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Bellossom

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  1. The Shattered Coven Region 77 High Witch Brynn Round 7 Diplomacy (9), Military (5), Economy (6), Faith (3), Intrigue (2) Actions 1. Diplomacy - Press Claim over Region 93? 2. 3. 4. 5. Non-Actions 1. Bookkeeping Leader Stats: Diplomacy (9), Military (5), Economy (6), Faith (3), Intrigue (2) Capital: Region 77 Faith: Mekhalan Unitarianism Embassies: House of Fire Trade Routes: RAT Trading Posts: 1 Region 77, Cinnakite Region 93, Animals Military Units: Space: 4/6 Ground: 1/6 Organizational Overview: EMP: 1 WTU: -1 BRG: 0 REN: 0 Technologies: 2 Pseudogravity Engineering Vacuum Adaptation Treasure: 0
  2. The Shattered Coven Region 77 High Witch Brynn Round 6 Diplomacy (8), Military (5), Economy (5), Faith (3), Intrigue (2) Actions 1. Diplomacy - Establish Claim over Region 93 2. Diplomacy - Attend Mad Dash 3. Economy - Special - Establish Trade Route with RAT - Region 50 4. Economy - Buyout Region 93 TP1 - Use 1 Treasure 5. Economy - Donate 1 Treasure to EMP Non-Actions 1. Reference Information Leader Stats: Diplomacy (8), Military (5), Economy (5), Faith (3), Intrigue (2) Capital: Region 77 Faith: Mekhalan Unitarianism Embassies: House of Fire Trading Posts: 1 Region 77, Cinnakite Military Units: Space: 4/6 Ground: 1/6 Organizational Overview: EMP: 1 WTU: -1 BRG: 0 REN: 0 Technologies: 2 Pseudogravity Engineering Vacuum Adaptation Treasure: 2
  3. The Shattered Coven Region 77 High Witch Brynn Round 5 Diplomacy (7), Military (4), Economy (5), Faith (3), Intrigue (2) Actions 1. Diplomacy - Establish Claim over Region 93 2. Diplomacy - ? 3. Military - Raise Space Unit 4. Military - Raise Space Unit 5. Economy - Special 5 Non-Actions 1. Reference Information Leader Stats: Diplomacy (7), Military (4), Economy (5), Faith (3), Intrigue (2) Capital: Region 77 Faith: Mekhalan Unitarianism Embassies: House of Fire Trading Posts: 1 Region 77, Cinnakite Military Units: Space: 2 Ground: 0 Organizational Overview: Technologies: 2 Treasure:
  4. A tall figure struts into the Gala, dripping with confidence and cinnakite. Morgaine, Cardinal Witch and heir apparent, enters the scene in a deep green form fitting floor length gown lined with hundreds of tiny amber stones. Around them floats an amber stone shoulder piece as if Morgaine themself has rings and a gravitational pull. Behind them hurries a shorter witch who fusses over Morgaine's train and mutters to herself quietly. This witch also wears a deep green dress, but rather than having stones sewn into her gown, her jewelry is of a similar gravity-defying design. Despite being dressed more humbly, she still carries herself with graceful confidence. As creator of Morgaine's stunning attire, Witch Iona is widely known in Mek-01 as a genius in cinnakite research as well as fashion design. After entering, Morgaine heads towards the snapparazzi, eager to show off their glittering self. Iona stops next to a member of the waitstaff, picking up a glass of wine and taking a delicate sip. She watches Morgaine as they pose and makes mental notes of possible stress points that will need adjustments in the future. She knows she should be mingling, but she can't help eyeing her work in action. Pleased with herself, Iona smirks into her drink and begins to relax and enjoy the party.
  5. The Shattered Coven Region 77 High Witch Brynn Round 4 Diplomacy (6), Military (4), Economy (4), Faith (3), Intrigue (2) Actions 1. Diplomacy - Attend the Mekh Gala 2. Diplomacy - Establish Claim over Region 93 (fail) 3. Diplomacy - Special 5 Create Embassy with House of Fire 4. Economy - Hoard Treasure 5. Economy - Hoard Treasure Non-Actions 1. Send Cardinal Witch Morgaine, current favorite to succeed High Witch Brynn, to the Mekh Gala to schmooze. 2. Support CAS buyout of Cinnakite
  6. The Shattered Coven Round 3 Region 77 High Witch Brynn Diplomacy (4), Military (3), Economy (4), Faith (3), Intrigue (2) Actions 1. Diplomacy - Explore Region 80 2. Diplomacy - Raise Rep with EMP 3. Diplomacy - Contribute to Mytho-Historical Data-Gathering 4. Diplomacy - Contribute to Mytho-Historical Data-Gathering 5. Military - Raise Unit 6. Military - Raise Unit Non-Actions 1. Story for the Mytho-Historical Data-Gathering Most cinnakite chunks are small, ranging about grape sized up to the size of an apple. The biggest piece of cinnakite found is half the height of a witch and almost as tall as the average Golem. Entirely smooth and amber colored, the stone is wrapped in thin brown veins. When it was first unearthed, the miners first believed they'd dug through to the deepest core of the asteroid. The exposed stone emanated a concentrated burst of power, causing the magic power tools they had used to break through hard rock. This spectacle earned shock and awe from the miners. When it was later examined, witches determined that this was not a small miracle, but a burst of power because the stone was no longer compressed underground. This allowed engineering witches to begin research into new ways to harness the magic in the cinnakite as well as increasing the number of the devout members of Mekhalan Unitarianism. The event began about a decade ago and this period of rapid innovation led to the Coven opening up to more international relations.
  7. Mek-01, Region 77 People There are two main peoples that populate Mek-01, humanoids who call themselves witches and sentient stone elementals or golems. The Witches came to Mek-01 in the far distant past looking for a new magic source. They are tall and waifish descendants of human sorcerers. However, over centuries of experimenting on themselves with cinnakite, most have started to show signs of the magical material on their bodies. Some have sprouted stones along their hairlines and/or collarbones, others have developed amber colored stripe-like markings on various parts of their bodies, etc. Those with more noticeable cinnakite markings tend to have stronger affinity for magic and are treated as a sort of nobility. Golems are short and stocky people whose bodies are made up of rough igneous type rocks laced with veins of smooth cinnakite stones, like the insides of mines. They are bipedal and tend to have 2-4 strong arms. The Golems subsist on cinnakite and must remain near it in order to stay formed. As a result of this, they began to consume cinnakite and make it part of their body, allowing them to travel. If they are damaged in some form of way, they could reattach appendages using a cement made with crushed cinnakite. Within a few days, the cement dries and all that remains is a dull stripe of amber where the break had been. The Golems were the first lifeforms to have called the asteroid, Mek, home. They are believed to have been created by the asteroid’s inherent magic and as a result, have always worshipped the stone. When the Witches came, a sense of camaraderie between the two formed and many of the Golems took up Mekhalan Unitarianism. Upon the realization that the other asteroids also held this source of magic, both groups re-named the asteroid Mek-01, with the hope that many more would join their Coven. The two peoples coexist fairly comfortably as Golems can survive outside of the biodomes. Together, the golems and witches mine the asteroids for ore. The golems subsist on the same stones that power the witches’ magic and technology. Both communities work together to procure this most precious resource and sell the leftover ore. Both Witch and Golem regard knowledge and magic highly and quite a few of the Golems are in positions of power within the Cult of Mekhalan Unitarianism. Geography Mek-01 is one of the many asteroids in Mekhala. The majority of the landscape is a desolate place of rocks and glass biodomes speckle the surface like pox. Inside the biodomes exist little pockets of life; some house fields of food and pastures of animals to sustain the other biodomes, others include cities with various societal districts. The grandest biodome serves as the capital of the Shattered Coven and is crowned by a large structure that serves as the centre of the government and the holiest site. The building, the Amber Library, houses the largest piece of the asteroid’s magical core, a particularly large stone mined from deep within Mek-01. The rest of the asteroid is riddled with holes and craters where mining efforts are either ongoing or abandoned. The mining tunnels go quite deep and there is talk of expanding mining efforts to other nearby asteroids and focus on developing Mek-01 as a livable hub. Government The Shattered Coven is a fervent theocracy based around Mekhalan Unitarianism. The absolute ruler is considered High Witch, and High Witch is chosen from a convocation of high-status members of the cult who have proven their faith and/or made significant contributions to the study and understanding of Mekhala. Faith Mekhalan Unitarianism - Cult dedicated to the worship and study of the late planet (now asteroid belt) known as Mekhala. While Sansar is thought to be the origin of life, here it is believed that the core of the former planet was the origin of all magic in Tekhum. Higher status members of the cult are powerful witches that are said to have woven a strong connection to the planet’s magical core. The Amber Library holds the largest single piece of cinnakite that has been found so far. Furthermore, the central efforts of the cult are not only to expand their ideology but also to connect with the other asteroids and communities in Mekhala. Resource: The Coven’s major resource is Cinnakite, a magically active mineral, that can be stimulated in various ways to produce controlled gravitic anomalies. Required Resource: As much as the witches attempt to create a self-sustaining environment, clean potable water remains a precious rarity. Starting Tech: Vacuum Adaptation and Pseudogravity Engineering
  8. The Shattered Coven - Hopefully Mekhala People: There are two main peoples that populate Mek-01, humanoids who call themselves witches and sentient stone elementals or golems. The Witches came to Mek-01 in the far distant past looking for a new magic source. They are tall and waifish descendants of human sorcerers. However, over centuries of experimenting on themselves with cinnakite, most have started to show signs of the magical material on their bodies. Some have sprouted stones along their hairlines and/or collarbones, others have developed amber colored stripe-like markings on various parts of their bodies, etc. Those with more noticeable cinnakite markings tend to have stronger affinity for magic and are treated as a sort of nobility. Golems are short and stocky people whose bodies are made up of rough igneous type rocks laced with veins of smooth cinnakite stones, like the insides of mines. They are bipedal and tend to have 2-4 strong arms. The Golems subsist on cinnakite and must remain near it in order to stay formed. As a result of this, they began to consume cinnakite and make it part of their body, allowing them to travel. If they are damaged in some form of way, they could reattach appendages using a cement made with crushed cinnakite. Within a few days, the cement dries and all that remains is a dull stripe of amber where the break had been. The Golems were the first lifeforms to have called the asteroid, Mek, home. They are believed to have been created by the asteroid’s inherent magic and as a result, have always worshipped the stone. When the Witches came, a sense of camaraderie between the two formed and many of the Golems took up Mekhalan Unitarianism. Upon the realization that the other asteroids also held this source of magic, both groups re-named the asteroid Mek-01, with the hope that many more would join their Coven. The two peoples coexist fairly comfortably as Golems can survive outside of the biodomes. Together, the golems and witches mine the asteroids for ore. The golems subsist on the same stones that power the witches’ magic and technology. Both communities work together to procure this most precious resource and sell the leftover ore. Both Witch and Golem regard knowledge and magic highly and quite a few of the Golems are in positions of power within the Cult of Mekhalan Unitarianism. Geography: Mek-01 is one of the many asteroids in Mekhala. The majority of the landscape is a desolate place of rocks and glass biodomes speckle the surface like pox. Inside the biodomes exist little pockets of life; some house fields of food and pastures of animals to sustain the other biodomes, others include cities with various societal districts. The grandest biodome serves as the capital of the Shattered Coven and is crowned by a large structure that serves as the centre of the government and the holiest site. The building, the Amber Library, houses the largest piece of the asteroid’s magical core, a particularly large stone mined from deep within Mek-01. The rest of the asteroid is riddled with holes and craters where mining efforts are either ongoing or abandoned. The mining tunnels go quite deep and there is talk of expanding mining efforts to other nearby asteroids and focus on developing Mek-01 as a livable hub. Government: The Shattered Coven is a fervent theocracy based around Mekhalan Unitarianism. The absolute ruler is considered High Witch, and High Witch is chosen from a convocation of high-status members of the cult who have proven their faith and/or made significant contributions to the study and understanding of Mekhala. Faith: Mekhalan Unitarianism - Cult dedicated to the worship and study of the late planet (now asteroid belt) known as Mekhala. While Sansar is thought to be the origin of life, here it is believed that the core of the former planet was the origin of all magic in Tekhum. Higher status members of the cult are powerful witches that are said to have woven a strong connection to the planet’s magical core. The Amber Library holds the largest single piece of cinnakite that has been found so far. Furthermore, the central efforts of the cult are not only to expand their ideology but also to connect with the other asteroids and communities in Mekhala. Resource: The Coven’s major resource is Cinnakite, a magically active mineral, that can be stimulated in various ways to produce controlled gravitic anomalies. Required Resource: As much as the witches attempt to create a self-sustaining environment, clean potable water remains a precious rarity. Starting Tech: Vacuum Adaptation and Pseudogravity Engineering
  9. A trio of witches, exhausted from the day, look up at the barkeep with tired smiles. The shortest of the bunch, a small plump lass with rosy cheeks, speaks up, "Yeah, something like that. We've brought a herd of cattle all the way from Tir Buwch. What's Yuletide without hot milk with chocolate or cozy wool socks? Goddess knows how you've all done without." "No socks? How'd they survive the Winter?" One of the other two witches chimed in, horrified. He was a gangly man with a mess of dark curly hair under his wide brimmed hat. "At least we've come to the rescue. Not just with the wooly cows, but blankets and cloth already spun and woven. I'd say that deserves a round of ale." "And something to eat if you don't mind. I'm famished!" the third admitted. It was difficult to see their face or form under their thick hat and cloak, but somehow they radiated fatigue even more than their companions. At that, the others stopped their complaining. "Oh yeah I'm starved. Whatever food you've got please," they said almost simultaneously.
  10. Region 427 - Gwên Llachar Description: Sunflowers. Sunflowers as far as the eye can see. Pastoral hills and bright sunny days, loving nights and calm evenings. Directly bordering Eirlys Lake, the migratory patterns of Tir Buwch bovine leads to a season of grazing and floofy cows in the golden fields. The lake feeds into smaller rivers and channels that filter off into a great bog; Gors Fawr where an abundance of plant life, local animals, and insects all congregate in holy union. A natural crossroad for the material and the divine that the Witches and the local Hobbits revere and safeguard. Little hidey hole homes litter the hills and outskirts of the holy bog where packed lives are secretly stowed away. Occasional bits of sacrificial food emerge bubbling from Gors Fawr, normally butter based, and in a state of bog preservation or bogervation. Sparse trees populate the surrounding area of hardy fertile dirt but these are considered sacred and necessary for the local Hobbit clans and are thus not exported for the Witches. People: Hobbits predominately populate Gwên Llachar, a hybrid race born from an ancient union between Witch and Dwarf. They are a stout, plump, and congenial race in harmony with their surroundings and their fellow kin. Cooperation, friendship, and loyalty are great virtues for the Hobbits. They do not all follow the Code of Stars but it takes naturally to their ways and many an unlikely hero has come from a birthday party and gone on great adventures with friends and foes alike. Diplomacy is always considered first among the Hobbits, whose daily lives involve much rowdy talk and sorting out of issues, and when all else fails a flying frying pan is the ultimate arbiter of justice. Some conflicts bubble when the Cows of Tir Buwch graze past Gors Fawr and the nearest Hobbit clan claims them as their new livestock and responsibility. A big show of affection battling with lavish treats and care foisted upon the cow will then take place between the two factions eventually sorting itself out as the grazing bovines decide which shepherd they will follow from there. Though too small to ride horses into danger like a typical gallant knight many a chivalrous or adventurous Hobbit has ridden into the unknown upon the back of a smaller species of horned bovine reminiscent of an ox, pony, and goat dubbed a Sun Cow. Sunflowers - The lands are rich with gold, a gold untouched by the dark greedy hearts of man, and intertwined with the life of all things big and small around. The seeds are extracted for food or oil, the leaves are used as fodder, and the flower yields a particularly bright vibrant yellow dye. The Hobbits have a predominately vegetarian diet and thus consume many a seed, often playing games seeing who can spit the used up seed the farthest over the hill.
  11. The Witches of Tir Buwch (COW) Round 12 Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (5), Industry (6), Faith (5), Intrigue (4) Round 12 Actions 1. Faith - Convert Region 427 Gwên Llachar to Code of Stars - Fail 2. Faith - Seek Aid on Sanity Roll - Success 3. Faith - Special - Create Artifact - Staff with carmine decorations Effect TBD 4. Faith - High Witch Bryn attempts to understand the voices - Fail 5. Military - Morgaine the Spellblade leads 8 Units and 1 Navy Unit to invade region 431. Route: 427 - 428 - 430 - 431 Techs: None Tactical Doctrine: Skirmish Duel: No Duel Nonactions 1. A child with a greater star sign leads the attack! Soon the bees will be ours! 2. A Holy Item emerges at the Goddess' Temple The Heralds, witches that protect and maintain the Goddess' Temple at Eirlys Lake, have carefully constructed a staff embedded with Carmine Stone. They claim that it has a surprising and wonderful effect, but it's specifics are not yet known to all. 3. The High Witch learns to listen High Witch Bryn is exhausted from her many sleepless nights. Up until recently,, all she heard was unintelligible ghostly sounds, but one night, the sounds almost seemed like words. She has begun to to meditate and really listen to the sounds in hopes of deciphering them. However, her attempts are in vain as her exhaustion continues to hinder her. 4. The Witches of Tir Buwch offer aid to BBB's search for their missing leader. 5. The fight for the throne continues Witch Rhiannon continues to gain fame as she lead the creation of the holy artifact and sent aid to BBB. Witch Gaheris instead has growing support in region 427. Reference Information Leader Stats: Diplomacy (8), Military (5), Industry (6), Faith (5), Intrigue (4); Faith +2 Capital: Region 426 Realm: Region 427 Faith: Code of Stars Embassies: Ruin Sypressa Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 8/8, Naval 1/4 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep -3; No favors The Seekers of the Spheres: 1; 2 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry: +1 to Industry and Diplomacy exploration Irrigation: +1 to Stabilization rolls Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system Bricks & Mortar: +1 to resist Raids and Sacks Treasure: 3
  12. The Witches of Tir Buwch (COW) Round 11 Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (5), Industry (6), Faith (3), Intrigue (4) Round 11 Actions 1. Military - Special - Raise Hero Morgaine, once known by all as the Marked Witch, dons a new title as protector of Tir Buwch! He is now Morgaine, the Spellblade 2. Faith - Convert Region 130 to Code of Stars 3. Faith - Clear Space in Tir Buwch for Seeker Observatory (1/3) 4. Faith - Construct the structure of the Seeker Observatory (2/3) 5. Faith - Furnish and Install Equipment i the Observatory (3/3) Nonactions 1. Assist Sypressa in their Quest Against the Lotus Eaters - Take Two (1 treasure to Sypressa via embassy) Still lacking a hero of their own, the government of Tir Buwch send food, money, and resources to Sypressa to aid in Artemisia Sagebrush's quest to quell the Lotus Eaters. 2. A Hero Appears! Morgaine, the marked witch who will never become witch king, has risen from the shadows a hero and commander. 3. The Beginnings of a Succession Dispute With the news of Morgaine relinquishing his right to High Witch, everywitch is abuzz wondering who will take his place. The Children of the Moonlight have put forth a string candidate, Witch Rhiannon. She comes from a small town amid the plains and has gained fame popularity among the Witches for having become a great ambassador to Sypressa. The mysterious leader of Followers of the Dark One, Witch Gaheris, has come out of hiding and has gained notoriety as a dissident. Everywitch wonders who the aging High Witch Bryn will choose. Reference Information Leader Stats: Diplomacy (8), Military (5), Industry (6), Faith (3), Intrigue (4); Faith +2 Capital: Region 426 Realm: Region 427 Faith: Code of Stars Embassies: Ruin Sypressa Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 5/8, Naval 0/4 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep -3; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry: +1 to Industry and Diplomacy exploration Irrigation: +1 to Stabilization rolls Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system Bricks & Mortar: +1 to resist Raids and Sacks Treasure: 3; -1 this turn
  13. The Witches of Tir Buwch (COW) Round 10 Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (3), Industry (6), Faith (3), Intrigue (4) Round 10 Actions 1. Military - Recruit 1 Unit 2. Military - Recruit 1 Unit 3. Military - Recruit 1 Unit 4. Military - Recruit 1 Naval Unit 5. Industry - Support BBB in the completion of a series of Holds in Region 428 [3/3] In seeing the success of the Brotherhood's peace talks with the Kymtyr of the East, Tir Buwch also opens its lands to the displaced group. Hopefully this sign of cooperation will allow the Kymtyr to divulge more information about what they flee as well as other secrets. Nonactions 1. Assist Sypressa in their Quest Against the Lotus Eaters Lacking a hero of their own, the government of Tir Buwch send food, money, and resources to Sypressa to aid in Artemisia Sagebrush's quest to quell the Lotus Eaters. In the meantime, Morgaine works to grow the kingdom's military in hopes of offering greater aid in the coming years. 2. A child with a greater star sign is ruling from the shadows? Morgaine, the marked witch who will one day become witch king, still hasn't become witch king yet. But he has gained significant power as heir apparent. For reasons only known to her, High Witch Brynn refuses to retire despite no longer being fit to rule. Just as much as Tir Buwch has split in its factions, so has Brynn's mind. She is struggling to decide on what matters to focus her attention. In her state of disarray, she is forgetting some tasks completely. Knowing he can't convince his master to retire, he has started to manipulate her. Guiding her to pause the reconstruction of the temple to support the Brotherhood of Black Banners in their own building endeavors. He has also steered her to strengthen Tir Buwch's military as the populace remains split and hostile. He expertly makes these suggestions in ways that seem like the ideas come from High Witch Brynn. In the meantime, he starts to make his own plans to officially seize power once the realm settles a bit. 3. Tensions are high amid the two factions The witches of Tir Buwch have completely splintered into two groups. One group, Children of the Moonlight, remains loyal to the government, the goddesses, and the Code of Stars. The dissident group, Followers of the Dark One, spurn the Code of Stars in favor of the Eclipsed Sun cult, have begun questioning High Witch Bryn and attempt to gain their own independent power under a mysterious new leader. Reference Information Leader Stats: Diplomacy (8), Military (3), Industry (6), Faith (3), Intrigue (4); Military +2 Capital: Region 426 Realm: Region 427 Faith: Code of Stars Embassies: Ruin Sypressa Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 5/8, Naval 0/4 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep -3; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry: +1 to Industry and Diplomacy exploration Irrigation: +1 to Stabilization rolls Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system Bricks & Mortar: +1 to resist Raids and Sacks Treasure: 3; -1 this turn
  14.    The Witches of Tir Buwch (COW)     Round 9   Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (2), Industry (6), Faith (2), Intrigue (4)   Round 9 Actions 1. Diplomacy - Diplomatic Expedition to the North After establishing contact with the buzzy people of the region just a short sail to the northwest, the expedition team moves North with the hope of identifying the geography and perhaps forging relations with other nearby states. 2. Military - Recruit 1 Unit 3. Military - Recruit 1 Unit 4. Faith - Adopt Code of Stars as Tir Buwch's State Religion 5. Faith - Begin Major Repairs to the Temple (1/5)   Nonactions 1.   A child with a greater star sign believes he is ready. Morgaine, the marked witch who will one day become witch king, hasn't become witch king yet. He has noticed how High Witch Bryn has aged over the years and begun to crumble. Her face has grown gaunt, her back had hunched, the rings around her eyes have set in all with the stress of the job. She keeps saying it's time for her to step down but for some unknown reason, she holds on. What will it take for her to retire? 2. The Death-marked Witches With the news that the DOS officially rebukes Tir Buwch comes celebration in the streets of the witchdom. 3. The Eclipsed Sun Cultists cause Panic The news of impending doom had spread across Tir Buwch. Rumors of the mysterious Dark One begin to get out of hand. The most devout witches have split into two factions: One believing that the goddesses will stop the Dark One and the other believing that the witches were abandoned after the moonfall. 4. High Witch Bryn announces a change in the State Faith In an effort to unite the two religious factions and secure goodwill with other kingdoms, Tir Buwch adopts the Code of Stars. To mark this change, repairs and additions to the Temple on Erlys Lake have begun.   Reference  Information Leader Stats: Diplomacy (8), Military (2), Industry (6), Faith (2), Intrigue (4); Military & Faith +1 Capital: Region 426 Realm: Region 427 Faith: Lunar Penteon Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 3/6, Naval 0/3 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep -3; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry: +1 to Industry and Diplomacy exploration Irrigation: +1 to Stabilization rolls Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system Bricks & Mortar: +1 to resist Raids and Sacks Treasure: 2    
  15.    The Witches of Tir Buwch (COW)   Round 8   Region 426 High Witch Bryn Diplomacy (7), Military (2), Industry (6), Faith (2), Intrigue (3)   Round 8 Actions 1. Diplomacy - Press Claim over Region 427 - Part 2 Negotiations between diplomats from Tir Buwch and local leaders have been looking positive. Reports indicate that with just a little more push, the Moonlit Witchdom will be ready to expand and welcome the region that they have been calling Gwên Llachar, Bright One's Smile, in honor of the local faith. 2. Diplomacy - Diplomatic Expedition to the Northwest - Success The exploration team delves further into the unknown, this time by ship! 3. Industry - Pay Debt to the Peoples of Myrkran The Peoples of Myrkran have stretched themselvess too thin in offering to buy trading posts for various regions and are in turn asking for help. High Witch Brynn asks that any witch who can spare time, money, or supplies offer their services to the organization. It may not be much, but anything helps, right? 4. Intrigue - Investigate the Eclipsed Sun Cultists Witches have begun to notice cloaked individuals with strange solar tattoos on their foreheads. As faithful servants of the moons, the most devout of witches are concerned, while most others are curious. Government witches are sent to look into this matter. 5. Intrigue - Secret Action - Further Bug the DOS - Fail? Scouts conclude that the DOS have been lurking secretively around the Southwestern forests of Brenn Tyr. The have been irresponsible, careless, and destructive with the forest and anyone or thing that resides there. To top it off, they have the nerve to demand cooperation from Tir Buwch? The investigation team is given permission by the government to take whatever it is the DOS is looking for before they can, gather more information, and/or be as uncooperative to the DOS as possible. While taking the prize from the DOS is very unlikely, and interference should do well to anger them more.   Nonactions 1.   A child with a greater star sign has started diversifying his skills! Realizing the major gap on his knowledge, Morgaine, the marked witch who will one day become witch king, has begun working as a diplomat. He is currently dispatched to aid the negotiations being had in Gwên Llachar. This does mean that his alchemy research has been put on hold and Iona (who remains in Tir Porff) continues to bear the brunt of his complaints in their correspondence. Once a brat, always a brat. 2. Dung for the DOS The Witches of Tir Buwch continue to impede the DOS's search for... something? At some point, childish hooligans graffiti one of the largest walls within Tir Porff with aand image of a poop and the phrase "Dung for the DOS!" While the phrase didn't necessarily catch on and the "art" was quickly removed, the practice of flinging cow pats at DOS members has become a favorite pastime for everywitch. The government has not officially supported or denounced these actions, in favor of remaining neutral to the will of the public.   Reference  Information Leader Stats: Diplomacy (7), Military (2), Industry (6), Faith (2), Intrigue (3); Dip & Int +1 Faith: Romantic Chivalry Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 2/6, Naval 0/3 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep -2; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry: +1 to Industry and Diplomacy exploration Irrigation: +1 to Stabilization rolls Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system Bricks & Mortar: +1 to resist Raids and Sacks Treasure: 0    
  16.    The Witches of Tir Buwch (COW) Round 7   Region 426 High Witch Bryn Diplomacy (6), Military (2), Industry (6), Faith (2), Intrigue (2) Round 6 Actions 1. Diplomacy - Press Claim over Region 427 (TN 12) In an effort to expand the kingdom and recover from the grief of the Moonfall, diplomats from Tir Buwch negotiate terms with local leaders in Region 427. 2. Diplomacy - Diplomatic Mission to the North (TN 12) The flame of adventure refuses to die out for a number of envoy witches who tire of staying in one place. They decide to venture in the direction most suited to connecting with Tir Buwch, onward North! 3. Industry - Buyout Region 429 TP 1 - Brenn Connifers (TN 12) High Witch Bryn again tries to soothe the cries of her citizenry and this time succeeds! With this new stable source of lumber, construction of the Tir Porff residential districts resume. Everywitch feels a bit better about the state of the kingdom and instead turn their focus on improving social policies. 4. Intrigue - A Game of Cat and Mouse - Sabotage the DOS's search for the Loose Thread When it was clear that members of the Disciples of Silicon were interrogating witches and refusing to take no as an answer, leaders from all schools of divination, commerce, agriculture, alchemy, etc. decided to band together. They put together an intricate scheme to drop clues that would steer the Disciples in the wrong direction, place them into perils, or generally get them stuck in an aggravating situation. The witches couldn't care less about helping the Disciples succeed and were quite eager to make an enemy. 5. Intrigue - Secret Action - Investigation   Nonactions 1.   A child with a greater star sign joins the counterculture! Morgaine, the marked witch, prodigy, he who will one day become witch king, and massive pain in the hat as returned from RUIN and training with Merlyn Mal Dread. He as learned much and matured as an alchemist and a witch. In between lessons and alchemy research, Morgaine has been spending all of his free time in coffeeshops and markets located on the outskirts of Tir Porff. There, he has become acquainted with the plights of the poor and the unrest that is bubbling. In an effort to quell chaos, Morgaine begins longer discussions with rogue leaders and starts creating not only a list of demands, but a plan of compromises as well. Much of these documents are authored by Scribe Iona, who has learned how to collaborate with Morgaine and cemented herself as a lifelong friend to the young witch. 2. Support BBB's Conversion roll: Success! Many of the witches of Tir Buwch are initially suspicious and wary of this "other" faith. After some careful deliberation, they conclude that this "Romantic Chivalry" does not specifically contradict. 3. Accept the Peoples of Myrkran's offer to buy a Trading Post The Witches of Tir Buwch ask the People of Myrkran to buy and secure a trading post from Region 433 (Arctic Moose).   Reference  Information Leader Stats: Diplomacy (6), Military (2), Industry (6), Faith (2), Intrigue (2); Dip & Int +1 Trading Posts: 1 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Military Units: 2/6, Naval 0/3 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep 0; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry: +1 to Industry and Diplomacy exploration Irrigation: +1 to Stabilization rolls Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system Bricks & Mortar: +1 to resist Raids and Sacks Treasure: 0    
  17.    The Witches of Tir Buwch (COW)   Round 6   Region 426 High Witch Bryn Diplomacy (5), Military (2), Industry (5), Faith (2), Intrigue (2) Round 6 Actions 1. Diplomacy - Establish Claim over Region 427 2. Diplomacy - Special 5 - Build Embassy with RAW in Region 130 In the centre of the sprawling City, stands a large domed cylindrical building made up of thousands of colorful tiles depicting intricate patters and sigils. The Adeilad Masnach serves as the central hub for administration, commerce, diplomacy, and alchemy. The main building is split into three sections of numerous offices that are open to the public. In the very centre, there is a grand spiral staircase leading into the dome which houses the alchemy ward. Unlike the rest of the building, which is tasteful, practical, and minimalistic, the alchemy [word] is bright, cluttered, and chaotic in décor. However, all workstations in the dome are neat and tidy to reflect the seriousness of the alchemists’ work and reverence to Goddess Branwen. 3. Industry - Buyout Region 429 TP 1 4. Industry - Buyout Region 427 TP 1 The cows now wear sunflower wreaths. 5. Industry - Special 5 - Raise City: Tir Porff The newest City has been built up with government buildings and a sprawling market. Unfortunately, a lack of lumber has stalled the construction of the residential district and the people's anger grows. Nonactions 1.   A child with a greater star sign is now a snot nosed brat Morgaine, the marked witch, prodigy, he who will one day become witch king, and massive pain in the hat has finally reached the age of 13. As a gift and sign of recognition, Morgaine is granted a station at the newly built Alchemy Laboratory. He was also given two assistants and one scribe/babysitter. The marked child is of average build with flaxen hair and eyes that shine like stars. He would be handsome if not for his awful personality, thought Witch Iona, talented scribe. 2. Support BBB's Conversion attempt     Reference  Information Leader Stats: Diplomacy (5), Military (2), Industry (5), Faith (2), Intrigue (2); Dip & Ind +1 Trading Posts: 1 Region 417; TP 2; Iron Region 426; TP 1; Cows Military Units: 2/6, Naval 0/3 Organizational Overview: The Peoples of Myrkran: Rep 0; 1 favor owed to Org The Disciples of Silicon: Rep 0; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 5 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry Irrigation Poetry & Prose Bricks & Mortar Treasure: 0    
  18.    The Witches of Tir Buwch (COW) Round 5   Region 426 High Witch Bryn Diplomacy (4), Military (2), Industry (4), Faith (2), Intrigue (2) Round 4 Actions 1. Intrigue - Assist RAW with Constructing the Forbidden Vault in Region 130 (3/3) In exchange for supporting a TP buyout in round 6. 2. Intrigue – Secret Investigation   3. Industry – Expedition to the South - Roll 12 - Success 4. Industry - Buyout BBB TP 2 - Roll 16 - Success 5. Industry - Buyout SYR TP 2 - Roll 6 - Failure   Nonactions 1.   A child with a greater star sign is a toddler now I guess 2. Support BBB (2) and Tan's (3) buyout of cows TPs 3. In exchange for their generous support of COWs TP acquisition, BBB has been gifted a ton of freshly spun Highland Cow wool to line their fabrics in preparation for Winter. 4. Support RAW buyout of cows; RAW receives half a ton of freshly spun Highland Cow wool in exchange for their hosting of COW delegates, knowledge of sailing, and buyout of a COW Trading Post 5. Pass Bricks and Mortars to SYP via embassy as previously discussed.   High Witch Bryn's Grand Festival, cont. As the war of colors in the sky settled over the shores of Eirlys Lake, High Witch Bryn could not stop her tears from falling down her cheeks. This wasn’t what was supposed to happen, everything – everywitch had predicted the moons were all on separate axis. They shouldn’t have collided. The seers and starwatchers had all been so certain. They all stood around High Witch Bryn, mouths agape. Others began to frantically consult with their cards, crystal balls, and for some, even tea leaves, trying to get any hint of what went wrong and who was left. Were they all abandoned by the goddesses? Who would bless their tables and guide their boats? Was anyone left in the temple. Addressing the terrified crowd, High Witch Bryn, let’s one last sob escape her lips, silencing all. “We have all been forsaken tonight, blood was shed for the sake of peace and welcoming our capricious young goddess. But instead she killed Eirlys in cold blood. The sisters will have fled and we are godless. Until we receive any notice from our goddesses, this month will remain godless and we will continue to mourn. That is all for tonight.” In the crowd, Senior Witch Cora convulses into a sort of possessed state and shouts to everywitch, "The moons may be gone, but our goddess is here, Aoife shall be known as the goddess of love and war!" Reference  Information Leader Stats: Diplomacy (3), Military (1), Industry (3), Faith (2), Intrigue (2); Dip, & Industry +1 Military Units: 0/6, Naval 0/3 Trading Posts: 1 Region 426; TP 1; Cows Military Units: 2/6, Naval 0/3 Organizational Overview: The Peoples of Myrkran: Rep 0; 2 favors owed to Org The Disciples of Silicon: Rep 0; No favors The Seekers of the Spheres: 0; 1 favor owed to COW Technologies: 1 Markets and Carts: +1 to Buyouts Tall Sails: Allows sailing across light blue borders Animal Husbandry Irrigation Poetry & Prose Treasure: 0    
  19. Afon turned an ear towards the sounds of the horns and the ensuing madness. The witch called forth his weakened apprentice in an effort to cajole the lad into joining. Fetch your longest bow and apply hexes to the tips, it is time to hunt! Don't let your lack, your weakened state stop you, blood magic is all you’re good for boy. Hefin paused for a moment, just to consider his options. Finding no cause for alarm sedated the lad and he began to change and inscribed complex sigils into his arrowheads. He regarded his companion with curiosity and fear, using his last crimson and precious moments to carve a final curse into his last arrow. His small misguided hope. Afon continued to gorge upon mince pie after mince pie, seemingly ignorant of everything surrounding him. The entirety of the hunt rested upon this one curse. Hefin breathed a sigh of release as he passed over the quiver, explained how to use the other hexes, and made clear that the last arrow was to be the penultimate danger. Afon took the quiver and began to stretch out his legs. He transformed and leapt drawing his weapon of choice. Too close to the sun, but too far from his moon goddesses. Eirlys of the wheat, dearest goddess of the hunt, and most notable fair huntress. She would not give her blessing this time.
  20. Afon sipped their own drink and munched on a tiny pie. They looked on amusedly as the doors shut on Hefin, locking him into the other room. Leaning over to the nearest Merlyn, they commented softly, "Crimson is just as valuable at home as it is here. A preciously limited resource that every Witch worth their salt knows not to waste. He would have never been able to summon a familiar with that sort of regard for his own blood." After a pause, they added, "No one liked him anyways, but it does mean I'll get a new lab and assistants when I return. All in all this has turned out to be a very successful trip. No need to worry about any political repercussions, we're all on our own here." With that, Afon quieted and smirked into their goblet.
  21. Afon paled at the thought of displeasing this most amused Merlyn and began plan B. With a swift kick in the rear, Hefin was sent out into the night only being told to find out if the Merlyn's truly drink blood. With a hearty laugh, Afon settled into the warmth of the nearest pie. "It would be wrong of me to truly claim that High Witch Bryn is preparing for another shindig when in fact, we have waited for these same celestial traits to align. Oh how lovely they will look with the blood moon temple doused in red! You must send a delegate!" Hefin let out a bemused sigh and began to circle the perimeter of the room, looking for a conversation partner and gulping down the nearest goblet of wine. If he was going to get away with lies, might as well wear red.
  22. Two young witches, trepidatiously made their way into the banquet hall. Hefin, a scrawny hatless lad whose robes were too big, attempted to puff out his chest and exude self-importance. Instead, he just looked constipated, “Don’t be fooled by the fake smiles and extravagance. I hear they eat people here. Why High Witch Bryn ordered me to attend, I’ll never kno-ow Afon!” The taller of the two roughly elbowed Hefin in the side and hissed, “Be polite, your actions and insults will have effects on High Witch Bryn. You can get back to your books in a few days. Try to learn something here for once?” The other witch was notably different from their companion. Afon was tall figure with long braided hair under a brimmed hat, and neat robes. They came off as older and calmer despite their anxiety. The witch walked up, Hefin in tow, to the Merlyn who seemed to be the host and gave a respectful bow, “Thank you for your generous invitation, I am Afon and this is Hefin. We’ve come as delegates from Tir Buwch in the east and are quite eager to become acquainted with our neighbors and possibly forge relationships. High Witch Bryn sends her regrets, as she has been preparing for a festival in the Convergence's honor.” Upon noticing Hefin’s lack of movement, Afon grabbed the back of his head and pushed the witch into a clumsy sort of bow.
  23. The Witches of Tir Buwch (COW)   Region 426 High Witch Bryn Actions: 1.      Diplomacy – Send a delegate to the Horned Feast Event! Senior witch Afon is not one to be the center of attention and storytelling at the soiree, but they excel in being the center of trade in any given situation. A drink and a pie, becomes stimulating conversation, then the exchange of knowledge. Though they were unable to keep apprentice witch Hefin from trouble, they were able to gain space and assistants for their personal lab back home. When asked if this move was calculated, Afon smirks and sips their wine innocently. Trade Markets & Carts to RAW in exchange for Tall Sails Trade Markets & Carts to SYP in exchange for Animal Husbandry Trade Markets & Carts to TAN in exchange for Irrigation Trade Markets & Carts to BBB in exchange for Poetry & Prose 2.      Diplomacy – Construct a refuge for the People of Myrkran (3/3) In an effort to support the humanitarian work led by BBB, a number of witches specializing in engineering and architecture have been dispatched to aid in building a settlement for the Myrkran refugees. 3.      Military – Raise Unit; 0-1 4.      Military – Raise Unit; 1-2 As Tir Buwch expands its grasp over its own borders, it has become necessary to guard the borders of villages. A standing military has been created to aid in security development. 5.      Industry – Expedition to the West; TN 13/12 Success In an attempt to overcome the path to the West and build strong roads, a team of specialized cartographers, engineers, miners, sculptors, and shepherds have worked closely to identify the best land to build upon and connect them to regions West of Tir Buwch. 6.      Industry – Expedition to the South; TN 6/12 Fail A similar team is dispatched with the navy to determine the best routes for sea trade, but a storm just before deep water causes the ship to turn around and wait for fairer days and further instruction. Non-actions: Accept Sypressa's offer of an Embassy, as fellow followers of the Lunar Penteon! In exchange, COW will provide SYP with Bricks and Mortar in Round 5! Accept the People of Myrkran's offer of the intriguing technology of Bricks and Mortars. Host a festival in honor of the Goddesses' Convergence A child with a greater star sign has been born in Tir Buwch! All of society is ablaze with the rumor on their lips and greed in their hearts. What will become of the infant witch? Will they become a leader, a warrior, or perhaps a bard? High Witch Bryn's Grand Festival at Lake to Welcome Goddess Aoife Preparations have taken over a decade. Everywitch has contributed from the highest scholar to the humblest shepherd, countless more have offered their own lifeblood to prepare the cool waters of the lake. The usually clear waters of the lake have clouded crimson from the foot of he temple where so many tired witches lay. One of the senior witches, a nasty woman named Cora, hums a haunting tune about painting the Winding Rose red for her dear patron goddess. Notably, High Witch Bryn moves up to every single witch, pricks their finger on a thorn, and guides the drop of blood into the clear waters, clouding them red. Then laying a hand over their eyes, High Witch Bryn chants a spell to anoint the blood, and sets a torch ablaze with white hot flames. Some of the bone ash will be used to make colorful mosaic tiles for the temple, but the rest goes to the hearth in every home as an offering to Eirlys. "Bone ash for Eirlys and crimson blood for Aerona, so that they may guide us to new splendor each day, but remind us of the way home. This will all do well to welcome Aoife, who will be loved by all. All of your sacrifices will not be in vain as each of your names is inscribed on mosaic tiles and the walls of this temple shall be your tomb." Reference  Information Leader Stats: Diplomacy (3), Military (1), Industry (3), Faith (2), Intrigue (2); Dip, Mil, & Industry +1 Military Units: 0/6, Naval 0/3 Organizational Overview: The Peoples of Myrkran The Disciples of Silicon The Seekers of the Spheres Technologies: 1 Markets and Carts: +1 to Buyouts Trading Posts: 1 Region 426; TP 1; Cows Treasure: 0    
  24. The Witches of Tir Buwch (COW)   People: The witches of Tir Buwch all equally share the shores and hills of their country, they are not the most united front. Instead, people tend to gather within their local faction that pertains most to their ways of life and honor their chosen goddesses. One, focusing more on agriculture and animal husbandry, one on medicine and magic, and one on trade and development. Cooperation between factions is essential to maintain such a dedication to their interests. Each factor in a community provides their expertise and goods to the others so that others practice new magic, improve in architectural structures, or cultivate the nature around them. Geography: The land is made up of sprawling hills that are suited for grazing and agriculture. Dispersed around are lakes filled with freshwater and fish, Eirlys lake is biggest of them all and houses the main temple to the five goddesses. Government: The government is fairly simple as each faction manages its own members, but sends delegates as a central council, from which a leader, the High Witch, is chosen. Faith: The witches all very faithfully worship a pantheon of five goddesses based upon the moons. This is with the exception of the fourth moon, whose goddess has been lost to time. Each moon is a deity who rules over different aspects of life. While each faction is dedicated to a moon, all four goddesses are worshipped in daily life. The largest moon is Branwen, the eldest, is the goddess of the night, who governs over the souls of the dead. She is beloved by witches of every faction and is worshipped through prayer, divination, and magicks. Eirlys, the brightest, is the goddess of the grain and governs over the lands and waters of Tir Buwch. Those that live agrarian lives pray to her and offer her the first fruit of every harvest. Aerona, the Winding Rose, is the goddess of commerce and governs over trades and villages. Those who follow her tend to be the ones to develop technologies, raise funds, and support infrastructure. Finally, Aoife, the smallest, is the goddess of wisdom and arts. She is most loved by witches who dedicate their lives to learning and teaching. There is contradicting scholarship regarding which moon Aoife controls, Yolym or the smallest. She is often though to rule both, with her more chaotic half represented by Yolym's askew orbit. The lost goddess is rarely mentioned, but as temples have statues of each of the deities. She is always represented by an open space, so that she may always return. Resource: The greatest resources of Tir Buwch are a large breed of cows that are characterised by large horns and a thick coat of wool. They are said to be the most beloved creature by the goddesses and provide everyone with meat, milk, leather, bone for tools, and wool for fabric. Required Resource: The vast hills and valleys of Tir Buwch are beautiful but bereft of trees. Wood is in constant need for all aspects of life. Starting Technology: Markets and Carts
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