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Fantasy ♥♦ ~ What Secrets Lie Ahead? ~ ♣♠

OOC
Here

foyiwae

Whimsical, dear, your lies are clear.
Roleplay Type(s)
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How long has it been, since the beat of wings?

Since the echoing cries?

These walls have seen many fall.

But the fate of our future lies in,

This old manor house.





200 seasons have passed since the first ones braved the trek over the wall. This would begin their arduous journey to safety.

The lush jungles dominated the vast outdoors, with strange, ancient structures riddled with creatures that could bite, peck and tear.
But those few, those lucky, daring few that pushed and braved, fought and won. They found a place of security, a place they now called home.

These stories are of Little Folk, to them, the world is full of dangers. But they are strong, fearless, and loyal to their causes, and their beliefs.

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Since then, some Little Folk have chosen to remain in the gardens. The lush, fertile landscape is a motive for farming, fishing, and growing. While nature is deadly, and threats are everywhere, the folk of The Gardens are a strong bunch, brave and true. To them, they have two eras, the eras before the wall, and after the wall.

But those are not the only Little Folk these stories surround. Those who dared to push further reached the ancient structure and found ways to explore the lands inside. The vast expanse of wall and wood, floor and roof.
Some brave explorers ventured further and found strange objects never seen before. They catalogued, documented, and found their territories, and carved out their lands.

Many seasons since have passed, since the removal of the birds that roosted in the rafters of the house, and the great battle of Mid-Gate to force those feathered foes out.
Those inside the house recognise four eras. Pre-Wall and Post-Wall are like their garden brethren, yet Pre-Gate and Post-Gate as a reminder of those difficult times of suffering and trial before they were able to set up homes, their lands, their nations, and protect their people.

Now would be assumed to be a time of peace, and tranquillity. However, as I mentioned, these are the stories of the Little Folk. How they plan their future is in their own hands. Their fates to be written in the grand tapestry and lifespan, of the old manor house.

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Rules

Here's the IC chat for What Secrets Lie Ahead, just to remind you of the turns:

Please put the turn number in the title (so if it's Turn 1 then put that at the beginning. If your nation uses its calendar you can create that too! Please feel free to be creative and adapt to what you need to succeed in your nation's own goals and motivations.)
  • You get 2 actions per season, you can use this for two of the following (choosing one from each category):
  • Your nation also gets to decide on one motivation. This is a more nebulous idea that might follow the nation for a few turns, such as creating an alliance with the north wall or building a military might. You can use keywords to focus on what that would be. If you're unsure/struggling, please again talk to me! I'm happy to discuss things.

The deadline is next Saturday to have your posts in. Remember one turn is one season, and we're starting in the Spring of season 200 of the house.

Update: Deadline moved to Monday due to downtime.

Art Credit goes entirely to the sourcebooks of Household ttrpg (take a look at it! It's great)



Players
CaptainSully CaptainSully Twist Twist Dest Dest Trektek Trektek Cosmo Cosmo LucasGhost LucasGhost LadyOfStars LadyOfStars luciferin luciferin palmtree219 palmtree219 ThatWhichShouldBe ThatWhichShouldBe Scatterbrain Scatterbrain
 
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Turn 1
The Spider Riders
Spring
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-Banback Vale-

Rife Banback watched the unloading of the caravans from his vantage point high above the vale. It was a flurry of activity, spiders dragging and pulling loads alongside their riders until the supplies could be tied securely and slowly pulled up the various vertical cliffs that made up their city. Somewhere off in the distance he heard a shout and a crash, no doubt a snapped thread and damaged box. His father wouldn’t be happy about that.

Speaking of Kergan Banback, Rife spotted him down below atop his spider, his large branching horns a dead giveaway even without the lopping gait of his seven legged beast. He’d be returning to his workshop, to ensure that little was tampered with while the Riders had been away the past year. Not that many venture this far into the darkness during the cold years, but with communications from the Regiment going as well as they have been, well, his father often insisted it would be best not to leave temptations laying about. Not that Rife agreed with such a sentiment, better to test loyalties sooner rather than later, in his opinion, but he was not the Rider wearing the crown.

Rife watches as his father is intercepted by a trio on their own mounts, large, round abdomens and a coloration that gleamed faintly silver in the flickering of the green flames that they carried with them. Sacerdotes, and this far from the wall at that. Now that was curious. He allows himself a moment of regret for running off up here to stay out of sight, as the prophets speak hurriedly with the Warrior King.

Perhaps it is nothing at all, the confirmation that they endured the last year with good health thanks to The Ancient One. Or, perhaps it is some triviality, another minor ritual that he had not before taken note of. Rife’s hopes are dashed as he watches his father reach up and begin to scratch at his forehead. It is an odd habit, one that Rife is glad he did not inherit, that leaves his father’s eyebrows patchy or bare altogether in times of stress and challenge. They had only begun to grow back now after the Riders had completed the return journey to the vale.

Kergan Banback, the Warrior King of the Spider Riders, offers the three half a bow and makes the sign of the Ancient One over his heart as they turn their mounts and depart hastily. The flame they carried flickers out and Rife loses sight of them before they’ve even begun to ascend, having merged back into the chaos of the city. Kergan remains still for a few moments more before he too wheels his spider around, urging it back down to where the last of the supplies are still being brought together and unloaded. Yet, he does not stop there, and that fact brings a harsh frown to Rife’s face, as instead he watches as his father disappears off into the gloom.

What could be so important as to have him ride off alone? Surely he is not going past the first tower? A few stragglers had been making their way in over the past hour, but everyone of status had been fully accounted for by now. Perhaps he had business with the first tower? Something they had seen, or something they had ought to see?

Drat and blast, he wish he knew.

He would just have to find out when he returned; perhaps he could say someone else saw him riding off, Phade, or Ervis. No harm in asking, either way, when he’d be left just as he began should he be denied. With this, Rife finally pulls himself up off the ledge and yanks on the harness to his own spider, left clinging to the wall as he watched. Maybe he had ought to check on those dropped supplies after all. From the occasional shouting, still ongoing, it didn’t seem promising in the slightest.


"The Night is Mine..." Action 1: Operations. Build: The Spider Riders work to build milestones and other markers in-between their outposts and capital, to better assist in movement between them and to have a stronger claim to the lands of the Storage Room. (Operations +2.)

"...And I Will Worship As I Please." Action 2: Lore. Divine: Seek the wisdom of Arachoptept (Enduring, Medium, Cryptic) to gain insight into that which may threaten the Riders. (Lore +1).

Aims: Create a safe route between the capital and their winter outpost.
 
Whole City States

images


Aim
Form a true, lasting government

Skills
Diplomacy: -1
Operations: +1
Lore: +2

Defences
Communication: 14+
Resolve: 12
Resources: 10


Turn 1

Eliam Glane wiped his brow as he sorted through the array of Household items on his stall, carefully arranging the goods for his next set of customers. A collection of long pointed sticks, round discs with holes in the middle, a spool of vibrant rope, all and this and more were being sold today.

Sprawling across the gentle slopes of the molehill, the marketplace of Shadow Hill was an array of colourful stalls and lively activity. As one of the main trading hubs for the tiny 'Hillagers', the market was a place of commerce and socialisation, where townsfolk and visitors from the other mounds; New Rise, Stone Ben and Brick Brae, gathered to trade goods and share their stories.

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The stalls, crafted from natural materials like wood chippings and woven grass, were perched on different levels of the molehill, creating a multi-tiered layout. This unique arrangement allowed vendors to display their wares prominently, while shoppers moved fluidly from one level to the next, exploring the diverse offerings.

Bright banners and flags in vibrant hues decorated the market, fluttering gently in the breeze and adding colour to the otherwise dark landscape. In the shadow of the House, Shadow Hill was for most parts of the day, gloomy, but it's unique and sole connection to the House for trade easily offset it's natural atmosphere.

The market square in Shadow Hill bustled with activity as residents and visitors from neighbouring townships mingled and shopped for the day's necessities. Eliam's stall, with its assortment of wares from his family's connections to the House, drew a steady stream of curious shoppers.

As he wrapped up a sale and exchanged a friendly wave with a passing friend, Eliam noticed a familiar figure making her way through the crowd toward him. A smile spread across his face when he recognised Minny Star, his good friend since childhood. Their families had shared close ties for generations, with Minny's family being one of the integral players in gaining trade ties with the House and Eliam, himself, a third generation House Hillager. Minny was a regular visitor to his stall, often stopping by to catch up or purchase some of his goods.

"Minny!" Eliam called out as she approached. "Here to buy another piece of Houseware, or just stopping by for a chat?"

Minny grinned, her expression warm and lively. " Just a spot of food shopping," she said, holding a basket in her hands. "But there is a twist today" Her tone hinted at something out of the ordinary.

Eliam raised an eyebrow, intrigued. "A twist, you say? Now you've got my attention, Minny."

Minny chuckled, her eyes sparkling mischievously. "Oh, I've got some exciting to news to give you, but I think it'll have to wait until we're somewhere a little quieter." She cast a glance around the busy market square. "Let's meet up after you close up shop, and I'll spill all the details."

Eliam's curiosity was piqued even more by Minny's tease. "You can't leave me hanging like that," he said with a playful grin. "But fine, I'll wait. Let's meet up at my place when I'm done here."

"Perfect," Minny agreed with a nod. "It's something you'll want to hear." With that, she gave him a parting smile and left him to tend to his stall, leaving Eliam to wonder what surprising news his good friend had in store for him.

------

As the sun began its descent, the market was bathed in a warm white glow, casting long shadows across the molehill. The lively atmosphere continued well into the evening, the bits of shattered stone and grit illuminating the ground beneath their feet as they basked in the Sun.

After a busy day at the market, Eliam closed up his stall and hurried home, his mind racing with anticipation. Minny had left him with a mysterious hint earlier, and he was eager to hear the news she had to share.

As he walked the glittering streets, he found Minny already waiting for him outside his house. She greeted him with an eager smile, as he invited her in and they settled into his cosy living room. Taking a seat on a crafted root Minny waited as Elam dropped his satchel off and took a seat himself nearby.

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"Alright, Minny, you've been holding out on me all day. What's the news?" Eliam asked, his curiosity piqued.

Minny grinned, leaning forward. "I'm sure you've heard about the tunnels they found under the First City? Well teams from every City; New Rise, Shadow Hill, the Twin Townships have gone into them and it looks like they may all be connected to each other. This has led to talk of forming a combined government and, Eliam, you've been chosen to be the head chair of the new provisional Whole City States government!"

Eliam stared at her in disbelief, his face a mask of shock. "What?" he exclaimed, his voice rising in pitch. "What do you mean, I've been chosen?"

Minny nodded, her excitement unabated. "It's true! Representatives from all the city-states came together and agreed that you're the best candidate for the position."

Eliam's mind raced, his pulse quickening. "This is ridiculous, Minny! I'm just a market trader! I'm not ready for this responsibility!"

Minny reached out and took his hand, her expression reassuring. "You can handle it, Eliam."

Eliam pulled his hand back, his shock turning to anger. "Minny, how could you do this to me? Did you have a hand in this?"

Minny nodded, her expression calm. "Yes, I did recommend you. But it was the right choice. You're young and open to new ideas or opportunities.."

Eliam's anger flared. "That describes you just as much as me! You put me in this position?! How could you think I'd want this? The pressure, the decisions—it's too much!"

Minny remained steady, trying to calm him, as she continued. ".. You've always been fair and thoughtful in your dealings with others. You're a good mediator, and as a House Hillager, you don't have the longstanding ancestry of the other candidates so you can remain impartial when it comes to the representatives decisions. Eliam, you have the qualities we need in a leader."

Eliam's anger began to wane as Minny spoke. Her words made sense, even though he struggled to accept them. He took a deep breath, trying to steady himself.

"Minny, I—I don't know if I'm ready for this," he said, his voice quieter now. "This is a huge responsibility."

Minny gave him a supportive smile. "You might not feel ready, but you are. You've always been someone I can count on. Just take it one step at a time, and remember, you're not alone in this."

Eliam sat back, his mind still reeling. The thought of leading all the townships was overwhelming, but he couldn't deny the trust others had placed in him. He closed his eyes, trying to come to terms with the situation.

After a few moments of silence, Eliam opened his eyes and looked at Minny. "Alright, Minny. I may not be ready, but I understand why I've been chosen. I accept, but know that this won't be easy."

Minny rose to her feet, rushing over to give him a big hug. " Yay! I knew you'd accept Eliam, I just knew it.. I know it won't be easy but the other representatives and I will be by your side every step of the way."

Taking a step back, Minny pulled something out of her pocket. "How about we celebrate?" she asked, waving a bottle of dew..

Actions
Operations (+1): Explore the Tunnel System of Whole Cities
Diplomacy (-1) : Grow ties and trade with House Folk. 2 Resources spent
Lore (+2) : N/A
 
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What Secrets Lie Ahead

The 13th Regiment

Turn 1

High Commander Reginald Barkley stroked his metal goatee as he looked over The Kitchen. It was the beginning of their GRAND HOME BASE. But of course it still needed much more work before they could call it anything other than an outpost of the barest of degrees.

But, work they shall as this place needs to be one that is welcoming to all of THE LOST BRIGADES. Once they find them and add them to their ranks, they will need a place to call home. Especially once they find all of THE LOST BRIGADES, BRING ORDER TO THE HOUSE and BECOME FLESH AND BONE LIFE instead of merely the metal imitations of life that they have been risen to be.

They would accomplish these tasks in order to fulfill the requirements of THE CURSE. He would make sure of it. Already, he was mounting an expedition into the dark lands of THE BASEMENT to begin their search for another LOST BRIGADE.

It has been rumored that there are Spider people or people that have trained spiders that could help him. The rumors are not necessarily clear in that regard. One thing they would have to do would be to tighten up communication lines throughout the house. Perhaps even setting up some sort of message system to facilitate ease of communication.

However, certainly one thing at a time.

There also is their allies of THE FLAME. They have discussed bringing THE HOUSE to ORDER under their religion involving the flames. Reginald agrees that in order to fulfill THE CURSE, they must do this and so bringing their religious order to those of THE HOUSE will be their task as well.

Things MUST continue in their favor. But only time will tell if their choices have been correct or will lead to their folly.

Action 1; Mount an expedition into The Basement in order to search for one of The Lost Regiments.
Action 2: Build a Fort
Aims: Improve Military to better prepare for finding THE LOST BRIGADES
 
The Archives
Turn 1

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1714240392917.pngCheering resounded off the giant books, stampedes of excited footfalls shook the shelves, and bands played on every shelf and in every book dewey-hood. Children raced around in the most rambunctious manner and collided with one another in games of tag that spanned entire collections. Everyone was dressed to impress with some people even taking to acquiring new outfits for the special occasion. From the book spines hung decorations of flowers paintings of the triumvirate, and effigies of Minerva. As clusters of people arrived to the center shelves and gathered before the Prime's palace, The Crone looked to The Mother. "It's time we get this show on the road." The elderly woman suggested in a shaking voice. However her suggestion was met with a disagreeing smile. "A celebration like this is rare and it should be you who addresses the people." The Mother declared before she gestured to the open podium.

The Crone was shocked, but her confusion melted away and she accepted the opportunity. As she pushed herself up from her seat she waved to The Maiden, her granddaughter and then turned to face the people. Within the podium was a pipe that would carry the speaker's voice to every shelf in The Archive's territory so that even those not present in the square could still hear the celebration.

"This is what 200 seasons looks like." The Crone declared as tears started to swell up in her eyes. "I was just a little girl when I found out that I would become The Maiden and go on to become The Crone and back then I thought that it was too daunting a task, that I would tank The Archives and be remembered as the worst leader we've ever had." She paused a season to catch her breath and wiped away the tears before they could fall. "But as I walked the classifications today, as I look out over this crowd right now, I see that we have thrived! We have held fast to our task of collecting and preserving the knowledge of the world, we have remained a beacon of peace and prosperity, and even after Minerva was forced to leave us we still persist." The old woman leaned on the podium and exhaled a weak breath. "It is not possible to have made it this far without the hard work that we all put in everyday, but we also owe thanks to our allies and our friends far and near who have helped us directly and indirectly. So as we celebrate today and look to the future, let us not forget where we've come from and the people that we have met along the way. From the wilderness to the house, from the corridors to the library, and Minerva willing we'll go even further." The crowd erupted in joyous cheer, the entire bookcase coming alive with the voices of smallfolk commemorating their long standing success and happiness.


1714241751563.png"That was a wonderful speech, mother. You two stay and enjoy the celebration, I can handle the rest of today's agenda myself." The Mother big farewell to The Crone and Maiden before she stepped down off the platform which had been made up of some recycled matchsticks. The palace, an old encyclopedia so weathered and mistreated by the critters and time, had been hollowed out to be the base of operations for The Prime. As she entered the palace there was a Cataloguer waiting for her. "I will be your Cataloguer for the day, m'lady." The man explained as the two headed upstairs to a room with a round table that was once a button. There were several people in the room but the most important were the President of the University of Sorcery and the members of the Congress of Mages. As The Mother entered the room they all bowed their heads and waited until she reached her seat to raise them again.

"Let us begin. What does the university have for us today?" She asked.

The President of the university rose to his feet and gave a curt nod to the rest of the room. "Congratulations on 200 seasons everyone. The university has been hard at work on a new form of communications; Echo Stones!" Everyone in the room cast a suspicious eye at the man and then one another. The university was known for presenting wild ideas and many of them never work or never get finished, so the congress was skeptical to put faith in the President's ambitions. "Tell us about these stones." The Mother instructed.

"The hope is that they'll act sort of like the telephones the bigfolk wrote of in their technology and communications textbooks. They'll allow us to converse across long distance to people with matching runes. and this will let us receive news from our agents abroad in no time at all." The explanation filled the room with optimism as everyone began to see the benefits of the idea. "Very well, the university has permission to proceed." The Mother declared.

"Does the Congress of Mages have anything that they would like to present to the forum?" The Prime turned her gaze to the congress' representative and the woman nodded her head. "The congress feels obligated to remind both The Mother and Maiden that they are of a long line of leaders, a proud dynasty stretching back to the seasons before the war and the wall and that you are both expected to continue that bloodline." The woman's words already sullied the inspired mood of the meeting and it became clear that the longer she spoke the more displeased The Mother became.

"If anything were to happen to either of you there would be no one to inherit your roles, the triumvirate would crumble and the knowledge that your family is charged with safeguarding would be lost to us, to the library, to the whole realm." The representative spoke in an assertive tone, trying to get her point across to those present and while the meaning behind her words were clear, no one seemed to thrilled that she said them. "The forum recognizes the congress' concerns. Please tell the rest of your colleagues they have nothing to worry about. The Maiden and I are both in good health." The Mother's tone was condescending as she swept aside the worries of the Congress of Mages.

"One last order of business. I would like a Tutor sent to all the foreign powers that we are familiar with, including the Study to strengthen our bonds with the Cindarchy." Whereas the room was annoyed before they were now shocked and somewhat offended. The Cindarchy had not been the kindest foreign power and their hoarding of the knowledge within the study offended many Archivists. "On this matter I'll hear no debates. Dispatch one before the day's end so they may arrive as soon as possible."



Actions:
Lore (+2): Magic - Create Sending, a spell that allows for long distance communication.
Diplomacy (+1): Send Tutors to all House factions.
 

Kingdom of Gillia

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Turn 1

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Torrent blinked his eyes open, slinking out of the large bed. After going through the routine of cleaning himself up and getting dressed, Torrent found his way to the modest palace's main balcony.

Not far below, Highport bustled with Gillians going to and fro, all of their prominent fins helping to create a cacophony of colors throughout the streets. The buildings, though crude-looking due to resource limitations, nonetheless rose above the green, empty surface of the sea platforms the city sat upon. Looking up from the city, he could see where the island of platforms either extended or abruptly ended, with isolated platforms in the surrounding area.

Unfortunately, Torrent's time to admire the scenery was cut to an end, when a certain advisor approached; he was taller and older than Torrent, with a light orange fin on his back, tapering off at the neck. "My King, the leader of the Builder's Guild has arrived, as you have requested."

Torrent gave a nod of acknowledgement, turning around from the balcony. "Thank you, Advisor Rainwatcher; I shall see him at once."

...

It still felt weird to Torrent, sitting on the throne, wearing the crown; only a couple months ago, he would simply stand by the side of his father, content on watching the goings on of the kingdom. Now, however, the duty of running it was on him.

"Send him in." Torrent stated; the two guards standing at the inner side of the door bowed, pulling it open to reveal two Gillians on the other side. They entered the throne room, kneeling into a bow upon reaching the center; in the center was a man in rustic but sturdy clothing, with an emblem of a hammer on each sleeve, and beside him was a woman in matching clothes. "You are Guild Leader of the Builder's Guild, yes? Who is the woman with you?"

"I am, My King." The guild leader said, "I also bring with me my wife, who is co-leader of the guild."

"I see. Please rise, guild leaders. There is a proposition I wish to make."

The two rose to stand as ordered. "My King?"

"I shall address the point immediately." Torrent said, standing up from the throne and making his way down the steps. "Your guild excels at construction projects, or so I have heard; your families even worked on this palace many years ago, if records are to be believed. Thus, I feel your guild best suited to that which I plan to undertake."

Reaching the floor, the king leveled them with a stare; not harshly, yet pressuring all the same. "If given the necessary resources and funding, do you believe that you could construct a shipyard here at Highport? It needn't be operational soon, but I do wish to have the foundations laid out by Summer."

The guild leader's eyes went wide for a moment, before he whispered to the other; after some seconds of back and forth, he turned his head back to Torrent with a deep nod. "My King, we do believe we are capable of doing so. Of course, we would need to hire more workers, and acquire more sleds..."

The king waved a hand dismissively. "You will receive dedicated funds from the treasury, and even more if deemed necessary. Just concern yourselves with getting it built on schedule, and the crown will give you the resources you need. Now, that is all for now; a liaison will visit the Builder's Guild to work on the details. That is all." So, with another bow, the two guild leaders left the room; it was surely their guild's biggest project in decades.

Sitting back down with a sigh, Torrent turned his head to the royal advisor. "Rainwater! Send word for the Marshal to meet with me. We're going to need a steady source of wood quite soon, so have him ready to prepare an expedition."



Glider marched out of the barracks with roughly a hundred others, making his way into the courtyard. Standing at the edge of the sea platform was their captain, looking down at them from a small stone pedestal. "King Torrent Gracefin has decreed an expedition to be send into the land, and the garrison of Farport has been chosen for this expedition! I will be leading you into the sea, and then onto shore. Our purpose is to find and report back on any source of wood; roots, fallen branches, abandoned Giants' tools, whatever can be harvested by other, dedicated expeditions or outposts later on."

Wood? A spontaneous, entire expedition of dozens, just to find more of it? It wasn't Glider's place to question whatever was being planned, yet he couldn't help but wonder what the sudden need was. His thoughts were broken by the captain's continued speech. "You have two hours to prepare your equipment and the sleds, before daily training commences. A token force of Farport's garrison will stay here, under my second-in-command; you'll be told soon if you're one of the few staying behind. As for the rest of you, ready yourselves today, for we leave tomorrow! Dismissed!"


Action 1

Operations (+2): Build​

"Setting the Groundwork"​

Through funding of the crown, Highport's "Builder's Guild" would gather a significant amount of workers and tools, and set up at the outskirts of Highport. As the first stage of the project, the guild would work on securing the sea platform's integrity for the complex, and laying out the foundations for the necessary buildings.

It would be a long way towards a fully functioning shipyard, but the first steps were being taken.​

Action 2

Operations (+2): Explore​

"To Meet a Future Demand"​

A large expedition set off from Farport, dozens of soldiers with a few sleds of supplies, which would hopefully last for a while. Heading ashore and scouring the land, they were on a search for any and all lumber that could later be exploited for the kingdom.​

Current Motivation

Construct a Shipyard

"Home of the Fleet"

While Gillians may have natural talent in swimming, and have limited transportation by pulling sleds on the surface, this is far from efficient for a growing water-based nation. After all, in order for easy bulk transport of resources and personnel by sea, or ventures out into the deep waters without worry of exhaustion, one needs ships.

Yet, before one can build ships, one needs a place where they can build ships. Therefore, the young King Torrent has set his sights on the first great goal of his rule: Establishing the kingdom's first shipyard.
 
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turn 001 // spring 200
the starseeker sodality
  • Action 1 - Lore: Magic. Learn to compress emotional energy into the first iteration of an energy cell, which supplies power at a higher efficiency than normal. Allows for the enhancement of magical machinery or spell casting. (Lore +2)
  • Action 2 - Operations: Craft. Create talismans that automatically accumulate emotional energy. Can only be used in areas with high remnant emotions. (Operations +2)

  • Current Motivation: Build the basis needed for the invention of a new line of flying devices, one far better equipped than the balloons of the current time. Planes.

[ note: Illuminaries is spelled that way on purpose, and my nation's magic source is emotional energy. ]

With all their faith, it is easy to simplify the priests, the Illuminaries, as nothing more than creatures of faith or scholars of yore, forgetting their years spent pouring over ancient texts and calculating the movement of the celestial bodies. Their number is made up of astronomers and mathematicians, of engineers and physicists, of those who spend their lives turning ideals of magic, faith, and religion into something tangible.

This year, they gather to do just that. Many dark forms cluster inside the temple, filling the floor with a mass of moving shadows. With each idea comes a new calculation and a new sketch, sometimes to be discarded and sometimes to be tried and tested. Each round of revisions sends glittering lights arcing overhead, mana glistening like a fragment of the Milky Way, as white eyes turn toward the pulpit with palpable hope.

Emotional energy trickles through their claws like water, dispersing into the void with each imperfect design. Most attempts fail to take shape at all, while others form dried husks devoid of energy or unstable cores that explode into cascades of light, but each round takes them one step closer. Eventually, they will find a stable pattern to store and condense their energy, and when that time comes, their people will fly just that little bit higher.

Just that little bit closer to home, just that little bit closer to paradise.
[ note: The Lightborne are the species that my nation consists of. Little shadow creatures who think they were made from the leftovers of the cosmos that fell to Earth. Pathfinder is the title of their leader. ]

The hunters' sects of the Lightborne are many, each serving as centers of culture and technique, passed on to each generation of pupils before they strike out into the wilderness. This year, the Pathfinder has called upon them, asking for the aid of each resting hunter. As such, they answer, filing in and out of the halls in mass, disjointed motion as shadows filter through the doors in entrance and exit. In that room, the inheritance of the sects blends together in ink and paper, taking the form of a series of complex talismans.

One to capture dreams and hopes, failures and defeats. The memories of the past will blend together, becoming the legacy of a new people.

One determined to reach the stars.
 
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Feathers and Steel


Action 1: Hold the Ways (Operations +2, Construct a series of outposts that will make it easier for the other lands of the House to trade with and communicate with the Highmost- way-stations for Bird-Riders carrying goods or messengers. In this manner, Simso hopes to open deeper relations with the rest of the House.)
Action 2: Blade-Arts (Lore +2, research martial arts mixed with the enlightened magic of the House to create a new school of unique combat techniques, for the use of the Lord Simso and his most trusted warriors.)


Every House of the Highmost lands carried a singular Feather Banner. The foundational relic of the House. Carried in war, only lost in moments of complete shame. They are decorated in many colors- some natural according to the slain bird it was taken from, others daubed on. But one color always remained constant. Red. Red for blood, for sacrifice, for war- for the eternal struggle as warriors bared their spears and swords towards the very heavens, against pecking beaks and flapping wings. The Feather Banner of the Royal House was no different, and in many ways, its colors defined all Highmost. From the lowest lichen-farmer to the greater bird-slayer. Red for struggle, Black for tenacity, Gold for glory.

The Royal Triune.

The Triune Feather is carried alongside the body of Lord Simso's father, as the ruler of the Highmost watches a funeral. His father had died nobly, magnificently- laughing even as he fought a sparrow and its mate, as his limbs were ripped from him, as he claimed their lives with his blade even as he bled his last. It hurt all the same to bury him. But Simso was Lord now, and it was not in the way of the Highmost to mourn with tears.

There are no eulogies, amongst the Highmost, at a funeral. A man is remembered by his deeds alone.

And so the great Lords of the Highmost, one and all, pay their respects. They recite his great deeds, from his first to his last.

It takes some time.

In the lands of the Highmost, one is measured by deeds, and so over the body of his fallen father, High Lord Simso makes a promise. It is not spoken, for it is between him and his father alone. And if it is ever heard- all the House will tremble with the weight of it.
 
Yoshihama_Flag.jpg
Turn 1
Toshiharu Yoshihama gazed warmly at the eager faces of his students. "Today, we paint a very special subject: the founder of our clan and revered father, the great Yoshihama." He could sense a hint of trepidation among some pupils at the thought of painting such an influential subject, but he did his best to put their minds at ease. "Remember, my young friends, there are no wrong interpretations, only different perspectives. Let your imaginations run wild!"

With scrolls unfurled and brushes poised, the young ninja dove into their task, each submerged in their own realm of inspiration and interpretation. As the paintings gradually took form, Toshiharu roamed the room, silently observing their progress. Peering over one student's shoulder, he witnessed Yoshihama depicted as a powerful sorcerer, with a long, flowing beard and a ragged robe, surrounded by the statues of a dragon, a phoenix, a beetle and a lion. Moving on, he beheld another's portrayal: Yoshihama as a beacon of light crawling through the darkness of the households plumbing. Then, his attention turned to a younger recruit, fully engrossed in his work, the tip of his tongue sticking out of the side of his mouth. Toshiharu couldn't help but chuckle at the boy's imaginative yet gruesome depiction of Yoshihama as a confident shogun warrior, dancing a victory dance in the middle of a thunderstruck battlefield, his enemies laying dead and wounded in pools of their own blood at his feet, no doubt from his savage maulings.

Making his way towards two sniggering boys at the back of the class, Toshiharu inspected their scrolls, revealing a comical rendering on one of them of Yoshihama as a slovenly, overweight figure, laying passed out on the floor, a half eaten wheel of cheese in one hand and flies buzzing around his head. "Care to explain, Barion?" Toshiharu inquired.

"Um... well... you see... Master..." Barion mumbled, stumbling over his words as he tried desperately to come up with some kind of answer to justify his rather unflattering portrayal. "I figure that Yoshihama was so... wise... so... great... that in his old age... he could just do whatever he wanted... you know... like... he didn't care what others might think of him because... inside... he knew he was... awesome?"

There was an uncomfortable pause while the grandmaster mulled over Barion's answer but Toshiharu's response was an approving one. "Ah, a depiction of the satisfaction that comes from a life well lived. An interesting interpretation indeed." The troublemaker breathed a sigh of relief as Toshiharu wandered away to examine the work of another student.

"Hello, Master." said a raven haired girl as Toshiharu approached her.

"Hello, Haruka." he replied before looking over her work. Unlike the others, she depicted Yoshihama not as the rat he was but as one of the little folk, with dark hair, stern features and kind eyes. "A very intriguing interpretation, my young friend," he commended.

"Thank you, Master. I know Yoshihama wasn't really a person but at his heart I'm sure he was no different from you or me."

Toshiharu smiled broadly, recalling moments from his childhood. "That he was."

As the lesson drew to a close, Toshiharu surveyed the array of finished paintings with pride. "Each of you has captured a different aspect of Yoshihama's essence. Remember, art is a reflection of the soul, and in your paintings, I see the spirit of Yoshihama shining bright in all of you."

Actions
1.
Explore the plumbling/pipes of the household (Explore: 0)
2. Create a comprehensive map of the household's plumbing system that all clan members will memorise. (Research: 2)

Aims
Explore and map out the household's plumbing system so the Yoshihama Clan has quick and covert access to each floor and the outside of the house as well as various locations between.
 
TURN ONE
Spring, 200

THE BLACKFIRE CINDARCHY

Temoran_Faerie_Fire_spell_4712a910-7416-418a-ac24-9c96efc836f8-q1olgusmae021eohbjnvbhxwd28n85i...png
2CE94.31

For nearly 200 seasons, I have watched my fledgling empire grow. Cinderspire has evolved from a mere collection of huts to a bustling city that would be the envy of any of our neighbors. With each passing season, it grows further upwards, like a flame fed freely. And yet, as I look down upon the comings and goings of my people, I feel naught but dissatisfaction. I feel as though I have… stagnated. Perhaps it is nothing more than the pangs of adventure once more burning in my heart, as they did when I was nothing more than a mere child. But, perhaps it is something more…

-Luminous Pyre, Cindarch



2CE95.3

I have spoken at length with Ardent Spark III. The child is young, but her words hold a wisdom beyond their seasons. I am of half a mind that the first and second Ardent Sparks still now walk amongst us within the spirit of the third. Like the first, she advised to look once more towards Fire, for nothing else has the authority and strength to guide one such as I. Like the second, she confessed her own belief- that the empire must grow, must continue to add fuel to the Fire that is its existence. And yet as the third, she stands separate from either. After discussion at length, I pulled from her a deeper belief. Unlike the first’s words, I need not rely on my strength alone. Unlike the second’s, I need not simply expand and subjugate. No, the Cindarchy, and I, the Cindarch, have the strength of a nation beneath me. Rise them up, and allow their flames to feed my own. In two days we will meet once more. The girl confided that she would have a plan ready for my judgment then.

-Luminous Pyre, Cindarch


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2CE95.6

Her Majesty, Cindarch Luminous Pyre, said yes! I feared my ideas would be deemed too revolutionary, too presumptuous, and yet she gave me free reign to requisition whatever resources were needed from the national stocks! Even the Dread Marshal shall aid in this endeavor! The man so rarely speaks at our meetings, lest the army is involved. He must smell the smoke in the shifting winds as I and Her Majesty do.

Now that one of my plans was accepted, I find myself nearly overwhelmed bringing it to fruition. So many resources to be acquired, moved, and placed. So many people to recruit and direct. I have taken to speaking with the nobility. They know the honor in aiding both the Church and Her Majesty, and already they offer their power for the ritual. We stand on the precipice of a new era of the Cindarchy. One that I shall usher in as a loyal servant of the Cindarch.

-Ardent Spark III, High Enkindler


Black-armored_Pyromancer_battlemage_b48a72ae-e75a-4b1c-8f1b-c227f974810f.png
2CE95.7

The Cindarch has finally approved another age of expansion. My forces are prepared to face whatever horrors that exist beyond the Farwatch. Expeditions north to the Great Plateau are already being planned. The nation will need whatever resources we can find there, if we are to truly tame these lands.

-Smouldering Ash, Dread Marshal



Actions
1. Lore[Divine] (+3) - Perform a ritual to shift the public’s perception of Luminous Pyre away from mere mortal and towards that of a ruler by divine right.

2. Operations[Explore] (+0) - Send a military exploratory expedition northwest from Fort Farwatch towards the Study’s desk.

Motivation
Rekindle the Blackfire Cindarchy. Shake off feelings of stagnation and galvanize the populace.
 
The Order
Turn 1
thecaptainsully_an_old_knight_in_full_plate_armour_0c9b5b74-730a-4995-b3f7-73bc67161fe7.png
Leader | Grand Marshall Llewellyn Jones
At the age of 64, the Grand Marshall has ruled for several decades, overseeing the ever improving relations with the Archive. He is a masterful leader and an even better General. He has seen off various threats during his time leading The Order, including a territorial invasion by spiders. A skilled warrior and powerful mage, few within The Order would be able to stand against his might, even if they wanted to.

“My friends, with each passing day my concern grows of lingering threats, those known and those unknown.” The voice of Grand Marshall Llewellyn Jones carried gravitas, even when spoken softly amongst the representative's of the Order’s three big groups. “We have an extremely capable military force and our allies have a wealth of knowledge, but I cannot guarantee that those things combined are enough to keep our people safe at this moment in time.”

Standing from his chair the Grand Marshall strode back and forth as he continued to talk.

“We must increase our numbers on the military front, we must improve the equipment we have provided to them and most importantly, we must improve our resource situation.”

He stopped his pacing and pointed at a scroll on the table before him.

“I have drawn up a plan that should see not only our resources grow, but also an advancement in our weaponry. This is but the first step in a larger plan to put us in a place where we will have no threat to fear. I hope that sooner, rather than later, these conversations of threats cease because the only way to ensure the survival of the house is to enact lasting peace.”

He raised a sheet of paper from the table, a crudely drawn picture of a red flame on a black ground was scrawled onto it, and with it presented the expression on Llewellyn’s face changed to one of anger.

“This…this is the biggest threat to the house. The Blackfire Cindarchy, a bunch of crazed, fire obsessed cultists. They make no attempt to hide their plans for full control of our shared home…these will be the people we inevitably need to see off to ensure that lasting peace becomes a reality. We must extinguish the Blackflame…permanently.”


Actions Action 1: Lore +3 - Magic/Research - Design and create ranged magitech weaponry as a means of providing ranged firepower to units.
Action 2: Lore +3 - Research - Improve Forging Processes - Using knowledge garnered from the Library, and in partnership with The Archives, improve forging processes to increase resource yields.

Current Motivation Increase the military power and capability of The Order to even higher levels.
 
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The Grove


Mikasi Grasswood breathed out slowly, eyes glued to the creature in front of him. He had been stalking it for a week now, observing its movements and daily routine as he stayed hidden within the grass around its territory. Even as he continued to watch it returned to the place that it had seemed to claim to rest, likely for the evening. His observations for the day done, the Taur-Ahe eased away slowly, careful to make as little noise as possible. Once far enough he deemed it safe, he turned away from where it had been and began to run the short way back to his home.

The town of Springwood was not large, but it was his home. The guards that patrolled the edge of the forest that surrounded them raised their hands as he passed, a gesture he returned with a smile. Reaching the true paths that dictated where to go within the settlement, he started towards the council chambers at the very center of the town. His findings for the day would need to be reported and the council would need to decide if they wished to put more resources to this plan that he had been working on for weeks now.

“Mikasi, another successful day I hope?” The guard at the entrance, a Taur by the name of Callerhan, leaned against his spear with a grin on his face.

“It went as I had hoped,” Mikasi grinned back at his friend, nodding at the other male. “I hope that the council will agree with my findings and work towards the goal I’ve proposed.”

“I’m sure they’ll give it their usual amount of thought,” The friends shared another grin at the jest before Mikasi continued.

The council chamber was occupied by a quartet of aged Taur-Ahe, all of them chatting with each other as they waited for either Mikasi or others who wished to speak.

“Ah, young Grasswood, I presume you have come to give your report?” Leona Twilight, the older of the pair of women on the council, was the first to notice the younger Taur.

“I have honored Elders, it is just as it has been all week. The beast has maintained its schedule and I believe I am ready to make my attempt,” Mikasi bowed before them, for this group would decide if the time he had spent in the dangerous wilds would be worth it.

“We will take an hour or two to make our decision then Mikasi, go now and rest. Eat and drink, for if your proposal is accepted then it will take all your strength. We will summon you soon with our final decision,” Bos Moon, the nominal head of the small council, gave a small smile to him. This Taur had been the staunchest supporter of his plan by far, and it looked like he was happy with the results thus far.

“By your leave honored Elders,” Mikasi made a hast retreat, a grin of his own threatening to break out. It seemed by the reaction Bos had given him that he would soon be allowed to make his attempt.​

Actions
Action 1 - Lore +3 - Research - Beasts of Burden: Attempt to learn how to tame some of the beasts (insects) in the area to aid the people of the Grove.

Action 2 - Operations +1 - Gather - Attempt to discover what resources there are to gather in the surroundings.

Motivation - To Become One With Nature - Attempt to more closely commune with the natural words that surrounds the people of the Grove.
 
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The Empire of the Emerald Scale
Turn 1

"My mother once took me out to see the laborer's toiling. One of them, a young man, he threw down his axe and demanded a break and for this he was whipped. My mother looked at me and said our Empire carries the Celestial Mandate, but it is also like the emerald scales of She Who Slithers. Each scale is beautiful and strong, it protects what lays underneath from all who would hurt it. These scales, when in their place, lock and seal, preventing dagger or arrow but that was only when every scale was in their proper place. A scale is born exactly where it should be, but every once in awhile, a scale gets loose. It gets bent or it looses its roots to our foundations, when it does, there is no fixing it. A broken scale cannot simply be put back because it won't fit where it was, it won't protect the body. It'll always be just a 'little bit' off. There is only one solution for this, the scale must be removed. It will expose the body for a short while, but in its place, a new scale will grow. One that knows its place and fits snuggly. These laborers are our scales, never let them get loose or you'll have to pluck them out and start anew.. I still remember the sound of the whip and how loud he screamed.. until he screamed no longer. I was just six when she taught me this lesson. " - Crown Princess Saenia Ssustu​



It was a beautiful day in the Empire, the light from the great window and holes in the ceiling allowed in the light of the sun to fall upon it. Great cobwebs covered the ceiling and far off dark corners.. Where great beast lurked ready to devour anyone that got too close, but those were the fringes of the shed, places that had yet to be conquered nad claimed by their rightful rulers, but the center of the Empire, the beating heart, lay at the very center of the shed. An open space where their city stood proud, where their Empress could watch over her people, where they could all marvel at the wonder and glory that was She Who Slither's whose bulk went from one end of the shed to the other, greatly surpassing the mere boundaries of their domain. Laborers were hard at work, tending the crops, gathering supplies, making clothes and trinkets for children. Others were hacking away at the wooden floor, trying to cut through to the earthen ground below where crops could be planted while others were laying great traps of food for the Ants to come. The first ant to come to the trap was always allowed to go unmolested, for it would bring back its friends to its discovered bounty, and when the ants had gathered, the hammer stroke would fall and the hunters would cut them down and harvest them for food and parts. Such work continued day in and day out, each day of the season passing much the same, the constant buzz of noise and life filling their quiet domain just as surely as the great breaths of She Who Slither brought life into the world.

High above the city, in the Palace of the Empress, Saenia leaned over a balcony and gazed at the small dots that were the people below her, living their lives, going from place to place, lost in her own thoughts, she was unaware of the older woman closing up behind her and nearly jumped out of her skin when her worn voice came out, "See something interesting, your highness?"

The older woman, her long gray hair tied back behind her ears stepped out onto the balcony to gaze over it with the young princess, "Same thing I see every day, Selana. Same sights. Same sounds. Same smells.."

"What do you think is out there that is so great that you cannot wait to see it?" Selana asked as she peered over the railing trying to see whatever it was that the young woman was desperate to see.

"Stars," Saenia said with a rueful smile, "I want to see the stars."

Slowly she lifted her gaze to the sky.. where only dark wood sat. The wooden roof of the shed was all she had ever seen, and the holes in it, were too small for her to ever see the stars. She had read books about them, heard stories from scouts, thousands upon thousands of lights over a black canvas. It sounded wonderful and impossible and frightening.

"Its dangerous out that far," Selana said, a frown marring her face, "I'm not sure the Empress wou-"

"I know," Saenia said her eyes drifting back down from the ceiling, "But someday I will go see them.."



Actions
1. Workers will cut away at the floor to gather wood and to get to the ground below the shed's floors. [Resource Gathering! Operations +2]

2. A series of towers will be built using the gathered wood to act as watch towers for incoming danger and to expand their sight and knowledge of the local area [Operations +2]

Motivation
To secure the foundations of the Empire​

Hexcode: 50C878
 
The Blackfire Cinderarchy

@ palmtree219 palmtree219

Turn 1 – The Ritual of Hope

Blessed are you, oh wonderful Cindarch, leading your people to victory and prosperity by igniting the flames. Welcome once more to the Age of Expansion, free from the stagnation and smoulder of the past.

Long may the fires of your people burn, and may your reign be prosperous.

As the Ardent Spark worships and hopes, the flame grows brighter, the fires burn hotter, and the people of the Cinderarchy begin to see Luminous Pyre of something more than before. More than the ashes and dust, soot and smoke of the past. With the aid of such esteemed nobility, and a powerful desire to do more and be more, viewpoints begin to shift.

Was Luminous Pyre a gift beyond that of mere mortal comprehension? Was Her Majesty truly blessed by the blaze, a firestoker of wonderful miracles?

No matter what, the ritual worked! The people begin to see Her Majesty as something more by the end of the season. While work still needs to be done to solidify her place in the history books, and perhaps even the pantheon of the divine.



Turn 1 – The Expedition Beyond

Loyal Dread Marshal, your dedication to expansion and growth is noble and brave. It has been many seasons since your people pushed further than Fort Farwatch, to endure the wilderness and the horrors beyond. Beyond the flames of hope and protection, of safety and warmth.

However, you and your military are a force of honour, hope and strength in this dangerous land. The first scouts go beyond the Leatherback Mountains. But danger lurks around every corner. An earthquake! Two good soldiers were lost to the unsteady nature of the other side of the mountains, and some were cautious about continuing the expedition and hoped to find a safer way to descend.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Divine Choices:
  • Allow the reputation of the Cindarch to grow, expanding her divinity further, continuing this path to the end of the year has the potential to create an organised religion (gain +1 to divine, this allows you to add a +1 to divine lore rolls. However, any failure can cause dissonance in the ranks of the people and can affect the resolve or communications of your people).
  • The Ardent Spark sees something more beyond the flames, is the Sacred Incandescence guiding them to a different path? Is the Cindarch truly the one suited for power or is there something of a divine nature that lurks in the fire? Could they be the ones to truly lead the Blackfire Cinderarchy to prosperity? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year, however, any failure could result in suspicion of the Ardent Spark who may be viewed as a traitor to the Cindarch and the Sacred Incandescence).
Operations Choices:
  • Continue the expedition! It is important to the Age of Expansion that we continue down to the Great Plains to establish our nation and grow our borders. (Continue on the path but be more cautious of the dangers that may lie ahead if you go down this route. [DC may decrease with more experience]).
  • Something caused that earthquake. There’s a whisper among the troops. What if something lies in the floor, directly below Fort Farwatch, hidden under the colourful tapestry? Some brush it off as hearsay, of ridiculous superstition…but who knows what lies beneath? (Unlocks a mystery to follow, the DC of certain tasks will be a lot higher, but there is a chance of a reward at the end of the year).
 
The Order
CaptainSully CaptainSully

Turn 1 – To Attack with Force

The Grand Marshall is experienced, stern, and powerful. The Order has been in good hands, well managed, as it should be.

A threat lingers on the horizon of a perfect future, a perfect, united front. These fire worshippers are unknown and could do terrible things if left unmanaged. Fire consumes, it destroys, it burns hotter and hotter.

But, through perseverance, dedication and honour, the Order will work to strengthen the forces of themselves and their allies through research, training, and expansion. To become powerful not for greed, but for the safety and security of those who mean the most to them.

Their people, their home.

Magic is a relatively new study, unpredictable but can be tamed. Like a wild beast who has never had the heel of its master.

The first success comes in the late evening when most are asleep in bed. But those dedicated to the cause work hard to develop a prototype. The long-range is temperamental, and it has a chance to backfire currently. But, with enough tinkering and studying, this could work. This could provide the win that they need.



Turn 1 – The Embers of War

While some use fire as destruction, to burn and consume all in its path, from fire can come creation. Forge technology has been basic for a long time, and even with searches that spread throughout the library for tomes and scrolls to enhance the knowledge, even with the help of the Archivists, the forge seems unruly.

Smiths work tirelessly, with researchers from the Archivists studying and trying to adapt and improve the heat and the metal, but for some reason, success eludes the group. More time and more focus is needed to improve technology, to enhance their efforts.


(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Magic Choices:
  • The beginning of ranged weapon research has started. Focus can be given to improve the weapons further and to complete the order by the end of the year. (Doing so will grant a +1 to magic though training will need to be given to use the weapons. Focusing on the development of the weapons means no other research/magic can be done during the year for a lower-difficulty challenge).
  • Magic, what truly is magic? An unpredictable beast? A mystery that is unknown to most? Your researchers and developers can feel it, feel something more to magic. They can twist and turn, craft and create. Why stick to just weapons, when a further power can be unlocked if we only reach beyond what we currently know? (Unlocks a mystery to follow, the DC of certain tasks will be a lot higher, but there is a chance of reward at the end of the year. Doing this will stop research on ranged magic weapons and attempt to unlock something new).
Research Choices:
  • Forgemasters unite! While the fires have been unruly, they are no match for the skill and dedication of The Order. Just a little more study, a little more investigation and better weapons and armour can be used to defend the nation, defend the people! (Following down this route will give a +1 to resources at the end of the year, with the potential of a +1 to warfare depending on how the rolls go. However, negative rolls may backfire and destroy areas of the nation, causing a -1 to resources and a reduction in resolve).
  • No one should know, no one needs to know, but the fires, they whisper to me. Rumours speak of the heretics, the Cinderarchy. What if this is something more, what if this is them? But they could be onto something, worshipping the flame, stoking the fires, perhaps we can take what they already have, and gain our power from the primordial fire? (Unlocks a mystery to follow, the DC of certain tasks will be a lot higher, but there is a chance of reward at the end of the year. Failure may uncover dissonance in the ranks and the chance of rebellion from some people in the nation).
 
The Whole City States
Twist Twist

Turn 1 – The Tunnels Beneath

It has been seasons since the first ones settled in the gardens, setting up the Whole City States. Peace and prosperity have been surprisingly easy to achieve, though rivalries can grow roots and dig in. It can be hard to remain unbiased and impartial when your family has a stake in what lies ahead, or beneath as the case may be.

With the connection to each other in the tunnels, a new government has been created to bring these once-separated nations to some sort of order and agreement. To allow a hand extended in peace, and beyond.

But where do these tunnels go? They expand beyond that of the city-states themselves, to the reaches of the depths below.

A group of explorers find a hollow rock and take the chance to try and dig around it. Successfully removing the boulder, they’re the first to discover a dark, web-filled tunnel that has a steep incline. How far does it go?



Turn 1 – To Expand Our Trade

Now that the government has become a united front, talks of opening trade to the big house in the centre of the gardens begin. Who knows what secrets can be found in the house that has towered over all garden nations for so long? Communication with the little folk inside has been successful but limited due to the trek through the long grasses, hiding from predators that lurk beneath.

However, just as an expedition to the tunnels was successful, so too was the trek to the house. Communications can be started, but which nation will be chosen?



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Operations Choices:
  • Continue the already established tunnels. There are rumours of other structures lost in the mud, and the potential to discover more lost history and lore of the Whole City States. (Continue on the path, though there is a potential of cave-ins or creatures lurking in the now abandoned tunnels below which can cause you to lose resources. After a year, continuing with the path could result in a +1 to lore).
  • The tunnel has revealed itself to us, was this a force of nature or something…more so? Even though it is covered in webs, dark and cold, there could be something hidden deep in the web, a mystery to be discovered. (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year, however, any failure could result in a major loss of a skill, and a danger could reveal itself and be a major threat).



Diplomacy Choices:
  • A successful expedition has been made to the house! You have reached the ground floor and are free to reach out to any nation to grow ties and expand relationships. (This will take a full year to expand and create a bond with the nation that you choose on the ground floor. Successfully building a relationship between nations can grant additional boons which can be used in the future).
  • The ground floor is fine, but curiosity can get the better of people. There are other floors to discover, a basement too perhaps. What secrets lie above and beneath, what discoveries are there to be had here? Do we build connections, or do we try and gain more resources for ourselves? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, any failure could be seen as an attack by another nation, and a loss of scouts can occur).
 
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The 13th Regiment
Trektek Trektek

Turn 1 – To Find Our Lost Kin
Sir! Permission to move forward, sir!

It is the goal of the 13th Regiment to find those who were once part of their troop and bring them into the ranks. From the kitchen, some of our finest begin to make their descent into the basement. It has been told by whispers that dangerous creatures reside there. But never fear! The troops of the 13th are made of sturdier stuff than that.

The expedition successfully reaches the peak of the basement stairs, a dark descent leads further down, down into the very bowels of this immense structure.

As we planned men, hup to hup to!

Ropes are flung, and screws are put in place as the regiment begins their descent. That was the easy part, but by our honour, we shall go where none have gone before to rescue our men!



Turn 1 – Construction of Defences
A good group is only as good as its defences, danger could be lurking around every corner to melt or to tear us apart. That will not be good for troop morale let me tell you.

So, men! Allow us to begin construction of the fort, and to stake our claim in this vast territory by the lake. We need resources, supplies, and my good arm! Let’s get to it now.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Operations Explore Choices:
  • The descent of the stairwell has gone exceptional, as one would expect from such a coordinated regiment such as ours. Soon men! We will be on our way to bringing more home. However, the stairs are steep and weathered, and scouts have reported a rat further down. We can push on further to the basement. (Continue your descent down the stairs and into the basement proper. Working on this lowers the DC over time and grants the ability to send more scouts ahead. However, failure may result in a loss of resources or an increase in the amount of time the overall mission takes).
  • If that rat has stolen others of our troop, they could be in trouble! We can slip past and make our way into the walls to try and attempt a rescue mission. There is a potential we find nothing, and time would be wasted, especially with the dangerous rat lurking around. (Unlocks a mystery to follow, this could grant additional troops at the end of the year, however, any failure could result in a large loss of troops or further risks).

Operations Build Choices:
  • Construction has begun on the fort. A location needs to be established for the sturdiest structure, and resources need to be spent to build the fort. (It will take 2 resources for a suitable structure to be finished, or 1 resource for a basic structure. This will enhance warfare and building capabilities if successful by the end of the year, however).
  • While the ground is strong and sturdy, the waves of the nearby water seem to be unpredictable. Whenever something is placed down the water comes further in, almost like it has a mind of its own? Some of the men report hearing strange music, are we blessed or cursed in this spot? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year, however, any failure could result in poor construction or a waste of resources).
 
The Starseeker Sodality
luciferin luciferin

Turn 1 – A Dream of Stars

There’s something about emotions. You can be happy, elated, feeling on top of the world. But you can also feel at your darkest, anger, rage, fury, and sadness. All of these can be channelled into more. Into power, energy, fuel.

At least it is believed to be the case. Researchers have worked hard to try and use this energy. Happiness was too much, unpredictable bouts of laughter caused whatever holding device to rupture. Sadness didn’t produce enough of the energy needed, just bouts of negative energy, a black hole of emotions which drained nearby sources for at least a week.
The work is hard, and gruelling. Can this be done?



Turn 1 – Emotions Run High
What is the source of dreams? Dreaming to fly, dreaming to be more than you are, to reach the stars above, to return home.

That is a desire that courses through your veins motivates you and gives you hope.

Creating the talismans is difficult, a complicated craft. Fine metal bending, engraving, and developing the technology to accumulate emotional energy, make it better than draining the source.
The problem is, because it is so complicated, emotions can run high while crafting, frustration, and negativity all play a part.

But we can try more, we can fine-tune these talismans, there has to be something more to this. We will reach the stars.

We have to.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Lore Choices:
  • Continue trying to develop the energy cell. You feel so close, there’s something here. But the problem is exhausting the resources, draining the sources of emotions dry. Some fluctuations and unpredictable waves can cause individuals to forget to emote entirely. (Continue down this road, but extreme failure could result in the loss of morale, giving a negative to a stat).
  • We’re focusing on positive emotions, as that seems to give the most responsive interaction to energy. But negative emotions give negative energy. A void of emotion, a void of substance. What if this can be expanded on? What is the opposite of energy and how it benefits us? Is there another way to get to the stars? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, playing with negative emotions can cause a big decrease in morale if the experiment fails which could cause further problems).

Craft Choices:
  • The attempt to craft talismans has been unsuccessful. Researchers are not sure if this is the right vessel for the job. However, something must be used, could there be another sturdier option to keep emotions encased that individuals could carry? Can the talismans be crafted successfully? (Continue on the path of crafting talismans up until the end of the year. The difficulty of crafting will be reduced each time; however, it will take 1 resource to be able to do so.)
  • There’s something about these talismans. Infused with a strange magic, curious. It is not magic that aligns with emotional research, but something more. Is the fact they are failing due to an outside force, due to sabotage? Or due to our lack of skill? What is truly going on that prevents us from reaching our goals? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, if this fails, something may be discovered that changes the future of the nation).
 
The Spider Riders
LucasGhost LucasGhost

Turn 1 – The Night Engulfs You

The nation which survives on the edges of civilisation. Spider Riders of the basement how you work, how you toil and hope for a better day? The previous year was kind to you, kind enough that it was decided to expand further, to grow more, and to tackle the wild lands of the basement. Unpredictable and dangerous, it is said that there were those before the first ones arrived, those that lived in the floorboards.

Rumours and suspicions only, there are things to focus on. Building, growing, creating milestones. But the basement is known to be harsh. While a prosperous previous year, a rockslide of old debris clatters down, two people are lost in the rubble.



Turn 1 – Is Your Devotion True?

Why is it silent when we pray? Have we done something to cause disdain? There is nothing but silence. Perhaps that is the threat, loneliness, isolation, or hopelessness? Resolve is hard to keep in these parts, where the nights are cold and long. Those that cling to the edge of society, what hope is there when all seems bleak?

What bravery can you rely on?



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Operations Choices:

  • We’re nothing if not strong, this setback is one of many we have had in our nation’s past, and one we will push through. We are a strong people, we will endure. It is the choice of those that dedicate themselves to the basement, and that of the arachnids. (Another attempt can be made to connect the outposts to the capital. This will grant a +1 to operations though will take one resource to complete. However, failure to do so may result in casualties, or the loss of an outpost entirely).
  • If we can’t go around, how about through? The debris cleared a tunnel that hadn’t been discovered before. This could be a quicker way for one of the outposts to send supplies through. It is also more defensible. However, there are unknown mushrooms that decorate the rubble that glow a specific colour. Could these benefit us? Or could they cause further problems? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, any negative roles could reveal something more about the passageway that could be a hindrance or could cause a roadblock).

Divine Choices:

  • The silence of the Arachoptept is for our own sake. We can’t live expecting handouts. We must impress them, grow on our own, succeed and show our strength. In doing so we shall be granted the insight and wisdom we deserve. (Continuing on this path will increase your divine, and potentially unlock future insight/help. However, failing the rolls could result in a loss of divine insight and a loss of faith among the people).
  • Is this silence more? Why did the rocks slide, why are we cursed with this fate? Is it all for nothing, or is there something more we deserve? Our cries and devotion go unanswered, we can find our answers. We can try to answer the mysteries ourselves and work for the wisdom and insight we can be provided. Perseverance overcomes blind devotion. (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, any negative roles could reveal something more about the divine that could divide a nation).
 
The Empire of the Emerald Scale
Cosmo Cosmo

Turn 1 – And So, We Dig
The wood is rotten, it seems unusable. As workers toil and sweat in the musty dirt of the shed. Until jackpot. Wood, that is usable. Strong and sturdy, it can be used for buildings, for tools and much more. The workers barely need to be whipped in her name. They are loyal for once, obedient. A lesson to be taught, the harder you work, the greater the reward. So is the belief.
But there are other resources, glinting under the floorboards, a strange glint in the soil. What secrets were hidden here?



Turn 1 – To Expand and Conquer, our Divine Right
The wood can be shipped back to the main city, but it takes time, the planks are heavy and durable, and these will make excellent fortifications. High above, to keep an eye over the territory. She will be happy, our divine right to conquer, the shed is ours and will always be, from the spiders to the snails, from the walls to the roof. We shall fight for what is ours.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Gather Choices:
  • This discovery of durable wood is an excellent resource which can be used for more towers. Harvesting this wood takes time, however, and a lot of workers have to be used due to the age of the floorboards. It’s rough work. (Gives you +2 to resources after the year if successful. However, if unsuccessful lose +1 resource and morale with the people).
  • What is the strange glint under the floorboards? It’s large, but could be a blessing from She Who Slithers, something that was meant to be discovered as an achievement of hard work. A reward for those loyal to the cause of the nation. What could this mean? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, any failure could result in a negative outcome for the nation).

Build Choices:
  • Construction on the towers can begin! A location will need to be established for one of the towers to be built. (Due to the discovery of sturdy wood, this tower takes no resources to build. However, future towers will need to be rolled out to see if it is still possible to use the wood. If successful will gain +1 to defence per tower successfully built. Each tower will take two turns to build).
  • Do all agree that the position of these towers is good for fortification? Shouldn’t the workers find a more defendable place? A higher place? Some whispers of complaints that the area is cursed, that the structure is unsound, the plan has holes in it. Who are the troublemakers, why are the whispers only that, what knowledge are they hiding? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. Weeding out the traitors could potentially cause morale to rise. However, not discovering the mystery could result in a negative outcome).
 
The Highmost

ThatWhichShouldBe ThatWhichShouldBe

Turn 1 – The Way is Clear

Beloved Lord, proving your worth until the last moment. No matter how much you push, and how much you fight, the blades and beaks of birds seem to haunt your people in their final moments. No matter what, Highmost stands proud and strong. Building relationships and allies. There’s no bitterness when the war is on all sides.

The house requires protection, its people require stability. And you, those who reside at the top, those who can touch the sky are the ones who have taken up the noble duty to shield and defend.

It is hard to descend into the house proper, passageways are covered in webs and other deadly creatures. Old wood is rotting and crumbling, and secret tunnels lead to nests of mice and rats.

Yet it’s nothing compared to the shriek of birds, the cries of pain, the blood of the fallen.

Roads shall be built, alliances shall be forged, and we shall be stronger.



Turn 1 – And We Shall Take Up Sword, and Fight

Magic is a beautiful thing. Filled with unknown potential. It runs through the bones of the house, from the rafters to the basement. Some say it was a divine gift, others say a haunting memory of life in the past.

However, nations have found ways to use magic to their advantage. Development, growth, and substance. To learn with the blade, to dance and wield more than just a sword, but fan, staff and whip. To learn how to bend with the magic, to force its unpredictable nature to work for you. You can tame it, you can learn it, and it can be a useful ally.

Or a dangerous foe in the wrong hands.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Operations Choices:

  • The Highmost has suffered far worse than the creatures who lurk in the passageways and dark nooks. Most are scared away by light, as structures begin to form along the roads, the beginning workings of connecting nations to the attic city. (Will give a +1 to diplomacy if complete after the year. However, if the failure occurs could cause a loss of resources or a blockade which may mean more scouting to find another suitable place).
  • As the workers carve their way through the passageways, a strange discovery is made at the base of one of the rafters. Strange feathers of a bird never seen before, though the bird or nest cannot be found. Scouts whisper that there was no trace of a bird when they checked beforehand, so the feathers appeared recently. What could this mean for the mission? (Unlocks a mystery to follow. This could grant a boon/ability at the end of the year. However, any failure could result in problems for the Highmost, or a secret that they may not want to uncover).

Lore Choices:

  • The training is going well, discoveries have been made in this weapon mastery, and the skill of using magic is becoming more common and reliable. The elite will be able to teach others soon as long as everything continues to go as planned. (This can unlock either a +1 to magic or +1 to warfare depending on what area you wish to study more. However, failure to complete this by the end of the year may result in an unpredictable wild magic outcome, which could cause more problems for the nation).
  • Why do the blades whisper? Why is there a desire to slice, to cut, to bleed and break? What do they want? Can they give us more magic, more power? This unpredictability can also be a bonus, we can communicate, communicate with the way magic bends to our will, and unlock more than our potential. We just need to submit; we just need to be bold. (Unlocks a mystery to follow. This could grant a boon/ability at the end of the year. However, any failure could result in a -1 to warfare or magic, or something far worse could occur).
 
The Kingdom of Gillia
Voider Voider

Turn 1 – The Ground is Unstable

As per the word of the king, the Builders Guild gets to work. Though they are skilled, and the resources are enough that they can make good progress, something is not right. The water of the pond is usually a friend of the Gillians, but the nation is struck by terrible luck. High winds and rough, choppy waters make construction impossible for the first few weeks. Deadlines aren’t met, and it’s impossible not to fall behind.

What is going on? After years of prosperity and safety, the water surges, and roars. Citizens in the night hear soft wails and cries from beyond the waves.



Turn 1 - No Root Unturned

While the Guild has problems with the waves and the wind, the expedition is going much more successfully. Troops land on sandy shores, their travels buffeted by rough and choppy waters. However, skilled scouts and navigators are confident in their abilities to sail through the surf, and coast below the waves.

When they do reach land, almost immediately a discovery is made. A large, branch that fell from a nearby oak tree, half submerged in water. While the waterlogged part may not be useful, wood could be gathered to return to the nation with.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Building Choices:
  • It is difficult to build, but that hasn’t stopped the nation before. Storms come and go, and waves may strike the shores, but with dedication and understanding, Gillians have been known to quell the waves and endure the unpredictable power of water. Continue to push forward! (Will give a +1 to operations or communication depending on how successful the build is. Failure may result in the loss of workers, resources, or damage to the nation).
  • Maybe the water is trying to tell us something, perhaps there are secrets beneath the waves yet to be surfaced. What are the cries and wails? What lies out there in the depths, and what have we done to draw its ire? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, any failure could in something haunting or terrible happening to Gillia or the people sent to investigate).

Gathering Choices:
  • This tree is old, the wood is strong, and this supply of wood will be enough to last the nation a while. Harvest the wood and return with it, though the journey back will be a lot harder to make sure the wood doesn’t get wet. (Gives you +2 to resources after a year. However, failure could result in finding rotten wood, and having to spend more time harvesting resources to get an equal amount).
  • This branch was blown down by a harsh storm, though it seems to have embedded itself into the sand and dirt. Further investigation reveals carvings on some of the wood, pictographs, and words in a strange language. What does this mean? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, any failure may result in a negative effect, or discovering something that may change the course of the nation).
 
The Archives
LadyOfStars LadyOfStars
Turn 1 – To Contact Those Who Roam

Congratulations are in order, for those who live in the books and reside on the shelves. Our cataloguers, our tenacious archivists. So loyal to the past, and the present, and to prepare for the future with knowledge and understanding.

Magic is still a relatively unknown source of power, no one knows exactly where it comes from. And how people use it is still to be fully studied. But, for the mages and those who hope to master magic, a desire, a connection to expand. Unfortunately, the unpredictable nature causes the spell to backfire, repeatedly. Perhaps long distance is just too much? Perhaps a hope of communication will forever be in letters in words, rather than the strands of magical nature.

Or perhaps something is blocking it, something is limiting the nature of the spell? Your researchers can continue to work, potentially to find out more.



Turn 1 – Our Best Foot Forward

The problem with diplomacy is the twists and turns of corridors and passageways. Even for the Archives, the oldest of nations, that which has explored the halls before. There is still much to be discovered.

What wriggles beneath, beyond and in between? Discovery is needed to see more. While tutors were sent, a few went missing. Reports tell of something more to those who were lost. Is someone trying to stop the expansion? Is something trying to stop the need for diplomacy, the desire to learn and to understand?

No matter the secrets, are those who work for the Archivists, live on the shelves brave enough, strong enough to push forward?



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Lore Choices:
  • Allow more time for the spell to be created. Learn how magic works and ebbs and flows. Even with its unpredictable nature, there has got to be something to how it flows. Can we study the weave? Can we study records and books to show anything that reveals the secrets of this path? (Continue to develop a sending spell, which will give a +1 to Communication resources, being aware that failure may result in an unpredictable magical effect and a loss of resources).
  • There must be a reason the magic refuses to listen. Is there something cursed in the Archives? Are the shelves and tomes hiding secrets that can reveal a different path, a powerful future? (Unlocks a mystery to follow. This could grant a boon/ability by the end of the year. However, any failure may cause an outcome that may not be positive for the Archives).

Diplomacy Choices:
  • The Archivists know these halls well, they’ve traversed them before and will continue to do so in the name of knowledge and friendship. The dangers can be avoided with enough time, effort, and careful work. (Continue on this path, which can increase Diplomacy by +1. However, failure may result in a loss of resources or a negative diplomacy depending on the outcome).
  • Why did they fail really? This nation of old, this nation of knowledge and planning? Some scouts report whispers of another nation, a nation hidden deep in the walls. Behind the webs and the rafters. What if we contact them? Those who have never seen light? Those who may know more of the house and its secrets. (Unlocks a mystery to follow. This could grant a boon/ability by the end of the year. However, any failure may cause an outcome that may not be positive for the Archives).
 
The Yoshihama Clan
Scatterbrain Scatterbrain
Turn 1 – A Maze of Pipe and Water

The great Yoshihama Clan, respect and honours to you and your kin. The pipes and waterways are a maze, giving no guidance in the darkness. It is easy for some to get lost in the network, to be waterlogged and drown.

Tales are spun of malevolent spirits who play tricks. Those who have walked the maze before whisper of voices, of laughter, of glee. What could it mean?

However, your scouts are brave and true, not easily swayed by strange and mysterious voices as you expand your home, understanding how each pipe works, and where each path leads.



Turn 1 – A Map is a Map, After all that

Paper is a finite resource, woven in many ways by many different nations. Ink is water soluble, and it can be hard to make an accurate trail. When some plumbing floods or completely drained networks are discovered, with rotten pipes that lead to the dark and dangerous space between the walls, unmapped, unresearched.

Some were lost in the floods, others, by rotten pipes. While exploring the plumbing and pipes is one thing. Making a map easier to follow, unsmudged, is proving to be far more complicated.



(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).

Operations Choices:
  • Continue to explore the pipework! This is the clan's home, their primary domain. While water and floods, rust and cracks happen, we are strong and persistent. We can mark our territory out and expand to all corners of the house. Perhaps even beyond? (If you continue along this route, you can gain a +1 to Operations for exploring the house. However, failure may result in a loss of operations or resources).
  • Rats are durable. They can survive floods, cold and heat. They can eat whatever and live wherever they choose to. But what are these tales of spirits? Strange voices leading our people to their demise? Or to something much more? What if these are the words of the past? Wise and confident, they could lead us to something more, something of substance. (Unlocks a mystery to follow. This could grant a boon/ability at the end of the year; however, any failure could result in an unknown result that may affect the clan).

Lore Choices:
  • The Archivists are known for their paper, how did that happen? It must be possible to make waterproof ink, and paper that is durable. We are a people with wisdom and knowledge. We can develop materials that will survive longer and help us expand our territory beyond our walls. (Success will give a +1 to exploring and an addition to resources. However, failure may result in a loss of resources and a higher DC to explore the pipes until then).
  • Can other materials be used? Can other ways of tracking and tracing, of following those that explore the pipes be acquired? What are the rumours of magic? Whispers in the walls, of the fate of our folks. There must be a way to tame, to control, so we can be the victors, the ones who come out on top. Is there a way to reclaim what is ours? (Unlocks a mystery to follow. This could grant a boon/ability at the end of the year; however, any failure could result in an unknown result that may affect the clan).
 
The Grove
Dest Dest
Turn 1 – To Tame a Beast

A peaceful life by the folks of the Grove, safe and secure. But dense jungles where monsters lurk are all around. However, can these monsters be used? Be tamed to pull, and dig, and perhaps much more?

Observations have gone on, to little success except recently. A pattern has emerged from the large black ants that scurry through the northern fields, in between the branches and over felled trees. They feast on anything, but they favour honeydew. Could it be used to lure the creatures to do work? Or perhaps there are other creatures out there that can be far more useful?



Turn 1 – Over Grass and Under Rock

Could one even know how hard it is? For a forest that is so thick with vegetation and life, danger lurks. Gatherers have had difficulty going beyond the borders that have been constructed. Something looms in the shadows, something that has never been catalogued before.

Is it a curse in nature? Has something come to ruin the peace and tranquillity of the Grove? Or is there more to discover, could this mystery lead to prosperity and hope?

(With each of these choices you can only choose one or the other, this will take up your actions next turn if you wish to progress down this path. Or you can choose to ignore these actions and do something else).



Lore Choices:
  • Studying the local fauna has gone better than expected. Perhaps this can develop beasts of burden for the nation. However, they are still unpredictable. Is this a wise move? (Continuing down this path can gain a +1 to Operations. However, failure may result in the loss of resources and be a danger to your people).
  • Beyond the south field, some interesting insects can be found. Those with iridescent wings that catch in the light. They seem to dance and sway in a mesmerizing pattern, hypnotic almost. Perhaps there can be a benefit to taming them? Perhaps they can be of aid to the nation? (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, failure to do so may result in negative connotations for the people of the Grove).
Operation Choices:
  • While the work is hard, it is possible to explore to the south, where the forests of grasses are denser. Perhaps luck with be on your side, and resources will be more plentiful with less danger. (Continuing down this path can gain a +1 to resources and operations if successful. However, any failure may result in the loss of resources and the attention of something dangerous.)
  • What is the shadow in the north? What looms ever closer, and haunts the nightmares of the Taurs? Is it something tantalising, desirable? Or is it something dangerous that needs to be destroyed? The only way to find out is to push forward and risk the dangers. (Unlocks a mystery to follow, this could grant a boon/ability at the end of the year. However, failure to do so may result in negative connotations for the people of the Grove).
 

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