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Bellossom

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  1. The Shattered Coven Region 77 High Witch Brynn Round 7 Diplomacy (9), Military (5), Economy (6), Faith (3), Intrigue (2) Actions 1. Diplomacy - Press Claim over Region 93? 2. 3. 4. 5. Non-Actions 1. Bookkeeping Leader Stats: Diplomacy (9), Military (5), Economy (6), Faith (3), Intrigue (2) Capital: Region 77 Faith: Mekhalan Unitarianism Embassies: House of Fire Trade Routes: RAT Trading Posts: 1 Region 77, Cinnakite Region 93, Animals Military Units: Space: 4/6 Ground: 1/6 Organizational Overview: EMP: 1 WTU: -1 BRG: 0 REN: 0 Technologies: 2 Pseudogravity Engineering Vacuum Adaptation Treasure: 0
  2. The Shattered Coven Region 77 High Witch Brynn Round 6 Diplomacy (8), Military (5), Economy (5), Faith (3), Intrigue (2) Actions 1. Diplomacy - Establish Claim over Region 93 2. Diplomacy - Attend Mad Dash 3. Economy - Special - Establish Trade Route with RAT - Region 50 4. Economy - Buyout Region 93 TP1 - Use 1 Treasure 5. Economy - Donate 1 Treasure to EMP Non-Actions 1. Reference Information Leader Stats: Diplomacy (8), Military (5), Economy (5), Faith (3), Intrigue (2) Capital: Region 77 Faith: Mekhalan Unitarianism Embassies: House of Fire Trading Posts: 1 Region 77, Cinnakite Military Units: Space: 4/6 Ground: 1/6 Organizational Overview: EMP: 1 WTU: -1 BRG: 0 REN: 0 Technologies: 2 Pseudogravity Engineering Vacuum Adaptation Treasure: 2
  3. The Shattered Coven Region 77 High Witch Brynn Round 5 Diplomacy (7), Military (4), Economy (5), Faith (3), Intrigue (2) Actions 1. Diplomacy - Establish Claim over Region 93 2. Diplomacy - ? 3. Military - Raise Space Unit 4. Military - Raise Space Unit 5. Economy - Special 5 Non-Actions 1. Reference Information Leader Stats: Diplomacy (7), Military (4), Economy (5), Faith (3), Intrigue (2) Capital: Region 77 Faith: Mekhalan Unitarianism Embassies: House of Fire Trading Posts: 1 Region 77, Cinnakite Military Units: Space: 2 Ground: 0 Organizational Overview: Technologies: 2 Treasure:
  4. A tall figure struts into the Gala, dripping with confidence and cinnakite. Morgaine, Cardinal Witch and heir apparent, enters the scene in a deep green form fitting floor length gown lined with hundreds of tiny amber stones. Around them floats an amber stone shoulder piece as if Morgaine themself has rings and a gravitational pull. Behind them hurries a shorter witch who fusses over Morgaine's train and mutters to herself quietly. This witch also wears a deep green dress, but rather than having stones sewn into her gown, her jewelry is of a similar gravity-defying design. Despite being dressed more humbly, she still carries herself with graceful confidence. As creator of Morgaine's stunning attire, Witch Iona is widely known in Mek-01 as a genius in cinnakite research as well as fashion design. After entering, Morgaine heads towards the snapparazzi, eager to show off their glittering self. Iona stops next to a member of the waitstaff, picking up a glass of wine and taking a delicate sip. She watches Morgaine as they pose and makes mental notes of possible stress points that will need adjustments in the future. She knows she should be mingling, but she can't help eyeing her work in action. Pleased with herself, Iona smirks into her drink and begins to relax and enjoy the party.
  5. The Shattered Coven Region 77 High Witch Brynn Round 4 Diplomacy (6), Military (4), Economy (4), Faith (3), Intrigue (2) Actions 1. Diplomacy - Attend the Mekh Gala 2. Diplomacy - Establish Claim over Region 93 (fail) 3. Diplomacy - Special 5 Create Embassy with House of Fire 4. Economy - Hoard Treasure 5. Economy - Hoard Treasure Non-Actions 1. Send Cardinal Witch Morgaine, current favorite to succeed High Witch Brynn, to the Mekh Gala to schmooze. 2. Support CAS buyout of Cinnakite
  6. The Shattered Coven Round 3 Region 77 High Witch Brynn Diplomacy (4), Military (3), Economy (4), Faith (3), Intrigue (2) Actions 1. Diplomacy - Explore Region 80 2. Diplomacy - Raise Rep with EMP 3. Diplomacy - Contribute to Mytho-Historical Data-Gathering 4. Diplomacy - Contribute to Mytho-Historical Data-Gathering 5. Military - Raise Unit 6. Military - Raise Unit Non-Actions 1. Story for the Mytho-Historical Data-Gathering Most cinnakite chunks are small, ranging about grape sized up to the size of an apple. The biggest piece of cinnakite found is half the height of a witch and almost as tall as the average Golem. Entirely smooth and amber colored, the stone is wrapped in thin brown veins. When it was first unearthed, the miners first believed they'd dug through to the deepest core of the asteroid. The exposed stone emanated a concentrated burst of power, causing the magic power tools they had used to break through hard rock. This spectacle earned shock and awe from the miners. When it was later examined, witches determined that this was not a small miracle, but a burst of power because the stone was no longer compressed underground. This allowed engineering witches to begin research into new ways to harness the magic in the cinnakite as well as increasing the number of the devout members of Mekhalan Unitarianism. The event began about a decade ago and this period of rapid innovation led to the Coven opening up to more international relations.
  7. Mek-01, Region 77 People There are two main peoples that populate Mek-01, humanoids who call themselves witches and sentient stone elementals or golems. The Witches came to Mek-01 in the far distant past looking for a new magic source. They are tall and waifish descendants of human sorcerers. However, over centuries of experimenting on themselves with cinnakite, most have started to show signs of the magical material on their bodies. Some have sprouted stones along their hairlines and/or collarbones, others have developed amber colored stripe-like markings on various parts of their bodies, etc. Those with more noticeable cinnakite markings tend to have stronger affinity for magic and are treated as a sort of nobility. Golems are short and stocky people whose bodies are made up of rough igneous type rocks laced with veins of smooth cinnakite stones, like the insides of mines. They are bipedal and tend to have 2-4 strong arms. The Golems subsist on cinnakite and must remain near it in order to stay formed. As a result of this, they began to consume cinnakite and make it part of their body, allowing them to travel. If they are damaged in some form of way, they could reattach appendages using a cement made with crushed cinnakite. Within a few days, the cement dries and all that remains is a dull stripe of amber where the break had been. The Golems were the first lifeforms to have called the asteroid, Mek, home. They are believed to have been created by the asteroid’s inherent magic and as a result, have always worshipped the stone. When the Witches came, a sense of camaraderie between the two formed and many of the Golems took up Mekhalan Unitarianism. Upon the realization that the other asteroids also held this source of magic, both groups re-named the asteroid Mek-01, with the hope that many more would join their Coven. The two peoples coexist fairly comfortably as Golems can survive outside of the biodomes. Together, the golems and witches mine the asteroids for ore. The golems subsist on the same stones that power the witches’ magic and technology. Both communities work together to procure this most precious resource and sell the leftover ore. Both Witch and Golem regard knowledge and magic highly and quite a few of the Golems are in positions of power within the Cult of Mekhalan Unitarianism. Geography Mek-01 is one of the many asteroids in Mekhala. The majority of the landscape is a desolate place of rocks and glass biodomes speckle the surface like pox. Inside the biodomes exist little pockets of life; some house fields of food and pastures of animals to sustain the other biodomes, others include cities with various societal districts. The grandest biodome serves as the capital of the Shattered Coven and is crowned by a large structure that serves as the centre of the government and the holiest site. The building, the Amber Library, houses the largest piece of the asteroid’s magical core, a particularly large stone mined from deep within Mek-01. The rest of the asteroid is riddled with holes and craters where mining efforts are either ongoing or abandoned. The mining tunnels go quite deep and there is talk of expanding mining efforts to other nearby asteroids and focus on developing Mek-01 as a livable hub. Government The Shattered Coven is a fervent theocracy based around Mekhalan Unitarianism. The absolute ruler is considered High Witch, and High Witch is chosen from a convocation of high-status members of the cult who have proven their faith and/or made significant contributions to the study and understanding of Mekhala. Faith Mekhalan Unitarianism - Cult dedicated to the worship and study of the late planet (now asteroid belt) known as Mekhala. While Sansar is thought to be the origin of life, here it is believed that the core of the former planet was the origin of all magic in Tekhum. Higher status members of the cult are powerful witches that are said to have woven a strong connection to the planet’s magical core. The Amber Library holds the largest single piece of cinnakite that has been found so far. Furthermore, the central efforts of the cult are not only to expand their ideology but also to connect with the other asteroids and communities in Mekhala. Resource: The Coven’s major resource is Cinnakite, a magically active mineral, that can be stimulated in various ways to produce controlled gravitic anomalies. Required Resource: As much as the witches attempt to create a self-sustaining environment, clean potable water remains a precious rarity. Starting Tech: Vacuum Adaptation and Pseudogravity Engineering
  8. The Shattered Coven - Hopefully Mekhala People: There are two main peoples that populate Mek-01, humanoids who call themselves witches and sentient stone elementals or golems. The Witches came to Mek-01 in the far distant past looking for a new magic source. They are tall and waifish descendants of human sorcerers. However, over centuries of experimenting on themselves with cinnakite, most have started to show signs of the magical material on their bodies. Some have sprouted stones along their hairlines and/or collarbones, others have developed amber colored stripe-like markings on various parts of their bodies, etc. Those with more noticeable cinnakite markings tend to have stronger affinity for magic and are treated as a sort of nobility. Golems are short and stocky people whose bodies are made up of rough igneous type rocks laced with veins of smooth cinnakite stones, like the insides of mines. They are bipedal and tend to have 2-4 strong arms. The Golems subsist on cinnakite and must remain near it in order to stay formed. As a result of this, they began to consume cinnakite and make it part of their body, allowing them to travel. If they are damaged in some form of way, they could reattach appendages using a cement made with crushed cinnakite. Within a few days, the cement dries and all that remains is a dull stripe of amber where the break had been. The Golems were the first lifeforms to have called the asteroid, Mek, home. They are believed to have been created by the asteroid’s inherent magic and as a result, have always worshipped the stone. When the Witches came, a sense of camaraderie between the two formed and many of the Golems took up Mekhalan Unitarianism. Upon the realization that the other asteroids also held this source of magic, both groups re-named the asteroid Mek-01, with the hope that many more would join their Coven. The two peoples coexist fairly comfortably as Golems can survive outside of the biodomes. Together, the golems and witches mine the asteroids for ore. The golems subsist on the same stones that power the witches’ magic and technology. Both communities work together to procure this most precious resource and sell the leftover ore. Both Witch and Golem regard knowledge and magic highly and quite a few of the Golems are in positions of power within the Cult of Mekhalan Unitarianism. Geography: Mek-01 is one of the many asteroids in Mekhala. The majority of the landscape is a desolate place of rocks and glass biodomes speckle the surface like pox. Inside the biodomes exist little pockets of life; some house fields of food and pastures of animals to sustain the other biodomes, others include cities with various societal districts. The grandest biodome serves as the capital of the Shattered Coven and is crowned by a large structure that serves as the centre of the government and the holiest site. The building, the Amber Library, houses the largest piece of the asteroid’s magical core, a particularly large stone mined from deep within Mek-01. The rest of the asteroid is riddled with holes and craters where mining efforts are either ongoing or abandoned. The mining tunnels go quite deep and there is talk of expanding mining efforts to other nearby asteroids and focus on developing Mek-01 as a livable hub. Government: The Shattered Coven is a fervent theocracy based around Mekhalan Unitarianism. The absolute ruler is considered High Witch, and High Witch is chosen from a convocation of high-status members of the cult who have proven their faith and/or made significant contributions to the study and understanding of Mekhala. Faith: Mekhalan Unitarianism - Cult dedicated to the worship and study of the late planet (now asteroid belt) known as Mekhala. While Sansar is thought to be the origin of life, here it is believed that the core of the former planet was the origin of all magic in Tekhum. Higher status members of the cult are powerful witches that are said to have woven a strong connection to the planet’s magical core. The Amber Library holds the largest single piece of cinnakite that has been found so far. Furthermore, the central efforts of the cult are not only to expand their ideology but also to connect with the other asteroids and communities in Mekhala. Resource: The Coven’s major resource is Cinnakite, a magically active mineral, that can be stimulated in various ways to produce controlled gravitic anomalies. Required Resource: As much as the witches attempt to create a self-sustaining environment, clean potable water remains a precious rarity. Starting Tech: Vacuum Adaptation and Pseudogravity Engineering
  9. A trio of witches, exhausted from the day, look up at the barkeep with tired smiles. The shortest of the bunch, a small plump lass with rosy cheeks, speaks up, "Yeah, something like that. We've brought a herd of cattle all the way from Tir Buwch. What's Yuletide without hot milk with chocolate or cozy wool socks? Goddess knows how you've all done without." "No socks? How'd they survive the Winter?" One of the other two witches chimed in, horrified. He was a gangly man with a mess of dark curly hair under his wide brimmed hat. "At least we've come to the rescue. Not just with the wooly cows, but blankets and cloth already spun and woven. I'd say that deserves a round of ale." "And something to eat if you don't mind. I'm famished!" the third admitted. It was difficult to see their face or form under their thick hat and cloak, but somehow they radiated fatigue even more than their companions. At that, the others stopped their complaining. "Oh yeah I'm starved. Whatever food you've got please," they said almost simultaneously.
  10. Region 427 - Gwên Llachar Description: Sunflowers. Sunflowers as far as the eye can see. Pastoral hills and bright sunny days, loving nights and calm evenings. Directly bordering Eirlys Lake, the migratory patterns of Tir Buwch bovine leads to a season of grazing and floofy cows in the golden fields. The lake feeds into smaller rivers and channels that filter off into a great bog; Gors Fawr where an abundance of plant life, local animals, and insects all congregate in holy union. A natural crossroad for the material and the divine that the Witches and the local Hobbits revere and safeguard. Little hidey hole homes litter the hills and outskirts of the holy bog where packed lives are secretly stowed away. Occasional bits of sacrificial food emerge bubbling from Gors Fawr, normally butter based, and in a state of bog preservation or bogervation. Sparse trees populate the surrounding area of hardy fertile dirt but these are considered sacred and necessary for the local Hobbit clans and are thus not exported for the Witches. People: Hobbits predominately populate Gwên Llachar, a hybrid race born from an ancient union between Witch and Dwarf. They are a stout, plump, and congenial race in harmony with their surroundings and their fellow kin. Cooperation, friendship, and loyalty are great virtues for the Hobbits. They do not all follow the Code of Stars but it takes naturally to their ways and many an unlikely hero has come from a birthday party and gone on great adventures with friends and foes alike. Diplomacy is always considered first among the Hobbits, whose daily lives involve much rowdy talk and sorting out of issues, and when all else fails a flying frying pan is the ultimate arbiter of justice. Some conflicts bubble when the Cows of Tir Buwch graze past Gors Fawr and the nearest Hobbit clan claims them as their new livestock and responsibility. A big show of affection battling with lavish treats and care foisted upon the cow will then take place between the two factions eventually sorting itself out as the grazing bovines decide which shepherd they will follow from there. Though too small to ride horses into danger like a typical gallant knight many a chivalrous or adventurous Hobbit has ridden into the unknown upon the back of a smaller species of horned bovine reminiscent of an ox, pony, and goat dubbed a Sun Cow. Sunflowers - The lands are rich with gold, a gold untouched by the dark greedy hearts of man, and intertwined with the life of all things big and small around. The seeds are extracted for food or oil, the leaves are used as fodder, and the flower yields a particularly bright vibrant yellow dye. The Hobbits have a predominately vegetarian diet and thus consume many a seed, often playing games seeing who can spit the used up seed the farthest over the hill.
  11. The Witches of Tir Buwch (COW) Round 12 Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (5), Industry (6), Faith (5), Intrigue (4) Round 12 Actions 1. Faith - Convert Region 427 Gwên Llachar to Code of Stars - Fail 2. Faith - Seek Aid on Sanity Roll - Success 3. Faith - Special - Create Artifact - Staff with carmine decorations Effect TBD 4. Faith - High Witch Bryn attempts to understand the voices - Fail 5. Military - Morgaine the Spellblade leads 8 Units and 1 Navy Unit to invade region 431. Route: 427 - 428 - 430 - 431 Techs: None Tactical Doctrine: Skirmish Duel: No Duel Nonactions 1. A child with a greater star sign leads the attack! Soon the bees will be ours! 2. A Holy Item emerges at the Goddess' Temple The Heralds, witches that protect and maintain the Goddess' Temple at Eirlys Lake, have carefully constructed a staff embedded with Carmine Stone. They claim that it has a surprising and wonderful effect, but it's specifics are not yet known to all. 3. The High Witch learns to listen High Witch Bryn is exhausted from her many sleepless nights. Up until recently,, all she heard was unintelligible ghostly sounds, but one night, the sounds almost seemed like words. She has begun to to meditate and really listen to the sounds in hopes of deciphering them. However, her attempts are in vain as her exhaustion continues to hinder her. 4. The Witches of Tir Buwch offer aid to BBB's search for their missing leader. 5. The fight for the throne continues Witch Rhiannon continues to gain fame as she lead the creation of the holy artifact and sent aid to BBB. Witch Gaheris instead has growing support in region 427. Reference Information Leader Stats: Diplomacy (8), Military (5), Industry (6), Faith (5), Intrigue (4); Faith +2 Capital: Region 426 Realm: Region 427 Faith: Code of Stars Embassies: Ruin Sypressa Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 8/8, Naval 1/4 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: 1; 2 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: 3
  12. The Witches of Tir Buwch (COW) Round 11 Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (5), Industry (6), Faith (3), Intrigue (4) Round 11 Actions 1. Military - Special - Raise Hero Morgaine, once known by all as the Marked Witch, dons a new title as protector of Tir Buwch! He is now Morgaine, the Spellblade 2. Faith - Convert Region 130 to Code of Stars 3. Faith - Clear Space in Tir Buwch for Seeker Observatory (1/3) 4. Faith - Construct the structure of the Seeker Observatory (2/3) 5. Faith - Furnish and Install Equipment i the Observatory (3/3) Nonactions 1. Assist Sypressa in their Quest Against the Lotus Eaters - Take Two (1 treasure to Sypressa via embassy) Still lacking a hero of their own, the government of Tir Buwch send food, money, and resources to Sypressa to aid in Artemisia Sagebrush's quest to quell the Lotus Eaters. 2. A Hero Appears! Morgaine, the marked witch who will never become witch king, has risen from the shadows a hero and commander. 3. The Beginnings of a Succession Dispute With the news of Morgaine relinquishing his right to High Witch, everywitch is abuzz wondering who will take his place. The Children of the Moonlight have put forth a string candidate, Witch Rhiannon. She comes from a small town amid the plains and has gained fame popularity among the Witches for having become a great ambassador to Sypressa. The mysterious leader of Followers of the Dark One, Witch Gaheris, has come out of hiding and has gained notoriety as a dissident. Everywitch wonders who the aging High Witch Bryn will choose. Reference Information Leader Stats: Diplomacy (8), Military (5), Industry (6), Faith (3), Intrigue (4); Faith +2 Capital: Region 426 Realm: Region 427 Faith: Code of Stars Embassies: Ruin Sypressa Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 5/8, Naval 0/4 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: 3; -1 this turn
  13. The Witches of Tir Buwch (COW) Round 10 Regions 426 & 427 High Witch Bryn Diplomacy (8), Military (3), Industry (6), Faith (3), Intrigue (4) Round 10 Actions 1. Military - Recruit 1 Unit 2. Military - Recruit 1 Unit 3. Military - Recruit 1 Unit 4. Military - Recruit 1 Naval Unit 5. Industry - Support BBB in the completion of a series of Holds in Region 428 [3/3] In seeing the success of the Brotherhood's peace talks with the Kymtyr of the East, Tir Buwch also opens its lands to the displaced group. Hopefully this sign of cooperation will allow the Kymtyr to divulge more information about what they flee as well as other secrets. Nonactions 1. Assist Sypressa in their Quest Against the Lotus Eaters Lacking a hero of their own, the government of Tir Buwch send food, money, and resources to Sypressa to aid in Artemisia Sagebrush's quest to quell the Lotus Eaters. In the meantime, Morgaine works to grow the kingdom's military in hopes of offering greater aid in the coming years. 2. A child with a greater star sign is ruling from the shadows? Morgaine, the marked witch who will one day become witch king, still hasn't become witch king yet. But he has gained significant power as heir apparent. For reasons only known to her, High Witch Brynn refuses to retire despite no longer being fit to rule. Just as much as Tir Buwch has split in its factions, so has Brynn's mind. She is struggling to decide on what matters to focus her attention. In her state of disarray, she is forgetting some tasks completely. Knowing he can't convince his master to retire, he has started to manipulate her. Guiding her to pause the reconstruction of the temple to support the Brotherhood of Black Banners in their own building endeavors. He has also steered her to strengthen Tir Buwch's military as the populace remains split and hostile. He expertly makes these suggestions in ways that seem like the ideas come from High Witch Brynn. In the meantime, he starts to make his own plans to officially seize power once the realm settles a bit. 3. Tensions are high amid the two factions The witches of Tir Buwch have completely splintered into two groups. One group, Children of the Moonlight, remains loyal to the government, the goddesses, and the Code of Stars. The dissident group, Followers of the Dark One, spurn the Code of Stars in favor of the Eclipsed Sun cult, have begun questioning High Witch Bryn and attempt to gain their own independent power under a mysterious new leader. Reference Information Leader Stats: Diplomacy (8), Military (3), Industry (6), Faith (3), Intrigue (4); Military +2 Capital: Region 426 Realm: Region 427 Faith: Code of Stars Embassies: Ruin Sypressa Trading Posts: 5 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers Region 433; TP 1; Arctic Moose Military Units: 5/8, Naval 0/4 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: 3; -1 this turn
  14.    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)   Nonactions 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 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers 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    
  15.    The Witches of Tir Buwch (COW)   Round 8   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 Region 417; TP 2; Iron Region 426; TP 1; Cows Region 427; TP 1; Sunflowers Region 429; TP 1; Brenn Connifers 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    
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