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Ringworld of Ayr - Age of Restoration


SerakHawk

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Round 8

 

Announcements & Rule Updates
  • The Maenos have entered decline! Maes Mawr is in unrest Region 110 has become an NPC region with 3 defending units. The Nanx due to their Embassy and close relations with the Maenos gain a claim on Maes Mawr!
  • The Ana Kai have entered decline! Ana Kai is in unrest and Region 211 has become an NPC region with 4 defending units.
  • The Maps are coming! Sorry!
  • The Tables are coming! Sorry!

 

  • The Tribe of Abada-Mer has risen as a rebelling force on Altarin following the surprising collapse of Weak Society! With their low supplies the people demand a homeland as well as food goods! Two Rounds Remain to obtain land!
     
  • The Mrrrumkaro have renamed themselves the Crrroa-Crrroa Confederacy (CCC) following the reorganisation of their government!

Ringworld of Ayr


The West Wind Blows

Sending a Chill Across the Ayr

Shadows Lengthen and Stretch

On Moonless Nights They Play

Something Awakes in the West


It Scratches and It Howls

It Prowls and It Cries

Caressed by Darkness

It Knows Naught But Hunger


Discovery


Altarin

  • The Toteharu exploring yet further down East Altarin's coastline brave the ice floes to discover Region 127! It is a cold Wilderness region with a Minor resource of Ice Coral!
  • The Nanx dare explore the foreboding mountains themselves! Their winding path uphill leads them to the foot of a forbidding military compound, with a terrible weapon pointed at the sky still in the process of completion. A group of the Disciples of Silicon sally out to meet them, surprised to see 'primitives' up this high and, while not exactly friendly, voluntarily provide their surveys of the region. The most striking thing on their surveys is the presence of several red marks, which one of the Disciples explains to be potential locations of the "Anomaly's" lair, where it sleeps between periods of furious destruction - the same anomaly that has now been ravaging the lands surrounding the Wyr for years. The Nanx Throng discovers Region 118! It is a Wilderness region with a Minor resource of Rocs and a Disciples of Silicon Forbidden Vault!

Altarin R8 Map

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Taer Mojr

  • A daring group of Voilese Rangers sails north, slipping past Crying Cove itself to make brief landfall upon the mainland of Vaire Ven! What they find there is not the signs of pirate activity they were expecting, nor is there civilization at all, seemingly. Just endless, perfect rows of maize, stopping just barely in sight of the shoreline, no sign of a farmer in sight. The silence is eerie, and a few braves who dare to explore find themselves turned about and lost, their cries for help seeming to echo from multiple directions at once, as if to ensnare would-be helpers. The Voile Domain discovers Region 225! It is a Wilderness region with a Good resource of Corn.

Taer Mojr R8 Map

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Brenn Tyr

  • The Witches of Tir Buwch explore the hills to the north, finding their way to Region 425! It has a Minor resource of Ironstone, a Holy Site devoted to Physicalism, and 4 units of Native Defenders!
  • Tancourt daringly turns south rather than risking the strait, pressing the edges of the known world yet further out! A group of strange winged people tries to make them feel more at home by flying over and flinging Mud at their boats, a gesture they're sure to appreciate. Tancourt discovers region 019! It has a Great resource of Harpy Mercenaries, a Holy Site devoted to the Way of Wind, and 5 units of Native Defenders! [TAN has discovered the continent of Y'licis! Brenn Tyr players have -6 to most rolls taken in region 019 and all other regions in Y'licis until completing a Diplomacy Great Project to learn the languages and customs of the new continent. See Rules 3.1 for further details.]
  • Daring Merlyn Gul Twir and the Leathersail Fleet make landfall in the west mere weeks after their departure, and all seems smooth at first glance. On the second night of exploration, though, their camps are beset by swarms of dog-sized winged salamanders, breathing flame to and fro! The group narrowly manages to fight off the first attack, and still not having found anyone they can speak to, moves on in their survey. Eventually, they come to a cave that emanates heat, and the daring Corsairs delve in to discover one of the monsters' great nests, and an egg at least as large as two Merlyns at its center! Unwilling to leave without a prize, some of the crew are lost but Gul Twir ascends with the gigantic egg in tow and thousands of monsters hot on their heels, chasing their ships away even over the water!

    Ruin's Ancient Warriors discover region 123! It is a Blighted Wilderness Region with a Good resource of Bananas! Removing the infestation of Salamanders from the Region will require a successful Battle Roll against a modifier of +15. Further, the Salamanders will attack ships and cause continental penalties to apply to All Exploration Rolls in Altarin until dealt with, along with blocking all progress toward an Altarin Translation Project until resolved or another region is revealed!  [RAW has discovered the continent of Altarin! Brenn Tyr players have -6 to most rolls taken in region 123 and all other regions in Altarin until completing a Diplomacy Great Project to learn the languages and customs of the new continent. See Rules 3.1 for further details.]

Brenn Tyr R8 Map

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Growth!


Altarin

  • The Crrroa-Crrroa Confederacy with the aid of their fortress raise peacekeeping forces! (+2 Units)
  • The Crrroa-Crrroa Confederacy creates more naval units! (+1 Navy)
  • The Nanx Throng build some Slinger Skiffs! (+1 Navy)
  • The Toteharu raise the City Tiaho-Pouri in Taw-puia (101)!

Taer Mojr

  • The Omega raise forces of Brine Daemons! (+2 Navy)
  • The Zavestra raise squadrons to bolster the 1st Flotilla! (+1 Navy)
  • The Voile Domain recruit more naval forces! (+1 Navy)
  • The Rikathi hoard treasures and wealth while things are calm! (+1 Treasure)
  • The Rikathi arm more soldiers in the event of war! (+1 Unit)
  • The Goblins of Slardar stockpile starblood and buckets! (+2 Treasure)

Brenn Tyr

  • The Storytellers of Sypressa found the Lievbanner Grove with the Brotherhood of Black Banners making another embassy!
  • The Brotherhood of Black Banners expands the Banner Militia! (+1 Unit)
  • The Brotherhood of Black Banners gathers a force of the best archers of the Holds! (+1 Unit)
  • The Ancient Warriors of Ruin raise a force of Merlyn! (+1 Unit)
  • The Ancient Warriors of Ruin invest in more ships! (+1 Navy)

 


Claim!


Altarin

No Claims made or Pressed

Taer Mojr

  • The Voile Domain's military actions of protection has convinced Region 213 and to join with the Voile Domain. The integration needs more time to finalise, the Voile Domain are to press the claim next round or lose the attempt!
  • The Goblins of Slardar after having planted their flag discuss with the locals what it means to be Goblin and that there is a Goblin in each of us. The locals are impressed and want the goblins to continue talking to them. The Goblins of Slardar must continue pressing next round or lose the claim.
  • The Zavestra reach out to the people of Region 204 and successfully press their claim! The integration needs more time to finalise, Zavestra are to press claim next round or lost the attempt!

Brenn Tyr

  • The Storytellers of Sypressa press a claim on the bandit region of 416 and meet some resistance as Populus Aspen goes missing! See terror events for details!
  • The Brotherhood of Black Banners diplomatic mission turns results giving them a successful claim on Region 412!
  • The Ancient Warriors of Ruin through sanguine matrimony has successfully pressed the claim on Region 429! The child proof must live for a few years as foretold in prophecy before the final union. The Ancient Warriors of Ruin must complete the claim or lose it!
  • Pidgeonsbriar from Tancourt adventures in Region 013 and impresses the locals! Her exploits and exploring have established Tancourt a Claim on region 013!
  • The Witches of Tir Buwch negotiate with local leaders of region 427 and successfully press their claim! The Witches of Tir Buwch must continue pressing next round or lose the claim.

 


Trade!


Altarin

  • The Toteharu reach out to the newly discovered people of region 126 and successfully haggle with traders to supply them with Fish! The Toteharu successfully buyout TP1-126 and obtain a supply of Fish!

Taer Mojr

  • Zavestra Traders attempt to buyout Emerald Resin from Root but don't use the right conversions! The Buyout attempt fails.
  • Rikathi Traders arrive in Region 218 on the tail of the repelled invasion, with some convincing, prayer, and access deals having been made that led to the invasion being repulsed they successfully negotiate a deal for the licorice! The Rikathi successfully buyout TP1-218 and obtain a supply of licorice! The people of Mjornduth rejoice as an influx of spices are distributed around the land! Mjornduth (217) is no longer in unrest!

Brenn Tyr

  • The Storytellers of Sypressa give the Ancient Warriors of Ruin Poety & Prose as previously agreed!
  • The Witches of Tir Buwch visit Region 429 again and this time the attempts to get wood are successful! The Witches of Tir Buwch successfully buyout TP1-429 and obtain a supply of Brenn Connifers! The witches of Tir Buwch rejoice as they can finally complete Tir Porff! Tir Buwch is no longer in unrest!

 


Conversions!


Altarin

  • The Sister's Embrace minister to the people they have provided aid to in years prior, telling them of the Sister's Mercies and her Healing arts. Region 100, 115 and 126 are converted to the Sister's Embrace!

Taer Mojr

The faithful remain faithful

Brenn Tyr

  • The Brotherhood of Black Banners send forth Bards Errant and convert Tir Buwch (426) to Romantic Chivalry!

 


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. The danger of the Veiled Dark can be dispersed with a TN 16 Hero Roll. There is no time limit to this Quest]
  • Altarin: [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 endeavours 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. Two Successes have been marked.
  • Taer Mojr: [The Glass Prison!]
    Heroes are needed to discover the source of this blight and cleanse it before the region can be used safely!

Hero Register

Te-Raupea the Arbor Bear (8) of the Toteharu Eilonwy of Velentin (10) of the Seekers of the Spheres
Ashzara (10) of the Ana Kai 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 Storytellers of Sypressa
Hero Olivier of Velentin (9) of the Seekers of the Spheres Meryln Mal Dread (10) of the Storytellers of Sypressa

  • The Storytellers of Sypressa train the Meryln Mal Dread in the ways of the the Swanfeather Wraiths and he becomes a Hero! (10)
  • Kor ascended the mountain along the paths marked by the Seekers. But however unfortunate his loss of wings might be, he had to admit the view as spectacular - the wind screamed over grand cliffsides this high, with a susurrus of shrill noises through tiny holes in the rock that nearly sang. Had the Seekers done this as a peculiar work of art, or was it natural? Either way, it was a haunting backdrop to Kor's approach of the Glistening Peak, luminescent with refracted sunlight. The whole of the mountaintop where the Seekers' Observatory had once stood was transmuted to amorphous crystal, seemingly along with its inhabitants. It looked like ice and yet was far too warm, and the high tower loomed bright, endless rows of glass books visible through glass walls, surrounded by Glass Seekers. There must have been hundreds of souls here, and though some seemed to have peacefully died in their glass beds, most were running. This was not instantaneous - they were trying to escape, and in one direction. Away from one point. Kor looked up to a glass structure that he had, at a glance, mistaken for a large tree: Glass scales around a serpentine glass trunk, folded glass wings splayed out with glass feathers, not leaves. It ended in a glass head, mouth open wide, as if mid-roar. And as he gazed upon it, something not-glass slithered down its cheek, like quicksilver saliva from a slavering beast's maw.

    Acting on instinct, Kor threw a burst of flame behind him to propel himself away from the thing that jumped to engulf him, silvery ooze that had been glass just a moment ago! They were everywhere, he suddenly realized - all sorts of innocuous glass objects, waiting for prey. They were on him in moments, as he jumped and dived and ran. He swung and fought but blades and fists seemed to do little but push their bodies apart, only to reform. So instead he retreated, jumping from glass stone to glass window to climb the glass tower, pursued by things that were suddenly taking the forms of Kor himself, flinging fire blindly after him! Another thing crawled from the wide-open maw, and a thought struck him - he threw out a rope from his bag to lasso one of the beast's glass teeth, and tied the other end to a glass banner extending from the side of the tower! A path made, he leapt atop it and ran the tightrope to leap into the belly of the beast.

    Landing in the depths of the Glass Dragon's gullet, only his flame for light, he realized he was knee-deep in seemingly inert quicksilver oozing from a mirror that it had swallowed. With a heroic blow, he struck it, and it shattered - the whole mountain seemed to shudder, and the silver slowly began to evaporate. It was done. The Seekers would love this.

    [Kor the Simurgh of the Omega has completed Epic Quest: The Glass Prison! Region 212 is no longer blighted, and becomes a Wilderness Region! Further, OMG gains 1 SPH Reputation!]

  • Lance and the three Disciples present for backup entered the Grounded Sky Tower with intent to recover anything of value - and on the upper layers, they were successful, even if it'd since been stripped. All that changed in the Veiled Dark below, glowtorches spilling orange light over machinery unseen by mortals in a very long time...and a distracted Lance stepped on a panel he shouldn't have. Electricity surged through his frame and he nearly went limp, but that was the least of his problems as hundreds of tiny red lights flicked on in the distance! The group immediately opted to pursue a fighting retreat, blindly firing energy lances into the darkness while trying to outpace the skittering in the distance. Two of them didn't make it, dragged screaming into the black as Lance's sensors registered crunching noises. The shadows did not pursue them to the surface, but it felt like it'd been hours of running, and both of the survivors collapsed, their powercells almost totally spent. They waited for recovery to report total mission failure.

  • Te-Raupea met with the Seeker Eilonwy and set the traps in place for the Leviathan in its lair. Eilonwy had brushed up on the words from the Grounded Sky Tower and was ready to relay information to Te-Raupea as he fished. In position with his baubles bopping in the current they went stayed still for some time. Some time turned to minutes, followed by hours. No bites sunk on Te-Raupea's bait for the first day, or the second. Eilonwy suggested several more locations to attempt to fish for the leviathan at and for weeks they continued the hunt. Oddly enough, Te-Raupea didn't even catch common fish while he bobbed, something was spooking them - so he knew they were on the right track.
    Under a heavy rain just as Te-Raupea was preparing to tear his setup down he got the sense of something immense below him followed by a vibration through the water. Eilonwy quickly rubbed sleep from her eyes and worked at a translation. Another rumble followed by the lightest of brushes on his lures. "It said Danger again! Its.. its warning of a Danger? Something in this area is dangerous? I don't.." The water rumbles again as one of the harpoons sinks home. "That was home! It said.." and that was the last Te-Raupea heard before he was plunged into the depths below hanging onto the White Leviathan with multiple sunk lures and harpoons. Attempting to pull himself close wasn't an option as the water bufeted him and it took all his strength to hang on.
    First the light disappeared.
    Then the water pushed in, sending him into hibernation.
    ...
    ...
    ...
    Te-Raupea woke up on the shore of Lake Altarin weeks after the event, his memory foggy about what happened other than a hazy memory of large translucent eggs, the White Leviathan up close and good idea that perhaps the Leviathan nested in the Lake.
    [Two Successes Have been marked for the White Leviathan Quest!]


Investigations!


  • The patrols sent west by the Isle of Slardar follow the coastline west and then north into uncharted territory, finding occasional now-familiar signs of coastal attacks but little in the way of current pirate activity. They eventually are forced to turn back after reaching a section of choppy waters far up the coastline, near a mountain range.

  • Slardar's search for Vandal Wreckage turns up little of interest, until one fateful morning they come across what seems like a becalmed ship in a fogbank. Slowly, the goblins dare approach, rowing up in the fog to find what initially seems a ghost ship - until three more ships flying purple and white sails arrive on still winds! Preparing to fight, the goblin crews are surprised when the people onboard take no action against them, and a slinking amphibian creature climbs aboard instead with a twisted smile. "You've done well.", he says warmly to them, before motioning to a member of the other crews, who bring a token for the goblin captain - a talisman crafted from hemp rope and songbird feathers. "Tell your leaders that Rizzo thanks you for your service. You will be spared." The goblins are left with questions, a mysterious token of Rizzo's Favor, and a handful of shells that seem to be some kind of coinage. [GOS gains 1 treasure!]

  • A dozen scholars from the Seekers sail from the shores of Taer Mojr into the north, and find their way to the demesne of the one called the Widow Queen. Despite the reputation of the Vandals, the island she rules is surprisingly quiet, a seeming neutral ground for the Vaires to conduct business upon. People there speak with few words, and move quietly so as not to disturb the air with voices or unnecessary noise. Most of them wear masks while in her demesne, and the Seekers copy the local styles for safety. From the whispers on the streets, the Queen is ancient, having been already old when anyone they spoke to was but a babe, and those who ask about her longevity are shown the answer. None return.

    Eventually they rise above the streets to the squat palace that the Widow Queen resides in, and for all the rumors of dread powers she commands, they're surprised to find an elderly dwarf woman who smiles at them in greeting. Gray haired with a red-and-pink fan and little in the way of jewelry besides a copper torc on her neck and a ruby-studded band holding her hair in a bun, the woman's ghostly paleness and her silk robe stretching to the floor give her an ethereal quality. She entreats the Seekers for tea, and they exchange pleasantries - she speaks in loose terms of her cohorts and rivals, Captain Dreadlove and Rizzo "the Rat", and yet more dozens of things. They leave in peace when the sand falls to the bottom of her hourglass, having seen little evidence of magic beyond the perpetual fogbank that seems to shroud the island and the seeming agelessness of that strange, exceedingly polite woman. [The Widow Queen has become known! She controls Region 148 and has a personal levy of 2 units and 1 naval unit, weaker than the other Vandal Leaders. She is the spiritual leader and diplomatic mediator of the group. The Fog-Wreathed Sails Tactical Doctrine is hers.]

  • A group of investigators from Tancourt curious about rumors of an Emerald and Ivory Axe track down travelers to the unknown regions of the northwest! They discover little of value beyond tales of a terrible curse and mention of the axe itself buried in a stump on the coast at the edge of Brenn Tyr. Those surveyed had not seen it with their own eyes, however.
     
  • Despite significant continental resistance to their inquiries across Brenn Tyr, the Disciples of Silicon are able to get clear results: The Southwestern Forest must be quarantined, at all costs.
     
  • The Nanx send a portion of the Shamans to visit the Oracle Tree Cave and assess the damage and wear on the cave. With the boats in tow and the tin working Nanx examining the work it takes them almost a month to fully assess the cave and its surrounding tunnels and the damage. When they return they confer with Shaman Delce and say that it is possible to fix, and there is enough room for many Nanx to live in the Cave, and there are even spaces set aside for markets, traders, homes and workshops! The group of Nanx present several options, the Oracle Tree Cave could be fortified and designed as a military base for the Nanx to defend from, or the Oracle Tree Cave could be fashioned as a Hub Nanx City with traders and Nanx living in the Oracle Tree Cave, The Oracle Tree cave could be fashioned as a place of worship with a dedicated group of Nanx set to guard and maintain the grounds or the Nanx could remodel, pull back the weeds and restore it to the best of its function. The Oracle Tree Cave is in disrepair, The Nanx can spend a Special 5 Industry, Military or Faith action to restore the Oracle Tree Cave or they may complete a three action Great Project!

Wonder!


  • The Crrroa-Crrroa Confederacy have Elevated their realm to a Grand Kingdom with Zharrrumiah as the first Peacebringer!
  • The Zavestra and the Voile Domain Aid the Omega in their reseeding project and contribute labor and fertiliser toward the Reseeding of the Whispering Wood! The Whispering Wood has been successfully reseeded! The People of Highwall are appreciative of the return of the woods. On Still Lake's visit to the Newly growing Whispering Wood grove he hears the start of the whispers from the trees.
  • Tancourt has invested time and effort into training the empty shell crabs they acquired from Region 013 and have developed a new technology!

    Technology: Tabloid Dispatchers.

    Requirements: Technology: Animal Husbandry and Poetry & Prose. Resources: Any animal smaller than a Pidgeon that is trainable in fluff.

    Mechanics: Successful Non-Secret Slander provides you or a nation you share an embassy with a +1 bonus on a single specified rolled action related to the Slandered nation in the same round.


Terror!


  • Altarin: As the spring crests a Roar, a Declaration of Hunger and Domination sounds across Altarin. The dragon's cry resonates with some of the populace and they start babbling about the Ruler of Altarin, His tithe is due! The Ruler of Altarin will collect what is owed by rote! Your subservience has been most excellent, and the Ruler expects many tasty snacks. The Ruler of Altarin will be collecting his tithe in New Kaldyr (Region 115)! The Ruler of Altarin counts as 3 units with a commander score of 10 attacking New Kaldyr!
    Dragon Flight: The Dragon is unduelable and cannot be challenged!
    Ruler of Altarin: The dragon owns all of Altarin already, why would it take land it already owns? On a battle loss a region enters unrest as its tithe is taken.
    Token Trophy Tac Doc, The dragon takes trophies of its victories to store in its lair to remind it of its triumphs. Hero's and rulers in a battle with The Ruler of Altarin roll Loss rolls at a -3 and the dragon captures any heroes or rulers who fail the roll.
     
  • Altarin: Three villages in Taw-Puia (101) have reported a novel form of Root Rot that appears to be unusually contagious and frequently fatal! It has responded poorly to traditional forms of treatment. Though isolated and cases are few for the time being, worries begin to grow regarding such a sudden spread.
     
  • Taer Mojr: Days after the Disciples of Silicon Recovery Team disastrous expedition into the Veiled Dark, there's a light tremor in Region 204! The initial damage is limited, but across the land an outpouring of spidery mechanical horrors awake from the underground bunkers in which they slumber, seeking out population centers to slaughter! The Disciples relay a message to the Zavestra ambassadors in the region through the Rayjo and the local populous - they will be assisting in the suppression of this issue, but they're spread too thin to protect settlements on their own! [Region 204 is under attack by 2 Units of Killbots led by Unit 013 (Mil 7)! Due to the Disciples' assistance, Unit 013's Battle, Tactical Maneuvering, and Leader Loss rolls all receive a -1 penalty.]
     
  • Brenn Tyr: A great host arrives in the East of Brenn Tyr! Led by a portly human in tartan clothes on the back of an armored Caribou, a thousand thunderous hoofbeats and horned heads follow, bearing more tartan-clad swordsmen! But the cavalry is only the tip of the spear, as it is followed by many, many more ragged conscripts with slings and spears, who are themselves followed by a baggage train of ragged camp followers far too long to be truly necessary to support the army alone. A harbinger of what's to come. [Region 411 is under attack by 3 units of Easterling Highborn and 5 units of Rabble Conscripts led by Mormaer Gwaithor (Mil 5)!]
     
  • Brenn Tyr: One summer morning in the Rosewood, Populus Aspen's home is found ransacked, the ambassador nowhere to be found! Those in the village whisper in fear of the bandits' wrath, so long delayed, but no answer is forthcoming until an extremely nervous man arrives in the Greywood Coast with a handwritten letter addressed to Athyrium Fern - though clearly intended for the current Master Storyteller.

    🖤

    🖤
    Dear Athyrium Fern,

    It's come to my attention that your lackeys have been cavorting in MY woods, putting ideas in the heads of MY cattle, and even found someone claiming to be the the "Prince" of MY realm to primp up as a pretender. I don't ask for much, just a little respect. That's reasonable, don't you think? So here's how this is going to work. You're going to send a few of your boys to meet a few of mine at the cabin, and you're going to bring the little Prince and some proper tribute, as an apology. Then we'll trade, and both your boys and Aspen here will leave and NEVER COME BACK.

    Try anything funny or take too long and the next package will have a head in it. And if you try to screw me? I'll track down all the friends your boy made here and decorate the woods with them.

    With Love,
    Bertille the Blackheart
    🖤

    [Sypressa's Ambassador to Region 416, Populus Aspen, has been abducted and Sypressa's claim cannot be completed this round! The Bandits will return the Ambassador in return for a ransom of 1 treasure, Prince Claire Bérenger in their custody, and renouncing Sypressa's claim to region 416, all of which are non-actions. Alternately, Epic Quest: Blackheart! can be undertaken to attempt a rescue! The Base TN for this quest is 16 and both the TN and consequences will increase for each non-Sypressan Hero involved due to its urgency and the time needed to spread the word as the bandits grow increasingly suspicious. Failing this quest or attempting to conquer Region 416 will guarantee Populus Aspen's execution.]

 

Organizations!


Mykran:

  • The Toteharu sue for friendship dramatically, spending 1 favor and pushing for closer ties! TOT rep 2->4!
  • The Toteharu, Zavestra, Rikathi, Tancourt, Isle of Ruin, Sypressa, and Tir Buwch each spend 2 favors making trade deals! The Toteharu gain 112 TP1 (Marigold Roses), the Zavestra gain 222 TP1 (Ancient Artifacts), the Rikathi gain 214 TP1 (Coal), Tancourt gains 129 TP2 (Red Herrings), the Isle of Ruin gains 416 TP1 (Grizzly Bears), Sypressa gains 429 TP2 (Brenn Conifers), and Tir Buwch gains 433 TP1 (Arctic Moose)
  • The Toteharu and newly-dubbed Crrroa-Crrroa Confederacy spend 2 favors accepting a Myrkran offer for Irrigation Technology!
  • The Brotherhood of Black Banners' attempts to curry favor with the Myrkran inadvertently come off a little too eager, with the Rayjo operators quickly distancing themselves from the bards making the effort.

Disciples of Silicon:

  • The Toteharu call in favors, spending one to gain reputation! TOT rep 1->2!
  • The Nanx Throng are able to scrounge up the last parts needed to complete the Skylance! The Disciples are confused but appreciative, and they gain a favor!
  • The Isle of Ruin engages in open diplomacy with the Disciples, gaining what just might be a surprising legitimate bond of friendship! RAW rep 2->3!
  • Tancourt and Tir Buwch both engage in aggressive campaigns to stymie the Disciples' efforts in Brenn Tyr, losing 2 reputation each! TAN rep 0->-2! COW rep 0->-2!

Seekers of the Spheres:

  • Kor of the Omega successfully resolves the Glass Prison that had terrified the Seekers of Taer Mojr! OMG rep 0->1!
  • Te-Raupea of the Toteharu is able to assist Eilonwy! While he has her personal gratitude, the Elders of Velentin seem wary of the Toteharu's ties to strange westerners!
  • The Rikathi and Sypressa each submit soil samples to the Seekers' interests, gaining 1 favor each!
  • The Nanx Throng curries favor with the seekers! TNT rep 0->1!
  • Sypressa calls in favors, spending one to gain reputation! SYP rep 1->2!

War!


  • With the reseeding of the Whispering grove complete the Omega's restoration efforts in Highwall (206) are met with success and rejoicing as the unrest is quelled!
     
  • Crrroa-Crrroa vs Region 113
    Commander Dermki was a hard man built like an Ox, hard to please and tough as a nail. It was rumored he wrestled a bear and turned it into a pelt for his study. He was not impressed with the 'now called' Crrroa-Crrroa but he did respect their strength, unlike that of the so called Tribes of Abada-Mer who had been plaguing Region 113 for years.
    Kremit had come with even forces to the fight, and both forces began with skirmishing manuevers, each army testing the other - probing and pushing where possible. Kremit led from the front and spotted the burly Dermki rushing toward him. So fierce was Dermki's strikes it was all Kremit could do to stay standing almost being sent flying multiple times. The battle around them faded as the two duelled, Kremit continually on his back foot. Kremit spared a glance to see that the larger battle was going for the Crrroa-Crrroa but the momentary lapse led to one of Dermki's powerful swings to swipe his legs out from under him.
    Stunned the Zabka hero lied prone as Dermki smugly raised his weapon for the fatal blow, but a war cry from outside the battle pulled his attention just in time for a sling-stone to smack Dermki in the eye. "THAT'S MY ZABKA TO KILL YOU PIECE OF WAR TORN TRASH" Mist Keggie roared out frustration and pure rage as she led the remnants of the Mist Tribe right into Dermki's Vanguard. Keggie herself rushed at Dermki and with a display of unbridled fury lifted the confused commander over her head and flung him into the larger fray. Sparing a glance for the now recovered Kremit, Keggie shook her head "You're mine to kill - remember that. tsk."
    [The Crrroa-Crrroa Confederacy conquers region 113, with 1 unit lost in battle! Region 113 is in unrest! The Mist Tribe (4 units) roams Altarin.]
     
  • Crrroa-Crrroa vs The Weak Lands (114)

    Commander Rex was an ancient veteran of many battles in life, and in death he had elevated his mastery of strategy to an artform, hotly debating the details of tactical engagements of years past and what-ifs. It was only very recently that he was offered the chance to actually hold a command again, to direct the living in war against the Zabka invaders.

    Play. Counterplay. Skirmish. The Bellower was a worthy wartrained opponent, and neither dared commit completely to an engagement, chipping away at one another.

    But eventually, Commander Rex made a slip - the Zabka were a well-oiled warmachine, and the Weak Militia, while eager, was comparatively untested, and the grind of slow victory Rex imagined wore on them. Desertions and surrenders skyrocketed, and soon Rex found himself with few remaining so eager. The frogs took the Weak Lands with little resistance, in the end.

    [The Crrroa-Crrroa Confederacy conquers region 114, with 1 unit lost in battle! Region 114 is in unrest!]

  • The Tempest Runner Invading Region 218 vs Taer Mojr Coalition

    As the clammy mist rolled over them, Sabine keened loudly beneath her veil and led the Valkyries in a dirge - the first landing-ships were arriving and already bolts of green fire rained upon their lines, killing dozens - their own return fire was not nearly so effective. The Rangers and Zoroan fleet faintly circled the enemy ships out in the fog, but she couldn’t focus on that - the enemy was upon them. The smoke choked and even their superior numbers seemed insufficient against a foe that had already managed to strike fire to their supply chains, and even now met their disorganized lines with cutlasses in hand. As the battle dragged on, vicious marauders slaying everyone in sight, Soline caught sight of them: The vicious skull-painted Utui, clad in a seasprayed coat decorated with tassels and gold and a white silk eyepatch. Their hair was bound in a long single braid, and they leveled their cutlass at her, the unspoken challenge echoing across the battlefield as both lines fell away from the pair to allow them their confrontation. Soline retreated, to the jeers of the pirates as morale began to collapse among her own people - and the Tempest-Runner gave chase!

    It was a calculated move - though the battle lines were total disarray, bodies falling left and right, Soline kept moving toward the trap she’d set, and the Tempest-Runner pursued. She would not face them in a fair duel, but would confront a lone, out-of-position foe with her entire wolfpack. And just as planned, the Valkyries fell upon the Utui, who fought viciously and struck down three of her best, but soon fell to a flurry of spear-blows, body collapsing still but for faint breathing, cutlass clattering to the ground.

    Mercifully, the tide seemed to be turning as a square of Guardian Daemons managed to restore order to the front and sent many of the Vandals retreating back to their landing craft, plunder in hand, and though so many were dead they’d held the beach - reports from the Rangers fared far worse, having lost several of their own ships while doing only token damage to the pirate navy. A victory, but a painful one.

    Still, the creature lying unconscious at her feet spoke for itself.

    [Voile successfully defends region 218 with the assistance of the Zavestra and Omega! VOI loses 2 land and 1 naval unit, OMG loses 2 Units, and ZAV loses 1 unit! The Tempest-Runner’s fleet loses 2 units and is repelled! The Tempest-Runner is taken captive by VOI! The Tempest-Runner’s Fog-Wreathed Sails Tactical Doctrine activates, destroying Licorice Root TP2 in Region 218 and granting 1 Treasure to VVV! Region 218 is in unrest!]


Rumors & Events


  • The western winds wail and howl across the landscape, the chill that has settled over the lands for years seems to stretch and yawn. Many of the populous who visit the Seeker's Observatories notice charts and diagrams of the Dark Moons procession and conjectures on its size. Something is amiss with the moon.
  • Cultists in dark garb with a tattoo of an Eclipsed Sun on their forehead spread news of a reckoning imminent

 



ROUND 8 BEGIN


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NPC Actions

Round Eight

 

The Peoples of Myrkran

[As a close friend of the Myrkran People - insofar as they have a singular identity - Tete-kāno is approached by a group of Rayjo Operators who inform them that they've received a message from the Heralds of Nightfall, and have been instructed to allow them to attempt to operate the Rayjo in order to answer. Until the Heralds' interest wanes, Tete-kāno may spend a special industry action to attempt to understand the complex workings of the Rayjo well enough to decipher the message, and communicate with those who remain in the West. This is an Industry Roll against TN 14.]

Pending Requests and Offers

[Diplomacy] Beg to Let Sleeping Crabs Lie in Brenn Tyr - The unknown presence in the land of the empty-shelled crabs along with cryptic Rayjo communications put the leaders of Shadestone Hold and other Myrkran communities instantly on edge. Requests and demands go out to go no further - what lies south is a dire peril, dangerous even to speak of, and no good can come of waking it. (Demand: Do not explore south of Region 013 or Region 415. Reward: None. Penalty: -1 Reputation per exploration attempt in this direction and these exploration attempts do not fulfill the Promote Exploration request. The Myrkran will refuse any favors spent to explore in this direction. Duration: Rounds 6-10)

[Industry] Offer to Share Farming Secrets to Altarin, for a Price - Life had been hard for the Myrkran in Altarin - ethnic struggles between those hailing from Kaldyr and the other great fallen lands was only one more terrible pain to add to their pile of miseries. The most enterprising, though, had a new offer - the kingdoms of Altarin had unexpectedly little agricultural development compared to their homelands, and they figured it wouldn't hurt to share a little bit of what they'd passed down - for the public good. After all, if there were more food in Altarin, that benefits everyone. Right? (Offer: The Peoples of Myrkran will grant the Irrigation technology to a realm upon non-action acceptance of their offer. Reward: 2 Favors owed to MYR. Penalty: None. Duration: Rounds 7-8)

[Diplomacy] Request a Refugee Processing Center be built in The Vaires - It wasn't a proposition without risk, but these continents seemed largely depopulated by years of violence and sparse resources. And there was space. Some braves opted to push for a new effort to expand. (Request: Build one Myrkran Refugee Processing Center (3-action Diplomacy/Industry 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 MYR base and contributor(s) will receive the full reward. Any unselected MYR bases will still become MYR bases but receive no additional reward. Reward: +1 Rep, +1 Favor. Penalty: None. Duration: Rounds 7-11)

 

[Industry] Request Repayment of Debts - Overextension takes its toll on Myrkran communities, as their recent trade efforts strain them to the breaking point. (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 8)

[Intrigue] Gather Intelligence on the Pirate Threat - Though the interest in establishing colonies in the Vaires remains, greater knowledge of the Pirate Threat terrifies many of the Myrkran in Taer Mojr! Some forward-thinking leaders gather up resources to use as a carrot to encourage the spread of such information. (Request: Investigate aspects of VVV, such as its yet-unknown rulers, resources, beliefs, technologies, and strength. Reward: +1 favor for any such successful investigation. Penalty: None. Duration: Rounds 8-10)

[Diplomacy] Contribute to Y'licis Continental Translation in Brenn Tyr [X/5] - Another interesting land with resources to gather and perhaps safe places to live. They've already moved so far east, what's a little further?

 

 

The Disciples of Silicon

 

Pending Requests and Offers

[Intrigue] Analyze Anomalous Materials in Brenn Tyr - Tales abound in Brenn Tyr of Moonfall fragments refusing to be collected, morphing instead into desired mundane things. Though their presence in these lands is limited, it's worth investigating regardless; best to get on top of whatever this is. Lacking suitable field agents, the Disciples turn instead to the parties they've already managed to make rudimentary contact with, offering recompense for deliveries. (Request: Brenn Tyr Realms may contribute Treasure to the DOS. Reward: 2+ Treasures contributed: +1 Rep for all donors, 5+ Treasures contributed: +1 Favor for all donors, 10+ Treasures contributed: +2 Favors for all donors. Reward(s) will be paid out at the end of the duration. Donations can be made at any point during the duration as a non-action but the Treasure must have been created prior to being donated. If a kingdom wishes their donations to be counted as donations from another kingdom they may choose to do so in their non-action. Note that this will exclude the actual Treasure sender from being counted among the donors if all their Treasure is donated in another name. Each reward tier includes the rewards listed on the previous tiers. Penalty: None. Duration: Rounds 5-8)


[Intrigue] Hunt a Loose End in Brenn Tyr - The Disciples continue their wild hunt in spite of unexpected resistance, though now more focused on the Southwestern forests. Establishing perimeters, cutting down and burning trees, creating firebreaks. (Demand: Allow the Disciples free reign of the southwestern forests. Do not interfere. Reward: None. Penalty: Any action taken to interfere with the Disciples' hunt in your realm or that of another will result in -2 Reputation. Any non-action taken to interfere will result in -1 Reputation. Duration: Rounds 7-8)

[Military] Assist in Suppression of the Grounded Sky Tower - The results of Lance's failed expedition are unexpected and dire; with their Vault in Taer Mojr little more than a skeleton crew due to the lack of prior support and the secrecy of the base's construction, they lack the numbers to effectively combat this threat and resort to harrying it instead, wounding command units and enemy control nodes to leave easier prey, but leaving the grunt work and cost in blood of cleaning up the headless snakes to the locals.

[Military] Deploy the Skylance! - The Disciples ready their weapons in preparation for the Beast's next flight. When it next returns to the mountains, it will have a surprise in store.



The Seekers of the Spheres
 


[As the Illuminated and foremost among those with the Seekers' attention, the Ota Beyr Brejna Honorlund of the Rikathi receives a visit from the Council of Velentin's Elders, five of whom arrive by sail! While this coven remains in their court, Brejna Honorlund may spend a special intrigue action to investigate their cryptic words through dialogue and research of the texts they brought with them. While undergoing this training, the Ota Beyr may roll Intrigue against TN 14 to impress the Seekers, and earn the right to be inducted to the greatest secrets of the Seekers of the Spheres!]

Pending Requests and Offers

N/A

 

[Military] Epic Quest! Eilonwy of Velentin seeks to Unmask the Truth of the White Leviathan! - After becoming separated from Te-Raupea, Eilonwy put out another call for aid. She'd learned more this time, and discovered the flooded tunnels between Altarin's great lake and the sea. She was so close to knowing the truth of how this creature was connected to the Sunken. So very close. [Eilonwy of Velentin will assist anyone who takes on this quest!]

[Military] Olivier of Velentin Errant Quests in Region 416! - Though broadly unaware of the tense political situation with Sypressa, Olivier of Velentin sets out, dagger in hand, to reduce the region's reputation for banditry, one slit throat at a time. People like this were motivated by greed, power, and fear. Create a vacuum, and their greed would turn them against each other.

[Faith] Augur the Soils of Ayr [4/5] - This time, a group of Seekers dares return to the summit where their observatory once stood in Taer Mojr, now an inert pillar of glass. They took the ground glass and added it to their collection. (Request: Any kingdom may contribute to this great project as a Faith action - the first action contributed by a realm grants that realm one SPH favor. Duration: Until Completed)

 

...

 

Vandals and Villains of the Vaires

Captain Dreadlove - A hulking horror of a man in a long, ragged coat that writhes with unnatural shapes underneath, Captain Dreadlove was assumed to be a folk legend in the Vaires until recently. Now a petty king with his palace-ship speared on a stalagmite in the city of Crying Cove, he menaces the surrounding lands. Dip4/Mil10/Ind5/Int6/Fai5


1. [Military] Captain Meathook leads 1 unit and 1 navy to invade Region 218! - Without the Tempest-Runner, a power struggle among the Mist Eaters has two lesser captains competing for power and prestige, and treasure to bring to Dreadlove in the hope his favor and backing will legitimize their command. The less imaginative of them, a wretched brute by the name of Captain Meathook, sails again on the same place as before, demanding wealth lest he finish the job! [Captain Meathook will call off this attack if offered 1 treasure as tribute!]

Details

Captain Meathook (Subcommander 5) leads battle, does not challenge but will not refuse a duel. Uses Fog-Wreathed Sails Tactical Doctrine.

Spark-Fire Wands (+1 to Battle), Steering Oars (+3 Maneuvering) in effect.

Total: +9 Battle (+5 leader, +2 unit, +1 tech, +1 treasure), +8 Tactical Maneuvering (+5 Subcommander Mil Score, +3 Tech)


2. [Military] Captain Albatross takes 1 unit and 2 navy to invade Mjornduth (Region 217)! -

2. [Diplomacy] Captain Albatross bargains with Mjornduth, accepting 1 treasure! - Without the Tempest-Runner, a power struggle among the Mist Eaters has two lesser captains competing for power and prestige, and treasure to bring to Dreadlove in the hope his favor and backing will legitimize their command. The more sly and imaginative of them, known simply as Albatross, takes her fleet further south to Mjornduth, where she presents her fleet as mercenaries - an offer of protection, for the right pay. Left implied, of course, is what happens next if her offer is refused. [Captain Albatross has called off this attack and agrees to intervene to protect Mjornduth in the future if paid 1 treasure on each even-numbered round!]

Details

Captain Albatross (Subcommander 5) leads battle, does not challenge but will not refuse a duel. Uses Fog-Wreathed Sails Tactical Doctrine.

Spark-Fire Wands (+1 to Battle), Steering Oars (+3 Maneuvering) in effect.

Total: +9 Battle (+5 leader, +2 unit, +1 tech, +1 treasure), +8 Tactical Maneuvering (+5 Subcommander Mil Score, +3 Tech)

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. Dip6/Mil5/Ind5/Int7/Fai8; 2 Land Units, 1 Naval.
3. [Faith] Convert Region 220 to Widow Ancestry! - Distracted by petty conquests, Dreadlove is a fool who thinks only of violence. He will not see his realm creep out from under him in more subtle ways.
4. [Faith] Augur the Soils of Ayr [5/5] - The handful of loam presented to the Seekers tingles in their hands. "Take care what secrets you unearth," she says. "For knowledge can only be gathered, not forsaken, and knowledge is the most dangerous thing of all."

Rizzo "the Rat" - Known only in whispers, Rizzo's rumors are mixed - some say they're the closest thing to an honest merchant among these thieves, while others say their influence touches every raid. Dip3/Mil6/Ind8/Int9/Fai5
5. Unknown, as The Rat is only a rumor.
6. Unknown, as The Rat is only a rumor.

Edited by BladeofOblivion (see edit history)
Name
Albatross, Meathook targets
3; 1
1d6;1d6 [3]; [3,1]
DOS investigation: Continue To Hunt a Loose End
4
2d6+2 1,1
Olivier of Velentin Errant Quest in 416
19
2d6+9 4,6
Seekers Ana Kai Investigation for RIK
15
2d6+11 2,2
DOS Security vs Secret
18
2d6+9 3,6
Seekers Investigation into Spark-Fire Wands for OMG
19
2d6+11 2,6
Seekers 214 Conversion for RIK
13
2d6+9 1,3
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Zavestra - Region 203
Year Fifteen of the Barren Sky in the House of the Architect.

For the years that follow that first series of skirmishes against the Vandals, little word descends from the Celestial Terrace. It is said that the repeated loss of Zoroan life—first from calamity, then from war—disquieted the Emissary. When not locked away in the Celestial Terrace in divinations, only the Seekers themselves would lay eyes on Nyxara as she consulted with their scholars, studied their star charts, and attempted to find some message out of the chaos.

In the silence that followed the Vayuri’s chosen herald, two figureheads seemed to emerge to prominence. A new generation of Zoroan soldiers pledge themselves into the service of Zavestra’s growing hegemony—trained by one of Nyxara’s closest confidants, and hero of a prior age, Sylara.

Morvain, the Emissary’s seeming apprentice, became an ever present steward—handling the concerns of their ever growing domain, while the populace grew troubled by the silence of their Emissary—and by extension, the Vayuri themselves.

It is during a blazing summer that the reports come from the Rayjo—and the first public appearance of the Emissary over the long years is recorded—girded for war. She makes a simple demand of Sylara—to empty the barracks in defiance of these reavers from the underground.

And for the second time in nearly two decades, the general swears that she sees the turbulent glow of a raging wildfire in the eyes of someone dear to her, before she is left to scramble—to bolster their forces in Nyxara’s absence.

Actions:

[Military] Recruit a Hero - Sylara, the Umbral Sentinel re-enters active duty! (8)


[Military] Deploy Forces to #204
 
(Per GM, counts as Press Claim)

  • No duel. Nyxara leads.
  • 4 Units Deployed + 3 Native Defenders from 204
  • TacDoc: Skirmish
  • Seek Aid Bonus
  • Treasure Bonus
  • Total Battle Roll Bonus: ( Mil 5 + 4 Units + 3 Native Defenders + Seek Aid (2) + Treasure (1) = +15 )


[Faith] Nyxara seeks the Blessings of Vodar in Battle Against the Killbots - success (+2 bonus, SPH Rep 3)


[Military] Raise a Naval Unit.
[Military] Raise a Unit of Infantry

Org Non-Action:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Non-Actions:

Resist Conversions

Resist Buyouts
 

Treasure Spent (Seek Aid, Battle Roll)

Changes:

+2 Military
 

Ongoing:
Total TP: 6 (1 treasure/round)


Required Resource satisfied (Wind Rock = Construction Stone)


Embassies with: OMG.

 

 

 

 

 



 


 


 


 

 

 

 

 

 

 

 

 

 

 

 

Name
M5: Recruit a Hero
8
1d4+6 2
Seek Aid (War!)
18
2d6+6+1 5,6
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 The Witches of Tir Buwch (COW)

 

Round 8

761.jpg.b7ad83ab50afccc5584096c4e599b999.jpg

 

Region 426

High Witch Bryn

Diplomacy (7), Military (2), Industry (6), Faith (2), Intrigue (3)
 

Round 8 Actions

1. Diplomacy - Press Claim over Region 427 - Part 2

Negotiations between diplomats from Tir Buwch and local leaders have been looking positive. Reports indicate that with just a little more push, the Moonlit Witchdom will be ready to expand and welcome the region that they have been calling Gwên Llachar, Bright One's Smile, in honor of the local faith.

2. Diplomacy - Diplomatic Expedition to the Northwest - Success
The exploration team delves further into the unknown, this time by ship!

3. Industry - Pay Debt to the Peoples of Myrkran

The Peoples of Myrkran have stretched themselvess too thin in offering to buy trading posts for various regions and are in turn asking for help. High Witch Brynn asks that any witch who can spare time, money, or supplies offer their services to the organization. It may not be much, but anything helps, right?

4. Intrigue - Investigate the Eclipsed Sun Cultists

Witches have begun to notice cloaked individuals with strange solar tattoos on their foreheads. As faithful servants of the moons, the most devout of witches are concerned, while most others are curious. Government witches are sent to look into this matter.

5. Intrigue - Secret Action - Further Bug the DOS - Fail?

Scouts conclude that the DOS have been lurking secretively around the Southwestern forests of Brenn Tyr. The have been irresponsible, careless, and destructive with the forest and anyone or thing that resides there. To top it off, they have the nerve to demand cooperation from Tir Buwch?

The investigation team is given permission by the government to take whatever it is the DOS is looking for before they can, gather more information, and/or be as uncooperative to the DOS as possible. While taking the prize from the DOS is very unlikely, and interference should do well to anger them more.

 

Nonactions
1.   A child with a greater star sign has started diversifying his skills!

Realizing the major gap on his knowledge, Morgaine, the marked witch who will one day become witch king, has begun working as a diplomat. He is currently dispatched to aid the negotiations being had in Gwên Llachar. This does mean that his alchemy research has been put on hold and Iona (who remains in Tir Porff) continues to bear the brunt of his complaints in their correspondence. Once a brat, always a brat.

2. Dung for the DOS

The Witches of Tir Buwch continue to impede the DOS's search for... something? At some point, childish hooligans graffiti one of the largest walls within Tir Porff with aand image of a poop and the phrase "Dung for the DOS!" While the phrase didn't necessarily catch on and the "art" was quickly removed, the practice of flinging cow pats at DOS members has become a favorite pastime for everywitch.

The government has not officially supported or denounced these actions, in favor of remaining neutral to the will of the public.

 

Reference  Information

Leader Stats: Diplomacy (7), Military (2), Industry (6), Faith (2), Intrigue (3); Dip & Int +1

Faith: Romantic Chivalry

Trading Posts: 5

  1. Region 417; TP 2; Iron
  2. Region 426; TP 1; Cows
  3. Region 427; TP 1; Sunflowers
  4. Region 429; TP 1; Brenn Connifers
  5. Region 433; TP 1; Arctic Moose

Military Units: 2/6, Naval 0/3

Organizational Overview:

The Peoples of Myrkran: Rep 0; 1 favor owed to Org
The Disciples of Silicon: Rep -2; No favors
The Seekers of the Spheres: 0; 1 favor owed to COW

Technologies: 5

  • Markets and Carts: +1 to Buyouts
  • Tall Sails: Allows sailing across light blue borders
  • Animal Husbandry: +1 to Industry and Diplomacy exploration
  • Irrigation: +1 to Stabilization rolls
  • Poetry & Prose: +1 Conversion Defense, +1 Conversions in regions that share your writing system
  • Bricks & Mortar: +1 to resist Raids and Sacks

Treasure: 0

 

 

Edited by Bellossom (see edit history)
Name
Diplomatic Expedition to the Northwest
14
2d6+7 4,3
Investigate the Eclipsed Sun Cultists
12
2d6+3 3,6
Secret Action - Further Bug the DOS
8
2d6+3 4,1
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spacer.png

 

The Brotherhood of Black Banners

Knight Commander Sir Etoile Kotter

Diplomacy 7
Military 7
Industry 2
Faith 7
Intrigue 1

Expected Stat Changes: +1 Dip, +1 Mil

 

...

 

Actions:

  1. [Faith 5] Organize the Code of Stars
    The tenets of Romantic Chivalry, which have guided the Banner Holds since the overthrow of the King of Swords, now stretch across the length and breadth of Brenn-Tyr. While tradition has long allowed for the tales and tenets of Chivalry to bend to the traditions of individual Holds and families, this newfound reach demands a clearer structure. The masters of the Hall of Heralds therefore confine themselves for nigh on a month, debating their ideal form of Chivlary to present to the world at large - the Code of Stars.
  2. [Military] Raise 1 Unit
    The armies of the Banner Holds march for the first time in living memory, and as they go new levies are called upon. None within the Council of Mayors wishes to see even a single dead Bannerman in the returning host, but none are so naive as to trust in so gentle a fate. This third regiment of Banner Militia will not stand ready to assist their peers, but they will be full ready to stand in defense of the Holds.
  3. [Military] Invade Region 428 with 3 Units led by Sir Rulman (Hero 9), attempting to Skirmish (+7 TacMan) and Challenging the enemy commander (Dueling CI)
    The emergence of so massive an army from the unknown East sends ripples of alarm through the Council of Mayors. For decades, the Holds have remained content to see to affairs within their own borders, but now the mysteries of Northwest Brenn-Tyr rear up like a hydra, each head a different terror. Unwilling to be set upon with no bulwark save the Holds themselves, the Council meets for an emergency session and emerges with a fresh and starting mandate - to seize the lands immediately north of the Holds and establish a defensive line against the dark. Though nearly a unanimous decision among the mayors, the people of the Holds are far less certain of the change in direction, many pointing to the dire legacy of the King of Swords and his mad quest for dominion. Still, the Knight Commander is among those convinced of the necessity of the invasion, and so Bards Errant are sent into the neighboring region to alert its chiefs and luminaries of the imminent struggle, and to negotiate a fitting field on which both sides might contest their claim.
  4. [Diplomacy] Press Claim on Region 412 - 19
    Meanwhile, far to the south, Katia of Rhinnar's mission bears fruit. Tiarna Teige Mac Diarmata, lord of the region's grandest steading, is quickly enamored of the graceful northern beauty. A widower despite a mere thirty winters, he bends his great wealth to courting Katia, and beneath the whispers of fragile romance far stronger bonds of alliance and fealty are prepared.
  5. [Diplomacy] Contribute to the Y'licis translation effort. [2/5]
    The discovery of a second new continent in as many years sends a thrill of excitement through the younger devotees of the House of Heralds. Bards errant across the Banner Holds compose innumerable new poems and songs driven purely by the longing over this undiscovered country, and when word comes of Sypressa's efforts to better understand the strange southern customs the Hall is quick to dispatch its own representatives to aid the effort.

Non-Actions:

  • ...

News and Rumors:

  • Celine, now a young knight in the Brotherhood, joins the northern campaign. Too junior within the knighthood to serve in Sir Rulman's command staff, she is instead given command over a company of Banner Militia, holding the left flank in the upcoming battle.
Edited by DarkOne6989 (see edit history)
Name
Press Claim on Region 412
19
2d6+7 6,6
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The Storytellers of Sypressa

Sypressa.png

Master Storyteller Syzygium Clove
Diplomacy: 5 – Military: 1 – Industry: 1 – Faith: 5 – Intrigue: 1
Capital: The Greywood Coast (415) – Round 8

Actions:

1. Diplomacy 5 – Form a Cultural Identity for resisting Theft, Hidden Hollows.

The woods are labyrinthine to those who do not know their hidden trails. A Sypressan who wishes to hide a technological tool, magical relic, or precious gemstone has the choice of a myriad of obscure hiding locations to squirrel it away.

2. Diplomacy – Learn the language and customs of Y'licis. [1/5]

A panel upon the Story of Brenn-Tyr is allocated for carving the lands' relations with her sister continent.

3. Faith 5 – Create the Fidelity Flute. Effect: Once per round with non-action permission, the Flute owner's Stabilization action may target a region belonging to a nation with which they have an Embassy.

Items made from greywood pine wood are rare, for the trees have long lives and great cultural significance. But death comes for every living being, and sometimes a tree will fall. What non-rotten wood remains in such windfalls is carefully divvied up and used in objects of great import. The Fidelity Flute is one such creation. Its notes are sweet and clear, said to be able to soothe even the most unruly hearts. Its music reaches across cultural and linguistic barriers, bringing peace to all that hear it.

4. Military – Oppose all who would harm the forest, if polite requests to stop will not suffice. This includes any member of the Disciples of Silicon, Ruin's Ancient Warriors, or Witches of Tir Buwch that attempts any negative action (including but not limited to the use of fire) towards any tree in Regions 415, 416, and 429. Investigators who do no harm will be allowed passage. -2 DOS reputation

5. Military – Sagebrush departs on an Epic Quest to rescue Aspen, ambassador to Region 416. 19

Non-Actions:

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

Claire Bérenger, the Prince of Rosewood: 4+1+1 Diplomacy, 2+1 Military, 1 Industry, 2 Faith, 2+1 Intrigue

After several years of apprenticeship, it is time for Sypressa to fulfill its promise to the Rosewood. Starting with Claire, and continuing forward, all members of the Rosewood's royal line will become Master Storytellers, earning the right to carve the very Story of Sypressa.

B. Receive Tabloid Dispatchers from Tancourt via the Bruitmire Grove (Embassy), as previously agreed upon. Fails if not non-actioned by Tancourt.

C. Spend 1 DOS favor to raise reputation. -1 DOS favor, +1 DOS reputation

D. Send Merlyn Mal Dread (Hero, score 10, greater starsign) to RAW via the Pycnandra Grove (Embassy).

Merlyn Mal Dread departs the Greywood Coast to return to Ruin, having mastered all that the Swanfeather Wraiths could teach.

E. Decline to help the Myrkran. -1 MYR reputation

The inhabitants of Sypressa are not overly industrious, subsisting upon what can be foraged and hunted from the forest. Every cottage has its own small garden, but the meager sunlight that reaches the forest floor does not grow enough crops to share. Master Storyteller Clove sends a formal letter of apology to the refugees, and inquires as to other avenues to help the Myrkran.

Records Carved:

Units: 4/6
Navy: 0/3
Treasure: 0/5

MYR: 0 rep / -2 favors
DOS: 0 rep / 1 favor
SPH: 2 rep / 1 favor

Artifacts:

- The White Doe's Deershoe: Provide a resource of Iron to its owner.

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 80 feel tall
  • The Bruitmire Grove in Tancourt (TAN) - 60 feet tall
    • TAN promises to gift SYP their next technology the round after it is created
  • The Pycnandra Grove upon Ruin (RAW) - 40 feet tall
    • RAW promises to trade Region 429 to SYP after finishing pressing their claim
    • RAW promises no military action towards Region 429 and Region 416
    • RAW promises to support SYP claimancy in any future events where their new government in Region 429 may be challenged
    • SYP promises to train a Hero for RAW in Round 7
    • SYP promises to gift Poetry & Prose to RAW in Round 7
  • The NAME Grove in the Banner Holds (BBB) - 20 feet tall
    • BBB promises to gift SYP their next technology the round after it is created

Characters:

Digitalia Foxglove: Past Master Storyteller, now mentor. Human. She/her
Salvia Rosemary: Ambassador to RAW, lives in the Pycnandra Grove. Elven. She/her
Populus Aspen: Ambassador to Region 416. Human. He/him
Artemisia Tarragon: Child with a Greater Star Sign. 16 years old. Human. She/her
Artemisia Wormwood: Middle child. 25 years old. Human. They/them
Artemisia Sagebrush: Eldest brother of Tarragon. 28 years old. Human. He/him
Athyrium Fern:
Claire Bérenger, the Prince of Rosewood:
Syzygium Clove:

Unit Fluff:

1x Lynx's Footfalls (scouts)
1x Darting Does (light cavalry)
1x Swanfeather Wraiths (archers)
1x Boar Tuskers (heavy infantry)

Tactical Doctrines:

Nature's Wrath: Gain +3 to battle rolls when defending

Heroes:

Artemisia Sagebrush (Hero score: 10): See Characters section for description.

Past Stories:

Edited by aerin13 (see edit history)
Name
Change leader non-dynastically
11
5d4 4,1,2,2,2
Artemisia Sagebrush attempts an Epic Quest
19
2d6+11 4,4
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Voile Domain
Sabine, Queen of Veils
(Dip 8/Mil 9/Ind 7/Fth 2/Int 3)

  • Standing stones are raised to memorialize the battle, honoring the Omega and Zavestra who fought with the veiled folk.
  • Having learned more about the Mist Eaters from the Tempest-Runner's own mouth, any respect the Voilese had for the seafaring raiders is surmounted by contempt. Thankfully, they most competent mad dog has been eliminated, leaving them without leadership.

 

  1. [Diplomacy] Press Claim on 213 (Automatic Success) - Similar enough to the Northmen already subordinate to Voilese sovereignty, a number of clan leaders journey to the misty isle to pledge their fealty to Queen Sabine, elevating them to the rank of count (or jarl in the Nord tongue.)
  2. [Diplomacy] Establish Claim on 211 (11, Failure) - Queen Sabine offers to restore order and defend the Ana Kai and enfranchise one family as Voilese nobility.
  3. [Military] Recruit Unit - Having suffered terrible losses against the Vandals, the Valkyries do what they can to bolster their ranks and return the injured to fighting form.
  4. [Military] Recruit Naval Unit - The warriors and ships of Jarl Hringr are at the queen's disposal.
  5. [Military] Defend 218 (Queen Sabine leads, challenges duel. Skirmishing Tactic +8 (9 Mil -1 Size). +9 Leader +5 Units = +14 Battle Roll.)

 

  • [Non-Action] Spend 1 Favor to increase MYR reputation.
  • [Non-Action] The Tempest-Runner is executed following a tribunal -- an unrepentant, murderous savage.

Record Keeping

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

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

Units: 2x Valkyries (Wolf, Raven
Naval Units: 3x Sea Rangers (1st, 2nd, 3rd)

 

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 (see edit history)
Name
Establish Claim on 211
11
2d6+8 1,2
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spacer.png

 

Ruin's Ancient Warriors

Region 130 and 129

Merlyn Zan Cuddlu

Dip: 9

Mil: 4

Ind: 4

Fai: 2

Int: 6

 

Expected Stat Changes: +1 Ind, +1 Int

Actions:

1. Diplomacy: Finish Press Claim on 429

Merlyn Zan Cuddlu's prophecized lineage has been fully cemented now. The boughs and conifers of this hedonistic land now sing with the hymns of RUIN. Many Darkkin come flooding into the secluded corners of this new land, Merlyn raiders settle into seaside hostels and pop-up shanty port towns, and the Cabal of Ruin induct several of the locals into secret blood arts and strange psychotropic adventures.

2. Intrigue: Investigate Dragon Egg!

Strange fates! The Dread Captain Merlyn Gul Twir returns from her fortuitously omened voyage with no lands to name or people to learn. Instead her ragged crew, the mostly in one piece Leathersail Fleet now dispersed to greed, set anchor at Fishport and unload a massive egg. Gul Twir is entranced by the egg, spending as much time with it as she does her own child brought upon the trip, and it is paraded as the grandest plunder of all. Arabella’s burgeoning army is quickly sucked into the fantasy told by the survivors of the daring egg rescue, and Psygodburgh is put into a sudden sideways shift. Merlyn from Ruin itself come to see the Egg, drawn by the tale of fiery salamanders, and a great pyre is erected to keep the egg warm constantly. Contacts from the Disciples of Silicon are tapped for security measures when the day of hatching is nigh, and Gul Twir frequently deposits excess loot from plunder or trade around the egg as a makeshift nest. From fur coats to precious metals or villager rations a great pile of tribute is amassed which slowly rots and deteriorates. More is simply lavished on and left to the destruction of time instead of replaced as is the fashion of Merlyn of repute. The Pirate Queen can be seen at night reading stories by the fire and pressing her pointed ears against the egg to hear what writhes within.

3. Intrigue: Investigate Southwest Forest!

--- Operation: Conqueror ---

---- Crescent Formation Convergent Pattern

---- All systems operational

---- Fire has been approved

--- Obtain, Obscure, Obstruct

4. Industry: Repay Myrkran Debts

The Order of the Drake, a merry band of warriors from the Leathersail Fleet, return from the Dragon World with newly forged hearts. Landing in Psygodburgh they disseminate themselves among the local Myrkran population and fasten the shifting population to the strange island. Using their enhanced armored cores to lift great weights, fight off mutated animals, and help the Lone-Horners with any troubles that haunt them. They gather town halls every week to discuss the issues of the day and to spit fiery liberating heady ideals out into the peasant zeitgeist. Swords, poisons, and more are stockpiled for the Myrkrans, and at last, a battle breaks out between the Order of the Drake and a band of Legitimate Privateers endorsed by the Pirate Queenz when the latter attempts to disarm the populace and collect a heavy tax. Few are injured but tensions grow blisteringly high.

5. Industry: Repay Myrkran Debts

While insurgent nascent forces move to shift the power of the peasantry away from Merlyn Gul Twir and her beloved the Pirate Queenz set about trying to correct this insult. Fish are thrown from the edges of the BellaBarge, bread is handed out to the masses, and a set of blood games and athletic sports are set in place to placate the Cyclopian-Horned fishers and farmers. Some fires are lit and blamed on the Order of the Drake, though it is a dubious claim, and raids begin to expand from the local shores to farther more alien voyages.

Non-Action:

- Resist Buyouts unless otherwise noted

- Resist Conversions unless otherwise Noted

- Donate 1 Treasure to DOS

- Accept Merlyn Mal Dread Hero from SYP

Edited by Tychris1 (see edit history)
Name
Investigate Dragon Egg
16
2d6+8 3,5
Investigate Southwest Forest of Brenn-Tyr for REDACTED
19
2d6+8 5,6
A Roll
12
2d6+6 3,3
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Tancourt

A Satirical Glimpse into the Lives of the Privileged by Spinster Hissfell

Dip: 5 | Mil: 3| Ind: 10 | Fai: 1| Int: 6

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

Treasure in Vault: 2. Treasure Passive Treasure: 1 (6 TPs + 1 City)

Units: 2.

Actions:

Diplomacy - Press Claim on 013 - "Pidgeonsbriar's Rule: From Explorer to 'Duchess of Crabs,' Tancourt Takes a Shocking Turn! Crab Control: and Duchess of Crabs runs with Goons and Goons Assert Dominance, Natives Caught in Power Struggle!"

Diplomacy - Establish Cultural Identity - Loose Lips (Increased Die-Roll for Slander) - "Tales on the Move: Tancourt and Bethel Giruc's Gossip Network Takes Flight and Scuttles! Muddy Whispers and Scurrying Secrets: Gossip's Grip Tightens in Tancourt and Bethel Giruc!"

Diplomacy - Contribute to the Y'licis translation effort [3/5] - "Skyborne Shock: Tancourt Sailors Outraged by Disgusting 'Mud' Assault from Winged Pranksters! From Prank to Pandemonium: Tancourt Sailors Enraged by Filthy Gesture of Flying Strangers!"

Intrigue - Kidnap Mormaer Gwaithor - "Ragged Horde Unleashed: East of Brenn Tyr Trembles as Disgustingly Overcrowded Host Arrives! Outrage Erupts as Immigrant Onslaught Hits East: Tancourt Aghast at Overwhelming Arrival! Tancourt Demands Truth: Immigrant Leader Summoned to Provide Answers!"

Intrigue - Kidnap a Dark Garbed Eclipsed Sun Cultist (Unnamed Character, Non-Special) - "Shadowy Saviors Precede Storms: Cultists with Eclipsed Sun Tattoo Sweep Villagers to Safety! Cult of the Eclipsed Sun Rattles Tancourt: Dark-Garbed Prophecy-Bearers Stir Suspicion! Faith Feud: Sunpointers Challenge Eclipsed Sun Cult for Power and Secrets in Tancourt! Mysterious Cultists Usurp Sunpointers' Spotlight: Tensions Rise as Eclipsed Sun Followers Proclaim Prophecy!"

Non-Actions:

Refuse Request Repayment of Debt - "Outrageous Demands: Immigrants' Payment Request Ignites Backlash and Controversy in Bethel Giruc! Welfare Wars Heat Up: Tancourt Immigrants' Unwanted Plea for More Sparks Fury!"

Hinder Disciples of Silicon Again - "Tricycle Trouble Returns: Peasants Push Back with Mud as Tancourt Parade Sparks Outrage!"

Identity of Spinster Hissfell revealed as Gene Dampwood! No one in Tancourt reads "A Satirical Glimpse into the Lives of the Privileged" anymore. Instead they turn to "WhisperWaves: Tancourt's Juiciest Gossip Unveiled!" written by Evelyn Muckrake.

Dip: 3 | Mil: 1| Ind: 5 | Fai: 1| Int: 4

Edited by mystic1110 (see edit history)
Name
Press Claim (5 Dip +1 Use of Treasure)
13
2d6+6 3,4
Kidnap Mormaer (6 Int +1 use of Treasure)
13
2d6+7 5,1
Kidnap Cultist
15
2d6+6 3,6
New Ruler Rolls
12
5d4 1,3,1,4,3
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Omega, Turn Eight (Year 29-32)

220.png

Ongoing battle with the Vandals has drained the Omega's forces, which must be replenished once more. Still Lake ponders the wisdom of this war of attrition and how it lays waste to the land itself, turning to the Seekers for answers about the mysterious weapons the Vandals wield. Expansion of the Omega's resources is likewise hampered by the Myrkan calling in favors at a most inopportune time, but this will at last clear the Omega's debt to them.

Actions:
[Military]: Raise one land unit.
[Military]: Raise one land unit.
[Military]: Raise one naval unit.
[Industry]: Aid the Myrkan with their trade issues.
[Industry]: Attempt to Buyout Whispering Wood TP1 in Region 206. (Success vs. TN 12)

Non-Actions:

Resist Buyouts.
OMG will support its own buyout of TP1 in Region 206.
Resist Conversion Attempts.
Spend 1 favor to have the Seekers of the Spheres attempt to reverse-engineer the Spark-Flare Bolt technology from the wreckage they squirreled away after the battle at Highwall.

Ruler Stats for Still Lake:

Diplomacy 8 | Military 9 (+1) | Industry 8 (+1) | Faith 1 | Intrigue 2

Edited by Jadetarem (see edit history)
Name
Buyout w/ Support
15
2d6+10 2,3
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Toteharu
Eighth Season of Plants; Eighth Season of Tete-kāno
Region(s): 106, 101, 104

Arhg, life (and BG3), short fluff.

Te-Raupea finalizes his plans to hunt the beast plaguing the seas. With lures set and drag-nets launched, he'd force the beast to face him.

The beast of the skies, however, would need more enmassed tactics while the Bear sought the seas. Tete-kāno scoffed at its apparent unwillingness to face the Tetekano's fleets, but gladly sent the Mangroves and newly formed Lancers to face the beast down. The latter were particularly eager to prove themselves. Knights must face Dragons, after all.

With more empty land found along the eastern coast, it was a simple task to launch seed-ships into the area as they had done before. A new foothold past the mountains would be invaluable in the seasons to come.

Meanwhile, the Myrkran reached out and once more the Toteharu would answer. With their own technology, no less!

Actions:

  • [Military] - Send Te-Raupea, The Arbor Bear to hunt the White Leviathan End the Leviathan
  • [Military] - Send Troops to aid the Frogs against the Dragon
  • [Diplomacy] - Colonize the newly discovered Region 127 Colonize
  • [Industry] - Attempt Rayjo Operations Rayjo
  • [Industry] - Aid Myrkran

Non-Actions:

Host The Tiaho-Pouri Fair

••Offer Tall Sails, Animal Husbandry, & Irrigation to Nanx and Crrroa

••Accept all Technology offers from Nanx and Crrroa

• Resist all Conversions away from TAT

• Support all Conversions towards TAT

• Accept assistance from Eilonwy of Velentin with Epic Quest

General Summaries

Post-Turn:
+1 Military, +1 Industry

Stuff n' Things

Link to Realm Post

Military Units: 2/7, 3/5
-Fightin' Mangroves, 1
-Woodrose Lancers, 1

-Seaweed Raft Flotilla, 3

Trading Posts & Treasure: 5 & 0/5
-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
none

Heroes
Te-Raupea, The Arbor Bear (HS8)

Embassies
none

Organization Reputation Summary
People of Myrkran, Rep 4, Favors -3 (+1 this round)
Disciples of Silicon, Rep 2, Favors 0
Seekers of the Spheres, Rep 2, Favors 0

Organization & Tech Bonuses

+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)
 

Temporary Cultural Identity - Epic Quests
Permanent Cultural Identities - None

Technologies
Tall Sails, Animal Husbandry, Irrigation

Faith (Taumaru & Taumara) (3)
106, 101, 104

Controlled Regions
106, 101, 104

Current Claims
N/A

Previous Rounds
Round 1 Round 2 Round 3
Round 4 Round 5 Round 6
Round 7

Name
End the Leviathan
20
2d8+11 5,4
Colonize
13
2d6+8 2,3
Rayjo
17
2d6+7 5,5
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Crrroa-Crrroa Confederacy

Round 8

Peacebringer M'shakin Jay

Year 6 of the Bellower Council

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

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

News and Rrrumors

WIP

Actions

1.[Mil] Fight a dragon! Kremit of Zeilony leads the a united army from across Altarin to battle the monstrous beast. (Kremit(9)+6 CCC units+4 TNT units+2 TOT=21) No duel, Skirmish Tactics(2d6+2)

2.[Mil] Raise two units! (Fort special)

3.[Dip] Raise Reputation with MYR

4.[Dip] Raise Reputation with DOS

5.[Dip]

6.[Dip]

Non-Actions

1. Trade one(1) favor with DOS to increase reputation.

 

 

 

 

Name
Raise rep with MYR
13
2d8+4 2,7
Raise rep with DOS
9
2d8+4 1,4
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The Rikathi

Region: 217

 

image.png.68e7b2e77dd120249f513874fcabf2ef.png

 

Round 8


Actions:

1: Repayment of Debts from Myrkran (Industry) - Auto

There's never a good time for the debt collectors to come to call, but the Myrkran do their best to minimize the impact. They come to Ota Beyn with a request and she's obliged to help, given how much of Mjournduth has been improved by the Myrkran presence.

2: Gather Intelligence on the Pirate Threat (Intrigue) - Failure

 

3: A Deal with Captain Albatross (Diplomacy) Auto

Hilaria Byx is tasked with taking a small contingent of Rikathi to meet Captain Albatross. She'll take them as far as the shore off Mjournduth, from there she will take a small seaworthy craft out to the awaiting ships. She hopes the trip will be uneventful and a new deal can be solidified between the two nations.

4: Investigate the Cult of the Eclipsed Sun (Intrigue) - Failure

 

5: Buyout of Trading Post #2 of Dyes (Industry) - Failure

 

Non-Actions:

Ask the Seekers of the Spheres to investigate the Lost City of Ana Kai.

Request the Seekers of the Spheres convert Region 214 to The Oath. (using one Favor)

 

Will Receive:

+1 to Intrigue

+1 to Industry

Lose favor debt with Myrkran

 

Edited by Basil_Bottletop (see edit history)
Name
Pirate Investigation
8
2d6+1 5,2
Investigate the Cult of the Eclipsed Sun
10
2d6+1 3,6
TP Buyout
10
2d6+5 1,4
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The Nanx Throng - 109
Shaman Delce

an eighth boathide of angular writing

 

 


The Nanx Throng

Actions:

[Diplomacy] Attend Toteharu Event

[Diplomacy] Colonize 118

[Diplomacy] Press Claim 110

[Military] Deploy 4 Units to 115 under Zabka command to defend against The Ruler of Altarin

[Military] Recruit Unit (Driftwood Stalwarts)

Non-Actions:
Resist Conversion
Resist Shimmerstone Buyouts
Offer Tall Sails to Crrroa-Crrroa
Offer Brick & Mortar to Toteharu
Offer Animal Husbandry to Crrroa-Crrroa
Offer Alpine Animal Assistants to Crrroa-Crrroa and Toteharu
Accept Irrigation from Crrroa-Crrroa or Toteharu
~

Ruler Info

Shaman Delce

Diplomacy - 10

Military - 4 5

Industry- 10

Faith - 3

Intrigue - 3

Diplomacy 5 Used
Diplomacy 10
Industry 5 Used
Industry 10 Used

Successor - Shaman Trew - Currently acting as Emissary to the Maenos

Other Notes

Current Goals: Assist in handling Ruler of Altarin. Restore the Oracle Tree! (One Industry, One Military, One Faith Special Project).

New Ruler Next Round? - No

Military Units 4/8
-Fighting People
-Spear People
-Slingstone People
-Tidewater Brawlers
-Driftwood Stalwarts

Naval Units 1/4
-Sling Skiffs

Treasure 1/5
+1 passive treasure/round

Relics
none

Heroes
none

Embassies
-Maenos

Cities
-Nana 109

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

Temporary Cultural Identity - None
Permanent Cultural Identities - None

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

Trading Posts (7, 1 treasure/round)
-109 Shimmerstone TP1
-109 Shimmerstone City
-113 Horses TP1
-108 Clay TP1
-104 Highland Berries TP1
-115 Wood TP1
-110 Stone TP2
 

Other Resources
Claim on 110
A Reasonably Similar Favor to an assisted Buyout from the Toteharu

Faith (Unnamed Animism)
-109 - Wyr Foothills

Controlled Regions & Holy Sites
-109 - Home Region
-107 - Razor Coast

Expected Stat Gains

Military
Diplomacy (Wasted)

Backup Action

X

 

Name
Colonize 118
17
2d6+10 6,1
Diplomacy - Press Claim 110
15
2d6+10 2,3
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Goblins

Leader: Gob Diplo 4 | Military 4 | Industry 6 | Faith 3 | Intrigue 3

Region: 209

Treasure: 5 (Spending 2 this turn)

Actions:

1) [Intrigue] Investigate: The Scaleback Scallywags are now sent to the mainland in search of these Disciples of Silicon. We don't know what "silicon" is, but maybe they will tell us in exchange for some buckets of Starblood! Take a couple buckets from the Treasure Hoard to be safe.

2) [Intrigue] Investigate: Our friends killed some pirates, but there's definitely more out there and it just dawned on us that they could blockade our home! We better figure out where they are hiding. Perhaps we can offer shinies from our Treasure to convince some outsider goblins to share what they know.

3) [Diplomacy] Press A Claim: Region 208 is.home.to strange looking goblins, but they are indeed goblins and more than welcome to join us!

4) [Military] Recruit: After more than a few goblins cut themselves collecting shiny black rocks from the tunnels, we had a brilliant idea: weaponized them! The Stonestabbers tied some of the smaller and more especially stabby-shaped rocks to the ends of spears and arrows for just this purpose!

5) [Military] Recruit: No taking chances about pirate armadas and getting trapped on our islands, the Blockade Runners form up and practice at sailing their boats sneakily between other boats without getting caught! What clever Boatsgoblins!

Name
Intrigue 1
8
2d6+3+1 3,1
Intrigue 2
12
2d6+3+1 2,6
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