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aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. 12

Digitalia Foxglove, no longer the Master Storyteller but still influential as a senior carver of the eldest Story, personally travels the Greywood Coast with charcoal and a sketchbook. This time, she promises, the Seekers will be suitably impressed the moon and star patterns that have been painstakingly etched in bark for multiple millennia.

3. Military 5 – Raise a Hero, Artemisia Sagebrush. Hero score: 10

The human Artemisia family was relocated inland to an older Grove when their youngest was born with a Greater Star Sign reaching up her back. Now, the Grove is realizing that the youngest is not the family's only noteworthy child. Upon his sixteenth birthday, Sagebrush wins a national archery competition. While all of the finalists will receive offers to enlist for the finest training and equipment that Sypressa can offer, Sagebrush is uniquely granted personal mentorship by the greatest retired heroes of the age.

When she reaches my age, Sagebrush swears, I will have a Grove's worth of carved adventures to inspire little Tarragon.

4. Military – Raise a unit of exceptional archers, the Swanfeather Wraiths.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until the quaint town's elven blacksmith ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

D. Support the Witches of Tir Buwch (COW) in their efforts to buyout Trade Post 2 of Greywood Bark in the Greywood Coast (415).

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Past Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Populus Aspen: Apprentice Storyteller. Human. He/him
Artemisia Tarragon: Child with a Greater Star Sign. 4 years old. Human. She/her
Artemisia Wormwood: Middle child. 13 years old. Human. They/them
Artemisia Sagebrush: Eldest brother of Tarragon. 16 years old. Human. He/him

Unit Fluff:

1x Lynx's Footfalls (scouts)
1x Darting Does (light cavalry)

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. 12

Digitalia Foxglove, no longer the Master Storyteller but still influential as a senior carver of the eldest Story, personally travels the Greywood Coast with charcoal and a sketchbook. This time, she promises, the Seekers will be suitably impressed the moon and star patterns that have been painstakingly etched in bark for multiple millennia.

3. Military 5 – Raise a Hero, Artemisia Sagebrush. Hero score: 10

The human Artemisia family was relocated inland to an older Grove when their youngest was born with a Greater Star Sign reaching up her back. Now, the Grove is realizing that the youngest is not the family's only noteworthy child. Upon his sixteenth birthday, Sagebrush wins a national archery competition. While all of the finalists will receive offers to enlist for the finest training and equipment that Sypressa can offer, Sagebrush is uniquely granted personal mentorship by the greatest retired heroes of the age.

When she reaches my age, Sagebrush swears, I will have a Grove's worth of carved adventures to inspire little Tarragon.

4. Military – Outfit a unit of exceptional archers, the Swanfeather Wraiths.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until the quaint town's elven blacksmith ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

D. Support the Witches of Tir Buwch (COW) in their efforts to buyout Trade Post 2 of Greywood Bark in the Greywood Coast (415).

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Past Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Populus Aspen: Apprentice Storyteller. Human. He/him
Artemisia Tarragon: Child with a Greater Star Sign. 4 years old. Human. She/her
Artemisia Wormwood: Middle child. 13 years old. Human. They/them
Artemisia Sagebrush: Eldest brother of Tarragon. 16 years old. Human. He/him

Unit Fluff:

1x Lynx's Footfalls (scouts)
1x Darting Does (light cavalry)

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. 12

Digitalia Foxglove, no longer the Master Storyteller but still influential as a senior carver of the eldest Story, personally travels the Greywood Coast with charcoal and a sketchbook. This time, she promises, the Seekers will be suitably impressed the moon and star patterns that have been painstakingly etched in bark for multiple millennia.

3. Military 5 – Raise a Hero, Artemisia Sagebrush. Hero score: 10

The human Artemisia family was relocated inland to an older Grove when their youngest was born with a Greater Star Sign reaching up her back. Now, the Grove is realizing that the youngest is not the family's only noteworthy child. Upon his sixteenth birthday, Sagebrush wins a national archery competition. While all of the finalists will receive offers to enlist for the finest training and equipment that Sypressa can offer, Sagebrush is uniquely granted personal mentorship by the greatest retired heroes of the age.

When she reaches my age, Sagebrush swears, I will have a Grove's worth of carved adventures to inspire little Tarragon.

4. Military – Outfit a unit of exceptional archers, the Swanfeather Wraiths.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until the quaint town's elven blacksmith ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

D. Support the Witches of Tir Buwch (COW) in their efforts to buyout Trade Post 2 of Greywood Bark in the Greywood Coast (415).

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Past Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Populus Aspen: Apprentice Storyteller. Human. He/him
Artemisia Tarragon: Child with a Greater Star Sign. 4 years old. Human. She/her
Artemisia Wormwood: Middle child. 13 years old. Human. They/them
Artemisia Sagebrush: Eldest brother of Tarragon. 16 years old. Human. He/him

Unit Fluff:

1x Lynx's Footfalls (scouts)
1x Dexterous Does (light cavalry)

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. 12

Digitalia Foxglove, no longer the Master Storyteller but still influential as a senior carver of the eldest Story, personally travels the Greywood Coast with charcoal and a sketchbook. This time, she promises, the Seekers will be suitably impressed the moon and star patterns that have been painstakingly etched in bark for multiple millennia.

3. Military 5 – Raise a Hero, Artemisia Sagebrush. Hero score: 10

The human Artemisia family was relocated inland to an older Grove when their youngest was born with a Greater Star Sign reaching up her back. Now, the Grove is realizing that the youngest is not the family's only noteworthy child. Upon his sixteenth birthday, Sagebrush wins a national archery competition. While all of the finalists will receive offers to enlist for the finest training and equipment that Sypressa can offer, Sagebrush is uniquely granted personal mentorship by the greatest retired heroes of the age.

When she reaches my age, Sagebrush swears, I will have a Grove's worth of carved adventures to inspire little Tarragon.

4. Military – Outfit a unit of exceptional archers, the Swanfeather Wraiths.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until the quaint town's elven blacksmith ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

News and Rumors:

  • Artemisia Tarragon grows into a

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Past Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Populus Aspen: Apprentice Storyteller. Human. He/him
Artemisia Tarragon: Child with a Greater Star Sign. 4 years old. Human. She/her
Artemisia Wormwood: Middle child. 13 years old. Human. They/them
Artemisia Sagebrush: Eldest brother of Tarragon. 16 years old. Human. He/him

Unit Fluff:

1x Lynx's Footfalls (scouts)
1x Dexterous Does (light cavalry)

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. 12

3. Military 5 – Raise a Hero, Athyrium Fern. Hero score: 10

4. Military – Raise a unit.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until Athyrium Fern, elven blacksmith, ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

News and Rumors:

  • Something about Artemisia Tarragon.

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Retired Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Athyrium Fern: Hero and blacksmith. Elven. He/him
Populus Aspen: Apprentice Storyteller. Human. He/him

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. (TN 10)

3. Military 5 – Raise a Hero, Athyrium Fern. Hero score: 10

4. Military – Raise a unit.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until Athyrium Fern, elven blacksmith, ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

D. Spend a favor with the Seekers of the Spheres to raise reputation.

News and Rumors:

  • Something about Artemisia Tarragon.

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Retired Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Athyrium Fern: Hero and blacksmith. Elven. He/him
Populus Aspen: Apprentice Storyteller. Human. He/him

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. (TN 10)

3. Military 5 – Raise a Hero, Athyrium Fern. Hero score: 10

4. Military – Raise a unit.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until Athyrium Fern, elven blacksmith, ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods where the doe resides to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

News and Rumors:

  • Something about Artemisia Tarragon.

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Retired Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Athyrium Fern: Hero and blacksmith. Elven. He/him
Populus Aspen: Apprentice Storyteller. Human. He/him

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

Greywood trees grow about 5 feet per year under ideal sunlight and moisture conditions. The Bruitmire Grove in Tancourt suffers from eternally overcast skies, excessive rain, and thick mud. Despite it all, the newly-planted saplings strive for the sky as if they could finally get enough sunlight if only they could grow taller than the clouds. The Grove is spindly, washed-out, and gangly, but it does not lack for height.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. (TN 10)

3. Military 5 – Raise a Hero, Athyrium Fern. Hero score: 10

4. Military – Raise a unit.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until Athyrium Fern, elven blacksmith, ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

News and Rumors:

  • Something about Artemisia Tarragon.

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 20 feet tall
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN) - newly-planted
    • TAN promises to gift SYP their next technology during the round it is created

Characters:

Digitalia Foxglove: Retired Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Current Master Storyteller. Elven. She/her
Athyrium Fern: Hero and blacksmith. Elven. He/him
Populus Aspen: Apprentice Storyteller. Human. He/him

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 – Military: 5 – Industry: 2 – Faith: 5 – Intrigue: 2
Capital: The Greywood Coast (415) – Round 5

Actions:

1. Diplomacy 5 – Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

2. Diplomacy – Raise reputation with the Seekers of the Spheres. (TN 10)

3. Military 5 – Raise a Hero, Athyrium Fern.

4. Military – Raise a unit.

5. Faith 5 – Discover an Artifact, the White Doe's Deershoe. Effect: Provides a resource of Iron to its owner.

In the deepest reaches of the Greywood Coast, a snow-white doe is spotted. The most talented trackers comb the woods. Hunting dogs are dispatched. Bait is laid. The doe is never caught. Until Athyrium Fern, elven blacksmith, ventures into the forest one day with his beautiful singing voice. He carefully coaxes the creature back to his workshop with a soothing melody. The doe, however, is a creature of myth and magic, and can only be contained for so long. He only manages to attach a single deershoe before it spooks and escapes. The white doe is never caught again, but it leaves a trail of identical front-left iron deershoes everywhere that it steps. To this day, Sypressans that venture into the woods to collect the abundant deershoes sometimes catch a glint of white far off in the forest.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

News and Rumors:

  • Something about Artemisia Tarragon.

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW)
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN)
    • TAN promises to gift SYP their next technology during the round it is created

Past Stories:

aerin13

aerin13

The Storytellers of Sypressa

Sypressa.png

Master Storyteller Salvia Rosemary
Diplomacy: 6 Military: 5 Industry: 2 Faith: 5 Intrigue: 2
Capital: The Greywood Coast (415) Round 5

Actions:

1. Diplomacy 5 Establish the Bruitmire Grove (an Embassy) of greywood pines in Tancourt (TAN).

In exchange, Tancourt promises to gift Sypressa their next technological innovation as soon as it is discovered.

2. Diplomacy Raise reputation with the Seekers of the Spheres. (TN 10)

3. Military 5 Raise a Hero, Athyrium Fern.

4. Military  Raise a unit.

5. Faith 5 Discover an Artifact.

Non-Actions:

A. Change rulers non-dynastically. Stat growths: +1 Dip, +1 Mil. Non-dynastic succession: +1 to any two attributes.

Populus Aspen: 4+1 Diplomacy, 3+1+1 Military, 1 Industry, 1 Faith, 3+1 Intrigue

B. +1 favor with the Disciples of Silicon when the Disciple Forbidden Vault in Ruin, Rise, and Redemption (Region 130) is completed.

C. Receive the Bricks and Mortar technology from the Witches of Tir Buwch (COW) via the Witchwood Grove (Embassy).

News and Rumors:

  • Something about Artemisia Tarragon.

Records Carved:

Units: 2/6
Navy: 0/3
Treasure: 0/5

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW)
    • COW promises to gift Bricks and Mortar to SYP in Round 5
  • The Bruitmire Grove in Tancourt (TAN)
    • TAN promises to gift SYP their next technology during the round it is created

Past Stories:

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