gains
    Show
    +1 Opulence, ?


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2020-10-04 at 12:27 AM.

  18. - Top - End - #228
    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 6

    Spoiler: Banner
    Show


    News and Rumors:
    >While none but Matji Khetra know it, rumor quickly spreads among the nobility of Vygra that their leader has heard secrets of the Sentinel order and now seeks to join Alexios in defense of the World Soul. Attendants to the Matji claim that the stoic and reserved Alexios arrived in the throne room with wine on the anniversary of Kehtra’s training with the Sentinel leader and banished all but the Matji. They drank and talked the evening away in that private chamber and when he emerged Khetra seemed as newformed metal fresh from the forge and seeking an unknown test. Meditation and training consume an even greater number of hours of the Matji’s days in pursuit of the answer to the Riddle of Steel.
    >Within two years following the marriage of Fulji Tapsehi and Prince Taro of Veramondo, the couple celebrates the birth of a daughter! Some are surprised, not having known whether a ra and a human could produce offspring, but it is considered a joyous occasion. The happy pair name the Bora child Enavi, honoring the mothers on both sides.
    >There begins to be discussion among the Vygra wondering when Matji Khetra will step down from leadership and one of her fulji elevate to fulfill her role. She is now past sixty years in age, older than many reached during the years of the Red Sky, and it is usually viewed as a bad sign if a matji dies without having elevated a fulji. That she has shown no signs of handing off her responsibilities, even with the extra time spent training with Alexios, is found concerning by many. Some believe she may be taking ambition too far, while others feel or hope it is a positive show of enhanced vitality from the Blue Star's boon.

    Actions:
    1) [Diplomacy] Press Claim - Region 225 (Roll: 13 Success from previous round, continue pressing.)
    Following the wedding of Tapsehi and Taro in Farahabi, Caruvi tours the region of Vyterrat with her husband, chief of the elk herders to the south. She shows off all the Vygra have accomplished in the last centuries, and the powerful improvements made just in the last two decades since the Blue Star, to emphasize the benefits of joining their peoples more strongly.
    2) [Diplomacy] Pursue the Riddle of Steel (Roll: 21)
    Secret - see news and rumors
    3) [Opulence] Buyout Trading Post - Region 238 TP1 (Roll: 13)
    4) [Opulence] Buyout Trading Post - Region 236 TP1 (Roll: 18)
    5) [Opulence] Buyout Trading Post - Region 237 TP1 (Roll: 13)
    Fulji Hamyra works with the inhabitants of the southern regions to improve the flow of goods and resources.

    Non-actions:
    Attend the Return of the Waters feast in Lhungho Saar.
    Accept the Embassy from Lhungho Saar.
    Matji Khetra and Alexios the Undying travel to the neighbouring kingdom to attend a feast on the river.

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

    Heroes: Fulji Aruni (9); Alexios the Undying (12)

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Black Iron Weapons
    Units: 3 (Defending region 226), 1 (on loan to Sons of Sirrvat)
    Treasure: 1
    Reputation: SOS (4); DSP (1)
    Favors: SOS (4)
    Trading Posts: 226 TP2 (Copper), 195 TP3 (Timber)
    Embassies: Veramondo (218)
    Last edited by Frostwander; 2020-10-04 at 12:00 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

  19. - Top - End - #229
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes
    Yúkró
    (Round 6: 21-24)

    Actions
    1. [Diplomacy] Stabilize Wēkache (Region 47) (roll=14)
      Technically occupied years ago, the northern regions have largely been neglected and left to their own, not entirely loyal, devices. The battles with the Flower-Spirits are a major break with that pattern. For the first time, there are actually a sizeable number of Sọ́ku in the area, and the natives are suitably impressed (and intimidated). After the fighting is done, Yúkró remains in Wēkache for a time, building and strengthening relations with local rulers. Meanwhile in the forested east of the region, patrols of warriors pushing deeper into the woods than before while hunting for any remaining infected finally make contact with the elves of the region, much to the surprise of both sides. Though fighting nearly breaks out, they are eventually able to communicate well enough with vague hand motions and improvised sign-language to realize that the Sọ́ku have little interest in the deep forest and the elves have little interest beyond the deep forest. The two groups go their separate ways, content to simply live and let live. Several months later, a lone elf emerges from the forest, eventually managing to communicate that he hoped to live with the Sọ́ku for a time. Once he learns the basics of their language well enough, he explains that being more curious of the outside world than most of his people he had hoped to join the outsiders, learn their language, and eventually establish regular and reliable contact between the two.
    2. [Diplomacy] Colonize Region 41 (roll=16)
      Rẹ̌tšrìj returns from the north to find her efforts to coopt the power structures in [Region 41] and establish Sọ́ku control over the area undone by it being abandoned. Frustrated but undeterred, she begins gathering a large following among those who fled [Region 41], natives of Héokalón and Sọ́ku to return and establish new settlements. Following her example, several cities in Héokalón and smaller Sọ́ku tribes begin their own expansion into the depopulated and mostly open region.
    3. [Diplomacy] Colonize Region 44 (roll=13)
      The enthusiasm for establishing colonies in open and unpopulated land continues to spread, and attention soon turns westward to [Region 44] as well. Believing it to have not been empty previously, the natives of Héokalón are somewhat disturbed to find it definitely so now. Though once it becomes clear that there are not hordes of flower-infected-monsters lurking around every corner, the land rush begins in earnest.
    4. [Diplomacy] Improve Reputation with the DSP (0 to 1) (roll=12)
      The Dream Speakers owe the Sọ́ku several favors, and yet relations between the two have never really advanced beyond a polite but distant neutrality. Though they are still not trusted by all of the different tribes, Yúkró decides some amount of sweet-talking and improved relations would be generally beneficial.
    5. [Military] Recruit a land unit


    Non-Actions
    • Call in a favor with the SOS to increase Rẹ̌tšrìj's hero score (8 to 9)


    News and Rumors
    • Yúkró's son Sọ̀ró participated in the battle against the flower-spirits and fought well, quieting much of the speculation and scheming over how he would turn out. However, in the following years he shows little ambition. Willing and competent when called upon, he seems to never be the one making grand plans or leading the charge to carry them out.
    • At the same time, Sọ̀ró's younger brother Tšrãák begins to draw attention to himself. As a younger child he was lazy and headstrong, and few expected him to amount to much. But as a teenager, he becomes much more interested in learning to fight, throwing himself into it with the same willful stubbornness with which he once avoided any effort at all. Though it remains a nearly impossible nightmare trying to actually teach him anything, his single-minded dedication towards practice and training means he begins to improve and shows a lot of promise.
    • The conflict between the Gãk and Lọ̀plẹ̀ tribes finally breaks out into war. The Lọ̀plẹ̀'s attempts to rally allies from among the northern tribes finds very little success, and the balance of power shifts even more dramatically towards the Gãk. Unable to resist the Gãk in open war, the Lọ̀plẹ̀ abandon any attempt to hold on to territory and turn to guerilla warfare, raiding and ambushing while remaining mobile and avoiding giving the Gãk opportunities to win decisive victories. After years of fighting with nothing to show for it, morale among the Gãk and their allied tribes breaks down. The Lọ̀plẹ̀ chieftain Džíuṭhù finally challenges a sizeable coalition army led by Hlẹ̀tšhlì Ṣlẹ̀, one of the Gãk's most important allies. Džíuṭhù kills Ṣlẹ̀ in a duel and several of the smaller tribes contributing to his army withdraw, leaving the rest to be routed by the emboldened Lọ̀plẹ̀. In the aftermath of the battle, an uneasy peace emerges as both sides have been depleted by years of bloody fighting and neither are in a position to push things more. Despite having started the war in a dominantly superior position, the Gãk were completely unable to take advantage and many of their allies are now considering defecting to the Lọ̀plẹ̀.


    Yúkró

    Diplomacy: 7
    Military: 9
    Opulence: 7
    Intrigue: 2
    Faith: 1

    Increase: Diplomacy (x2)

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

    Region # Owner Resource Minor Good Great Holy Site Holy Order Org Base
    The Blessed Vale 32 Clan Alqar Gems Alqar The Ko Sọ́kǎu Celestial Cult (none) (none)
    [Region 52] 52 (none) Silk The Ko Sọ́kǎu
    XX
    Celestial Cult (none) (none)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units (l | n) Unit Cap Treasure Hero Tactical Doctrine Cultural Identity
    4 | 1 10 | 4 0 Rẹ̌tšrìj (8) (none) Dueling

    Embassies
    (none)

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    2
    3
    +1 stabilization and hero-related rolls
    DSP
    0
    2
    (none)
    TSR
    0
    0
    (none)
    *(+ is owed to us, - is owed by us)

    Military Technology
    Technology Slot Effect Requirement

    Technology
    Technology Effect Requirement
    Sailing Cross deep water (none)

    Spoiler: Resource Requirements
    Show

    Resource # Required for Sources
    Luxury Goods 2/1 Capital Requirement Blessed Vale (32) #3, [Region 52] #2
    Last edited by Aventine; 2020-10-02 at 05:08 PM.

  20. - Top - End - #230
    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, M8, O9, F2, I1

    Round 6

    A Goliath Farmer is out in the fields tending to the Kaff plants when the thunder washes over him. He looks up, but sees nothing having missed the initial flash of lightning while he was stuck in his mindless routine. He continues to look into the north when the second flash of lightning stuck – a blinding blue light that illuminated the entire field in eerie electric shades. The lighting seemed almost frozen for how long it staying in the sky – it was a mystery to him how he could have missed it the first time. The lighting vanished and he began to count his heartbeats to figure out how far away the massive storm was. The thunder was coming. Then it came – but it was not just the boom of sound, it was the death roar of the Amaryllis Dragon, angry with defeat, and it was the victorious shrieking cry of the Storm Bird; victorious! He fell onto his knees in awe as the lightning flashed in the sky again, his shadow streaming behind him like smoke from a pyre.

    Actions:
    • OpulenceBuyout [Region 7, TP #1] (Roll: Success)
    • OpulenceBuyout [Region 7, TP #2] (Roll: Success)
    • OpulenceBuyout [Region 17, TP #1] (Roll: Success)

      Ces Arnif’s explorations have produced some dividends as a path west begins to take shape. As he returns to Ogra on his trail are hundreds of humans each holding the chains of vicious barking hounds. At first Ogra was alarmed but Ces has assured her that these barbarians have pledge themselves to him. Perhaps this washed up former Sentinel still had some dog in him after all. Merchants from Targiz are dispatched to these people’s homeland to secure trade and along the way they have also have discovered the martial prowess of the Ulurothan Spearmen and have hired some to act as guards along their journeys in the wilderness.

    • Military Deploying Units – Defending Targiz with 8 Rank Hero (Ces Arnif), 6 Units, 1 Treasure, the +1 City Defense Bonus and accepting all other additional units that are sent to help from other countries. Hero will not challenge enemy commander to a duel but will accept duels if challenged (Rank 2 with SOS so maybe +1 to duels?). Tactical Maneuvering – Skirmishing.

      As Ces finds himself standing side by side the menagerie of trained warriors and the surprisingly well-armed farmers of Targiz, facing the coming onslaught of shrieking howling cannibals, he feels the need to make an admission. His so-called success mission to the west, the one that filled Inquisitor Ogra and the other members of the Kursaal counsel with enough trust to let him lead the defenses of the city, was a sham. Don’t get him wrong – he wasn’t a coward, it was just that he was still a useless drunk. His journey west, through the forests and mountains – he barely remembered. Although newly cleaned up he had still shamefully brought sacks of flower wine to keep him company. His “followers” – those mercenaries from the west – they were not impressed with any heroic deeds, they merely found him passed out one day in a muddy pile and took him in. Luckily, he was not unknown for his skills at gab, even back when he was a Sentinel, and the warriors took a liking to him enough, or at least took a liking to the promise of Kursaal’s wealth enough that they followed him back. Their dogs liked him a lot as well – the fierce animals licking his feet and hands and laying down at his feet. The dogs’ masters clearly took their approval of the funny drunk seriously.

      Now, immediately after that accidental triumph, a war. How did it come to this?

      The day before this stand at the walls of Kursaal, he was sitting in his tent – alone except for a clay bottle of wine. Even earlier in that same day, he had previously been sitting at the Golaiths’ council of war feeling useless but proud at the fact that he was mistakenly trusted enough to be there. He had just been thinking that Ogra’s attentions to his fate might belay something else and he was warming to the idea, when he witnessed her lover come into the room. He was chagrined, clearly Ogra only thought of him a tool. Still, he supposed being a tool was better than being the piece of crap that he was before she found him on the streets stinking of ****. He was facing the bottle and debating whether he should be sober for the coming war and was not finding any good arguments against it. While staring intently at the bottle he felt, on his left shoulder, a flame. He looked over to his left and on his shoulder appeared a being of pure flame. He had never seen anything like it. The fire formed wings like a bat, legs and a buxom body – it turned into a tiny and beautiful woman made of fire. The woman spoke.

      Drink the wine Ces.

      But, what about the battle? I need to be ready. I can’t disappoint the Inquisitor – not when she gave me one last chance at glory.

      What is glory when you are dead? Enjoy life before you die the wise men say.

      That is a good point . . .

      Ces begins to reach for the wine when he feels a chill presence on his right shoulder. He looks to his right and sees on it another tiny and beautiful woman, with wings of dove feathers and modestly dressed in a white robe, holding some sort of lyre. Her head was a glow with a circle of soft light that seemed to come from within. The woman spoke:

      Don’t drink the wine Ces.

      Eh, why not. The other one has a good point – we might die tomorrow.

      You might die – but you would a hero. Don’t you remember being a hero? Do you want to die like you have lived for the past couple of years? A waste.

      Guilt washed over him and he put down his hand.

      Drink the wine. Don’t do it.Drink the wine. Don’t do it.Drink the wine. Don’t do it.Drink the wine. Don’t do it.Drink the wine. Don’t do it.

      He placed his hands on his ears to drown the voices and yelled:

      Shut up! Shut Up! SHUT UP!

      Well that is not a good sign.

      He was startled and quickly got up – the apparitions that were tempting him were gone and now he stood in front of Inquisitor Ogra who was looking at him with worried dismay. His heart beat a little faster, embarrassment and nervousness coloring him a more pinkish hue. Looking at the woman who could crush his bones with her hands he struggled to recall why he ever pictured her naked. Did he have a death wish? Clearly not. Was he just starved for any kind of personal intimacy? Probably. He groaned:

      Sorry – that was nothing, just getting ready for the battle.

      Strange technique.

      Sentinel Training.

      Ogra hardly looked convinced, but she was already heading north to protect the child that bore her namesake – the child was the future of Targiz even if this corrupt city burned to the ground. She did not put much faith in this man, but she heard the tales of what he once was and perhaps he could be again. She walked over to him and placed her large hand on his shoulder and took out her sword and brought it up above Ces’s head. Ces flinched at the action uncertain what she was going to do with it. Ogra then bore it down and smashed the wine bottle – clay pieces falling everywhere as the wine dripped off the table. Ces was horror stricken and relieved. The choice was made for him – that was perhaps better.

      Good luck. Don’t die – I have more tasks in mind for you and would hate for your debt to be unpaid.

      Eh . . . thanks?

      Ogra turns to leave and before she goes Ces softly whispers:

      Thank you , gratitude imbuing his words with more heart that his words have had in a long time. Ogra walked out and Ces was left thinking on that gratitude and resolved that any romantic inclination towards the woman was really just misapplied thankfulness. He was thankful for her attention, her protection, the purpose and direction she brought back into his life, he was thankful for her for smashing that bottle . . . .

      Yet, oh, how he now regrets not drinking that last bottle as he stands facing charging cannibals. That woman in red was right. He should have drank the wine and never stopped drinking. He raises his sword and surprisingly those around him follow suit. Gods he wished that he did not sell his black iron. Would have been extremely useful right now. He yells wordlessly into the wind and again, surprisingly those around him follow suit. It comes to him that a hero would yell something inspirational in the moment – a rallying cry before the slaughter. He didn’t know what could bind the varied citizens of Kursaal so he says the first and only thing he finds inspirational at the moment, pumping his sword in the air one more time.

      For Debt Relief!

      Perhaps the defenders heard other words echoed – but, nonetheless a loud cry rings from those around him and spreads through the walls. He grinned – seemed that they were all in the same boat in Kursaal – who is afraid of a couple cannibals when you have moneylenders breathing down your back. He feels that imaginary flame and cold air on both his shoulders and looks and sees his apparitions of conscious also dressed for battle, skant armor adorning their tiny bodies, the flame carrying a black and jagged sword, the dove winged woman carrying a bow and a quiver of arrows. They yell with words that only he could hear:

      Kill them All! Protect the City!

      At this point he knew them as signs of his addiction to wine but he still smiled at the knowledge that if he dies he won’t be dying alone. He pumps his sword up in the air and wordlessly yells one more and time; and a loud roar greets him again as the Huntmaster and his hounds appear in view . . .


    • MilitaryQuest into the Unknown (North West (across the white border) of Region 17) (Roll: Great Success)

      The human knelt like an obedient dog at the foot of his master. Surrounding him were Goliaths wearing heavy robes and wielding knives in solemn silence. Among their number were a couple of feathered harpies, their beautiful wings covered and smeared with rot and worse. They smelled foul. Most of them were wearing chains around their throats but the Goliaths holding such chains appeared deferential. The human smiled with reverence – these were his priests.

      One of the harpies walked forward, its chain tinkling in the night air. It was Uitanot, who came forward with a gentle smile, and touched the human on the head with its claw.

      Ri..se my brother. No hus..h, I know you for a broth..er. For you have seen the terr..ible might of our God.

      Yes . . . the human remembered how he and his brethren, members of the King’s Hounds (already that past life a stained red memory shattered by screams), first encountered the God, they first called him an abomination. First, the smell – the smell of corpses milled with dung, fish guts strewn and forgotten about, death. They coughed and gagged – their noses and mouths filling with catarrh – and then saw it, saw him. He stood as tall as two men on top of one another, naked and so muscular that it seemed that he could crush one of them in his hands like a grape. Despite the height of his body, they stared even higher and saw the flower. The Corpse Flower. It was almost regal in its shape and it stretched even higher above the man’s neck – they were all in its shadow. The creature just stood there, fouling the air just by existing. The call went out – the deep bass of the horn and him and his brothers (former brothers) steeled themselves and ran towards the creature. The first man came close with his spear and the creature . . . the creature swatted him with his backhand like one does to an annoying fly. His head exploded into a fine red mist and in the shocked pause, his body stood there for a second, perhaps longer, and then crumpled to the floor like it was going to sleep (what does a headless man dream of?). Cold shivers went down the man’s spine but the horn sounded again. Once the hunt began, it does not end without its quarry. The creature, faceless, turned around and walked slowly back into the shadows – disinterested (did we not please you my lord?) – and him and the other men followed on its trail. . . Death in the hills . . . Death in the Forest. . . tracking it was easy, bodies were like leaves in its wake. The more they followed the more some men went mad. They cried in their sleep (the creature did not sleep), they whimpered and begged for an end to the nightmare. The creature – the God (He was starting to become mad as well – starting to?) often obliged. The followed it further and further and the further they followed the more they started praying to it. He repeated the prayer now to Uitanot: Release me Dark Master. Free me from this corpse that is my body. I am already dead – Soil for the Flower! Water for the Flower! BLOOD FOR THE FLOWER!

      Uitanot embraces him, his foul feathers enshrouding the man, and gently whispers, consoling him like a mother consoling a crying child: In ti..me brother, in time, he sh..all release us all – but not now. Now that you know his da..rk glo..ry we must ser..ve.

      Serve? How?

      Your igno..rant for..mer brothers must be ta..ught his ways – this is his la..nd and they must bleed in pen..ance.

      The man’s eyes are crazed bewildered with the thought that came frightened from his mouth “He is here? Is he here?”

      Uitanot lets go of the man and laughs, cackling – the copper chain jingling in rhythm. No no, of cou..rse not. Our god is not a gentle one. He is no shep..herd for the flock – we are on our own. We will die and he will not care. No, you alr..eady know the ans..wer. Your people are hun..ters. Who hun..ts the hun..ters? Som..ething must. Noth..ing is not hun..ted! HE IS WHO HUNTS THE HUNTERS! the last line spoken with eloquence uncharacteristic of his usual started speech – it was said with effort and the awesome respect that one uses for speaking of the divine.

      Uitanot’s lilting laughter echoes in the night air as the man breaths in relief that he would not face his new god tonight and mouths a silent prayer:

      soil for the flower, water for the flower, blood for the flower . . .



    Non-Actions:


    Spoiler: News
    Show

    International News

    Countries

    While the Targiz, sequestered in the south, did not join the defense of Northern Mamut it sends its congratulations to other dignitaries on their successes and continues to host them in Kursaal with its usual debauchery and affluence.

    International Organizations

    Nothing of note.

    Internal News

    Religious Organizations

    Ogra continues to root out the cult that she and the other Inquisitors have begun to learn is called by its followers “The Bouquet of the Corpse Flower”. The Inquisitors merely call the cult and its adherents the shorter name: “The Corpse Flowers”. The cull is slow going as the inquisition is easily distracted with the regulation of wine and gambling in Kursaal and now the news that the Targiz itself may be under attack . . .

    Secular News

    The streets of Kursaal are unusually empty as the populace flees outward to the mountains and hills and their former holdings in the communes afraid of the coming horde, however, strangely – robbed figures from that country side and moving by the hundreds towards the mass. One can see that they these simple farmers carry serrated blades and have sleepless and red eyes . . . ignoring those concerning signs the leaders of Kursaal, even Ogra who strongly suspects them of cult activity are still thankful that the Tansy Crusaders may not be alone in the defense of Targiz.

    Military

    The Tansy Crusaders, which for decades now have been wishing for a fight may finally have found one – however their numbers are small and the Huntmaster has many, one wonders which other citizens of Targiz will rise up to defend their homeland.

    Ko-ball

    The beginning of the season was played under the oppressive shadow of the Amaryllis wars in northern Mamut and as such there was a more somber atmosphere throughout the stadium. However, despite the sedate viewing atmosphere, it was a shocker of a season this cycle!

    The Big Strongs, after a dominating season last cycle, fell to second place again!. Their reign at the top was brief. The usurpers are the Unkindnesses by only one league point! The Unkindnesses have always been a top team, using their aerial advantage to score easy points, but they had not been on any bodies radar to steel the flower trophy. Perhaps it was due to their adoption of coaching (as many teams this season have done following the Uzii example) or perhaps it was the distraction of the war against blightspawn up north, but the Unkindesses have swept the competition with exciting play. The Big Strong match against the champions was an exciting slug fest that ended in a tie (3-3) and displayed some of the most fun play on the field, perhaps the lack of animosity given that the two nations are cousins.

    The “Match” to watch as it has been for the last twelve years has been Big Strongs against the Jewels, which ended in another Big Strong Victory (2-0). There was considerably less fighting in the stands, given that the Olkan referees under direction of the Inquisitors had been controlling flower wine consumption heavily. The Uzii’s record against Humans in general though was tarnished against their latest international opponents with a tie against the Whirlpools (1-1).

    Former Champions Canopies have regained some of their grit and have bounded to the top half of the field once again while the Dream Team falls further into ignobility only being saved the shame of last place by the Avalanches which many in Targiz now feel are purposely throwing their matches. The odds in Kursaal are such that one can’t win money betting against the Avalanches, which makes the one game each season they win or tie a pay day for various bookies.

    The ending of season though occurred just as reports of the Huntmaster and his rable of cannibals began filtering through Kursaal. The news seem to invigorate the home team of the Hemlocks who were able to put up a respectable season, (though were unable to win or tie a match with the top teams of Jewels, Big Strongs, or the Unkindesses) to the cheering of the fans, Goliath and other races alike as the brief victories allowed them to forget the looming fires

    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 1 1 3 3 3 1 3 3 18
    Bhaile-Koma Canopies 1 X 0 0 3 3 3 3 0 13
    Hrathgan Unkindnesses 1 3 X 3 3 3 0 3 3 19
    Blessed Vale Jewels 0 3 0 X 1 1 0 1 3 9
    Targiz Hemlocks 0 0 0 1 X 3 3 3 3 14
    Thun Avalanches 0 0 0 1 0 X 0 0 0 1
    Pthǎi Èu Whirlpools 1 0 3 3 0 3 X 3 3 16
    Dream Speaker Dream Team 0 0 0 1 0 3 0 X 0 4
    Na'karat Zealots 0 3 0 0 0 3 0 3 X 9

    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!).

    Stop Drinking the Wine! who came in first in two of the races failed to place onto the podium for the Run of the Poor-Land Daises disappointing many of the Ko elites. However, barring that disappointment the field was largely controlled by the Ko and the hosts.

    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
    Stop Drinking the Wine! Ko First Coxcomb Red Targiz First Stop Drinking the Wine! Ko First
    We Told You So Uzii Second Naval Supremacy Aventine Second Performance of a Lifetime Ko Second
    Rocks Fall, Everyone Dies Scrim Third Performance of a Lifetime Ko Third Coxcomb Red Targiz Third

    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ells Ogra, Age 43

    Current Stats:

    Diplomacy: 2
    Military: 8
    Opulence: 9
    Faith: 2
    Intrigue: 1

    New Ruler Next Round: No
    Succession: Hereditary - Ank’Anske Ogra (12 years of age)
    Expected Stat Bonuses: +1 Opu, + 1 Mil

    Hero Ages:
    Ces Arnif – 29
    Petal Head – N/A

    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 Uzii Four Faiths
    • Tansy Crusaders
    • Unnamed Army
    • Tattered Dancers
    • Reformed Hounds
    • Ces’s Followers
    4 Stable
    Nal Dryb 36 Wheat N/A TAR OPEN N/A Open
    • Savlo Revel
    N/A Stable

    Military Limits:
    Land 6/8
    Naval 0/4

    Trade Posts (12):

    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    33 #1 – Copper
    33 #2 – Copper
    36 #1 – Wheat
    37 #2 – Living Wood
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 - Cheese
    51 #2 – Kaffe Beans

    Incoming Tradeposts:

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs
    17 #1 - Ulurothan Spearmen

    Favors Available at end of round:

    2 SOS
    Last edited by mystic1110; 2020-09-28 at 06:43 PM.

  21. - Top - End - #231
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Clan Al-Ashir
    Led by the Grand Prince Sultan Zidan il Kasima
    D 10 • M 8 • O 2 • F 1 • I 2

    News & Rumors
    • Given the news of his beloved consort's death, Zidan's grief and fury both are terrifying in their silence. He is despondent for months, only to emerge one night and call for his armies to assemble.
    • After Jana's death, the battle against the assembled tribes of 303 turns into a bloodbath. Even with victory assured, Amala orders the fleeing warriors to be cut down, leaving thousands dead, along with virtually every adult male with a claim to rule. The remnants of the ruling families exile themselves before the vicious Amira can decide what to do with them. Amira Pashma is appointed as the interim governor while the grief-stricken Zidan is not in the right mind to decide the fate of the region. Likely, he will keep the land as his personal demesne.
    • Fearless veterans of two campaigns, Zidan reforms his personal retinue with handpicked, elite riders and his cousin Amala as his second. They number only 120, but their experience makes them a match for any other military unit in the world.

    Actions
    • [Diplomacy] Mission to Explore south of 303 and spend 1 Treasure (13, Success) - A poor warrior, Amir Jalal does not ride with Zidan to Dzah, and instead is dispatched to explore south of his newly conquered territories.
    • [Military] Recruit Unit 🏹 - Considerably more numerous than the Ashir, 200 night elf archers are recruited to Zidan's army. For their services, they are paid with horses and fertile land in 303.
    • [Military] Recruit Unit 🏹 - Considerably more numerous than the Ashir, 200 night elf archers are recruited to Zidan's army. For their services, they are paid with horses and fertile land in 303.
    • [Military] Recruit Unit 🛡️ - 400 more warriors of Al-Gharab swear loyalty to Sahib Bolshur. Unafraid of death, these stout berserkers fight in loose skirmishing formations, wielding broad hide shields and clubs.
    • [Military] Conquer 307 (Zidan leads. 8 Leader + 7 Units + 1 Treasure. Duel = Challenge! TD = Cautious Advance) - Zidan goes with the full might of his army to impose conditions on the feuding clerical sects. Yeitso and Tiba receive the same gracious offer of absolute power over the riches and lands of the Sha, control of the Solstice Solarium, the title of Sahib, a place in Zidan's royal court, and their lives. Whoever comes to him first shall have all this and more. The other dies along with their followers. Or they may come together to spare each other this fate. Refusal, hesitation, conspiracy, or even the shadow of deception damns them both. They will both be executed and the temple of the sun god will be razed. From the time Zidan's grim countenance darkens the city's western gate in the evening, the priests are given only until sunset to throw themselves at his feet.
      Spoiler: Battle of Dzah
      Show
      The sun was low in the sky when Zidan’s haunted countenance cast its shadow on the far western gate of Dzah. Horses, men, lances -- bristling cruel shapes clawed at the feet of the whitewashed wattle and daub walls. Sticks, mud, and dung piled twenty feet high to keep unwashed huddling masses away from more desirable masses, and all of it painted gleaming white. The metaphor did not escape Zidan, though his thoughts were dark and far from this stinking place.

      Destitute thousands had abandoned their ramshackle dwellings on the city outskirts, scattering hours ago lest they be caught between the inexorable Ashir and whatever prize they desired within. An army of men hadn’t dragged ladders across the desert just to be coy about their intentions now. For an uncomfortable while, all was silent, spare the off impatient stamping of hooves or the clatter of forgotten tents collapsing in the wind.

      Still astride Jana’s horse, grim Zidan set down his helm of palmwood slats and unbound the blood dyed keffiyeh from about his nose and mouth. He said nothing and made no motion to the army at his back. His blackened eyes beheld nothing, but seemed to pierce far beyond the barred gate of Dzah in their dreaming, maddened gaze. Half starved from mourning, Zidan was still consummately of the Ashir. Fierce and strong with unbound sable hair. A coiled desert viper with a lifetime of saddle grace.

      Nahira shuddered beneath him and tossed her mane, full of nervous energy after a daytime ride. The white mare still wanted for the touch of Jana. Mutual longing made her the perfect partner for Zidan now.

      A sorrowful kudu horn sounded in the distance. Bolshur’s shield bearers had taken their position at the eastern gate. Nearing his fiftieth year, the man had grown fat, but there was still more muscle than dead weight. His weapon of choice was nothing more than a gnarled wooden rod, albeit one heavy enough that most men would have preferred to wield it with two hands. In his youth, he had polished it to a gleaming finish on the skulls of the fathers of the men who now stood with him. A din of chanting and stomping followed the horn blast. Such things were lost on the Shá who never saw value in learning the language of the mesa tribes. They cried that they served Zidan, and that they wished the Shá well on their journey to the land at the end of all lands where the ghost dogs preyed on cowardly souls.

      Zidan could hear the dirge a mile off and he knew the words of the mesa tribes. He said nothing and made no motion to the army at his back.

      Horns soon came from the north and south. Idi and Adamu were in position. Their lines of skirmishers were stretched long enough that the trumpeting was hardly necessary; the wings were in plain view of the cavalry amassed in the east.

      Zidan grinned a little in spite of his delirious grief. A display of military might this grand was decadent to the point of poor taste. The last time anyone had seen this many warriors, they were here to protect the Shá. Neferkare could have kept the city for himself, though he had come to spare it. Zidan was here to take the city, but he desired it not. It was poetry like that which made him most devoutly doubt the wisdom and power of the Shá’s chosen god. What was the point of worshiping a god who only rewarded his faithful with well deserved dramatic irony?

      The man who would be sultan turned at last to appraise the setting sun, judging with his fingers against the horizon how much daylight remained. The men on the walls would fare poorly with the sun in their eyes now, but Zidan had not come to test their martial prowess. No man commanded an army this large to win battles, but to obviate them. And yet, the gates of Dzah were closed.

      A squeeze with his heels urged Nahira forward half the distance to the wall, a stone’s throw. Maybe the men on the ramparts needed the situation explained to them. Zidan had a more eloquent summation penned on vellum and had meant to entreat the crows to litter the city with hundreds of copies of his demands. The crows had been the ones to remind him that the Shá and their priests were yet illiterate and few knew Ashiric besides. Zidan knew their language well enough, but did not deign to speak it now.

      “Where are Yeitso and Tiba?” At this distance, he barely needed to raise his voice. He looked for a glimmer of understanding from the guards on the wall. “I had thought to spare the Shá this strife. In my wisdom, it is a simple thing who should rule now that the Triad is fractured: whoever is the better friend to the Ashir! But I find no welcome for my family…”

      There was more to say, but in this wretched state, Zidan’s patience waned and courtly speech eluded him.

      “Go and fetch your masters, dogs! Tell Yeitso and Tiba that they have until the sun sets to lay themselves at my feet! Whoever bows first shall keep their power and riches. Their rival shall perish! They will both come if they are wise. If there is no response before nightfall, then my army will break down your gates, kill them both and all who follow them! I will raze your temple and scatter your gold to the beggars!”

      Perhaps the notion of destroying the Solstice Solarium was too much to endure. There was the twang of a bowstring and Zidan flung his shield up just in time for an arrow to pierce the wicker, then hang limp out the other side. A reflexive throw to the source of the motion caught the offender in the throat with a javelin before he could sink back into cover. He flailed and tumbled forgotten from the ramparts. Zidan’s fingers paused as he grasped for a second missile. What little courage the guards had failed them. Their weapons fell and one called below for the gates to be opened. Better to be a prisoner than targets. Zidan only had two javelins left, but a groom was bringing him more.

      As Zidan replaced his keffiyeh and palmwood helmet, the sea of riders surged forward. Crows who had watched from atop standards took flight. Blasting horns called for Idi, Adamu, and Bolshur.

      “Take their temple! Bring me Yeitso! Bring me Tiba! And dig that slug Sani out of his hole, wherever he is hiding!”


    Non-Actions
    • Submit information on local fauna to DSP.
      Spoiler: DSP Menagerie
      Show
      Antlion - A race of legendary insects from the time of Eshara, the antlions were said to be the size of an elephant, with a quarter of their mass in an armored head, bearing enormous barbed pincers, and the rest of it consigned to a nearly useless, vase shaped bulk. They were said to dwell at the bottom of sandy funnels, steep enough to send an unwary traveler tumbling towards the center where the antlion could emerge and snap up its prey. Blessedly, the monsters were unable or unwilling to leave their lairs, even to pursue food over a short distance, and these traps were easy enough for the canny Ashir to spot, especially with the height advantage from their horses. Eshara led a campaign to exterminate the antlions by feeding them sacrificial goats wrapped with twine holding dozens of obsidian shards. As goats were small enough to be eaten whole, the obsidian passed undamaged through their digestive tracts and shredded them from the inside. Hunting these monsters to apparent extinction is one reason the native Vesparrese accepted the Ashir as their masters. To this day, antlion skulls are on display in many villages, alongside trophies from other predators, as testament to this relationship.

      Unbeknownst to the Ashir, antlions exist elsewhere in the world, albeit in their more conventional size, and the creatures are merely the larval form of something resembling a dragonfly. As adults, even the giants of the Sikar live only days more as they seek out a mate, lay their eggs, and expire.

      Hoop Snake - Known to be a unimaginative and practical to a fault, the Ashir nevertheless staunchly defend of the existence of a creature that cannot be found. The hoop snake is a viper said to attack with lightning speed by biting its own tail, curling its body into an upright circle, and flinging itself downhill at its prey. At the bottom of its descent, it uncoils, hurtling itself into the air whereby it attacks with its deadly fangs. The tail is also said to be poisonous, because why wouldn't it be?

      In truth, none of the Ashir have ever seen a hoop snake as they do not exist. The legend is likely attributed to an eagle dropping its dinner, and then, by some spook of physics, the snake rolling upright down a sand dune in sight of one of Eshara's consorts who then swore about what he had seen until the end of his days. As the Ashir are not known to practice such deception, especially among their own clan, the existence of such a creature was taken as fact for the generations, each defending the claims of their parents with devout honor.

    • GM requested Intrigue roll 2 + 7 Units. Bring me Yeitso! Bring me Tiba!
    • Accept embassies. Jeez. Especially the one from Thu.
    • Accept gifted technology: Composite Bows from HYD via embassy. All of it. Especially the one from HYD.
    • Support ALO buyout of any open TP in 302. Oppose all others.
    • Resist all conversions.


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

    Regions: 302*, 303, 305
    Treasure: 3
    Trading Posts: 302-1 Ashirian Horses, 279-1 Peppercorns
    Embassies: CRO, DOD, HYD
    Technologies Known: Animal Husbandry, Pottery, Writing (Kagahara), Irrigation, Sailing

    Army Units: 7 🐎🐎🐎🐎🛡️👳🏾👳🏾
    _____• Sultan Zidan with 120 Elite Light Cavalry
    _____• Amira Shiela with 200 Light Cavalry
    _____• Amir Azur with 200 Light Cavalry
    _____• Amir Omar with 200 Light Cavalry
    _____• Sahib Bolshur with 400 Heavy Infantry
    _____• Sheikh Adamu with 1000 Light Infantry
    _____• Sheikh Idi 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 commands a company of 40 Farsan.
    Faris - A cavalier, or rider in an active war company. Plural: Farsan.
    Sayis - A cadet, groom, or squire too young to serve as a full fledged Faris.
    Muatin - A member of the clan who never served as Faris.
    Hajin - Anyone born to Ashir parents, but who never develops nightvision and is thus expelled from the clan upon reaching adulthood.
    Ajnabi - Anyone who is not Al-Ashir.


    Last edited by Nefarion Xid; 2020-10-04 at 01:36 AM.

  22. - Top - End - #232
    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: Round 6 (Year 21-24)



    Actions:
    [Military]: Raise One Unit

    [Military]: Rauri embarks on the quest to slay Cu Weir, the Finger Wolf, with Old Lion and all those he has assembled to watch at least one of the great beasts die. She adds +3 to the roll due to her magic anti-blightspawn ring.
    "Alright, lads and ladettes. As you can see, I've brought a magic ring and a sword and an axe, so I'm prepared for anything. Except crocodiles. For that I'll need a bigger boat."
    - Rauri of the Phoenix

    [Opulence]: Convert all resources in Region 117 (Name Pending) from Pelicans to Tundra Wolves. [Opulence 5 Special]
    It's no surprise that the pelican population moved out around the time the wolf population moved in.

    [Opulence]: Buyout Trading Post 1 in Region 117 [Result 16: Success]
    Quick to take advantage, and influenced by word of this new Eauden philosophy and dealings with the Ancient Way, the Clans began trying to befriend and utilize this new creature.

    [Opulence]: Buyout Trading Post 2 in Region 112 [Result 8: Failure]
    Fascinated by an accidental discovery of a new material, caused when tin contaminated a copper smelting pot, the artisans of Clan Star sought out more.

    Rolls Here and also here.

    Non-Actions:
    Spend one favor with the Sentinels of Stone to train Rauri from 8 to 9.
    Resist all conversion and buyout attempts.
    Dannu-Gaon is offering to pay off the debt to Eleftheria in Clann Solais's place in exchange for cooperation with the conversion attempt, and because they have too much money and have run out of places to put it. However, the debt has been waved upon the conclusion of negotiations involving the Creatures of the Ancient Ways.
    "They have 'too much money?' Hrmph. Showoffs."
    "Aye. The wee ones are calling it 'flexing.'"
    - Calder of the Stag and Menolly of the Feather, overheard conversation from the clan meet in the spring of Year 22.


    Ruler Stats
    Calder of Stag: Diplomacy 7, Military 9, Opulence 5, Intrigue 2, Faith 2

    Expected Stat Increases: Military +1, Opulence +1, Wolves made of Fingers -99

    Rumors:
    • The rumors of Cu Weir are true, and so is the threat. Despite the presence of a magic ring and the best weapons the smiths of the Arrow Clan could make for her, Rauri nonetheless ensures that her affairs are in order before setting out to rejoin Old Lion and the others he's gathered for the hunt. This is no mere fact-finding expedition. Something or someone will die in that creature's foul lair.
    • Clann Solais continues to amass troops, and even seems to be investigating wolves as potential hunting and war partners. What they intend to do with their forces is anyone's guess - or perhaps they're simply exercising the appropriate amount of caution. The running theory is that Calder will soon take bloody revenge for the imprisonment of his son all those years ago.
    Last edited by Jade_Tarem; 2020-09-27 at 07:57 PM.
    Amazing Zealot avatar by Elder Tsofu.

  23. - Top - End - #233
    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 8 (+1)
    Mil 10
    Op 3
    Faith 1
    Int 1



    Actions:

    Military: Neferkare (M10) marches to 283 with 3 units (+1 composite bows) , Tacdoc (Skirshmishing) will duel the NPC commander (+1 to all hero rolls with SOS rep), and will spend 1 treasure on the battle

    Diplomacy: Press Claim in Region 284: roll 12 Isis and Mutwa begin consildating control over the grassland tribes and their elf burrows. Many are bending the knee to Mutwa backed by Alodite warriors pouring across the border. Still the forest people are resistant to the seeming Alodite takeover.

    Diplomacy: Explore North of 287 roll 16A group of Alodites travel north of the savannas and steppes of black swan country diplomatically introduce themselves to the people of the far Sikarian north. As they travel norththe climate gets noticeably wetter making travel difficult.

    Diplomacy: Attend Thunder people event
    • Trade Bows for war drums with the thunder people
    • Accept 1 treasure


    Military: hire unit: Dembus Makurite macemen. Armed with 2 handed stone maces, these Alodites are traines as aggressive shock infantry designed to break formations for lesser armed opponents.

    Non actions

    Support all conversions



    News and Rumors
    • For a while Ka is the only speaking crow in the north, but rumors of recent Alodite conquests have made their way south to the crow homeland. Soon more appear following the battles for Shilluk and the Black Swan Steppe. Now a small community of speaking crows follow the forces of Neferkare feeding on the scraps left behind.
    • Shebitku's children, Hapshesut and Ramses are growing quite quickly in comparison to purebread elf children. Both are also considerably taller and more muscular than their human and elf peers Perhaps this is due to their half-elf heritage. While the children are indeed loved by Shebitku, many in Aspelta's court seem eager for Shebitku to have a "real" wife. Others have began looking to Isis and Mutwa to produce a true heir to the dynasty.
    • Neferkare has gained much fame for his conquests aceoss Northern Sikar. Though he's began to find it increasingly isolating. Many a night has transpired where Neferkare merely resides alone within his death. Apparently news of the jewels death has left the elf immeasurably dissapointed.
    • Tunjur, hero of the Black Swan Steppe is captured and paraded around the Alodite capital as a prisoner of war. Soon Shebitku see's his worth and instead on being executed, places Tunju as the governor of the newly conquered region.
    Last edited by Lleban; 2020-10-03 at 09:14 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
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    Spoiler: Keep going
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    Spoiler: Suprise
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  24. - Top - End - #234
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Six

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

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



    While none but Matji Khetra know it, rumor quickly spreads among the nobility of Vygra that their leader has heard secrets of the Sentinel order and now seeks to join Alexios in defense of the World Soul. Attendants to the Matji claim that the stoic and reserved Alexios arrived in the throne room with wine on the anniversary of Kehtra’s training with the Sentinel leader and banished all but the Matji. They drank and talked the evening away in that private chamber and when he emerged Khetra seemed as newformed metal fresh from the forge and seeking an unknown test. Meditation and training consume an even greater number of hours of the Matji’s days in pursuit of the answer to the Riddle of Steel.

    [Intrigue] Investigate the remnants of the Amaryllis Dragon, remaining Flower Wine, & the Storm Bird - The whole of the Flowerspawn adventure in Mamut has left the Sentinels perplexed. While it was not unheard of for Bligthspawn to take shifting forms the manner in which this particular Blightspawn manifested first as a bird, then diluted as if through the vines themselves of the infected, and finally taking the form of a flower-dragon only to be killed by a previously unheard of colossus of thunder was something wholly unique to most Sentinel observers. A team of aspirants and scholars attached to the order are dispatched to Mamut to investigate whatever remnants laid still in the wilderness at the heart of the continent seeking to understand more fully the nature of the Heavenly Amaryllis and perhaps gain some degree of insight into the Storm Bird. The Sentinels wished most fervently to know whether or not the Storm Bird was itself a Blightspawn rival to the now dead dragon or something more akin to the Great Mother serpent known in Tarandi as a Blightspawn purifier. Were these titans of air and earth some trick of the Blight or were they manifestations of the World Soul sent to aid the Sentinels in their duties?

    [Military] Send Idris of Sikar (Phoenix Ring) to aid in Epic Quest: Stay the Hand - Granted the recently acquired Phoenix Ring of the Viskari by his order the fiery tempered southron Sentinel, Idris, is dispatched to the frigid north of Tarandi to join the adventurers already in pursuit of the Fingerwolf. With the Blightspawn’s lair discovered the Sentinels wish to offer all the aid they can in putting a permanent end to the reign of terror perpetuated by the unnatural creature. While the Sentinels held neither friendship nor ire towards No-Pride’s sponsors among the Ancient Ways Rauri of Solais was a friend and the Viskari were looked upon kindly for their contribution of one of their Nine Rings to the order. For his part Idris' initial eagerness at deployment against such a dangerous Blightspawn as the Fingerwolf quickly turns into a bitter unpleasantness regarding the frozen conditions of Tarandi. Still, the unusually emotion driven Sentinel was still a sworn member of his order and would carry out his duty to end Blightspawn threats wherever they appeared...even in the “frozen backwater wastelands of Tarandi” as he was so fond of calling the location of his deployment.

    [Military] Collate the Slabs of Prowess (5/5) - With Anbroch and Nocturnal Hydra contributions now swelling the styles known the Sentinels finalize their hybridized versions of training. Multiple sets are produced for various environs, Blightspawn types, and mass vs singular battles. It becomes known among all the Sentinels that you use different moves when you're fighting half a dozen people, than when you only have to be worried about one. (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, Songs of Korbita Pt. 2, Why the Moon Rises in the Daytime


    [Intrigue] Secret

    [Economy] Collect beasts for the Dream Speaker’s Traveling Menagerie (1/5) - While not directly attributed to the so-called Great Mother or the Storm Bird it appears the Dream Speakers have developed a sudden interest in learning more about the many unique non-Spawn critters and beasts roaming the world. Their interest quickly reveals itself not to merely be academic but commercial as notice is spread all throughout the known lands asking for the aid of the most skilled trackers, the bravest trappers, and the most learned scholars to pursue and capture some of the most exotic and elusive fauna known to exist around the world. The purpose of these safaris? To collect the rarest and most intriguing specimens for display in continental traveling menagerie shows! While the goal in most lands was the consentless capture of rare beasts among the Creatures of the Carrion Ward the pursuit is less antagonistic between Speaker as predator vs beast as prey who’s end was display rather than death. Instead, among the talking beasts of the Ward the Speakers seek volunteers, those who were not already so inclined by blessing with the Twilight Sight, to join willingly as curiosities and “ringers” of intelligence and grace to travel the world over as both show for the masses and familiar of the hunters seeking less intelligent and more exotic creatures in faraway lands. (Request: Any player may choose to aid in this endeavor in multiple ways. Submitting appropriate fluff writings (IE: The story of a hunt, successful or not, for a real or mythical beast native to one’s lands. A bestiary-type description of a local creature captured for display. Or another appropriately themed piece of writing relating to the establishment of a global menagerie) and/or contributing to the Great Project with actions. Reward: Gain max 2 Favors per sufficient length/content fluff submission fit for inclusion 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 6-10)

    [Diplomacy] Collate the Kiswan Collection (3/5) - Additional stories have been contributed by the Blemmyae and Bel-Dan but many still remain unknown to the Speakers. Trolls, Vygra, & Elves have yet to contribute and so the Speakers focus on sending their storytellers, skalds, and bards to these lands, careful not to upset the more territorial of the bunch, in the hopes of hearing the folk stories and tall tales. (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: Line of Zora, Ashir: Line of the Amir, Crow's Tribe: Line of Ancestor Crow


    Veret Haftian is privy to a private meeting with elder crones of the Truthseer after which they emerge seemingly marked by a change in countenance. None know what transpired between the Elefetherian leader and the Seers but many note the leader has increased their walks along the shore by a marked amount. Some claim Veret has spent hours now staring out at the ocean horizon though what they seek beyond the blue line of the horizon remains unknown to all but Veret themselves.

    As the Creatures of Ancient Ways are branded villains by the Truthseers, Wounded-Vulture-That-Nests-In-Skystruck-Tree begins to suffer peculiar dreams. On the wing above a vast sprawl of ruined buildings, she descends to see a sprawling abattoir that stretches to the horizon. Shapeless things flicker in and out of sight in the shadows, and the clatter of bleached bones and congealing blood harmonize into a single whispered word - Listen
    Having become the Nemesis of the Truthseers, Skystruck-Tree of the Creatures of Ancient Ways has begun to suffer the visitation of some restless spirit! Should she wish to uncover the mystery behind this apparition, she may attempt a TN 14 Faith check to commune with the spirits actively.

    [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, HYD, TRL, ULD) may choose to receive +1 from a Seek Aid to one action taken this round. Electing to accept this Seek Aid must be noted in the dice-roll post for the roll it is desired to be applied to. Reward/Cost: 1 Favor spent/indebted as a non-action. Duration: Round 6)

    [Intrigue] Secret

    [Diplomacy] Collect Histories of the Sikarian Dynasties (4/5) - Nearly complete in their examinations of the Sikarian dynasties the Truthseers hope to receive additional input from the Naherin and possibly the newly uncovered Fffolk if their genealogy plays a role in their leadership. While some of the strongest were dynastic among the sands it seems sadly few others who shared the desert lands put stock in the concerns of blood. (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; 2020-09-21 at 02:36 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  25. - Top - End - #235
    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 6]
    Main Actions
    1. Military:[Special5] Recruit hero, {The Pathcarver (9)}
    2. Military:[Battle-Region 269] Rescue The Ripper, and subdue 'The Mud Witches of Guugk!'
      Commander {The Ripper (9)} Skirmishing Doctrine with 6 Troops, Techs [War Drums: +2 to tactical maneuvering], The Ripper hunts down (challenges to a duel) Guugk the Mud God, the Blighspawn worshiped by the region's natives.
    3. Opulence: Buyout Fish R#276 TP1 from Crow's Tribe. Spending 1 Treasure. Great Success
    4. Diplomacy:[Special5] Establish Embassy with Clan Al-Ashir
    5. Host Event: All Are Invited to participate at "The Market of All Peoples" . The space originally built to house an SoS base is converted into a large market square. The event is shockingly without fanfare or expected formalities. The guests are offered food, but it's little more than utilitarian rations, and are encouraged to bring their own tents and bedding if possible. It's clear the Thunderpeople aren't interested in prestige as much as facilitating the practical business of important negotiations between peoples.


    Event Actions:
    • Trade [War Drums] for [Composite Bows] with the Ta Seti
    • Gift 1 treasure to the Tal Seti
    • Gift [Writing] and [Pottery] to the Fffolkkk
    • Trade [War Drums] to the Soreni in exchange for [Animal Husbandry] and 1 Treasure.



    Non-Actions



    Rumors:


    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    Highchief Orgo (Stripped from power after years of minor embarrassments)

    Spoiler: Current Leader Stats
    Show

    Highchief Ragna
    Diplomacy 6
    Military 5
    Opulence 4
    Faith 1
    Intrigue 4

    Special Actions Used:


    Heir Apparent: Redspiral Longtooth


    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: 2
    Resources
    -Blightspawn Trophies [Thundermark TP1]


    Spoiler: Technology
    Show

    Military
    none

    Civilian
    [Masonry: +1 to resist Raids and Sacks]
    [Writing: +1 Conversion Defense, +1 Conversions in regions that share your writing system]
    [Pottery: +1 Buyouts]



    Spoiler: Faith
    Show
    Leader's Allegiance: None
    Holy Sites
    #275 "Thundermark" [The Highchieftain's Hall]: True Sun
    Last edited by DoomHat; 2020-09-30 at 07:34 AM.
    ...with a vengeance!

  26. - Top - End - #236
    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 #6


    ---

    Writing Prompt Round #6: Write a poem focusing around a character, event, or location that you have IC encountered or that is within your region. ~ Prompt set by Laura

    ---

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

    ---

    Actions

    1. Create a Holy Order of the Ancient Ways - “The Scribes of Simráh”
    • Faith (5)
    • SPECIAL: 5
    • No Roll Necessary


    Spoiler: The Scribes of Simráh
    Show


    Holy Order


    Name: Scribes of Simráh
    Religion: The Ancient Ways: Way of Simráh
    Region: Shandolýn (#115)
    Holy Site: Winter Hall (Located in Winter Town)
    Symbol: A Triskelion within a circle and dots symbolic of eyes.
    Nature: Philosophers, Librarians.
    They Value: Truth, Peace, Humility and Kindness.
    They Shun: Selfish Ambitions, Manipulation, Arrogance, Lying of any kind.
    Chief Scribe: Leósha’Lýndónah

    The Scribes of Simráh are an order of shaman and lore-masters, that have dedicate themselves to a quest for knowledge and enlightenment, both for themselves and for others. They use mystical means such as Trance and poppy dreams, but also mundane means of research and study. They travel far and wide gathering knowledge and investigating the mysteries of the world and the soul, but they also teach and go to great lengths to make the truths they learn are preserved, accessible and untainted by prejudice and selfish biases.


    Oaths of the Order

    “I shall not deny learning to an honest and earnest student.”

    Truth may become a dangerous weapon in the wrong hands, but it is not a Scribe’s place to become judges of people and decide who is worthy and who is not. As long as a student comes to them without deception and with earnest and respectful intentions, they will not turn them away.


    “I shall not intentionally teach or create lies and will always seek a pure truth.”

    Pure truth is a holy and powerful thing that can make or break a soul and change the world, but it is very difficult to separate biases and personal desires from true understanding. The scribes discipline themselves to try to put biases aside and find the purity in truth. And they promise to never knowingly lie, twist truths or present false tales. If they cannot shear a truth for some reason, they will say nothing at all.


    “I shall strive to be humble and always remember that the beginning of wisdom is to know that you know nothing, and the end of wisdom is to know that there is no end of wisdom.”

    There is always more to be learned and arrogance blinds you to some of the most important truths to understand: your own faults and shortcomings.


    “I shall put aside avarice and wealth, taking no more for myself than what is necessary for my basic work and comfort.”

    A vow of asceticism and the putting aside all material wealth or possessions helps the Scribes keep humility in their minds and avoid avarice and personal ambitions that may interfere with the pursuit of wisdom and truth.



    “I shall never use violent force, nor do harm to others, save in the absolute defense of myself, those near me and this holy site.”

    The Scribes are peaceful order, who do their best to bridge the differences between peoples by bringing understanding through enlightenment. This kind of understanding can never be forced upon others and to try to do so, or even have the appearance of wanting to do so, actually undermines the ultimate goal, creating resentment and distrust. Scribes may only use weapons within their homes and within the holy sites of their religion in order to defend themselves and their order, but they can never use weapons outside these places nor willingly do harm to another, except for immediate personal defense or the immediate defense of another person. Scribes must also give up war and hunting, becoming reliant on others in the community to hunt for food and protect the larger community.



    Appearance

    Scribes may be men or women. Their order is not limited to shaní, but most Scribes are shaní given they are based in Shandolýn. Most of the time, they dress in simple clothing, usually robes of linin or wool and a stole embroidered with the symbol of the order. Tattoos and face pain are fairly common, as most shaní consider such markings important parts of culture and identity. It is common for Scribes to have ink stained hands and the all carry a satchel with a tablet, chalk, a roll of velum and some ink and quills. Many will also carry some poppy and a pipe as well.

    During formal occasions and important rituals Scribes will put on died robes, with a color according to the occasion and corresponding to the three stages of the cycle. Blue is the color of birth and creation; green is the color of life and persistence and red is the color of death and destruction. Along with colored robes they may ware a wooden mask with a simply carved humanoid face and/or a helmet adorned with antlers. The face is representative of Ka and the antlers representative of Nature. A staff of wood or bone and some stone or wooden beads, pebbles or chips with names and/or symbols on them are a common instrument of magic and ritual.

    Depending on the occasion and the roll of the shaman they may have some or all of these accruements.


    Holy Site

    Winter Hall is in the depths of the mountain at Winter Town and the place where the Winter Council gathers and meets. It’s half a castle constricted in the upper ledges of the narrow rift and half a cave system, delving deep into the side of the mountain. It has many chambers, some large and grand and many narrow winding passages. It was built in a forgotten era before the False Dawn and its original use and intentions have been lost. There are strange carvings of lost meaning on many walls and floors and an underground river flows out of its foundations into the valley beyond. For as far back as the Shándole can remember, Winter Hall has been forbidden to most shaní, except the Winter Council. However, they use only a small portion of its space, so, with the founding of the Holy Order, the Winter Council has decided to move their meeting hall somewhere else and grant the order these ancient chambers. The Scribes immediately set up a library and a number of study halls, as well as a large communal trance chamber and members took up residence in the many small cell-like rooms. Students are often invited to the higher, lofty tower rooms for lessons and discussion.





    2. Colonize Shilo Vale (Region #114)
    • Diplomacy (4)
    • Bonus: Treasure (+1)
    • Roll: 2d6+5 vs TN 12
    • Result: 12 - Success
    • Roll Link: Link


    Spoiler: Call of the Vale
    Show


    Call of the Vale


    The Ember Bats are defeated and, as the fires of the volcano cool and riches in diamonds are discovered, the Winter Council makes plans to colonize the region of Shilo Vale and draw it under their wing of influence.

    Edge himself found a strange allure to wild and dangerous country, while trekking its rugged lands under the shadow of the Ember Bats’ flight. Though many of his adventures and duties to the Winter Council keep him traveling, he returns to the Vale often, taking an active roll in its leadership and in facing down and exploring many of the strange threats and wild craggiest of the valley. It’s wild and rugged ways suit him and he feels greater freedom living on the frontiers, at the edge of the Elder’s law and order.

    Following his lead one of the Shándole tribes, The Wind Dash Tribe, decides to journey north to traverse and settle the new country, seeking a land of more opportunity, adventure and a return to older ways of nomadic living and hunting.

    However, the shaní population has never been large and it’s slow to grow, so the Winter Council decided to put out a call to Wider Tarandi, offers opportunity, lands and adventure to any who are willing to swear loyalty to the Winter Council and move to Shilo Vale, regardless of race, class or religion. It’s a call to a new beginning in a dangerous world, but one that has riches, freedom and adventure for the taking!

    What daring souls shall answer?





    3. Explore The Lyndicalah Sea (sea region directly west of #115)
    • Diplomacy (4)
    • Using Sailing
    • Bonus: Animal Husbandry (+1)
    • Roll: 2d6+5 vs TN 10
    • Result: 16 - Success
    • Roll Link: Link


    Spoiler: Returning the Black Blade
    Show



    “Ye should come with us,” Zulaura said. She was sitting on the deck of her boat, leaning against the coil of rope with her boots kicked up on the low rail. Edge was leaning against the mast, trying to fix his poppy pipe that had come apart at the stem. They were both gazing westward, where a blazing red sunset was setting sky and sea a fire.

    Edge shook his head. “I narry kin so,” he answered, “My promise is to the people an’ the lands here.”

    “Ye also made a promise to the Sentinels an’ he t’was yer best friend.”

    Edge didn’t answer, just frowned down at his broken pipe. “I got other things t’ see to,” he finally said. “But I trust ye to look after it.”

    “If they’re out there,” Zulaura waved a hand over the western waters, “I’ll find them eventually. An’ I’ll look after the blade like it t’were of my own Ka in the meantime.”

    “Thank’ye’Dihn,” Edge said.

    The shaní fell into silence, leaving only the swishing waves, crashing surf and distant seabirds to fill the air. Gradually the sun disappeared below the waters and overhead the stars began to shine.

    “Why didn’t ye ever become a Sentinel yerself?” Zulaura asked eventually.

    “I almost did, many times,” Edge said, “I spent years searching for ‘em, but I was looking inland. Back in the days ‘fore the Blue Commit, all places an’ peoples beyond Shandolyn were equally mysterious.”

    Zulaura nodded remembering.

    “Anyhow, after decades of searching, I guess I realized the important things were all back here, in my own valley.”

    Zulaura scoffed, “If you’re trying to sound wise, Elder, it h’aint working.”

    Edge smiled and absently tapped the two broken pieces of his pipe together. “Well, maybe I just got old an’ lost my sense o’ adventure. In any case I promised to look into something fer the Winter Council, otherwise ye’d probably talk me into it.”

    “Well it’s yer loss,” Zulaura said, jumping up and stepping up on the rail at the front of her boat. “I can hardly wait to get out there an explore again. Unknown waters! Strange lands. Just me, my crew and my boats!” Holing on to a taunt rope, she swung out over the water and then swung back around to face Edge a mischievous look in her sea-green eyes. “I’ll find the Sentinel’s headquarter and plenty else as well. The yonder world won’t know what hit it!”

    Edge grunted in away that could have been either amusement or dismissal. “When or if ye find ‘em, try t’be diplomatic,” he urged.

    “Oh sure,” Zulaura said in away that sounded very insincere. But then she stepped back on to the main deck and took a more sober expression. “Roland’Cai was a good man. He taught us all plenty an’ I’ll do him honor the best I may, when I return his sword to his people.”

    Edge looked into her eyes and then nodded, before putting his broken pipe away and picking up the carefully wrapped black sword. “I trust this blade to ye then, Zulaura’Klaní’Hiah’Dihn,” he said, “May Simráh guide yer way.”





    4. Edge Investigates The Cult of the Children of the Great Mother
    • Intrigue (5)
    • Bonus: From The Ancient Ways (+1)
    • Roll: 2d6+6 vs Unknown TN
    • Result: 13
    • Roll Link: Link


    Spoiler: Investigation into the Great Mother & her “Children”
    Show


    Investigation into the Great Mother & her “Children”

    As it takes hold in Trí’Meloa and Root and ‘Soze grow more enamored with the Cult of the Great Mother, changing their names and moving south with a good number of other shaní followers, the Winter Council grows more wary and curious about this strange order and the Serpent Can’Calah it follows.

    Where actually is the Great Mother? Her scales and molded path have been found in the mountains and Root and ‘Soze heard of her from these “Children”, but the Winter Council would like to have a less biases account of a real encounter with her person. The Great Mother might have special insight into the Blightspawn, their origins, the history of the False Dawn and the eras before it. Before accepting this creature as someone worthy of true devotion, the Winter Council would like to actually hear from her in person, or at least have a less biases account of her words and actions.

    There is clearly great and powerful magic at work in the Mother’s Milk and purifying venom, but the experiences of the Dream Speakers and the strange altering effect it seems to have on personalities is quite troubling. The fact that Eztli, who was mad with zealous wrath and hell bend on her loyalty to the Cult of Freedom and Hope, should so suddenly change her ways and her faith is baffling. As is the ardent devotion suddenly spawned in their own shaní. What is the true nature of this milk’s effects?

    Finally, is there more behind this order of “Children”? Are their motives simply to spread the worship of the Great Mother and protect her holy sites, or is there more to them? They spoke of temples in the south. Maybe more can be discovered there.

    The Winter Council requests that M’Eld’Quêth’Dóah – I Face the Edge of Darkness aka Edge look into this matter thoroughly. As a member of the council and a person with a growing reputation for his prowess, he seems the best investigator to send.

    Though as first Edge accepts the investigation reluctantly, he soon finds himself quite invested in the work, breaking it down into a number of investigative stages.

    First he interviews everyone he can find who has drunk of the “Milk”, making careful note of the various effects and the descriptions of their “vision” and experience. He also interviews their friends and inquires as to the changes in disposition and personalities.

    Next he interviews the “Children” themselves, asking them what all they can tell him of their Order, the Great Mother and the reason for them descending from their mountains. He also interviews the other international organizations, questioning the Dream Speakers, the Truthseers and the Sentinel of Stone to see what they might know of the Great Mother and her Children and their actions and motives throughout history.

    Finally, Edge begins searching for the Great Mother herself and for the sites of her victories, where the Children’s Temples and Shines are supposed to exist. An interview with the Great Serpent herself would be an ideal conclusion to his investigation, but at least he hopes to be able to find and study a number of these holy sites, where her venom is actively effecting the land.

    Though this all, Edge decides not to taste the milk himself. While many who have declare it to have granted great revelations, it also clearly alters the mind and takes away the ability to remain objective. If it’s some kind of controlling enchantment or spell, he can not let it interfere with his investigation.






    5. Secret Action
    • Intrigue (5)
    • I have sent Dark a PM
    • Roll Link: Link



    ---

    Non Actions

    Resist any conversions from religions other than The Ancient Ways.

    Spend a Treasure to Colonize Shilo Vale.

    Spend a favor with the SOS to suppress unrest in The Carrion Ward (Region - #137)

    Support CAW’s conversion attempts for the Ancient Ways in Trí’Meloa (Region - #140)

    Support SAN buyout of Skyclad Dancers in Trí’Meloa (Region - #140) TP #1.

    ---

    Embassy Actions

    Accept gift of 1 treasure from SAN

    Gift SAN Sailing & Pottery

    Spoiler: Truth Flows Forth
    Show


    In the spirit of true and learning the burgeoning order of the Scribes of Simráh convince the Winter Council to send teachers to their closest allies and help them further develop the fundamentals of technology and civilization.

    They inquired with the Tribes of the Dannu Gaon and discovered their friends among the River Smiths were already masters of all these crafts.

    “Indeed they are a flourishing center of civilization and learning! May they never loose the light, nor fail to look after the greater good of the rest of the world.”

    The Winter Council therefore sent scholars and craftsmen to their friends in Sangar and taught them all they knew of Sailing and Pottery. In giving these gifts, the Shándole simply requested that the Sangar pass the learning forward and teach some or all of these useful skills to another one of their allies.

    “We are all one Ka and truth is a river to us all. Let this knowledge flow forth and be like the rising stream that lifts all boats.”



    ---

    News & Rumors

    Faith Grows Some More: Lore-master Leósha’Lýndónah begins compiling and organizing scrolls on The Ancient Ways, in particular the Way of Simráh practiced in Shandolyn. Her first scroll is the Scroll of Cosmology. Scroll of Simráh


    After the eruption of Anctíroont’Sandí, the volcano in Shilo Vale where the Ember Bats had their nest, ash darkens the skies over western Tarandi for many months, causing colder & more volatile weather for a few years. The next couple winter are difficult, but on the other hand the sunsets along the western coast are even more vivid & beautiful than ever before.


    In Trí’Meloa, a number of Dancer flocks fall into a panic, fearing a new False Dawn has come upon them. The shaní explain the real story behind the ashen skies and the panic dissipates, though it seems many Dancers still didn’t completely understand the situation. A number of flocks simply took away from the story that Edge and Hinarah the Rider caused the sky to darken. These Dancers curse the heroes’ names and for the next several years both Edge and Hinarah are met by hostility when crossing through certain parts of Trí'Meloa.


    Root and ‘Soze change their names to M’Zagáh’Á’Eldítulûva – I Seek the Great Serpent and M’Eld’Á’Monúkarû – I Stand by the Mother’s Grace respectively and move to Trí’Meloa, settling in the town of The Ivory Tower in Serpent Pass, where they can be more involved in the Cult of the Children of the Great Mother. They also both get matching pale tattoos of a serpent on the left side of their faces and necks. I number of shaní, who also joined the Children of the Great Mother, go with them, but most of the Winter Council and general opinion of the Cult remains suspicious and uncertain.


    The Dancer shaman and rebel leader, Eztli, lays her final egg and then passes away a few months later. From the egg, a pure white albino Luminary is born to great controversy. Usually, albinos are considered cursed and signs of ill omen by the Skyclad Dancers, but among those now faithful to the Great Mother, the pale Luminary is viewed in a different light, especially considering who his mother was. Rather than drive him away, his flock name him Citcoatl and raise him with a mixed since of awe and foreboding. Great or terrible things are expected of him.


    The Sentinel, Roland of the Rosewood, passes away at the age of 74. Edge and Roland’s shaná widow Karíkí’moshi’makana – Summer’s Hope Lingers mourn his passing deeply and burry his body near the Standing Stone in the Rosewood.


    Following the death of her husband, Karíkí leaves Shandolýn to travel wider Tarandi, visiting a number of other nations. She proves to be adept at learning languages and busies herself with this and studying other cultures in order to keep her mind off grief.


    The nascent Order of the "Scribes of Simráh" are collecting scrolls and knowledge at Winter Hall for the sake of greater learning and collective truth across Tarandi. Councilor and Lore-master, Leósha’Lýndónah, invites any nation to send copies of scrolls to the order, promising to protect and preserve them. The Scribes are especially interested in history and theology.


    ---

    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: 4
    • Military: 6
    • Opulence: 4
    • Faith: 5
    • Intrigue: 5


    Expected Stat Increases: +1 Intrigue, +1 Diplomacy



    ---

    Maps

    Spoiler: Maps
    Show







    ---
    Last edited by Laura; 2020-10-03 at 01:58 AM.

  27. - Top - End - #237
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Creatures of Ancient Ways
    Tarandi Region 137 The Carrion Ward


    Spoiler: Map of the Carrion Ward
    Show


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


    Actions

    1. [FAITH] Skystruck-Tree delves deeper into her bloody dreams to unearth the secrets these troubling powers that be have presented her with. She is The Nemesis. Success!
    What dark dreams perchance I see
    A troubled bloody midnight revelry
    Restless spirits, wisdom taunt
    A vision or solipsistic haunt
    Bring me poppy, meat, and bone
    With but fading wings I soar alone
    And what to dream? A final rest.
    This abattoir, a trap, or final test?
    To sleep, to sleep, this troubled life.
    Old age beset, Calamity, and strife
    A noble quest? Opposing life’s beak,
    A sling of time with stone make weak
    The young, the old, the rich, the poor
    All nothing less and nothing more
    Blinded by a stone tower’s light
    Myself and Truthseer’s I bid goodnight
    - Wounded-Vulture-That-Nests-In-Skystruck-Tree


    2. [MILITARY] Epic Quest! Old Lion Fights the Wolfenfinger! Aided by Prenadi, Ruari of the Phoenix, Idris of Sikar, and Mezanak. (15+12=27)
    Having tracked the Wolfenfinger down to it's disgusting putrid fleshy igloo lair Old-Lion-No-Pride-No-Death has settled into Hiverness to meditate, gather his strength, and let loose a hunter's call like none before. Frightened couriers and rumormongers both Scavenger and Two-Leg whisper far and wide of the Ancients call to battle and heroes are assembled from across Tarandi to fell such a vicious Blightspawn.... or at least provide No-Pride-No-Death with company before he takes his final rest.

    3. [INTRIGUE] Raid 98 TP 1 of Dire Goats from Eleftheria 15
    Rebuffed by the guards in Braye the Scavengers of the Carrion Ward prowl to the west in search of rotting flesh. Mountain-Leaper has made his return over the hills of Dreamer's Fall with the claws of a thousand beasts. His swarm sweeps through the lands, discontent with the pangs of hunger so common amongst the disaffected Scavengers, and a Vulture is found ripped to shreds a day's walk from the shores of the Grey Lake. Troubled by the fraying tension palpable in the air, a pack of Lions, Hyenas, and Leopards come to Skystruck-Tree with word of a land far away. Ripe with food to feed them all, if they but the strength and tenacity to take it, and the Wounded Vulture backs the ragtag vagabonds as they roam far to steal goats to placate the burgeoning militant factions within the Carrion Ward.

    4. [INTRIGE] Secret Action Roll
    The Grey Lake is full of mysteries, legends, and tragedies. In a sea of consciousness where great poets and philosophers are born and die in the span of a season not all of the fanciful tales or dark fables come to light. There is simply too much to see. Too much to hear. All these moments will be lost. Like bones in the snow.

    5. [FAITH] Convert Region 140 to The Ancient Ways 23 Success!
    Tales of some "Great Mother" deep to the South worshipped by immortal agents in a crusade against Blightspawn are discarded as ridiculous assertions by many Wakes of Vultures and packs of the Carrion Ward. Even if this Serpent did exist and was some great warrior against the Blight it would make her worthy of respect and commendation but deification and veneration? Preposterous. The madness of the Revelation has caused many distorted views of the world and this is no different from any other. Vultures, Flies, Beetles, and Wasps are all seen flying along the Skyclad Dancers en route to perform teaching them of The Ancient Ways. The Great Mother was far and distant. The Grey Lake was close and open. All were welcome to sup from its waters.


    Non-Actions:
    - Allow SHN to use their SOS Favor to Stabilize the Carrion Ward
    - Resist all conversions and buyouts
    - Spend 1 Sentinels of the Stone Favor to raise Clan Solais from Rep 2 to Rep 3.

    News and Rumors:

    - With word of the avaricious and materialistic Dannu-Gaon attempting to spread their misbegotten faith south through Tarandi Dreamcut-Tail's chief apprentice and muse Speckled-Mouse-Leaps-On-Poppy-Paws leverages her time spent entertaining and treating the wounds of Born-Of-Mist and convinces the Lion to speak with the strange and mysterious Sentinels. Securing passage they follow one of their typical routes that carves it's way through the lands of Clan Solais, performing during the stoic warriors rest, and ingratiate the unbidden people of the Clans with the Blightslaying Champions. Born-Of-Mist and Poppy-Paws do not accompany the Sentinel the rest of the way through their route, instead lurking within these northern lands, and observing the differences and similarities with which the Clans operate autonomously but connected like the swarms or packs of the Carrion Ward.

    - Raced-The-Sun has declared himself King of the Bloody Hills. He has twisted forth a crown of thorns and twine anointed with the blood of the dead and the dripping juice of the abundance of cranberries at his disposal. He considers such morsels beneath him but admires their passing facsimile to his own luscious feathers. Jahoon sits by his side, a queen wreathed in bone, fur, and tattoos of Kagahara that herald her feats of battle prowess and fearlessness. All of the other tribes of the Bloody Hills are bent in supplication and creatures of the Carrion Ward are granted free roam of the Bloody Hills and all the lands within eyesight of its Bloody King so long as they do not harm any Two-Leg who bears the mark of Raced-The-Sun upon them. A tattoo of a blazing sun with a vultures talon marks raked across it. A number of other Woken have begun to emerge around the Bloody Hills, of shapes and sizes never before seen in the Carrion Ward, and while a few of them are willing to supplicate themselves before the Vulture Tyrant many more are resistant to his claims of supremacy and lurk in the foliage and tors of the land abound. Waging guerilla war upon Raced-The-Sun's regime the Bears, Raccoons, and Butterflies of the Bloody Hill fracture his power and spread his attention thin to no infuriating end. It is rumored in the most outlandish circles that Raced-The-Sun has even taken a Truthseer into his court in an effort to consolidate power and tighten his legitimacy. Such slander lead to a purported argument between Skystruck-Tree and Raced-The-Sun and though the precise details of their exchange are unknown they came to no meaningful agreement and left with foul moods to spare.

    - Raced-The-Sun converts the lead slab given to him by some errant Viskari messenger into a dedicated toilet. His closest advisors and confidants are all invited to use it at least once as part of a bonding ritual necessary for entry upon the inner circles of power.

    Spoiler: BOOKKEEPING
    Show

    D: 7
    M: 6
    O: 1
    F: 9
    I: 6

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

    Military Units 2/6
    - Swarm
    - Jahoon's Retinue

    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; 2020-09-26 at 08:17 PM.
    “I’m a Terrorist not an idiot.” - Me
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  28. - Top - End - #238
    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 6 Actions:

    1. [Military 5] Hero Dra Ranu! 8

    2. [opulence] buyout bananas in 210 TP2 Success 17

    3. [opulence] buyout Sorghum in 217 TP2 Success 16

    4. [Intrigue] Investigate what is causing the dissapearances in region 208 (use treasure) 16

    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: 5
    Opulence: 10
    Faith: 3
    Intrigue: 8 + 1


    Spoiler: News and Rumours
    Show




    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
    6 Passive TP income +1 3
    6 Use one for investigation -1 2


    Spoiler: Military (4 units)
    Show

    Name Ships Weapons
    Panneac yna husso No Bows
    Taan yna husso No Spears
    Vnied yna husso No Clubs
    Hidc yna husso No Fist

    Hero
    Name Military Stat
    Dra ranu 8


    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
    Pottery +1 to Buyouts 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; 2020-10-02 at 05:36 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  29. - Top - End - #239
    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 6



    Round 6 Actions:
    1: Military- Raise 1 unit of Maze runners, there are strangers abroad
    2: Military- Invade region 267 with 1 unit of Maze runners. Nopppa herself leads them. [1 unit, Nopppa, no tactical doctrine, no tech]. Roll was 8 Note- since I THINK the area is undefended, I wasn't sure if I should roll or not, so I did.
    3: Opulence- buy out trading post for goats in 267, using cultural identity of Honest and Equitable Trading (HET). Roll was 11
    4: Opulence- buy out trading post for clay in region 269, using HET. Roll was 21
    5: diplomacy- Attend Market of all Peoples that the Thunderfolk are hosting. Sub-actions:
    Accept writing, pottery, and a hostage from the Thunderfolk.
    Send a hostage to the Thunderfolk

    Non Actions & Fluff:
    • In an unusual move, Nopppa herself leads a contingent of Maze runners into the territory to the North. The fffolkkk are not certain the motivations behind it.
    • Strangers from across the Swift Channel arrive! They call themselves the TruthSeers. They bring strange tales of vast lands of sand and beings odd in shape and size. The stories they tell of unrest and division, of war and carnage, strike fear into both hearts of the fffolkkk! More protectors are needed.
    • Nopppa, however, throws her considerable assets towards a more peaceful resolution, funding a delegation to cross the Swift Channel and treat with their neighbors and beyond.
    • The Fffolkkk are saddened to inform the TruthSeers that they are not ruled by a family of group of families. Instead, they provide them an oral recounting of how their society is designed. Nopppa is rather proud of it, as it was her hatchlings.
      Spoiler: Fffolkkk government
      Show

      A Guides for Shaylles to the Draw of the Fffolkkk, as Transcribed by TruthSeer Benedine.

      As a preliminary note, the Fffolkkk can be very particular about their pronunciations. Insufficient emphasis on certain sounds can change the entire meaning of a word or phrase. I will document those peculiarities I noticed at a later time. For purposes of brevity, I will simply note a base pronunciation for each term
      Secondary note: They refer to all non-folk, regardless of origin, as Shaylles, which derives from shell-less in pronunciation, and in how they view other creatures.

      Up until just a few years ago, the Folk had virtually no formal government to speak of. Each turtle-person acted independently of each other, with a few small trading centers built up around sources of fresh water. The government they described to me was almost wholly the invention of the leader known as Nopppa and a few close associates.

      Their government is called The Draw. The name itself stems from the geographical term they use for the small, steep, dry creek channels that make up the Maze. Their whole mindset seems to revolve around expending valuable resources to find the best paths through the unknown.
      The Draw is made up of 6 Wayfinders, or Waifs. These 6 Waifs select another folk to be their leader. This leader doesn’t have a title, and their purpose is to provide vision and settle disputes between the Waifs. It takes a vote of 5 of 6 to select a new leader, should the need arise.
      Tertiary note: The need for 5 of 6 to vote out the current leader does seem to be a construction designed only to keep Nopppa in power.

      The purpose of these Waifs are not to create laws. Instead, their job is to best represent ideals of what the folk want to work together to achieve. They are, as best I can tell:

      • The Wayfinder For Living believes that gathering food from the sea and water out of the maze can be difficult. More Folk need to be encouraged to take up harvesting.
      • Wayfinder For Creation believes the current levels of kelp-olive, soapstone, and building-rock harvesting is sufficient. What is needed is a better way to store the oil for long lengths of time.
      • Wayfinder of Civility believes that the folk need to build up reserves of treasures that the Shaylles can respect, so that they will be willing to accept the rules of fair trade. In addition, the need to find and restrict those that do not follow the fair trade rules needs to be increased.
      • Wayfinder of the Incivility believes that the outside world is a greater threat than within, and continues to press for more maze-runners, and better leaders. However, she recognizes that the current system of labor-bounties for wrongdoers is not working.
      • Wayfinder of Truth believes that the better educated the future clutchlings are, the better folk they will be. He believes that getting one common set of facts and histories together to be shared is the best way to do that.
      • Wayfinder of the Currents believes that the world has indeed fundamentally changed since the last great event. The winds and tides are changing, and that can be frightening. However, the folk are solid on their feet and unflinching. She is promoting periods of meditation and reflection each day for everyone.


      Every eight years, the entire folk gather to cast votes. Each folk gets 2 votes, represented by 2 of their soapstone cameos. They cast their votes for the Waif they feel best represents their beliefs. They can cast 1 vote for 2 candidates, or 2 for 1 if they feel very strongly. The tally of these votes effectively determines both how well the Draw represents the Folk, and where improvement is needed.

      The Waifs that received the lowest two totals now have to act. They have 1 year in which to put out a proposal to change their views and list specific actions they will take. During that year, anyone may offer up a formal challenge, with their views and actions. Individual folk then offer their labor, in the form of 10-day increments, in support of the action plan they want to see followed.

      At the end of the year, the proposal with the most labor behind it is implemented. If the challenger’s proposal wins, the Waif must step down. The folk who supported the plan then are used to implement it. Those who supported the opposing plan are still required to fullfill their labor commitment. These labor-commitments are ‘sold’ to those that supported the winning plan, to help offset the labor-costs.

      One very interesting point is that all of this is done openly, and on a weekly basis. So everyone interested can see how the betting is progressing.

      Currently, the fffolkk do not believe the Wayfinder of the Currents is doing enough to improve the spirits of the fffolkkk. So Sttimmi has proposed building bell-poles across the land. To toll each day at sunset, to remind the fffolkkk to stop work and reflect for the day. An opposing plan, put forth by Thickick, is suggesting the Draw hire village criers to announce reflection time each day. She believes this will be less costly than bells. Sttimmi has countered that those in the Maze and away from the villages, could not hear town criers, but could hear bells. Both have promised that the losing side's labor bets will be used to support the bell-ringer / town criers lost work time. Currently Sttimmi has received 5000 hours of support, but is losing to Thickick. He has 6550 hours of support for his project.


    Spoiler: bookkeeping
    Show


    Leader Table
    Nopppa
    Stat start round 4 round 5 round 6 (Expected)
    Diplomacy 5 +1 +1 -
    Military 3 +1 - +1
    Opulence 5 +1 +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. (1 treasure)
    • supply of the finest soapstone, pre-shaped for use as tokens (1 treasure)
    • Cave full of sealed vessels of kelp-oil, for future emergency (1 treasure)


    Military Units & Heroes CAP: 6
    1. 3 Units of Maze Runners (infantry)


    Artifacts
    • None Yet
    Last edited by Lt-Murgen; 2020-10-02 at 08:33 AM.

  30. - Top - End - #240
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    By the Will of the Moot, Anzash Carazor, Aranin of All Viskari
    May the Moon guide him in this life and the next

    Actions:
    Rolls.
    1: [Military] Epic Quest! Mezanak once more ventures out alongside Rauri and the Dread Lion to slay the Thousand Handed Wolf. Note: I incorrectly did the Ring bonus here so ignore the +3 in the roll. Nevertheless, it is still a successful assist.
    With a Ring on his finger, an axe in hand and the will of Aer Caladon guiding him, Mezanak Oshrik, Sorcerer Champion of the Moot sets out to aid in slaying so twisted and unholy an abomination. While confident in success he nevertheless takes all the necessary precautions and adorns himself with numerous talismans to ward off evil and corruption for just in case.

    2: [Military 10] Invent Viskari War Bows.
    Viskari War Bows
    Slot: Ranged Weaponry
    Resource Requirement: Wood
    Effect: +1 to battles
    The hunting bows in use by the Viskari have proven to be woefully inadequate for combat and so over the years the craftspeople responsible have worked on improving their techniques to create stronger designs. The result is a bow as tall as a Viskari warrior that requires significant strength to successfully use and cannot be used from horseback, but with the power to penetrate hide and leather armour much more reliably that a light hunting bow.

    3: [Military] Raise one unit.
    The existing cadres of elite warriors under the Aranin's command are given the chance to rest and restore themselves to full strength after finally triumphing over the Children of the Creator.

    4: [Military] Raise one unit.
    The initial plans to continue Talsharn's conquests to the West are cancelled upon his unfortunate demise and so the Nari under his command instead devote themselves to martial competitions to better hone their skills.

    5: [Diplomacy] Attempt once more to colonise Region 99. Failure.
    Once again an effort is made to claim the wide grasslands of the north, excess supplies and livestock are prepared in order to withstand the harsh conditions. This time there is no warning from the Moot against the expedition and likewise no assistance as they are too distracted trying to resolve an internal dispute.


    Nonaction: Cash in a favour and request that the Sentinels stabilise Region 112.
    Once more the Viskari use their slight influence with the Sentinels to assure the locals of a conquered region that they will use their every resource to ensure the safety and wellbeing of their subjects.

    Spoiler: News and Rumours
    Show
    Elizan passes from this life and into the next, his successor and that of Mashana still unselected. The Saraks pause their bickering long enough to perform his funerary rites and it seems for a brief moment they are about to decide who shall become the new Aranin Saraks. But alas, the frontrunner for the position of Aranin Sarak of Aer Caladon, Staran Illinvak suddenly departs for Hiverness to chase a vision he received in a dream and the process of testing candidates begins all over, leaving the Saraks of Iskandrazac unable to proceed with elevating their choice, Hazash Namakar to the position of Aranin Sarak of Iskandrazac.

    Meanwhile, the Aranin, Talsharn, goes aurochs hunting with his son, his daughters and closest companions. Things start well and Talsharn is in high spirits and the meat from the hunt is destined for a celebratory feast. After downing a particularly impressive specimen with a volley of javelins the hunters dismount to prepare the kill for transport with the Aranin at the forefront.
    As he approaches he is interrupted by a bestial roar as a ferocious sabre-tiger emerges from nearby brush and charges him. The aging hunter is not as quick as he once was and though he is able to draw his sword and stab it into the creature's body he fails to get out of the way and is knocked down and mortally wounded before the beast is slain.

    After the funerary rites and mourning period for the Aranin, the Moot gathers to decide his successor. In contrast to the Saraks delay, the Moot is able to make its decision in record time, not wanting to leave the Viskari completely leaderless as they elevate the relatively unknown Nar Anzash Carazor, a noncontroversial choice selected solely because there would be few objections.


    Spoiler: Named Characters
    Show
    Elizan Vandruk - Former Aranin Sarak of Iskandrazac - 96

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 34
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 61
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 46
    Nar Rashan Iskavan - Warchief of the Shade Riders - 40

    Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - 51

    Nar Alskan Salhan - Son of Hivak Salhan, first Warchief of the Phoenix Warriors, is currently not happy. - 28
    Karalas Anviskad - Son of Talsharn Anviskad - 34


    Spoiler: Ruler Information
    Show
    Diplomacy: 1
    Military: 10
    Opulence: 4
    Faith: 6
    Intrigue: 1

    Age: 62


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

    Age: 37
    Rolls.

    Expected stat increases: +2 Military
    Last edited by Elemental; 2020-10-02 at 06:51 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!

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