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Ringworld of Ayr - Age of Restoration


SerakHawk

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Zavestra - Region 203
Year Five of the Ravenous Light in the House of the Architect.
Diplomacy 5 | Military 7 | Industry 10 | Faith 6 | Intrigue 4

 

Actions:

[Industry] Create Technology: Ocean Tech utilizing Wind Stone.

New Technology

Ballast Chambers
Needs: Wind Stone
Purpose: Ocean Tech I

A system of hollow, reinforced channels that runs through the structure of a ship. When exposed to the flow of air, the wind stone inlaid periodically through these channels increases the ship's buoyancy and allows it to rise off the ground. This is typically accomplished through the use of oversized bellows that feed air into the system during initial lift-off. Outside propulsion is still required for horizontal movement, such as with sails.

[Intrigue] - Secret Action



[Military] - Sylara descends to explore the Abyssal Night, accepting Eilonwy's aid! Failed.

[Diplomacy] - Raise Reputation with the Seekers of the Spheres. Failed.

[Diplomacy] - Invite a delegate of the Rising Sun to Zavestra to explain their intentions.

Org Non-Action:

  1. Accept Eilonwy of Velentin's Aid in the Abyssal Night.
  2. Send four units of infantry to the Disciples of Silicon

Non-Actions:

  1. Resist Hostile Conversions
  2. Resist Hostile Buyouts
  3. Treasure Spent: Secret Action, Epic Quest, Reputation

Changes:

  1. Total Treasure: 4 -> 1
  2. Gain Ocean Tech
  3. +1 Diplomacy
  4. +3 Favors from DoS, +1 Rep
  5. Committing 4 land units until Round 13

Ongoing:

  • Total TP: 11 (2 treasure/round)
  • Required Resource satisfied (Wind Rock)
  • Embassies with: OMG.

 

 

 

 

Name
Secret Action
15
2d6+7 6,2
Quest into the Night (+Treasure, +Aid)
15
2d6+8+1+2 1,3
roll
15
2d6+6+1 5,3
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Toteharu
Eleventh Season of Plants; Eleventh Season of Tete-kāno
Region(s): 106, 101, 104, 127

With an ever-increasing threat along the borders, the plants march inland with whatever force they can muster. It is neighboring their land, it is their responsibility to watch the lake. The Bear marched with certainty, aiming to eradicate those who fell out of Taumaru's cycle.

Meanwhile, the ever-encroaching Sisters were becoming a nuisance. With them rejecting the invitation to Taumara's Supplication and openly converting the Toteharu lands, suspicions towards them are at an all-time high. More would be done with them in the future.

Actions:

  • [Diplomacy] - MIND Contact
  • [Diplomacy] - Launch ExpeditionExpedition
  • [Military] - The Bear moves to eradicate the Beasts in 108, supported by all ground troops
    • Led by: Te-Raupea, The Arbor Bear (Hero 8)
    • Troops (3): Two Fightin' Mangroves, One Rosewood Lancers
    • Aid (9): Two Zabka, Six Nanx, One Native
    • +1 due to DoS Rep Bonus (vs. Techless enemy)
    • No Tac Doc
    • Duel: Yes, the Bear will bury the Ghoul
  • [Faith] - Convert Region 101 Convert 101
  • [Faith] - Convert Region 103 Convert 103

Non-Actions:

• Resist all Conversions away from TAT

• Support all Conversions towards TAT

• Spend Treasure to support MIND

• Host Taumara's Supplication

 Spend Treasure to support 101 Conversion

Accept DoS' second offer of oddities.

General Summaries

Post-Turn:
+1 Faith, +1 Diplomacy

Stuff n' Things

Link to Realm Post

Military Units: 3/8, 3/6
-Fightin' Mangroves, 2
-Woodrose Lancers, 1

-Seaweed Raft Flotilla, 3

Trading Posts & Treasure: 5 & 2/5
-Region 106 TP1, Marine Forage & Produce
-Region 111 TP1, Tin
-Region 112 TP1, Marigold Roses
-Region 126 TP1, Fish
-Region 101 TPC, Shadow Flax

+1 passive treasure

Relics
Plasma Grenades (+2 Tactics, +1 Battles, Single-Use)

Heroes
Te-Raupea, The Arbor Bear (HS8)

Embassies
none

Organization Reputation Summary
People of Myrkran, Rep 4, Favors -2
Disciples of Silicon, Rep 2, Favors -2
Seekers of the Spheres, Rep 2, Favors 0

Organization & Tech Bonuses

Can cross ocean borders (Tech)
+1 to Establish Claim (MYR 1)
+1 to Raid (DOS 1)
+1 to Sack (DOS 1)
+1 to Epic Quests (SPH 1)
+1 to Diplo/Indus Exploration (Tech)
+2 to Investigation (SPH 2)
-1 to all Continent Penalties (MYR 2)
+1 to Stabilization (Tech)
+1 on Battle Rolls vs. Techless Enemies (DOS 2)
+1 to Purging Holy Sites (DOS 2)
+1 Treasure on Successful Exploration (MYR 3)
Can Explore Known Regions (MYR 3)
Free Action Host/Attend Events (MYR 4)
Once per Round, one free reroll on any unopposed roll (MYR 4)
+1 to resisting Raids (Tech)
+1 to resisting Sacks (Tech)
Can cross mountain borders (Tech) currently inactive due to missing resource

Temporary Cultural Identity - Epic Quests
Permanent Cultural Identities - None

Technologies
Tall Sails, Animal Husbandry, Irrigation, Brick & Mortar, Alpine Animal Assistants (Requires Animals)

Faith (Taumaru & Taumara) (3)
106, 127, 104

Controlled Regions
106, 101, 104, 127

Current Claims
N/A

Previous Rounds
Round 1 Round 2 Round 3
Round 4 Round 5 Round 6
Round 7 Round 8 Round 9
Round 10 Round 11

Name
Contact
16
2d6+10 5,1
Expedition
16
2d6+10 1,5
Convert 101
19
2d6+8 6,5
Convert 103
15
2d6+7 5,3
Expedition Reroll
19
2d6+10 3,6
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Voile Domain
Sabine, Queen of Veils
(Dip 10/Mil 10/Ind 8/Fth 2/Int 3)

  • Otherwise content to leave the bloody zealots to their own devices, the Voilese cannot abide atrocities against the friendly Mykran. Queen Sabine demands the Sun-borne's amassing force remain on their side of the mountains and desist threats against the Rithaki, or face swift retaliation to obviate future conflict.

 

  1. [Military] Invade 211 (Queen Sabine leads 6 units + 5 navy, spends 1 treasure: 10 Leader + 11 Units + 1 Treasure. Sabine attempts to Skirmish and will issue a Challenge to Duel (Capture)) -
  2. [Military] Fortress: Recruit Unit x 2 - Valkyries and Utui Exiles (6 → 8)
  3. [Industry] Rayjo Network Expansion for MYR
  4. [Industry] Buyout Open TP of Deer in 201, TP1 (18, Success) - Some debate ensues as to what the Voilese mean to do with the acquired cervine herds. Many of the veiled folk are pescetarians, and they eschew leather armor for layered lotus silk. Asked for clarity, one trader explained by laminating his fingers and saying simply, "La colle."
  5. [Diplomacy] Diplomatic Mission North of 225 (15, Success)

 

  • [Non-Action] Generate 1 Treasure with 5 TPs
  • [Non-Action] Resist Buyouts and Conversions

Record Keeping

Technology: Tall Sails, Masonry, Animal Husbandry
Translations: Yon Vaire

Bonuses: +1 Exploration, +1 resist Raid/Sack

Units: 6 [Valkyries]
Naval Units: 5 [Sea Rangers, Jarl Hringr's Vikings]

Treasure: 1

 

Valkyries

I am already dead. This is the guiding sentiment of the Voilese elite warriors, the Valkyries. Death is taken to be the natural state of all things, even the gods. Any deviation from this norm is temporary and will soon be remedied. This logic extends to the time prior to life, and even a gestating fetus is taken to be dead until the moment of the quickening. Therefore, your life is a reprieve granted by your mother and sustained by your sisters. That sisterhood is the only thing that makes you any different from a kit ripped from its warren by a she-wolf with whelps to feed. Far better to be like the wolf.

 

Valkyrie regiments take the name of patron animal. Thirteen escadrilles compose a regiment and each consists of seventeen full fledged Valkyries, plus as many as seven teenage cadettes, and three senior advisors too old or maimed for combat. Escadrilles function more or less independently with the three fiercest groups supported by a left wing, a right wing, and a relief or rearguard; and the fleetest group left to respond to openings as the battle progresses.

 

 

 

Edited by Nefarion_Xid
Buyout roll should be +8, not +9 (see edit history)
Name
Buyout Open TP of Deer in 201, TP1
19
2d6+9 6,4
Diplomatic Mission North of 225
15
2d6+11 1,3
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Akazeg Iconoclasts(AKI)

Ruler: Exarch Gwafa of The 2nd Vault

Diplomacy: 4

Military: 2

Industry: 7 (+1)

Faith: 7 (+1)

Intrigue: 2

Actions

Industry Contribute to: Rayjo Network Expansion (5/5)  
Industry Use Industry 5 Create City: Akisi  
Diplomacy Help Myrkan Translation Project  
Faith Convert 243 roll
Faith Convert 248 roll

 

Edited by Lleban (see edit history)
Name
(Roll
SyntaxError: Unexpected token )
2d6+7)
(roll
SyntaxError: Unexpected token )
2d6+7)
roll
14
2d6+7 3,4
roll
9
2d6+7 1,1
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Crrroa-Crrroa Confederacy

Round 11

Peacebringer M'shakin Jay

Year 21 of the Bellower Council

Regions 117, 100, 102, 113, 114, 115, 116

https://cdn.discordapp.com/attachments/1073482112444944444/1089555653330214982/fragv3.png

News and Rrrumors

Continued failures to stop the root rot weigh on the council, but there is hope. The Seekers promise a cure if only a source of some rare weed can be found.

Actions

1.[Dip] Attend an Event

  • Offer the Nanx and Toteharu a place within the CCC. (offer to become their liege)

2.[Dip] Establish a claim on 111

3.[Mil] Raise 2 units.

4.[Mil] Kremit quests southeast from Region 124.

5.[Mil] Send 2 units to assist Toteharu against the ghouls.

6.[Mil] War: Send 5 units, led by the Peacebringer M'shakin Jay, to conquer region 112

Non-Actions

1. Accept any offers to vassalize.

2. Request to store some DOS garbage again, but maybe not garbage this time.

3. Send the DOS 4 units.

Expected Stat Gains

+2 Mil, +1 Dip

Edited by zabbarot (see edit history)
Name
Establish a claim on 111
20
2d6+9 6,5
Kremit takes a hike!
20
2d6+9 6,5
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The Nanx Throng - 109
Shaman Trew

an eleventh boathide of angular writing

 

 


The Nanx Throng

Actions:

[Military] Commit All Available Troops to The Bear's army. (6 Units)

[Diplomacy] Colonize Region 119

[Faith] Complete Faith Project to Restore the Oracle Tree (3/3)

[Military] Quest into the Unknown East of 127 (The Compact) (Treasure Spent)

[Diplomacy] Diplomatic Mission to East of 119 (connected via water to 118) (Treasure Spent)

Non-Actions:
Resist Conversion
Resist Shimmerstone Buyouts
Accept Vassalization under the Crrroa Crrroa

~

Ruler Info

Shaman Trew

Diplomacy - 6 7

Military - 5 6

Industry- 4

Faith - 2

Intrigue - 2

Diplomacy 5 Available
Military 5 Available

Successor -

Other Notes

Current Goals: Restore the Oracle Tree! (One Industry, One Military, One Faith Special Project).

New Ruler Next Round? - No

Military Units 6/12
-Fighting People
-Slingstone People
-Tidewater Brawlers
-Driftwood Stalwarts
-Dragonpokers
-Maenos Stoics
 

Naval Units 1/4
-Sling Skiffs

Treasure 3/5 1
+1 passive treasure/round

Relics
none

Heroes
The Compact (9)

Embassies
Toteharu
Crrroa-Crrroa

Cities
-Nana 109

Organizational Overview
Myrkran People, Rep 2, Favors 0
Disciples of Silicon, Rep 0, Favors 1
Seekers of the Spheres, Rep 1 Favors 1

Temporary Cultural Identity - None
Permanent Cultural Identities - None

Technologies
Tall Sails, Brick & Mortar, Animal Husbandry, Alpine Animal Assistants, Irrigation

Trading Posts (8, 1 treasure/round)
-109.1 Shimmerstone
-109.C Shimmerstone
-113.1 Horses
-108.1 Clay
-104.1 Highland Berries
-115.1 Wood
-110.2 Stone
-118.1 Rocs
 

Other Resources
A Reasonably Similar Favor to an assisted Buyout from the Toteharu

Faith (Unnamed Animism)
-109 - Wyr Foothills

Controlled Regions
-109 - Home Region
-107 - Razor Coast
-110 - Maes Mawr
-118 -
-119-

Expected Stat Gains

Military
Diplomacy

Backup Action

X

 

Name
Diplomacy - Colonize 119
13
2d6+6 6,1
Military - Compact Quests into the Unknown!
15
2d6+9 3,3
Diplomacy - Diplomatic Mission east of 119
13
2d6+8 1,4
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Tancourt

"WhisperWaves: Tancourt's Juiciest Gossip Unveiled!" written by Evelyn Muckrake.

Dip: 4 | Mil: 1| Ind: 7 | Fai: 1| Int: 7

Expected Increase: Dip: +1 | Mil: 0 | Ind: +1 | Fai: 0 | Int: 0

Treasure in Vault: 3. Treasure Passive Treasure: 1 (7 TPs + 1 City)

Units: 3.

Regions: 2.

Actions:

Diplomacy – Attempt Colonize Region 012

Diplomacy – Attempt to Dispense of the Flotsam

Whispers from Beyond and Journalistic Integrity

Your dearest publisher finds herself at the center of an enigma that transcends the realms of the physical. The source, if it can even be called that, is far from tangible. A beckoning from the blazing sun high above in the sky to the crushing depths below. "Come," it says. "Dig deeper. Dispense of the Flotsam." These are the words that have invaded my thoughts, seeping into the corners of her consciousness. It's not a voice one hears with ears, but rather an intrusion into the very essence of one's being.

The enigma is further deepened by the absence of a clear source. Who or what could be behind this cryptic summons? To what end should I, renowned for my well known quest for knowledge, being called upon? The answers, if they exist at all, remain shrouded in obscurity. Intrigue, curiosity, and perhaps a touch of apprehension. These are the emotions that this cryptic summons has ignited. For me, the journey to uncover the enigma's core is filled with uncertainties and challenges. Unraveling the mysteries of a mind that transcends the bounds of reality will be no small feat. But, I will do it, for you, dear reader.

Industry – Buyout Crabs of Unusual Size TP1

Industry – Buyout Lake Pike TP2.

Intrigue Investigate the Identity of Reannon Yale and Yashi Ausua

Pamphlets and Whispers Sow Seeds of Unrest

In the wake of the lawful detainment of Panu, Brenn Tyr has become a hotspot of intrigue and shadowy dealings. A series of arsons has left investigators baffled, with suspicions cast upon shadowy figures that haunt the periphery of the Myrkran communities.

The arson spree that has gripped Brenn Tyr in its fiery embrace has rattled the local populace. Buildings reduced to cinder, lives disrupted, and an atmosphere of unease have settled upon the region. These acts of destruction are more than random acts of chaos; they are a message, an unsettling one.

In the midst of the chaos, pamphlets surfaced, laying claim to the fiery infernos that blazed through the night. These pamphlets purport to set the flames "to wake the Myrkran Sheep up." It's a cryptic message, one that hints at deeper conspiracies and motivations. The pamphlets have been found in the most likely of places, such as the sanctuaries of the Dark One shrines. They cast shadows of suspicion upon the Brotherhood's initial treatment of the Kymtyr, igniting unrest in the region. The repercussions of these incendiary messages ripple through the community, fueling anger and doubt.

The names Reannon Yale and Yashi Ausua are whispered in the shadows, invoking dread and danger. These figures are not just enigmatic; they are believed to be dangerous instigators, masterminds behind the chaos and unrest. Their reputation for stirring discord and chaos is well-documented, and the Myrkran community is increasingly viewed with suspicion.

Non-Actions:

Tancourt's Compassionate Response: A Balanced Perspective on the Kymtyr's Plea

Against the backdrop of the relentless battle against the enigmatic Carmine Blight, Knight Commander Kotter's plea for the release of Mormaer Gwaithor emerges as a heartfelt request, appealing to the sense of justice and empathy within all parties involved.

However, the initial response from Tancourt has been far from conciliatory. Represented by the seasoned Sunpointer Truth Bash, the authorities in Tancourt express their dismay at the optics of labeling Mormaer Gwaithor's detainment by the Brotherhood as an injustice. In their eyes, it was a lawful action taken on behalf of the Brotherhood, driven by the circumstances at hand. However, Sunpointer Truth Bash, has revisited Tancourt's position, recognizing the potential for reconciliation and understanding.

In a display of compassion, Tancourt suggests a resolution that bridges differences rather than deepening divides. While refusing to release Mormaer Gwaithor outright, they extend an olive branch. In an act of perceived mercy, they suggest that his release can be negotiated if he renounces his affiliation with the enigmatic Dark Shine and converts to the ideals of Romantic Chivalry.

This evolving narrative sheds light on the transformative power of compassion and understanding. While the story unfolds, it reveals a Tancourt that is open to dialogue, reconciliation, and the pursuit of harmony, even in the face of complex and contentious challenges.

Stay tuned for further updates as these curious tales unfold!

Edited by mystic1110 (see edit history)
Name
Colonize
11
2d6+4 1,6
Attempt to Dispense of the Flotsam (+1 Treasure)
11
2d6+5 5,1
Buyout Crabs of Unusual Size (Rep and Tech cancel each other)
14
2d6+7 3,4
Buyout Lake Pike (Rep and Tech cancel each other)
17
2d6+7 4,6
Investigate
14
2d6+7 1,6
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The Rikathi

Region: 217

 

image.png.68e7b2e77dd120249f513874fcabf2ef.png

 

Round 11


Actions:

1: Impact of a Miracle (Faith Special 10) - Auto Success

The Mysteries

As word hit Mjornduth that an army was marching toward them, the two leaders of the Rikathi people did as they were each practiced in doing. Ota Beyn armed her militia. The High Voice sought the Tower. As men and women donned leathers and sharpened blades, there was something else brewing in the wilds beyond the city walls.

Rigo'Dae heard the calls of his chosen. He saw what his Chosen had done to strengthen is domain. It was time to show them reciprocation and to help defend what had been built anew. The land itself would be a part of that.

The clerics inside the temple felt the newfound power first. They knew their words carried more power than merely words. They whispered their Mysteries into the very threads of their soldiers armor. Spoke it into the trees. Spoke it into the earth beneath their feet.

The wild lands shivered with The Mysteries.

 

2:  Defend Region and Myrkran (Military) - 

4 Land Units + Mjornduth is a City + Holy Order + Miracle (The Mysteries) + Albatross's Geas

Ota Beyn Brejna Honorlund sat in the Longhouse hunched over her table of maps. Her advisors had long since gone to their homes to get some sleep. She heard the footsteps before the silhouette showed in the doorway. Katja Redmane hovered there for a moment before entering, making sure the occupant hadn't fallen asleep on her feet.

"I brought you a draft." She said softly, lowering the mug of dark ale to the corner of the tale. "The Brewmaster seemed quite keen to you getting the first from this batch."

Brejna raised the mug to her lips without a word. Her long curls had been grey for a decade now but their was no frailty in her age. After a drink, she looked up at her deputy governor and made a face that said the brewmaster had been right to be proud of his work. The deep gulp caused an almost immediate burp.

"We can hold our lands, Katja. But I do not see a way to be on the offensive. The mountains are daunting." She said, scanning a new map brought in from the Seekers.

"We do not need to go on the offensive, we need only to defend our lands and our people." Katja said, pushing her own mug up to her face. "The forests will protect us. Let the bloodthirsty climb those mountains."

"But it'll show us as weak if we don't-"

"No. Nothing about this shows weakness. We are strong together and will continue to be after this is over."

The Ota Beyn seemed content to lose the argument. Brejna looked up for the first time and locked eyes with Katja. "I'm going with them out there."

"I knew you'd say that."

"And you will stay behind and guard the city."

Katja thought to disagree, but she had seen that look from Brejna before and knew it wasn't something she'd be convinced otherwise.

3: Improve the Resource in 217 (Industry Special 5) 

Dyes will turn into: Alchemical Agents

 

4: Convert a Trading Post 217 (Industry) - Success

 

5: Raise another Military Unit (Military) - Auto Success

 

Non-Actions:

A New Leader will be taking over in Round 12.

 

Will Receive:

+1 to Military

+1 to Industry

 

Edited by Basil_Bottletop (see edit history)
Name
Trading Post
15
2d6+7 6,2
Diplomacy - New Leader
2
1d4+1 1
Military - New Leader
2
1d4 2
Industry
4
1d4+1 3
Faith - New Leader
5
1d4+2 3
Intrigue - New Leader
1
1d4 1
Reroll rule on Intrigue - New Leader
2
1d4 2
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Goblins

Leader: Gob Diplo 6 | Military 5 | Industry 7 | Faith 3 | Intrigue 5

Hero: Lin 9

Regions: 209 and 208

Treasure: 5

Actions:

1) [Intrigue] Theft of Technology: Those Rising Sun types have been rather rude lately. Claiming to be better than us, making weird mysterious trade deals, the whole "kill our Myr friends" claims going around. We think it's time someone rifled through their pockets, well okay their inventors' and scholars' pockets, and look for any notes or clever inventions they might have dropped! Or "dropped". Whichever.

2) [Intrigue] Investigate: Come to think of it, who are the Rising Sun making the weird trade deals with anyhow? Deploy a party of investi-goblins!

3) [Diplomacy] Improve Relations: Good news, everyone! The Disciples of Silica gave us knick-knacks! Who doesn't like knick-knacks? We will send them some of our own knick-knacks as well.

4) [Intrigue] Investigate: Albatross cursed? And she might be trying to get involved with our friend Rizzo? We should make sure it's not a contagious curse or anything. That could be bad. Would we be cursed just for doing this digging?

5) [Intrigue] Investigate: The Disciples are pretty vague why they want so many troops. Maybe they just don't know what they're fighting and need some scouts! Let's do a little recon for them!

Nonaction: Accept the DoS offer to store even more "waste" on the islands. No reason not to help some friends clean out their pockets!

Nonaction: The Myr have so many interesting stories! We'll gladly offer to help with translation! (Spending one favor)

Nonaction: [Military] The Limitations of Steel: Our Disciples friends need help! We will gladly loan them fighting goblins to assist with whatever this mysterious task is. They do love their mysteries in their Vaults, don't they? (Deploy Four Goblin Land Units!)

Housekeeping: Ignore the Diplomatic Mission roll, action removed due to misunderstanding of rules and current world situation

Edited by Ironblaze (see edit history)
Name
Theft. I mean Totally Normal Learning Process.
10
2d8+5 2,3
Intrigue, the other Totally Normal Learning Process
11
2d6+5 5,1
Diplomacy, Improve Relations
12
2d6+6 3,3
Diplomatic Mission with Shinies
19
2d6+8 6,5
Intrigue 4, Albatross
8
2d6+5 2,1
Intrigue 5, Scouting
12
2d6+5 3,4
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 The Sylvan Protectorate (SYP)

Master Storyteller Nerium Oleander
Diplomacy: 5 – Military: 5 – Industry: 2 – Faith: 3 – Intrigue: 5
Round 11

Actions:

1. Military – Send 2 units and 1 boat to fight salamanders under the control of RAW.

2. Military – Artemisia Tarragon quests in Lotus Eater lands. (Hero score: 9, +1 SPH rank 1) 22

3. Diplomacy – Stabilize region 429. (+1 Irrigation technology) 11

4. Diplomacy – Raise reputation with MYR. 13

5. Intrigue – Investigate the whereabouts of Bertille the Blackheart and her 2 units of Bandit Gangs. (+1 Code of Stars, +2 SPH rank 2) 18

Non-Actions:

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

Salix Willow: 3+1+1 Dip, 3+1+1 Mil, 1 Industry, 3 Faith, 3 Intrigue

B. Receive 1 treasure from COW via the Embassy.

C. Receive Cinnabrine Steel (technology) from BBB via the Embassy.

Edited by aerin13 (see edit history)
Name
Change leader non-dynastically
13
5d4 1,3,3,3,3
Lotus Eaters quest
22
2d6+10 6,6
Stabilize 429
11
2d6+6 3,2
Raise rep with MYR
13
2d6+5 5,3
Investigate bandits
18
2d6+8 6,4
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The Skudal Imperium

Aite Salach (Region 244), (Region 243)

Rat King Cuairt I

DIP 5 MIL 10 IND 3 FAI 1 INT 3

 

Actions

  1. MIL - 10 Special - Construct Fortress in Aite Salach.
  2. MIL - Raise land unit.
  3. MIL - Raise land unit.
  4. MIL - Raise land unit.
  5. IND - Buyout TP1 in 246 for Giant Albatross. Failure...

Expected stat growth: +2 MIL

Non-Actions

  1. Resist unauthorized actions within the Imperium's territory.
  2. Replace leader with Rat King Cuairt II, dynastic inheritance. (DIP 3, MIL 5, IND 4, FAI 2, INT 1).

Information

Generals: Goirid the Brave

Land Units: 4 + 3 = 7

Naval Units: 2

Edited by MappyPK (see edit history)
Name
Buyout TP1 in 246 for Giant Albatross.
8
1d6+2 6
Buyout TP1 in 246 for Giant Albatross (ATTEMPT 2, rolled 1d6 on the first try, whoops).
10
2d6+3 4,3
Rat King Cuairt II DIP
3
1d4+1 2
Rat King Cuairt II MIL
3
1d4+2 1
Rat King Cuairt II IND
4
1d4 4
Rat King Cuairt II FAI
2
1d4 2
Rat King Cuairt II INT
1
1d4 1
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ROUND 11 CLOSE


THE DRUMS OF WAR CRASH


Region 108 - Ravenous Beasts Attack!

Aggressor: Pack Leader (6) leading 5 units of Ravenous Beasts

 

 

Tactics: Beyond Pain +5 (+6, -1 size)

108 Pack Tac

Tac Win, Beyond Pain (+4 battle, +20% own losses) in effect!

Duel: Challenging to Duel (2d8+6)

108 Pack Duel

Victory by 5!

Battle: +19 (+6 leader, +5 units, +4 Tac & +20% own losses, +4 Duel)

108 Pack Battle

Loss! - 70% losses!

4 Ravenous Beasts Defeated!

 

 

108 Pack Leader Loss Roll

Defender: The Arbor Bear (8) leads a defending coalition
TOT: Two Fightin' Mangroves, One Rosewood Lancers
Aid (9): Two Zabka, Six Nanx, One Local

 

Tactics: Skirmishing +7 (+10, -3 size)

Loss

108 Coalition Tac

Duel: Yes, the Bear will bury the Ghoul (2d6+8)

108 Bear Duel

Loss

Battle: +21 (+8 leader, +12 units, +1 DOS Rep)

108 Bear Battle

Victory by 8! - 30% losses!

TOT loses 1 unit

CCC loses 1 unit

TNT loses 2 units

108 Bear Loss Roll

 

Region 217 - Rising Sun's Demands

Aggressor: Temperance of Moonlight (9) with 2 units and 1 navy
 



 


 

Tactics: Reckless Attack (+8)

217 Moonlight Tac

Win, Reckless Attack in effect

Duel: Challenges to Duel

Battle: +14 (+9 leader, +2 units, +1 navy, +2 Tac one step on losses)


217 Moonlight Battle

Loss! 50% losses

RiS loses 2 units and retreats with the remaining navy!

 

217 Moonlight Loss Roll

Defender: Captain Albatross (5) leads 2 units and 2 navy with 4 units from the Rikathi.

Captain Albatross (Subcommander 5) leads defense unless someone else demands to, does not challenge any opponent and refuses any duels. Uses Cautious Advance Tactical Doctrine if leading.

Spark-Fire Wands (Ranged Weapons, +1 to Battle), Steering Oars (Cavalry, +3 Maneuvering in Coastal Battles) in effect.

Tactics: Cautious Advance +6 (+5 Mil Score, +3 Tech, -2 size)

217 Albatross Tac

Loss

Duel: Rejects Duel

Battle: +15 Battle (+5 leader, +6 unit, +2 navy, +1 tech, -2 duel, +1 city +2 the Mysteries)

217 Albatross Battle

Victory by 2! 40% losses!

VVV loses 1 unit and 1 navy

RIK loses 2 units

217 Albatross Loss Roll

 

Region 221 - Meathook Attacks!

Aggressor: Meathook (5) leads 1 unit and 1 navy

Tactics: Fog Wreathed Sails +8 (+5 Mil Score, +3 Tech)

221 Meathook Tac

Tactic Win, Fog-Wreathed Sails in

Duel: Does not challenge

Battle: +9 battle (+5 leader, +1 unit, +1 navy, +1 tech, +1 treasure)

221 Meathook Battle

Loss - 40% losses, +1 treasure, 221-TP destroyed

VVV loses 1 unit

221 Meathook Loss Roll

Defender: 221 S'uli Tch Leading 4 units

Tactics: Skirmishing 4 (+5 -1)

221 S'uli Tch Tac

Loss

Duel: Does not challenge

Battle: +9 (+5, +4)

221 S'uli Tch Battle

Victory by 4 - 40% losses

Defending Units lose 2 units

221 S'uli Tch Loss Roll

 

Region 207 - Still Lake Invades Nearby Realms!

Aggressor: Still Lake (10) leads 6 land units and 5 navy

Tactics: Skirmishing +8 (+ 10 leader - 2 size)

207 Still Lake Tac

Victory! Skirmishing in Effect

Duel: Does not Challenge

Battle: +22 (11 units, 1 spark-flare wands, 10 leader)

207 Still Lake Battle

Victory by 9 - 20% losses! 2 units lost

207 Still Lake Loss Roll

Defender: 207 Inquisitor Rahn Leading 3 units

Tactics: Reckless Attack (+8)

207 Inquisitor Rahn Tac

Loss

Duel: Does not Challenge

Battle: +11 (8 leader, 3 units)

207 Inquisitor Rahn Battle

<ded>

<ded>

 

Region 123 - Ruin Attacks the Dargons!

Aggressor: Merlyn Mal Dread (10) wielding the Emerald Axe Wyrmcutter leading the Brenn Tyr Coalition

RAW: 1 Ground Unit, 2 Navy Units (Transport for BBB)

BBB: 4 Ground Units (Ferried from 429 by RAW)

SYP: 2 Ground Units, 1 Navy Unit (Transporting self)

Route: RAW 130-129-123

SYP: 429-130-129-123 < 10% losses - 0.2 = no loss

BBB: 417-428-429-130-129-123 < 10% losses - 0.4 = no loss

Merlyn Mal Dread (10)

Tactics: Skirmish +5 (7 Mil -2)

123 Merlyn Tac

Loss

Duel: <>

Battle: +24 (+2 Power Armor -10% losses [For RAW], +1 Dos Rep, +1 Cinnabrine Steel, +10 Leader, +10 units)

123 Merlyn Battle

Victory by 12! 20% Losses, 10% losses for RAW!

RAW - no units lost!

BBB - 1 unit lost

SYP - 1 unit lost

123 Merlyn Mal Dread Loss Roll

Defender: Poor little salamanders :(
≽(◕ ᴗ ◕)≼

they just good bois & gals

how dare

≽(◝ _ ◜)≼

mindin their own business

≽( ° ᎔ ° )≼

See?

≽(ᓐ ᗨ ᓒ)≼

Tactics: Reckless Assault +7

123 Salamander Tac

Victory, Reckless Assault in effect!

Duel: <>

Battle: +17 (+15, +2 Tac, + 1 step in losses)


123 Salamander Battle

≽( X _ x )≼

≽( x _ X )≼

≽( X _ X )≼

≽( x _ x )≼

ded

 

Region 211 - Sabine Attacks the Rising Sun!

Aggressor: Queen Sabine (10) leads 6 units and 5 navy

Tactics: Skirmishing +8 (+10, -2)

211 Sabine Tac

Victory! Skirmishing in Effect

Duel: Challenge to a Duel (+10)

211 Sabine Duel

Loss

Battle: +22 (10 Leader, + 11 Units, + 1 Treasure)

211 Sabine Battle

Victory by 5, 20% losses - 2 units lost

<Sabine has been killed or captured from the duel>

Defender: Sunborne (8) leads 4 units and 2 navy

Tactics: Reckless Assault +7 (+8, -1)

211 Sunborne Tac

Loss

Duel: Accepts Duel (+8)

211 Sunborne Duel

Victory by 6!

Battle: +18 (+8 leader, +6 units, +4 Duel)

211 Sunborne

Loss - 50% losses - 2 units and 1 navy lost

211 Sunborne Loss Roll

 

Region 112 - M'shakin Jay Attacks!

Aggressor: M'shakin Jay (7) leads 5 units

Tactics: <None Declared> +6 (7 leader, -1 size)

112 M'shakin Jay Tac

112 Jay Tac Take 2

Tac win, No Tac in play

Duel: Challenge to a Duel (+10)

112 M'shakin Jay Duel

Victory by 5! +4 to battle roll

Battle: +25 (10 Leader, + 11 Units, + 1 Treasure, +4 Duel)

112 M'shakin Jay Battle

Victory by 6 - 30% losses - 2 units lost

112 M'shakin Jay Loss Roll

Defender: 112 Horatio leads 2 units

Tactics: Reckless Attack (+7)

112 Horatio Tac

 

Tac Loss

Duel: Horatio (7) Accepts Duel

112 Horatio Duel

Duel Loss

Battle: +9 (7 leader, +2 units)

112 Horatio Battle

<ded>

<ded>

 


The Faithful Preach


The Rising Sun attempt to spread the word of the Bright's Glow to the Omega's Capital of Root (205) after being invited.

205 BsG Conversion

The Sisters Embrace attempt to reach out to those fleeing the CCC advance and preach in region 111

111 SsE Conversion

 


Other Notable Events


The Carmine Blight approaches!

1

2

3

4

Name
108 Pack Tac
14
2d6+5 6,3
108 Pack Duel
20
2d8+6 6,8
108 Coalition Tac
12
2d6+7 2,3
108 Bear Duel
15
2d6+8 4,3
217 Moonlight Tac
18
2d6+8 5,5
217 Albatross Tac
15
2d6+6 5,4
221 Meathook Tac
18
2d6+8 6,4
221 S'uli Tch
5
1d6+4 1
207 Still Lake Tac
15
2d6+8 6,1
207 Inquisitor Rahn
8
1d6+4 4
123 Merlyn Tac
13
2d6+5 2,6
123 Salamander Tac
15
2d6+7 2,6
211 Sabine Tac
12
2d6+8 1,3
211 Sabine Duel
14
2d6+10 3,1
211 Sunborne Tac
11
2d6+7 1,3
211 Sunborne Duel
20
2d6+8 6,6
112 Horatio
7
1d6+4 3
108 Pack Battle
29
2d10+19 8,2
108 Bear Battle
37
2d10+21 7,9
217 Moonlight Battle
23
2d10+14 4,5
217 Albatross Battle
25
2d10+15 4,6
221 Meathook Battle
19
2d10+9 5,5
221 S'uli Tch Tac
11
2d6+4 6,1
221 S'uli Tch Battle
23
2d10+9 7,7
207 Inquisitor Rahn Tac
13
2d6+8 1,4
123 Merlyn Battle
37
2d10+24 7,6
123 Salamander Battle
25
2d10+17 1,7
211 Sabine Battle
34
2d10+22 4,8
211 Sunborne
29
2d10+18 6,5
112 M'shakin Jay Tac
SyntaxError: Unexpected token )
2d6+6)
112 M'shakin Jay Duel
18
2d6+10 6,2
112 Horatio Tac
13
2d6+7 2,4
112 Horatio Duel
13
2d6+7 4,2
112 Jay Tac Take 2
18
2d6+6 6,6
108 Pack Leader Loss Roll
4
1d20-4 8
108 Bear Loss Roll
-2
1d20-4 2
217 Moonlight Loss Roll
10
1d20-2 12
217 Albatross Loss Roll
4
1d20-4 8
221-TP
2
1d2 2
221 Meathook Loss Roll
16
1d20-1 17
221 S'uli Tch Loss Roll
12
1d20-2 14
207 Still Lake Battle
31
2d10+22 2,7
207 Inquisitor Rahn Battle
22
2d10+11 7,4
123 Merlyn Mal Dread Loss Roll
5
1d20-2 7
211 Sunborne Loss Roll
13
1d20-3 16
112 M'shakin Jay Battle
31
2d10+25 2,4
112 Horatio Battle
25
2d10+9 10,6
207 Still Lake Loss Roll
12
1d20-2 14
112 M'shakin Jay Loss Roll
3
1d20-2 5
205 BsG Conversion
15
2d6+8+2 2,3
111 SsE Conversion
14
2d6+8 2,4
1
15
2d6+8 4,3
2
18
2d6+8 4,6
3
13
2d6+8 4,1
4
14
2d6+8 1,5
Defense vs. Rizzo Secret Action
6
2d6 4,2
Does Sagebrush give into Temptation?
17
2d6+7 6,4
TAN Anvil Resist
15
2d6+6 3,6
<Redacted>
9
2d6+1 5,3
Oops Late Resist for 219-TP1
17
2d6+10 1,6
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Round 12

 

Announcements & Rule Updates

≽(◝ _ ◜)≼ ≽(◝ _ ◜)≼ ≽ (◝ _ ◜)≼

≽(◝ _ ◜)≼ Monsters the lot of you ≽(◝ _ ◜)≼

≽(◝ _ ◜)≼ ≽(◝ _ ◜)≼ ≽(◝ _ ◜)≼


Ringworld of Ayr


Ringworld of Ayr

RingworldofAyrR12.png.7187d9d40932ebcf1e847d0f2b0335da.png

 


Discovery


Altarin & Yon Vaire

  • Kremit's quest up the coast finds him running into a massed coalition of fleets in the midst of a pitched battle against what appear to be miniature dragons! Kremit attempts to stay out of the fight! See War 123 for more details! Kremit has discovered Region 123!
    [Brenn Tyr & Altarin are now in Contact! A Translation Project Can be Undertaken between the Continents!]
  • The NanX Throng send a diplomatic mission out into the unknown areas of Altarin and run into a cloister of the Sister's Embrace! The Sister's are running a large Myrrh growing and cultivating operation in the region with many dedicated farms! The NanX Throng diplomats discover Region 122! It has 3 Defending Units, a Good supply of Myrrh with 122-TP1 & TP2 bought out by the Sister's Embrace, and a Holy Site of the Sister's Embrace!
  • The Toteharu explore inland to find a region that seems to have been the site of a great battle! Swathes of the misty forest are burnt black, and the land is littered with scorched skeletons - the native wildcats seem terribly afraid of open flames, for some reason. The Toteharu discover region 125! It is a wilderness region with a Good resource of Ocelots.
  • The Nanx company of heroes travels to the end of Altarin to find tridents pointed at their throats! The people of this land revere the waters as sacred, and explain that between the Salamanders, Monsters, and Thieves, they are no longer welcoming outsiders. Too many have despoiled their sacred waters in recent years, and they send the Nanx away with a warning that they will do what they must if their hands are forced! The Compact discovers region 128! It has 4 units of Native Defenders, a Great Resource of Chorda Kelp, and a holy site of the Way of Water! All three Chorda Kelp TPs are considered "owned" by the natives, who will resist any buyout or raid attempts!

Altarin & Yon Vaire Map

image.png.4ea14e75cf06457e074f63eac7cd76cd.png

image.png.64f4494876fcd7387c54cd040170ce7b.png

 


Taer Mojr

  • The Rangers of Voile press further up the coast, finding north of the cornfield another strangely empty land, with vast fields of low bushes that are soon revealed to be root crops - Ginger. The air is the terrible dryness of the desert winds but the land defies this as the plants grow despite no obvious tenders or irrigation. Along the shorelines are laid strings of shells inscribed with characters recognizable as Vandal Script - warning curses from the Widow Queen to those who would disturb these lands. The Voile Domain discovers region 226! It is a wilderness region with a minor resource of Ginger.

Taer Mojr R11 Map

image.png.1e854cc059022a2288c2c0b2d91c01ff.png

image.png.8cb9deafcd6c288302360af828b27377.png


Brenn Tyr

  • TITANIA's crossing of the River running Carmine was dreadful, the rosy aroma from the water a polite cover for the stink of death and ashes on the prevailing wind. Not that TITANIA cared; the barren land between water and mountain to the north was the site of great battles she found herself fighting in, alongside a few holdouts of survivors. To her surprise, they were beating back the vines with flames projected from their palms! These Wayists (as they called themselves) were part of a warrior-priest caste of the native people, but everything changed when the Carmine arrived. The native caribou that once roamed here were all but gone, but the Wayists still held out with the aid of a vermilion elixir their members imbibed to grant the power to control flames! The Elixir itself was a sacred secret of the priesthood, but its power was apparently very real. TITANIA has discovered Region 400! It has 3 units of Wayists, a Good Resource of Caribou (though the Carmine Blight has consumed both), and a Holy site of the Way of Fire!

  • The intrepid Sir Rulman dares to travel into the infested north, where a once fertile land burns with crimson ashes. The vines he expected do not progress far beyond the source of the waters feeding the lands to the southwest as the tortured field gives way to barrens. Only small scuttling things of the Carmine seem to survive here, burrowing out underground hidey-holes from whatever doom threatens the plains - and then he sees her, the shambling giant who walks as if pained, dragging behind her a long-stalked sunflower with petals deeply infested with the Carmine. Her body is misshapen, as if all parts of it grew at different rates; He realizes with disgust that the sunflower bent behind her, dragging up a duststorm upon the ground, is not carried in hand but sprouting from her right eye socket. Her hair too infested with the Carmine grew so long she stumbles upon it and tangles herself in it. The wretched giant is a creature in pain, and when she cries out the flower from her face too screams invisible fire across the land, anything in the open blasted away. Everything here is wrong, and it's centered on the giantess. Sir Rulman has discovered Region 401! It is a blighted region overrun by Carmine, and has a RUINED Good resource. 

    [EPIC QUEST: The Noble Bloom! Heroes are needed to deal with this danger! Attempting to Slay the Giantess straightforwardly will require a TN 24 Quest Roll! There may be easier approaches...]

Brenn Tyr R11 Map

image.png.88a9485ebe72c008e026d9878a6af7e2.png

image.png.0dc302f4f88a03c07d16b99087bb07b3.png


Vaire Ven

  • No Explorations

Vaire Ven R11 Map

image.png.8f2df413f6204782e545e73e7c0f2e65.png

 


Growth!


Altarin & Yon Vaire

  • The Crrroa Crrroa Confederation recruits more units in anticipation of losses fighting the Ravenous Beasts! +2 Units

Taer Mojr

  • Meathook 'convinces' some of his population to join his ragged band of pirates! +1 Unit
  • The Omega spend time investing into their military presence and construct more forces! +2 Units, +1 Navy
  • The Rikathi train replacement soldiers quickly as Mjornduth comes under siege. +1 Unit
  • The Voile Domain trains some Valkyries and Utui Exiles into the fighting force! +2 Units

Brenn Tyr

  • No Growth, Only Carmine

Vaire Ven

  • Skudal Imperium recruit more fighting rats for the war pits! +3 Units

 


Claim!


Altarin & Yon Vaire

  • NanX Throng settlers head to the nearby mountains and start making homes in the hills and caves! Region 119 is colonized by the NanX!
  • The NanX Throng accepts vassalization by the Crrroa Crrroa Confederation! The NanX Throng's unit cap decreases by 1 and the Crrroa Crrroa Confederation's unit cap increases by 1!
  • The Crrroa Crrroa Confederation sends representatives to Region 111 and manage to successfully establish a claim on the region!

Taer Mojr

  • None

Brenn Tyr

  • Tancourt settlers flock to the new region islands of Crabs of Unusual size and start making homes and setting up in the relatively sunny island only for them to never be heard from again. All signs of the settlers, including the houses and buildings they made, have disapeared leaving only the Crabs behind lumbering around the islands.

  • The Brotherhood of Black Brothers spend time diffusing the growing tensions and concerns between the Myrkran, Kymtyr, the approaching Carmine Blight and successfully quell the unrest of Regions 411 and 417!

  • Merlyn Dewr Arthyr's control over Region 430 and the Order of the Drake's arrival finalizes the take-over! Region 430 has fully integrated with Ruin's Ancient Warriors and a Unit of Local Defenders joins the Ruin's Military!

  • The Sylvan Protectorate attempt to ease the rioting people of Region 429, the people continue to resist the Protectorates rule and remain angry!

 


Trade!


Altarin & Yon Vaire

  • No Trades

Taer Mojr

  • Rizzo the Rat greases the wheels in region 219 and successfully buyouts 219-TP1 and gains a supply of Coloured Sandstone!
  • The Rikathi successfully buyout more of their newly improved resource of Alchemical Agents on 217-TP3!
  • The Voile Domain's traders on a string of successes manage to make more! The Voile Domain successfully buyout 201-TP2 and gain a supply of Deer
  • The Omega while invading also scope out the goods and obtain 207-TP1 and a supply a Cedar wood!

Brenn Tyr

  • Tancourt's failure to settle the region did not dissuade Tancourt traders from taking advantage of the Crabs of Unusual Size! Tancourt Successfully buyout 012-TP1 gaining a supply of Crabs of Unusual Size!
  • Tancourt looks for more seafood to compliment their growing collection, failing to find seafood they settle for lake pike! Tancourt successfully buyout 428-TP2 and gain a supply of Lake Pike!
  • The Brotherhood of Black Banners fulfils their promise to the Sylvan Protectorate and gives them Cinnabrine Steel through their Embassy!

Vaire Ven

  • Skudal Imperium sends some trade rats to nearby region to obtain some giant flying creatures and run into some dire seagulls! The seagulls grab their sticks and the rats run away! Buyout of 246-TP1 fails.

 


Conversions!


Altarin & Yon Vaire

  • The Toteharu push out into the once faithful plants and spread the teachings of Taumaru & Taumara once more - spending treasure to outfit the missionaries properly and manage to convert Taw-puia (101) and Region 103!

Taer Mojr

  • The Widow Queen spreads her web out and converts the populace under Meathook's thumb of region 222 to Widow Ancestry

Brenn Tyr

  • The Witches of Tir Buwch teach many of the Merlyn in Ruin Rise and Redemption about the tennants of the Code of Stars and they surprisingly are receptive! Region 130 is converted to the Code of Stars!

Vaire Ven

  • The Akazeg Iconoclasts reach out to the Sister's of region 243 and convince them of a better faith! Region 243 is converted to Gnostic Monadism!
  • The people of Region 248 are not as receptive and refuse to listen to the Akazeg Iconoclasts preachers.

 


Heroes!


Active Quests

  • Taer Mojr: [Region 204: Epic Quest Cleanse the Depth!]
    These kinds of Ruins are dangerous, and best explored by heroes. Who knows what may lie in the depths?
    • The Grounded Sky Tower can be revisited with a TN 14 Hero Roll and has been well travelled.
    • The Veiled Dark can be revisited with a TN 16 Hero Roll.
    • The Abyssal Night can be revisited with a TN 18 Hero Roll
    • The danger of the Taer Mojr Ayrway can be dismissed with a TN 20 Hero Roll!
    • There is no time limit to these Quest, but rewards are diminishing.
  • Brenn Tyr: Epic Quest - Lotus Land!
    Heroes may be dispatched to attempt to deal with the Lotus Eaters without resorting to wholesale slaughter (TN 18)
  • Brenn Tyr: EPIC QUEST: The Noble Bloom!
    Heroes are needed to deal with this danger! Attempting to Slay the Giantess straightforwardly will require a TN 24 Quest Roll! There may be easier approaches...
  • Brenn Tyr: Epic Quest - Abyss Heart!
    Bertille "The Blackheart"'s whereabouts have been discovered in Region 411! Her bandits are no longer organized as military units, having leveraged them instead into something resembling an organized crime ring! Her hideout can be infiltrated with a TN18 Intrigue Roll or assaulted by a Hero.

Hero Register

  Eilonwy of Velentin (10) of the Seekers of the Spheres
Ashzara the Exiled (10) of the Voile Domain Soline, Champion of the Wolf Maidens (7) of the Voile Domain
Kremit of Zeilony (9) of the Mrrrumkaro Kor, the burning Simurgh (10) of the Omega
Sir Rulman l'Ours (9) of the Brotherhood of Black Banners Artemisia Sagebrush (10) of the Sylvan Protectorate
Hero Olivier of Velentin (9) of the Seekers of the Spheres Meryln Mal Dread (10) of Ruin's Ancient Warriors
Petal Rose (8) of No Realm Mist Keggie (7) of the Mist Tribe
Sylara the Umbral Sentinel (8) of Zavestra Goirid the Brave (10) of the Skudal Imperium
Maskros, Vandraren (9) of Irrblossens Hard The Compact (9) of the Nanx Throng
Lin (9) of the Goblins of Slardar Artemisia Tarragon (9) of the Sylvan Protectorate (GS)
Morgaine the Spellblade (8) of the Witches of Tir Buwch  

Sylara & Eilonwy in the Abyssal Dark!

Eliowyn met Sylara at the entrance of the Grounded Sky Tower. Explaining to the seeker hero what was found in the Veiled Dark the pair set down through the winding stairs of the tower into the many corridors of the veiled dark city to the dark hole Sylara had found last time. The patrolling machines seemed to pay them no heed as they walked around, significant signs of damage on all of them. Both heroes felt like they were being watched as they walked the veiled dark, something on the edge of their vision.

On the precipice of the Abyssal Night Eilonwy threw a torch into the dark hole revealing an ongoing chasm with strange toothed protrusions running straight down the hole at even intervals around the perimeter. A tight winding staircase was set into the edge of the perimeter twisting into the depths. Taking the path Sylara led with Eilonnwy watching their backs - after what felt like hours of twisting down the hole something skittered from the edge of the hole and dark appendages started assailing the heroes. A creature of teeth and arms briefly revealed by Sylara's torch recoiled from the light - but not before attacking the light sources from both heroes and plunging the stairwell into pitchless night.

Deciding caution was the better part of valor, Sylara decided to call an end to the exploration and returned to the surface with Eilonwy.

Kor & Eilonwy in the Abyssal Dark!

Kor waited patiently at the entrance of the Grounded Sky Tower. Eilonwy had agreed to meet them, it was only a matter of time for her to return with 'an Artifact they really needed in the dark'. When she arrived and met with Kor she recounted the tales of the creature they met in the dark, its reaction to light and her and Sylara retreating without more information. Eilowny then brandishes the Artifact she borrowed from the Bright's Glow Seeker master. An Everlasting Lantern, it would not go out from any abuse and did not need fuel to keep going. As she excitedly explained its use and reported abilities Kor smiled to themselves and slowly started turning on thier flames. Eilonwy stuttered to a stop and frowned at the Burning Sigmurgh.

"You could have told me you could do that" and she plunged into the Grounded Sky Tower, leaving Kor to quickly catch up.

With the light of the Lantern and Kor's flames the travel to the winding staircase was uneventful. The brightness set against the Abyssal night revealed the masses of teeth and apendages well before they could get close to strike and Eilonwy easily shot a bunch of them with her bow from a distence before the creatures seemed to learn and dissapate away from the light of Kor and Eilonwy.

Hours and hours of travel on the winding staircase found the bottom. A large platform the size of the hole was the center of the area, giant spoked gears were set into the wall in line with the teeth. Large arched openings headed in four different directions ringed the central space. Rectangular buildings sat in the arched openings and what was beyond them appeared odd tubelike tunnels disapearing into the dark underground. Raiding the buildings for information Kor and Eilonwy find a few odds and ends that could be useful.

[Kor the Burning Sigmurgh & Eilonwy have dispersed the danger of the Abyssal Night! The Abyssal Night can be further explored! The Taer Mojr Ayrway has been discovered and the danger can be dispersed with a TN 20! Eilonwy  has found more Sunken Fragments! Kor the Burning Sigmurgh has obtained 2 treasure and Sunken Fragments!]

Artemisia Tarragon and the Lotus Eaters!

Artemisia Tarragon followed the path into Lotus Land that her brother had described when his wits were more about him - the surrounding villages still were abandoned, the mountain retreat was still a long uphill hike, and the path was still clearly marked by the skeletons of those who had died along the way, picked clean by ravens. The fence at the outer perimeter of the terrace had changed, though - a hole had been torn in it from Sagebrush fighting his way out. The exposure and cold still made her worry, but still no guards were posted.

She made her way to the town square where the same vast, milky white lotus flower dominated atop a short stalk surrounded by its throngs of followers, sweet air emanating from the masses of orgiastic people wrapped in tendrils and amber nectar. There were fewer of them wagging their tongues now, sweetness only barely covering the smell of corpses rotting where they lay. She remembered what her elder brother had said, and stayed away from anywhere there was movement - until she caught him out of the corner of her eye: He was there, next to the stalk, stock-still. His eyes were fixated on a dribble of amber still leaking from where he'd shot it with an arrow years ago, and yet heroic impulse winning out over temptation...for now. She called out to him, and he turned with a twisted grin - he wasn't fully himself. But he didn't draw his weapon to fight or resist her.

"It gets in your head.", he said at last, trying to keep his eyes on her even as they kept flicking to the dripping wound. "I don't know if there's any saving these people. I don't know if there's even any saving me. But...I can feel it. There's a core here. I don't have the strength to cut it out, but you do. Cutting the stalk won't be enough - we'll need to dig out the roots."

It was long, hard work in dangerous territory, but bit by bit Tarragon cut through the massive stalk, careful not to let the amber touch her skin, while Sagebrush sat and covered his eyes, grimacing. Then she began to dig, tearing at the roots and vines. As work went on and the sun began to set the sweetness began to fade, replaced by the horrors of corpse-stink...but slowly, Sagebrush gathered his strength again and started to help. By the time the stalk was set aflame, a few of the villagers had awoken, wondering where they were and what was happening. By midnight, it was done, and the bonfire burned hot.

[Artemisia Sagebrush was left idle and sought out the Lotus again, but his willpower remained strong enough to resist succumbing to it completely! Artemisia Tarragon has dealt with the Lotus Eaters! Region 420 is no longer blighted, and Artemisia Sagebrush is freed from his curse!]

  • The Witches of Tir Buwch raise Morgaine, the Spellblade (8) as a Hero!

Investigations!


TAN - Who are the Bombers?

Tancourt investigative journalists scour through Myrkran hangouts and generally poke around where they are not wanted. The Myrkran seem to have no information, or are unwilling to share anything about Reannon Yal or Yashi Ausua. Further digging into Myrkran families and structure seem to be that these two family names did not exist among the Myrkran that have made their home in the Banner Holds.

After making a general stir in the already stirred up Myrkran community the Tancourt investigators are approached by a Kymtyr highborn who gives them a letter they 'found'. The letter was a generic job request for patriotic Merlyn to take on long term undercover positions. When the Tancourt investigators try to question the Kymtyr highborn further he is unable to be found.

GOS - Rising Sun has Tech?

Infiltrators from Slardar make their way into the former Ana Kai territory in search of technological advances! What they find is mundane - ships of a type they already understand, conventional spears and blades, and other similar things. The Goblins of Slardar discover that the only technologies the Rising Sun possesses are Sailing and Irrigation!)

GOS - Rising Sun Trades?

A different group of Goblins stow away on one of the larger Rising Sun trade fleets leaving for an unknown port with a load of stone! They bide their time for months, desperately avoiding the crew's notice, until they find the waters becalmed, in the open ocean. Something rocks the boat, and they hide. The next hours are knocking and rocking, and the sounds of churning water; when it finally ends, the stone is gone. Did...did the crew dump it overboard? That seems the only sensible explanation, and yet...two boxes of mining equipment have appeared from thin air on the deck.

GOS - Pirates are Cursed?

The Goblins discover that the Masked Captain Albatross is bound by some kind of compulsion to defend Mjornduth as long as Mjornduth holds to a previous agreement! The source of this magic is unclear, but Albatross seems unhappy about it.

GOS - Steel has Limits?

Though the Disciples are not forthcoming about the nature of the mission and it's not clear where exactly the Goblins need to scout, one of their cleverer filchers manages to squeak into a Forbidden Vault long enough to leave with an interesting scrap of what used to be a dossier and most of his limbs. "The City of Gears is operational again; believed to be OBERON's work. Threat Level: Astronomical. Conventional machines unsuitable, as City reorients. Auxiliaries will be necessary to regain control of the Ayrway before total loss. Consequences therein unacceptable."

SYP - Search for Bertille "Blackheart"

Seeking to assemble a web of known bandit activity that could lead them to Bertille "Blackheart", Sypressan Intelligence engages in extensive questioning of prisoners and interviews with survivors over the course of a year. They soon find that the bandits have spread out, and while many still nominally answer to Bertille, it's not clear how much real influence she has anymore.

Still, they eventually bring in one of her lieutenants, who under duress admits she's moved her base of operations into the foothills between the mountains and the sea - her plan for a time had been to smuggle Redstones to raise funds, but something had gone terribly wrong. In the aftermath of the Kymtyr invasion though, she'd seen an opportunity and smuggled some of her agents into the refugee train: The lion's share of her funding was coming from parasitizing the Brotherhood's charity, intended to help a group of refugees. Still, though, her hideout was located in those foothills. A spider perched in a web.

[Bertille "The Blackheart"'s whereabouts have been discovered in Region 411! Her bandits are no longer organized as military units, having leveraged them instead into something resembling an organized crime ring! Her hideout can be infiltrated with a TN18 Intrigue Roll or assaulted by a Hero (this is an Epic Quest: Abyss Heart!)]

DOS - Ravenous Beasts

[READ THE 108 WAR POST FIRST]

Hiding at the edges of the great battle against the Ravenous Beasts in central Altarin, the Disciples of Silicon pursue a group of surviving beasts into the night as they go to ground. With the remnants disorganized and injured by the campaign's savagery, they proved unable to handle an ambush by organized opponents with superior technology. Maestro Yendis steps over the smoldering remains of the former Pack Leader into the mouth of the cave they had seemingly chosen as a hideout, expecting a grisly shootout in close quarters - she is stunned to find instead maps, bedding, and yes, bloody kills left in the open. The hideout is furnished despite its grotesquery, an uncanny fusion between a bandit hideout and an abattoir, and she is forced to conclude that these ghouls and monsters are far more intelligent than they'd previously let on. It is unclear how organized they are, but the attacks are not random lashings-out of violent, mindless creatures as previously believed. And they're building cells, networks, integrating themselves. Do they remember things from their former lives? Is there anything left in them? She doesn't know. But with the frequency and spread of attacks, there must be dozens of cells like this spread across Altarin - maybe more in this very region - and who knows how many open uprisings like this one are being planned as they deliberate?

 

 


Wonder!


  • The Omega Invent Mechanical Scaffolding!

    Mechanical Scaffolding (Civilian Tech, Required Resource: Any Wood): A system of rapidly constructed (and packed) platforms, ramps, bridges, and simple mechanisms to move large quantities of personnel or resources across challenging vertical terrain.

    Effect: Allows passage over Mountain borders.

  • The Nanx were anxious, the shamans had gathered in the Cave of the Oracle Tree and locked themselves away from the rest of the Throng. The Tree needed to be restored, they had gathered all the facets of the Nanx in the cave, everything that was important and *right*. A week passed with no word from the Shamans. Then two. On the fourth week the Cloistered Shamans exited the Oracle Tree "It is done - The Oracle is Restored"
    [The Oracle Is Online]

 

  • The Rikathi have called down a Miracle The Mysteries!
Quote

As word hit Mjornduth that an army was marching toward them, the two leaders of the Rikathi people did as they were each practiced in doing. Ota Beyn armed her militia. The High Voice sought the Tower. As men and women donned leathers and sharpened blades, there was something else brewing in the wilds beyond the city walls.

Rigo'Dae heard the calls of his chosen. He saw what his Chosen had done to strengthen is domain. It was time to show them reciprocation and to help defend what had been built anew. The land itself would be a part of that.

The clerics inside the temple felt the newfound power first. They knew their words carried more power than merely words. They whispered their Mysteries into the very threads of their soldiers armor. Spoke it into the trees. Spoke it into the earth beneath their feet.

The wild lands shivered with The Mysteries.

Expand  

[Active Followers of the Oath Benefit from a +2 to Battle Rolls in Regions where a Holy Order of the Oath is Present]

  • The Rikathi invest in improving the resource of Mjornduth (217) to something better! Dyes has been converted to Alchemical Agents!
  • The Zavestra Invent Ballast Chambers!
    Ballast Chambers
    Needs: Wind Stone
    Purpose: Ocean Tech I
    A system of hollow, reinforced channels that runs through the structure of a ship. When exposed to the flow of air, the wind stone inlaid periodically through these channels increases the ship's buoyancy and allows it to rise off the ground. This is typically accomplished through the use of oversized bellows that feed air into the system during initial lift-off. Outside propulsion is still required for horizontal movement, such as with sails
  • The Skudal Imperium raise a massive edifice to war and construct a Fortress in Aite Salach (244)!
  • The Akazeg Iconoclasts create a hub of fortune and wealth construcing the City of Akisi in Bulbancha (245)!

 


Terror!


Altarin:

  • Oddly Silent.

Taer Mojr:

  • During the chaos of the Omega take over of region 207 Rizzo the Rat's pirates in secret raid the Cedar trade posts of the Voile Domain seizing them for their own! The Voile Domain has lost 207-TP2 to the VVV!

Brenn Tyr:

  • The Brotherhood of Black Banners Burn and destroy through region 411 Sacking the overrun Carmine Blight Trade Post! The Carmine Blight has been held at bay, Region 411's supply has been reduced to Good.
  • Knight Commander Etoile Kotter disapeared from her bedchambers one night! No sign of a forced entry or guards remember seeing anything! Several Guards on duty that night have also disapeared while others report having fallen asleep! All that points at foul play and not her abandoning her post was a note left behind!
    ”You slight the power of the Heavens and they have blighted your lands. You brandish your Code and your realm burns. You deny the Dark and you shall never see your Lord Lady Leader again. Lest she bring salvation with true celestial revelation. Pray for his her soul.”
 

Organizations!


Mykran:

  • A group of Myrkran Radicals have been captured in Tancourt as part of a plot to free the captive scholar Panhu Gabura! (Tancourt Resists Anvil unrest!)

  • Everlyn Muckrake's mysterious voices are a hit with readers, but progress in understanding them is minimal.

  • The Toteharu make <Contact> with a mysterious patron, and receive secret training! Tete-Kano has become a <Diamond Mind>!

<Diamond Mind>

A <Diamond Mind>’s discipline and <Mind> grant them authority beyond the mere weight of their words and translate their personal willpower into a charisma that extends beyond them. Their will even allows them to speak without words or language, both to those nearby and at great ranges when enhanced by the Rayjo. The Myrkran are particularly receptive to this influence, and even those unaware of their good deeds seem to instinctively recognize them as a leader. Myrkran Refugee Camps in regions controlled by a <Diamond Mind> are treated as Cities, with all attendant benefits; camps in regions that already contain a City instead double the city’s bonus to defending the region against invasion. In addition, their relationship with the People of Myrkran is secure and once per round as an unrolled Industry action they may choose to receive any one People of Myrkran favor by paying treasure instead of favors or favor debt; this remains subject to the limitations of their current People of Myrkran reputation.

Finally, they gain access to the Rayjo Network, which grants a bonus to investigation rolls equal to one-third of the <Diamond Mind>’s Industry score (rounded down) and reveals a secret Reputation 4 MYR Favor: Eyes Everywhere (For three favors, you may acquire any civilian technology that you are aware of the existence of and can name, so long as it is located on a continent containing a Myrkran Refugee Camp.)

These benefits pass on succession so long as the current <Diamond Mind> takes a Diplomacy action in their final round to train their successor.

  • Ever bridge-builders, Sypressa endeavors to get closer to the Myrkran! (Rep 0->1)

  • The Voile and Akazeg assist the Myrkran with the expansion of the Rayjo Network, each gaining 1 favor!

  • The Goblins of Slardar spend 1 favor to hear tales of Altarin, and gain 1/5 progress toward an Altarin Translation!

  • The Akazeg Iconoclasts ask to hear tales of Taer Mojr, and gain 1/5 progress toward a Taer Mojr Translation! They need not spend a favor!

Disciples of Silicon:

  • Merlyn Zan Cuddlu once again dares venture into the Depths of the Forbidden Vault, and returns in a daze.

  • The Widow Queen unexpectedly courts the Disciples! (Rep 0->1!)

  • The Goblins of Slardar attempt to court the Disciples, but they seem unimpressed by words alone.

  • The Isle of Ruin and the Widow Queen commit 2 units each to the Disciples' Mission, gaining 2 treasure and 2 favors each.

  • The Zavestra, Crrroa-Crrroa, and Goblins of Slardar commit 4 units each to the Disciples' Mission, gaining 4 treasure and 3 favors each, along with 1 reputation!

  • An internal debate occurs as to whether TITANIA's services should be recommitted to the Crrroa-Crrroa in light of their recent efforts relative to the Merlyn's existing standing. It gets a bit heated, but for now the Isle of Ruin retains their foremost position. (CCC and RAW roll off for rep 4, tie; RAW remains at rep 4)

  • The Toteharu, Crrroa-Crrroa, Goblins of Slardar, and Isle of Ruin all grease wheels once again for contracts to "dispose" of decommissioned Vaults, at the cost of 2 favors each:

    • The Crroa-Crrroa find a "Lightning Rod" artifact! A hero or ruler equipped with this artifact and the proper incantation gains +2 to duels!

    • The Toteharu find a "Decoder Ring"! As a non-action, the "Decoder Ring" may be spent to contribute two actions worth of progress to any one translation great project.

    • The Goblins find a "Rocket Launcher" and several "Rockets"! This object can be used by a hero or ruler in battle to destroy an opposing unit before the battle even starts. This can end a battle preemptively. The commander of the battle cannot use this artifact and duel in the same battle, and it is expended after being used once.

    • The Isle of Ruin recieves another vault of mundane curiosities, but when poring through them Zan Cuddlu spots something that snaps them out of their daze - a critical clue, a piece of context. (Zan Cuddlu recieves +1 to a special intrigue roll in round 12)

Seekers of the Spheres:

  • With the passing of the torch, the Rikathi's relationship with the Seekers decays slightly! (Rep 4->3)
  • With the completion of a backup Observatory in Tir Buwch, the Seekers soon descend from the mountains to relocate a vast trove of knowledge and their most precious possessions, a set of sacred lenses! Tir Buwch gains 1 reputation and 1 favor! (Rep 0->1!)
  • The Brotherhood of Black Banners' efforts to suppress the Carmine are recognized, and they gain 1 favor!

War!


108 - Ravenous Beasts vs Altarin Coalition

The beasts were numerous, but the host arrayed behind Te-Raupea was far greater: Three legions of his own people, the surprisingly vast host of the Nanx, what the Zabka could spare, and even the hastily-organized hunters that remained to resist these monsters. The plan was simple enough - don't take unnecessary risks, but kill them all. At the lakeside they met the enemy in detail, hundreds of snarling beasts bounding without fear or risk right into the center of their lines, flattening people as they went. He couldn't afford to relieve them, though, because the Pack Leader was upon him.

It was towering, as tall as three men stacked end to end and much broader, with a wolflike jaw full of razored teeth, an exposed ribcage, mismatched arms ending in wicked claws, one bony and the other longer and bulkier, draped in shaggy fur. It had dozens of mismatched antlers and horns, and yet no eyes - its ears pricked up to follow movements. It roared at him, and when he tried to charge it simply picked him up, spun him around to redirect his momentum, and threw him forty meters into a tree! It cracked under his weight and he rolled down in agony, but he forced himself to get back up before reengaging - he could see it already moving toward him.

He looked around and the battle was vicious, regenerating monsters clawing and snarling at his troops while they did everything they could to put these things down permanently. Despite the difference in numbers, they were giving as good as they got. But then the Pack Leader leapt atop him again, and he only barely managed to roll in time to not be crushed flat. He tried to bite at an exposed joint, but didn't hit anything vital; the beast retaliated by raking him with its own claws, leaving gaping wounds. It was terrifyingly clear he was no match for this thing as he was, already too wounded to continue. He was forced to retreat as a group of Zabka engaged the beast, hoping to draw it off of him before he was torn to shreds.

Hours later, the battle was won, at terrible cost. The beasts were reduced to a fraction of their numbers and driven off, the Pack Leader still among them, but the bodies of countrymen and friends alike littered the field. Te-Raupea himself was too wounded to continue - he found a corner and curled up. Nothing could be done to save his broken body, but at least this would be a nice place to plant himself and rest.

[The Ravenous Beasts of 108 have been defeated! Te-Raupea the Arbor Bear has been Slain! The Toteharu lose 1 unit! The NanX Throng lose two units! The Crrroa Crrroa Confederation lost one unit!]

217 - Albatross & Rikathi vs Rising Sun

The Rikathi coast was blockaded by the small fleet of Rising Sun ships, with no ships of thier own the Rikathi deployed thier forces up and down Mjornduth to intercept the raiding Rising Sun forces. Temperence of Moonlight herself was frequently spotted on the bow of a raiding ship, leading a party of raiders to try and get a hold in the Myrkran center. The ability for the Rising Sun to raid up and down the coast stetched the defending Rikathi thin enough that a sizable push from the Rising Sun got them a beachead on the cusp of the Myrkran base. It was in this fiercest fighting that the Voktere stepped out of thier strongholds and seeped into the Rikathi lines. The Bond of The Oath interlaced them and those around them, manefesting itself in a stengthing of metal, wood, sinew and bone. The Rikathi pushed back against the invaders, stopping the advance.

This was the scene Albatross arrived to, a stalemate on both sides. She quickly set her troops to shore and had them start fortifying against the Rising Sun and bolstering the Rikathi while her fleet set to blockade Temperance of Moonlight. The Rising Sun hero realizing she had been bested gave the final order to her troops on shore, knowing they would fight to the last Utui while she charged her fleet right into the heart of Albatross'.

The fighting on land after Albatross' arrival was brutal, the Utui throwing themselves onto blades and spears and shield to push forward and make ground to the Myrkran base. But the combined forces of the pirates and the strengthened Rikathi held them as bay and ended the Utui.

Albatross herself kept from engaging Moonlight's fleet and moved to protect the Rikathi coast to prevent any chance of recovery. Temperance of Moonlight left with the remnants of her fleet.

[The Rising Sun attack is repulsed by the VVV and the Rikathi! The Rikathi lose two units! The Vandals lose a unit and a navy! The Rising Sun loses two units!]

123 - Merlyn Mal Dread vs ≽(◝ _ ◜)≼

The Assembled forces of Brenn Tyr rallied just beyond the coast of the Salamander's lands. A Vast fleet of Ruin's Ancient Warriors carried the Brotherhood's knights while the Sylvan Protectorate travelled on a fleet of their own. Merlyn Mal Dread newly anointed by the Order of Drakes to fight and slay the salamanders set forth on the region. The purge of the creatures was laughable at first, as the salamanders fell the remaining beasts fled from the combined forces into the jungles of Altarin. 

As the coalition travelled further inland the creatures attacked with ferocity, catching the unarmored unaware and taking out straggling forces. 
The fleets of the Protectorate and Ruin were busy moving soldiers around the coastline from spotted nest to nest avoiding a significant amount of treking through the jungle itself and risking life and limb. The fleet had a scare when a lone ship came upon them from the west. Stopping just in view of the combined fleets the ship observed their activities against the salamanders long enough to get a sense of the extermination being waged on the salamanders.

As the ship began turning to leave a rustle out of the forest caught the attention of the Brenn Tyr Coalition. A enormous serpentine figure burst from the treeline, carving a path of fire before it and setting many of the fleet ablaze before snatching some Brotherhood Knights and disapearing back into the trees of the jungle.

[The Salamanders of Region 123 Have been Cleared! Region 123 is a Wilderness Region with a Good Supply of Bananas! Ruin's Ancient Warriors suffered no losses! The Brotherhood of Black Banners lost a unit! The Sylvan Protectorate lost a unit! Kremit of Crrroa Crrroa Confederation observed the battle! The Ruler of Altarin has absconded with Brotherhood Knights!]

211 - Queen Sabine vs The Sunborne

On hearing the Rising Sun's demands of their neighbour, the Rikathi, Queen Sabine mobilized her forces and sent an ultimatum to the Sunborne. With no response from the Rising Sun to her demands she fully mobilized and set course. On the eve of leaving Ashzara the Exiled intercepted Queen Sabine, begging her to not proceed with her actions - this was not what they had agreed on - this was not the way. Sabine would not hear of stopping and continued on leaving Ashzara on the shores of Isle du Voile.

Her advance ships began putting a cordon around the Rising Sun ships leaving, catching more than a few ships laden down deep with Rock. Instead of fighting the Utui sailors would jump into the ocean abandoning the ships to the advancing Voile forces and swimming off into the deeps of the ocean. Under the brightest hours of the sun the Utui would plague the advancing Voile Domain fleet - lying in wait in the waters in an attempt to snag the ships with a harpoon underwater and hold on to sap the hulls. The Voile Sailors become constantly on watch for the sound of drilling or cutting on the hull to peel off the boarders before they sunk the ship.

The cordon finally complete of Ana Kai, the fleet of the Rising Sun sat in harbor defensively waiting for the Voile Domain's next move. Queen Sabine arrived in person on the cusp of evening. Bright lanterns illuminated all of the Capital of the Rising Sun on Ana Kai, multi-coloured lights scattered through the town as bright as daylight shown down on the city. A second thin cluster of lights sat just outside the Capital.

A small ship under a white lantern approached Queen Sabine's vessel, for a messenger Utui to yell out a message from the prow of their ship.

"There will be no quarter give, and none expected. We warn of the disguised dangers to all the people of the Ayr - and you aim to silence us. I will take to the field, I will find you - if I die today it will be by your hand as a Martyr for Bright's Glow. The time for silence is behind us, the Dark approaches."

The next morning finds the Voile fleet under attack by the remaining naval forces and Utui sappers able to work on the ships now that they are stationary in the harbour, keeping them moving and attempting to lower her losses Queen Sabine deploys all her forces to the harbour to overrun the outnumbered Utui and force the battle on the streets where the Utui have a disadvantage. As Queen Sabine marches the bare streets of Ana Kai Rising Sun fighters intercept them at choke points in coordinated assaults, never giving the Queen's group much reprieve. Lost in the flow of battle it take a bit before Sabine realizes the Rising Sun have been isolating her force, their coordinated attacks have pushed her away from the Voile lines.

"Queen Sabine. Your Issue is with Me. Not My People. Let Us Settle This Here and Now."

The Sunborne stands in front of a group of Rising Sun warriors, she worn a bright yellow dress - now stained and flecked red, browns and oranges from the blood of the day. The Utui's trident was confidently held in her hand as she positioned herself against the warrior Queen. Sabine gestured to the remains of her retinue to standby as the two leaders fought. Sabine not content to give the Sunborne time lunged with her spear immediately, almost catching the Utui woman off guard as she jumped back - barely intercepting the quick lunge with the trident head in time to redirect it. Adjusting her stance the Sunborne probes forward toward Sabine, who easily parries the incoming tridant shaft and delivers a whack to the Sunborne's side with her own shaft.

A shimmer of gold-white sparks off the shaft of Sabine's spear as the spear's momentum stops entirely just before hitting the Sunborne's dress. Wincing the Sunborne jumps aways, revaluating Sabine as an expert in war, rather than the pompous noble she was used to. Probing attacks by both parties are deflected or redirected away, neither making a mark on the other. The duel continued on, each side getting slower - the dodging and deflecting slower, soon both parties sported nicks and close cuts from the other. The Sunborne's strange light armor seemed to be a match for Sabine's own, but even the best armors had weak points. Queen Sabine had been probing the armor in the fight, and had figured out a weak point, seeing the advantage she lunged her spear, embedding it in the Sunborne's leg.

Screaming the Sunborne lashed back, her trident flashing, breaking Sabine's spearhead off. Anger and rage burning in her eyes the Sunborne launches on the now disarmed Sabine, savaging her in several quick thrusts before leaving the trident embedded in Sabine's chest. Collapsing to the dirt the Sunborne moans in pain from the last blow of the now dead Voilese Queen.

As the Rising Sun forces quickly exited the field with their injured Ruler the Rising Sun navy broke through the Voilese blockade and escaped into the coastal waters of Taer Mojr. The Voile Domain forces find the Myrkran encampment and the Myrkran present there, all in well enough condition within the walls. Many of them refuse to leave the protection of the encampment walls, unsure of what to think of the violence of the day.

[The Voile Domain has conquered Ana Kai (211) losing 2 units! Queen Sabine was found dead on the battlefield following the duel with the Sunborne! The Rising Sun lost 2 units and 1 navy and the Sunborne escaped as a Rebel Leader! Ana Kai is in unrest!]

221 Meathook vs S'uli Tch

Captain Meathook and his men arrived on the coast wreathed in mist, and the Zoroa Traders in port rushed to warn the local militias of what was coming before it was too late, knowing exactly what this portended. 

It was too late. The trader's ships and half the groves were burning before they knew what had hit them, and the militias were forced to scramble a meager defense; the raid was short, but impactful. The coast had grown soft without the reminder to fear the Tempest-Runner's arrival, and this specter from the past left many dead. They retreated, but with a great deal of loot and valuables, and S'uli Tch was left to mourn the loss of the treasured trees.

[Captain Meathook has been repulsed! Fog Wreathed Sails has destroyed the Zavestra owned 221-TP2, Umbral Fir is now a Minor Supply! VVV has gained 1 treasure! VVV has lost 1 unit! The Local Defenders have lost 2 units!]

207 Still Lake vs Inquisitor Rahn

Ready to claim another regional integration, Still Lake selected the lumber-land where the Voilese bought their wood as an interesting target and directed both Guardian and Brine Daemons to assimilate it. It was currently protected by a self-appointed Inquisitor Rahn who had proclaimed his ancestors to be "the best" and engaged in persecution and the formation of a caste system based on those believed to have had the most prestigious ancestors. Still Lake did not have concerns about deposing this particular neighbor.

The battle was between two administrative commanders, neither taking the field for the duel, but Still Lake proved firmly to be the more competent strategist, leading Rahn's warrior caste members into traps over and over again. The Omega had losses of their own, but they vastly outnumbered the enemy and in the end it was an utterly hopeless, crushing defeat for the warlord. His reign ended ignominiously, and soon nobody would remember him or care. The assimilation would be complete.

[The Omega have conquered Region 207, losing 2 units! Region 207 is in unrest! Region 207 requires its write-up completed!]

112 M'shaking Jay vs Horatio

M'shakin Jay's vision of a united Altarin continued with the conquest of a region targeted simply for being immediately east of the current eastern border. These people had remained fiercely independent ever since the Maenos had failed to conquer them years before, and had since replaced the mercenary Petal Rose with a hometown hero, a man named Horatio. Perhaps predictably though, where the Maenos had been overconfident and not especially warlike, the Zabka were an entirely different beast. Expecting the second coming of Caretaker Meibon, Horatio was instead met by M'Shakin Jay, who wounded him in two blows and forced him into a painful retreat - and he didn't make it far thanks to the archers. The rest of the battle was no more noble or notable, no matter how fierce the fighting or the losses inflicted on the attackers. Just another region brought to heel by the Confederation.

[CCC has conquered Region 112, losing 2 units! Region 112 is in unrest, Region 112 requires its write-up completed!]

 


Rumors & Events


  • The cold wind howls. Icebergs and common all seasons in the west ocean. The Ice Approaches.
  • A slave seen matching Goirid the Brave's description is spotted in a slave market in the western vaires.
  • Vaire Ven is struck by a series of earthquakes and mysterious tremors! The damage is not serious but the abrupt increase in frequency could portend something strange.

 



ROUND 12 BEGIN


Name
Potential Theft Resist
13
2d6+6 4,3
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NPC Actions

Round 12

 

The Peoples of Myrkran

[There is a whispering, a welcoming presence from the blazing sun in the sky to the crushing depths, that intrudes upon the mind of the one known as Evelyn Muckrake. Come, it says. Dig deeper. Dispense of the Flotsam. There is no physical presence, no clear source, but still it seems to answer thoughts in reply. There are answers to be found here, but getting them from such a cryptic and distant mind will be a struggle: To attempt to do so, Evelyn Muckrake may attempt a Diplomacy action rolled against TN14 so long as they remain at -3 Reputation with the Peoples of Myrkran.]

Pending Requests and Offers

nop

 

[Diplomacy] Announce an End to the Refugee Crisis - Everyone who was going to arrive from Myrkran has, and few living Myrkran even remember their homelands - it's been sixty years since the beginning of the arrivals and few still draw distinctions between the Kaldyri, Talvi, Innezi, and Fylondese as much as they do their adopted homelands. Ever cultural chameleons, the monohorned outsiders have adapted and survived misfortune to get where they are now. It's an open question what the future will bring - Panhu Gabura's following in Brenn Tyr is one possible route and the blows struck by the Sunborne in Taer Mojr leave others in doubt, but in other lands they have found new homes, new identities. The day may come soon when they are no longer the peoples of Myrkran, but just...people. (Request: Any realm with a nonnegative relationship with the Myrkran may write at least one paragraph outlining the roles the Myrkran people have adopted in their society and how society has changed in response to them. Reusing previous writings on this subject is okay as long as it fulfills the prompt. Reward: 1 favor. Penalty: None. Duration: Round 12)

[Industry] Request Repayment of Debts - The increasingly harsh winters take their toll on Myrkran communities, even as the final touches are placed on the Rayjo Network Expansion. (Demand: Any realm with outstanding debts to the Myrkran is asked to spend an Industry Action performing direct aid to Myrkran settlement efforts. Reward: Cancel 1 Favor Debt. Penalty: -1 MYR Reputation if refused. Duration: Round 12)

[Intrigue] Dig Deeper (Secret) - The questions only multiplied. Enemies like the Sunborne and Tancourt continued to appear. Why? Who? No answer was forthcoming.

 

The Disciples of Silicon

[High Witch Bryn is kept up at night by faint flickerings, a laughing collection of points of light that seem to project from the environment around her. They are difficult to understand, but from time to time she gets glimpses of a strange ghostly woman just long enough to make out a few words - that her name is Sibyl, and she is no friend of the Metal Men. Unfortunately, communication is highly limited, and only a challenging ritual can stabilize this link! To attempt such a seance, High Witch Bryn may attempt a Faith action rolled against TN14 so long as she remains at -3 Reputation with the Disciples of Silicon.]

Pending Requests and Offers

nop


[Military] No Longer Asking - The Disciples come again, stony-faced and grim, to courts indebted to them. The mission requires more bodies, and favors are owed. (Demand: Any realm with outstanding debts to the DOS is asked to spend a Military Action drafting additional grunt troops for the Campaign against the City of Gears. Reward: Cancel 1 Favor Debt. Penalty: -1 DOS Reputation if refused. Duration: Round 12)

[Intrigue] Digging up the Roots - The situation in Altarin was dire, and manpower was limited. These new realms would have to clean up their own messes - though the Disciples would not leave them completely in the lurch. (Request: Root out Cells of the Ghoulbeasts in Altarin. This task can be performed with a successful investigation or Errant Quest targeting affected regions; both are likely to be at elevated difficulty, and treasure rewards from Errant Quests taken in this manner are forfeit. Reward: 1 Favor per cell eliminated. Penalty: None. Duration: Until Completed)

[Intrigue] Request a Forbidden Vault in Vaire Ven - The Disciples of Silicon have been tipped off to a point of interest in central Vaire Ven and wish to keep an eye on it - to this effect, they will reward any Vaires Realm that assists them in this. (Request: Build one Forbidden Vault (3-action Diplomacy/Intrigue project) in Region 242, located in Vaire Ven; exploration will be necessary. If realms cooperate they decide amongst themselves how to divide the reward. If multiple bases are completed one will be randomly selected to become the recognized DOS base and contributor(s) will receive the full reward. Any unselected bases will still become DOS bases but receive no additional reward. Reward: +2 Rep, +3 Favors. Penalty: None. Duration: Rounds 12-18)



The Seekers of the Spheres
 

Pending Requests and Offers

Request an Observatory be built in The Vaires - Desiring an additional point from which to observe the Dark Moon’s approach, the Seekers send missives through the new Kingdoms of the Vaires - in search of a patron who might champion their quest for knowledge and understanding of the cosmos. (Request: Build one Seeker Observatory (3-action Diplomacy/Faith project) in Yon Vaire or Vaire Ven. If realms cooperate they decide amongst themselves how to divide the reward. If multiple bases are completed one will be randomly selected to become the recognized SPH base and contributor(s) will receive the full reward. Any unselected bases will still become SPH bases but receive no additional reward. Reward: +1 Rep, +1 Favor. Penalty: None. Duration: Rounds 10-14)

Seek a Cure for the Root Rot! - The Sages among Altarin's seekers have studied the poison that caused the original root rot at its source, and believe they have a potential antidote. The catch is...they need more of the active ingredient to formulate it in any quantity. The original herbalist's notes specified that it was based on Chorda Kelp. That's where they'd start. (Request: Obtain a Trading Post of Chorda Kelp on behalf of the Seekers; this can be done by any normal means one can acquire a trade post and an additional sub-action to specify that it is for the Seekers of the Spheres. Reward: 1 favor and a potential Cure for Root Rot. Penalty: None. Duration: Until Completed)

Suppress the Carmine - Though knowledge is limited and early, Seeker Representatives like Olivier, Aporie, and Waxil are clear that in its current form, the Carmine Blight is inimical and incompatible with Ayr’s existing life. The East of Brenn Tyr was sparsely populated to begin with and no organized resistance formed before it overran the wilderness. Little is known but the Easterlings reported that fire was effective in the short term, and most of all time was needed now. (Request: Sack Trading Posts overtaken by the Carmine Blight to slow its progress. Reward: +1 favor for any successful sack. Penalty: None. Duration: Rounds 10-12)

 

 

[Military] Recruit Maple of Velentin, Hero Score ? - She wished to see more, and left Velentin on a ship bound for Altarin, where she'd heard the Sister's faith was strong and there was a terrible malady in need of healing. She wore a curved blade and possessed a satchel of herb lore; she kept her headscarf tightly wrapped. (Maple of Velentin is a Seeker Hero - in future rounds she is likely to attempt to assist with Epic Quests as needed. While capable of fighting personally, the Seekers of the Spheres are not a militant order and maintain no units for her to lead into battle.)

[Military] Offer the Assistance of Heroes - Things were dire - heroes were needed now, more than ever. (Offer: Eilonwy and Olivier of Velentin are available for hire, to assist or quest as needed at the cost of one favor. If too many requests come in, they will prioritize highest Seeker Reputation and choose randomly thereafter. Reward: 1 favor cost/debt and the ability to direct the heroes' actions this round. Penalty: None. Duration: Round 12)

[Faith] Collect a Book of Arts (1/5) - Despite the situations in Altarin and Brenn Tyr and where Taer Mojr met the Vaires, the southern parts of Taer Mojr where the Seeker Observatory lay were gentle of late, and Taer Mojr's Seekers turned their eyes toward the betterment of civilization in the aftermath of the tragedy of moonfall. (Request: Any realm - including those outside Taer Mojr - may write at least one paragraph outlining an artform of their people - a martial art, a form of poetry, a visual or performing artstyle, or other such artform unique to their culture in return for a favor. Reusing previous writings on this subject is okay as long as it fulfills the prompt. Separately, a realm may contribute to this great project as a Faith action - the first action contributed by a realm grants that realm one SPH favor. Reward: 1 favor for an action, one favor for the writing prompt. Penalty: None. Duration: Round 12-14 or until completed)

 

...

 

Vandals and Villains of the Vaires

Captain Dreadlove - A hulking horror of a man in a long, ragged coat that writhes with a patchwork of sewn-on pieces of others to augment his personal might, Captain Dreadlove acts the part of a petty king from his palace-ship speared on a stalagmite in the city of Crying Cove. Dip4/Mil10/Ind5/Int6/Fai5; 6 Land Units, 3 Naval
1. [Military] Albatross Raises a Unit - Her fleet wounded after Mjornduth, Albatross vowed to make this "Temperance of Moonlight" character pay someday. Later. Once she was done with Meathook.
2. [Military] Albatross Raises a Unit - The day came. Dreadlove backed her, diverting more sailors to her fleet.

The Widow Queen - An ancient sea-witch whom even these cutthroats dare not cross, the Widow Queen appears on paper to be the weakest of them and yet maintains the careful balance of power that keeps these people from killing one another. Both her social puissance and the fear she inspires keep others in line, and she wields secret dread arts. Dip7/Mil5/Ind5/Int7/Fai10; 0 Land Units, 1 Naval. Fog-Wreathed Sails Tactical Doctrine, Embassy with Rikathi
3. [Faith 5] Organize Widow Ancestry - fluff.
4. [Military] Raise 1 Unit - Many of those sent off to the Ayrways would not return. It is no matter - her servants were legion, and they had sold her their lives long ago.

Rizzo "the Rat" - Though very mysterious, Rizzo "The Rat" is both fabulously wealthy and deeply clever, a petty plotter among the merchants of Porto Vapor who plays an extensive role in financing Privateers in the Vaires. They're also a wretched toad who thinks they're much smarter than you. Most of the best loot from raids on surrounding lands finds its way into Rizzo's Webbed Hands sooner or later. Dip3/Mil6/Ind8/Int10/Fai5; 4 Land Units, 2 Naval. Pirate Code Cultural Identity (2d8 to Raids)
5. [Industry] Buyout 209 Starblood TP2 - The traders in purple and white came to Slardar in friendship, offering coin and trinkets for their precious things.
6. [Intrigue] Secret Action - Even known, Rizzo remains mysterious.

Captain Meathook - A brute of ambition, who has found a way to perhaps escape his seemingly inevitable demise - where once there were three, there must be four. His competence as a warlord is understood - his competence as a leader has yet to be tested. For now his "realm" is a nameless mass of raiders and slaves. Dip3/Mil6/Ind5/Int3/Fai2; 1 Land Unit, 1 Naval.
7. [Military 5] Establish Tactical Doctrine: Blood in the Water! (+30% Enemy Casualties, +10% own casualties in Coastal or Naval Battles!) - Every Pirate Lord needs a signature - and Meathook had found his. Hang chum in the waters, and the sharks would follow.

8. [Military] Raise 1 Unit - Captain Meathook's recruits no longer came from Crying Cove, but groups of bandits and slavers that flocked to the promise of a new beacon of power in Yon Vaire. Together they built new fortifications and abattoirs alike from the wood and stone brought in by raids and purchased from Rizzo. Meathook did not consider such concepts as debt.

 

...

 

The Setting Sun (Ana Kai, Rebel Leader) - Under Voilese Occupation, the Sunborne has not given up. She can't. Not with so much on the line. If she were so lucky, perhaps Queen Sabine was their only peon, but she couldn't know that. Dip2/Mil8/Ind2/Int6/Fai8; 3 Land Units, 2 Naval. Hero 9 Temperance of Moonlight. Great Project Redoubt 5/5. Starsigned of the Bright Moon.

1. [Intrigue] Gather Rebel Support - Though her rule was young and contentious, still there are many who would take up her banner over that of the human foreigners, and still more who feared the darkness.

2. [Faith] Convert Region 216 to Bright's Glow - The Sunborne still hoped that the Voilese could be saved, before it was too late - if they understood this threat, perhaps the cruelty of the flotsam turning them against each other could come to an end. The common wisdom of the Bright's Glow regarded duty and service, but also trueness to the self, radiance in thought and deed. Perhaps one day the Valkyries and Rangers could be joined by Paladins.

3. [Faith] Convert Region 210 to Bright's Glow - The strange machines to the south might not have marched to their aid against the Voilese, but they were not in so deep with the lies of the beshadowed. They had seemed receptive so far to her words, and so she diverted a few Paladins to assist them in achieving greater unity, together. Such a connection was worth nurturing.

Edited by BladeofOblivion (see edit history)
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Ruin's Ancient Warriors

Region 130 and 129

Merlyn Zan Cuddlu

Dip: 9

Mil: 8

Ind: 5

Fai: 2

Int: 9

 

Expected Stat Changes: +1 Mil, +1 Int

Actions:

1. Diplomacy: Colonize Region 123 FAIL

With the Salamanders butchered a host of Myrkran are sent from Psygodburgh to this new land in the hopes of setting up new port towns and fishing enterprises. Sadly none return alive and the colonies are little more than ghost towns by the end of the expedition. Merlyn Gul Twir is furious at the failure but prepares her piratical fleets for a new endeavor in the coming years...

2. Military: Repay Debts to the Disciples

Traditionalist Merlyn flocked from across Brenn-Tyr in years before to gather under the swelling banner of the Disciples and now the Order of the Drake was called too. Where once they had been able to use the vacancy to extol and propagate their beliefs in romance, chivalry, and honor through the Witches of Tir Buwch the Drakes now found themselves caught in that selfsame Honor. They could not turn their backs on their longest standing allies, who had cloaked them in hearts of iron when none supported them, and though the timing of their debt was brutal it was undeniable. The Drakes send a token number of their Squires and seers to aid The Brotherhood, but the bulk of their forces head underground, drawing swords, and preparing for the great crusade ahead.

3. Military: Invade Region 423 with 2 Navy Units, 3 Land Units, lead by TITANIA, wielding Wyrmcutter, Challenging a Duel, and using Beyond The Pain Tactical Doctrine

Titania had succeeded in overseeing Zan Cuddlu's "mission" before and now she was entrusted with bringing in to the fold the masses. Gul Twir procures the services of Titania through inscrutable and bizarre designs behind closed doors, ferrying her killbots aboard the Leathersail Fleet, and while Merlyn Mal Dread is off leading the Order of the Drake to the aid of the Disciples the Pirate Queens strike at the coast of Brenn-Tyr.

4. Intrigue: Secret

5. Intrigue: Zan Cuddlu takes the next Step with Treasure

Merlyn Zan Cuddlu descended into the Forbidden Vault, tucking the strange black box he had procured from the Disciples years earlier, and he did not emerge. What came after, well, that was an entirely different beast.

 

Non-Action:

- Resist Buyouts unless otherwise noted

- Resist Conversions unless otherwise Noted

- Myrkran refugees have taken up the majority of the population in Psygodburgh, acting as the lower class serfs of various Merlyn pirates under the rule of Merlyn Gul Twir. Some have been taken to Ruin itself, acting as freelancing mercenaries, guides, and other “specialized” careers. They share a strange kinship with both the Darkkin and Merlyn, for one they are both distant home loss creatures, and the other the mark of their horn.

Edited by Tychris1 (see edit history)
Name
DoS Step 2 with 1 Treasure
20
2d6+11 3,6
Colonize Region 123 with Treasure
10
2d6+4 2,4
Secret
21
2d6+9 6,6
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