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  1. The Pale Tower - Second Floor, Library Vili's aggressiveness is sudden and unsuccessful, the monkey-man hopping into the swing and evading as Vili overcommits. But Brand takes advantage of this, his new sword burning into its target and causing it to scream in a voice nothing like the monkey is turns out it was, indeed, impersonating. With a rapid fleshy squelching, its fur shifts and fades to a pallid grey-pink as more and more monkey features give way to featureless skin. Barely able to stand from the hewing, Kal's whip knocks it off its perch and onto the floor as it flails ineffectively, only scarring the bedframe in the process.
  2. The Pale Tower - Second Floor, Southern Guest Rooms Whatever these two are, whether they're something more beneath their immediate appearance, Brand himself can't tell any actual difference. They're both mad monkeys, it seems. Caida, however, seems to be far more wary of the southern one, the one being said to live here. She seems confused by it. However, Vili may not be familiar with Casmaron, but he is familiar with magic and evil. With the accusations of being a hedge wizard, Vili's examination of the two of them can pick up a few tells: The one by the window is indeed a spellcaster while the one on the furniture is not, yet both have the classic smell of magic around them. Yet, at the same time, neither smell of outright witchcraft, fey magics, or evil. Worst of all, both seem to be telling some form of truth. They're too angry to suss out the truth, but both have wrapped their accusations around some kernel of reality. The one by the window is absolutely a mage, though probably not a "duplicitous hedge wizard". The other has definitely spent other peoples' money and has lived in the tower long enough that Caida smells it on him, but whether he's a backstabber or ruined familial ties is up in the air.
  3. The Pale Tower - Second Floor, Library With a stern look at Brand, she answers his last question. "Nazhena is powerful. I do not serve the White Witches, I served Nazhena. Her magic defeated mine and my people. It was an honorable defeat. I pledged service to her. I do not regret what led me here, only that twice now I have been bested like this. Now, having learned more of my heritage than I expected, I'll not make the same mistake. If I live, I'll make my own way back to what remains of my people. My magic is my magic. I won't let it be diluted by the Witches' studies and methods." --- In the quiet calm back towards the dining hall - regardless of what fate the Captain meets - the sudden sound of breaking glass is heard. Shouting and furniture being shoved follows. Rushing to the south through the doors, the hallway leads to another small room. Inside is a pair of identical monkey-men - Vanara, to those who know their southern Casmaron peoples - are currently in an indistinct shouting match and pillows and blankets strewn about may soon turn to chairs and fists.
  4. The Pale Tower - Second Floor, Library Captain Hestrig Orlov is bound to a chair in the library, attempting to push the party toward finding and dealing with Radosek, the second-in-command of the tower and currently in charge due to Nazhena's absence.
  5. To the Water, and the "Captain" - ~10am Safiyrra's once-over of the little boat makes her question it more. It's seaworthy - if one considers Navel Lake's calm waters a sea - and would be fine even on the warmer coasts out west, but with only a single pair of oars she wonders about its speed. "Takes about two weeks on foot. Maybe ten days if you're fast. Done it myself, just to see if I could. A good horse at a canter the whole way could pull it off in... Six? Five? Maybe even four or three if you're not one for animal welfare." Now on the semi-open water near the docks, Jan unfurls the sail and draws a cutlass. "You thinkin' he just left town and never even went? Sure would be a waste if that happened." With a lax swing of his sword, a slight breeze formed and shoved the boat into truly open water. Saffiyra's assumption about magical assistance turned out to be right. "Call it a hunch, but if that happened he would've been caught in the next town over and you wouldn't be worrying about him. Any other travel questions as I start pushing?" The late morning sun was soft today. The boat was already moving swifter than anticipated, but as Jan asked for questions specific to the destination, he locked the rudder and gave a harsh swing of his sword, the breeze becoming an audible blast of wind filling the sails. The warm sun was quickly cooled by the rush of wind as Jan kept his sword pointed forward. It seems like his boast about speed was not truly a boast after all.
  6. To the Docks, and the "Captain" Safiyrra's once-over of the little boat makes her question it more. It's seaworthy - if one considers Navel Lake's calm waters a sea - and would be fine even on the warmer coasts out west, but with only a single pair of oars she wonders about its speed. "Burbage? Like the merchant family? No logs of any fancy folk, but I only do expedited runs. Either your 'among other things' is carrin' a lotta weight or this guy is real bad news." Jan rummages among a side table and pulls out a small book and stamp. He takes your letter, stamps it, and shoves it among the journal's pages before flipping back to other, similar letters stored within. "Last trip I took out there was two weeks ago. Element-blight boar hunter. So your Burbage either took land or a different boat. His loss. I'm faster!" With a jovial whistle, he shoves the journal and stamp back into their little box, and kips up onto the boat as he starts untying it from the dock. "Ex-pe-di-ted. No normal routes. Hop on, row us out, and I'll get us there in... about three hours. Maybe faster if someone stays on the oars! Destination questions can come while we travel." The timetable confuses Safiyrra even more. There's either incoming magical assistance or someone's arms were about to get the workout of the year. Possibly both.
  7. THE TWIN CYCLES Taumaru, Taumara Head: Tete-kāno HS 5: +1 Conversions THE SHADE NOT SIDES; ONE THE SHINE RESPECT DEATH The Shade watches over repose, death, rot, and the eventual growth from one life to another. Those who deny this cycle - the undead, those who kill without purpose, those who deny the dead their rest - are bloating the cycle. Respect those who pass on and learn from their examples. MAINTAIN BALANCE Moderation and fairness are invaluable tenants. Tapping into ones' feelings in excess is unfortunate. Laud those who moderate contemplation and raucous activity and do not forget to push both to their fullest. CELEBRATE LIFE The Shine is the giver of life, of sentience. We were not given life to burn it away purposelessly. Give yourself to the mere joys of being alive and being able to experience the day. PROTECT THE SHADOWS The duty to protect those in rest so that those in rest may guard the Shade. A safe rest must be made as certain possible. Guard against threats, both physical and otherwise. RESPECT OTHERS' EFFORTS Not all peoples are fully aware of their own spark, their own Shine. This does not negate their accomplishments or abilities. Those who display these values should be lauded the same no matter what their Faith says. REVERE THE LIGHT The sun, the flames, the little fish who make their own Shine deep beneath the waters... All such things are signs that life can be found anywhere. Respect this life, celebrate it, and do not be afraid to spread it within reason. GATHER THE NONPHYSICAL Those under the Cycle must acknowledge: the embers of life cannot be stoked mindlessly. A time of rest is not a time of inaction, but one of reflection and consolidation. Not all in the world that is valuable can be held. UNDERSTAND MANY Scholarship, social understanding, material gains... all are worthy pursuits. One must strive to expand past immediate specialization to shift between rest and work. WORK FOR THE WORLDLY Those under the Cycle cannot deny: the blaze of life ultimately needs fuel. One must work for their fuel, but one must also work for the many. Much of this world is predicated on owning and creating things. As such, toiling under the name of Taumara is an inevitable must. EXPERIENCE ONE ANOTHER One must come to meet and work with others in order to properly protect one another. There are no loners among the twins. LET THOSE WHO COME, COME While efforts to convert are often a part of exploration, force is a last resort. Let those who work, who are amicable, do so. Let those who wish to do so, do so. EXPERIENCE THE WORLD One must set their roots in many living soils to properly appreciate the life and understanding that was given to individuals. Broadening the horizon as a people is only natural. Festivals, Supplications, and Events Festivals of the Twins are either calm, academic affairs or raucous events, depending on which of the two are intended to be the subject. In some cases where the whole of the cycle is held, the festival will last more than one day, each day changing the theme. Supplications are common events to either purge excess or push out an excess of the other twin by celebrating their core tenants for an extended period of time. Usually done in response to reading the world being out of balance.
  8. Toteharu Twelfth Season of Plants; Twelfth Season of Tete-kānoDiplomacy - 10 (Spec 5 used) Military - 10 (Both spec used) Opustewdustry - 8 (Spec 5 used) Faith - 8 Intrigue - 4 Region(s): 106, 101, 104, 127 Neverending tasks of expansion and securing stability loomed as Taumara & Taumaru’s faith began to coalesce. Tete-Kāno, in silent determination, sets about organizing, structuring, and expanding the Twins’ reach. Proper churches, proper community resources, and a spreading passion of the pair in areas beyond the Toteharu’s own lands, even as the Sister’s encroach. Hopefully, momentum would continue through the near future as Tete-Kāno’s plans slowly came to fruition. [Myr Paragraph]While such plans were vital, there were outward requests alongside them that could not go unanswered without tarnishing their work so far. The Rayjo Network was now part of the Toteharu’s world. Ignoring it would be… ignoble. The Myrkran had done much to become fleshy counterparts of the Plant’s world. What was once wood and mud brick huts had, over time, been rebuilt as metal-sided and roofed brick apartments. Sunken ground floors held the majority of the Toteharu, but recent seasons had seen these squat and sturdy buildings grow in height like the trees around them. While the Toteharu loved their dirt floors, the Myrkran had taken to the second floors, acting almost as housekeepers above the plants. Those that were not domestic had quickly found work improving the outward-facing and edible economic plans of the Toteharu. Fish hatcheries once used almost only for play and competition had become proper farms meant for actual agriculture and feeding a people. Contributions of irrigation and structure had turned messy groves into organized campuses. The addition of Myrkran necessitated the addition of things to keep more than just plants alive. Cooking traditions and local resources evolved from raw mash and dried food cubes into fermented, preserved, and pickled vegetables of all varieties. Fruits were still considered ceremonial, but there was quite a bit more minor ceremony in day-to-day life. Although Toteharu was still a nation of Toteharu, it was undeniable that they had become far more hospitable and open to non-plants. They always had been, but now when they offered a raw fish or still-sealed sea urchin, there was a horned person behind them already setting up a grill or holding a chisel.[/Myr Paragraph] [Seekers Paragraph]On that note, it was interesting to see the evolution of Toteharu tool use and architecture. It was an easy task for the woodier plants to graft and grow themselves along a frame, shaping an extraneous growth to near-perfectly fit needs before trimming from their body and sanding it into place. With the addition of fired clay and solid stone buildings, such methodology was quickly ousted for standard home building. A sunken foundation of stone rising to bricks was longer-lasting and, perhaps ironically, faster and less labor-intensive. However, the old art was far from lost or forgotten. Second and third stories were not exactly suited to heavier materials and metal joinery was still less than ideal. Thus, Toteharu-style wooden floors and walls had become literally elevated. The plain board and bough units were where most of the Myrkran and other non-plant inhabitants had ended up, but plenty of more decorative works were applied to buildings of public import, especially now that fervor for the Twins had reached a major peak. Many of the new temples were adorned with freshly carved frescoes with ingrained pigments; grand crowns atop stoneworks holding the upper chambers of the clergy that had just begun their works. Often, gemstones, shells, and other minor valuables are grown directly into the curls and burls of the wood, creating a tinkling bit of light. Finally, the tin rooves are not neglected. Fused into the branches and curled shapes that top these buildings, they're further enhanced by being carefully shaped. A strong rain around a church is often accompanied by a pitter-patter of drum-like timbre filling the area around, and such accompaniments are often found in chorus in the home mudflats, in Tiaho-Pouri, and even, to a lesser degree, Tio-Kao.[/Seekers Paragraph] <WIP?> Actions: [Industry] - Aid MYR in expanding the Rayjo [Industry] - Buyout Region 103 TP2, Cave Cats Buyout [Military] - Send Grunts (dense, squat shrubs) to aid the DoS [Faith] - Convert Region 100 100 Conversion [Faith] - Special 5 - Organize the Faith Set Holy Site Bonus: +1 Conversions Non-Actions: • Resist all Conversions away from TAT • Support all Conversions towards TAT • Expend the Decoder Ring to better understand Brenn Tyr. • Host Taumaru's Vigil • Accept Vassalization during the event. General Summaries Post-Turn: +1 Faith, +1 Industry, +1 passive treasure Stuff n' Things Military Units: 2/8, 3/6 -Fightin' Mangroves, 1 -Woodrose Lancers, 1 -Seaweed Raft Flotilla, 3 Trading Posts & Treasure: 6 & 2/5 -Region 106 TP1, Marine Forage & Produce -Region 111 TP1, Tin -Region 112 TP1, Marigold Roses -Region 126 TP1, Fish -Region 101 TPC, Shadow Flax -Region 103 TP Special, Marine Forage +1 passive treasure Relics Plasma Grenades (+2 Tactics, +1 Battles, Single-Use) Heroes none Embassies none Organization Reputation Summary People of Myrkran, Rep 4, Favors -2 Disciples of Silicon, Rep 2, Favors -4 Seekers of the Spheres, Rep 2, Favors 0 Organization & Tech Bonuses Can cross ocean borders (Tech) +1 to Establish Claim (MYR 1) +1 to Raid (DOS 1) +1 to Sack (DOS 1) +1 to Epic Quests (SPH 1) +1 to Diplo/Indus Exploration (Tech) +2 to Investigation (SPH 2) -1 to all Continent Penalties (MYR 2) +1 to Stabilization (Tech) +1 on Battle Rolls vs. Techless Enemies (DOS 2) +1 to Purging Holy Sites (DOS 2) +1 Treasure on Successful Exploration (MYR 3) Can Explore Known Regions (MYR 3) Free Action Host/Attend Events (MYR 4) Once per Round, one free reroll on any unopposed roll (MYR 4) +1 to resisting Raids (Tech) +1 to resisting Sacks (Tech) Can cross mountain borders (Tech) currently inactive due to missing resource +2.66 (Industry/3) on Investigation (<Diamond Mind>) Temporary Cultural Identity - Epic Quests Permanent Cultural Identities - None Technologies Tall Sails, Animal Husbandry, Irrigation, Brick & Mortar, Alpine Animal Assistants (Requires Animals) Faith (Taumaru & Taumara) (5) 106, 127, 104, 103, 101 Controlled Regions 106, 101, 104, 127 Current Claims N/A Previous Rounds Round 12
  9. To the Docks, and the "Captain" Content with handing off the description, Master Roderic shuffles the group out of his office with little ceremony left. Back in the guild hall, the old couple shuffle quickly away to the cafeteria, leaving you three to your own devices. With a letter of passage, it's quick and easy to flag down a small cart to rush you to the docks. Little blocks the way and this side of the city is often calm. A sunny morning greets everyone as the smell of the sea-sized lake grows stronger. Skiffs and fishing boats make up the largest chunk of the watercraft in this center of the city, but it's not long before you find the green Guild flag at a small boathouse, the transport house you've been assigned to. A young man, sandy-blonde and probably at least a little elven, greets you with an overly enthusiastic smile. "Ah! Three people, equipped and ready? Must be for me! Name's Capitan Jan and the boat is the Breeze. Where ya headin', any questions on it, and how fast am I allowed to get you there? Been sailin' the coast for a year and I've seen most of the little towns on the north and east sides and I'm glad to help." Looking over, you do see a small sailing vessel - too small to hold much more than five people with no more than a day trip's cargo - in the boathouse. Painted jarringly green and with only a single pair of oars, you do wonder just how fast it can move.
  10. We do both, though as you observe application periods are more common. Over the years, the general culture of the site has shifted toward that mostly due to observed habits rather than actual burns. On occasion, we do see first-come-first-serve leading to burnt-out games and higher turnover rates, but that's definitely not a rule. The real reason, I think, is that play-by-post is usually aiming for the long game, not the ASAP game. I'm running a game that's been running for four and a half years. If I dig back through and picked the first six who posted interest, five of them never finished their sheet, three of them (with overlap) haven't logged in for several years, and one is banned! It's far from uncommon for users state their interest, open an application, and just never do anything more. I'd say there's about a 50% completion rate among the big systems (PF/D&D). It's not unusual to be excited about "Oh hey a new Kingmaker game!" and then posting interest/a placeholder application before reading the houserules. And then finding out the GM is doing something wacky that you're not interested in. However, I think the real reason is that it can accidentally lead to "power users". IE, people who watch the advertising section like a hawk and are almost always the first to post. If FCFS was the norm, I'd probably never get into a game! Heck, if first-to-finish was the norm I'd still probably never get in! But I could think of about 5 people who would suddenly be in 70% of all games of specific systems. Applications can give an extra layer of parity.
  11. Times in Altarin were tumultuous. Though the seas and skies had been calmed, the ghouls and disease cropped up like unwelcome weeds and pests. Arms, medicines, and outside help were already enacted, thus leaving room for those turning to faith to come forward. While the Sisters' aid was welcome, Tete-kāno had insisted that they work together. Unfortunately, it seems that the Elevated Sister had forgotten previous statements: that active demagoguing was not allowed. However, in these troubling times, Tete-kāno was willing to forgive and move forward, to turn the other petal for now. Thus, as the Myrkran and the Toteharu worked together to hold a religious festival, word went out to all those on Altarin - Sisters included - that their prayers to Taumara would be in earnest on that day. --- Throughout Toteharu - the capitol - roofing was peeled back, great basins made of stone or tin were filled with slow-burning mosses and greenwood. Dozens of braziers and polished mirrors line the streets of Toteharu, Tiaho-Pouri, and Tio-Kao all at once. At the height of the lengthy summer days, the toteharu of all three would work together in study, work-games, and prayer and adulation for the gift of life. Tete-kāno stood atop it all, a speech prepared. "The world today, blanketed in new and unusual dangers at every cycle, is one in flux. It is one where Taumaru has bloated and is being forced to fester. Taumaru is struggling and calling for help from Taumara, from us. There are things in this world that fester in the darkness where they deny Taumaru's cycle. So let us pray and supplicate to Taumara to aid both twins in burning away these dark times. Let our bonfires and minds sing to one another in grand designs and work towards our own deserved time in the Shade!" They may not be speaking directly to the Sisters and those who converted in the second half, but the tone and wording makes the message clear: This was the first and last warning to those who converted The Twin's faithful. "To those who doubt our words, to those whose faith is shaken by these times, the Twins know forgiveness and desire understanding and cooperation where possible. We ideally have the same goals. Cast aside ulterior motives, reinforce your faith, and heed the past as we head for the future. Let us not become isolated or divided." --- For a full week surrounding the Summer equinox, the plants made a celebration of keeping the fires of the three largest settlements burning and worked as long as the clergy deemed healthful and productive. Games were made of those who could finish the finest tin panels, of who could mend sails with the least stitching showing, and all manner of tests of skill and efficacy at domestic and industrial arts.
  12. Toteharu Eleventh Season of Plants; Eleventh Season of Tete-kānoDiplomacy - 9 (Spec 5 used) Military - 10 (Both spec used) Opustewdustry - 8 (Spec 5 used) Faith - 7 Intrigue - 4 Region(s): 106, 101, 104, 127 With an ever-increasing threat along the borders, the plants march inland with whatever force they can muster. It is neighboring their land, it is their responsibility to watch the lake. The Bear marched with certainty, aiming to eradicate those who fell out of Taumaru's cycle. Meanwhile, the ever-encroaching Sisters were becoming a nuisance. With them rejecting the invitation to Taumara's Supplication and openly converting the Toteharu lands, suspicions towards them are at an all-time high. More would be done with them in the future. Actions: [Diplomacy] - MIND Contact [Diplomacy] - Launch ExpeditionExpedition [Military] - The Bear moves to eradicate the Beasts in 108, supported by all ground troops Led by: Te-Raupea, The Arbor Bear (Hero 8) Troops (3): Two Fightin' Mangroves, One Rosewood Lancers Aid (9): Two Zabka, Six Nanx, One Native +1 due to DoS Rep Bonus (vs. Techless enemy) No Tac Doc Duel: Yes, the Bear will bury the Ghoul [Faith] - Convert Region 101 Convert 101 [Faith] - Convert Region 103 Convert 103 Non-Actions: • Resist all Conversions away from TAT • Support all Conversions towards TAT • Spend Treasure to support MIND • Host Taumara's Supplication • Spend Treasure to support 101 Conversion • Accept DoS' second offer of oddities. General Summaries Post-Turn: +1 Faith, +1 Diplomacy Stuff n' Things Military Units: 3/8, 3/6 -Fightin' Mangroves, 2 -Woodrose Lancers, 1 -Seaweed Raft Flotilla, 3 Trading Posts & Treasure: 5 & 2/5 -Region 106 TP1, Marine Forage & Produce -Region 111 TP1, Tin -Region 112 TP1, Marigold Roses -Region 126 TP1, Fish -Region 101 TPC, Shadow Flax +1 passive treasure Relics Plasma Grenades (+2 Tactics, +1 Battles, Single-Use) Heroes Te-Raupea, The Arbor Bear (HS8) Embassies none Organization Reputation Summary People of Myrkran, Rep 4, Favors -2 Disciples of Silicon, Rep 2, Favors -2 Seekers of the Spheres, Rep 2, Favors 0 Organization & Tech Bonuses Can cross ocean borders (Tech) +1 to Establish Claim (MYR 1) +1 to Raid (DOS 1) +1 to Sack (DOS 1) +1 to Epic Quests (SPH 1) +1 to Diplo/Indus Exploration (Tech) +2 to Investigation (SPH 2) -1 to all Continent Penalties (MYR 2) +1 to Stabilization (Tech) +1 on Battle Rolls vs. Techless Enemies (DOS 2) +1 to Purging Holy Sites (DOS 2) +1 Treasure on Successful Exploration (MYR 3) Can Explore Known Regions (MYR 3) Free Action Host/Attend Events (MYR 4) Once per Round, one free reroll on any unopposed roll (MYR 4) +1 to resisting Raids (Tech) +1 to resisting Sacks (Tech) Can cross mountain borders (Tech) currently inactive due to missing resource Temporary Cultural Identity - Epic Quests Permanent Cultural Identities - None Technologies Tall Sails, Animal Husbandry, Irrigation, Brick & Mortar, Alpine Animal Assistants (Requires Animals) Faith (Taumaru & Taumara) (3) 106, 127, 104 Controlled Regions 106, 101, 104, 127 Current Claims N/A Previous Rounds Round 11
  13. Inside The Spinning Stool Responding to Vralgesk's joke with a chuckle and a quick spin of his stool, he seems glad that his initial assessment wasn't entirely spot on. "Would it be rude of me to say both? ...I supposed it would be at least a little contrite. I'll say that I do expect your limbs to be on the before mine; the pay is for danger and your actual professions. But I wish our arrangement to only matter when weapons have been drawn and when deciding the watch schedule. Beyond that, I wish for us to build some fond memories and end up with some form of cordial future plans." He pauses to pour himself a bit of the beer and heap a large portion of the cheese-covered greens for himself. "My luck is untested on this front, though hopefully you'll see the luck - especially mine! - is quite fickle! You can never know what will happen next." He takes a long draw from his mug as luck rears its grotesquely sublime head nearby. With a pop and crash, smoke begins leaking from the chophouse kitchen. The sound of metal pans clattering is heard for a few seconds, but the patrons gawk and stare. No other workers are upfront at the moment.
  14. Toteharu Tenth Season of Plants; Tenth Season of Tete-kānoDiplomacy - 8 (Spec 5 used) Military - 10 (Both spec used) Opustewdustry - 8 (Spec 5 used) Faith - 6 Intrigue - 4 Region(s): 106, 101, 104, 127 It was mildly discouraging to see the resistance to adopting the faith, but Tete-kāno was not to be dissuaded so easily. With the fort finished, they began using their accumulated wealth and resources to expand the chapel side of the construction, adding, oddly, a lavish meditation cloister. They would be spending a fair amount of time in this cloister for reasons not publicly known yet. The fort would remain active during this time, as well. With the Mangroves depleted and retreated after the brutal fight with the dragon, time would be spent re-training them, growing them just as powerful as they had been and doubling their numbers. Five dozen trees would watch the land borders. With that, the known map would again expand, wanting to secure the immediate regions. A peaceful mission was organized and sent inland, southward of the forest. Actions: [Diplo] Mind [Diplo] - Launch an Expedition east of 127 Expedition [Mil] - Fort Raise to re-establish the Fightin’ Mangroves [Faith] - Convert Region 127 to TAT Conv 127 [Faith] - Convert Region 103 to TAT Conv 103 Non-Actions: • Resist all Conversions away from TAT • Support all Conversions towards TAT • Spend Treasure to support the Investigation of Root Rot • Accept DoS' offer. • Spend Treasure to Support both Conversion attempts. • Spend Treasure to Support Action. General Summaries Post-Turn: +1 Diplomacy, +1 Faith Stuff n' Things Military Units: 1/8, 3/6 -Fightin' Mangroves, 0 -Woodrose Lancers, 1 -Seaweed Raft Flotilla, 3 Trading Posts & Treasure: 5 & 3/5 -Region 106 TP1, Marine Forage & Produce -Region 111 TP1, Tin -Region 112 TP1, Marigold Roses -Region 126 TP1, Fish -Region 101 TPC, Shadow Flax +1 passive treasure Relics none Heroes Te-Raupea, The Arbor Bear (HS8) Embassies none Organization Reputation Summary People of Myrkran, Rep 4, Favors -2 (+1 this round) Disciples of Silicon, Rep 2, Favors 0 (-2 this round) Seekers of the Spheres, Rep 2, Favors 0 Organization & Tech Bonuses Can cross ocean borders (Tech) +1 to Establish Claim (MYR 1) +1 to Raid (DOS 1) +1 to Sack (DOS 1) +1 to Epic Quests (SPH 1) +1 to Diplo/Indus Exploration (Tech) +2 to Investigation (SPH 2) -1 to all Continent Penalties (MYR 2) +1 to Stabilization (Tech) +1 on Battle Rolls vs. Techless Enemies (DOS 2) +1 to Purging Holy Sites (DOS 2) +1 Treasure on Successful Exploration (MYR 3) Can Explore Known Regions (MYR 3) Free Action Host/Attend Events (MYR 4) Once per Round, one free reroll on any unopposed roll (MYR 4) +1 to resisting Raids (Tech) +1 to resisting Sacks (Tech) Can cross mountain borders (Tech) currently inactive due to missing resource Temporary Cultural Identity - Epic Quests Permanent Cultural Identities - None Technologies Tall Sails, Animal Husbandry, Irrigation, Brick & Mortar, Alpine Animal Assistants Faith (Taumaru & Taumara) (3) 106, 101, 104 Controlled Regions 106, 101, 104, 127 Current Claims N/A Previous Rounds Round 10
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