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Ruin's Ancient Warriors

Region 130

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

- Trade Tall Sails with BBB for Poetry and Prose

Merlyn Zan Cuddlu extends an invitation to all the realms of Brenn-Tyr and beyond as the Convergence of the Wyrm and the Wandering Chaos is nigh! Such a holy time should be shared and cherished by all. Indeed many such festivals pop up across Ruin, Rise, and Redemption as great ritual bonfires are lit and sacrifices made in the name of the Conquering Wyrm. The term given to the Wyrm when in such a transcendent state. The Bleeding Star is noted as also accentuating the convergence at this time, a celestial organization hotly contested by various Wyrmlochs across the realm. Dooms are carved into bones and cast into fire for the Wyrm to devour and spit back out into the world or keep treasured in it's burning heart. Raiding increases tenfold as spirits are high and hopes bloom in the hearts of romantic Merlyn's looking towards the future with unbridled optimism. Sacred meat is only to be consumed when first burnt, as an offering to the Wyrm of your kill, and some particularly zealous Merlyn even set themselves on fire when going into battle in honor of the Conquering Wyrm.

2. Diplomacy: Raise Reputation with Disciples of Silicon (FAIL)

As the Disciples of Silicon make their presence known to the greater forces of Brenn-Tyr the Merlyn of Ruin are quick to reciprocate their interest. Unfortunately, the fractious and sometimes counterproductive forces of Raiders, Warlords, and Captains who call Ruin home are tripping over themselves to make a good impression. And what exactly quantifies a "Good Impression" is also up for debate among the many pointed personalities of Merlyn, who deliver various tributes, and then light the tribute of other Merlyns on fire, and so on and so forth. Gifts are stolen and repackaged, delivered then destroyed, and envoys are dispatched but ambushed on the road for sacrifice as gangs vie for "True Relations" to cement themself as more legitimate than others.

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

While Merlyn of varying Cults, Warbands, and Fleets sabotage each other for a chance at power and technology from ancient times Zan Cuddlu of Caler Myrfddin cements relations with the Merlyn cousins in the Storytellers. Laborers are imported from across Brenn-Tyr, Darkkin mobs are yoked to a frenzy of activity, and construction of a Vault outside the premises of the ancient ancestral spawning place of Merlyn begins. The sky is darkened at times by flying Darkkin who help measure distances from above and the process is swift moving with aid from foreign beast handlers. The shell of the Vault is completed in a year's time before production halts, as Merlyn Zan Cuddlu demands to personally inspect the entirety of the gifted base, and ensure that it meets the level of exacting perfection demanded by them. A private team of laborers, artisans, and wyrmloch's are gathered in the final years to act as the final construction crew.

5. Military: Raise 1 Naval Unit

Merlyn's Mamluks as they call them are a small fleet of daring Merlyn wave-cutters and shore-raiders who have officially hired themselves out to Merlyn Zan Cuddlu's cause. Numbering only a handful of ships the crew consists of approximately sixty Merlyn and their Darkkin companions. Wielding ancient spears and rusty hooks they patrol the shores of Rise, Ruin, and Redemption acting as a sort of legalizing lethality in business. Smugglers and Slavers do their business on the edges of their routes, or else pay them hefty bribes, and even now frenzied battles are pitched at sea as the legitimacy of their power is tested and checked again and again. The Mamluks do not speak of what price Zan Cuddlu paid for their blood oaths but it is surely a steep one as the Ruinous Regent is not seen in the public eye for weeks before and after the process.

6. Military: Raise 1 Unit

A host of Darkkin Daemons are raised on Rise. Nurtured by the matron Vulture figure Darkmoon Dream a swathe of monsters and horrors marshall themself under the banner of Caler Myrfddin. Swathes of toxic swamp boars buck and tussle with each other, bristling with malignant energy and thorns. Swarms of blackened ash formed wasps and flies chew up the environment. Bears of ruinous red sand howl atop mountains alongside molten crackling lions. Sloppy, popping, bubbling hyenas whose high-pitched laughter pitter-patters through bursting bubbles of tar roam the roads. Darkmoon Dream sits upon a withered, decrepit tree in Rise, and orchestrates her childrens rise to prominence, privilege, and power as Zan Cuddlu calls upon them for extra muscle on the three islands. Merlyn from across Ruin spit at Zan Cuddlu's new paradigm but they are rebuffed by the results produced therein.

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

- Claim 1 SPH Favor for the Horned Feast before the Convergence!

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Region 130

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

Merlyn Zan Cuddlu extends an invitation to all the realms of Brenn-Tyr and beyond as the Convergence of the Wyrm and the Wandering Chaos is nigh! Such a holy time should be shared and cherished by all. Indeed many such festivals pop up across Ruin, Rise, and Redemption as great ritual bonfires are lit and sacrifices made in the name of the Conquering Wyrm. The term given to the Wyrm when in such a transcendent state. The Bleeding Star is noted as also accentuating the convergence at this time, a celestial organization hotly contested by various Wyrmlochs across the realm. Dooms are carved into bones and cast into fire for the Wyrm to devour and spit back out into the world or keep treasured in it's burning heart. Raiding increases tenfold as spirits are high and hopes bloom in the hearts of romantic Merlyn's looking towards the future with unbridled optimism. Sacred meat is only to be consumed when first burnt, as an offering to the Wyrm of your kill, and some particularly zealous Merlyn even set themselves on fire when going into battle in honor of the Conquering Wyrm.

2. Diplomacy: Raise Reputation with Disciples of Silicon (FAIL)

As the Disciples of Silicon make their presence known to the greater forces of Brenn-Tyr the Merlyn of Ruin are quick to reciprocate their interest. Unfortunately, the fractious and sometimes counterproductive forces of Raiders, Warlords, and Captains who call Ruin home are tripping over themselves to make a good impression. And what exactly quantifies a "Good Impression" is also up for debate among the many pointed personalities of Merlyn, who deliver various tributes, and then light the tribute of other Merlyns on fire, and so on and so forth. Gifts are stolen and repackaged, delivered then destroyed, and envoys are dispatched but ambushed on the road for sacrifice as gangs vie for "True Relations" to cement themself as more legitimate than others.

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

While Merlyn of varying Cults, Warbands, and Fleets sabotage each other for a chance at power and technology from ancient times Zan Cuddlu of Caler Myrfddin cements relations with the Merlyn cousins in the Storytellers. Laborers are imported from across Brenn-Tyr, Darkkin mobs are yoked to a frenzy of activity, and construction of a Vault outside the premises of the ancient ancestral spawning place of Merlyn begins. The sky is darkened at times by flying Darkkin who help measure distances from above and the process is swift moving with aid from foreign beast handlers. The shell of the Vault is completed in a year's time before production halts, as Merlyn Zan Cuddlu demands to personally inspect the entirety of the gifted base, and ensure that it meets the level of exacting perfection demanded by them. A private team of laborers, artisans, and wyrmloch's are gathered in the final years to act as the final construction crew.

5. Military: Raise 1 Naval Unit

Merlyn's Mamluks as they call them are a small fleet of daring Merlyn wave-cutters and shore-raiders who have officially hired themselves out to Merlyn Zan Cuddlu's cause. Numbering only a handful of ships the crew consists of approximately sixty Merlyn and their Darkkin companions. Wielding ancient spears and rusty hooks they patrol the shores of Rise, Ruin, and Redemption acting as a sort of legalizing lethality in business. Smugglers and Slavers do their business on the edges of their routes, or else pay them hefty bribes, and even now frenzied battles are pitched at sea as the legitimacy of their power is tested and checked again and again. The Mamluks do not speak of what price Zan Cuddlu paid for their blood oaths but it is surely a steep one as the Ruinous Regent is not seen in the public eye for weeks before and after the process.

6. Military: Raise 1 Unit

A host of Darkkin Daemons are raised on Rise. Nurtured by the matron Vulture figure Darkmoon Dream a swathe of monsters and horrors marshall themself under the banner of Caler Myrfddin. Swathes of toxic swamp boars buck and tussle with each other, bristling with malignant energy and thorns. Swarms of blackened ash formed wasps and flies chew up the environment. Bears of ruinous red sand howl atop mountains alongside molten crackling lions. Sloppy, popping, bubbling hyenas whose high-pitched laughter pitter-patters through bursting bubbles of tar roam the roads. Darkmoon Dream sits upon a withered, decrepit tree in Rise, and orchestrates her childrens rise to prominence, privilege, and power as Zan Cuddlu calls upon them for extra muscle on the three islands. Merlyn from across Ruin spit at Zan Cuddlu's new paradigm but they are rebuffed by the results produced therein.

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

- Claim 1 SPH Favor for the Horned Feast before the Convergence!

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Region 130

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

Merlyn Zan Cuddlu extends an invitation to all the realms of Brenn-Tyr and beyond as the Convergence of the Wyrm and the Wandering Chaos is nigh! Such a holy time should be shared and cherished by all. Indeed many such festivals pop up across Ruin, Rise, and Redemption as great ritual bonfires are lit and sacrifices made in the name of the Conquering Wyrm. The term given to the Wyrm when in such a transcendent state. The Bleeding Star is noted as also accentuating the convergence at this time, a celestial organization hotly contested by various Wyrmlochs across the realm. Dooms are carved into bones and cast into fire for the Wyrm to devour and spit back out into the world or keep treasured in it's burning heart. Raiding increases tenfold as spirits are high and hopes bloom in the hearts of romantic Merlyn's looking towards the future with unbridled optimism. Sacred meat is only to be consumed when first burnt, as an offering to the Wyrm of your kill, and some particularly zealous Merlyn even set themselves on fire when going into battle in honor of the Conquering Wyrm.

2. Diplomacy: Raise Reputation with Disciples of Silicon (FAIL)

As the Disciples of Silicon make their presence known to the greater forces of Brenn-Tyr the Merlyn of Ruin are quick to reciprocate their interest. Unfortunately, the fractious and sometimes counterproductive forces of Raiders, Warlords, and Captains who call Ruin home are tripping over themselves to make a good impression. And what exactly quantifies a "Good Impression" is also up for debate among the many pointed personalities of Merlyn, who deliver various tributes, and then light the tribute of other Merlyns on fire, and so on and so forth. Gifts are stolen and repackaged, delivered then destroyed, and envoys are dispatched but ambushed on the road for sacrifice as gangs vie for "True Relations" to cement themself as more legitimate than others.

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

While Merlyn of varying Cults, Warbands, and Fleets sabotage each other for a chance at power and technology from ancient times Zan Cuddlu of Caler Myrfddin cements relations with the Merlyn cousins in the Storytellers. Laborers are imported from across Brenn-Tyr, Darkkin mobs are yoked to a frenzy of activity, and construction of a Vault outside the premises of the ancient ancestral spawning place of Merlyn begins. The sky is darkened at times by flying Darkkin who help measure distances from above and the process is swift moving with aid from foreign beast handlers. The shell of the Vault is completed in a year's time before production halts, as Merlyn Zan Cuddlu demands to personally inspect the entirety of the gifted base, and ensure that it meets the level of exacting perfection demanded by them. A private team of laborers, artisans, and wyrmloch's are gathered in the final years to act as the final construction crew.

5. Military: Raise 1 Naval Unit

Merlyn's Mamluks as they call them are a small fleet of daring Merlyn wave-cutters and shore-raiders who have officially hired themselves out to Merlyn Zan Cuddlu's cause. Numbering only a handful of ships the crew consists of approximately sixty Merlyn and their Darkkin companions. Wielding ancient spears and rusty hooks they patrol the shores of Rise, Ruin, and Redemption acting as a sort of legalizing lethality in business. Smugglers and Slavers do their business on the edges of their routes, or else pay them hefty bribes, and even now frenzied battles are pitched at sea as the legitimacy of their power is tested and checked again and again. The Mamluks do not speak of what price Zan Cuddlu paid for their blood oaths but it is surely a steep one as the Ruinous Regent is not seen in the public eye for weeks before and after the process.

6. Military: Raise 1 Unit

A host of Darkkin Daemons are raised on Rise. Nurtured by the matron Vulture figure Darkmoon Dream a swathe of monsters and horrors marshall themself under the banner of Caler Myrfddin. Swathes of toxic swamp boars buck and tussle with each other, bristling with malignant energy and thorns. Swarms of blackened ash formed wasps and flies chew up the environment. Bears of ruinous red sand howl atop mountains alongside molten crackling lions. Sloppy, popping, bubbling hyenas whose high-pitched laughter pitter-patters through bursting bubbles of tar roam the roads. Darkmoon Dream sits upon a withered, decrepit tree in Rise, and orchestrates her childrens rise to prominence, privilege, and power as Zan Cuddlu calls upon them for extra muscle on the three islands. Merlyn from across Ruin spit at Zan Cuddlu's new paradigm but they are rebuffed by the results produced therein.

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Region 130

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

2. Diplomacy: Raise Reputation with Disciples of Silicon (FAIL)

As the Disciples of Silicon make their presence known to the greater forces of Brenn-Tyr the Merlyn of Ruin are quick to reciprocate their interest. Unfortunately, the fractious and sometimes counterproductive forces of Raiders, Warlords, and Captains who call Ruin home are tripping over themselves to make a good impression. And what exactly quantifies a "Good Impression" is also up for debate among the many pointed personalities of Merlyn, who deliver various tributes, and then light the tribute of other Merlyns on fire, and so on and so forth. Gifts are stolen and repackaged, delivered then destroyed, and envoys are dispatched but ambushed on the road for sacrifice as gangs vie for "True Relations" to cement themself as more legitimate than others.

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

While Merlyn of varying Cults, Warbands, and Fleets sabotage each other for a chance at power and technology from ancient times Zan Cuddlu of Caler Myrfddin cements relations with the Merlyn cousins in the Storytellers. Laborers are imported from across Brenn-Tyr, Darkkin mobs are yoked to a frenzy of activity, and construction of a Vault outside the premises of the ancient ancestral spawning place of Merlyn begins. The sky is darkened at times by flying Darkkin who help measure distances from above and the process is swift moving with aid from foreign beast handlers. The shell of the Vault is completed in a year's time before production halts, as Merlyn Zan Cuddlu demands to personally inspect the entirety of the gifted base, and ensure that it meets the level of exacting perfection demanded by them. A private team of laborers, artisans, and wyrmloch's are gathered in the final years to act as the final construction crew.

5. Military: Raise 1 Naval Unit

Merlyn's Mamluks as they call them are a small fleet of daring Merlyn wave-cutters and shore-raiders who have officially hired themselves out to Merlyn Zan Cuddlu's cause. Numbering only a handful of ships the crew consists of approximately sixty Merlyn and their Darkkin companions. Wielding ancient spears and rusty hooks they patrol the shores of Rise, Ruin, and Redemption acting as a sort of legalizing lethality in business. Smugglers and Slavers do their business on the edges of their routes, or else pay them hefty bribes, and even now frenzied battles are pitched at sea as the legitimacy of their power is tested and checked again and again. The Mamluks do not speak of what price Zan Cuddlu paid for their blood oaths but it is surely a steep one as the Ruinous Regent is not seen in the public eye for weeks before and after the process.

6. Military: Raise 1 Unit

A host of Darkkin Daemons are raised on Rise. Nurtured by the matron Vulture figure Darkmoon Dream a swathe of monsters and horrors marshall themself under the banner of Caler Myrfddin. Swathes of toxic swamp boars buck and tussle with each other, bristling with malignant energy and thorns. Swarms of blackened ash formed wasps and flies chew up the environment. Bears of ruinous red sand howl atop mountains alongside molten crackling lions. Sloppy, popping, bubbling hyenas whose high-pitched laughter pitter-patters through bursting bubbles of tar roam the roads. Darkmoon Dream sits upon a withered, decrepit tree in Rise, and orchestrates her childrens rise to prominence, privilege, and power as Zan Cuddlu calls upon them for extra muscle on the three islands. Merlyn from across Ruin spit at Zan Cuddlu's new paradigm but they are rebuffed by the results produced therein.

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Region 130

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

2. Diplomacy: Raise Reputation with Disciples of Silicon (FAIL)

As the Disciples of Silicon make their presence known to the greater forces of Brenn-Tyr the Merlyn of Ruin are quick to reciprocate their interest. Unfortunately, the fractious and sometimes counterproductive forces of Raiders, Warlords, and Captains who call Ruin home are tripping over themselves to make a good impression. And what exactly quantifies a "Good Impression" is also up for debate among the many pointed personalities of Merlyn, who deliver various tributes, and then light the tribute of other Merlyns on fire, and so on and so forth. Gifts are stolen and repackaged, delivered then destroyed, and envoys are dispatched but ambushed on the road for sacrifice as gangs vie for "True Relations" to cement themself as more legitimate than others.

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Region 130

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

2. Diplomacy: Raise Reputation with Disciples of Silicon

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Merlyn Zan Cuddlu

Dip: 4

Mil: 2

Ind: 4

Fai: 2

Int: 4

 

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

2. Diplomacy: Raise Reputation with Disciples of Silicon

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Merlyn Zan Cuddlu

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

2. Diplomacy: Raise Reputation with Disciples of Silicon

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Brick and Mortar.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Merlyn Zan Cuddlu

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

Event Sub-Actions:

- Trade Tall Sails with SYP for Animal Husbandry

- Trade Tall Sails with COW for Markets and Carts

- Trade Tall Sails with TAN for Irrigation

2. Diplomacy: Raise Reputation with Disciples of Silicon

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Masonry.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Merlyn Zan Cuddlu

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

2. Diplomacy: Raise Reputation with Disciples of Silicon

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Masonry.

Tychris1

Tychris1

spacer.png

 

Ruin's Ancient Warriors

Merlyn Zan Cuddlu

Expected Stat Changes: +1 Int, +1 Dip, +1 Mil

Actions:

1. Diplomacy: Host the Horned Feast Event!

2. Diplomacy: Raise Reputation with Disciples of Silicon

3. Intrigue: Secret Action

4. Intrigue: Construct DOS Forbidden Vault in Region 130 (1/3)

5. Military: Raise 1 Naval Unit

6. Military: Raise 1 Unit

 

Non-Action:

- Accept the Myrkran Refugees offer for Masonry.

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