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Ringworld of Ayr - Age of Restoration

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Zavestra
Year Five of the Sybarite Rose
in the House of the Harbinger

There is a certain subtlety to the way the eccentric travelers from the south make their appearance in the mountains. At first, it is only their strange runic markings that catch the eye, glowing like miniature stars in the deepening twilight. The effect is eerie, as if they were trying to mimic the celestial bodies that twinkle high above.  Their arrival is a gradual and deliberate process, as they insinuate themselves into the fabric of the small communities nestled at the foot of Taer Mojr's highest peaks. It starts with a few chance encounters, a fleeting smile, a gesture of kindness. Many set down roots. Often, they take the guise of artisans and carpenters, pilgrims following some inscrutable path. 

For one small group, that path leads higher into the peaks themselves, into a defunct set of ruins from a time when two titans were said to roam the land. There were two things particularly striking about this place. The first is the way the ruins seem to jut out from the mountainside, a structure of towering obsidian that looks as though it erupted from the earth, rather than being built by mortal hands. It is only when the travelers grew closer that some intentional, abstract design became clear--perhaps a work of some higher being--though the answer to that question lays far beyond the means of any who walk the earth in this age.

The second thing thing, stranger still, was the fact that such a place was inhabited. Within the ancient domain, old murals and statues had been weathered by time—if not assisted by mortal hands. These people, whom had dubbed themselves followers of Yolym, had taken refuge away from more worldly concerns and pursued enlightenment through unrestrained, unfettered pursuit of all things pleasurable. Right and wrong. Good and evil. These things were trivial and indistinct, like the fading symbols on the walls around them. All that mattered was the moment. 

image_2023-04-28_123456168.png.2a24b71d2095a88039015464877c8779.png
Above all, Eshala thought it a waste. The small group came with gifts of precious stones, fine wines, and incense presented as gifts to venerate the lady. Bribery is a crude word—for those in Yolym’s embrace already covet these things. These were the accusations of the uninitiated. To a follower, such a simple and grand gesture might be considered an offering. Days were spent in prayer--and yes, celebration, before the travelers presented wisdom of their own. As the Luminary would say, all things flow into one another. To best venerate the rise of Yolym, Eshala proposed a grand work. An expansion of the ruin, restoring it to glory--nay, improving it! To draw the eyes of passersby who may have once scoffed at all things they had denied themselves out of ignorance. It is not conversion, but simply the celebration of another aspect of the Sybarite--known to the Zoroa as "Nashira". The same goddess, they assured--just a different face.

Even as this vaunted, holy work takes place in venerating “another face” of Yolym, subtle inquiries begin in the lands below. Questions begin to be asked about the disappearances with a veneer of ignorance and innocence. Not from some stranger clad in the night's travels, destined to leave naught but trouble as they departed--but from a friend, a neighbor, someone who had weathered the same storms. All things flowed into another. It was only coincidence that led them exactly where they needed to be. And it would be these same neighbors who would endeavor to know the 'Void'.. for no true void existed. Even the vast blackness of the sky was still pierced by points of light.

Actions:

[Faith] - Convert Holy Site #200
              Spend Treasure (+1 bonus)
[Faith] - Seek Aid

[Intrigue] - Investigate the Void Cult in #200 
                    Seek Aid bonus

[Intrigue] - Investigate the dark prophecies of things to come in #208.
[Industry] - 
Hoard Treasure

 

Non-Actions:

[Expend Favor] -  Increase Reputation with SPH by 1.
                             No favors remaining.

[Spend Treasure] - For Convert Holy Site action.
                               No treasure remaining.

 

 

 

 

Name
Convert Holy Site #200
13
2d6+5+1 3,4
Seek Aid
14
2d6+5 5,4
Investigate the Void Cult
11
2d6+3 3,5
Investigate the Prophecies in #208
8
2d6+2 3,3
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The Rikathi

Region: 217

 

image.png.68e7b2e77dd120249f513874fcabf2ef.png

What began as makeshift shacks and dugout pit-shacks quickly became sturdy mud houses and wooden lean-tos all along the shoreline. The Myrkran were making themselves firmly at home in the rocky outcropping, even taking up residence in the former sea drake nests. As the nests were cleared, fantastically strange things were recovered. It seemed the sea drakes had an affinity for collecting shiny things for their nests -much like the Radiant sparrow- and there had been an abundance to collect from the shallows of the northern channel. 

Although the Rikathi opened their homes to the new-comers, there were those that were not as pleased by the developments. Their Ota Beyr tempered these whispers through compensation of lost wages and resources. The wisdom of the High Voice also grew in her power as people flocked to her sagely advice during the trying times. 

Regardless of their initial concerns, Ota Beyr Brejna Honorlund, saw this as an opportunity to strengthen their numbers. Build an alliance against whatever might appear again on the horizon. After the order was made to offer the Myrkran property on the flatlands and away from the water's edge, the Rikathi watched as the rather resourceful exiled tribe built something akin to a library, where they immediately started tracking the lineage of all their people that had made it through the harrowing ordeal at sea. The entire thing was rather impressive to the Rikathi and they tried to replicate it in their own archives. 

Some saw the arrivals of both the Seekers and the Myrkran as a sign that the world was healing. Those with the means, struck out north in search of opportunities to further the legacy of the Rikathi people. What they found were other loosely related tribes of Men. Men who took to the teachings of their holy word far better than they did their trade of fabric and dried meats. When one missionary tried to secure a freshwater fishing boat from an lake village, he was turned away in much the same way the Rikathi would have turned away someone seeking to undervalue their own beasts. The encounter was ended amicably and the missionary promised to return with a proper request in the future.

Back home, the Myrkran were attempting to build monumental things with very little in the ways of viable materials. The region was simply not in abundance of the things they wished to use. Through a series of trial and error though, the Rikathi were able to help the Myrkran carve away some of the cliffside stone for their use. The deed was dangerous -as the carvers had to hang precariously over the ocean's water to get the best stone- and the Myrkran were grateful for the help.

 

 

 

 


Actions:

Seek Aid (Faith) - Success

Convert Holy Site of Region 215 (Faith) - Success

+1 from Seek Aid

Build Rayjo (Industry) - Auto-Success

*Reward: +1 Rep, if successful

Buyout a Trading Post in Region 215 (Industry) - Fail

*Reward: Freshwater Fish

Hoard Treasure (Industry) - 

*Reward: Gain 1 Treasure

 

Non-Actions:
+1 to Faith (acting on two Faith actions)

+1 to Industry (acting on two Industry actions)

Edited by Basil_Bottletop (see edit history)
Name
Seek Aid
14
2d6+5 3,6
Convert Holy Site on Region 215
13
2d6+6 3,4
TP Buyout 215
6
2d6+2 3,1
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Mrrrumkaro

Round 2

Bellower ZharrrumiahMilitary: 5
Diplomacy: 5
Industry: 3
Faith: 3
Intrigue: 1

Year 33 of the First Tribal Council

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

News and Rrrumors

A proclamation is issued demanding all the scattered zabka tribes in the riverlands join the fifteen tribes of Mrrrumkaro. Some seem willing to join peacefully, but others require more traditional zabka shows of strength. The tribal council meets at the behest of Bellower Zharrrumiah to approve sending troops to subdue the northern river lands.

Actions

1.[Mil 5] Recruit a hero! Kremit of the Zeilony tribe is called to serve by the tribal council.

2.[Mil] Start a war! Bellower Zharrrumiah marches an army of zabka soldiers north! (3 units and leader to Region 100)

  • The Disciples of Silicon are sent information so they may bear witness.

3.[Mil] Recruit a unit.

4.[Mil] Recruit a unit.

5.[Dip] Establish a claim on Region 102. (Success!)

Non-Actions

1.

 

 

 

 

Edited by zabbarot (see edit history)
Name
Hero Generation!
9
1d4+6 3
roll
16
2d6+5 6,5
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Tote-haru
Second season of plants; Second Season of Tete-kānoDiplomacy - 4
Military - 6 (Special 5 used)
Opustewdustry - 2
Faith - 5
Intrigue - 3

Region(s): 106

Aiming to have their champion not sit idly by, the vines of the outlying plants reach out a listen for the goings on of the world. Hearing a contest of strength and skill was going to be underway, it would not be long before Te-Raupea was burrowing onto the field. Rising from the ground and standing tall would certainly be an intimidating factor. Given the name of the tournament, he has further grafted a small mantle of roses to his nape, inviting other competitors to try and prune them.

But back in the homeland, effort to fortify continue. It’s clear that there is something hounding these metal-hungry folk. Unfortunately, the silty waters hold little in the way of copper, iron, or other usable metals for construction, something the people of the area have been aware of for ages. Thus, unable to directly help, Tete-kāno instead takes their time to raise a grove of warrior-trees, their many-legged forms and flexible branches able to to fight man-to-man with dozens of smaller folk and act as short-range artillery.

To further this end of protecting their own, several batches of seaweed-folk creep deeper into the depth, hoping to find anything out about these unusual giant beasts, or at least to find a shipwreck. Unfortunately, they find little beyond more coastline.

Along the way, a party is also sent along the coastline, examining the wilderness and finding scattered patches of dark-leaved plants suitable for expansion. Though the water are hospitable, heartier inland plants are always welcome. Along the way, the realization that this other unusual group - the Seekers of the Spheres - are performing world-spanning, sky spanning examinations, makes the more religious of the plants seek to establish communications with them, opening debate theaters and offering to host them in their travels. Unfortunately, it seems they do not yet have interest in such unusual theories about how the night sky functions.

Lastly, though confused by the men of metal and war, they do not interfere with their search. The plants doubt they had anything to do with whatever it is they're seeking. And if they did, the lone reed probably has it coming.

Actions:

  • [Military] - Deploy Te-Raupea the Arbor BearHero Score: 8 to The Rose Tournament
  • [Military] - Raise a grove of Fightin' Mangroves
  • [Intrigue] - Search for Answers in the Depths
  • [Diplomacy] - Attempt Colonization of Region 101
  • [Diplomacy] - Play nice with the Seekers of the Spheres

Non-Actions:

 

  • Do not interfere with the Disciples of Silicon search

Post-Turn:

+1 Military, +1 Diplomacy

Name
Epic Quest
17
2d6+8 5,4
Examine the Big Fish
9
2d6+3 4,2
Colonization
12
2d6+4 2,6
Raise Reputation w/ SPH (0->1)
9
2d6+4 2,3
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The Nanx Throng
Shaman Delce

A second boathide of crude writing.

shaman delce told me to keep on writing things that happen
they told me that it would be important for nanx that will live later
so they can read where they came from
that things are going to change more
and it is important to remember

the new people are spreading through the land
some even live here with us
it is good we helped them and they helped us to learn about the water wagons
they are asking for more help
to be given metals to build towers they like
we find some metals in the caves
and deeper strong metals where the shimmer comes from
it makes good spear tips and things for cooking
but we have enough to share

our fighting people was a good idea
they do a lot to keep the other people from raiding our boats
and also raiding their boats when they go too far
but the shamans look worried
wandering nanx tell stories about other fighting people
the stone stackers across the river have their own fighting people
and they are bigger and stronger than most nanx
and wandering nanx say the frog people who live wyraway have many fighting frog people
the shamans said we should have more fighting people
not just the strong ones we have now
some people use spears that can poke or they can throw
and some use the boathide slings that herders use to drive off dragons

shaman delce asks the most about far off places
many wanderers and traders come and sit with them
shaman delce told me that there is an empty people
and they are secret and quick and clever
but they use their skills to kill and hurt
shaman delce sent some quick and clever nanx to downwyr
to the lakeside across the river
they will find out about the empty people
and the shamans will know what to do

there is another thing that shaman delce told me
but they said not to write it down yet
it is a secret prank
it will be funny if it works
and maybe the frogs will laugh and be our friends


The Nanx Throng

Actions:

[Industry] Gather Metal for the Myrkran

[Military] Recruit Unit - Spear People

[Military] Recruit Unit - Slingstone People

[Intrigue] Investigate 'Void Cult' in 113

!Secret Action!

Non-Actions:
~

Ruler Info

Shaman Delce

Diplomacy - 6

Military - 2

Industry- 6

Faith - 3

Intrigue - 2

Other Notes

New Ruler Next Round? - No

Military Units 1/6 3/6
-Fighting People
-Spear People
-Slingstone People

Treasure 0/5
+0 passive treasure/round

Relics
none

Heroes
none

Embassies
none

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

Temporary Cultural Identity - None
Permanent Cultural Identities - None

Technologies
Tall Sails, Brick & Mortar, Animal Husbandry

Trading Posts (1, 0 treasure/round)
-109 Shimmerstone TP1

Faith (Unnamed Animism)
none

Controlled Regions & Holy Sites
none

Expected Stat Gains

Military 2 > 3
Intrigue 2 > 3

 

Name
Void Cult Investigation
7
2d6+2 1,4
A Secret Thing
9
2d6+2 1,6
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Ana Kai
Leader Shiobyn

1) [Military] Raise A Unit
2) [Military] Raise A Unit
3) [Intrigue] Followers of the Dark's Shine - Region 208
4) [Military] Cleanse the Depths in Taer Mojr!- Ashzara - Accepting Eilonwy's assistance (expending 1 favor)
5) [Intrigue]

 

Edited by LupineRose (see edit history)
Name
Followers of the Dark's Shine
6
2d6+2 1,3
2nd Investigation
5
2d6+2 1,2
Cleanse the Depths
16
2d6+10 3,3
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Voile Domain
Sabine, Queen of Veils
(4/7/1/2/3)

  1. [Industry] Buyout Open TP of Cedar Wood in 207, TP1 (5, Failure) - With most of the tall pines on their island already consigned to building materials or considered too ancient and sacred to fell, the Voilese dispatch emissaries to the far side of Taer Mojr to negotiate lumber rights. Both parties are honestly pretty confused about how one sells a tree.
  2. [Industry] Buyout Open TP of Cedar Wood in 207, TP2 (10, Failure)
  3. [Diplomacy] Establish Claim on 213 (10, Failure)
  4. [Diplomacy] Establish Claim on 215 (8, Failure)
  5. [Military] Recruit a Unit: Raven Valkyries
Edited by Nefarion_Xid (see edit history)
Name
Buyout Cedar Wood in 207, TP1
5
2d6+1 1,3
roll
10
2d6+1 5,4
Establish Claim on 213
10
2d6+4 3,3
Establish Claim on 215
8
2d6+4 2,2
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MAENOS

Demos was already sneering before the objections were raised. "You see the old man's platitudes are already falling on deaf ears. I tell you, my friends, the time has come for action. If we need resources, we will need to reach out and take them." The other young men of the clans, seconds and thirds for the most part, nodded quietly. The lack of wood could easily become a breaking point. One by one, they gave their assent.

"Very well, kinsman Demos. We will raise fighting bands among the clans. We shall see to it that we gather at the lakeshore each summer to train, and to test, while the sheep graze the pastures. If the words of the Caretaker fail, then we will act with you." The other man, Andreos, clasped his hand into a fist and placed it over his own heart. "On that day, I shall have the honor to name you First Chief of the Maenos."

Meanwhile, the boatsmen of the Caretaker continued their exploration of the western woodlands, hoping that if no inhabitants are present to trade, it can be a suitable location for the hosts of Myrkran who were generous enough to teach the ways of sailing. The Caretaker enlists the aid of the Seekers whose star charts were the culmination of the past few years of peaceful interchange.

Actions
  • (MIL) Recruit Unit
  • (MIL) Recruit Unit
  • (DPL) Raise Reputation with Seekers FAILURE
  • (IND) Buyout Trading Post - 115 (#3) FAILURE
  • (DPL) Colonize 115 on behalf of Myrkran SUCCESS
Non-Actions
  • Do not interfere with Disciples of Silicon search
  • Spend 1 favor with Seekers to gain +1 Seek Aid on the Colonize action

 

Name
Raise Reputation
9
2d6+4 2,3
Buyout Trading Post
10
2d6+3 1,6
Colonize region 115
13
2d6+4+1 3,5
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Omega, Turn Two (Year 5-8)

220.png


The guardians have arisen. Structures, now more orderly, begin to dot the heartwood of Root. Even so, Still Lake knows that they require more security and more resources. A number of the Omega contribute their experiences and struggles to summon forth a mighty champion. Swift and sure, free and bright, a bird of light and flame in every color erupts forth. Kor, the burning Simurgh, will explore, defend, and lead the people of Root afar. They will do so for the Omega of today and their children to come.

One of Kor's first discoveries upon soaring high into the Ring's interior is the shine of metal, mundane yet precious. Elementals are dispatched to secure as much of it as they can, even as Still Lake develops a plan to deal with the surrounding interlopers.

[Military]: Raise One Unit
[Military]: Raise One Unit
[Military]: Recruit Hero
[Industry]: Attempt to Buyout Copper TP1 in Region 208 [Success, 12 vs. TN 12]
[Industry]: Attempt to Buyout Copper TP2 in Region 208 [Success, 14 vs. TN 12]

Edited by Jadetarem (see edit history)
Name
Buyout 208 TP1, Buyout 208 TP2, KorStats
12; 14; 10
2d6+4;2d6+4;1d4+6 [2,6]; [2,6,5,5]; [2,6,5,5,4]
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  • 2 weeks later...

Round 3

Announcements & Rule Updates
  • Another Reminder to please include your Realm Name and Starting Region at the top of your post for easier reference!
  • A good tip is to put some standard non-actions on your post to cover off certain player interactions, like "Resist all conversions" and "Support all buyouts" or "Oppose all buyouts"
  • So because private is / might be a little broken Staff please if you see a private block do not open the spoiler'd text inside.
  • New Poll! This one is about how you disseminate the information provided in these posts. The Poll closes when this round does.
  • Hey! It might be a good time to start some kind of family tracking, or potential ruler tracking 🙂

Altarin

Altarin R3 Map

R3Altarin.png.76f2ec11dc7ddf3929dec5b9ecff4587.png

 

Taer Mojr

Taer Mojr R3 Map

R3TaerMorj.png.4c8e502a750fbfcdc0b33864bf03715d.png

 

Growth!
  • The Zabka recruit zabka warriors! (+2 units)
  • The Toteharu raise a grove of Fightin' Mangroves! (+1 unit)
  • The Nanx Throng recruit Spear People! (+1 unit)
  • The Nanx Throng recruit Slingstone People! (+1 unit)
  • The Maenos recruits troops! (+2 units)
Growth!
  • The Rikathi hoard a treasure (+1 Treasure)
  • The Ana Kai raise units! (+2 units)
  • The Voile Domain recruits Raven Valkyries! (+1 unit)
  • The Omega raise units! (+2 units)
  • The Zavestra hoard a treasure (+1 treasure)
Claim!
  • The Zabka successfully establish a claim on Region 102
  • The Toteharu Coloanize Region 101!
    • The Toteharu bring Taumaru & Taumar to Region 101!
    • Region 101 requires its write-up to be completed! [5 rounds remaining]
  • The Meanos Colonize Region 115 on behalf of the Myrkran with support from the Seekers of the Spheres!
    • The Measnos bring The Sacred Stone to Region 115!
    • The Meanos gain a Claim on Region 115
Claim!
  • Nothing contented.

Failed Claims

  • The Voile Domain fail to establish a claim on region 212 (10 < 12)
  • The Voile Domain fail to establish claim on region 215 (8 < 12)
Trade!
  • Nothing ventured, nothing gained.

Failed Buyouts

  • The Maenos attempt to obtain wood from region 115 but do not successfully negotiate the buyout. TP3 (10 < 12)
Trade!
  • The Omega buyout a trade post (1) in Region 208 gaining Copper!
  • The Omega buyout a another trade post (2) in Region 208 gaining another resource of Copper!

Failed Buyouts

  • The Rikathi do not successfully negotiate the Buyout of a trade post in region 215. (6 < 12)
  • The Voile Domain is confused at how to sell a tree and fails at two buyouts in region 207.
    • TP1 (5 < 12)
    • TP2 (10 < 12)
Conversion!
  • The Weak Lands convert region 113 to the Weak Ways!
  • The Weak Lands convert region 102 to the Weak Ways!

Failed Conversions

  • The Weak Lands fail to convince the perople of 115, as there were no people there to convert. (invalid target, 9 < 12)
  • The Weak Lands fail to convert the people of region 110 their belief in The Sacred Stone too strong. (11 < 12 IF the Maenos resisted this conversion the TN would have been 14)
  • The Weak Lands attempt to convert the followers of the Path of Rose during the Rose Tournament and are turned away. (9 < 12)
Conversion!
  • The Zavestra successfully convert the followers of Yølym's Pleasure in region 200, using a treasure to grease the process.
  • The Rikathi conversion of 215 (13 > 12)
Heroes!
  • The Zabka recruit Kremit of Zeilony (9)

[Epic Quest -
The Rose Tournament!]

[Any Heroes dispatched to take up the challenge face a TN 12 Hero Roll to challenge the gauntlet of rivals and contenders for the prize, to say nothing of other heroes who seek the same goal! Unlike normal epic quests, a ruler can undertake this quest in place of a hero, substituting their military for a hero score in the roll - though they do so at their own risk! This Quest expires next Round (Round 3 Opener)]

The Rose Tournament was a subdued spectacle at first glance, the land's local chiefs putting together a pot for the victor to attract talent from across Altarin - there were four fields marked with stakes to do battle in, and a few dozen talents from across Altarin had traveled to test their mettle, make their names as champion - five grizzled Zabka with spears and nets, a single Nanx slinger, four Myrkran who had scraped together armor and weapons from somewhere, a group of eleven Human rogues in leather and bronze who arrived as a group but signed up separately, and many others. Many glanced at the Arbor Bear's arrival with worry or disgust - who had allowed this vegetable _animal_ to compete? But the Rose One officiating accepted his application (gently, to avoid touching his caustic leaves) and he was entered into the first round, up against a human warrior with the markings of the Maenos - it was a short battle, despite her valor. She was simply not a match for the massive plant-bear. Having plenty of ensuing time to watch the remaining bouts, Te-Raupea's attention was drawn to one other circle where a Knight clad cap-a-pie in Black drew his blade against one of the eleven rogues. The bandit seemed less than prepared to face such a heavily armored foe, and spent several minutes circling the knight, hoping to weary him before going in to strike him down.

The opportunity never came. The Black Knight seemed tireless even in his heavy armor, and eventually cornered the bandit at the edge of the arena, picking him up and throwing him physically out of bounds. The Knight, Lance, was named victor of the bout. The next four rounds passed quickly, with Arbor and Armor alike climbing the ladder but never matching - until the final round. His eyes like glowing coals, Lance called out a challenge to Te-Raupea and laughed, breathing flames into the air. What manner of beast was he?! He cried like a demon, his dark armor glowing with some deep internal heat, his sword - too large for any normal man to lift - held squarely in front of him. But the Bear did not falter. Blow after blow was parried, and in a moment of wisdom the Tournament Organizers demanded the assembled crowd of awed onlookers stay back, lest the echoes of the battle cut them in twain. Boughs, Black Iron, and Flames clashed against one another over and over again, until finally a pockmarked, smoldering Te-Raupea caught his opponent dead to rights with a charge: His weapon was sent flying from the ring and the creature himself laid flat. Still it rose a moment, refusing to surrender, until another mighty blow tore away its left arm. Finally, Lance bowed his head in defeat, and slumped. A single word trickled from beneath his mask before he retrieved his arm and called his beast to drag him from the arena. "Worthy." Far away in the crowd, a pair nodded to one another, and ceased their observations, filtering away themselves in short order.

[Te-Raupea the Arbor Bear is the victor of the Rose Tournament! The Toteharu gain 2 Treasure and recognition from the Disciples of Silicon!]

Heroes!
  • The Omega recruit Kor, the burning Simurgh (10)

[Epic Quest -
Cleanse the Depths!]

[These kinds of Ruins are dangerous, and best explored by heroes. Who knows what may lie in the depths? The danger can be dispersed with a TN 16 Hero Roll. There is no time limit to this Quest.]

Ashzara was nervous when arriving in front of the Ancient Ruins found by the Initiates of the Rose. It had been difficult shaking her 'entourage' of Ana Kai followers, but Ashzara was sure the misinformation given about her location had worked as she waited for the Seekers to arrive. Eilonwy of Velentin did not leave Ashzara waiting long. Eilonwy's bow to Ashzara's trident gave them some measure of options should the exploration prove dangerous.

The exposed surface of the ruin had a single large spire of weathered obsidian metal jutting up from the surrounding hill with smaller scattered stalagmites of the same metal strewn around the site. Animals snuffled and burrowed around the peculiar metal seemingly uninterested in the heroes' exploration. The information given by the Initiates of the Rose spoke to a passageway into the depths from the spire.

Finding the passage was easy enough as the wind had scoured away the hillside exposing a circular platform going around the base of the spire with shards of a semi-transparent material scattered around the multitude of holes leading into the interior of the spire.

The vaulted room took up the entire base of the spire, damaged marbles tiles filled the floor surrounding the hole in the middle of the room. Twisted metal cables suspended a giant sphere slowly oscillating with the wind. The hole dropped away into the darkness of the earth revealing floors upon floors down below them.

It was then that the large beasts attacked, creatures abnormally sized flooding Ashzara and Eilonwyn who with their combined strength made short work of them. The beasts had flecks of the strange obsidian metal imbedded and incorporated into their fur and skin. The obsidian flecks broke off the creatures easily revealing small gemstone shards within.

Deciding to proceed to explore the lower floors the pair continued to fight more of the odd beasts while exploring tight corridors twisting around the central open space until around ten floors deep the central space ended and the pair had to map the twisting corridors to find the next gap to get delve deeper through.

After proceeding through eighty floors of tight corridors with rectangular rooms signs of an unknown language the pair enter into a large open space with a transparent material looking out into a larger cavern. Indigo lights shine in the distance in straight rows lined out in grids. At the edge of sight sweeping beams of red light pierce the dark. Both heroes being low on supplies agree to turn back and take what they found back with them. Eilonwyn assured Ashzara charcoal imprints of the unknown language were enough for her and Ashzara could take all the gemstone shards collected from the slain creatures.

[Ashzara has Cleansed the Depths of the Grounded Sky Tower with the support of Eilonwy of Velentin! The Ana Kai gain 2 Treasure and have discovered The Veiled Dark. Cleanse the Depths Epic Quest adds a new location!]

  • [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. The danger of the Veiled Dark can be dispersed with a TN 16 Hero Roll. There is no time limit to this Quest.]

Investigations!
  • The Toteharu send an investigation ship to scour the waves for the reported behemoths destroying ships the ship makes good headway around the western shores but don't find any of the beasts. On the day before they need to turn back for supplies a giant white blur is seen under there ship before it is knocked hard. The captain falls overboard and is eventually recovered, however the white beast took the Captain's favorite bough.

  • A group of clever Nanx prowl around an empty village in region 113. They were tasked to find what was wrong because they were the quickest and the cleverest. All sorts of things were wrong in the village. The food was left out to spoil being eaten by the boats and flies. The clothes abandoned mid-cleaning and the suds all run dry. Doors were open and gates ajar, animals roaming the empty street. The larders full of stale bread but no people to eat it. The rooms full of precious possessions but no trace of ownership. The Nanx party did what they could to do to fix what was wrong and made sure the village was all fixed up right. That's what they were asked to do right?

  • Finally, the Disciples' questioning in Altarin turns something up - their quarry was last seen in hermitage in the lands of the Maenos, surprisingly close to their own base of operations - hiding in plain sight. When they move to arrest him though, they learn that he fled in advance. Over the lake, he went, blended in with a host of Myrkran. But they find his lab, and all the danger it contains. Though they do not speak in detail of what they found, the lab is stripped clean and burned down. The investigators look over the water, to where they hope it's not too late.

Investigations!
  • Eshala's time spent with the followers of Yølym in region 200 bled into her time looking into the rumors of the strange void cult and the disappearing villages. Her new followers didn't seem to recall much about the disappearances and didn't have anything for her to investigate. Her leads drew to an end as she walked one of the abandoned villages, food rotting on the table where it had been set out and no signs of flight or distress. Just an empty village frozen in time around the late day's meal.

  • Eshala sent some faithful to discuss the prophecies of a coming darkness predicted by followers of the Dark's Shine in region 208 and as they are set to meet with the 'Prophet' they are instead led to a room containing representatives from the Ana Kai at the behest of Shiobyn who also arrived for information from the 'Prophet'. Both parties are welcomed to stay and speak to anyone they like while the Prophet is indisposed. Eshala and Shiobyn's investigators do not gather much information while in the proximity of the other group. Eventually both parties are brought before the Prophet in the dark of night with a clear view of the Dark Moon in the sky to the West. "The Answers you Seek lie West"

 

Wonder!

The stars sing and the moons turn. Yølym the Wanderer approaches alignment with the Winding Rose! Each month the Rose circles at its closest point to Yølym and many people gather on those nights to observe the red glow of the Rose growing closer to Yølym's dimmer reflection of the sun. Children born under the twin glows of the moons are said to be blessed as they show marked increase in development. 

As a non-action, each realm may choose a single Child born in Round 3 to gain a Starsign. The Starsign marks the child as one with great potential.

Terror!
  • A White Leviathan has been spotted by multiple ships on the western shores. The beast has started ramming ships to knock crew overboard and devouring the crew as the ship attempts to escape. 
    [Epic Quest - The White Leviathan! Heroes may be dispatched to deal with the White Leviathan (TN 16). All Heroes sent will contest with other Heroes on this quest as only one can be successful in their hunt. Heroes may support each other in the endeavors if they want to combine hunts. Three successes by multiple parties are required to determine the outcome. There is no time limit to this Quest.]

  • Bellower Zharrrumiah had a mysterious encounter one morning when a plate of pond lilies topped with crushed salt rocks appeared at the foot of his bed when he woke. His guards had seen nothing of the intruders but reports through the town of odd black bandanna'd things sneaking around asking questions about food to unsuspecting Zabka.

Terror!
  • The Prophet of Dark's Shine in Region 208 has disapeared along with all of his followers and the majority of the local population! Region 208's Holy Site has been Abandoned! The Refugee Myrkran pour over the recently vacated spaces and integrate with the population.
Organizations!
  • The Maenos, having successfully helped the Myrkran to establish a major outpost in lands with "room to grow", gain 2 Myrkran Reputation and a favor, cancelling 1 favor debt!

  • The Nanx Throng assist the Myrkran in Gathering Rayjo (3/5), gaining 1 favor!

  • The Toteharu gain 1 Disciples of Silicon Reputation for their victory in the Rose Tournament! The Disciples seem satisfied with Lance's defeat and afford a grudging respect to the one who bested him.

  • The Zabka gain 1 Disciples of Silicon favor for their assistance in Analyzing Combat Data! The Disciples congratulate Bellower Zharrrumiah on his victory in battle.

  • The Maenos spend 1 favor to accept the assistance of the Seekers in securing good fortunes for their colony effort over the waters!

Failed Actions

  • The Toteharu and Maenos attempt to impress the Seekers, but the Seeker presence in Altarin is still developing and perennially busy! Diplomatic efforts fail to make major headway, and their Reputations are unchanged.

Organizations!
  • The Rikathi assist the Myrkran in Gathering Rayjo (3/5), gaining 1 favor!

  • The Zavestra call in a favor with the Seekers to turn heads in high places! They spend 1 favor and gain 1 Reputation!

  • The Ana Kai spend 1 Seeker Favor to secure the assistance of Eilonwy of Velentin, lending her bow to Ashzara's expedition into the depths!

Discovery!
  • No new lands have been found
Discovery!
  • No new regions have been discovered.
War!

The Zabka vs
Region 100

Zabka: Ruler (Zharrrumiah 5), skirmish (won), No Duel

Region 100: Leader (Mist Keggie 7), Reckless (lost), No Duel

Bellower Zharrrumiah took to the fields of region 100 with his zabka warriors to show strength to those who refused to join him. The refusing tribes nominated Keggie the Smith from the Mist tribe to lead them against the Bellower. Keggie heard of the Bellower and dared not meet him in a duel but lead multiple shows of strength coordinating the strikes against the invading zabka.

The subjugation came to a head at the final stronghold of Mist Keggie and her loyal retainers. The battle raged with both sides cautiously testing the other before exhaustion finally forced Keggie's hand as her forces did not have the numbers of the Bellower's tribe. Mist Keggie the Smith vowed vengeance and fled with the remains of her tribe as the Zabka of Mrrumkaro stood victorious.

The Zabka conquer region 100 losing one unit to the battle!

Region 100 is in unrest!

Region 100 requires its write-up to be completed! [5 rounds remaining]

 

War!

Taer Mojr is peaceful, for now

Other!

A cold wind blows from the west, Altarin's winters last well into spring before they thaw.

Other!

Ice burgs are seen in the oceans to the west, normally only spotted on the south shores the western 'burgs are disrupting boat travel.

Rumors & Events!

Rumors and Events

The Myrkran swarm continues as large roaming groups of Myrkran fresh from the west try to find any place they can call their own. There has been word that some boats sail further east still. The tide of ships from the west has slowed to a trickle as it appears the bulk of the Myrkran people have arrived.


Whispers of a people in dark garb appearing unexpectedly and disappearing into shadows are reported across the continents, the only commonality apart from the garb is a glowing tattoo on their wrists. 

ROUND 3 BEGIN

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NPC Actions
Round Three

 

The Peoples of Myrkran
 

Pending Requests and Offers

[Intrigue] Beg for Answers in the Depths - The faces of the refugees pale as the first reports of monsters swallowing ships arrive in Altarin. Some wait at the beaches, desperately praying that none of their loved ones were on such ships, lost forever to things of the abyss. Some of the more clearheaded among them, community leaders, pass on a message to those who have taken them in - this is no time to panic. "We need to know the Truth." (Request: Investigate the situation with the Leviathans. Reward: +1 reputation for any successful investigation. Penalty: None. Duration: Rounds 2-4)

 

[Military] Refuse to be Pushed Around by the Disciples of Silicon - The Refugees have little left to them, and when the machines come tearing up the lands granted to them with little explanation, militias are formed to defend the homesteads. It isn't enough - they have little hope of victory on their own. (Request: As a Military Action, successfully impede the Disciples' incursions into Myrkran Territory in 115; this is a simple rolloff of 2d6+military against TN 14. Reward: 1 Myrkran Favor. Penalty: None. Duration: Round 3)

[Industry] Gathering Rayjo (4/5) - The Rayjo Towers near completion. Already dialogues occur between the major camps and across the lands. A little more, they say, and words will fly across the seas too. (Request: Any kingdom may contribute to this great project as an Industry action - the first action contributed by a realm grants that realm one MYR favor. Duration: Until Completed)

[Diplomacy] A New Settlement Plan in Taer Mojr - The reports of the raid on the Grounded Sky Tower fall on Myrkran ears with great interest. A whole abandoned city, you say? With a little touching-up (and security efforts), it's a promising settlement prospect in Taer Mojr. (Request: Grant Permission to begin settling the Grounded Sky Tower as a non-action; this opportunity is only available to the owner of Region 204. Reward: 1 Myrkran Reputation. Penalty: None. Duration: Round 3-6)

 

The Disciples of Silicon

 

Pending Requests and Offers

Identify a Suitable Location for Fortification in Taer Mojr - A metal monster arrives in the realms of Taer Mojr, on three wheels and spindly legs above them, culminating in a single piercing red eye. "Greetings.", it repeats in its tinny voice to those who would listen to it. "The Disciples of Silicon seek a location to establish a local outpost." It roves from hall to hall, responding to only basic queries but proving more of an innocuous curiosity than a danger. "Friends of the Disciples are rewarded well. You would do well to be a friend." (Request: Build one Disciple Forbidden Vault (3-action Diplomacy/Intrigue project) in Taer Mojr. If realms cooperate they decide amongst themselves how to divide the reward. If multiple bases are completed first on a single continent 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: +1 Rep, +1 Favor. Penalty: None. Duration: Rounds 1-5)

Analyze Combat Data - The Disciples, when they arrive in person, are sealed in metal suits with dark eyes and odd glowing portions. An odd grinding sound accompanies their movements, and they speak of battles to come. For now, though, their desire is simple - they wish to see who might make worthy allies in the future. (Request: Engage in warfare in Altarin or Taer Mojr. Reward: +1 Favor for each battle initiated where a sub-action is spent to invite the Disciples to observe. Penalty: None. Duration: Rounds 1-3)

 

[Military] Attempt to Force Entry to Region 115 - There's no time. There's no time. There's no time. A strike team is deployed to tear up every nook and cranny until he is found. He cannot be allowed to escape again. There's no time. There's no time. He must be stopped. The westerners are a casualty. There's no time. (Demand: Do not interfere. Reward: None. Penalty: -1 reputation with DOS. Duration: Round 3)

[Intrigue] Analyze and Repair Lance - The machine defeated at the Rose Tournament was a promising model, and analyzing its wounds may provide valuable data in the future. His repairs may prove more troublesome.

[Intrigue] Secret - Preparations are made for a worst case scenario. The situation in Altarin inches closer to doom by the day. But there is another site...

 



The Seekers of the Spheres
 

Pending Requests and Offers

[Faith] Prepare for the Lunar Convergence! - With the information gathered by the comparative analysis of Star Charts from many locations, the Seekers believe they've pinpointed the day Yølym and Winding Rose will converge ten years hence! This is auspicious and a time of great excitement, and the observatories are abuzz with activity both academic and celebratory. Fortune is overflowing, and the Seekers are performing many rituals. (Offer: The Seekers of the Spheres will provide the benefit of One Seek Aid action to any kingdom that asks for help. Reward: +1 to any one roll of the claiming kingdom's choice, at the cost of a favor. This must be specified before making the roll. Penalty: N/A. Duration: Round 2-3)

 

[Intrigue] Investigate the Star Signs appearing on youth! - A mystery too great to ignore, the seekers find few of these marks among their own number but set out to find those who are bathed in it. Why is this occurring? What kind of omen is it?

[Intrigue] Investigate the Language Fragments from the Grounded Sky Tower! - Eilonwy returns from her adventure with Ashzara richer not in wealth but in lore. Lost fragments of language from a lost civilization, perhaps? And what mastery they had of strange technologies! She sets out with some of her less adventurous contemporaries to study and decode what they can.

[Faith] Watch the Dark Moon - Though much focus is on Yølym and Winding Rose due to their upcoming convergence, some attention is given to other omens - the other three moons and the stars. The Dark Moon's movements in particular are a cause for concern among some scholars, indicating a future where perseverance and resilience will be necessary.

Edited by BladeofOblivion (see edit history)
Name
DOS Final Hunt
18
2d6+9 6,3
SPH Star Sign Investigation
14
2d6+11 1,2
SPH Language Investigation
15
2d6+11 2,2
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Toteharu
Third season of plants; Third Season of Tete-kānoDiplomacy - 5
Military - 7 (Special 5 used)
Opustewdustry - 2
Faith - 5
Intrigue - 3

Region(s): 106, 101

Several seasons pass quietly in the home island of the Toteharu. With the coastal seas quiet and the land near them calm, they enjoy their new land. Though noticeably different to their homeland, plants exist even at the bottom of the ocean and cliffs above burning craters. They would continue to expand… But Tete-kāno decreed that it would not be this season for that.

High off the success of the Tournament, Te-Raupea and Tete-kāno agreed to support further endeavors and significant events. With the mass of wealth unfamiliar to the plantfolk gathering in the storehouse, it was decided that more was needed. With construction projects moving slowly due to the ever-increasing reliance on carpentry and vine-ropes instead of more permanent applications, it was decided that a mass forage would be held. Sea forage could produce a fair bit of odd metals, but most were unsuitable for nails and even adornment. Thus, Tete-kāno kept what they could along with Te-Raupea‘s winnings, but aided in the near-complete towers of the strange westerners in order to better understand their construction styles. By that end, though the plants were skilled at the literal task of counting beans, their ability to conduct a ledger is... lacking. Nevertheless, they discover the opportunity to try at least to obtain the metals their people require for grander projects and notoriety.

Part of that grand design begins to develop and flourish as Te-Raupea begins to hold small mock tourneys, a personal project that quickly catches the eyes of Tete-kāno. Perhaps a good thing for now, but it appears that the spikey leader takes to watching and betting on these things a bit too readily. For now, however, it simply means that a fair bit of propaganda, social clout, and money is quickly funneled toward supporting far-reaching adventures.

To that end, the teachings of Taumara point towards building friendships with those who are like-minded. Though the previous attempt failed to pull their gaze, Tete-kāno appeals to them using priestly logic, trying to espouse the possible connections Taumaru & Taumara's theology could have with the celestial bodies. Especially their theories on the grand curtains and the possibilities of "editing" them.

Actions:

  • [Military]Raise a naval unit, growing the Seaweed Raft Flotilla
  • [Industry] - Buyout a Trading Post in Region 111
  • [Industry] - Gather Rayjo for MYR
  • [Diplomacy] - Establish Cultural Identity (Epic Quests)
  • [Diplomacy] - Play nice with the Seekers of the Spheres (again)

Non-Actions:

Resist all Conversion attempts.

• Mark a Particularly Green Child with the power of the sun (Starsign)

General Summaries

Post-Turn:
+1 Industry, +1 Diplomacy, +1 Navy, +1 SKS Rep

Stuff n' Things

Link to Realm Post

Ruler Status Next Round
Alive & Well, +1 Dip, +1 Ind

Military Units: 1/6, 1/4
-Fightin' Mangroves, 1

-Seaweed Raft Flotilla, 1

Treasure: 2/5
+0 passive treasure/round

Trading Posts: 1
-Region 106, Marine Forage & Produce

Relics
none

Heroes
Te-Raupea, The Arbor Bear (HS8)

Embassies
none

Organizational Overview
People of Myrkran, Rep 1, Favors -2 (+1 after this turn?)
Disciples of Silicon, Rep 1, Favors 0
Seekers of the Spheres, Rep 0 Favors 0

Temporary Cultural Identity - Epic Quests
Permanent Cultural Identities - None

Technologies
Tall Sails, Animal Husbandry

Faith (Taumaru & Taumara) (2)
106, 101

Controlled Regions
106, 101

Current Claims
None

Previous Rounds
Round 1
Round 2
Round 3

 

 

Name
Buyout
10
2d6+2 6,2
Play nice
12
2d6+6 2,4
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The Nanx Throng - 109
Shaman Delce

a third boathide of crude writing

the winters are cold
the boats huddle together and the boatherds too
but at least the dragons stay in their nests for now

the new people roam around looking for good homes
they are happy we helped them build their strange towers
we are happy they helped us learn to make and steer the water wagons
hopefully they will find good homes and we can trade lots of things with them

half of the people shaman delce sent to find out about the empty people came back
the rest kept wandering
shaman delce listened to their stories but they did not find out much
only that the village was all wrong
so they fixed it so if the people are okay and come back things are nice
shaman delce says they are still worried
because that means the empty people are still somewhere

nanx from all over come to tell shaman delce things about the world
they say the plant people are growing
and are making new plants on the wyrfar coast
they say the frog people are fighting
and making a bigger group
the goast people are spreading their ways
and the stone stackers are helping the new people to find a home near the lake

the shamans talk about this
they talk about how things are changing
and how the nanx are and how we should change
nanx do not like to fight to make bigger groups
we can make homes but not where people already live
the shamans say we should do things like nanx do
and not try to be like other people
they say that what needs doing is making friends
and doing work to make things
so thats what we will do

the stone stackers are like us
they know the wyr and the wyr knows them
it is in their hearts
we have been neighbors for a long time
and good neighbors are very good to have in times of trouble
shaman delce says that shaman trew should go to live with the stone stackers
and other nanx too who can run quick with messages
so we can be very good neighbors

the nanx who went to find out about the empty people came back with stories
the village had different animals
tall ones that the village took care of
and they had clothes that were good to sit on
and the animals looked fast and well trained
the nanx even sat on the animals and they walked around
they are telling stories about this
and many nanx want to try this
so we are sending trading people
with boat cheeses and shimmerstone
so we can have some of these animals

we are also sending good trade people saltway again
and shaman aklo hopes to convince them to trade with us
and maybe more
the shamans say the world could get dangerous
and we will need to make friends across the salt to survive

the strange people from up the wyr are upset
they seem scared and angry
they were with the stone stackers but left
and are going to where the new people are trying to make a home
the shamans are worried because people who are scared and angry sometimes hurt people
so we are sending good strong people to help
good fighters and good smart shamans
we hope to help everyone stay friends
and talk to the metal wyr people and make them calm so we can help

the moons dance overhead
the shamans watch them and go into the deep caves
only the shamans go there where they talk to the deep wyr spirit
travelers come and say that the moons are marking young people
making them special and different
shaman delce says this is true and not true
because every nanx and every not nanx is special and different
the travelers say that these people can do special things
and the shamans agree because every person can do special things

 


The Nanx Throng

Actions:

[Diplomacy Special] Establish Embassy with Maenos

[Military] Prevent the Disciples of Silicon from causing harm to the Myrkran Settlers - Failed 10

[Industry] Buyout Clams from 107 - Failed 11

[Industry] Buyout Horses from 113 - Succeeded 13

[Diplomacy] Raise Organization Reputation with Disciples of Silicon - Succeeded 11

Non-Actions:
Resist Conversion
Resist Shimmerstone Buyouts
~

Ruler Info

Shaman Delce

Diplomacy - 6

Military - 3

Industry- 6

Faith - 3

Intrigue - 3

Diplomacy 5 Used
Industry 5 Available

Successor - Shaman Trew - Currently establishing Embassy with Maenos

Other Notes

New Ruler Next Round? - No

Military Units 3/6
-Fighting People
-Spear People
-Slingstone People
-Jump On Things People

Treasure 0/5
+0 passive treasure/round

Relics
none

Heroes
none

Embassies
-Maenos

Organizational Overview
Myrkran People, Rep 0, Favors 0
Disciples of Silicon, Rep 0, Favors 0 +1 Raise Rep, -1 Interfere
Seekers of the Spheres, Rep 0 Favors 0

Temporary Cultural Identity - None
Permanent Cultural Identities - None

Technologies
Tall Sails, Brick & Mortar, Animal Husbandry

Trading Posts (1, 0 treasure/round)
-109 Shimmerstone TP1
-113 Horses TP1

Faith (Unnamed Animism)
-109 - Wyr Foothills

Controlled Regions & Holy Sites
none

Expected Stat Gains

Industry
Diplomacy

 

Name
Military - Interfere with the DoS
10
2d6+3 5,2
Industry - Buyout Clams 107
11
2d6+6 4,1
Industry - Buyout Horses 113
13
2d6+6 4,3
Diplomacy - Raid Rep with DoS
11
2d6+6 4,1
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Mrrrumkaro

Round 3

Bellower ZharrrumiahMilitary: 7
Diplomacy: 5
Industry: 3
Faith: 3
Intrigue: 1

Year 38 of the First Tribal Council

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

News and Rrrumors

Coming Monday

Actions

1.[Ind] Buyout flax. (Region 102, TP1)

2.[Mil] Start a war! Kermit of Zeilony marches an army of zabka soldiers north! (4 units and Kremit to Region 116)

3.[Mil] Recruit a unit.

4.[Dip] Pacify Region 100.

5.[Dip] Press claim on Region 102.

Non-Actions

1.

 

 

 

 

Edited by zabbarot (see edit history)
Name
Buyout Flax
5
2d6+3 1,1
Diplomize region 100. End unrest thing? I forget words.
10
2d6+5 3,2
Press claim on 102
12
2d6+5 1,6
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The Rikathi

Region: 217

 

image.png.68e7b2e77dd120249f513874fcabf2ef.png

The village of Mjornduth grew with every passing season. What was once a modest farming village where dwarves herded their stocking in rolling fields, now seemed to expand across multiple rolling hillscapes. Grazing lands were allotted out equally and organized for the sake of the shepherds. Pastures with the coveted wildflowers were given special consideration if the shepherd could keep the blossoms from being completely destroyed. The oceanside cliffs were mined for cavernous plants and fungi for the transplanted Myrkrans to use in trade. Mjornduth was thriving.

Ota Beyr Brejna Honorlund sat in her longhouse and counted her blessings, the High Voice placed at her side. The Rikathi women had brought their people into a new era and it was reflecting mightily favorable on them. One notable change was that the local Myrkran now had a councilor seat too, in the second row of the longhouse between two highly regarded Rikathi clothiers.

But with each bountiful harvest must come thorns. A child was born under the gaze of Yølym the Wanderer and now bears a marking. Some in Mjornduth have their opinions on what it means for the Rikathi, while others are happy to ignore the child for better blessings elsewhere. The High Voice has her own thoughts but cannot find footing in her readings to bring about devout confidence in them.

Ota Beyr Brejna put together a band of men and women to head into the western hills. They were tasked with finding the traveling people known as the Seekers and bring them back to Mjornduth and explain the odd starsign. In doing so, the expedition found ever-increasing beauty in the western wildlands and returned with more than just Seeker scholars. They came with word of expansion. Ota Beyr cast down this idea at first, but she saw that a schism was beginning to build again. This time, she was prepared for it and sent out a group including her own grundugr -her second husband- to seek a claim on the lands for the Rikathi people. Also among them were some of the Myrkran that had integrated through marriages into the Rikathi tribe. They took cloth of the flocks, dyes, sea plants, and any of the material the Myrkran could trade away. They were victorious without bloodshed. 

The people of the region were poor and not thriving as the Rikathi were. They took part in the trade and took comfort in the idea that the Rikathi had left much of the Myrkran culture alone while still welcoming them in as well. The Rikathi would be protectors, law givers, and help bring them out of the darkness. Upon the diplomatic missions return, the people of Rikathi started to call this newly controlled region the Radiant Valley.

Radiant Valley:

Region: 201

People: Mostly of human descent, it is a smattering of small culturally weak tribes kept at peace by the simple idea that they don't have the resources to war with one another. The Rikathi will bring a representative of each of the tribes back to Mjornduth to help in council. Rikathi are now free to move to Radiant Valley and still remain a part of their heritage, where as before it would have been a shunning or something worse. The mixed Myrkran-Rikathi are hesitant to stretch themselves too thin right this soon after being accepted, and instead opt to remain in Mjornduth.

Landscape: Radiant Valley is a sea of colorful plant life, but like it's neighbor region, most of it isn't edible crop. Instead, the people of the region hunt the deer that feast on the flower and shrubbery. In the distance, mountains can be seen and there's myths about the waters of the peaks falling beneath the mountains and ending up in this valley, resulting in the gorgeous landscape. 

 

 

 

 


Actions:

Investigate the Star Signs (Intrigue) - 

Convert Holy Site of Region 201 (Faith) - Success

Seeking Aid (Faith) - Help with Diplomacy Roll

Make Claim on 201 (Diplomacy) (+1 for Rep with Myrkrans) - Success

Raise Reputation with the Myrkran (Diplomacy) - 

Raising Rep from 1 to 2 with Org

 

 

 

Non-Actions:

- 1 in Region 217, a Rikathi child, is born with the star sign

+1 to Faith for doing two Faith Actions

+1 to Diplomacy for doing to Diplomacy Actions

Edited by Basil_Bottletop (see edit history)
Name
Convert Holy Site
14
2d6+6 5,3
Make Claim on 201
17
2d6+3+1+1 6,6
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