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Ringworld of Ayr - Age of Restoration


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Should hunger be truly its Name,

Then forget not when you take Aim

To strike true in the fleeing Light

Else you Herald the Shadow's Blight


Ruler of Altarin Attacks New Kaldyr (115)!

Aggressor: Ruler of Altarin (10+3)

Tactics: Token Trophy +10

Token Trophy in affect (-3 leader loss)

115 - ROA Tac

No Duel

Battle: +13

115 - ROA Battle

No Units to Lose!

Dragon Flees!

Defender: Altarin anti-dragon patrol led by Kremit (9 + 6 CCC units, 4 TNT units, 2 TOT units)

Tactics: Skirmishing +2 (+5 - 3 size)

115 - CCC Tac

No Duel

Battle: +21

115 - CCC Battle

Victory w 30% losses

2 CCC units lost

1 TNT unit lost

1 TOT unit lost

115 - Kremit Loss


Region 411

Aggressor: Easterlings led by Mormaer Gwaithor (5 + 5 + 3)

Tactics: Skirmish waived

No Duel

Battle Roll: +13

411 - Easterling Battle

Victory - 30% losses (skirmishing)

Loses 2 units

Leader Loss Negated, Kidnapped!

Defender: Region 411 Defenders (6 +2)

Magistrate El'vaift Vor

Mil Score

Tactics: Skirmish waived

No Duel

Battle Roll: +8

411 - Defenders Battle

Magistrate El'vaift Vor is subsumed into the Easterling hoard


Meathook's Invasion of 218

Aggressor: Captain Meathook (5 + 2)

Tactics: Fog Wreathed Sails +8 (5 + 3)

218 - Meat Tac


Duel: +5

218 - Meat Duel


Battle: +9 (5+2+1+1)

218 - Meat Battle

Loss - 40% Losses

Loses the land unit

218 - Meat Loss

Defender: Queen Sabine leads her Forces (9 + 5)

Tactics: Skirmishing +8

218 - VOI Tac

NO TAC TIE, forgot unrest

Duel: +9

218 - VOI Duel


Battle: +14

218 - VOI Battle

Victory (barely) - 40% Losses

Loses 2 units

218 - Sabine Loss Roll


Zavestra Defence of 204!

Aggressor: Units of Killbots led by Unit 013 (7 + 2)

Tactics: Reckless Attack! +6 (7-1)

204 - KILL tac

No Duel

Battle: +8 (7+2-1)

204 - KILL Battle

1 Units Lost (30%)

204 - Unit 013 Loss

Defender: Zavestra leading Nyxara (5 + 4 + 3 + 2 Seek + 1 treasure)

Tactics: Skirmishing + 4 (5 - 1 size)

204 - Zavestra Tac

Skirmishing Tactic in play

No Duel

Battle: +15
204 - Zavestra Battle

Victory - 30% Losses (skirmishing)

1 Zav unit lost

1 Defending unit lost

204 - Nyxara Loss


Brotherhood Invasion of 428

Aggressor: BBB led by Sir Rulman (9 + 3)

Tactics: Skirmishing +7

428 - BBB Tac

Tie, No Tac

Duelling: +9 @ 2d8

428 - Sir Rulman Duel

Battle +11+4 (Duel Victory)

428 - BBB Battle

+1 missed a unit... so 20. That's a tie.

Tie / Stalemate - 40% losses

1 unit lost

428 - Sir Rulman Loss

Defender: Defending Units led by Pierre d'Roc (7 + 1)

428 Pierre d'Roc

Tactics: Reckless Attack! +7

428 - d'Roc

Tie, no Tac

Duelling: +7

428 - Pierre d'Roc Duel

Battle: +8

(Rolled a 20 see dice)

Tie / Stalemate, 40% losses (no losses)

428 - d'Roc Loss


The Faithful Preach

The Sister's Embrace Attempt Conversions on Regions 113 and 107 as they minister aid to the people.

113 - SsE Conversion

107 - SsE Conversion

Other Notable Events

The Sister's Administer Aid to region 101 keeping to themselves while dealing with the Rot! The Healed look into the Sister's faith. The faithful believers of TAT resist.

101 - SsE Passive Conversion

101 - TAT Resist Conversion


115 - ROA Tac
2d6+10 6,3
115 - ROA Battle
2d10+13 1,5
115 - CCC Tac
2d6+2 4,2
115 - CCC Battle
2d10+21 1,3
115 - Kremit Loss
1d20-3-4 18
Mil Score
1d6+4 2
411 - Easterling Battle
2d10+13 8,2
411 - Defenders Battle
2d10+8 10,3
218 - Meat Tac
2d6+5+3 4,4
218 - Meat Duel
2d6+5 1,6
218 - VOI Tac
2d6+9-1 6,4
218 - VOI Duel
2d6+9 1,2
218 - Meat Battle
2d10+9 9,2
218 - VOI Battle
2d10+14 3,4
218 - Sabine Loss Roll
1d20-2 14
218 - Meat Loss
1d20-1 5
204 - KILL tac
2d6+6 1,5
204 - Zavestra Tac
2d6+4 5,5
204 - KILL Battle
2d10+8 3,6
204 - Zavestra Battle
2d10+15 1,4
204 - Unit 013 Loss
1d20-1 10
204 - Nyxara Loss
1d20-2 7
428 Pierre d'Roc
1d6+4 3
428 - BBB Tac
2d6+7 1,3
428 - Sir Rulman Duel
2d8+9 7,2
428 - d'Roc
2d6+7 1,3
428 - Pierre d'Roc Duel
2d6+7 3,6
428 - BBB Battle
2d10+15 1,3
428 - d'Roc
2d10+8 3,9
428 - Sir Rulman Loss
1d20-1 19
428 - d'Roc Loss
1d20 6
113 - SsE Conversion
2d6+8 6,6
107 - SsE Conversion
2d6+8 1,5
101 - SsE Passive Conversion
2d6+4 5,4
101 - TAT Resist Conversion
2d6+5 6,6
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Round 9


Announcements & Rule Updates

Tables will be edited tonight / tomorrow.

With their region subdued and their claimed lands captured by the Crrroa Crrroa Confederacy the Tribes of Abada-Mer slip back into the forests of Altarin

After a long time of slumber the Vaires awake!

  • The fairies of Irrblossens Härd led by Lilja the first of the fairies rise out of the sands of Dammrök (Region 140) in Yon Vaire!
    • Welcome @Torv to the game!
  • The rats of the Skudal Imperium claw from obscurity led by Rat King Cuairt I in Aite Salach (Region 244) in Vaire Ven!
  • The moldy humans of the Akaẓeg Iconoclasts led by Exarch Gwafa of The 2nd Vault rise from the isles of the Bulbancha archipelago (Region 245) in Vaire Ven!
  • A fourth realm in Yon Vaire slumbers still. (If Xanxost joins, region 138 or 139 will awaken with their realm)
  • The new nations start with 9 (5+4 bonus) total actions and two technologies to reflect the late start!
  • The Vaire Nations! Give me a Color to add to the map for your realm!

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

Should hunger be truly its Name,

Then forget not when you take Aim

To strike true in the fleeing Light

Else you Herald the Shadow's Blight

Why my child must you now Sleep?

It is for your Dreams to Keep!

Why my child does the Moon Grow?

It is for the Night to Show!

When my child will you be free?

It is when you come to me!

When my child will daybreak rise?

It is when your last hope dies.



  • Nothing New Explored

Altarin R9 Map


Taer Mojr

  • Nothing New Explored

Taer Mojr R9 Map



Brenn Tyr

  • The Witches of Tir Buwch explore along the waters to the west, finding their way to Region 431! It has a Great Supply of Bees, a Holy Site devoted to Ancestry and 5 units of Bees Knees Defending Units!

Brenn Tyr R9 Map


The Vaires

  • New realms emerge from slumber with coastlines tormented and tortured by pirates for decades. The heat of the Vaires presses on the new realms, but they stand ready as the heat is their home.

Yon Vaire R9 Map


Vaire Ven R9 Map





  • The Crrroa-Crrroa Confederacy train zabka warriors in their fort bolstering their numbers! (+2 Units)
  • The Nanx Throng raise more fighting Nanx! (+1 Unit)

Taer Mojr

  • The Zavestra raise up once again a hero of a prior age, Sylara, the Umbral Sentinel, re-renters active duty! (8)
  • The Zavestra raise up more naval forces (+1 Navy Unit)
  • The Zavestra recruit fresh blood into the ground forces (+1 Unit)
  • The Voile Domain adds forces from the newly added clans to their growing navy (+1 Navy Unit)
  • The Voile Domain recruits trains more Valkyries to fill ranks! (+1 Unit)
  • The Omega spurred on by the losses taken at the hands of the vandals raise more units to fill ranks (+2 Units)
  • The Omega raise navies to more easily cross the coast (+1 Navy)
  • The Goblins of Slardar raise more fighting goblins! (+1 Unit)
  • The Goblins of Slardar create more boats to fight from! (+1 Navy)

Brenn Tyr

  • The Brotherhood of Black Banners raise a unit of Banner Militia (+1 Unit)




  • Toteharu Settlers set out east to the newly found realms and start nurturing and planting in Region 127! Region 127 is colonized by Toteharu! Region 127 requires its write-up completed [5 rounds remaining]
  • Nanx settlers set out into the newly found mountains and make burrows in the caves! Some of the settlers say they see odd looking snakes in the caves that quickly skitter away when they get close. The Nanx Throng successfully colonizes region 118! Region 118 requires its write-up completed [5 rounds remaining]
  • The Nanx Throng send Nanx-iplomats to region 110 telling them the wonderful ness of Nanx. Mostly confused the people nod along and seem interested in further discussions of Nanxification! The Nanx Throng must continue pressing the claim next round to finish the integration or lose the claim!

Taer Mojr

  • The Voile Domain continue their integration with region 213 and with the arrival of their clan leaders formalize the agreements! The Voile Domain gain region 213 and a unit of troops in the process! Region 213 requires its write-up to be completed [5 rounds remaining]
  • The Voile Domain send diplomats to the Ana Kai lands and find nothing but unrest and chaos as the once leader of the Ana Kai is publicly mocked. Her consort, the hero Ashzara makes every effort to defend Shiobyn but public outcry over the Vandals and the Tempest Runner run high. The Voile Domain diplomats are ignored by anyone as the internal conflict continues.
  • The Goblins of Slardar convince the people of region 208 that they are truely goblins! Region 208 is integrated into the Goblins of Slardar and they gain a unit of troops in the process! Region 208 requires its write-up completed [5 rounds remaining]

Brenn Tyr

  • Diplomats from Tir Buwch successfully bridge the final gap and agreements making the last push! The Witches of Tir Buwch successfully integrate region 427, gaining a unit of troops in the process! Region 427 requires its write-up to be completed [5 rounds remaining].
  • Katia of Rhinnar's finds herself bethrothed and wed to Lord Tiarna Teige Mac Diarmata of region 412! The claim was perfectly pressed and the Brotherhood of Black Banners gains Region 412 and a unit of forces form the local militia! Region 412 requires its write-up to be completed [5 rounds remaining]
  • Merlyn Zan Cuddlu's lineage is cemeted into region 429 and the people fully integrate with Ruin's Ancient Warriors! Ruin's Ancient Warriors successfully integrate region 429. gaining a unit of troops in the process! Region 429 requires its write-up to be completed [5 rounds remaining]
  • Tancourt throws what treasures they have at the people living in Region 013 (its mud) and somehow convince them that joining the Tabloid masters is a good idea! The people would like to hear more from Tancourt before committing. Region 013 requires Tancourt to continue pressing the claim next round to finish it or lose the claim




  • The Nanx Throng and Toteharu trade technologies during the festival event! Nanx Throng gain Irrigation and the Toteharu gain Alpine Animal Assistants and Brick & Mortar!

Taer Mojr

  • The Omega having successfully regrown the rare whispering wood spend time investing in them and gathering what they can from the trees. The Omega successfully acquire TP1 of Region 206 obtaining a supply of Whispering Wood!
  • The Rikathi attempt to buyout more dyes but run into a shortfall when the pirates arrive and their purchasing and carousing disrupts the market!

Brenn Tyr

  • The Storytellers of Sypressa await teaching from Tancourt on the novel discovery on training animals to deliver news and propaganda. Something the Storytellers are quite interesting in being able to use. It seems that the mud peasants forgot to send word of the technology and the Storytellers almost give up when an empty shell crab appears one day among the Storytellers carrying leaflets and instructions. Tancourt gives the Storytellers of Sypressa the technology Tabloid Dispatchers!
  • Merlyn Mal Dread leaves the Greywood coast following his training by the storytellers returning to Ruins Ancient Warriors!




  • 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. Regions 113 and 107 convert to the Sister's Embrace!
  • The Sisters help the Toteharu combat the growing root rot in region 101, some of those cured curious of the Sister's Embrace are turned back by their fellows. Region 101 passive conversion from the work of the Sisters is successfully resisted.

Taer Mojr

  • The Seekers of the Spheres at the Rikathi's request reach out to the peoples of region 214 and successfully convert them to The Oath!

Brenn Tyr

  • No Conversions in Brenn Tyr



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. Three Successes have been marked.

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 Ruin's Ancient Warriors
Petal Rose (8) of No Realm Mist Keggie (7) of the Mist Tribe
Sylara the Umbral Sentinel (8) of Zavestra  

The White Leviathan - Finale

Te-Raupea, The Arbor Bear and Eilonwy of Velentin meet up on the shores of Altarin Lake to end the threat of the white leviathan. Eilonwy was at first hesitant to end the creature but had been unable to sort out a way to converse.

With the knowledge of its nest's location Te-Raupea went into the depths with Eilonwy's support and some Seeker concoctions that let them dive deep and still breathe. Retracing half remembered landmarks Te-Raupea dove down into a cave system deep in Lake Altarin.

Biolumenecent fungus and plants all along the walls dimly lit a large cavern. The deep water made way into a shallow swamp like cavern with large eggs shells scattered in the sauna like environment. A large scaly head rose from the depths of the cavern, its sinewy form uncoiling from where it was resting to stare at Te-Raupea and Eilonwy of Velentin. The Pure White coloration of the large creature was marred with scars and cuts on its scales with a few harpoons and spear heads barely visible in some of the gaps - it opened its large maw towards Te-Raupea and Eilonwy before collapsing, coiling tightly around an egg in the swampy water.

Its deep intelligent eyes bored into the Arbor Bear and Eilonwy from its location, daring them to approach.

[Te-Raupea may Make a Choice]

Rescue of Populus Aspen

Artemisia Sagebrush kept his head low as he scoped out Aspen's abandoned cabin from a nearby bush: Four men inside, rolling bones to pass the time. This Bertille had demanded Sypressa show up here with the ransom, but neither Bertille nor Aspen was here - which meant either the whole thing was a trap or - more likely - they were setup somewhere more hidden nearby, and this group was simply the most exposed. To ensure no counterplay. No matter - bandit rabble like this were rarely the most disciplined or trained, and a competent commander wouldn't leave their best here. This was bait - no doubt she had her own watcher placed somewhere nearby to see if this exposed group was violently set upon and report. Looking around, he indeed spotted the real lookout, a lanky elf lurking in a nearby treetop. 

The ensuing scuffle was short and one-sided, and with their life on the line and bow shattered over his knee, they agreed to surrender the location of Bertille's lair - in a cave an hour's hike away.

The approach to the lair was child's play for a master of the swanfeather arts, flitting from shadow to shadow and slipping an arrow between the eyes of any sentry who came too close - until he found his way to a dingy dead-end where Populus Aspen breathed roughly, hands tied, clothes ragged, and worse for wear, but alive. This was, of course, when the alarm sounded; shouting filled the tunnels as he moved to escort the prisoner to safety! Fighting his way out while guiding a wounded older man was a terrible challenge, but somehow he managed, hacking through bandit after bandit to make his escape.

No sign of Bertille herself, but maybe that was for the best. These bandits would scatter, no doubt, and it'd be some time before they presented such an organized threat again. He hoped. [Populus Aspen has been successfully rescued! Bertille the Blackheart and her 2 units of Bandit Gangs have disappeared, presumably lying low! Sypressa's Claim to Region 416 is restored!]



COW - Eclipsed Sun Cultists

The Witches of Tir Buwch dig deeper into this strange cult with weird tattoos and markings. The cultists all travel in cells of five members, usually each a different race. There is always one elderly leader among them that the rest call a prophet. The cultists are eager to talk about their faith in the Dark One and his coming and knowledge. The Witches confer among themselves and ask some of the prophets a few questions.

Witches: "What is bringing the reckoning?"

Prophet: "My child, the Dark One comes - and with him comes the reckoning - it is inevitable to arrive when he does"

Witches: "What makes you so sure of it?"

Prophet: "My child, I have seen it with my own eyes. I once hailed from continents still west of here - yet I journeyed many years even further west across the great expanse. It was there we were called by the Dark One, By His Shine. He called us faithful and we gathered and went. Many of us perished on the waves, even more were taken by the creatures that roam them. So few of us who made the other shore witnessed the Dark's Shine in person and caressed the icey ground of his darkness! He whispered to us secrets of the dark to us. So we return to proclaim his coming and share in his knowledge and make way for the Dark's Shine to fall on these lands. It it yours to respond to his coming!"

RIK - Eclipsed Sun Cultists

The Rikathi investigators follow the strange cultists with their tattoos and odd speech to a square where they gathered among other Rikathi to preach. The talk eagerly about their faith in the Dark One and refer to his Shine with reverance and awe. The elder among the cells of five is referred to as the prophet and it is he who speaks the most. The investigators unable to get him alone from a crowd shout out a question from the back

Rikathi: "Who is your Patron?"

Prophet: "My child, The Dark One is my Patron, my faith is in his Shine and his wisdom. I travelled across the western ocean bordering the lands of the Omega and crossed it to follow his call! I saw the icey ground made by his darkness and revelled in the reflections of his light on the ice. We've returned to preach of his power and proclaim the way for the Dark's Shine to fall on these lands!"

TOT - Rayjo Operation

Tete-kāno has his researchers gather the required materials the Myrkran specifications call for, even then some of the more sensitive materials are rare and have to be provided by the Myrkran themselves. After months of speculation and experimentation and some gentle nudging by some friendly Myrkran the researchers bring the functioning prototype to Tete-kāno.

Gingerly operating the strange device Tete-kāno attempts to make contact.

A curt voice replies over the odd semi-telepathic link.

This is a secure Herald of Nightfall line. Authenticate.

[The Toteharu have successfully recreated a single Rayjo device! The Myrkran will reach out to provide the required authentication, standby]

RAW - Dragon Egg

As the Pirate Queen reads to the egg at night and blasts the heat on the egg for a time it seems nothing is happening to the captured egg. A careful inspection of the egg shows its surface dry and some edges of the shell flaking - touching the heated egg reveals the temperature to be comfortable, despite the heat being poured onto it. Something is missing in its incubation requirements, but the egg isn't damaged, scorched or marked by its treatment, in fact it seems to have grown larger if one could put a finger on anything changing.

RIK - Pirates

Though they lack mastery of sailing to risk a direct survey of the Vaires, a Rikathi whispering campaign attempts to extract information from members of Albatross' group when a party of them come ashore to trade and resupply, since they didn't do the raid they'd previously planned. Most of the information they get is surface-level, though they do glean a few juicy details about the Tempest-Runner's ambition for revenge and Albatross' utter disdain for someone named "Meathook".

GOS - Pirates

Most outsider Goblins know little, but temptations of shinies are able to coax forth, with some effort, a small group of Goblins who claim to have escaped from Crying Cove.

Their story begins with tragedy, as they were once people of Yon Vaire, taken by slavers striking from the deeper desert and dragged for many miles, only to be sold to cruel masters on the faraway islands - many of them did not make it. One, missing two limbs, speaks of having been a house servant in Dreadlove's palatial ship, the Thirteenth Sword, for many years, and lost their limbs to one of Dreadlove's fits of rage. They say, in a trembling tone, that they later saw those very same goblin limbs peeking out from underneath the cloth exterior, sewn to the horrid captain's body to join an eight-foot-tall horror of meat and hair loosely-garbed in a naval coat, yet still grasping at surrounding things as if alive.

[Captain Dreadlove has become better-known! He controls Region 220 and has a personal levy of 6 units and 3 naval units, stronger than the other Vandal Leaders. While the Mist Eaters operate out of Crying Cove, they are not included in his personal Levy. He is the most violent of the Vandal Leaders and considered the most skilled Admiral in the Vaires, but is by all accounts a wretched brute with little time for matters beyond slaking his desires and violence. The City of Crying Cove is his. The results of this investigation please the Myrkran looking for information.]

GOS - Disciples of Silicon

A group of goblins approaches the place marked as a Forbidden Vault in Region 204, avoiding several spiderlike mechanical horrors in the process! What they're less successful in avoiding is a group of black armor-clad individuals bearing strange weapons that spit bursts of bright light and heat at them with repeated demands to leave! The trade party is quickly scattered by energy weapons fire, with several injuries but thankfully no fatalities. Most of the starblood is lost in the process. It's not clear what was learned here, beyond that they don't seem very interested in mundane trade. Perhaps the Disciples have their own internal supplies of goods?

DOS - Southwoods

The Disciples' efforts to contain the southwest forest or further narrow down the affected area are thoroughly stymied by miscommunication, faulty equipment, and extensive sabotage by the Witches to the northeast. Worse yet, they're stuck in an extended guerrilla campaign resulting in dozens of skirmishes with Sypressan archers - these engagements generally result in more casualties to the Sypressans than to the heavily armored and well-equipped Disciples, but the constant distractions prove deeply injurious to morale and overall effectiveness. Strategists estimate only 0.1% successful containment, an appalling number.

RAW - Southwoods

Operation: Conqueror meets with much greater success than the Disciples' own containment efforts - several fully rubberized trees are discovered in the northwest portion of the forest, thanks to the Isle of Ruin's rapport with the locals, and the focus of the infestation is narrowed down to that region - it has thankfully yet to spread to the Rosewood or Sypressa proper, by their estimation. One particularly noteworthy engagement occurs - one Crescent finds a dozen unidentified individuals attempting to harvest latex from an active infestation site with apparent knowledge of what they're doing and successfully counterattacks, wounding three members of the group and killing two! The remainder retreated with only a small amount of latex in tow, but the slain members are identified as Witches from Tir Buwch!

SPH - Spark-Flare Wands

Turning over their stash of pirate wreckage to the Seekers, the Omega request a detailed investigation into VVV's military technology - specifically, their deadly greenfire bolt-throwers! Initially supposed to be magic by the seekers, the reconstruction of these weapons proves difficult since most examples destroyed themselves in the process of firing, and they had only a few intact examples to work with. What they eventually put together and present to the Omega is a reverse-engineered weapon reliant on igniting a volatile mixture of copper dust and charcoal along with accelerants packed into the weapon to propel a wooden dart with a bronze tip!

[The Omega have discovered Spark-Flare Wands! Ranged Weapons Slot Military Technology; Required Resource: Copper; Effect: +1 to Combat Rolls]

SPH - Investigate the Ana Kai

The Rikathi hire the Seekers of the Spheres to investigate the Ana Kai's collapse, and the seekers send various investigators to inquire in the chaotic realm. There is controversy circling around the Vandals and a proposition from VVV to the Ana Kai leaders and common folk. Rumors that the gods had abbandoned the current leadership ran amuck and that the Vandals offer was better than the Ruler's responses and actions. Much criticism was being laid on Shiobyn for forsaking the gods and running the realm into the ground.



  • The Brotherhood of Black Banners have codified their tenants of Chivalry into an organized structure and present the Code of Stars to the world at large! [Chivalry has organized into Code of Stars! The 5 Holy Site Bonus is a +1 to Investigations!]

  • The Brotherhood of Black Banners, Tancourt, the Storytellers of Sypressa and the Myrkran contribute to the Y'licis translation efforts! [4/5]

  • The Storytellers of Sypressa instill a Cultural Identity of theft protection! The Hidden Hollows!

  • The Storytellers of Sypressa create the Fidelity Flute! An Artifact to aid stabilizations through embassies!

  • Tancourt has established a Cultural Identity of Loose Lips! As if that wasn't expected from the tabloids publishers.


  • Altarin:
    • The Root Rot taking form in Taw-puia is combated and quarantined by the Sisters Embrace quickly by their skills and seeming magic ability, but the festival that took place before the Sister's arrival has mutated strains of the Root Rot infecting attending dignitaries and many Zabka, Nanx, Myrkran and plantpeople are infected with the disease. The Sisters Offer their aid en-mass to help quell the disease before it gets out of hand, rumours of people attacking and biting other residents start spreading in Brrrekeke (Region 100) and New Kaldyr (Region 115). [Realms that accept the Sister's aid get a +2 to quell unrest rolls and have the Sisters start quarantine procedures at the cost of the Sister's attempting to spread their faith.]
  • Taer Mojr:
    • Silence as the Vandals seem to regroup.
  • Brenn Tyr:
    • Members of the Eclipsed Sun Cultists disappear off the mud-streets of Tancourt, some of the other groups of the Eclipsed Sun Cultists show up to complete some cursory investigations but find no trace of the missing group.



  • The Omega, Toteharu, Rikathi, and Witches of Tir Buwch lend support to their creditor in need, reducing favor debt by 1! The Isle of Ruin lends dramatic assistance, reducing favor debt by 2 instead!
  • The Zavestra, Tancourt, and Sypressa refuse to assist when their debt is called upon! Each loses 1 Myrkran Reputation!
  • The Crrroa-Crrroa Confederation is currently unable to pay their debts, but manages to negotiate a delay! No net change!
  • The Voilese call in an old favor to improve their standing with the Myrkran, gaining 1 reputation and losing 1 favor!
  • The Goblins of Slardar are able to provide novel information to the Myrkran regarding the pirate threat in the Vaires, and gain 1 favor!

Disciples of Silicon:

  • The Crrroa-Crrroa Confederation's diplomatic appeasements to the Disciples fall on largely deaf ears, but the reminder that they're owed one does grease some wheels. CCC spends 1 favor to gain 1 Disciples of Silicon Reputation!
  • Tancourt loses 1 reputation with the Disciples of Silicon for their rabblerousing, though the apparent collapse of Spinster Hissfell's "regime" causes a stay of an execution order - Tancourt's reputation stabilizes at -2!
  • Tir Buwch's sustained campaign of obstruction pushes the Disciples to label them as enemies, and place a Death Mark on High Witch Bryn! Tir Buwch reaches reputation -3 with the Disciples of Silicon!
  • Sypressa's Guerrilla resistance to containment efforts in Brenn Tyr draws significant negative attention, though the degree of it is ameliorated in memory of past assistance. Sypressa's reputation is reduced to -1!
  • The Anomalous Materials gathering campaign concludes! The turnout proves fairly meager as only the Isle of Ruin contributes anything of value. Still, the Disciples recognize the valuable assistance of the best allies they have, and Ruin's Ancient Warriors rise to Reputation 4!

Seekers of the Spheres:

  • The Omega spend 1 favor to make use of the Seekers' investigative services! See Investigations!
  • The Rikathi spend 1 favor to make use of the Seekers' investigative services! See Investigations!
  • The Rikathi spend 1 favor to request the Seekers spread The Oath to Region 214!


Ruler of Altarin - Region 115

The host of Altarin realms gathered in New Kaldyr in preparation of the 'Ruler' of Altarin's return unsure of when it would strike. Kremit kept a zabka who had heard the Ruler's proclamation close in case it announced its arrival. The Nanx force crossed the river coming down the mountain and through Maenos thought they had seen shadows moving in the river, but found nothing but fish and eels. The arriving plantpeople grew fortifications out of the trees and plants while dousing everything in water to hopefully quell the fires.

It was midday when the Ruler of Altarin sprung from Lake Altarin on the massed defenders. An emmense coiled mass of scales and claws rushed forward tearing the forces apart before unleashing fire and chaos. The serpentine dragon chomped on Nanx, Zabka and plantpeople alike as it swallowed some whole or took parts off others. Reacting to the suprise attack Kremit rallied the coalition, pulling back to defensible formations against the wyrm's writhing and snatching.

Spears and arrows found marks on the Ruler, some falling harmlessly away while few struck chinks in the scaled armor. 


The mental reverberations echoed through the heads of the assembled peoples, stunning most as they stumbled back the dragon coiled in on itself.


Before anyone could react the creature uncoiled with such speed and flung into the air sailing into the skies before disappearing behind clouds.

[The Ruler of Altarin has been Driven off! The Crrroa-Crrroa Confederacy loses two units, Toteharu loses one unit, the Nanx Collective lose one unit.


Hours after the repulsion of the Ruler of Altarin another mental message broke through to those sensitive to the Ruler's words. A long blood curling scream and roar of pain

Brotherhood of Black Banners - Region 428

Sir Rulman looked out on the field of battle with the small force arrayed before him. It almost seemed like a guaranteed victory with three times the number of knights of the banner with him. Sir Rulman was wary however, he had heard of Pierre d'Roc. A skilled tactician and cunning leader of men he lead his forces with a religious ferver an ardent believer of the Heralds of Cycle. He had deployed his forces on a small rise and waited for Sir Rulman to advance.

As soon as Sir Rulman sent the orders for a skirmishing advance, archers to fire and fall behind the shields as they mounted the rise Pierre d'Roc signalled his forces to charge head first down the hill with a detachment of horse to spear straight for Sir Rulman in a desperate attempt to cut the commander out of the battle. Soon the two forces were locked in a tight melee, the archers unable to press forward or gain an advantage while the swords and spears seemed evenly matched.

At last Sir Rulman and Pierre d'Roc locked blades, a fury of strikes and counter strikes as both leaders felt the other out. It was a stray rock flung from a horse that distracted d'Roc for just long enough to give the advantage to Sir Rulman. Knocking the d'Roc to the ground Sir Rulman took in the battle around him, seeing a stalemate and nothing but needless bloodshed he called a retreat as the vanguard of the defenders retrieved Pierre d'Roc.

[The Battle is a Stalemate! The Brotherhood of Black Banners gains a foothold and receives a +2 to a battle roll in round 10. The Brotherhood of Black Banners loses 1 unit]

Zavestra & Defenders - Region 204

Unit013 understood its mission. Protect. Defend. Expand. Exploit. The defenders of region 204 were in its way, an inconvenience, a pestilence, a menace. They were to be eradicated, the plague was to be removed. There was an organization to it, an order, a purpose.

Nyxara rallied her forces merged with the defenders of the region in a newly formed coalition. Treaties and agreements were put to the wayside as the killbots eradicated people. The Disciples of Silicon had done something to hinder the killbot's approach but Nyxara had to end the incursion. Her forces clashed with the killbots and discovered a vulnerability. The killbots did not attack unless first attacked for most of the military units, preferring to instead head to settlements and population centers. The fighting was brutal finding each of the killbots as one left on its own could clear a village without much effort.

At last it was done and Nyxara signed agreements to integrate the populace into the Zavestra, it was then that the death tallies trickled in. 80% of the dead were Myrkran.

[The Killbots have been driven out of region 204! The Zavestra lose a unit in the conflict! Region 204 swears fealty to the Zavestra and all forces are disbanded to help repopulate. Region 204 requires its write-up to be completed 5 rounds remaining]

Voile Domain - Region 218

As if an aftershock of the great quake of battle that had ravaged the isle before, one of the lesser captains of the Mist Eaters crossed the sea intent on securing glory by succeeding where his predecessor had failed. War Fatigue and other concerns had prevented such a great host from rising in its defense this time, but still Voile was there, the Warrior Queen Sabine at the helm of the Valkyries. Once more the keening rode out, and a bit more prepared this time in spite of the regional chaos, they had a party ready at the granaries when the first raiders struck, and those advance scouts hoping for easy plunder were no match for the Valkyries. Once more the Rangers and the great galleys of the Vandals sparred at sea - green fire erupting from ship to ship, and when Sabine met Captain Meathook in battle, she did not retreat as Soline had.

Sabine and the berserker clashed for a day and a night as the battle raged around them, mastery of the spear meeting brute strength behind a boarding hook and rope. The wild-eyed man's weapon twirled and parried with surprising skill, but it was clear from the outset that Sabine was the superior duelist...so Meathook fought dirty in return. Mud to the eyes, flinging still-lit spark-fire bolts at her face, whatever he could get his hands on. It was enough to stave off inevitable defeat long enough to maintain morale while the rest of the battle played out.

The fighting dragged on, and as both sides grew exhausted, the Vandals eventually decided they'd had enough and retreated without plunder. Meathook had enough presence of mind to eventually disengage from the duel, and Sabine couldn't land a decisive blow in the time it took for him to back off. So be it. The day was won, however narrowly.

[VVV Has been pushed back! Captain Meathook has lost one Unit! Queen Sabine has lost two Units!]

Easterlings - Region 411

The aftermath was gruesome. These last few battles to seize villages had not been things of glory, but a desperate scrabbling struggle by people with nowhere else to go, for food, for provisions, for land. They'd outnumbered the resistance four to one and still nearly failed, and the bodies of the conscripts were piled to the heavens, leaving countless widows among the camp followers. But they lived another day, and the Highborn were still in fighting shape for now. The Dark One smiled upon their resilience today. Mormaer Gwaithor dismounted from his Caribou, doffing his tartan coat as he entered the war tent with his advisors. "We must keep moving West.", he said, simply. "Burn the bodies. If you see any sprouts, burn those too. Send runners to round up anyone from the villages who looks like they can fight, and tell their families to pack what they need and no more."

He ran his fingers through his long red beard. These people had been terribly cruel to his own when the first of them had fled west as refugees. Now that they had come with force, did he truly owe it to them to be the bigger man? No. Of course not. But he'd still try. "Warn as many as you can. We'll make room for the able-bodied to come with us. Those who wish to remain here...well. If that is their fate."

He retired from the war room to his tent for the night. He'd need whatever sleep he could get for the days ahead. He was not ready for the muddy leather bag to descend over his head. The Easterling camp would wake up leaderless in the morning.

Region 411 has been 'conquered' the surviving defending units join the hoard and the population moves on! Easterlings lose two units in the conflict, but bolster their forces with one unit from the local populous!

  • The Easterling Horde Presses Westward! Leaderless they press onward fleeing from Region 411 into Region 412! The baggage train trails down the slope of the hills bordering the regions as the great host continues its flight westward. The ragged conscripts, camp followers and refugees blend together in the column as they rush headlong forward in a panic! [Region 412 is under attack by 3 units of Easterling Highborn and 4 units of Rabble Conscripts led by a subcommander (Mil 3!)]


Rumors & Events

  • Which way does the wind blow now? Frozen air floats down? Hot air falls up?
  • Ecplised Sun Cultists redouble their efforts and preach of things on the horizon!




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NPC Actions

Round 9


The Peoples of Myrkran

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)

[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)

[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)


[Industry] Rayjo Network Expansion [1/5] - The world is growing bigger. The operators grow more and more tired, to the point where an illness the Fylondese call "Shattermind" has struck several. The old Rayjo system set up initially has failed to grow with the volume passing through it, and something needs to be done. (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: Rounds 9-11)

[Industry] Offer to Share Farming Secrets to the Vaires, for a Price - The kingdoms of the Vaires find the first of the Myrkran reaching their shores, or at least the first that survived the pirates. They bring knowledge from faraway lands, in return for business and roofs over their heads. (Offer: The Peoples of Myrkran will grant the Irrigation technology to a Vaires realm upon non-action acceptance of their offer. Reward: 2 Favors owed to MYR. Penalty: None. Duration: Rounds 9-10)

[Faith?] Shadestone Hold welcomes a Starsigned - A young boy born to a pair of settlers from Innez in Shadestone Hold, a place within the lands of the Black Banners, is found to be marked with signs of the Dark Moon. The parents and the community alike are shaken by this knowledge, but take no preemptive action in response to the omen.



The Disciples of Silicon

[Her arrival upon the Isle of Ruin is grotesquely resplendent - twice as tall as any man but uncannily slender, bearing four long blades that fold like an insect's wings upon her back, eyeless but with a face otherwise recognizable but for its razored grin, TITANIA greets Merlyn Zan Cuddlu, and kneels to meet them at eye level. Her brass exterior is polished and yet bears the scars of significant abuse, her fingers are needles, and dim red flecks stain every edged surface of her body. She makes it clear that she will serve, for a time, but she will offer her respect only to her Lord or a worthy challenger. To challenge TITANIA, Merlyn Zan Cuddlu may attempt a Military Action rolled against TN14 so long as she remains in their court.]

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

Pending Requests and Offers


[Faith] Aid Ruin's Ancient Warriors in isolating the Anomaly, allowing them to take point! - Trust was a delicate thing. But it had been earned, and the Merlyn had proven worthy allies so far.

[Intrigue] Collect Killing Machines in Region 204 - In the aftermath of the battle, much remains to be answered. The Disciples collect the fallen automata where they can.

[Intrigue] Secret - After the firing of the Skylance, multiple armed parties marched into poorly-charted parts of the Great Mountains of Altarin.

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



[Faith] Call upon the West Wind! - The West Wind screams of ill omens and dark magic. The Seekers stand ready to attempt to...disperse some of the creeping cold. Onto desirable targets, of course. (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 a military roll of the claiming kingdom's choice, at the cost of a favor or favor debt. This must be specified before making the roll. Penalty: N/A. Duration: Round 9)

[Intrigue] Eilonwy of Velentin Codifies her Knowledge of the Sunken! (1/5) - After her adventures in the Grounded Sky Tower and with the Leviathan, Eilonwy takes a long break from adventuring to write down more of what she's learned, and pens the beginnings of a thesis on the ancient Sunken Language and culture. It's not clear what purpose it could have, but she knows somehow it's important. (This is not a request: contributing to Sunken Translation requires more effort and research than simply contributing actions to a Great Project.)

[Intrigue] Secret - Olivier's fears have been realized. Something is terribly wrong in the East of Brenn Tyr.




Vandals and Villains of the Vaires

Captain Dreadlove - A hulking horror of a man in a long, ragged coat that writhes with a patchwork of sewn-on pieces of others to augment his personal might, Captain Dreadlove acts the part of a petty king from his palace-ship speared on a stalagmite in the city of Crying Cove. Dip4/Mil10/Ind5/Int6/Fai5; 6 Land Units, 3 Naval
1. [Military] Albatross recruits 1 unit to the Mist Eaters! - Captain Albatross returned triumphant, and yet marked by forces beyond her control, two dread links peeling her soul apart. She kept it together in front of her crew, but only barely, when she saw that the masked followers of the Widow Queen had silently overtaken Crying Cove. With a trembling hand, she accepted a mask of her own, and placed it over her face. Nothing would ever be the same again.
2. [Military] Meathook recruits 1 unit to the Mist Eaters! - The Mist Eaters found fertile ground in fear, and a few longed to return to the old ways. Coffers running dry and with nothing to show for the last raid, Meathook's days were numbered if he could not show some promise.

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/Fai9; 2 Land Units, 1 Naval.
3. [Diplomacy 5] Extend an offer of Embassy to the Rikathi - To the shores of Mjornduth one morning arrives a group of mask-wearing, silk-gowned individuals from the North. They bear the seals of the Widow Queen, and explain that their purpose is to serve as mouths and ears to the distant witch.
4. [Diplomacy] Raise Reputation with the Myrkran - On the advice of a correspondent, the Widow Queen's veiled speakers offer safe passage to a few of the Myrkran-funded expeditions, allowing them to pass into the Vaires unmolested. For now.

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/Int10/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)
Seek Aid for RAW isolation attempt
2d6+5 5,4
^DOS (ignore the die roll here)
1d4 4
Olivier of Velentin Kidnapping Defense
2d6+9 5,3
Seekers convert Slardar to Oath
2d6+9 1,1
DoS Secret
2d6+5 3,4
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 The Witches of Tir Buwch (COW)



Round 9



Regions 426 & 427

High Witch Bryn

Diplomacy (8), Military (2), Industry (6), Faith (2), Intrigue (4)

Round 9 Actions

1. Diplomacy - Diplomatic Expedition to the North

After establishing contact with the buzzy people of the region just a short sail to the northwest, the expedition team moves North with the hope of identifying the geography and perhaps forging relations with other nearby states.

2. Military - Recruit 1 Unit

3. Military - Recruit 1 Unit

4. Faith - Adopt Code of Stars as Tir Buwch's State Religion

5. Faith - Begin Major Repairs to the Temple (1/5)


1.   A child with a greater star sign believes he is ready.

Morgaine, the marked witch who will one day become witch king, hasn't become witch king yet. He has noticed how High Witch Bryn has aged over the years and begun to crumble. Her face has grown gaunt, her back had hunched, the rings around her eyes have set in all with the stress of the job. She keeps saying it's time for her to step down but for some unknown reason, she holds on. What will it take for her to retire?

2. The Death-marked Witches

With the news that the DOS officially rebukes Tir Buwch comes celebration in the streets of the witchdom.

3. The Eclipsed Sun Cultists cause Panic

The news of impending doom had spread across Tir Buwch. Rumors of the mysterious Dark One begin to get out of hand. The most devout witches have split into two factions: One believing that the goddesses will stop the Dark One and the other believing that the witches were abandoned after the moonfall.

4. High Witch Bryn announces a change in the State Faith

In an effort to unite the two religious factions and secure goodwill with other kingdoms, Tir Buwch adopts the Code of Stars. To mark this change, repairs and additions to the Temple on Erlys Lake have begun.


Reference  Information

Leader Stats: Diplomacy (8), Military (2), Industry (6), Faith (2), Intrigue (4); Military & Faith +1

Capital: Region 426

Realm: Region 427

Faith: Lunar Penteon

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: 3/6, Naval 0/3

Organizational Overview:

The Peoples of Myrkran: Rep 0; 1 favor owed to Org
The Disciples of Silicon: Rep -3; 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: 2



Edited by Bellossom (see edit history)
Diplomatic Expedition to the North
2d6+9 1,5
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The Brotherhood of Black Banners

Knight Commander Sir Etoile Kotter

Diplomacy 8
Military 8
Industry 2
Faith 7
Intrigue 1

Expected Stat Changes: +2 Military





  1. [Military] Sir Rulman (Hero 9) presses the attack in Region 428 with 2 Units, Dueling (2d8+9), attempting to Skirmish (+8), +2 Foothold bonus
    Having been rebuffed once before, the Banner Holds dispatch bards to inform the inhabitants of Region 428 of their intent to continue hostilities. While the losses suffered in the previous campaign may have given the local forces some hope that the Banner Holds would grow weary of war, the opposite has unfortunately taken place - the Holds will not dismiss the sacrifice of their people by accepting defeat.
  2. [Military] Sir Gustav Bloch (Mil 4 Subcommander) is dispatched with 1 Unit to claim Region 411
    Forewarned of the oncoming calamity by Highborn Ddaine and unable to ignore the suffering, however well-earned, of the people on their border, the Knight Commander charges her chief lieutenant Gustav Bloch with securing the region and establishing a preliminary line of defense against the thorny blight. The detachment of Banner Militia is accompanied by an outsized baggage train, carrying with them an excess of both food and pitch.
  3. [Military] Raise 1 Unit
    Alarmed by the sudden appearance of the Easterling Horde, the Council of Mayors approves additional funds to expand the Banner Militia even further.
  4. [Military] Raise 1 Unit
    Meanwhile, the highland lords in the immediate path of the Easterling threat issue a call to arms across their clans. A disparate company bearing a dozen different clan colors eventually assembles.
  5. [Diplomacy] Reach out to the Easterling Horde
    Even as the day of battle looms between the defenders of the Banner Holds and the strange nomads from the East, the Knight Commander hopes for a peaceful resolution. Beneath a banner of truce, a Bard Errant is dispatched to the invaders' chaotic camp, offering a parley with the powers of the West if they will but cease their ruinous advance.


  • Sensing in the Easterlings similar desperate energies as the most secretive of the Myrkran sects, Knight Commander Kotter reaches out to the people of Shadestone Hold hoping for some insight as to what drives the new tribe's heedless advance.

News and Rumors:

  • After concluding negotiations with Highborn Yaerl Ddaine, Knight Commander Kotter allows the Easterling people safe passage through to Region 416. Though the exhausted refugees do not intend to linger in the area, it is a welcome respite from their desperate flight from the thorny blight.


Treasure: 0/5

Units: 4/8

  • Banner Militia First Company
  • Banner Militia Second Company
  • First Highland Skirmishers
  • First Gauntlet Archers

Naval Units: 0/2

Regions: 417 (Capital), 412


Edited by DarkOne6989 (see edit history)
Try and Talk Sense to Easterlings
2d6+8 3,5
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Voile Domain
Sabine, Queen of Veils
(Dip 9/Mil 10/Ind 7/Fth 2/Int 3)

  • Rumors


  1. [Diplomacy] Stabilize 218 (17, Success)
  2. [Diplomacy] Stabilize 213 (16, Success)
  3. [Diplomacy] Establish Claim on 211 (18 (9 Dip +1 MYR rep), Success) - Diplomatic efforts continue to entice the Ana Kai. The realm is stabilizing, and the construction of the Lupercal is a quiet show of power that everyone can appreciate.
  4. [Military] Recruit Unit - Replenish the ranks of the Valkyries (Unit Count 3 → 4)
  5. [Military 10] Raise Fortress in 218 - Implicitly to piss off the Vandals. Rather forced into a perpetual state of readiness, after the last invasion, Sabine personally oversees the construction of the seaside stronghold. The place soon becomes known as the Lupercal as the flying banners depict a rampant she-wolf with arrows lodged in her back.


  • [Non-Action] Spend 1 Favor to increase MYR reputation.

Record Keeping

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

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

Units: 3x Valkyries (Wolf, Raven, Owl)
Naval Units: 3x Sea Rangers (1st, 2nd, 3rd), 1x Jarl Hringr's Vikings



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)
Stabilize 218
2d6+9 5,3
Stabilize 213
2d6+9 5,2
Establish Claim on 211
2d6+10 5,3
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Zavestra - Region 203
Year Twenty of the Barren Sky in the House of the Architect.
Diplomacy 5 | Military 7 | Industry 7 | Faith 6 | Intrigue 3


Blessed silence, though the years pass with little comfort in the wake of all that has come before. Much of the Zoroan effort goes into healing the lands ravaged by ancient death machines these winters past. The standing armies of Elnorae are given leave to settle peacefully--and with them, Zoroan soldiers who are too wounded--either physically or mentally--to continue to stand vigil.

Much of the work is a continuance of what had come before--sculpting the land to the needs of those who inhabit it, learning the ways of the people who call it home, and strengthening fledgling bonds. Elsewhere, in the deep woods, a particularly foolhardy scout gets an idea after seeing the wreckage of an automaton dragged deep into the subterranean lair of a trapdoor spider. Such ideas are not conducive to long careers as a soldier, but it does not seem to deter the boy or his friends. They spend weeks attempting to convince the locals to help them tame a handful of spiderlings for use in future battles.

The Emissary has gone silent once more, sending civilian envoys to the lands north of goblin territory. Her reasons are unclear, and yet there seems to be hope of finding something in lands abroad.


[Military] Sylara explores the Grounded Sky Tower!

[Intrigue] - Secret Action

[Intrigue] - Investigation - Salvage Materials from the Killbots

[Industry] - Buyout 204-1 (Supported)

[Industry] - Send an Expedition West of #222

Org Non-Action:



  1. Resist Hostile Conversions
  2. Resist Hostile Buyouts
  3. Treasure Spent (Secret Action)


  1. Intrigue +1
  2. Industry +1
  3. Great Success on Expedition (+1 Treasure and Buyout Bonus)
  4. Successful Buyout of 204-1


  • Total TP: 7 (1 treasure/round)
  • Required Resource satisfied (Wind Rock)
  • Embassies with: OMG.



Explore the Grounded Sky Tower
2d6+8 6,5
Expedition W of 222
2d6+7 5,6
Secret Action
2d6+3+2+1 4,6
Salvage Mission
2d6+3+2 1,2
Buyout 204-1 (Giant Spiders)
2d6+7+2 6,6
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The Skudal Imperium

Aite Salach (Region 244)

Rat King Cuairt I




  1. MIL - Raise land unit.
  2. MIL - Raise land unit.
  3. MIL - Raise land unit.
  4. MIL - Raise land unit.
  5. MIL - Raise land unit.
  6. MIL - Raise naval unit.
  7. MIL - Raise naval unit.
  8. MIL - Special 5 - Recruit Hero.
  9. DIP - Special 5 - Cultural Identity (Epic Quests).

Expected stat growth: +4 MIL


  1. Resist unauthorized actions within the Imperium's territory.
  2. Allow AKI to convert Aite Salach.

News & Rumors


Edited by MappyPK (see edit history)
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Ninth Season of Plants; Ninth Season of Tete-kāno
Region(s): 106, 101, 104, 127

Te-Raupea faces down his prey, finally, in the murky depths of the unknown. Seeing his mark wounded, tired, and cornered was what he had hoped.

He did, however, hope for the egg.

While Te-Raupea is not truly a bear, nor is he a mother, but to see any creature tired, half-dead, harried, and still daring its hunters to come after its egg... Most sapient creatures will take a pause. The Velentin archer had been hesitating for quite some time, but Te-Raupea had heard no such cries or understood her hesitation until now.

But the threat, the lost ships, and the lost lives... Te-Raupea spoke to the beast.

"Had you anything other than an egg here, I would not be speaking. But I am loath to say it: One egg, no matter how connected or guarded, does not justify the crore of bodies you leave in your wake. Whether you understand my words or not, I hope you understand their intent. I will pray for your valiant corpse."

Spreading his internal branches and unfurling his thorns, he charges.


With new lands on the frontier a mountain range and ocean away, Tete-kāno began efforts to ensure that it would not be left open to the unknown surrounding it. With new information about the world, they were concerned. Though enough supplies and willpower had been gathered to create something major, it was a question of if their homeland was truly where defenses were needed. With a city to the west, the eastern front would serve as the Toteharu's embankment.

Thus, it was time for another new venture. A fort-raising. <see thread>


Far too long had it been since Taumaru and Taumara had been given the appropriate room to breathe. Tete-kāno began to tire of the distractions - fruitful as they had been - and the dalliances that they had undertaken. Even now, more of them began to pile on. But Tete-kāno decided to push forward, hopefully over the edge. The small shines and churches needed renovation and expansion. And thus, the Twins would grow.

During their time in Tio-Kao, they specified a strong portion of the new construction must be spent on growing the Twin's influence. Though a competition was going on, they made it clear that the fort would be in Taumara's name. Further efforts were made to pick up the piece of the flaws ways of life after death.

Meanwhile, the homefront could not be ignored. Fresh trade opportunities abound, researchers and healers were outfitted with the best herbs, unguents, and strange chemicals that money could buy, find, or steal. Anything to support cutting off this persistent rot, be it soil or root or morality or whatever else.

While the researchers were busy, the adventurers and burrowers were set to a similar task. In the south, there was once a grand outpouring of strange people led by endlessly speaking deadfolk. They spread their demands and desires for endless life after singular death across a wide swathe of land but fell into chaos as their faith was shaken and shattered by the convergence of the moons. Tete-kāno viewed the events as Taumaru acquiescing - a sign of their rightful place - and punishing those who went against the natural order. But to spread so fast and burn so bright? There must be something beneath the ashes and rubble.


<DoS Talks>


  • [Intrigue] - Investigate the ghostly ruins and pray for valuables and secrets Ghosts
  • [Intrigue] - Investigate the Root Rot, attempting to put anti-spread, research, and treatment towards it Root Rot
  • [Military] - Special 10: Raise a Fort (Region 127)
  • [Faith] - Convert Region 127 to TAT Convert 127
  • [Faith] - Convert Region 103 to TAT Convert 103


Host The Tio-Kao Competition

••Offer Tall Sails, Animal Husbandry, Brick & Mortar, Alpine Animal Helpers, & Irrigation to Nanx and Crrroa

••Accept all Technology offers from Nanx and Crrroa

• Resist all Conversions away from TAT

• Support all Conversions towards TAT

• Request information on the Dragon - ideally its corpse - from DoS

• Spend Treasure to support the Investigation of Root Rot

• Accept Embassy from Nanx

General Summaries

+1 Intrigue, +1 Faith

Stuff n' Things

Link to Realm Post

Military Units: 1/7, 3/5
-Fightin' Mangroves, 0
-Woodrose Lancers, 1

-Seaweed Raft Flotilla, 3

Trading Posts & Treasure: 5 & 1/5
-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


Te-Raupea, The Arbor Bear (HS8)


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

Organization & Tech Bonuses

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

Temporary Cultural Identity - Epic Quests
Permanent Cultural Identities - None

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

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

Controlled Regions
106, 101, 104, 127

Current Claims

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

2d6+5 5,1
Root Rot
2d6+6 6,3
Convert 127
2d6+5 4,1
Convert 103
2d6+5 2,3
Convert 127, Reroll
2d6+5 3,3
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Akazeg Iconoclasts(AKI)

Ruler: Exarch Gwafa of The 2nd Vault

Diplomacy: 3 (+1)

Military: 2

Industry: 4 (+2)

Faith: 5 (+1)

Intrigue: 2


(Bonus)Diplomacy build Myrkan Base 1/3
(Bonus)Diplomacy build Myrkan Base 2/3
(Bonus)Diplomacy build Myrkan Base 3/3
(Bonus)Faith Discover Artifact
Faith Convert 244 with support roll
Industry Explore Northeast roll roll
Industry Explore Southeast roll
Industry Explore South past 244 roll
Industry Explore East from Bulbancha roll



2d6+7 4,3
2d6+4 2,6
2d6+4 1,1
2d6+4 3,4
2d6+4 6,6
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Ruin's Ancient Warriors

Region 429, 130, and 129

Merlyn Zan Cuddlu

Dip: 9

Mil: 4

Ind: 5

Fai: 2

Int: 7


Expected Stat Changes: +2 Military


1. Military: Merlyn Zan Cuddlu challenges Titania!

The inner workings of Caler Myrffdin has been transformed by the extended partnership between the Isle of Ruin and the Disciples. Whirring automatons are a frequent sight rolling down hallways, armored Merlyn lurk in corners and over ramparts, and a cultural divide grows ever starker between those within and those without. Titania is the straw that breaks the camels back, ushering in dozens of would-be assassins to kill Zan Cuddlu and take his place within Caler Myrffdin, and many days pass with blood flowing through the gutters. The Pirate Queens entreat the great Warrior Goddess with distant tributes, the Order of the Drake accompanies her on her journey through Ruin acting as guides, and Zan Cuddlu prepares a great feast for her. The corpses of Tir Buwch Witches, claimed from their treacherous attempts at decimating the woodlands of Brenn Tyr, are prepared for the festivities, and Zan Cuddlu obsessively speaks to Titania throughout. At last, chewing on a piece of bone, Zan Cuddlu states "You are the most radiant blade of all the stars. The quickening of my blood is a foreign sensation, long faded to the annals of antiquity where my bubbling birth lay, and I must act to quell it. I must act true. Take my blood and I yours." He finally knelt to one knee and kissed her razor-sharp hands. After his lips touch cold metal he brandishes a sword from a sequestered stash and engages in a deadly duel!

2. Military: Titania Quests for New lands North West of 431!

With war averted on Brenn-Tyr, temporarily, Titania finds herself at the head of a great host of blood-addled Merlyn and riled up Darkkin. Setting sail they travel into the brave unknown in search of new battles and fresh faces to scar. Caler Hen-Haern is a light with festivities around its exterior as a parade is held for her maiden voyage and invitations are freely thrown.

3. Military: Merlyn Mal Dread goes on a Quest to explore north of 431

Returning from Sypressa Merlyn Mal Dread finds himself disaffected with Ruin's society. Years spent amongst the trees leave him with little to compare when gazing upon the fire brick dunes, speaking out of turn to answer voices of companions who no longer stood next to him, and spending more time with Darkkin colonies than Merlyn warbands. He spends some time at Caler Hen-Haern to try and see about joining the Disciples more directly. He finds little success. Turned away save for the parts he needs for his armor he meanders the shores of the Three Isles. Hijacking a vessel off the coast of Rise he travels once more to the mainland of Brenn-Tyr and spends a few weeks collecting honey and traveling amongst the locals. When word of a mythical weapon on the coast reaches his ear he finds newfound resolve and embarks on a quest! Accompanied by Darkmoon Dream and Link To Fire, two Darkkin of general renown amongst the populace of Rise, Mal Dread sets forth to the north charting new territory and dragging his vessel ashore from time to time.

4. Military: Attempt to Isolate the Anomaly

With Ruin now fully integrated into the local populace the raiding vessels of the Mamluk's make anchor. Isolating the forest down to the last known spot of the Anomaly, a swarm of Darkkin Rats are deployed, and burrow into the tainted samples collected. Axes are sharpened, shovels break dirt, and a small warband of armored killers wait in tow for their tiny heroes to return. A sickly green Darkkin Crow skips off the border to Sypressa and delivers a message of aid to Ruin's Elven cousins, hoping some of the locals will at least be tempted to watch, and report back the great victory of defending the Rosewood and Sypressa from utter catastrophe.

5. Diplomacy: Explore east of 130

Intent on finding a land to truly call their own Merlyn Dewry Arthyr leads the Order of the Drake from the shores of Ruin to the nearby coast of Brenn-Tyr, where rumors of a mystical axe relic abound, and the promise of great adventure waits behind every corner.


- Resist Buyouts unless otherwise noted

- Resist Conversions unless otherwise Noted

- Transfer control of Region 429 to SYP via Embassy

- The Order of the Drake requests a Hold to be constructed in 429

- Merlyn Gul Twir sends a host of dissidents to the prison barge of Matron Finchley. Political agitators, unlicensed freebooters, several Drake Squires, and a strange Merlyn Dantès who has been put in solitary confinement. He whispers amongst the guards and the prisoners, who languish within the black site forgotten by the hungry eyes and ears of the masses.

Edited by Tychris1 (see edit history)
Diplomatic Explore East of 130
2d6+10 4,5
Merlyn Mal Dread Challenges Titania!
2d6+4 5,6
Merlyn Mal Dread explores north of 431
2d6+10 1,2
Attempt to Isolate Anomaly
2d6+4 4,3
Titania Quests!
2d6+9 6,2
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Irrblossens Härd

Dammrök (R140)

Kabbleka, Rainmaker

D1 - M5 - S5 - F4 - I1

Stat Changes: +1M, +3S

Change Ruler? Yes (D3 - M6 - S5 - F3 - I2)



  1. Stewardship - Buyout Shelling Stone in R138.1
  2. Stewardship - Buyout Shelling Stone in R138.2
  3. Stewardship - Buyout Spire Horn in R139.1
  4. Stewardship - Buyout Spire Horn in R139.2
  5. Stewardship 5 - Raise the City of Oxel

Bonus Actions:

  1. Stewardship - Buyout Sand in R140.2
  2. Stewardship - Buyout Sand in R140.3
  3. Military - Recruit a land unit
  4. Military 5 - Recruit a hero: Maskros, Vandraren

Non Actions:

  • Resist all conversions and buyouts unless explicitly allowed.



Edited by Torv (see edit history)
Buyout R140.2
2d6+5+2 1,2
Buyout R140.3
2d6+5+2 1,4
Buyout R138.1
2d6+5 6,1
Buyout R138.2
2d6+5 3,2
Buyout R139.1
2d6+5 6,6
Buyout R139.2
2d6+5 1,4
Recruit hero
1d4+6 3
New nondynastic ruler
repeat(1d4,5) 3,1,3,2,4
1d5 2
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The Storytellers of Sypressa


Master Storyteller and the King of Rosewood, Claire Bérenger
Diplomacy: 6 – Military: 3 – Industry: 1 – Faith: 2 – Intrigue: 3
Capital: The Greywood Coast (415) – Round 9


1. Diplomacy – Press claim on the Rosewood, Region 416. [2/2]

Claire Bérenger, upon receiving the mantle of Master Storyteller from Clove, is simultaneously coronated as the rightful King of Rosewood. Gone is the insecure maiden who joined the ranks of the apprentice Storytellers a mere nine years ago. She works confidently with representatives from her homeland, the Storytellers of Sypressa, and the Merlyn-controlled forests to the north to forge a steadfast union of the three unique cultures of the woodlands.

2. Diplomacy – Raise reputation with the Peoples of Myrkran. 13

Syzygium Clove, perhaps embarrassed that relations with the Peoples of Myrkran took such a disastrous turn during his reign as Master Storyteller, seeks to streamline communication between the scattered refugees and the Storytellers. He travels around Brenn Tyr to meet with various Myrkran community leaders and personally brings their concerns back to the Master Storyteller.

3. Military Raise a unit of exceptional duelists, the Piercing Hummingbirds.

4. Military – Construct a naval vessel, the Lady Alyta.

Timber for Lady Alyta comes from felled Brenn Conifers (each carefully replanted with a new sapling), though her figurehead is of genuine greywood pine (of the same naturally fallen tree as the Fidelity Flute). Her sails are stained a deep grey-blue with the boiled dye of greywood bark, and her rigging is adorned with silver bells.

Though the off-axis moon may have vanished from the sky and the way that Sypressans worship is changing, the goddess of the path remains ever favored by the inhabitants of the Greywood Coast.

5. Faith – Adopt the Code of Stars.

Athyrium Fern carries the adages of the High Herald back from the Lievbanner Grove and spreads them to even the most remote Groves of the Greywood Coast. Though many still pray to the lunar penteon, the demise of three moons in the Night of Fire has many searching for a new purpose and a more promising faith. The Code of Stars' hopeful tenets catch hold almost immediately, and an additional tenet arises to suit Sypressa's culture.

Preserve the Record:
Knowledge of the past is crucial to the constant pursuit of enlightenment and understanding demanded by the Code. Destruction of a physical record such as a Banner or a Story or violence committed against a peaceful recordkeeper is akin to violence committed against the Code itself, and should be treated accordingly. Followers of the Code of Stars should seek to ensure accurate, enduring, and timely records of their pursuits of excellence.


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

Artemisia Wormwood: 3+1+1 Diplomacy, 4+1 Military, 1 Industry, 4+1 Faith, 1 Intrigue

It is the duty of all former Master Storytellers to adequately train apprentice Storytellers as they themselves were trained in the ways of Storycarving. Artemisia Wormwood dutifully attends lessons with Digitalia Foxglove and Athyrium Fern, yet their heart follows the ever-busy Claire. Perhaps, when both of them have finished forging a unified sylvan polity, they can lay to rest their storycarving tools and simply be together.

B. Receive control over Region 429 from Ruin's Ancient Warriors via the Pycnandra Grove (Embassy).

C. Provide Brenn Conifer lumber to support the construction of the Order of the Drake's Hold in Region 429.

News and Rumors:

  • Sagebrush, with his younger sibling Tarragon in tow, responds to Ruin's corvid-delivered message with curiosity. The two travel to the northern woods to spectate the Merlyn's attempted military operation. Sagebrush had originally hoped to interest Tarragon in following in his footsteps as a hero, but even the tales of his valiant rescue of Aspen don't seem to spark much interest in the edgy teen. Instead of heroics, she seems engrossed by the Merlyn and their dark customs.

Records Carved:

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

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


- The White Doe's Deershoe: An uncatchable white doe that leaves iron deershoe copies where it steps. Provide a resource of Iron to its owner.

Groves, Debts, and Treaties:

  • The Witchwood Grove in Tir Buwch (COW) - 100 feel tall
  • The Bruitmire Grove in Tancourt (TAN) - 80 feet tall
  • The Pycnandra Grove upon Ruin (RAW) - 60 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 Lievbanner Grove in the Banner Holds (BBB) - 40 feet tall
    • BBB promises to gift SYP their next technology the round after it is created


Digitalia Foxglove: Contact point with the Seekers of the Spheres. Researcher of arcane mysteries. Human. She/her
Salvia Rosemary: Ambassador to RAW, lives in the Pycnandra Grove, Elven. She/her
Populus Aspen: Ambassador to the Rosewood (Region 416). Human. He/him
Artemisia Tarragon: Child with a Greater Star Sign. 20 years old. Human. She/her
Artemisia Wormwood: Middle child. 29 years old. Human. They/them
Artemisia Sagebrush: Eldest brother of Tarragon. 32 years old. Human. He/him
Athyrium Fern:
Past Master Storyteller, now mentor. Devout adherent to the Code of Stars. Human. She/her
Claire Bérenger, the King of Rosewood: The last of the royal lineage of the Rosewood. Human. She/Her
Syzygium Clove: Ambassador to Peoples of Myrkran. Frequent traveler. Elven. He/him.

Unit Fluff:

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

Lady Alyta (sailing ship): Timber for Lady Alyta comes from felled Brenn Conifers (each carefully replanted with a new sapling), though her figurehead is of genuine greywood pine (of the same naturally fallen tree as the Fidelity Flute). Her sails are stained a deep grey-blue with the boiled dye of greywood bark, and her rigging is adorned with silver bells. 

Tactical Doctrines:

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


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

Past Stories:

Edited by aerin13 (see edit history)
Change leader non-dynastically
5d4 3,4,4,1,1
Raise reputation with the Peoples of Myrkran (TN 12)
2d6+6 6,1
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Crrroa-Crrroa Confederacy

Round 9

Peacebringer M'shakin Jay

Year 11 of the Bellower Council

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


News and Rrrumors

The Bellower Council meets to discuss the future. Some hope to unify all of Altarin, others stress strengthening the military in case the dragon should return, and still others argue to focus on internal development. Most of the tribes still exist effectively as subsistence villages. They only create what they need, and there is little trade between villages. The Myrkran Bellower is especially vocal on this point.

In the end the Peacebringer simply doesn't have the means to do everything the council wishes, and focuses on strengthening the young confederacy.


1.[Dip 5] Create an Embassy with the Nanx Throng

2.[Mil] Raise 2 units of zabka warriors

3.[Dip] Raise Reputation with DOS

4.[Dip] Attend an event.

5.[Dip] Stabilize 113

6.[Dip] Stabilize 114


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

2. Accept technologies from Toteharu at the event.

3. Accept any offers to vassalize.


Edited by zabbarot (see edit history)
Stabilize Sugonda (region 113)
2d6+6 5,4
Stabilize the Weak Lands (region 114)
2d6+6 6,5
Raise reputation with DoS
2d8+6 8,4
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The Nanx Throng - 109
Shaman Delce

a ninth boathide of angular writing

the thing that roars in the skies was hurt
but we have not found blood or scales
and the people of clay and the stone raisers are still afraid
we must find an answer to this
and hope no more fire comes

many brave spear people fell in the fight
we stood with the strong crroa and the flexible plant people
many friends died
but nanx are strong and brave
so nanx all over have become spear people
to honor the ones who died we call them dragonpokers

we must consolidate resources now
and reach out for friends to guard against danger
the crroa send an envoy
we have built them a good pond in nana to live
and we send shaman abah to live with the plants
abah can make good deals so the strong people of altarin can be friends

shaman syba had an idea
they want to lead a band
not a fighting band or an exploring band
a everything band
for the best and smartest and most skilled nanx
or any nanx who wants to
they will explore and fight and look
and go wherever they need to

the stone raisers
our friends the maenos
they are good people who want to live their lives
they seek to raise their stones and herd their animals
they do not want to seek new lands and gather new things
this is good too
shaman trew who has been living with them has made a deal
the maenos will be nanx
and the nanx will be maenos
the nanx who wish to raise stones will live in peace
and the ones who wish to explore will join other nanx
with this good deal shaman trew is returning to nana

trew is returning for a good reason
all the shamans are the same
but delce has had very good ideas for many years
now trew will have good ideas and decide things
delce is going with the dragonpokers and driftwood stalwarts
they are going to the oracle cave
they will clean things up and make it safe
so work can begin
delce will stay there to watch and make decisions


The Nanx Throng


[Military] Enact Military Portion of Oracle Tree Restoration

[Diplomacy] Finalize Claim - 110

[Diplomacy] Establish Embassy - Toteharu

[Military] Recruit a Unit (Dragonpokers)

[Military] Recruit a Hero (the Compact)

Resist Conversion
Resist Shimmerstone Buyouts
Accept Crrroa Embassy
Change Leaders

Ruler Info

Shaman Delce - Shaman Trew

Diplomacy - 10

Military - 5

Industry- 10

Faith - 3

Intrigue - 3

Diplomacy 5 Used
Diplomacy 10
Industry 5 Used
Industry 10 Used

Military 5

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

Other Notes

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

New Ruler Next Round? - YES

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

Naval Units 1/4
-Sling Skiffs

Treasure 2/5
+1 passive treasure/round




-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

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

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


Backup Action



Hero Stats!
1d4+6 3
Trew Stats!
4; 4; 3; 2; 2
1d4+3;1d4+2;1d4+2;1d4;1d4 [1]; [1,2]; [1,2,1]; [1,2,1,2]; [1,2,1,2,2]
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