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  1. - Top - End - #241
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 6
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [OPU Hoard Treasure]
    2. [OPU Buyout TP2 of Clay in 299] SUCCESS
      The Sol'Ikoth and the Thunderpeople have each risen to the call for aid sent out by the Dolod. In agreeing to support the Dolod's acquisition of the clay they so desperately need, Oraket the Three Hearts has earned the right to access the All-Seeing Memory for a time.

      The Dolod tasked with acquiring access to the clay bring with them the last remnants of the dried Desert Bell seeds, an offering to the people of area to ensure peaceful relations.
    3. [FAITH Become Head of the True Dawn]
      The True Dawn adherents recognize the Quluq as the head of the faith. The Quluq, though, are not ready to fully step into the role. They spend several years reorganizing and redefining the faith.
    4. [FAITH Convert 290] SUCCESS
      The Quluq is reminded of a small sect of believers who have not yet learned the new doctrine of Yemnellenmey. The people of Shilluk, now under the control of the Dolod's old friends the Alodites, need updated theology. A small group of Dolod braves the violence of the region to bring the True Dawn, and with it, hope. Hope that one's memories will carry on after the abdication, or destruction, of the mind. Hope that the Crow Who Guides the Eye will also guide the people of Sikar. Hope that one's ancestors are witnessing one's deeds and are proud.
    5. DIPLOMACY Attend Event
      Sub actions include:
      • Deliver Artifact to Sol'Ikoth (If they arrive at the event)
      • Deliver 2 Treasure to the Alodites





    Non-Actions
    1. Resist all buyouts except any attempted by HYD.
    2. Resist all Conversions.
    3. Accept all tech except Writing.
    4. Spend Treasure to buyout Clay


    Rumors and Stories

    • The Quluq has spent too long looking afar, neglecting the people of Nellen. The Dolod are suffering - nightmares, the collapse of religious rites, fear of invasion, a new faith. As the Quluq rallies their people, they find for the first time Dolod who question the guidance of the council. Fear and doubt run rampant.
    • At the request of the Quluq, King Kro Thorael sends a flock of scribes to Nellen. The new friends have agreed to assist the Dolod with a matter of great importance. The Quluq dictate a submission to the Dream Speakers' Menagerie as the birds dutifully copy the words, transcribing them into their own written language. The Dolod are interested in this process but, aside from insulting enemies, find little use for the trick. Upon completion, the Crow's Tribe representatives deliver the submission to the DSP with the express instructions to indicate that the document is a Dolod production entirely. The Submission.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 4 -
    Military 3 -
    Opulence 6 +1
    Faith 7 +1
    Intrigue 2 -

    The current Quluq is:

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

    No new ruler.

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

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

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

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0
    1. N/A


    Military Units CAP: 6

    Heroes

    Artifacts
    • All-Seeing Memory - Grants holder +1 to one roll per round when defending against Intrigue actions.

    Treasure
    Three (Two owed to Alodites, one spent). +1 next round.
    Last edited by JBarca; 2020-09-29 at 10:29 PM.

  2. - Top - End - #242
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    HVN
    Region 108
    Tarandi

    Round 6 Actions:

    1.[O5]Raise Wolfenhall to city status in Hiverness!
    2.[Opulence]Explore the region northwest from 108 across the arctic line. (WoE, Animal Husbandry) Led by Viho, regional chieftain of The Breach. 15
    3.[Diplomacy]Press Claim on 120. 15 (1,2)
    4.[Diplomacy]Raise rep with SOS 0 - 1 TN 10 16
    5.[Secret]

    Non-Actions:

    • Resist all unauthorized conversions and buyouts.


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


    News and Rumors:
    • The appearance of a Blightspawn in The Breach has caused a surge of refugees streaming into Wolfenhall. Additional hunting parties are dispatched in order to allay any shortage of food and nightly vigils are held for the brave heroes who have volunteered to investigate the abomination the locals have dubbed Wolfenfinger.
    • Chief Rayen pledges his gratitude to all who answer his appeal for help with the Finger Wolf.
    • Viho, regional chieftain of The Breach, has embarked on the first recorded expedition into the arctic unknown. Desperate to find a safe haven away from the immanent threat of Wolfenfinger, Viho uses the powers granted to him by Eauden herself to trek into the white unknown.
    • Being on friendly terms with the Truthseers, Oracle Shysie speaks up on the behalf of the mysterious talking animals of the south. If they're willing to help the Nordgen against the dire threat of the Wolfenfinger, then how bad could they be?


    Ruler Info:

    Chief Rayen
    Diplomacy: 9
    Military: 1
    Opulence: 5
    Faith: 10
    Intrigue: 4

    Expected Stat Increases:
    +1 Dip, +1 Op
    Last edited by PepperP.; 2020-10-03 at 05:11 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  3. - Top - End - #243
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Kingdom of Lhungho Saar

    Years 221-224
    Region 221 - Troll Country
    Region 210 - Narava?
    Region 208

    King Haanhangandhal
    Diplomacy 8
    Military 7
    Opulence 5
    Faith 1
    Intrigue 2


    Actions

    1. [Diplomacy] Press Claim on 220 2/2

    2. [Diplomacy] Send a Mission to explore north-northwest of 208, across the river which feeds into the Sur. [Roll Result = 17! Success!]

    3. [Diplomacy] Send a Mission to explore west-southwest of 208, along the River Sur. [Roll Result = 18! Great Success!]

    4. [Diplomacy] Send a mission to explore northeast of 208, along the River Sur. [Roll Result = 18! Great Success!]

    5. [Opulence 5] Establish the City of Singhön in 210



    Non-Actions
    Join The Exalted Houses, and establish an Embassy with the Vygra.
    Standing: Accept any Embassies or Technologies offered.
    Host an event with the aid of the Truthseers
    Seventeen months have passed since the king of Narav bowed his head to touch stone in submission to the King of the Trolls, and some months ago the King dispatched messengers to all the realms of import in Kiswa, to give notice of a feast to be held in celebration of recent triumphs, both of Lhungho Saar in their twin conquests, and of Narav, in the newfound prosperity they have experienced since the Dhraan lords were pledged loyalty, to which the high powers of Kiswa were welcome to attend, and partake in celebrations and feasting. With each of these messengers is a [stamp/seal/?] that any Truthseer will recognize - including those in the halls of power...
    Spend 1 Favor w/ SOS to Clear the Dangers in 210.


    News and Rumors

    [/LIST]



    Spoiler: Recorded In Chorus
    Show


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



    Techs
    Animal Husbandry
    Irrigation
    Sailing

    Embassies
    HEN
    UBT

    Organizations:
    SOS: +2 Rep, +4 Favors
    DSP: +1 Rep, 0 Favors
    TSR: +3 Rep, +2 Favors


    Spoiler: Legends and Legacies
    Show

    Troll King Haanhangandhal
    Projected Stat Growth:
    +2 Diplomacy

    Ruunandaraghal, Heir Apparent

    Ingkannu Isidi

    Last edited by Rolepgeek; 2020-09-28 at 02:52 PM.
    Sincerely,
    Role P. Geek

  4. - Top - End - #244
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes




    ACTION!

    1.[Military]Raise Unit

    2.[Military]Raise Unit

    3.[Opulence] Buy out Spelt from region 135 Roll: 12

    4. [Diplomacy] Press Claim on Region 120. Roll: 12

    5. [Diplomacy] Settle the Unrest that has risen in Braye Roll: 8

    Rolls

    Spoiler: Non-Actions
    Show



    Spoiler: News and Rumors
    Show



    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: +1 M +1 D

    New Ruler Next Round?
    No

    Military Units 2/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Last edited by m9p909; 2020-10-09 at 01:54 PM.

  5. - Top - End - #245
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Taran Icechaser
    Round 6

    Leader Stats Round 6 :
    Diplomacy - 8
    Military - 5
    Opulence - 2
    Faith - 1
    Intrigue - 5

    Actions:
    1. Military - Send Rarras (Mil 8) and 3 units to take Region 110 - use Reckless Attack
    2. Military - Send Tsor (Mil 10) and 3 units to take Region 119 - use Reckless Attack
    3. Diplomacy - Explore west of Uldra - Use Animal Husbandry for +1 - Great Success (18)
    4. Diplomacy - Explore northwest of Uldra - Use Animal Husbandry for +1 - Success (15)
    5. Opulence - Buyout TP2 of Region 99 (Mammoths) - Use Pottery for +1 - Fail (10)

    Dice Rolls

    Nonactions, News, and Rumors:
    Resist all unauthorized conversions and buyouts


    New Leader next Round? No

    Leader Stats Round 7 :
    Diplomacy - 9
    Military - 6
    Opulence - 2
    Faith - 1
    Intrigue - 5
    Last edited by LapisCattis; 2020-10-04 at 01:23 AM.

  6. - Top - End - #246
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 2
    Mil 5 => 7
    Opu 10
    Faith 2
    Int 5


    Actions:
    • [Military 5] Recruit Thorn, Mil 9 Hero
    • [Diplomacy] Stabilize a Region [Success!]
    • [Military] Raise a Unit
      The first thing Thorn does is go to the bodies of the flower-zombies and...implant something inside them. The dead vines and leaves in them reanimates, partly. Bark envelops their scales instead of vines, and they shamble loyally after Thorn. So long as he remains near to them, they remain animate. But should one of them fall behind, it will soon collapse back into a comatose state and await its master's return.
    • [Military] Raise a Unit
      Thorn's army grows...
    • [Military] Raise a Unit
      Thorn's army grows...


    Super Special Awesome Roll [Success!]


    Military: 2 units led by Towermaster Thicket

    Treasury: 5 = > 4

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


    Spoiler: Great Projects
    Show
    Trapped Towerhome: +1 to Battle Rolls in the region



    Spoiler: Among the Ko's Trap-Fields
    Show
    “So how many more of these things are there?”

    Granite sighed and looked down into the dark pit. Stunted but overgrown forms shuffle along at the bottom, bumping into each other as if in a daze. “Too many,” Granite grumbled.

    The younger Ko nodded. “Well, they’re all dying now, right? Bird died, so they are—”

    “Hand me the spear and shut up.”

    The younger Ko clapped his mouth shut and did so.

    Granite eyed the nearest shuffling form, a bulky Ko overgrown with vines and leaves. The muscles tensed in his arm and he drove the point of the spear through its head. A faint moan escaped its lips as it fell, and Granite had to work to hold onto the spear. He shook it several times until it came loose. He nodded, satisfied at the fallen body, and lined up for the next one, a female this time.

    “See that one?” the younger Ko said, pointing. Granite was happier each second that he never bothered to learn the other male’s name. Too talkative. Couldn’t keep his mind on the job. “That one’s already fallen over. The vines looked dead.”
    Granite looked. He was not wrong, but Granite was still annoyed.

    “Why are we even out here?” the younger Ko complained, “We don’t need to be. They’re dying on their own.”

    Granite whacked the younger Ko with the butt of the spear. “Shut. Up.”

    “Alright.” The younger Ko glowered at him and rubbed his tail where he’d been hit. “Old crumble-scale…”

    The rest of the pit was dispatched shortly. Once all the bodies were down and stopped twitching, Granite moved on. He did not need
    this ‘hanger on’. He did not need someone to watch his back. These things were no threat, caught in a pit like this. Everything about this job was tedium.

    He moved to the edge of the next pit and reached for the spear. The younger Ko handed it to him. With an appraising eye, he looked down and searched for a likely target. He frowned. “What the—”

    A clawed hand shot up from the leafy mass at the bottom of the pit and buried itself in his shoulder. The pain did not hit him for a long moment. A massive head, shaped like a Ko’s but made of bark and wearing a crest of leafy boughs, rears up. Its eyes fix on his, the only fleshy part of its face. The pain hit Granite then, but with such a strength, like ice poured right into his veins, that he still could not scream.

    The leafy mass unfurled from the bottom of the pit. Still vaguely Ko-shaped, but now larger than a Goliath, the thing pulls itself up and out. Its claws pin Granite to the ground, and their gazes remain locked. For the first time, Granite gets a good look at the Ko-thing.
    Its limbs are long, its body thin and emaciated. The scales are made from bark, and leafy boughs extends in a frill-like pattern down its back and over the crown of its head. Long, slender green sticks descend from under each arm, forming bat-like wings. When it opens its mouth, licking sap-slicked lips, its teeth are made of living, white wood dripping with poison.

    “Months,” it rasps, “Months trapped inside my own head. Thicket gave me the wine. He gave it to me. The call. The call. Could not ignore the call. The flowers called to me. I could not refuse. I…” It chuckles. “I joined the walk. But then I fell. Then the flowers died, and I grew hungry.” With the cracking of wood, its mouth contorts into a grin. “I ate them. I ate the others. I consumed their flowers to feed mine. And now, the call is gone. But I remain.”

    It leaned closer, the overwhelming scent of Amaryllis flower washing out from its mouth. “Tell Thicket,” it rasps, “That I lived.”

    Granite finally finds the breath to scream.


    Last edited by Miltonian; 2020-10-03 at 09:38 PM.

  7. - Top - End - #247
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


    Sirrvadutr Flosut [The Tribe of the Sons of Sirrvat]
    Kiswa: Yatrhajidaat Gitj (211),
    (197), (212), (217)
    Chief Zarrkatl the Golden-Eyed
    Round 6

    Rolls:
    https://forums.giantitp.com/showsing...&postcount=548


    Actions:

    [Faith] Adopt Abiherism

    [Faith] Convert 219 to Abiherism 14

    [Military] Recruit 2 units

    [Diplomacy] Stabilize 197 +1 sentinels rep 8

    [Diplomacy] Increase rep with dream speakers 1>2 14



    Nonactions:


    Resist everyone who tries as much as step into our lands

    News and Rumors:




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

    Specials used:

    New ruler: no





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

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

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


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


  8. - Top - End - #248
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 6
    The Shá
    Sands of Shá (307)
    Revered Triad of Sani, Yeitso, & Tiba

    Newly prepared to answer threats from within the city, the appearance of the Ashir at their gates throws both Yeitso and Tiba off balance. Locked in opposite wings of the Solstice Solarium behind rings of armed fanatics, neither elder has the courage to move to the gates in person. Instead, they send runners to act as their eyes, each of which fixes their opposite number with an icy glare. That is, until they hear the declaration of Zidan, and all thought of enmity melts beneath the fire of his fury. Both runners sprint to recount the ultimatum to their chosen patron, even as a woman garbed in the finery of the watch but unknown to any in that number loosed a fateful arrow over the battlements. She died with a smile on her lips, glazed eyes alight with feverish expectation, and at once confusion reigned. Agents sent ahead of the Ashir with gifts of spice and silver bought their way into the gatehouses, throwing open the great portals of Dzah and allowing Zidan's reprisal to stream unfettered down ancient streets.

    Yet the city was large, its avenues narrow to the bulk of cavalry, and the van of the Ashir was still thundering its approach when Yeitso and Tiba emerged to seek amnesty. With no knowledge of the attempt on Zidan's life, they pressed their rings of bodyguards scant paced from each other as they rushed with all the speed their old legs could muster. Sworn above all to the preservation of their remaining triumvars, the armies of the Shá gave greater thought to the shield than the sword, eyeing their fellows with the cool certainty that they would not be the first to break the peace. So assured, they filtered together through the main thoroughfare of the city, past shadowed alleys where unseen eyes waited. The first splatter of blood came from a spear-bearer at Tiba's side, the second from a swordsman on Yeitso's outer rank, and in a moment all was chaos. None saw the black stones carved with blasphemed prayers to the True Sun before they were trampled, all evidence of the hidden slingers vanishing in the brutal melee. It was then that the first forces of the Ashir arrived, to witness a desperate brawl in the streets where moments before ordered columns had marched.

    In the chaos, none realized that Yeitso and Tiba had vanished.

    Actions - Yeitso's Faction
    1. Battle Tiba's Faction and the invading Ashir (2 Units, Mil 3 Subcommander, +1 City)

    Actions - Tiba's Faction
    1. Battle Yeitso's Faction and the invading Ashir (2 Units, Mil 3 Subcommander, +1 City)

    Actions - True Sun
    1. Imbue the victor with the first and last Miracle of the Shá

    Actions - Unknown
    1. Attempt murder upon Zidan of the Ashir
    2. Provoke the armies of the Shá to civil war

    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!

  9. - Top - End - #249
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


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


    Faith 5: Organize the Celestial Cult into a unified Faith
    Diplomacy: Attempt to Stabilize Region 54 10
    Diplomacy: Attempt to Raise Sentinels of the Stone Reputation from 0 to 1 11
    Opulence: Explore east of Region 30 13
    Opulence: Explore south of Region 30 13
    Last edited by TheDarkDM; 2020-10-03 at 02:10 AM.

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

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

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

  10. - Top - End - #250
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    Leafhair (How on earth did it come to this)
    Diplomacy: 4
    Military: 7
    Opulence: 1
    Faith: 2
    Intrigue: 2

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

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

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


    1: Faith: Continue Great Project - Heartwood Reverence.

    2: Diplomacy: Press Claim on region 38. [15] (YOU BEAUTY) (roll)
    -Leafhair is getting married. Second time lucky.

    3: Diplomacy: Complete Great Project - The Sankohma. (5/5)
    -The fluff will follow, but this will probably be a +1 to stabilisation in the region, as it represents a codified single-leader hereditary system of government

    4: Faith: Begin Great Project - Heartwood Reverence (Codify Soul Honour as it pertains to the Deru). (1/4)


    5: Faith: Continue Great Project - Heartwood Reverence. (1/4)


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

    Spoiler: Admin
    Show

    Leader stat increases:
    Dip+1, Faith +1

    TP's:
    Region 37 TP1 (Living Wood)

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

    Units: 2/6
    The Grey Grove - Traditional Fuinn warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.

    Heroes: Asha-Shuran (8).

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

    Tactical Doctrine/s: none.
    Last edited by Ausar; 2020-10-03 at 06:16 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  11. - Top - End - #251
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Thorael
    Round 6




    Year 21-24 of the Kro Dynasty

    News and Rumors
    • Crow Dawn-speakers take flight to near by regions controlled by their allies to convert the populace to the Path. The Sha had laid much of the ground work, but now that they seemed on the verge fo collapse someone had to spread the faith.



    Actions Rolls
    • [Faith] Convert 276 to Path of True Dawn (16, Success)
    • [Faith] Convert 303 to Path of True Dawn (17, Success)
    • [Faith] Convert 305 to Path of True Dawn (17, Success)
    • [Faith] A sect of Dawn-speakers set about decoding the shattered runestones that exist across the lands of Highnest. Led by King Kro Thorael's eldest uncle, Kro Ril-Ka, the Dawn-speakers hope to master the ancient magics they can feel humming inside the stones.
    • [Opulence 5] Found City: Highnest
      With the knowledge of masonry and years of planning Highnest is fully restored to it's former (presumed) glory. Old buildings that had for years simply been repurposed are rebuilt for purpose. More areas are rebuilt to accommodate humans and pack animals, especially in the largest of the southern facing cliff wall villages. The narrow winding paths non-crow traders and slaves had used are expanded and proper stairs are built from baked bricks and cut stone.


    Non-actions
    • Resist any buyouts (+1 from coinage).
    • Accumulate 1 Treasure from Trading Posts (9 owned)


    Ruler Info
    King Kro Thorael
    D 3 • M 2 • O 10 • F 8 • I 1
    Expected Gains:
    +2 Faith

    The Vault
    Spoiler
    Show
    1 Treasure
    Shattered Runestone (TP1, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Horses (TP3, Region 302)
    Agave (TP2, Region 305)
    Fish (TP1/2 Region 276)
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  12. - Top - End - #252
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

    Tarandi
    Capital: Thade, The Distant Shore, Region 133
    Other Regions: 123

    Spoiler: Flag
    Show


    Actions

    1. OPULENCE 10 New Technology!
    Eleftherian Democracy: Veret Haftian returned from the Truthseer's tribunal a changed person. In the days following their return, they were often seen babbling to themselves in the night while they paced the shoreline, and spent many hours locked in their study drawing plans for a Nightsea vessel like no other. Exactly one week after the date of their return, they vanished. One child says they saw Veret boarding a boat alone and casting off, telling the youth they were going to the Eleftherian's long lost home, Azumaba, calling it 'the Isle of the Blessed'. No boats were missing from the docks upon investigation. Eleftheria was plunged into a momentary chaos with no leader, and the people of Eleftheria decided it was time for a change. No longer would the head of the family with the most Nightsea-worthy vessels be the ones making all the decisions.

    A group of inspired young Eleftherians write The Anatomy, a founding document that sets out a new form of governing in Eleftheria. The Anatomy establishes the Speaker's Council, the position of High Speaker, defines citizenship, and denotes collective ownership among citizens. Citizens of Eleftheria could now be trained and elected as Speakers, representatives who bring votes before the people. Votes can be brought on nearly any issue, and all Eleftherian Citizens can vote on all issues. Citizenship is given automatically to every Eleftherian, and anyone can become an Eleftherian Citizen through an application process that culminates in a vote. The High Speaker is elected to organize the operations of the Speaker's Council, and to represent of the whole of Eleftheria if need be. Galen Nadrick, child of Veret Haftian, is chosen to be the temporary 'Low' Speaker, until an election can be held to determine the first High Speaker.

    This technology requires writing and enhances the attribute rolls of new non-dynastic rulers, giving them +1 in up to two attributes their predecessor had an 8 or higher in.

    2. OPULENCE 10 Buyout 124 TP 1 (Wood)
    +1 Expedition
    +1 Pottery
    16

    3. OPULENCE 10 Buyout 124 TP 2 (Wood)
    +1 Expedition
    +1 Pottery
    21

    4. DIPLOMACY 6 Establish Claim 124
    Eleftheria sends Diplomat Nix Norieg to convince the people of region 124 to join their collective.
    +1 TSR Rep
    +1 Treasure
    15

    5. OPULENCE 10 Buyout 134 TP1 (Cattle)
    +1 Pottery
    19

    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts and Raids
    - Resist all Conversions
    - Resist Raid on 98 TP1 13
    News and Rumors:

    Spoiler: Bookkeeping
    Show
    Leader: Veret Haftian
    D: 6
    M: 1
    O: 10
    F: 1
    I: 3

    Expected Stat Increases:
    New Ruler Next Round? Yes
    Galen Nadrick, actions (+2 opu), dynastic (+1 dip +2 opu), First Disciple of the Four Winds bonus (two floating +1s)
    D: 5 (+2 floating)
    M: 2
    O: 5
    F: 1
    I: 1

    Treasure 3/5
    +2 (passive)
    -1 (actions)

    Military Units
    0/6
    1/4 navel

    Heroes:
    - Cleis (8)
    Cleis is the prodigal child of an elite Sentinel of Stone and a Eleftherian Diplomat. When the Sentinels sent out a call for treasure, Eleftheria answered. Saphor Cloten, the Eleftherian diplomat who oversaw the effort, developed a deep bond with their Sentinel correspondent during this time, and together they brought new life into the world. Seeing a possibility for a simpler, family centered life, they moved Saphor and a young Cleis to a cabin on the shore of Eleftheria, far from from the local politics of Eleftheria and even further from the Sentinel's eternal war with the blightspawn. This was kept secret from the rest of the Sentinels, as commitment to the order comes before all. After feeling just a sliver of what life could be, the Sentinel made their choice and set out for the Sentinel Headquarters to retire from the fight. Some heros can't escape their fate. Upon returning home, the then ex-Sentinel was greeted by a terrible rend in the shore filled with blood, rubble, and ocean. Sailors say the Sentinel found Cleis in the miraculously still standing and still burning hearth, completely unharmed. After that, the Sentinel returned to their order to mete revenge upon the blightspawn. This left Cleis to be raised, like most Eleftherian children, in a communal home. Cleis had been told tales of their birth and their parents all their life. Now, they have joined the Sentinels to hunt the blightspawn that killed Saphor, and the Sentinel that abandoned them both.

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

    Orgs:
    SOS Rep 2 Favors 0
    DSP Rep 0 Favors 0
    TSR Rep 4 Favors 1

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling
    Writing (Kagahara)
    Masonry
    Eleftherian Democracy

    Temporary Cultural Identity: None
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (10)
    Expected Change +3
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    - 123 (Saffron) TP1
    - 95 (Emeralds) TP2
    - 96 (Living Stones) TP2
    - 98 (Dire Goats) TP1
    Last edited by bupkis; 2020-10-04 at 12:37 AM.

  13. - Top - End - #253
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D4
    M6
    O3
    F3
    I3

    News and Rumors: Kehna is rumored to descend ever deeper into foul moods and violent rages as the Soreni delay payment for four years, all the while expanding their army. Her advisors council patience, when they can, for her desire to go back to war is not best supported across the continent. They do so quietly, however, for to press too hard would likely lead to a vicious rebuke at best. Nevertheless, a new deal is finally worked out after a far longer delay than she had any desire for, and she grudgingly concedes it to be tolerable, barely, if not her preference.

    Diplomacy: Xehyta Mehena successfully persuades Kehna to support her in an attempt to establish friendly ties with their nearest western neighbors, the land to be governed by her if her efforts prove successful. Though whispers abound that this is a plot that would let her and her sister Mheya claim the entire northwestern half of the Naherin Coalition's lands as their family's, putting them on equal footing with the Tzkepte if they choose to dispute Kehna's right to lead. (Establish Claim on Region 301: Failure.)
    Diplomacy: The governess of the northern border grows increasingly desperate as she listens to the rumors from the court, none of which point to much patience for failures at the moment. Particularly not failures from someone whose family pushed out one of Kehna's cousins for control over the region. Unfortunately for her, however, the locals are well aware of the fact that the presence of the Windowless Tower and the trade importance of their peppercorns leaves her rather limited in terms of what actions she dares to take, lest she suffer even worse consequences. (Stabilize Region 279: Failure.)
    Diplomacy: The southern border - insofar as it counts as such, with their rather far-flung holdings well beyond it - is likewise restless, Valyae Ashwalker's attempts at a soft touch having led nowhere. Rumor has it, however, that she has sent a messenger to Kehna, and further that Kehna is far more likely to be sympathetic to a more brutal approach to the situation should that be what Valyae desires. After all, the two have been close for years, and Kehna was the one to first suggest appointing her. (Stabilize Region 277: Failure.)
    Military: Kehna dispatches several of her veterans to the Sentinels, in a gesture of goodwill; while not an official contribution to the Slabs, she nevertheless hopes that they can be of assistance in similar fashion until such a thing can be compiled. (Raise reputation with the Sentinels of Stone to 1: Success!)
    Diplomacy: Iyiha Nehrat sets off to the west of her liege's newest holdings, accompanied by the same pair of green-scaled sisters who once aided her on a mission to the Sor Dunes and a well-supplied caravan, though it mostly contains guards and provisions; they have little idea what they will find, unfortunately, her interrogation of those who have lived near the border proving utterly fruitless, and so she brings gifts intended for whoever is in power rather than weigh the expedition down with trade goods. (Diplomatic exploration to the west of Region 311: Success!)

    Stat changes: +2 Diplomacy.

    Non-actions: Accept the Soreni's gift.
    Last edited by Lady Serpentine; 2020-10-03 at 10:33 PM.

  14. - Top - End - #254
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Los Angeles
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    Default Re: Empire 6: Embers of Dawn IC

    End of Round Six

    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!

  15. - Top - End - #255
    Ettin in the Playground
     
    TheDarkDM's Avatar

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

    Round Seven: Begin!
    Years 25-28

    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!
    • Rep 2 with the Sentinels of the Stone now provides a +1 bonus to Questing, rather than all rolls involving Hero score.
    • Military actions do not suffer the normal penalty for interacting with a foreign continent.


    Growth!

    • The Nocturnal Hydra have formed a Great Kingdom!
    • Wolfenhall in Hiverness (108) has been elevated to city status!
    • The city of Singhön has been established in region 210
    • The city of Flamakar Sangrisil is founded by the Veramondi in Flaschorikia (229)
    • Crow’s Tribe have expanded Highnest (306) into a true city!


    Ruin!
    • The Sands of Shá erupt in violence! Assailed by the vengeful Ashir and undermined by secret enemies within, the Solstice Solarium burns even as the surviving members of the Triumvirate take refuge with Zidan in return for restoring his beloved. The Shá collapse as a unified kingdom, their works passing on to inheritors across Sikar.


    Claim!

    • The Vygra conclude pressing their claim on region 225
    • Ixkarr presses a claim on 294
    • Sangar presses a claim on 157 (˝)
    • The Soreni press their claim on 309 (success)
    • The Dannu-Gao have established a claim on region 95
    • The Alodites begin pressing their claim on region 284
    • The Nordgen have begun pressing their claim on region 120
    • The Brayewen Tribes have begun pressing their claim on region 120
    • The Deru begin pressing Leaffair’s claim on region 38!
    • Eleftheria establishes a claim on 124
    • Lhungho Saar conclude pressing their claim on region 220


    War!

    Spoiler: Ixkarr attack 296
    Show
    Ixkarr: 4 units, Kethix (Hero 10), duelling (won) = 25
    Native Defenders: 2 units, Native Commander (Mil 9), duelling (lost) = 31

    Hearts burning with a lust for glory, be it for faith or clan, the armies of Ixkarr march to revenge themselves for the capture of Karra years earlier. Marching with the sun at their back, they eventually sight the opposing army on the horizon. And marching at their head, clad in native garb but flanked by minders that belie her freedom, is Karra herself. Forced to kneel upon a woven rug, her presence as hostage unnerves the warriors of the east, their charge faltering at the sight of naked copper so near the neck of Rakthuk’s daughter. The native commander shows no such hesitancy with her own forces, leading the charge against the milling Ixkarr with copper axe in hand. Their morale already shaken, the orcs give ground immediately, the only anchor to their battle line the bodyguard of young Kethix. Where his kin had been moved to doubt at the sight of Karra, Kethix feels only rage at the indignity forced on her, and meets the charge of the defenders with the Sun Sword unsheathed. In stark contrast to the combat around them, the clash between leaders is over in seconds, as white fire bound in gold shears through the crude weapon of the warrior queen. Her head falls away from her body, wound seared shut in the cutting, but before either meet the sand Kethix is rushing through the enemy line and towards Karra. The guards surrounding the orcish princess are taken aback by the sudden appearance of the Sun Sword’s dazzling blade, and all are felled before harm can befall Karra. Taking her in his arms, Kethix spirits her away, back to the retreating force of the Ixkarr and her father’s hall.

    The Native Defenders are victorious! Ixkarr loses 2 Units! Native Defenders lose 1 Unit! Native Commander is slain in duel and replaced by a Mil 4 second in command! Karra is rescued!


    Spoiler: Bel-Dan Armada Invades Kincany (198)
    Show
    Bel-Dan Armada: 7 units (2 Bel-Dan infantry, 3 Bel-Dan naval, 2 Blemmyae infantry), Ren-Cha-Fen (Hero 9) = 23
    Anbroch: 2 units, Rosie MacGill (Mil 6) = 18

    The wars of hatred between the Bel-Darn Armada and the dwarves of the Anbroch Houses reaches its final, devastating climax. Bolstered by forces of the United Blemmyae Tribes, the ships of the Bel-Dan appear from the morning mist to make landfall behind the Anbroch defensive line. The towers built more to satisfy the Sirrvadut than to safeguard Kincany provide the first warning of enemy forces, and by then the armies of the pirates and their southern allies are disembarked to move in force towards the capital, while their naval support ravages the supply lines of the defenders. Taken aback by the speed of the assault, Rosie MacGill wheels her much-diminished army to pursue, only to find her reckless charge has led her into a trap. Bel-Dan and Blemmyae envelop the Anbroch forces in a stretch of forest too inconsequential to bear a name, as Ren-Cha-Fen seeks to regain his standing by leading the frontal charge into the Anbroch lines. What develops is a brutal, confused melee as the Anbroch forces compress into a circle of hacking metal, compressing further and further as their foes exploit superior numbers and position. For most of a day the battle rages unabated, blood turning the forest floor to swampy mush as the screams of the dying drown out even the combatants’ heartbeats. But finally, at night, the line of battle weakens. Certain of his victory, Ren-Cha-Fen trades deadly efficiency for boastful humiliation of the remaining Anbroch, and Rosie MacGill senses her chance. Grouping her freshest warriors into a fist, she strikes against the weakened center line with all the strength remaining to her, and manages to break through. Caught unprepared by the unlikely counterattack, Ren-Cha-Fen is swept up in the Anbroch tide, knocked insensate and dragged further into the jungle as a prisoner of war. And a necessary one he would be, for as she retreated Rosie could see the fires beginning to rise from the capital.

    The Bel-Dan Armada is victorious! Bel-Dan lose 1 Naval Unit and 1 Land Unit! Blemmyae lose 1 Unit! Ren-Cha-Fen is captured! Anbroch Houses lose 1 Unit! Anbroch Houses become a Rebel Faction! Kincany (198) is in Unrest!


    Spoiler: Bel-Dan Armada Invades Region 196
    Show
    Bel-Dan Armada: 1 unit, Quadrumvirate (Mil 6) = 21
    Native Defenders: 1 unit, Native Commander (Mil 8) = 27

    As the greater part of their strength moves on a punitive expedition south, the Quadrumvirate of the Bel-Dan Armada lead a small force against the presumably inferior peoples of northern Kiswa. However, this pride proves to be the pirate lords’ undoing, as their heedless charge to pillage and dominate leads them through devilishly designed ambush sites and limited engagements that deny them full view of their foe. After a month of harried travel without a decisive engagement, diminishing supplies and poor omens compel the Quadrumvirate to retreat back to Ten-Fuj-Sa-Cos.

    The Native Defenders are victorious!


    Spoiler: Hraban Confederacy Invades Region 35
    Show
    Hraban Confederacy: 3 units, Erwin Weitschritt von Braunschweig (Hero 8), duelling (tie) = 27
    Native Defenders: 2 units, Native Commander (Mil 8), duelling (tie) = 15

    Led by their bold hero, the Hraban advance south to seize the lands of red dye. Closely matched with the native defenders, Erwin seeks to force a decisive engagement, but is stymied by the frequent movement and probing strikes of his foe. It takes a week for the Hraban force to finally encounter those of the locals, in a shallow valley clearly chosen as the Hraban’s tomb. Despite their preparations, however, the native forces misjudge the Hraban’s morale, as the sight of their enemy at last fills them with determination rather than despair. The ranks of raven-kind advance heedless of what traps might await them, with such speed that many of the native stratagems cannot be executed properly. Desperate to slow their advance, the High Chief of the region leads his personal guard to meet Erwin in the field. Weapons clash as the two leaders are encircled by a brawl among their most trusted followers, the eye at the center of a great hurricane of violence. Isolated from their chief and unnerved by the black-eyed fury of the attackers, the natives eventually rout, surrendering the day and the victory to the Hraban.

    The Hraban Confederacy is victorious! Region 35 is in Unrest!


    Spoiler: Sol’Ikoth Invade Region 299
    Show
    Sol’Ikoth: 3 units, Mikos (Hero 7) = 17
    Native Defenders: 1 unit, Native Commander (Mil 9) = 25

    The discovery of their promised land incites the Sol’Ikoth to a righteous fury, sweeping up the former Sentinel Mikos with their zeal. Intent on delivering his new people to their destiny, he leads the armies of the Sol’Ikoth past the lifeless boundaries of the Maw of Sikar and into the deep desert. Alas, for all their fervor the armies of Sol’Ikoth are untested, and the battlefield is little-known to them. Their enemy shares neither of these disadvantages. Emerging from the east with the rising sun at their backs, they sweep down upon the Sol’Ikoth column while the invaders are still days away from their holy city. Dazzled and dismayed, the Sol’Ikoth convulse into a battle line, only for it to collapse and reform three times in an hour of panicked fighting. Mikos disappears into the sands, trampled by his own troops after being knocked from his feet by a thrown javelin, while the natives pursue the Sol’Ikoth to the very extremes of their territory. The trail of the Sol’Ikoth rout is a canyon of churned sand and butchered bodies, that all too quickly is swallowed up by the desert.

    The Native Defenders are victorious! Sol’Ikoth lose 2 Units! Mikos is slain on the holy sands!


    Spoiler: King’s Hounds Attack Targiz (19)
    Show
    King’s Hounds: 3 units, Huntmaster (Hero 7), duelling (won) = 37
    Targiz: 6 units, Ces Arnif (Hero 8), duelling (lost) = 29

    When tales first reach Kursaal of the depredations of the King’s Hounds, many dismiss the tales as wild exaggeration. Petal Head, after all, had emerged from the Hounds’ home territory none the worse for wear. Confident in the inevitable victory of the Targiz, Ces Arnif takes his time to arrange the defense of the city. And with every day that passes, more suffer. Rather than diminish, the tales of horror flowing from the west only increase, as gaunt-faced refugees recount in flat tones the last moments of their families, torn limb from limb by men and women that bore greater resemblance to rabid dogs than to the civilized peoples of Mamut. Entire fields of precious flowers are set ablaze by the invaders, seemingly for no greater reason than spite, and as the orgy of misery and charnel gluttony approaches the city it is under a pall of smoke and corpse-gas. When the horde at last appears before the defenders, they give life to every nightmarish tale. They are not an army so much as a mob, more than half naked save for the scars of battle, their broken nails and rotten teeth still stained with the viscera of hundreds of defenseless goliaths. Their leader wears a cloak of freshly-shorn skin, still leaking rotten blood, beneath a crude helm of deer antlers nailed to a goliath skull. Their battle cry is a starving man’s rattled shriek, magnified a thousand-fold as they charge forward bearing ladders of lashed-bone and salvaged wood. The goliaths loose a volley, then another, but the charge of the Hounds is relentless. When one falls, they are set upon and torn apart by their fellows, the scent of death driving the horde to a berserk rage that shakes the defenders to their core. Where ladders meet the walls, the attackers seem to ascend in an instant, flailing bone clubs, scavenged spears, and their own rancid claws against the ordered ranks of the Targiz. Against that storm, the unbelievable happens - the goliaths begin to fall back. Trapped in a nightmare of terrible sobriety for the first time in many years, Ces Arnif considers a retreat. A return to squalid ignominy. But once again the unbelievable happens, and almost of its own accord his body steps forwards to challenge the Huntmaster as the grizzly shade alights the walls. The battle that follows scatters the Hounds before it, as the former Sentinel’s wine-dulled senses churn and heave back to life against a foe he quickly realizes is irreparably mad. The Huntmaster answers the attack with a toothy grin and a mocking cry, twirling a staff of copper-stapled bones against Ces Arnif’s sword. Black Iron would have shattered the staff in an instant, but he’d sold that long ago. Instead he makes do with Targiz weapons, and slowly but surely they fail him. For all the speed Ces Arnif manages from his sotted limbs, the Huntmaster is faster. For all the strength carried from his training, the cannibal’s skeletal limbs somehow prove his equal. His copper sword is soon little more than an edged club, and with a final blow both sword and staff shatter upon the battlements. But what is a disaster for Cef Arnif is simply an opportunity for his foe, as the cannibal leaps forward to pin him against the ground. Trapped beneath the shadow of the Huntmaster’s reeking cloak, Ces Arnif cannot escape the fevered gaze that burns through him, through all the years of obliterating revelry, to strike at the core of him. Sharp teeth smile, and at last words slide forth like worms.

    “For the King.”

    The Huntmaster buries his teeth in the Sentinel’s left cheek, gnawing his face into a ruin. Somewhere, he finds the strength to shove his hand into the creature’s mouth, push him away. He loses two fingers for the trouble. With a roar, the Huntmaster lifts Ces Arnif over his head, and casts him down into the smoldering melee that slowly spreads through the city.

    The King’s Hounds are victorious! Targiz lose 3 Units! King’s Hounds lose 2 Units! The Quality of Targiz’s Flower Wine decreases from Great to Good - TP 1 is destroyed!


    Spoiler: Ta Seti Invades Region 283
    Show
    Ta Seti: 3 units, Neferkare (Hero 10), composite bows, duelling (won) = 29
    Native Defenders: 2 units, Native Commander (Mil 5), duelling (lost) = 19

    Intent on expanding Alodite dominion to the northern coast, Aspelta Oases Seeker dispatches Neferkare to conquer the peoples of the northeast. Led by hired guides, the Alodites penetrate deep into native territory before their presence is felt, but the locals are swift to react. As both sides assume skirmish lines, the natives make ready for an eventual charge. Instead, they are greeted with arrow fire the likes of which they could not have dreamed, black shafts falling from the sky far beyond the range of their own slings. At once realizing his mistake, the leader of the local tribes attempts a desperate charge to unsettle Neferkare, only to find himself swiftly subdued by the far superior warrior.

    Ta Seti is victorious! Region 283 is in Unrest!


    Spoiler: Thunderpeople Invade Region 269
    Show
    Thunderpeople: 6 units, Ripper (Hero 9), duelling (lost) = 32
    Native Defenders: 1 unit, Native Commander (Mil 6), duelling (won) = 20

    Moving to bridge the gap between themselves and the newly-discovered Fffolkkk, the Thunderpeople send their champion and the fullness of their strength to subdue the Mud Witches of Guugk. The soft and sculpted land is unsettling to the northerners, but the pounding of their drums does much to lift their spirits. Unfortunately, it also robs them of the element of surprise. Unable to establish a skirmish line before the Mud Witches’ thralls are upon them, the Thunderpeople manage to slow their advance just enough to blunt the charge. Vastly outnumbered, the mud-dwellers fight viciously, painted flesh bearing spells of protection that prove little use against blight-tested spears. Only one among the enemy stymies the Thunderpeople, an enormous ogre of a man that seems more hillock than living being. It is against this mountain that the Ripper chooses to test herself. But despite her skill and cunning, no art she can bring to bear seems to do any lasting harm. Soon it is the Thunderpeople champion on the defensive, dodging blows from a club of fired clay that sends needles of shrapnel in its wake with every blow. It is a war of attrition, one the Ripper may well have won, had the ground not betrayed her. At a critical moment, the mud beneath her feet turns cruelly, and she is struck full in the side by the monstrous club. Flying dozens of feet through the air, the Ripper collides with a solitary tree like a lightning bolt, falling unconscious cradled in its limbs even as the Thunderpeople emerge victorious.

    Thunderpeople are victorious! Thunderpeople lose 1 Unit! Region 269 is in Unrest!


    Spoiler: Arrok Invade Region 110
    Show
    Arrok: 3 units, Rarras (Hero 8) = 20
    Native Defenders: 1 unit, Native Commander (Mil 7) = 25

    Guided by their guardian spirit, the Arrok march south for the glory of Eauden. Forewarned of the qualities of the local commander, confidence reigns in the northern troops. Unfortunately for them, it is undeserved. The forces of the local forces are meager, true, but their desperation drives them to fight like four times their number. Drawn up in battle lines opposite one another, Rarras is still in the process of staggering his skirmishers when the enemy charges, piercing the left flank of the Arrok line and rolling it against the center and right. At once realizing their danger, Rarras orders a retreat, and in so doing prevents total disaster. The Arrok return home with the mocking cries of the natives ringing in their ears, sure now not to underestimate their southern neighbors in the future.

    The Native Defenders are victorious! Arrok lose 2 Units!


    Spoiler: Arrok Invade Region 119
    Show
    Arrok: 3 units, Tsor (Hero 10) = 24
    Native Defenders: 1 unit, Native Commander (Mil 8) = 25

    East of Rarras’s invasion, Tsor meets with greater initial success. Uncertain of the enemy’s commander, he still manages to predict the course of the defender’s march, and intercepts them on a flat expanse of tundra before they can establish a defensive line. The Arrok forces charge, collide with their enemy...and stop. By some miracle, whether it is the favor of the local spirits or some quality of their training, the native forces withstand the Arrok charge. Rebounding from the engagement, Tsor orders a second assault. This one is also repelled, and at greater cost to the Arrok. A third charge endeavors to break the defenders, but it is the Arrok who submit. Their will faltering, the western invaders fall back, followed by the watching shadow of the native forces until they cross the border once more into Uldra.

    The Native Defenders are victorious! Arrok lose 2 Units!


    Spoiler: Clan Al-Ashir Invades the Sands of Shá (307)
    Show
    Al-Ashir: 7 units, Zidan (Mil 8), duelling (no contest) = 28
    Yeitso Lotalists: 2 untis, Sub-Commander (Mil 3), decline duel = 20
    Tiba Loyalists: 2 units, Sub-Commander (Mil 3), decline duel = 19

    Sweeping into Dzah, the armies of the Ashir carry Zidan’s fury through the streets. Marching down streets already stained red with the blood of the Shá civil war, the desert warriors find themselves fighting in desperate urban combat unfamiliar to any of them, battle lines pressed and contorted around walls of stamped clay and hewn stone. The rabble of Yeitso and Tiba are as nothing before the battle hardened legions however, their commanders fleeing in terror at the sight of Zidan and his entourage riding down any who oppose them. The fighting compresses inexorably towards the Solstice Solarium on all fronts, the din and dust of the multitude of horses and men so thick that at first none see the black smoke rising from the center of the city. Only when the forces of the Shá break in truth does the truth become clear, as the Ashir emerge into the wide square surrounding the Solarium to find it ablaze, its doors barricaded from the outside. The cries of dying priests and acolytes are almost drowned out by the roar of flames, but a few are pulled alive from the sanctuary before the ceiling itself gives way.

    Elsewhere in the city, Zidan’s faithful hunters enjoy a stroke of luck. Sent to seek out the Triad wherever they might have gone to ground, a detachment of the Ashir come across a trail of blood far from the site of any fighting. Following it at speed, they find themselves before a large warehouse on the outskirts of the city proper, its walls of brick and thatch almost abutting the walls. The barred door gives way to hastily summoned axemen, and the soldiers of the east behold a hall of horrors. Bodies are stacked like cordwood around the warehouse’s sunken floor, rotting beneath a scrawled banner of a broken sun. At the center of the room, two posts have been driven into the ground, and tied to each is one of the remaining Triad. They are attended by a masked triad of an entirely different sort, gold-bladed daggers in hand and clearly prepared to do a butcher’s work upon the elderly priests. A brazier of burning coals waits close at hand, heating pokers and tongs familiar to any torturer. The robed strangers pause in shock at the sudden appearance of the Ashir, giving the quickest among the hunters time to plant a javelin squarely in the chest of the one nearest Tiba. The other two scramble back, raising their golden knives to their own throats and intoning a single mantra in one voice before shearing through their necks.

    “The Mockeries come!”

    The Al-Ashir are victorious! Al-Ashir lose 2 Units! Sands of Shá is conquered and ceases to exist as an independent kingdom! All remaining Shá armies disband! Sands of Shá is in Unrest!


    The Fffolkkk have conquered region 267! Region 267 is in unrest!


    Quests!

    • Warspeaker Tior errant quests into Region 52 on behalf of the Truthseers, depositing treasures on their door heedless of the cost.
    • Leading a motley crew of heroes from across Tarandi and beyond, No-Pride-No-Death retraces their steps from years before into the perilous north. Once more, mortal feet crunch across the ghastly field of the Fingerwolf’s victims, towards the still-abandoned mound that rises like a corpse from the plain. Battling the fetid stench that seeks to suffocate them, the party settles into wait. Days pass in tense anticipation, their only moments of warmth stolen from small and secret fires lit while the sun rides high in the sky. In the hours of black night, the heroes have only each other for warmth, and the fire of purpose carried in each beating heart. And eventually, their patience is rewarded.

      They hear the Blightspawn before it crests the horizon, as a queer and crawling howl spreads like oil through the air. Worse, the howl is answered by the bodies littering the landscape, as frozen, lungless mouths sound a perfect echo of the blasphemous call. The ringing of countless enslaved voices washes over the heroes, rendering them momentarily senseless. But their wills are strong, and they return to themselves as the shadow of the Fingerwolf falls across the threshold to its lair, and their trap.

      No-Pride-No-Death strikes first, rocketing from a shadowed corner to strike the Fingerwolf’s side with the force of an avalanche. The beast skids across the ground, colliding with the wall of its lair with a sickening thud. It is only then when the Old Lion realizes he cannot pull away. Gripped in the iron claws that were the entirety of the Fingerwolf, he is flung down before the beast’s vibrating jaws, and might have lost his head had the other Heroes of the Phoenix not sprung to action. Spears of copper shot out from Mezanak, Rauri, and Prenadi, while Idris of Sikar leaps atop the Fingerwolf with his Black Iron mace. Rearing back at the sudden pain, the Fingerwolf staggers back from No-Pride, and the battle begins in truth. Forced to weave between innumerable hands puppeteered by the creature, the Heroes learn quickly to fear its controlling fibers above all else, as only Idris’s Black Iron proves capable of resisting its cutting touch. Blood spatters across the floor of the den from every combatant save the Fingerwolf, for wounds upon the Blightspawn only draw oily putrescence. But slowly, the movements of the Blightspawn’s puppeteered hands begin to slow, and the oozing foulness obscures its writhing claws. The opening at last comes as it throttles Rauri with a quartet of hands, crushing Idris in its jaws and pinning Mezanak beneath a spasming foot. Prenadi and No-Pride lock eyes, and together they charge from opposite sides to strike the creature’s chest in concert. A gasp from the Blightspawn releases the three struggling heroes, who add their own blows to the flagging core of the creature. With a final howl that shakes to the bone, the Fingerwolf collapses, the frostbitten flesh of its core melting away like ice at the touch of summer. Eventually, only a pile of iron claws and the foul stench of its passing remain. [The Fingerwolf has been slain! Each of the Heroes involved is able to collect a number of its Iron Claws, burning with cold fire but also imbued with frightful resilience. A bearer of one of the five Phylacteries of Claws gains a +1 bonus to leader loss rolls. However, if all five collections of claws are brought together and forged into a single item by use of a Faith 5 special, they might prove capable of a far greater boon.]



    Terror!

    • The Creatures of Ancient Ways raid Region 98 TP 1 of Dire Goats from Eleftheria
    • Another group of shipbuilders has gone missing in Lhungho Saar! With disappearances across the kingdom mounting, very little is thought of this initially, and by the time any think to investigate precious little remains to explain what may have transpired.
    • Tragedy strikes the Hiverness expedition into Region 120! Awakening to sounds of panic in the night, Rayen and his guard organize at the center of their encampment and proceed towards the disturbance. They find Yara’s tent overrun by terrible red hand-prints, her guards torn apart and their hands removed, while Yara herself lies dead and brutalized in the snow.
    • The political tensions in Kincany reach a boiling point with the defeat of Rosie MacGill. Forced into the trackless jungle to plan her next move against the Bel-Dan, the Matriarch is surprised when barely half of the Anbroch's strength sends representatives to her war council. The reason soon becomes clear, as spies report the gather of a second army, largely of raw recruits and peasant levies, rallying around Peggy MacGill and her claim for the Matriarchy. Seeking to take advantage of her rival's weakness, Peggy submits formal petitions against Rosie to the remaining heads of the Anbroch Houses, and the sides of the coup swiftly emerge. [Rebellion erupts in Kincany! 4 Units of Peasant Levies rise up in support of the new Matriarch, joined by 1 Unit of the Anbroch military dissatisfied with Rosie's failures as a commander. At their head rides a hardened Battlemistress of the MacTirs, Peggy's aunt and a warrior of renown (Rebel Hero 9). Their demands are simple - the surrender of Rosie MacGill to their power, and recognition of Peggy MacGill as Matiarch of Clan MacGill and leader of the Anbroch.]
    • As the faith of the Ancient Ways spreads in Trí’Meloá, the Children of the Great Mother fade back into the mountains. They are followed by the Luminaries brought over to their cause, however, and soon word arrives in Shandolé of Skyclad Dancers appearing to proselytize in nearby realms. Region 142 and Region 139 are both converted to the Children of the Great Mother, as the Children carry succor and zeal in equal measure. However, the actions of the Children without are of lesser concern than those of their adherents that remain. M’Eld’Á’Monúkarű and M’Zagáh’Á’Eldítulűva have left the Winter Council, but their words remain greatly respected in Shandolé. For the first time since their return, the voices of the explorers are raised in public, to lobby against Ancient Ways for opposing the truth of the Great Mother. M’Eld’Á’Monúkarű points to her renewed legs as proof of the Great Mother’s divinity, while at the same time casting aspersions on the intentions of the Creatures of Ancient Ways. After all, the greatest champion to emerge from the Carrion Ward remains a pariah among his own people, and the vultures seem intent on spreading their dominion through more than simple philosophy. [Shandolé enters Unrest due to the actions of M’Eld’Á’Monúkarű and M’Zagáh’Á’Eldítulűva! This Unrest may be stabilized as normal. However, in place of a stabilization roll the Shandolé may invite the Children of the Great Mother to return to Trí’Meloá as a non-action. This will also serve to stabilize the region.]
    • As Zidan leads his armies to victory in the Sands of Shá, a string of peculiar murders begins to unfold in Vesparre. It begins simply enough, as a young warrior of Clan Al-Ashir goes missing during a routine patrol, and is assumed to have taken his fancy with some local curiosity. The mood changes as a week passes and he fails to return, and eventually a search party is sent out. They find the boy as well as his horse quickly enough, for they have been propped up against a tree to be found. The boy’s head has been removed, as has his horse’s, the eyes of both burned out before the heads were crudely sown to the opposing torso. The horse-headed corpse was mounted astride the Ashir-headed horse, nailed to the ground by his own lance. At first, it is feared this is the sign of some uprising among the Vesparre, and the surrounding villages are questioned harshly to no avail. Then a similar tableau is discovered more than a hundred miles to the south. Over the course of a year, seven such sites appear, all in states of mutilation and mockery of the ideals of the Ashir. [Vesparre enters Unrest due to the strange and grizzly murders![]
    • After a long period of expectation, the day feared by all of Sikar arrives. Driving a sandstorm before it, the progenitor of the Argent Swarm emerges from the Maw of Sikar in Highnest. Where the creatures of the swarm had been comparable in size to a child, the Argent Mother is a roving dune of annihilation, easily forty feet tall when standing upon its dozens and dozens of barbed silver tails. Driving hundreds of crows in its wake, it rampages across the region, with no apparent aim save for murder. And once it has slaked its thirst in Highnest, who knows where it might turn? [Epic Quest - The Argent Mother! The Argent Mother has appeared in Highnest. Any Hero or Heroes in Sikar may attempt to slay the beast by passing a TN 22 Hero Check. If successful, Sikar will finally be free of the bane of the Argent Swarm. If unsuccessful or not attempted, the Argent Mother will finish its rampage (Destroying 1 random TP, 1d4 Units, and causing Unrest) before moving on to another randomly selected adjacent region outside the Maw of Sikar.]
    • Scarcely a month after Kiswa learns of the horrors lurking across the Sur, the shadows come in search of new feeding grounds. They are heard before they are seen, a rattling buzz of wings all along the river that bring to mind the worst imaginings of the most brutal torture chamber. The fall among the civilized regions of Kiswa like locusts, they neither they nor their prey are so meager. At first, outlying villages simply disappear in a night’s span, but eventually the infestation reaches areas guarded by those able to resist. Among those few survivors of the first clashes, a unified description emerges. The shadows appear human at a distance, but that is simply their disguise. Once they have lured their prey, they unfold like a flower, glittering wings pulling back to reveal a multitude of segmented limbs sprouting from bodies of skeletal chitin, lit with fire from compound eyes topped with barbed antennae. The jagged pincers of their mouths close to form a nearly-human death mask, but open to release a straight and murderous needle more than two feet long. A single shadow is capable of draining a full grown man in minutes. In a group, they prove more than capable of exsanguinating trolls to the point of death. As they drink, their skeletal bodies swell grotesquely into bloody pustules, the articulated seams in their armor leaking a shimmering burgundy slime as they grow sated and disappear back across the Sur. But there are always more shadows. And more victims. [The Gluttonous Shadows have infested Region 208, Troll Country (221), Kincany (198), and Yatrhajidaat Gitj (211). Only by concerted force of arms can their hidden lairs be uncovered and the beasts slain before Kiswa drowns in an ocean of blood. Each infestation rolls to resist eradication with a +13, and attempts to activate the Charnel Night Tactical Doctrine with a +7 roll. If not unseated, the Gluttonous Shadows will cause Unrest in the region, randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and continue into the next round.]


    [size=3]Rebellion!

    [List][*]Failure to suppress the ongoing unrest in regions 279 and 277, coupled with general dissatisfaction over lack of attention paid by the Naherin government, has finally caused both regions to erupt into open revolt against Naherin rule.
    [3] units of rebels appear in region 277!
    [3] units of rebels appear in region 279!
    [The Rebels will only be satisfied by attention from their overlords! If Region 279 and 277 are detailed in Round 7, the rebellions will become Unrest in Round 8.]

    Organizations!
    The Sentinels of the Stone
    • ANB Raises their Reputation and spends a favor to raise their Reputation from 0 to 2! Heroic!
    • CAW spends 1 Favor to raise SOL’s Reputation from 2 to 3!
    • DAN spends 1 Favor to “Test The Mettle” of Kelsos the Lame, raising their Hero Score from 8 to 9!
    • HVN raises their Reputation from 0 to 1!
    • HYD Spend 1 Favor to “Test The Mettle” of Mars, raising their Hero Score from 9 to 10
    • NAH raises their Reputation from 0 to 1!
    • SAN Spend 1 Favor to Stabilize Sangar (Region 136)
    • SHN spends 1 Favor to stabilize The Carrion Ward (Region 137)
    • SKT spends 1 Favor to “Test The Mettle” of Rẹ̌tšrìj raising their Hero Score from 8 to 9!
    • SOL spends 1 Favor to “Test The Mettle” of Ruari of the Phoenix raising her Hero Score from 8 to 9!
    • SOT raises their Reputation from 0 to 1!
    • TRL spends 1 Favor to stabilize region 210!
    • UZI Spend 1 Favor to raise Rep from 2 to 3
    • VER Spend 1 Favor to “Test The Mettle” of Kona, raising their Hero score from 8 to 9
    • VIS spends 1 Favor to stabilize region 112!

    The Dream Speakers
    • ANB adds to the Kiswan Collection gaining 1 Favor!
    • ASH adds to the Menagerie, gaining 1 Favor!
    • BDA spend 1 Favor to “Dream of (new) Frontiers” to plunder northeast of 196!
    • CAW adds to the Menagerie gaining 1 Favor!
    • DAN adds to the Menagerie gaining 1 Favor and raises their Reputation from 0 to 1!
    • DOD adds to the Menagerie what the DSP quickly sees as Slander. They are unamused! DOD gets nothing!
    • HEN adds to the Menagerie, gaining 1 Favor!
    • HYD adds to the Menagerie, gaining 1 Favor!
    • IXK Raises their Reputation from 1 to 2!
    • SIR raises their Reputation from 1 to 2!
    • SKT raises their Reputation from 0 to 1!
    • SOR adds to the Menagerie, repaying 1 Favor!
    • TAR adds to the Menagerie, gaining 1 Favor!
    • UBT adds to the Menagerie, gaining 1 Favor, and use a favor to Raise their Reputation from 1 to 2!
    • VER adds to the Menagerie and the Kiswan Collection gaining 2 Favors!

    The Truthseers
    • DAN spends 2 favors and 1 Rep to join the Exalted Houses alongside VIS, a divinely mandated union of Silver and Stone, and establishes an Embassy between them!
    • ELF Changes Rulers, losing 1 Rep in the process, and relinquishing the title of First Disciple of the Four Winds.
    • SAN loses 1 Reputation for Prenadi’s questing with the Villains of the cursed Nemesis!
    • SCR Construct a Windowless Tower in Thun (Region 53) and Errant Quest with Tior in honor of Civilization! Their 2 owed favors are cleared and their Rep rises from 0 to 1
    • TRL spends 2 favors and 1 Rep to join the Exalted Houses alongside VYG, a bonding of World Shepherd and River Lord, and establishes an Embassy between them! This completes the Embassy Networking in Kiswa, returning 1 Favor, and raising TRL to Rep 4. King Haanhangandhal becomes First Disciple of the Four Winds!


    Heroes!
    • The Bel-Dan Armada recognizes Ben-Udula (10)
    • The Anbroch Houses recognize Fiona MacDool, the Poisoner (9)
    • The Thunderpeople recognize The Pathcarver (9)
    • The Sewune recognize Dra Ranu (8)
    • The Ko recognize Thorn (9)
    • Thekr of Rathox has retired and been succeeded by Kethix of Ippathaka
    • Kona of the Veramondi gains +1 to her score from training with the Sentinels
    • Rẹ̌tšrìj of the Sokau trains with the Sentinels and gains +1 to her score



    Investigate!

    • Following Alexios into the wilderness, Matji Khetra undergoes the final rite of the Riddle of Steel. Though none among the Vygra can speak to what precisely occurs between the two, when Khetra returns it is with a glow and a vitality that has banished decades of weariness from her. Soul tempered by a secret vow, she and her descendants now stand as shining beacons of hope against the darkness. [Mathi Khetra becomes a Flame Tempered Soul! A Flame Tempered Soul gains a +2 bonus to resist Assassinations and Kidnapping, a +2 bonus to Duels and Event Rolls, and a +2 bonus to all leader loss rolls they are involved in. In recognition of their devotion, the Flame Tempered Soul attracts an elite bodyguard of Sentinel Aspirants, gaining 1 Unit that automatically replenishes if lost in battle but will only fight if the Flame Tempered Soul is in command. In addition, the Flame Tempered Soul may attempt a Faith action to empower Heroes questing against Blightspawn in their area, acting as a Seek Aid that applies only to Quests against Blightspawn and provides a +2 bonus. These benefits pass to the Flame Tempered Soul’s successor so long as the current Flame Tempered Soul takes a Diplomacy action in their final round to induct their successor into their oath. All benefits of being a Flame Tempered Soul immediately and permanently disappear if they ever knowingly aid the Blightspawn.]
    • The Sentinels of the Stone sent to investigate the Amaryllis Dragon make their camp on the outskirts of the final battle between the Storm Bird and the Blightspawn. Withered, blackened vines are all that remain of the creature that once spread its foul influence across Mamut, the core of them still glowing with the electric fury that laid them low. Turning their vast knowledge and expertise to the task of understanding both creatures, the Sentinels eventually settle on a theory. That the Amaryllis was Bligh-born is beyond question, yet to have gone from seeding the continent to lurking in a canyon in the mountains defies belief. Unless the creature were driven there. The Sentinels announce their belief that the combat between the Storm Bird and the dragon that Mamut witnessed was in fact the second clash between the two, and that the Amaryllis Dragon had drawn its children to itself rather than having them attack Mamut in order to heal whatever wounds that first encounter had inflicted. Further, given the lack of residual taint coming from the corpse of the Dragon, their belief is that the Storm Bird is a creature of similar nature to the Great Mother in Tarandi. However, the truth of that nature remains a mystery.
    • While he has no luck in encountering the Great Mother herself, Edge finds no shortage of Children and adherents willing to share details of their faith with him. Theirs is primarily an order of contemplation and community, founded originally by refugees fleeing the Salt Demons of the south. They took refuge in the high mountain passes, and there first encountered the Great Mother. Fearful at first, the survivors eventually realized the Great Mother’s intentions when she crushed a great and terrible Blightspawn that threatened to devour them all. They have spent the past century tending to their mountain sanctuaries and communing with the Mother through the milk of her victories. Having assumed the north as barren and bleak as their former homes, the Children now seek to spread the unifying message of the Mother that all might prosper in her care. Edge believes that to learn more, expeditions south will be needed to discover one of these hidden temples.
    • Descending into a ritual trance, Wounded-Vulture-That-Nests-In-Skystruck-Tree communes with the ruinous ghosts drawn to the malice of the Nemesis!
    • Intent on discovering the truth behind the Tabboo of the River Sur, the Sewune dispatch investigators to Region 208. Very quickly, they establish camps at the sites of the largest abandoned villages, and begin combingthe areas for artifacts that might hint to the fate of the original inhabitants. At first, they find nothing, but in a slow trickle of half-destroyed carvings and the detritus of ancient battles, a clearer picture begins to emerge. It seems the people who once called the region home survived the False Dawn only by the narrowest margin, but managed to re-establish some semblance of civilization relatively quickly thanks to the natural bounty of their home. They were well on their way to being the equals of other Kiswan kingdoms when a great plague arrived from the west, gradually depleting their numbers and eventually scouring them from existence. Mass graves are uncovered in deep pits indicating wide-scale suicides, while here and there the remains of inhuman creatures are exhumed. Enough that when the Gluttonous Shadows appear, their responsibility for the disappearance cannot be doubted. [If a Sewune hero participates in the Epic Quest: Something in the Trees (as leader or providing aid) they add an additional +1 to the Epic Quest's result.]


    Trade!
    • Ixkarr buys out TP1 of Maize in Region 281 from Nocturnal Hydra
    • Nocturnal Hydra buys out TP3 of Desert Bells in Region 291 from the Dolod
    • Nocturnal Hydra buys out TP2 of Salt in Region 295 from the Ixkarr
    • Veramondo buys out TP1 of Timber in Region 192
    • Sangar buys out TP1 of Skyclad Dancers in Region 140
    • Sangar buys out TP1 of Eagles in Region 142
    • Henanda buys out TP1 of Cocoa Leaves in Region 190
    • The Bel-Dan Armada buys out TP3 of Droggen Berries in Region 216
    • The Dannu-Gaon Tribes buy out TP3 of Lime in Region 133
    • The Dannu-Gaon Tribes buy out TP1 of Granite in Region 120
    • The Vygra buy out TP1 of Shale in Region 236
    • The Vygra buy out TP1 of Furs and Hides in Region 237
    • The Vygra buy out TP1 of Granite in Region 238
    • The Targiz buy out TP1 of Wild Dogs in Region 7
    • The Targiz buy out TP 2 of Wild Dogs in Region 7
    • The Targiz buy out TP1 of Ulurothan Spearmen in Region 17
    • Clann Solais buy out TP1 of Tundra Wolves in Region 117
    • The Thunderpeople buy out TP1 of Fish in Region 276 from Crow's Tribe
    • Sewune buys out TP2 of Bananas in Region 210
    • Sewune buys out TP2 of Sorghum in region 217
    • The Fffolkkk buy out an unspecified TP of Clay in Region 269
    • The Dolod buy out TP2 of Clay in Region 299
    • The Brayewen Tribes buy out an unspecified TP of Spelt in Region 135
    • Eleftheria buys out TP 1 of Wood in Region 124
    • Eleftheria buys out TP 2 of Wood in Region 124
    • Eleftheria buys out TP 1 of Cattle in Region 134



    Conversion!

    • Rumours of the Dolod’s becoming head of the Path of the True Dawn faith had been somewhat exaggerated, but they have now cemented their position!
    • The Celestial Cult has become an organized faith!
    • The Creatures of Ancient Ways have seized control of the Holy Site in region 140, turning it away from the Great Mother and to the Ancient Way!
    • The blemmyae convert holy sites in regions 210, 220 and 227 to Abiherism
    • Veramondo reclaim their holy site in 218 for the Way of Green and convert Vyterrat (226) in the process
    • Sol’Ikoth converts the holy sites in 293 and 299 to Great old Ones!
    • The holy site in region 290 has been converted to the Path of the True Dawn!
    • The holy site in region 219 has been converted to Abiherism!
    • The holy site in region 35 has been converted to Soul Honour!
    • Holy sites in regions 276, 303 and 305 have been converted to Path of the True Dawn!
    • The Sons of Sirrvat have officially converted to Abiherism!
    • A Holy Order dedicated to the Ancient Way has been established! The Scribes of Simráh are founded in Shandolé!


    Wonder!

    • The Deru have completed the Sankohma in their homeland!
    • Eleftheria has ratified and codified a new system of governance!
    • The Viskari have developed improved war bows! (+1 to battles; requires Wood)
    • In their last act as the holiest of holies among the True Dawn, the remaining members of Shá’s Triad conjure the power of their god to work a miracle! Gathering their remaining faithful, they conduct a great noontime ritual to return Al-Zamira, Jewel of the Ashir to life. Those Ashir that gather to watch despite the unseemly time observe a pillar of radiant fire fall from the heavens, striking Al-Zamira’s cold flesh and suffusing it with light like red-hot metal. Heat ripples out from her, and with a cry the elder Yeitso succumbs to the flames. Tiba remains vital and vigilant however, and leads the last prayer to seal the light of the sun within Al-Zamira’s breast. The light fades, and the daylight seems as night for a time, the sun but a feeble thing compared to the star lying upon the sand. Eventually the light in Al-Zamira’s flesh dims, and with a gasp she sits up from her lifeless repose. Eyes scanning the assembled crowd with confusion, she eventually finds Zidan among the crowd. Leaping to her feet with a power that surprises even those that knew her, she rushes to his arms, taking him in a warm embrace. [Al-Zamira has been resurrected by the True Sun! Having passed beyond the veil of death, she is as angel and mortal both - she needs naught but sunlight to sustain her, and her youth will be as eternal as the sun itself. So long as Zidan remains leader of the Al-Ashir or the Al-Ashir hold the faith of the True Sun, Al-Zamira gains a +2 bonus to resist any attempt to Incite Betrayal.]
    Last edited by TheDarkDM; 2020-10-06 at 02:17 AM.

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

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

    If one were on drugs.
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    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  16. - Top - End - #256
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    Default Re: Empire 6: Embers of Dawn IC

    Discovery! Map!

    Spoiler: Kiswa
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    Region 240 has been discovered by Ocēmis. It has a Minor resource of Aquamarine, a Holy Site dedicated to Native Paganism and 2 units of native defenders!

    Region 187 has been discovered by the Dream Speakers on behalf of the Bel-Dan Armada. It has a Good resource of Painters, a Holy Site dedicated to Ancestor Worship and 1 unit of native defenders! The Dream Speakers report warnings from the locals to avoid the eastern coast, lest they fall prey to the Salt Demons.

    Region 209 has been discovered by Lhugo Sar! It is a Wilderness Region with a Minor resource of Rice. As in Region 208, there are numerous signs that people once called the region home, between fields gone wild and the collapsed foundations of villages dotting the landscape. However, it is bereft of people.

    Region 201 has been discovered by Lhungo Sar! During their first day of travel, the expedition assumed it to be a wilderness like the lands surrounding it. They were punished for their presumption when night fell, and unseen foes dragged half their number into the trees. Assaulted by a cacophony of shrill wings, the explorers caught only fleeting glimpses of their attackers. The beasts, for beasts they were, kept to the shadows and the sky, and vanished with the rising of the sun. Welcoming the unexpected reprieve, the explorers retreated back to civilized lands. The Region is Blighted! [Epic Quest: Something in the Trees, a Hero or Heroes may be sent into Region 201 to attempt a TN 16 Hero Check to determine the nature of the Blight infestation and how best to remove it.]

    Region 202 has been discovered by Lhungo Sar! Only one survivor returns from the expedition, rambling and half-mad from the experience. He manages to recount a broken tale that matches many of the details of the expedition into Region 201, save the leader of his party failed to seize upon the mercy of the sun and instead forged ahead into a rainforest of horrors. The night after their rescue, the survivor hangs himself. The Region is Blighted! [Epic Quest: Something in the Trees, a Hero or Heroes may be sent into Region 202 to attempt a TN 16 Hero Check to determine the nature of the Blight infestation and how best to remove it.]


    Spoiler: Mamut
    Show


    Region 66 has been discovered by the Scrimthun. It has a Good resource of Juhan Axemen, a Holy Site dedicated to The Unsullied and 2 units of native defenders!

    Region 48 has been discovered by the Scrimthun. It has a Good resource of Slaves, a Holy Site dedicated to The Endless Amaryllis and 1 unit of native defenders!

    Region 29 has been discovered by Clan Alqar. It is a Wilderness Region with a Good Resource of Copper! Reaching the western edge of the region, Alqar explorers report a line of bone-white totems similar to those reported by the Targiz far to the south. Here and there, the expedition comes across the decaying remains of settlements long-abandoned, the only sign the worn trails of some mass migration through the mountain pass.

    Region 16 has been discovered by Petal Head! It has a Minor resource of Swine, a Holy Site dedicated to The Horned King and 1 unit of native defenders! Once more, Petal Head observes a land of rigidly ordered settlements feeding the lion’s share of their wealth to the unknown lands of the east, their outlying wilderness crawling with bands of feral cannibals. Managing to cow one such band into submission, Petal Head returns with another unit of followers!

    Region 49 has been discovered by the Scions of the Thalaz’ir! It has a Good resource of Barley, an open Holy Site and 2 units of native defenders!

    Region 31 has been discovered by the Scions of the Thalaz’ir! It has a Minor resource of Marble, an Open Holy Site and 2 units of native defenders!


    Spoiler: Sikar
    Show


    Region 310 has been discovered by the Soreni! It has a Great resource of Iron, an Open Holy Site and 3 units of native defenders! It contains a Standing Stone of the Sentinels! The Soreni gain +1 to establishing a claim over the region in round 7!

    Region 274 has been discovered by the Ashir! It has a Good resource of Semolina and a Holy Site dedicated to the Creed of the Elements!

    Explorers from the Nocturnal Hydra set off east into the open sea, much to the consternation of the crew of their boats, who worry about the seaworthiness of their vessels among the ocean swells. As land recedes and finally disappears into the distance, the sailors impress upon their leaders the need to turn back while they still have a prospect of making it back to land. Liyae does so and returns to region 282. Mars insists on pressing on, and eventually thinks she sights land in the distance - although limits on navigation make it impossible to be sure: it may be a bank of cloud, or the shore from which they came. Eventually a current sweeps her boat back to shore in what turns out to be the Naherin capital region.
    The Nocturnal Hydra explorers find no land! They will need an improved sailing technology and/or an improved navigation technology to venture any further out to sea!

    Region 286 has been discovered by the Alodites. It has a Good resource of Hemp, a Holy Site dedicated to Native Paganism and 1 units of native defenders!

    Region 318 has been discovered by the Naherin! It has a Great resource of Giant Kangaroos, a Holy Site dedicated to dualism and 2 units of native defenders!


    Spoiler: Tarandi
    Show


    Region 159 has been discovered by Sangar. It has a Good resource of Spelt, a Holy Site dedicated to The Cult of the Crossed Rose and 1 unit of native defenders!

    Explorers from Shandolé set out into the sea to the west. As they venture out further and further from shore, beyond the territory generally used by fishermen, the crew become increasingly concerned at their ability to handle the boat as winds pick up. With no land in sight ahead of them and concerned about their ability to find their way home given the lack of any appreciable landmark, they turn back without finding any land.
    The Shandolyn explorers find no land! They will need an improved sailing technology and/or an improved navigation technology to venture any further out to sea!

    Region 100 has been discovered by the Arrok! It has a Good resource of Midwives a Holy Site dedicated to Chief of Thaw and 1 unit of native defenders!

    Region 107 has been discovered by the Nordgen of Hiverness!. It has a Good resource of Woolly Rhinoceros, an open Holy Site and 1 unit of native defenders!



    Colonize!

    • The Uzii establish a colony in region 33
    • The Sokau establish colonies in regions 41 and 44
    • The Shandolyn elves establish colonies in region 114.


    Other!

    • An elaborate pigsty, purporting to be an Uzii embassy, has been established in the land of the Targiz
    • Region 136 has been stabilised
    • Wekache (47) has been stabilsed
    • After much badgering, the Thunderpeople create an embassy with Al-Ashir.
    • Region 112 proves easier to stabilise than it was to conquer.has been stabilised
    • The Brayewen Tribes begin pressing their claim on region 120
    • The Brayewen Tribes fail to deal with the unrest in Braye!
    • The Truthseers establish a Troll embassy in Vyetterat
    • Shandolynspend a favor with the Sentinels to suppress unrest in The Carrion Ward (Region - #137)
    Last edited by TheDarkDM; 2020-10-13 at 01:29 AM.

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

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

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

  17. - Top - End - #257
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round 7
    [Swampum Protectorate, Home of the Uzii]

    [Homage Closed-Fist Mudmore]
    Region(s): 33, 39, 40, 42


    Actions:
    1. [Diplomacy] Rules for Punching Others [3/5]
      Homage Closed-Fist Mudmore continues to extol the virtues of a farther reaching code of conduct. With some clever conversation to their Hraban allies, the Rules for Punching Others is written down, and each Sounder Alpha in Swampum gets a copy.
    2. [Diplomacy] Rules for Punching Others [4/5]
      Homage Closed-Fist Mudmore continues to extol the virtues of a farther reaching code of conduct. He convinces Sounder Alphas that only the smartest and most honorable of Uzii can follow the Rules for Punching Others. They in turn tell their Clan Chiefs, who want to show off that they can be smart and honorable, so they learn the Rules.
    3. [Diplomacy] Rules for Punching Others [5/5]
      Every Den Mother of Swampum begins to teach the Rules for Punching Others to their whelps, ensuring that the next generation will grow up knowing them.
      (Great Project Bonus: Approved [Use non-fatal Dueling in place of Diplomacy to resolve Errant Quest entry into Region 39]

      When another player sends an Errant Quest to Swampum, lack of permission requires a non-fatal Duel to enter. Choosing not to duel allows the player to quest elsewhere. Losing the Duel ends the action for the Hero for the round as they are "retrained" by the Uzii for a year or two before being returned to their homeland at the end of the round. Victory in the duel proceeds as though the challenging player had won the Diplomacy roll-off.)
    4. [Diplomacy] Gift the Scrim 1 Unit
      For their aid in fighting the Flowerspawn, the Uzii have trained a Scrim Fight Throng. Now that it has been half a decade, these rock warriors are deemed fit for combat. A commander of the Fight Throng is decided through tournament style combat, and the strongest prevails. Under their leadership, the Scrim Fight Throng returns to Thun.
    5. [Military 5] Recruit a Hero (Roll: 10)
      Recognized as both strong, smart, and clever, the Den Daughter of the Redmoon Clan becomes the first Battle Mother in many generations. Battle Mother Pain-Drop Redmoon is also known as the Scrimtosser for her fight with the Scrim Warspeaker at the Snortsmoot. To her credit, she does not like that name. And tosses any Uzii who use it.

    Non-Actions:
    • Spend a Favor on the Sentinels to attempt to increase Reputation from 3 to 4.
    • Support conversion of any owned regions to Soul Honor.
    • Support the buyout of Cattle by the Deru in Cow Place (42).


    Spoiler: News and Rumors
    Show

    • The Deru, still slowly studying Soul Honor in a lesser capacity, are invited to come learn more about it in [Region 33] if they will help the new Dens there plant down roots (literally) to develop more and varied foliage in the mountainous region.
    • Ko-Ball is very popular in Swampum. Which is why, for the first time in decades, when the Big Strongs do not obtain second place or higher, there is a shocked level of silence. Many fights would have broken out, except a great number of Uzii are attempting to adjust to the Rules for Punching Others, which precludes such barbarism. Outside the stadium. This leads to many fans of Ko-Ball flooding Proud-Laugh Stadium for days, just to have an all out brawl to express their displeasure at their favorite team losing. It doesn't matter that they are all 'on the same side' of the argument, they just need to blow off steam. Thankfully, the players of the Big Strongs are safely in Goliath-lands, or things would have gotten much worse. The loss is attributed to the fact that no member of the original team was playing this season; the new team members will hopefully do better next season.
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads. How could it not, when they are among the reason for the entire sport?
    • Fort Death-Grasp! A great place to train! Fort Death-Grasp! We make you feel the pain!



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 6 5 3 4 4
    Starting Stats 5 3 2 4 4
    End of round 5 0 1 1 0 0
    End of round 6 1 1 0 0 0
    End of round 7 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Dip


    Spoiler: Kingdom Information
    Show

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


    Hero(es):
    • -- Empty --


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

    Last edited by Gengy; 2020-10-17 at 08:26 AM.
    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

  18. - Top - End - #258
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Feb 2015
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    Constantly Roaming
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    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Liege of none, subject of none.

    Chief Kalm Alqar (Ref)
    Diplomacy: 2
    Military: 10
    Opulence: 2
    Faith: 10
    Intrigue: 2

    Ruler for Next Round (Rolls):
    Warchief Kylisa Alqar, Daughter of Merine and Haraman
    Diplomacy: 3
    Military: 4
    Opulence: 2
    Faith: 3
    Intrigue: 1

    Actions for Round 6 (Rolls)
    • [Military] Conquer R43 with 3 units, lead by Kalm Alqar (M10) using Reckless Attack TD and challenging the native commander to a duel!
      Surrounded with a host of Alqari warriors, Kalm Alqar braves the Upper Vale, intend on making it safe for his people to enjoy going forth. He bears a spear with both hands and is accompanied by the last of his living hounds, 'Chupa,' who has followed him into battle for many years. Knowing how essential it is to secure some additional territory before the Uzii take everything except the Blessed Vale proper, he marches on despite the start of a sickness that spreads through his body. Weather through this or the battle to come, he will be dead within the year... But these are omens that not even his high priests dare to speak of to him. More interestingly, they are looking and noting that he lacks a clear successor. The clergy's votes will be critical now more than ever.
    • [Military] Conquer R31 with 3 units, lead by Merine (M7) using Reckless Attack TD and receiving +2 from seek aid (enhanced by the Tome of Stars)!
      Explicitly traveling to R30 then into R31 to avoid river-crossing penalties.

      Alqar's soldiers pass through the Thalesh'ir's lands, and she finds them to be lacking in good commanders after ascertaining their purpose. Merine informs her husband and his court that she will briefly be out to lead the men on their way to R31, hoping for a quick victory so that the two realms may return to peace. Familiar with the local terrain, she avoids rivers and searches for the ideal place to charge her foes with their superior numbers.
    • [Military 10] Construct a Fortress (The Sunrise Citadel) in the Blessed Vale (R32)
      With so much military action these last few years, the hut that used to house the Clan Chief has seen some major changes. No longer does the highest among them live within hides and wood, but stone and brick. It is no spire, but a proper fortress backed against Mount Renjin behind it, secured by a moat and armed to the teeth. The Chief had convinced his people of its necessity through the massive wave of blightspawn that appeared, and the people have come to call it 'Sunrise Citadel' after their deity who illuminates the sky.
    • [Faith 10] Miracle: Blessed Dynasty (Clairvoyance)
      (Approved) Twice per round, a ruler character descended from High Priestess and Thalesh'ir Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed.

      The night of the winter solstice finds Merine returning to a familiar location; the peak of a mountain between the Blessed Vale and (R33) where she so nearly lost her life some twenty five years ago. Chilling winds howl, cutting right through even the warmest of fur cloaks. While celebratory fires flicker below, she can also see the other side of the great barrier keeping her from returning to her land of origin. The other side of the Ember. A blanket of stars looks on from above, waiting expectantly for the ritual she was meant to complete so long ago, and the weathered priestess sets to work. Frozen below her feet she sees the riches she brought for the cleansing the first time, marked with her faded blood that no other mortal had laid eyes upon despite all the years. Looking upon it, she can feel the jaws of the blight on her body like it was still with her - for the scars certainly remained. But she had grown much in her abilities, and the stars warned her even now. The Phoenix had intersected with three of the wanderers last night, and the Kraken had lately stalked much too close to the Snake for comfort.

      She was to rise with glory, or be choked by darkness and killed one final time, an arrangement she was fine with. Gems and holy artifacts were placed across a stone cleared of snow, large enough to construct a bonfire within using the few materials available in such a remote location. Just as it was lit and the flames kissed the edge of the largest log, her rival made itself knows. A mountain lion of impressive size stalked towards her, bearing a skeletal head and hollow white eyes. It had six legs instead of four, twin horns curving forward as if they were tusks meant to gore opponents as easily as it could devour them. It crept forward with confident finesse, its opponent drawing her copper spear and waiting for its advance. Both lit by stars and fire, an eternity passed before it finally pounced, the hero flinging herself at it in turn.

      While the beast leapt over, Merine dropped under, thrusting the spear up into the beast's chest that buckled and nearly broke under the creature's weight as she grimaced and pushed her squirming predator up and over her body towards the fire. Claws swiped at her as the creature passed over her, leaving a proper gash across her face that dripped a steady stream of crimson across her right eye. The fire welcomed its new kindling after a determined shove of the spear, burning and consuming the blightspawn's hide while it howled and thrashed in pain. The pain gave it strength, and the spear snapped, lodged deep in its ribs. Quick to leave its flaming prison, it scrambled forwards to Merine to devour her again... Who whipped the remaining shaft of her spear at the creature's face, taking not a moment to hesitate as she also worked to close the gap - stepping up into the flames alongside it and grabbing it by the horns. Raw flames licked her feet and caught her clothes, another deadly claw striking her below the chest, but the creature still burned as long as she held it. It stared daggers into her eyes, and she could only glare back, gritting her teeth and feeling her grip starting to wane. Her hands slipped, and jaws slipped uncomfortably close to her neck, snapping and thrashing... And screaming. The snakes upon her head were not to leave their master for dead, the Medusa's final weapon burying itself in the monster's vacant eyes and tearing them from within. They snapped and hissed with equal ferocity, consuming the inside of the beast until it finally settled and died upon the bonfire, a severely wounded Merine collapsing into the snow as soon as the opportunity presented itself.

      With her clothes put out and her wounds quickly covered, she enacted her ritual, calling the Shepherd and its Celestial Flock to look down upon her and see her determination. To see how she had spread their messages, and brought their omens to light across Mamut. One by one she cast each gem into the fire, and then kneeled before it. Unconsciousness claimed her as a star fell from the sky above. When she awoke, she was healed - her gashes shut with what looked like same brilliant surface of the gems tossed into the fire. When she closed her eyes she could see her daughter welcoming her home at the base of the mountain, sharing the news that Kalm Alqar had fallen, and the shamans had elected her as the next Chief despite having no connected to the Alqari lineage. With an exasperated laugh and half-frozen legs, she rose and begun her descent back towards her new home.
    • [Faith] Seek Aid for Merine's Attack on R31
      Grants +2 to the battle roll, auto-success.

      Before the coming expedition, a glimpse into the future is had that warns of some of the most pressing dangers to come. Merine rallies her men for the second time in her life, confident with her new blessing and experience that this battle will be much more successful than the last..



    Non Actions:
    Set the Celestial Cult (likely to be renamed) organized faith Tier 1 bonus to '+1 to Seek Aid'


    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: 6 (1 Solar Zealots, 1 Vale Guardians, 4 Alqari Warriors)
    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; 2020-10-17 at 11:41 AM.
    "What is to give light must endure burning."

  19. - Top - End - #259
    Troll in the Playground
     
    bc56's Avatar

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    Jan 2018
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    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 Fixed Conversion Rolls


    [Faith] Convert Region 226 to the Way of Green


    [Faith] Convert Region 229 to the Way of Green


    [Military] Raise a Unit
    With the advent of the attacks of Gluttonous Shadows, the armies of Veramondo grow.

    [Military] Send Kona on an Epic Quest: Something in the Trees in region 202.
    In search of glory, Kona tracks the Gluttonous Shadows back into the thick forests of the west and seeks their source.

    [Opulence 10] Create Technology: Wheel and Axle
    Overland exploration is not limited by adjacency. +1 to Opulence exploration.
    As Veramondo grows, the need for carrying goods increases. Log rollers are replaced with wheels and axles and explorers set out with newly built carts to bring back the wealth of distant lands.

    Nonactions
    Spend 1 favor with DSP to raise reputation.

    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: 5/10
    Treasure: 1/5 (+1 per round)
    Heroes:
    Kona: 9
    Relics:

    Technologies:
    Irrigation
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.C, 218.1
    Flamingoes 229.C
    Stone: 213.1
    Timber: 192.1
    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+1
    Opulence: 10
    Faith: 6+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; 2020-10-16 at 08:52 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  20. - Top - End - #260
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra
    Kiswa Regions 226, 225
    Turn 7

    Spoiler: Banner
    Show


    News and Rumors:
    >A small spark of happiness among the dark fears of the spreading shadows, Taro Hadev and Tapsehi announce the birth of a second daughter. The Mira child is named Karsha, with pale blue skin and leaflike veins.
    >In measure, though, sadness also strikes. While Aruni and Khetra attend the council in the Korebita Foothills, Fulji Hamyra oversees matters at home. After complaining of feeling cold in her limbs, she is found the next morning having passed peacefully in her sleep. With no other leadership in Farahabi, there is some confusion and delay in preparations for the upcoming offensive. A message is carried quickly to the younger Fulji Varsha where she has been coordinating in Kolinth, and she manages to restore a semblance of uneasy order. Hamyra's loss is seen by many as a poor omen regarding the upcoming battle. When Khetra and Aruni finally return from the council, the matji takes the news quite grimly, but there is no time for her to mourn. Fulji Aruni is left to keep watch over the defending reserves, and Karsha continues to oversee the town's operations, while Khetra and Alexios lead the majority of the Vygra force westward, as planned, to troll country.

    Actions:
    1) [Military] Battle the Gluttonous Shadows - Region 208 (Alexios the Undying commanding (Tac Doc +8, Battle +20), 2 units of Vygra Warriors, 1 unit from Lhungho Saar)
    >Units: 3
    >Commander: Alexios the Undying (+12)
    >Tactical Doctine: Reckless Attack (+2 bonus to battle results, one step higher on the casualty track)
    >Technologies: Black Iron Weapons (+3 against Blightspawn)
    > +1 to TacDoc & Battle Roll for Sentinel Training (Train the Armies of Friends, Lhungho Saar), +1 Battle Roll for Truthseer Seek Aid action (Lhungho Saar)
    Alexios leads Vygra butho and Draan warriors into the heart of the blight-infested land across the Sur, along with a unit of Dhraan.
    2) [Military] Battle the Gluttonous Shadows - Region 221 (Matji Khetra and 1 unit of Sentinel Aspirants to assist Ingkannu Isidi)
    Matji Khetra leads her Sentinel Aspirants to join Ingkannu's defense in Lhungho Saar with their black iron weapons.
    3) [Military] Occupy Region 236 (1 unit Elkh-Waden, no defenders)
    4) [Military] Occupy Region 237 (1 unit Vygra warriors, no defenders)
    5) [Diplomacy] Attend the All-Kiswa Defense Council to address the threat against the Gluttonous Shadows.
    Matji Khetra and Fulji Aruni attend the council along with Alexios the Undying.
    Spoiler: Event Sub-actions
    Show
    Trade a favor with the Sentinels of Stone (see non-actions below) to Anbroch Houses in exchange for Masonry tech.
    Receive 1 unit Vygra Warriors returned from Sons of Sirrvat.


    Non-actions:
    Trade Pottery tech to Lhungho Saar in exchange for Sailing tech (Embassy).
    Spend 1 favor with the Sentinels of Stone to have Fiona MacDool of the Anbroch Houses trained (Test Your Mettle - SOS Rep 2 Action).

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Khetra (Diplomacy 10; Military 7; Opulence 8; Faith 1; Intrigue 3)
    End-of-turn increase: Military +2

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

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Black Iron Weapons
    Units: 3 Vygra Butho, 1 Vygra Butho (on loan to Sons of Sirrvat), 1 Elkh-Waden, 1 Sentinel Aspirants
    Treasure: 2
    Reputation: SOS (4); DSP (1)
    Favors: SOS (4)
    Trading Posts 5 (+1 income): 226 TP2 (Copper), 195 TP3 (Timber), 236 TP1 (Shale), 237 TP1 (Furs and Hides), 238 TP1 (Granite)
    Embassies: Veramondo (218), Lhungho Saar (221)
    Last edited by Frostwander; 2020-10-15 at 02:13 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

  21. - Top - End - #261
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Tentative 7th Turn
    Lands of the HYD
    Round One Round Two Round Three Round Four Round Five Round Six Round Seven

    Expected Stat Growths
    Changing Ruler
    Dip 10 > 5
    Mil 10 > 5 +2
    Opu 5 > 3 +1
    Fai 1 > 1
    Int 1 > 3
    
Tentative Actions
    Opu Buy out TP 1 of HYD’s chickens Roll = 13
    Opu City in region 289 (Mt. Soulsilver)
    Mil Fortress in region 281
    Mil Liyae participates in a quest to take down argent mother, meeting up with the rest of the Avengers, led by Pathcarver. Roll = 16
    Mil Raise a Unit. Devote it to the Sisterhood of Shards.
    Mil Raise a Unit. The Horse Lacrosse Team (In-Language Name: Jai Alai)

    Subactions
    Spoiler: Mt. Soulsilver is completed!
    Show

    Zora has a city named after her title, but does not care about too much of the ornamentation. Now she can retire, letting other leaders help guide the foreign affairs and battles while she moves to raise up Hydra Worms and become a prominent figure within thee power of the city itself. One of the biggest parts of being a leader is knowing how to determine your successor.

    Plus, she’s still got oodles of charisma and her fingers within the system itself, so Zora will be a Queenmaker for a long time going forwards within the HYD.

    The city itself has a wonderful trade center, with prime exports being Catosaurs and the bounty of horses. It’s the main crux to import many of the finer things from around the world. It serves as the Mondernte’s center of festivities, and the place for Horse Lacrosse tournaments.

    All in all, the official opening of the city that towers over everything else and is plated in silver is a spectacle, and elves of all kinds gather to reveal in the sheer prosperity they could have only dreamed of two decades prior.


    Non Actions
    []Mil[/] Mars founds the SoS (Sisterhood of Shards)
    Raise Dip with DSR by 1 (spend favor)
    Raise Liyae's Hero Score by 1 (Spend favor)
    (I should have a net favor balance of neutral for both factions, and 1 for the Truthseekers now)
    Trade a Military Unit to the Ashir
    Spoiler: Ashir Gift Fluff
    Show

    Vaneae (Full Night Elf (possibly 1/16th human))
    Cute and bubbly demeanor, ruthless horseback rider. Has a 165-4 record in horseback race duels and is a star of the HYD’s Horse Lacrosse team. A gracious winner and never rubs it in, sometimes to the point where you wish she would cause the cute ‘you tried your best, fella’ comes off as condescending. Strangely enough she has freckles and in some spots her hair is red, suggesting some far-back human ancestry.

    After winning the first Horse Lacrosse tournament, this woman took quite an interest in the Ashir after learning of the strength of their convictions by how far their king Zidan went to resurrect his lost wife. Arranging for some, ahem, ‘cultural transference’ to be had, she rounded up a measure of Night Elf Archers to serve in the wars deeper into the desert (since she loves the heat), and to find a worthy husband for herself.

    Elite Horsebow Rider Division (and the Horse Lacrosse team) (230 IR)
    Vaneae + 7 Team Members (1 to 2 IR each) (16 IR)
    80 Night Elven Bow Cavalry (106 IR) (3 to 4 IR)
    40 Night Elf Spearheads (30 IR) (4 to 3 IR)
    20 Ashirin Bow Cavalry (26 IR) (3 to 4 IR)
    80 Night Elf Horseless Archers (40 IR) (2 to 1 IR)
    ~120 Horse Groomers (12 IR) (10 to 1 IR)



    Armies of the HYD
    Spoiler: Night Elven Armies And Coffers (As of 232 AFD)
    Show

    Coffers: 3/10 Treasure, 3/7 Naval Units, 5/12 Army Units
    Trading Posts/Cities Controlled: 5/0 (+1 Treasure at turn-end)
    Favor Status: 1 with SoS, 1 with DSP, 1 with TSR

    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)

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

    Army unit 8
    Gifted from Soreni

    Recruiting This Turn
    Army Unit 9

    Elite Horsebow Rider Division (and the Horse Lacrosse team) (230 IR)
    Vaneae + 7 Team Members (1 to 2 IR each) (16 IR)
    80 Night Elven Bow Cavalry (106 IR) (3 to 4 IR)
    40 Night Elf Spearheads (30 IR) (4 to 3 IR)
    20 Ashirin Bow Cavalry (26 IR) (3 to 4 IR)
    80 Night Elf Horseless Archers (40 IR) (2 to 1 IR)
    ~120 Horse Grooms (12 IR) (10 to 1 IR)

    Horse Lacrosse team + a bunch of other cavalry
    The star of this team is Vaneae, who leads this unit of cavalry into battle. (Trade to the ashir, fluff wise this action is spent to replenish my current forces)



    Spoiler: Sisterhood of Shards
    Show

    One Army Unit recruited this turn
    Predominantly Elf members, numbering at about 450 of varying strengths. Many of them are trained in archery.




    I've created a list of a dozen named characters within thee HYD court for fluff purposes. If anybody wants to utilize them for anything, feel totally free, just let me know.
    Spoiler: Members Of The Court
    Show


    Oraora (Half Night Elf Half Orca)
    Next in line to be the ruler. Stands at an adorable 4 foot 7 inches despite being an adult (those smaller Orca strain genes kicking in hard), but is headstrong and has proven herself a fine leader. More importantly, one with the good of all the HYD at heart.

    Vaneae (Full Night Elf (possibly 1/16th human))
    Cute and bubbly demeanor, ruthless horseback rider. Has a 165-4 record in horseback race duels and is a star of the HYD’s Horse Lacrosse team. A gracious winner and never rubs it in, sometimes to the point where you wish she would cause the cute ‘you tried your best, fella’ comes off as condescending. Strangely enough she has freckles and in some spots her hair is red, suggesting some far-back human ancestry.

    After winning the first Horse Lacrosse tournament, this woman took quite an interest in the Ashir after learning of the strength of their convictions by how far their king Zidan went to resurrect his lost wife. Arranging for some, ahem, ‘cultural transference’ to be had, she rounded up a measure of Night Elf Archers to serve in the wars deeper into the desert (since she loves the heat), and to find a worthy husband for herself.

    Sankae (Full Night Elf)
    A mistress to many, lays deep into the courts of the lamia. Has connections both in the underworld and proper business channels. Loves putting way way way too much salt on her food.

    Berbani (Full Night Elf)
    A man, a chef, a hulking monstrosity over six feet and a frame befitting a bodybuilder human. Pure pacifist, even towards animals. He’ll cut them up and cook them, but never hunt. Has a pet catosaur, whose name is Scalepurr.

    Melose (Full Night Elf)
    A skilled artist in featherwork, one who helped craft the HYD flag and who knows exactly what mix of colors will shine properly in the moonlight. A woman of few words and much grace, she was over a hundred and fifty when Zora first took the throne, and serves as the wise grandmother to many within the Alskan fields.

    Kiese (3/4ths Night Elf, 1/4th Human)
    One of the great granddaughters of Melose, a headstrong tomboy who loves fighting and brawling. Liyae is her idol and she’s spent many weeks mud wrestling with the boys to learn such strength and heroism. Has a tendency to get herself into trouble, but is so honest and blunt you can’t blame her for acting like a shone protagonist (despite not quite having the Hero Power to back it up).

    Javerei (Half Night Elf, Half Alondite Elf)
    A grandson of Melose, he’s performed well to become an officer. Knows how to ride a horse expertly and is a wonderful spear thrower. A prime gentleman, albeit with a hedonistic lustful and flirty side.

    Jayerei (Full Night Elf)
    A grandaughter of Melose and younger sister to Javerei and once she felt outshined by her brother in every way. In recent years her exceptional ability to see in the dark and better finesse in Horse Lacrosse have given her a niche where she feels like a proud warrior woman. She shares here brother’s hedonistic lustful and flirty tendencies, so watch out.

    Wuuluu (Full Night Elf)
    A young maiden still looking for her shining star. Having just come into adulthood and entering the trading markets to start a business. Unfortunately she never hit it off at the bazar, and never managed to get into the Bloodfire Boom, so she’s hit a bout of depression as her portion of her family’s fortune dwindles to nothing.

    Saturnae (Full Night Elf)
    A woman who failed out of the court only to become a successful map maker and ocean traveller with Mars. Shy and a sucker for compliments, she’s been hard at work charting out all the oceans the HYD has discovered. Is a really good swimmer and is incredibly flexible.

    Lnoeu (Half Night Elf, Half Lamia)
    A hissy little thing, one of the princesses of the Serpentine Lands descended from the Empress Freya. Has an Ojou laugh and bosses around her subordinates, and really thinks she’s hotter sht than she is. Is an exclusive meat-eater, greens are so damn ickkyyy.

    Nephni (Full Night Elf)
    Ran away from slavery in the far south where she was rendered a mute, and has now become one of the premier acrobats in the HYD regions. Leads the Lunar Circus which performs at the Mondernte twice each year. Has a playful attitude, and a kiss on the nose means she’s really into you.


    News and Rumors
    The Nocturnal Hydra send over ambassadors to greet the fffolkkk. Not in any official capacity, but as small caravans looking to do tiny bits of trade and peacefully wring information out of the turtle people. They don’t use military might here, but Saturnae begins plotting out a route from thee HYD regions to these new lands north of the fffolkkk ripe for the conquest.
    Last edited by Epinephrine_Syn; 2020-10-18 at 01:35 AM.

  22. - Top - End - #262
    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 Sultan Zidan il Kasima
    D 10 • M 10 • O 2 • F 1 • I 2

    News & Rumors
    • Wise and merciful Zidan has restored peace to the city of Dzah. Abin barat! Tiba, as the last remaining member of the Triad, is installed as Sharifa of Al-Sha and high priestess of the new open air temple. What it actually means to reign over the Sands of Sha after Zidan's army vacates Dzah is equivocal. Much of the wealth is taken as spoils of war or redistributed to quell unrest. Amir Jalal takes a position as Vizier and oversees all matters of governance while Tiba lives out her days in a vila by the lake. The title of Sharif will pass to the next most cooperative priest when Tiba expires. Considering she escaped torture and death at the hands of the Cult of Mockeries due to Zidan's timely invasion, she has no complaints.
    • Informed that the Dolod have taken it upon themselves to assume the mantle the faith, Zidan sends word of what transpired in Dzah. He recommends in strong language that Jana Al-Zamira be canonized and considered an angelic being. Zidan personally bestows the title of Paladina upon her.
    • Zidan and Jana spend many quiet years together, as a family, and celebrate the birth of three more children (a boy and another set of twin girls). Soon enough, Jana is called away to deal with a monster. Restless Zidan takes his army to an easy victory in the far south to expand the Sultanate.

    Actions
    • [Military] Epic Quest vs Argent Mother (Aid Pathcarver. 18, Success) - Jana Al-Zamira goes to kill monsters.
    • [Military] Conquer 274 (Zidan leads 8 units vs Undefended) - Emboldened by unmitigated military successes, Zidan rides south with his army as a show of force. As he proclaims that this land is also part of his Sultanate, none dispute him.
    • [Military 10] Invent Military Technology: Equestrianism - The distilled knowledge of centuries of breeding, training, riding, and fighting astride horses, the art of Equestrianism allows an army to make full use of the horse in warfare. Equestrianism lets a Kingdom breed and train horses from wild stock in great enough numbers to form proper cavalries. Requires any Horse Resource. Grants -10% unit casualties owing to the increased mobility, height advantage, and the fact that many losses are inflicted on the horses themselves.
    • [Diplomacy] Stabilize 302 (20, Success) - Following a grizzly string of murders, domestic patrols are increased, messengers are forbidden to ride in teams of less than four, and there is an effort to improve communication between outlying villages while building rapport with community leaders.
    • [Diplomacy] Stabilize 307 (15, Success) - Amir Jalal is appointed Vizier to the Sharifa Al-Sha. Civic improvements under his adjudication prove quite popular, such as the installation of sewage channels to move refuse out of the densely packed city of Dzah.

    Non-Actions
    • Trade via embassy to THU, Sailing and Irrigation for War Drums and Masonry.
    • Trade via embassy to CRO, Sailing and Pottery for Coinage.
    • Spend 1 favor with SOS to Stabilize 303.
    • Spend 1 favor with DSP to raise reputation from -1 to 0.
    • Spend 1 favor with TSR. ASH shares all information they have on the Mockeries and asks for TSR to involve themselves in the matter.
    • Support ALO buyout of any open TP in 302. Oppose all others.
    • Resist all conversions.


    Spoiler: Bookkeeping
    Show
    Stat gains: None
    Next Round: D 10 • M 10 • O 2 • F 1 • I 3

    Regions: 302*, 303, 305, 307
    Treasure: 1
    Trading Posts: 302-1 Ashirian Horses, 279-1 Peppercorns
    Embassies: CRO, DOD, HYD, THU
    Technologies Known: Composite Bows, Animal Husbandry, Pottery, Writing (Kagahara), Irrigation, Sailing

    Army Units: 8 🐎🐎🐎🐎🏹🏹🛡️👳🏾
    _____• 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
    _____• 200 Night Elf Archers
    _____• 200 Night Elf Archers
    _____• Sharif Bolshur with 400 Heavy Infantry
    _____• Sheikh Adamu with 1000 Light Infantry


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


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


    Last edited by Nefarion Xid; 2020-10-15 at 07:44 PM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  23. - Top - End - #263
    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 10] Declare Merchant Princedom - .

    [Faith] Convert Region 98 to Way of Eauden (supported) [TN 12, Roll 17, Success] - The Noctrix's newfound faith as instilled by Simi of Hiverness has only deepened with age, now entering her forties. Shortly after giving birth, finally, to a second daughter in a hard labor made harder by her age, Sare-Mak thanks the blessings of Eauden for her continued health and that of her children, and desires all the more that others outside the Dannu-Gaon should know it. The Frost Binders of this land are shown the unmistakable truth of Eauden's blessing before their eyes, and acknowledgement is swift.

    [Faith] Convert Region 112 to Way of Eauden (supported) [TN 12, Roll 14, Success] - Sages and Acolytes, now associated with the Way, travel to the lands just outside the borders of the Dannu-Gaon and speak of unity, of truth, of the lights of the celestial sphere. A few stubborn holdouts remain, but Dannu-Gao trade is rich here and their influence strong - many of the young and many of the wealthy convert despite the disapproval of their elders.

    [Diplomacy] Diplomatic Mission NW of Region 96 (spent treasure) [TN 12, Roll 17, Success] - Despite the vast expansion of relations and trade with Tarandi as a whole, the Westward frontier remains a mystery even up to the borders of the Dannu-Gaon itself. Kas-Mak, aging but still able, takes a party laden with gifts to make contact with whatever tribes exist in that direction.

    [Diplomacy] Press Claim on Region 95 [TN 12, Roll 13, Success] - The Truthseers' suggested match was well-chosen, it seems. Neta-Mak finds her new husband to be more satisfactory than anticipated and a surprisingly shrewd schemer, leveraging her more fungible bridal gifts and the prestige of marrying into a powerful foreign clan (and key trade partner, to boot) into a series of bribes and brokered supports to make a serious bid for rulership.


    Non-Actions
    - Ask the Dream Speakers to explore along the coast northwest of Region 95 (-1 Favor)

    Embassy Actions
    - Accept Viskari War Bows Technology from Aran Viska (and agree to distribute as requested).
    - Gift Sailing Technology to Aran Viska.

    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 8
    Military: 1
    Opulence: 10
    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: 5/5
    (+2 passive treasure/round)
    -1 spent this round

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

    Heroes:
    - Kelsos the Lame (Hero 9)

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

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

    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 (15, 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
    - 133 (Lime) TP3
    - 120 (Granite) 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 Diplomacy, +1 Faith


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2020-10-16 at 03:58 AM.

  24. - Top - End - #264
    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: 10
    Military: 10
    Opulence: 4
    Faith: 3
    Intrigue: 2

    Projected stat increases: +1 Diplomacy, +1 Military
    There will be a new ruler next round.


    Actions:

    1. [Diplomacy] Finish pressing claim on Region 294
    Having advanced sufficiently high up in the society of Region 294, Apax exerts his influence and connections to bring the region under Ixkarr's dominion. Meanwhile, the entirety of the Ixkret clan moves to the area. Automatic success, 1 army unit gained

    2. [Diplomacy 10] Make Cultural Identity: Glory or Death permanent
    After two decades of relative peace, the orcs have shown during the following two that their ferocity in battle has not been dulled one bit. It's clear that honing their martial prowess is an integral and permanent part of the Koxrrit way of life.

    3. [Military] Kethix aids Pathcarver on Epic Quest: Argent Mother
    Kethix tenses with excitement as soon as he hears news of the Argent Mother in Highnest. What immeasurable glory slaying it would bring to the Sun and the Ippathaka clan! Unfortunately for him calmer heads prevail, and he isn't allowed to embark on this quest alone. Thekr arranges for Kethix to travel to Highnest alongside his old acquaintance Neferkare the Elephant Hunter.There they will aid the champion of the Thunderpeople in slaying the beast. Roll: 21 Success

    4. [Military] Recruit 2 naval units (fortress)
    Having both the know-how and the materials to build oceanfaring vessels, the orcs build their very first ships at the shores of Lake Darah.

    5. [Military] Attack Region 296 with 4 units, led by Rakthuk (total bonus +14)
    With Kethix preoccupied with the Argent Mother, Rakthuk steps in to continue the campaign against Region 296. His motivation for pressing the attack is rather uncharacteristic of a Koxrrit though: revenge. Revenge for the fact that between the time of Karra's departure and her return he had gone bald and his beard had become devoid of any color other than gray. Those were years he would never get back, and there was no telling when would be the next time he and his daughter would be born to the same clan. Marching with his army, he vows to make the swines at the coast pay their "tribute" back in full.

    +10 Rakthuk, +4 units. +14 total bonus.
    Rakthuk will challenge the enemy commander to a duel (Duelling CI)
    Use Reckless Attack Tactical Doctrine. (-1 due to amount of units)


    Nonactions:
    -None

    News and rumors:
    -Karra's rescue is a cause for much joy in her clan. However many in the clan are shook when they find out she hasn't returned alone: Karra is pregnant. Some time later she gives birth to a half-orc, to mixed reactions from the other Koxrrit. Rakthuk however cares little for their opinions on the matter and declares her to be his successor as the chieftain of the Exkerreth clan, and presumably as the future High Chieftain of Ixkarr.
    -While Akitath rejoices with the rest of the Exkerreth clan when his cousin is rescued, it is obvious that he feels sidelined when Karra retakes her position as Rakthuk's heir apparent.
    -After her ordeal in 296, Karra finds solace with a Night Elf man named Berbani, whom she met while accompanying a trade caravan to the lands of the Nocturnal Hydra.
    -The new tenets of the faith relayed to them by the Dolod are met with fierce opposition by the True Dawn shamans. They accuse the Dolod of having perverted the teachings that the Sha proselytizers spread several years ago, and refuse to recognize the memory collectors as the leaders of the faith. Any demand detrimental to the divinely gifted Dream Speakers is immediately dismissed. Meanwhile, Tsakra is often seen in the company of a select few shamans.
    -The shamans also send their condolences to Jana Al-Zamira: "Reborn and resurrected. A soul split in two, never to be whole again. Thus Splitsoul of Al-Zamira is what we'll call you."

    Spoiler: Statistics
    Show

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

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

    Heroes:
    Kethix of Ippathaka (10)

    Opulence:
    Trade posts:
    Cacti: 296.2
    Maize: 281.1

    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: Kethix]

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Last edited by OmnivorousOgre; 2020-10-18 at 12:36 AM.

  25. - Top - End - #265
    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
    (Round 7)

    Actions:
    1. [Opulence]Buyout: Buyout TP 1 of Region 65 (Lumber). Spend 1 treasure. (Auto-success: 8 Opulence, +1 Pottery, +1 Treasure.)No Scrim has ever enjoyed building anything out of wood. It is, to the Scrim point of view, a strictly inferior material, regardless of its practical superiorities to stone in some situations. Still, with more living things being held under the purview of Thun, perhaps it is time for old prejudices to be set aside- a sentiment that extends to the matter of construction materials, too. As such, the Thunspeaker has mandated that logging outposts should be set up in Arkusa to facilitate the increased demand for lumber.
    2. [Opulence]Buyout: Buyout TP 1 of Region 66. (Juhan Axeman) (Auto-success: 8 Opulence, +1 Pottery, +1 Successful Expedition) Lumber is not the only resource of interest to the Thunspeaker. While the idea of employing mercenaries is mildly distasteful, especially when there are plenty of Scrim left to fight, it might prove a wise investment to purchase the services of some expert warriors, even if they will not fight Thun's battles directly.
    3. [Opulence]Buyout: Buyout TP 2 of Region 66. (Juhan Axemen) (Auto-success: 8 Opulence, +1 Pottery, +1 Successful Expedition) If it is a good idea once, it is likely a good idea twice. A man with two axes will not weep should one break and he need to fell a tree. Or so the Thunspeaker said, when asked why they were so interested in securing deals for near exclusive access to the Juhan Axemen.
    4. [Opulence]Assist the Dreamspeakers with assembling the Menagerie in exchange for one favour. Arcor's personal efforts to uncover the legendary beasts of the far North may have been unsuccessful, but that does not mean Thun will not pull its weight in contributions. Hunters and trappers of the highest skill will go out and find creatures small and large to bring back to the Speakers.
    5. [Faith]Adopt Faith: Adopt the Celestial Cult as the official religion of the Scrimthun. More a matter of making fact into doctrine, the Thunspeaker has officially endorsed the presence of the Cult within Thun. Thun will no longer be guided by the simple, material rivers of the world, but by the rivers of stars in the heavens. Glory from the stars! Glory to Thun!

    Dice rolls go here
    Non-Actions:
    1. Attend any events to which we are invited, accept any gifts or embassies.
    2. Resist any unapproved conversions or buyouts.
    3. Accept the gift from the Uzii (UZI) of 1 unit. The Scrim welcome with open arms the newly-trained Scrim Fight Throng. While none can deny their skill at arms, they have, unfortunately, picked up more than just fighting from the Uzii. The Scrim of the Throng have taken to idle brawling both among themselves and with other soldiers, causing a terrible racket. Hopefully, time at home will mellow their tempers, but not their skills.
    4. Contribute to the Dreamspeakers’ Menagerie. (Link) Regrettably, Arcor's expeditions North in search of rare specimens have met with limited success. Still, the Speakers are known for collecting tales. Perhaps these tales will prove to have some value to them.
    5. Gain 1 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay its dividends.


    News and Rumors:
    • A decree from the Thunspeaker has, to some degree or another, resolved the legal and linguistic disputes caused by the expansion of Thun’s territory. Thun’s will, as judged by the Thunspeaker, is that the term Thun continue to refer to all territory occupied by the Scrim. It will also refer to the original borders of Thun, in much the same way that it refers to the city of Thun as well. In this way, there is Thun the nation, Thun the region, Thun the city, and Mount Thun. If any wish to use other titles to refer to these to avoid confusion, then that is their private business.
      Regarding the question of human citizenship within Thun, they have decreed that all humans who wish to be a citizen of Thun, and have a reasonable claim to the title, may be considered Scrim. In addition, as part of proof of their citizenship, all non-human Scrim must carry a small stone taken from somewhere within Thun’s borders, so that even should they leave, Thun will still walk with them.
      Finally, there is the question of the distinction between Scrim as citizens and Scrim as a race. By default, all of the Scrim race are considered to be citizens, but clearly the reverse cannot be true. But because the distinction has never needed to be made before, there is no existing way in Thuntongue to distinguish between them. A variety of new terminology has been adopted in response to this need. For those hailing from inside the borders of Arkusa or Ol’kolsa, the simple measure of adopting a prefix has served. Ar-Scrim refers to the people of Arkusa, while Tel-Scrim refers to those hailing from Ol’kolsa. For those few rare individuals from outside the borders of Thun entirely who are still granted citizenship, the term Al-Scrim is used.


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

    Units: 6/10 [=>7/10]
    Passive Treasure Income: 1
    Treasure: 4/5 [=>4/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation

    Last edited by Silent_Interim; 2020-10-09 at 08:08 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

    Spoiler: STUFFS
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    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.

  26. - Top - End - #266
    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 7

    News and Rumours
    • News of the invasion of the shadows from the west is met with horror across all tribes. Etelis calls all tribal leaders to a conference at the Standing Stone to discuss what is to be done.
    • The Hapēzi claim that the trolls have brought this upon themselves by violating the ancient taboo on westward exploration and that this disaster is on their own heads. Ovozru of the Hengala argues that this small kingdom can add little and if the great armies of Lungho Sar and the Sirrvadut cannot hold the shadows at bay, the Bannanda forces cannot be expected to. Moreover, in the absence of the tribes' greatest war-leader, whatever troops can be supplied are further weakened.
    • The Azipāra go further: the invasion represents an opportunity and the tribes should seize it to claim more territory while their neighbours are distracted in fighting the shadows. This viewpoint is generally unpopular, however, and is eventually withdrawn.
    • The leaders of the Ashihi argue en masse against military intervention. Already rather averse to warfare, the Shadows strike them with an existential terror and they consider that the interests of the people would be best served by shoring up the kingdom's own defences rather than sending expeditions abroad. This viewpoint is generally supported by the Hūena and the king's sister, speaking for the Hilelmē.
    • Only a few voices are raised in favour of sending troops, among them Andronikos, the former Sentinel hero - who accepts the Hapēzi position but nevertheless feels it incumbent upon the tribes to take the fight to the invaders.
    • Eventually it is agreed that no troops will be sent (although volunteers will not be prevented from departing). The shūvāchē will be implored to assist the peoples of the west in defending themselves against these monsters, but the kingdom will concentrate on mustering its own forces in case the western regions are overrun.
    • There is still no sign of Ocēmis. Fears begin to grow that he has vanished altogether.


    Actions
    [Military] Ocēmis, still unwilling to return home, resolves to press on westwards in the hope of yet greater discovery, even without Aruni by his side. He bids her a fond farewell as she returns home to address the issue with the shadows while he continues his journey from 240 into the unknown western lands. Success!
    [Military] Recruit a unit
    [Opulence] Buyout Pearls (fail)
    [Opulence] Buyout Artisans (fail)
    [Faith] Seek aid for the Vygra in their battle against the Shadows in region 208(14 - success!)

    Non-Actions
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Use one favour from the Sentinels of the Stone to increase Ocēmis's hero score to 10


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D 3
    M 5
    O 6
    F 3
    I 4

    Next round +1 Military +1 Opulence
    Last edited by Aedilred; 2020-10-17 at 11:05 AM.
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    Spoiler: Previous Avatars
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  27. - Top - End - #267
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 7)
    King of Kings Huleten Kw’Muketi





    [Faith] Convert region 236 to Abiherism (17): The Shamans in the coastal regions south of the Vygra had never really recovered from the loss of their Black Gold, or the humiliation wreaked upon them by Yegin Kw'Haleti. As time passed, the disillusioned residents of the region became disaffected with their shamanic religious leaders and started turning to other religions. Chief among these was the Abiherism of Yegin themself, which the citizens of the region quickly adopted en masse, forming a hero cult of sorts around Yegin as well as their own ancestors.
    [Faith] Set HC 10 bonus for Abiherism (Epic Questing):
    [Military] Raise Unit: Although the original Merry Men had been decimated at the Battle of Kincany, Yegin Kw'Haleti was still a legendary hero to people all over Kiswa. When the word got out that they were reforming the Merry Men, great warriors flocked to the Korebita to join underneath their banner. Feasting every night and fighting every day, they soon became as close as any organized military unit.
    [Military] Send Yegin Kw'Haleti and Dinfat Kw'Torineti to 201 to discover the origins of the Gluttonous Shadows (Region 201) (17): With the sudden appearance of the Gluttonous Shadows in the west of Kiswa, it is immediately obvious that simply defending against the blight will not be sufficient. A concentrated effort into the heart of the blight will be necessary to track down the original source of these blood-drinking fiends. The two greatest heroes of the blemmyae, Warcaller Dinfat Kw'Torineti and First in the Realm Yegin Kw'Haleti, embark on a mission together, across the Erapira and into the shadowy blighted forests beyond.
    [Faith] Host an Event:
    Spoiler: Subactions
    Show
    Accept Crab-Claw Sails from the Bel-Dan-Ub


    Nonactions:
    Resist buyouts
    Resist all conversions except those to Abiherism
    Use one DSP favor to increase Rep to 3

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    Migib Kw’Adeni was nervous. They had received the tipoff about the Gold-Digging Bird from their hunter friends only two days ago, but such creatures were elusive, and Migib was afraid that it might already be too late to track the creature down. They had organized this hunt at the last minute, crossing the distance from Kema to the border of the Adeni wilderness in a single day. The speed of their travel was a surprise even to them: while they could have done it easily alone, the remainder of the hunting party was not expected to proceed at such a pace. Even despite this, though, Migib was unsure of whether the hunt would be a success or not.
    Tengir Kw’Sewi was bored. Bored and hot. They had no particular affinity for the hunt, and even less for the scorching sun of the Adeni ravines. If it had been their choice, they never would have come on this expedition, but they had had no real choice. Upon hearing about Migib’s new hunt, Cul had immediately rushed into Tengir’s apartments and asked them to come along. Tengir still nearly refused, but the desire to save face in front of Cul eventually outweighed their reservations about the hunt. Now that they had been trudging through the scorching hot wilderness for two days, though, they were beginning to regret their decision.
    Mebirek Kw’Zinabi was hopeful. Ever since they had brought down the Buleguwi with Migib and Cul, they had received a much larger share of respect from the King of Kings and the people. But this newfound status had not lasted long. For what seemed like the hundredth time, Mebirek had found themself at loggerheads with Wenid Kw’Muketi, the King of Kings’ heir. Wenid had insisted that the exiled murderer Yegin Kw’Haleti be pardoned and reinstated as First in the Realm, while Mebirek had cautioned against the political fallout this might cause. Unfortunately, Wenid had gotten the better of their argument, and Huleten had chosen to pardon Yegin. Mebirek had never recovered from that defeat, and each day seemed to swing the King of King’s favor more towards Wenid. To Mebirek, this hunt was a chance to regain some respect and political capital.
    Cul was excited. Of the three courtiers that had gone on the hunt for the Buleguwi, Cul was the only one that had actually enjoyed their experience. And while Tengir and Mebirek had ulterior motives for attending this hunt for the Gold-Digging Bird, Cul was simply there for the fun of it. Striding across the rocky ground, they cut a dashing figure in their Buleguwi-hide cloak. Unlike the humans of the Sewi clan, who traditionally kept their faces and bodies closely shaved, Cul sported a neatly trimmed beard, and the exotic aura surrounding him had certainly attracted its fair share of attention from the female members of the Sewi clan. Would the hunt for the Gold-Digging Bird be as successful and exciting as the hunt for the Buleguwi?
    They were walking through a narrow gully, with sandy walls eight feet high on either side of them. The shade of these walls and of the scrubby plants hanging over the sides of the gully provided little respite from the heat and overbearing sunlight, and the ground was dry as a bone. Rain had not fallen in this part of the Korebita Foothills for several months, an unusual amount of time for Kema and the territories of the more civilized clans, but a frequent occurrence in the area surrounding Wogir, the capital of the Adeni clan.
    As the hunting party continued, Migib spotted a slope carved into the side of the gully, and above it a stone cairn. “Friends! Let us stop for a moment and take a rest. Migib believes this cairn above us is the marking of a band of Anigoli nomads. Perhaps they will offer us something to drink, yes? Hunting is thirsty work and we are still a distance away from the lair of the Gold-Digging Bird.”
    Murmuring their assent, they climbed up the slope to find a cluster of tents pitched near the cairn. Wandering around were blemmyae wearing the distinctive garb of the Anigoli clan. Mebirek looked suspiciously around. “Can we trust these Anigoli? It is not a clan well-known for their honorableness.”
    At that moment the door-flap of the largest tent burst open, and out walked a grinning blemmyae with the largest nose any of them had ever seen. “Greetings, friends! I am Witeham Kw’Anigoli, the leader of this humble band. Who might you be? You do not have the bearing of the Adeni, and one of your humans does not resemble any that I have ever seen in my life.”
    “I am Cul, the ward to the King of Kings,” said Cul, “and these are Tengir Kw’Sewi, chief diplomat of the Korebita, and Mebirek Kw’Zinabi, the vizier themself.”
    Witeham’s eyes went wide with shock. Gesturing to two nearby blemmyae, they gave each of them a meaningful look. “Go off, and find some refreshments for your esteemed guests! The best we have in the band. Spare no expense! And you, my noble friends, please come into my tent and sit with me.”
    One of the Anigoli soon returned with an urn filled with strong barley ale and a jar of smooth golden honey. Witeham poured it into five earthenware mugs and handed one to each of the hunters. “I apologize for the meager refreshments, your honors. I fear this band subsists on very little at the moment. The droughts have made it difficult for us to forage. What brings such esteemed personages so far from Kema?”
    “We are hunting a great prize,” said Migib, quaffing their ale in one gulp. “I have heard rumor that a Gold-Digging Bird has made its nest in the gully we emerged from.”
    Witeham looked confused. “I must confess, I have never heard of this Gold-Digging Bird you speak of. Perhaps it is not a legend my people tell.”
    Migib dropped their mug onto the dirt floor of the tent. “The Gold-Digging Bird is no legend, my friend. I have seen one myself: Ekaniy Kw’Adeni, the king of Wogir, has one in their fabulous menagerie. For a time I tended to that menagerie, and it was Migib Kw’Adeni who captured the bird for the king’s pleasure. The Gold-Digging Bird is exceedingly rare, and to find two in a single lifetime would be a great feat. It is like an eagle in appearance, but much smaller, no larger than a crow. It can be clearly distinguished by the crown of golden feathers atop its head and at the tip of its tail, but these feathers merely hint at the truly fabulous nature of the animal. This bird digs, you see, and swallows from the earth tiny specks of metal. That is all that it will eat: shards of copper or lead. Every thirty days, however, at precisely dawn, the bird lays an egg, and this egg is made from solid gold. In this manner the bird is a great asset to whoever captures it, for they will be assured of the greatest riches all their life.”
    Out of the corner of their eye, Migib saw Tengir sit bolt upright from their former slouch. Apparently the prospect of great wealth had captured the diplomat’s attention. Witeham, however, seemed to have little interest. “It sounds like a fabulous creature,” said the Anigoli chieftain, “but my people have little need of gold or riches. We carry all that we own on our own backs, and we do not trade for anything but the essentials. However, I wish you the best of luck in capturing this Gold-Digging Bird.”
    Setting off again, Migib bade Witeham Kw’Anigoli goodbye and returned to the gully. After a short amount of travel, they stopped the party. “I believe I see the tracks of the Gold-Digging Bird ahead,” they said in a whisper. “Migib will continue ahead alone so as not to alert it to our presence. Wait five minutes, then come after me.” Seeing the others blink their agreement, they forged into the quickly narrowing ravine. It only took ten minutes for them to find a clue. Halfway buried in the sandy ground was a single, golden feather. Migib dropped the their knees, reaching for the feather, with their back facing the bright Adeni sun above.
    Five minutes later, Cul pressed through the walls of the ravine, leaving Tengir and Mebirek behind. The pair were squabbling over how best to invest the golden eggs produced by the Gold-Digging Bird and had fallen steadily behind Cul’s pace. Cul turned around a ninety-degree corner and stopped in horror. They stared in horror at the sight that greeted their eyes.
    Migib Kw’Adeni was lying dead in a pool of blood, three spears embedded in their back. The hunter had never even had time to draw their knife. Cul turned, just in time to see Tengir and Mebirek emerge from the canyon entrance. Waving his arms, Cul tried to shout a warning, but it was too late.
    A dozen muscular, wild-eyed blemmyae had leaped into the ravine, sealing off the narrow entrance behind Mebirek and Tengir. Landing athletically, the lead Adeni warrior thrust their spear forward, stabbing Mebirek in the back. The corpulent vizier screamed in agony, and the roaring warrior stabbed them again and again until Mebirek went silent, bleeding out on the ground. The tide of howling Adeni kept on running straight at them. At the last minute, Tengir seemed to realize what was happening, and turned to flee, past Migib’s corpse and deeper into the ravine. Cul followed, their blood pounding in their ears.
    But they had only run for a moment before the ambushers’ true plan became evident. As the canyon widened, another ten Adeni leaped down from the surface, blocking the path forward. Trapped between two oncoming groups of warriors, and outnumbered eleven-to-one, fighting was clearly not an option. Cul glanced around desperately, their eyes settling on a rocky outcrop on the side of the gorge. It would be difficult to climb, but possible to escape over the top and into the wilderness. Cul glanced at Tengir, but the diplomat shook their head.
    “Run, Cul! Better that one of us escape than neither!”
    Cul didn’t wait a second longer. They leapt athletically onto the outcrop and out of the ravine, fleeing across the Adeni wilderness just as the howling warriors surrounded Tengir. As Cul escaped, they bound Tengir’s arms and marched them away, heading for Wogir and the rebel king Ekaniy Kw’Adeni.


    Spoiler: Songs of the Korebita
    Show

    The Song of Creation

    Many aeons ago, in the Dawn of Ages
    Nothing existed but an infinite ocean
    A black, boiling expanse of total chaos.

    And in that ocean dwelt Abi, the World-Serpent
    The only living creature in the universe
    Which swam in the lightless depths of the endless sea.

    Within the body of Abi festered maggots
    Which dug and crawled through the flesh of the World-Serpent
    With no realization of their own existence.

    Although the World-Serpent’s body was vast and wide
    At last one of the maggots broke to the surface
    Breaking out of Abi’s flesh and into the sea.

    They were Haleti, the first of the blemmyae
    And in the water they awakened their spirit
    The first being ever to become self-aware.

    Haleti fashioned land from one of Abi’s scales
    But the thrashings of the Serpent kept flooding it
    At last Haleti became tired of Abi.

    Although the World-Serpent was far larger in size
    Haleti had the upper hand in cleverness
    And realized they could defeat Abi by surprise.

    They crawled back into the flesh of the World-Serpent
    Swiftly tunneling their way toward the beating heart
    They clawed at the organ, managing to burst it.

    And so Abi died, their corpse drifting in the sea
    Now Haleti could set about their true purpose
    Building a world for their descendants to live in.

    From the snake’s skull they made the dome of the heavens
    To protect the earth from the waters of chaos
    Which otherwise would flood it and tear it apart.

    Out of Abi’s eyes Haleti crafted two birds
    One, silver, calm, and peaceful, would become the moon
    The other, wild with fire, became the sun.

    Haleti ground Abi’s bones into small pieces
    Which would then become the rocks and stones of the earth
    Bound together with soil made from the snake’s flesh.

    The World-Serpent’s teeth became the mountainous heights
    Their blood became water in the depths of the sea
    Their entrails fertilizer for the growing plants.

    Finally, Haleti put the scales into the sky
    Where they became the bright illuminating stars
    Each one is a supernatural world of its own.

    At last Haleti buried Abi’s hollow heart
    A tomb deep in the very center of the earth
    The final resting place for the great creator.

    -from The Song of Creation


    Spoiler: People of Interest
    Show

    Huleten Kw’Muketi Yegin Kw’Haleti Dinfat Kw’Torineti Tengir Kw’Sewi Tubaw Kw’Mesihafi Inigid Kw’Anigoli Wenid Kw’Muketi Mebirek 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 First in the Realm of Korebita, recently pardoned for 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 Child of Huleten, heir to the throne of the United Blemmyae Tribes Chief of the Zinabi clan, distant relative of Neguwi Human folk hero, Yegin's right-hand man Second in command of the Bete Great Library, emissary to Kincany 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

    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: 9 +1
    Opulence: 3
    Faith: 10
    Intrigue: 5
    Last edited by Gaius Hermicus; 2020-10-17 at 01:57 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

  28. - Top - End - #268
    Bugbear in the Playground
     
    BardGuy

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

    Regions 194, 195, and 198
    The Bel-Dan Armada
    Leader: The Quadrumvirate
    Reren-Tar-Tano, Reren-Sel-Lěra, Reren-Nal-Fě, and Reren-Cha-Jelě
    25-28 Era of Great Ocean


    Actions:

    1. [Diplomacy] Attend event
    Ereren-Tar-Tano travels to the Korebita Foothills, complaining bitterly the whole way about the necessity of meeting with the dwarves so far from conquered Kincany.

    Spoiler: Subactions
    Show
    • Return Kincany (198) to the Anbroch and accept their promise to pay tribute next round
    • Recover Ren-Cha-Fen
    • Trade Crab-Claw Sails to the Anbroch, in exchange for Masonry
    • Gift Crab-Claw Sails to the Blemmyae
    • Trade Crab-Claw Sails to the Sewune, in exchange for Pottery

    2. [Military] Invade 196 with 3 land units, led by Ben-Udula (3 units, Hero 10, Mil 8, Reckless Attack TD: +13/+15)
    Following the failure of the Quadrumvirate's small scouting force to subjugate [Region 196], the Ren-Ub send the mysterious girl to conquer it, thinking it will be a simple way to get her out of their hair. Unbeknownst to them, she gathers most of the warriors in Ten-Fuj-Sa-Cos to her before departing....

    3. [Military] Support Fiona MacDool in putting down the MacTir rebellion in Kincany with 2 naval units and no leader (Mil 4)
    Reren-Tar-Tano's presence in Korebita pays off, with Rosie MacGill agreeing to pay tribute and release the storied Ren-Cha-Fen... but first she must control Kincany. The Quadrumvirate refuses to send any military commander of importance, but four hundred mighty pirates - some veterans of the last battle in Kincany, others young men ready to prove themselves - land on dwarven shores once more, ready to install Rosie as Matriarch-in-more-than-name-only.

    4. [Military] Raise a land unit
    Ureren-Sel-Lěra begins her own muster in response to Ereren-Nal-Fě's recruitment in past years. One hundred Bel-Dan-Ub and two hundred Dozgach auxiliaries answer her call.

    5. [Military] Raise a naval unit
    Ren-Cha-Fen's return brings with it dozens of young men and captainless warriors hoping to attach themselves to the legendary pirate. Though he is nearing the end of his days - 60 years old in 28 Great Ocean - his reputation has spread far and wide. Some celebrate his exploits, while others denounce his heretical adoption of land-walker ways, but there are none among the Bel-Dan-Ub who have not heard of him.

    Nonactions:
    1. Allow all religious conversions
    2. As promised, release Neno to the Luthrails for their aid to the Bel-Dan invasion.


    Spoiler: News and Rumors
    Show
    • News of Blight monsters travels slowly through the Armada, and where it lands it raises little stir. The infested regions are all far away and out of mind; even close Kincany will soon be the dwarves' problem again. The Quadrumvirate seizes the political opportunity it presents to expand without the risk of foreign intervention.
      .
    • Ereren-Tar-Tano's age catches up with him after his return from the Blemmyae feast; he falls ill repeatedly and languishes throughout 27 and 28 Great Ocean before finally breathing his last in the fall of 28. He is sent to the sea with great honors due to his advanced age, strong diplomatic touch, and skillful leadership. Rumors swirl of poison, though they never seem to settle on a culprit.
      .
    • Ureren-Sel-Lěra and Ereren-Nal-Fě meet with good fortune, with many Ren-Ub aligning themselves with one or the other. Ureren-Cha-Jelě finds herself frozen out of her own political alliance, and, in retaliation, she refuses to organize the foreign food imports which the Bel-Dan-Ub have become dependent on. Wielding the threat of famine does gain her the influence she seeks, but it also shatters any pretense that the Quadrumvirate are still united. Factions spring up in some of the larger villages, and travelers from different parts of Ten-Fuj-Sa-Cos are regarded with suspicion.
      .
    • In Dozgasil, Goţan, a young man of the Vazkoyazar tribe, disappears for several months. When he returns, he has shed all his clothes, and he preaches that the world and all life within will end within twenty years, crumpled like a leaf. He is mocked and ridiculed by the Dozgach, until he reveals that he traveled to Kincany and saw the Shadow Men himself, the horrifying revelation of the Blight giving weight to his words. Over the next few years, he gains a small following of nudist doomsday cultists and builds a hamlet on a swampy island off the coast, from whence his preachers sometimes issue forth to spread the word of the apocalypse.
      .
    • Jala-Ub - literally "sages," but more often meaning "shamans" now - have become a common sight in almost every village, generally calling on the spirits of Life and Water. Even the sages of Ye-Sheb-Sha, some of the oldest and most conservative followers of the Lessons of the Exodus, acknowledge the power of the spirits, and lapis lazuli is one of the most popular decorative gemstones among the Bel-Dan-Ub.
      .



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 1
    Military: 8
    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: 2 +1

    Treasure: 0

    Favors:
    • 2 SoS favors

    Resources controlled:
    • 193: Avocado
    • 216: Droggen Berries

    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; 2020-10-15 at 02:46 PM.

  29. - Top - End - #269
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 2
    Mil 7 => 9
    Opu 10
    Faith 2
    Int 5


    Actions:
    • [Military] Thorn Quests [Failed]
      Thorn is too mad at Thicket to be effective.
    • [Secret] Thicket Plots
      Sneaky Kobold does sneaky kobold things.
    • [Military] Thorn figures out how to be an effective commander for zombies
      (No mechanical benefit attached)
    • [Military] Thorn decides that zombies are horrible doctors.
      (No mechanical benefit, but Thorn's anger level rises.)
    • [Military] Thicket Raises an Honor Guard (Recruit 1 unit, to maximum capacity)



    Military: 3 units led by Thorn, 2 units led by Towermaster Thicket

    Treasury: 5

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


    Spoiler: Great Projects
    Show
    Trapped Towerhome: +1 to Battle Rolls in the region



    Spoiler: Thorn's Ultimatum
    Show
    Coming soon!


    Last edited by Miltonian; 2020-10-18 at 12:37 AM.

  30. - Top - End - #270
    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 - 9
    • Mil - 7
    • Opu - 5
    • Fai - 1
    • Int - 5


    Actions:
    [Dip]Press Claim 309
    [Mil] Quest against Argent Mother with Heskath the Reaver 15, Success
    [Mil] Recruit Unit
    [Mil] Recruit Unit
    [Mil] Recruit Unit

    Nonactions:
    TBA

    Expected Increase:
    +2 to Military

    Spoiler: Leader Stats Next Round
    Show
    • Dip 9
    • Mil 9
    • Opu 5
    • Fai 1
    • Int 5

    Last edited by D&D_Fan; 2020-10-23 at 08:03 AM.

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