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Fantasy BoN: Stone Age

The Glimmerhill Giants​


Wroggi sat back, watching his sons play out a ragged pantomime of the Burning of Woodmere in the amphitheater. Over the years, the battle had developed into a story quite far from the source material, in no small part due to the giant's capacity to create larger than life scenarios (or at least exaggerate everything from the size of the forces to the size of the sun). Even several of the weewards joined in on the fun after several runs, and between the perspectives and heroes of both sides, a sort of rivalry had begun. It had even developed into a game of sorts. The humans always lost, of course, as the giants would never declare themselves the losers, but often enough the weeward's had a decent enough strategy going in that they could not be adequately countered by anything but exasperation and fiat. They were clever little mites, Wroggi had to admit.

"THE BREAKING OF THE LINE HERE THREW YOUR ARMY INTO CHAOS. ESTIMATED DEATHS OF... 30,000 PROGENITIVE BEINGS, AND 50 HYBRID GIANTSPAWN...." The dreadful voice hissed behind him. Wroggi waved his hand back, dispersing the phantom for but a moment, and the voice continued.

"ABSOLUTE DISCIPLINE IN A SOLID DEFENSIVE STANCE IS THE GREATEST ASSET ONE CAN HAVE IN BATTLE, MY DEAR ABEL. YOU WILL SEE ONE DAY, WHEN THE RED SUN FALLS-"

"Not Abel," Wroggi mutters to himself, glaring at the show intently. The silvery crown gleamed in the august light as his fellows glanced at him, worry flashing over their faces.

"NONSENSE, MY BOY," the dread tones responded, evoking all the congeniality of a cave in. "IF YOU ARE TO LEAD THIS KINGDOM YOU MUST UNDERSTAND WHAT HAS MADE IT SO GREAT. NEXT WE WILL DISCUSS THE IMPORTANCE OF PROPER ARMOR MAINTENACE...."

Wroggi simply hung his head, willing for the day to be over and the ghost to rest, so he can hear the sounds of the forest under the moon in peace....



Vrizz hacked at the massive deer before her with a large stone knife, as her companions looked on. Many of the humans have taken to spending time at the Ranger's Rest with her and the more well traveled of the Grunks, as they were more comfortable around people near their size, and to whom "human" didn't carry the same weight as "insect." The bloody affair occurred in a clearing below a great sentinel tree to the south of Onan's Rock, where a variety of watchpoints and platforms have been put up over the years to listen for the subtle signs of migrating beasts.

"Good catch, mah," Arol, one of her younger children, remarked, wiggling one of the deer's feet. "Nothing like a nice deer meat."

"Yes, child," she said, through gritted teeth as she tore the skin back from the flesh. The scouts from Woodmere taught her the precision of the blade, but there were some feats that could only be dreamt up by one with a strength far greater. Using both, the beast of cleanly dressed and portioned into 4 groups. One for the hunter, as the beast lies, one for the hangers on, gathering like flies, she mused, passing the bloody red meat to the rangers and her kids in a wide stone bowl. "Cook it up good, Vrizz has some errand to make," she says with a forced smile and returns to her work.

She left her share on the cutting board, and put the other two in fine hide sacks. The wee ones taught her their sewing and archery, and after some brief hesitation - it didn't seem like it could be fun, hunting animal from afar - took to it like Kurlap to that pink goop found in the mountains. Descending further into the forest, into a deeper valley, she found what she was looking for.

A wide flat stone had settled here many ages ago, before a low pool of standing, ruddy water. Small cairns had been set up on either side, and the stone was stained a murky brown. A snapping turtle eyed her as she tromped over to the stone, and set her burdens down. She dumped the darker of the two bags onto the makeshift altar, scattering the bones and viscera over its surface.

Placing the deer skull at the center of the heap, she murmured, "One for Armok, of Mud, Blood and Strife." Hesitating for a moment, she suddenly lashed out, beating on the brow of the skull until it was caved in, the antlers falling into two neat halves in the shattered remains. Sweeping all but one of the antlers into the pond with a quick motion and sucking on her bloody knuckles, she walked quickly away from the altar, as if to put that place behind her as quickly as she could.

Winding back towards the mountain in a path she knew all too well and followed many times in these past several years, she slowed a bit, feeling the bark of the trees, and listening to the wood. Eventually steeling her resolve, she continued, finding herself at a rocky gulch nestled within the southern range. The top had been covered by a rook of tree trunks. The working of the scouts had little use in giant society, but the combination of soft pines and lashings of giant deer sinew afforded this spot a roof to keep the sun off. Would that she could do more.

Entering the dark expanse, hidden by the rock face and the tightly knitted wood above, she waited for her eyes to adjust, and saw two glimmers of light in the corner, reddish fires in the narrow expanse of the cave. She knocked the massive antler against the wall and anxiously threw the bundle of meat ahead of her, where it spilled across the damp ground, great lumps of flesh scattering in the scree. A single hunk fell near the fire, the great heart of the deer, with a ragged hole where her arrow found its mark.

The higher of the two lights flickered in response to the intrusion, then lay dormant again, as if analyzing the bloody heart closely. And one for the beast, who still clung to life. The light flickered again, as if the mantra gave away her position; the shadows surrounding it coalescing into a contorted face surrounding a single, giant eye that she had come to fear and love in equal measure.

"Hello Mother," the beast said, as Vrizz fled the lair, throwing the antler behind her. She did not stop until she was well clear of the valley, the snapping and crunching of the trophy in his gnarled teeth following her all the way.



Wroggi just stared at the scouts ahead of him. He had begun to slow down in the past few years, and some of the giants thought he would soon sink into the earth as all the chiefs did. The waited patiently, fidgeting and looking down at the valley, where smoke once again rose, the familiar crackling and an raucous yells of the bandits echoing up the hillside.

"They're back?" He eventually said, as if the idea would never had occurred to him.

"Ye-es, Wroggi, it looks so," the one scout said.

"And looks like they ready to rumble," the other said.

"Huh. Hmmm," Wroggi said, holding out his m's for far longer than one ought. "IF WE MAINTAIN OUR STRONG POSITIONING, AND USE THE HIGH GROUND FAVORABLY, WE COULD PERHAPS DEAL HEAVY LOSSES WITHOUT RECEIVING THE SAME. ESTIMATED DEATHS OF-"

"None," Wroggi cut the ghost off, the scouts looking on in confusion. "Send runner to this, er, Jekob, tell him we fight special. I kill him, he dies. He kill me, I dies. Then this stops. Seems fair."

"Wroooggi, he want more, me thinks," the first scout says, worried.

Wroggi sighs. "We talk. Then, at last, we fight," he finally responds, in his wizened eyes a glimmer of finality.



BREAKPOINT:

Soon enough, it become apparent that the surviving Bandit warriors, under their leader, Jekoby, who had survived the battle raised a NEW ARMY in order to kill the Giants. Even though he was an old man, he was ready to give his life to crush them.

BREAK POINT:
  1. Fight the bandits
  2. Challenge Jekoby to a duel
  3. Ignore Jekoby (He is old and most likely won’t be able to hold the army together for long enough to be a problem)

Wroggi is sick of this guy sticking around, and knows his people have yet to recuperate. He just wants to squash this old man into the earth, and is bringing every artifact he has with him as the giants look on:
-Crown of the Lost King (Can be worn as a Pinky Ring- Boosts a character up by 1 Martial. There might be a ghost attached to this.
-Giant's Toothpick- A Solid Stone Sword that is etched with Glowing Runes. Currently stained in Dark Red Blood.
-Bracelet of The God's (Can be worn as an ear Piercing) Allow up to 2 full rerolls. After that, it breaks.
-War Paint: +1 to rolls for one type of unit per battle


ACTIONS:

1. As giants die, they become mud and stone again, a reminder that they were made of the skin and bones of the earth itself. From these remains, new Slops are pulled, to serve the new waves of GIANTS in their dominion. [RECRUIT MORE SLOPS]
2. Vrizz and the rangers will continue their bloody rites and offerings to Armok, developing a CULT OF MUD AND BLOOD below the glittering peaks of Onan's Rock.
3. (Free Action) War Paint will be provided to the Wroggi for the upcoming battle.




  • Name: Wroggi Tuskfire

    Race: Giant (Stone)
    Age: Generational (OLD)
    Keywords: Huge, Strong, Cursed

    Stat points:
    Martial: 4 (Base 3)
    Magic: 0
    Army: 3
    Technology: 0 (Wood, Stone, Pink Goop, GIANT DEER MEAT)
    Leadership: 1
    Relics: 1

    Character Strength: Herder (bountiful food)
    Character Weakness: Small Minded (does not think outside the box)

    Equipment:
    -Crown of the Lost King (Can be worn as a Pinky Ring- Boosts a character up by 1 Martial. There might be a ghost attached to this.
    -Giant's Toothpick- A Solid Stone Sword that is etched with Glowing Runes. Currently stained in Dark Red Blood.
    -Bracelet of The God's (Can be worn as an ear Piercing) Allow up to 2 full rerolls. After that, it breaks.

 
Valora
Eric looks to Kendrick with concern, seeing the white in his hair. "Why did you do this, father?" He asks quietly. "Why would you choose to spend your winter so far from home? I could have waited." Kendrick shakes his head.
"No, my boy. You spent far too long alone as is, I couldn't let you go this alone too. And if it means I get to see you finally get peace, then I will have just done my job as your pop."
Eric smiles, pulling him close in a one armed hug. "Alright then. But still, thank you. I think we're almost to the bridge now."

ACTIONS
The expedition team is headed for Lakeside.

The pod will accept the offer of a festival

A large number of canoes will be made, in case evacuation ever becomes necessary.

Some of the sharkfolk will swim out and try to find Merchant vessels to make contact with.​
 
The Eternals

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Order 1: The Verdant Star Palace: Stellarum Sanctum, The Eternalis Arcana

The True Beauty of Mythanar’s plan was beholden to all with this part of the construction. All who saw it felt as though they had been transported amongst the cosmos. It was a true elevation of Elven culture and standing in the region. It greatly improved any elves ability to discern artifacts of The Old World, perform Divination Spells or observe the Stars in the Heavens

Order 2: Explore the Forge- (Mythanr and his entire Army except Nier was eliminated. The Creature inside obtained Mythanar’s artifacts for itself)


BREAK POINT: Allow the Elves and Lizardfolk to Mingle

The Elves and Lizardfolk that mingle do indeed form their own settlement, which in turn allows them to create their own culture, one that does not revolve around Mythanar Fensandoral being their one true leader. Especially after the loss of the massive army of Elves and Lizards on a doomed expedition which became known as Mythanar’s Folly.

This became a common bedtime story and later on, a play that was soon spread throughout the continent of Boltavia.

The Lizard and Elven descendants began to thrive, producing more members at a much faster pace than elves typically produced, bringing their numbers back up to more acceptable levels in a few decades.

Edess rose to prominence among the Lizards and Elves.​
 
Followers of Izel
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Action 1: Build a Shrine of Tikal in The Great Plains

A Shrine of Tikal was constructed in the Great Plains and while they were able to gather a small following of worshipers among the humans, the vast majority of them preferred the worship of the Moon along with the Dawi. Any Orc or Goblins instead brushed the place off completely as they worshiped strength, having been shown it in their homelands.

Action 2: Explore the Misty Canyon: (Being Resolved on Discord)

BREAK POINT:Talk to the Hedgehogkin

The Talks with the Hedgehogkin go well and while they will not budge from worshiping their forest gods, they will pay tribute to the Followers for being in their lands. GAIN COPPER ORE OR TIN ORE​
 
The Nowhere Herd

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Action 1: Trade at Lakeside

Using the eye, they came across a wide variety of interesting items at Lakeside. EACH OF THESE CHOICES WOULD REQUIRE EITHER A RESOURCE TO BECOME UNAVAILABLE FOR A TURN OR AN EQUALLY VALUABLE OBJECT IN RETURN

Floppy Hat
A Blue Hat with White Stars on it. It looks magical

Garden Gnome
A small statue of a Gnome. Did it just wink at me?

Small Key
It seems almost comically small. Does this go to something?

Action 2: Tame more Heavy Mammoths

Using all the skills at their disposal, they managed to round up and train 12 Heavy Mammoths. All in all, a considerable haul considering the terrain and its surroundings. But it certainly helped that a decades long snowstorm was summoned to the region.

BREAK POINT: Partake in the Festivities (To Be Resolved on Discord)​
 
The Goliaths of The Stormwrath Peaks

Breakpoint Select: FIGHT
So much lay open to the Goliaths, but now men came from the east demanding they bow. The Goliaths were proud, even if the battle with the Grizzard had bloodied them. No matter. The Goliaths had their own friends, and they did not fear the threats and bluster of men in shiny clothes! If it was a war the Iron Keep wanted, then it would be a war the Iron Keep would have!

[Free Action]: The books at the Tower of Flames would be studied for arts of flame and warfare that could be taught to the Goliaths' warriors(possible new troop type or troop upgrade?), in preparation for the looming battle with the Iron Keep.

Action 1: Raise an Army
The Storm Wrath Stone Warriors who had survived the Grizzard would be equipped with the recently created Golden weapons and Grizzard leather fashioned into armor to form an elite core, while a new crop of Goliath Soldiers would be trained and outfitted to prepare for the coming battle.

Action 2: Drill and Drill!
A Training Yard would be established for Alexandros and his warriors to hone their skills in, getting as much practice in and turning combat into an art form, with 'books' that were more akin to tablets carved with words recording down the secrets of martial combat the Goliath's warriors had learned and accumulated, building up and increasing knowledge of the warrior arts over generations. This includes whatever is gleaned from the books at the Tower of Flames!
 
A sharp, piercing pain radiated from the ends of Fula’s tendrils as the Cainite bit down suddenly on the vines she had inserted into its mouth, causing her to recoil and spill the serum she had raised to it’s lips.

She cursed violently and retracted her leafy tendrils, examining their ends and muttering to herself as she massaged the bite marks on the ruined ends.

Not an uncommon occurrence, she grabbed a small clay pot from a table along the edge of the hide-covered hut as the Cainite thrashed pointlessly against it’s restraints. She removed the unpainted top and dipped her fingers into the milk-white salve below, applying it to the mangled ends of her vines.

She glanced back at the Cainite, more annoyed than angry. It was a short thing, appearing almost as if it were a Daeva or a Brothiate, but it was twisted. It stood no taller than her waist, it’s arms long in proportion to its body and it’s face scrunched as if permanently exposed to a foul stench. It’s body was covered in fresh bruises and scars that barely stood out against its dark colored skin.

She sighed as she finished applying the salve, and then took a small obsidian blade from the table, trimming the ends off that were beyond saving down to just above the closest intact node, applying the salve carefully to the cut ends to encourage rapid recovery and growth.

Returning to the work at hand, she gathered up the dropped cup, and refilled it with a thick, reddish salve. She approached the Cainite, whose beady eyes stared up at her with a fiery defiance. Not risking another bite, she pinched the creature’s nose with one hand.

It looked up at her with a puzzled expression at first, almost seeming to begin to laugh before realization dawned.

It began to kick and struggle against its restraints with renewed purpose, twisting its body to and fro, but it was tied too tightly, it’s recent beatings and fasting having starved it of the strength needed to truly resist its fate. The imp clenched it’s mouth down tight, it’s lips pursed from the effort. But it was only a matter of waiting, as the oxygen began to dwindle in it’s blood stream. Purple began to slowly discolor the hue of its cheeks, growing to cross it’s entire face as it’s veins and eyes bulged, threatening to explode from their place.

Suddenly, it opened it’s mouth to gasp for breath. This was the opportunity Tula has been waiting for and she sprang into action.

Still holding its nose closed, she grabbed its chin with her other hand, and used her vines to shove the cup to its lip and pour the thick substance into its mouth.

It tried to turned it’s head to the side side, open it’s mouth the smallest amount it could to breathe, but it was no use. Tulsa’s iron grip kept its head steady and the relentless flow of the irchor forced it’s way into its mouth. She then used the hand on its chin and her vines to keep its mouth closed.

It began to panic, kicking pointlessly out at her, though it’s feet could not move more than a hairs width. She could see fear gather in the pits of it’s eyes as the head inevitability of its situation sank in. After a short struggle, it’s body, desperate for air, forced him to swallow.

Fula released her grip on the creature and stepped back as it sputtered, coughing and hacking up thick red globules. It began to wretch, craning out its neck and opening its mouth wide in exaggerated motions to try and force itself to vomit, but it was a pointless effort. Fula simply stood and waited, until the Cainite slowly slumped over, it’s thrashing replaced by a slow rhythmic rising and falling of its chest as the sedative kicked in.

The hardest part over with, Tula moved over to another side table, grabbing a polished stone spear-tip with a T shaped handle and the obsidian knife from before. She placed these on a small thatched wooden table. From one of the many pots placed about the edge of the dwelling, she fetched a cupful of a thick amber paste and placed this beside her implements.

Glancing back towards the doorway of the hut where a hide curtain was draped and tied across the entrance and she paused, letting the sounds of the village overcome her. She heard the mundane bustle of her people; the knaps of stone being worked, shovels breaking dirt and children shouting. Finding her little corner of the world seemingly adequate ignored, she took the obsidian blade and grabbed the unconscious creature by the hair. Slowly, delicately, she used the sharp edge to shave away a patch of hair from the back right of it’s head. She took a dollop of the salve and rubbed this into the bald spot she had created. Then the tiresome work of drilling began.

Using the spear point, she drilled a hole no bigger than an acorn into the skull of the Cainite. Once this was done, she set the bloodied drill onto the table, dabbing up the blood dripping from the hole with a hide and sprinkled herbs and drizzling a black pumice onto the wound, to force the spirit of the creature to vacate it’s body. Then reaching into a basket set under the table. Out from it she retrieved a small leather draw-string pouch. Gingerly, she opened it and stuck two fingers within, pulling out an oval seed the size of a pea, colored a soft brown and speckled white. She used a shaven wooden rod to gently press the seed within the tissue of the Cainite’s skull. She packed the hole in with a mixture of the amber paste and a pumice that smelled of earth and wrapped the creatures head in hide.

Just as she stitched the last of the thin hide to the creatures skull, she heard foot steps approach her tent and heard a hand fumbling to untie the knot she had made to hold the curtain taught.

“Why must you tie back the curtain?” An exasperated voice chided from behind her. “I know the children’s prying gaze and questions are tiresome, but it is simply how the knowledge is passed.”

Nomsa stopped and stood beside her pupil, examining her work. She felt the hide bandage with her age-worn fingers and frowned.

“You placed the seed in the wrong place. This one will not grow properly.”

Shaking her head, she grabbed the obsidian blade and moved it toward’s the humbled’s throat.

“No! Nomsa, wait!” Tula grabbed her wrist just as the blade began to slice into the humbled’s flesh.

Nomsa looked back at her, eyes narrowed.

“Did you not free it’s spirit, again?”

“I did, I did.” Tula nodded her head. “I just wanted to experiment with this one. We have so many already… I dont know why we cant just try and make them better, more useful. Make them a little smarter… so we dont have to feed and guide them, and breed them…”

“Tula… we have talked about this.” Nomsa put down the blade. “Humbled made wrongly do not grow, or grow wrong. This is just how it is. Without the soul, it cannot be guided. It is an empty husk in which we may plan out fruits. The Jade seed simply keeps the body from rotting, but it is a shell.”

“But there are other seeds we can try!” Tula bent down and grabbed the draw-string bag. “Look, I went out into the bog and stole a seed from a Bog Screecher. The elder’s have said that they contain a soul, right? That is why they are able to react to us and screech until our ears bleed. If we try, we can get it humbled to grow with the,.”

“You fetched Screecher seeds?” Nomsa sighed and grabbed Tula’s head. “Child, you are foolish” She chided as she looked into Tula’s ear. Satisfied that she was not damaged, she let go of her. “You are too stubborn, you will only learn from your failure.”

She shook her head and began to make her way out of the tent. “Just make sure you do not hurt yourself in the process. Humbled made wrong can be dangerous, violent machines without direction.”

“I will.” Tula promised, and mentally made a note not to mention the seeds she had asked one of the hunters to fetch from a Firebelly tree…



Action 1: The Daeva have bred and made The Humbled the same way for generations now. It is a tradition, the methods now imbued with cultural and even spiritual importance- the thought that things could be done better not even occuring to most. It is curious how people can become complacent with even the most laborious of tasks. The Humbled can barely be said to be alive- the fact that if they are cut and bled they begin to rot being the only sign of life. They will not eat, drink, breed or even move to escape danger without being given suffiicent prodding. All aspects of their existence must be tended to by their Gardners. But why be satisfied with this? The Daeva imbed themselves with all manner of plants to achieve all amnner of effects- some greater, some lesser. Surely the Humbled can be made better. Tula shall find out. (Trying to tinker with The Humbled, wanna lean into having SLAVES)



Action 2: Explore The Rock

In the beginning, there was nothing but Assem, who was naught but a mind floating in nothingness. Empty, he began to think and imagine, and the world sprung forth from his thoughts.

Wanting to explore the world that he had made, Assem gave himself a corporeal form with which to walk the barren earth. This form was that of man. He wandered the empty rocky expanse of the earth and admired his creation, but with time, grew bored. He tired of his lonesome company, and thus made three beings, all in his image, each using a small piece of himself. He named them Cain, Abel and Seth, his children.

Together they wandered the empty earth, until like their father, the three sons grew bored of the world and of each other. They wanted to create, like their father had, so he gave onto them the power of creation. From their thoughts, sprang forth life. But they were not satisfied with the simple animals that they had created, they wanted children of their own. So they created the first men, created in their image, the image of Assem. They guided humanity, and gave to them many gifts. But the three Brothers could not agree on what way to push and pull humanity, but none could equally agree how to split them up.

Seeing their bickering, Assem pulled down one of the stars and formed it into a crown, declaring he who wore the crown would be the ruler of all mankind for a century. He ordered that they trade off this crown. He gave the crown first to Abel. This inspired jealously and rage in the other two brothers, who felt betrayed by Assem and both believed that they should be the first to wear the crown. Poisoned by rage, they went to war against Abel and agaisnt each other, each trying to claim the crown for themselves.

In their fight, they created all manner of creatures and demons, great spirits and gods in their bid for the crown. They sent these beings against the creations of the other, tearing down all that had been built until the domains of man and all others lay in equal ruin. Seeing that all of creation threatened destruction, Assem was forced to slay his nly sons.

Distraught, Assem shattered the crown into thirds and buried each son with a piece, declaring that if all three pieces were reunited, his sons would live again. Shameful, Assem withdrew, taking his gaze from creation and disappearing.

This is the story of creation that the Daeva hold. They believe that within their "capitol" lay the body of Cain, and a fragment of the crown. They believe that if the crown is remade, the war between the three brothers will destroy the world utterly. To avoid this calamity, they will set out in search of the pieces, to guard them until the return of Assem, and perhaps, find Aseem himself and ask him to fix the broken world.
 
Shifting Covenant
Turn 3

Breakpoint: A (Fight the Crystal Monster). This will be done with the help of BlackRock.
"You're telling me, this- thing with crystals and all, dragged its unwelcome self onto our land and didn't bring us a gift or even knock? Come, let us teach it some manners. Perhaps its head'll do nicely as a trophy, or even fresh product for OUR cycle of evolution." - Ekco A'thuun, briefly after being told there's some land-damaging crystal monster.


Action 1: Research and attempt evolution for herself for longetivity and to try to bridge the gap of living forever like immortals. If it's possible for Ekco to stay in power, she will do it, and prove the potential of evolution by doing so. (+1 on Non-Combat rolls, Evolving keyword, Salt, Hydra Meat and Hydra Leather as available suitable resources.)

Action 2: Start construction on a colosseum for their people and all generations of the world to come. Dubbing it the World Colosseum, this will be worked on further in order to be the pride and joy of the Shifting Covenant's people both as for a center of experimentation and training as well as the best sport and entertainment to exist. At least, for them. Violence is pretty cool when you put it in a pit and place bets on it apparently. (Stone used, Copper Tools, +1 on Non-Combat rolls, Giant Labor for chance of additional abilities from structures, Working-Class Dinosaurs (detailed below), Gladiator keyword, Pigments as well as being on the council of the Fort if either can apply for benefits.)


Evolution of the Body: Flying Cavalry (20 Units worth): Rolled 10 (8+2)
Slime Alliance: Gotta get a new Slime Champion this turn.

---

Slime Alliance: Gain +1 Slime Champion a turn.
Tower of Dreams: +1 on Non-Combat rolls.
Giant Labor (Glimmerhill Giants Trade Deal): Chance for additional abilities from built structures.
Mammoth Trade: Can train mammoths, but not when Glimmerhill Giants are doing so.
Penitent Trade Deals: Gain 2 units of Salt a turn (added), roll a D10 each turn and on a 10, gain a technology The Penitent has that the Covenant doesn't. (10+1, gained Copper Tools)
Working-Class Dinosaurs: Dinos can now be used for carrying and assisting with labor. An entire new subculture of worker class dinos is bred. They bring food and supplies to those that are near the tower as well as transport between the various locations in The Split.
 
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(Real Sorry Gang if I been holding yall up, I suspect I have, been a busy week and next week is no better, in fact its busier so Ima get a quick post out to help speed the game along and add fluff when I get time. Hopefully Monday)
Breakpoint - 2 Fight them
Army consists of:
Leaders of Oswald, the First Oathtaker, Sir Mertyn, the Second Oathtaker and Lady Spinzer, the Third Oathtaker
10 Dryad Maidens | wield powerful forest magic and can walk from tree to tree as though passing through air
20 Squirrel Commanders GIVE A BOOST TO SQUIRREL TROOPS | wield small sized Wooden Swords and Heavy Wooden Armour
40 Duck Doodlers CAPABLE OF DIVE BOMBING FOES. | can swim, fly and waddle.
60 Mice Minions CAPABLE OF SWARM TACTICS. | fear the mice most. For they are many.

Actions:
1: Kwerkus begins to shift magic to daze and confuse all who dare entreat on the woods in future, making them get turned around and lost before finding themselves back where they started
2: The Grove now knows the horrors of the outside. Caltop like defenses are constructed around the outside of the main inhabited section of the grove to absolutely WRECK the feet of any would be attackers

Errt has a nice chill time playing with the children of the Grove

Pop growth: 10
 
Flesh Prophets

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Action 1: Send Perfect Spy to Oakdale to aid in Subversion Efforts. Have it and other Shapeshifters try and impersonate town officials to subvert the town’s will.

The Perfect Spy was able to effortlessly blend into Oakdale and impersonate various town officials to an absolutely scary degree. Within a series of weeks, many town officials are blaming each other for various unauthorized changes, directions or movements of people and troops.

It isn’t long before there is a seed of distrust among many of the officials in the town. Though the Order is still able to be maintained as the Head of the Guard, Markus Zarius has a tight hold on the Soldiers.

Action 2: Create more flesh puddings and flesh pudding bombs

19 Flesh Puddings are created to be part of the upcoming attack force. All but 3 were prepared to become Flesh Pudding Bombs for the attack. All that they would need to do was perform the finishing touches before the actual battle itself. Otherwise, a funny thing would happen and they would have demolition of their own forces before they could even arrive.

In the end, there were still 19 Flesh Puddings to add to the horde and 16 of them were available to become bombs with the amount of supplies that they possessed.​
 
Brothers

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Action 1: Exploration- Dave and co head south to an area not covered in PermaFrost

Dave and co travel down the waters to the lands of the South, arriving at areas that were not covered in eternal snow. But in the waters near these lands, they came across a sea wreck. A massive metal boat from the Old World that had been crashed upon some rocks. Much of the boat was still above the waters. But in time, this would not be the case.

After much exploring of its hull, they found some interesting items, besides the skeletons of the crew, of course.

They found boxes and boxes of Food stuffs that were small and easy to carry. They were labeled MREs. They also found a metal skeleton and they found a tattered Book.

GAIN MREs, Metal Skeleton and Tattered Book

Action 2: Naval Expansion- More Boats/ Better Boat construction

Two more Boats are constructed.

But in the process, they discover that they can craft COMBAT RAFTS. These Rafts have Spears attached to Ropes and come with a Skeleton Boat Peddler to ensure that it keeps moving while allowing 6 Soldiers to fight or board enemy craft with ease.

Gain 2 Combat Rafts

BREAK POINT: DUEL (Resolved on Discord- Glorious Death)​
 
The Mystics

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Action 1: Expand Structure: Study Hall into Meditation Hall

The Study Hall had been a glorious thing. It had allowed improved teachings and learnings. But now, it was time to take that beyond what had been before. It was now time to become a Meditation Hall. The next step in its evolution.

Holy Tribesmen are now upgraded to Magic 2

Action 2: Conduct Quest: Chalice Pilgrimage (Being Resolved on Discord)

BREAK POINT: Teach them Anyway

While the people from Reijkhold were unable to learn the psychic magics that The Mystics used, they were taken in by the philosophies that these small creatures espoused. It helped them form a psychic link between those that could use magic.

Gain 10 Reijkhold Defenders- They wield Light Stone Axes and Heavy Wooden Shields with Light Wooden Armor. When in battle with Holy Tribesman or other Mystics that can use magic, gain a +1 Defense and Armor​
 
The Moonsworn

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Action 1: Build the Moon Ring in the Greenskin Pas, a great arena to ritualize Greenskin competition to drive it into more productive methods and resolution. Also function as a religious symbol of the Moon Faith

The Moon Ring proves to be a great success in helping to focus the Greenskins competition drive. Instead of killing each other, fights can now be decided without death, creating a more friendly atmosphere and uniting not just the Orcs and the Goblins, but also the humans and Dwarves as many from among the Moonsworn soon enough began to participate in bouts for the glory of the Moon.

As such, the Orcs and the Goblins put more of their all into their machines.

Gain 2 Orc Catapults and 2 Wood Mech


Action 2: Build the Moon Ziggurat in Moonhold, a vast and towering temple to more strongly unify and codify the Moon Faith and its priesthood to prevent divergent behavior.

The Moon Ziggurt stands tall and is a most glorious structure. Much more than anything else that had been built by Dawi or any Moonsworn hands. But with the focused effort and the assistance of the Human Formen, they were able to craft this magnificent masterpiece. It helped focus the Dawi, but also the Humans as well.

Gain 10 Dwarven War Priests

Gain 5 Human Moon Paladins.

Human Moon Paladins- They wear Heavy Copper Armor emblazoned with the symbol of the Moon and wield Heavy Copper Hammers. Can cast Smite as well as Level 1 Holy Magic

BREAK POINT: Tell them to build neither and focus on religious studies. King Izgil will go to do this himself, tapping into the magics of Enchantment and Illusion to make a Grand Tale of Moon Faith to better teach the Greenskins.

At first, both the Goblins and Orcs had been disappointed that both of their projects were turned down. But when King Izgil himself taught them the Faith in his own inspiring way, that helped them greatly. And was a turning point for them. It wasn’t long after that both Greenskins had their own “Bishop” to lead the Flock of their Moonsworn.

Gain Mork and Mindy

Mork- Orc Bishop
Martial 2 Magic 1
Holy Fire- Mork specializes in enchantments, especially making weapons have “holy” Flames. Weapons blessed this way deal an extra 1 damage than normal
Flock- Mork is never without his Flock. During battle, summon 2d4 Flock Orcs who wield Stone Claws and wear no armor

Mindy- Goblin Bishop
Martial 0 Magic 3
Behind the Shields- When Mindy fights with others in front, gain a +2 to Magical attacks
Goblin Diplomacy- Can reroll failed diplomacy rolls twice an encounter​
 

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Vokar
Name:
Vokar
Race:
Human (Pygmy)
Age:
Generational
Keywords:
Mythical, Medium, Martyr, Giant
Martial:
4
Magic:
1
Character Strength:
Vokar has made a pact with Bagheeret, the Panther Demon, granting him, and each of his heirs, the strength, speed and senses of Bagheeret's totem; the Shadow Panther.
Character Weakness:
In exchange, Vokar has forfeited his soul to Bagheeret, forever tainting his blood with demonic energies.
Leadership
Animal Handlers: Tendua gain a bonus to capturing/training new animals.
One with the Greenery: All troops gain a passive bonus to stealth when in Forests or Jungles.
Tendua Fighting Culture: Gain a Pygmy Champion every turn.
Plentiful Wood: When using wood to build, can gain additional building bonuses.
Army
10x Stealth Panthers: Stealth Panthers gain a large attack bonus when attacking from Stealth or the shadows.
15x Pygmy Fighters: Pygmy Fighters wear Heavy Wooden Armor with Poison Tipped Wooden Spears. POISONS LIVING ENEMIES.
Pygmy Champion - TuLo
Stats
Martial 3 Magic 0
Skill(s):
Hold My Head Up High- Gain a +1 to damage when fighting head on in battle
Make them Run- When causing Fear in an Enemy, cause them to flee to another Region
Weapon:
Heavy Stone Spear
Armor:
Light Wooden Armor
Gained Champion - Muskaan
[Repeating Cycles]
Muskaan does 'age' but he doesn't 'die of old age'. He starts off as a child [turn 1], then becomes an adult [turn 2], then middle aged [turn 3] before finally becoming an elder [turn 4]. After elder, his life will *restart* in child and he will lose all his memories. [So child again on turn 5].
Stats
Child - Martial 1/Magic 0
Adult - Martial 3/Magic 0

Middle Aged - Martial 2/Magic 1
Elder - Martial 0/Magic 3
Skill(s)
Power of Ages - Everytime Muskaan's life cycle restarts, add +1 to either Martial or Magic. This is permanent. [So at turn 5, if you gave him +1 martial, he'd be Martial 2 as Child, Martial 4 as Adult, Martial 3 as Middle Aged, Martial 1 as Elder.] If the RP goes long enough, it is possible for him to become Martial 10/Magic 10
Golden Bracelet - When Muskaan was still a child, one of his bracers grew too large and slipped off his wrist. He gave it to Vokar, who he saw as his father, as a gift. Both Muskaan *and* Vokar benefit. When the duo fight side by side, they may add either +1 Martial or +1 Magic for the scene. [You may split it, so Vokar can have +1 Martial and Muskaan +1 Magic, or give them both magic, whatever. You can change this buff between scenes]. This has no effect if the bracelets are split. When Vokar passes away, Vokar's heir, the new Demon Panther, will gain this effect.
Monkey Kung Fu - Muskaan has a prehensile tail, as such, he may equip *three* melee items [Can wield three swords, two swords and a shield, etc]
Relics
Shadow Vestment of Assassination: A vestment that is coloured a dark purple. It renders the wearer invisible as long as it is being worn.
Technology
Wood
Stone
Pigments
Salves/Tonics
(ALL TENDUA TRIBESMEN GAIN A BONUS AGAINST DEATH SAVES AS WELL AS DISEASE)
Ancient Cuneiform

Population
22
Commodity
Meat
Vokar stood at the heart of an immense chamber within the Skull Mound, chiselling away at a single large slab of stone with a sharp rock he clutched in his emerald hued hand. His weathered features and strong arms echoed the very stone he worked, the imprint of a life drawing ever closer to the end. With each deliberate strike, he carved his vision of a great throne into existence, the centrepiece of a grand throne room. It would be a vast hall, the first sight that greeted anyone who stepped foot into the cavern. In the centre, a raised platform would hold his throne and on either side of it, ornate stands would bear lit torches, illuminating the room with an imposing glow.

The Throne Room would serve as a gathering place for the elders of the tribe where they could congregate to discuss matters of importance. It would be the seat of justice from which Vokar would arbitrate disputes and an audience chamber to receive messengers and visitors. It would also be a refuge for the tribal chief, a place of solitude for quiet contemplation and communing with the spirits.

Vokar worked tirelessly in his endeavour, for it distracted him from the crushing pain he felt in his heart. In the intervening years, his life had taken on another dimension as he married Mahila, a woman of grace, beauty and regal manner. Together, with Zurin and Muskaan's assistance, the couple welcomed a son named Vetaal into the world. Born within the mystical confines of the Skull Mound, Vokar chose to present Vetaal to the Panther Demon to signify his continued commitment to upholding the pact they had forged many years ago.

Cradling his newborn son in his arms, Vokar had entered the cavernous depths of the mound and met with his benefactor. The air crackled with tension as the Panther Demon regarded the infant with its glowing eyes. As the creature of darkness inspected Vetaal, a subtle nod of acknowledgment passed between them, a gesture that spoke volumes in the silent language of their agreement. The pact had been reaffirmed, its weight resting upon the shoulders of both Vokar and his blissfully unaware son.

With this action, Mahila, Muskaan and Zurin had come to fully understand the extent of pact that Vokar had made and the burdens that came with it. While Zurin and Muskaan accepted the necessity of Vokar's commitment, Mahila believed that his obligations should lie with his family, not the enigmatic entity that resided in the depths of the Skull Mound.

Cracks had begun to form in Vokar and Mahila's relationship which only became further fragmented when, in the days that followed Vetaal's birth, Mahila became consumed by agonising pain. Zurin did all he could to help her but he was powerless in the face of Mahila's mysterious malady and she found herself forever paralysed from the waist down. Blinded by grief and anger, Mahila believed her suffering to the work of the Panther Demon, and her heart turned cold toward Vokar.

As a result, Vokar's relationship with Vetaal grew strained. Vokar's duties to the tribe and Mahila's resentment left interactions between father and son few and far between. As the years passed, the gulf between them remained, a chasm that seemed almost insurmountable. The path ahead was shrouded in uncertainty, and Vokar could only hope that, in the time he had left, he would find a way to bridge it.

Break Point
1. Accept the Price
2. Refuse the Price
3. Attack Tarkoof
Actions
1. Build a Throne Room in the Skull Mound using Stone, Wood, Pigments and Cuneiform [Medium, Mythical, Giant].
2. Reaffirm the pact with the Panther Demon, ensuring its continued protection and assistance for future generations [Martyr, Medium].
 
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The Aros Tribe

Laetalos, 32 AF (After Forming)

"Magic, in its most basic form, is little different from life. It is wild, free, and does whatever it pleases. It galivants and plays as if it was alive," Kuro smiled as he directed pure streams of magic between his hands, captivating the children in front of him. "It can be both our best friend," Here the streams of magic changed instantly, crackling with black lightning and glowing a dark red. "Or it can be your worst enemy."

"Magic, young ones, is a gift though. Never abuse it should you gain it, for it is a gift from the very mother of nature herself," Asari took over, allowing her husband to shake away the darker magic that he had used. "That is why we use it to create our homes and food, it allows us to grow ever closer to her embrace."

"Tomorrow, we will begin to have you all try to learn magic so that we may cultivate any talents among you. For now though, I'm sure your parents are eager to see you all again," Kuro gestured to the parents coming to take their children back to their homes, allowing the children to run and babble about the day's lesson. Pushing himself to his feet he smiled at his wife, pulling her into a chaste kiss.

"I do wish that we could have our own quicker," Asari nodded towards the children, caressing her growing stomach as she did.

"They will come at their own pace my love, we will simply have to wait," Kuro's smile grew larger, becoming giddy at the thought of having his own family. Even if it was when he was past fifty years of age he was still far spryer than he properly should have been, a benefit to a life of drawing magic through his body.

"I can't wait to meet them," Asari gently pulled out of her husband's grip, turning to face him with a mischievous grin. "Of course, I do hope you are ready for all the life of having a newborn child oh dear husband."

"Of course my love, I have been ready for years now," Kuro's smile grows slightly bitter as his hand itches, his scorpion strike scar itching as if a reminder of what he had promised his patron in return for his child's future.​

37 AF

"Nyra, get down from there young lady!" The young girl giggled as she looked down, the stern mask over her mother's face barely staying in place as she struggled not to laugh. Kuro grinned mischievously, floating just behind his daughter invisible. With a deft movement, he picked her up, allowing his invisibility to fade, as he laughingly carried her higher. As her shrieks of laughter grew louder, he began to float downward towards his wife.

Once he reached the ground, he passed her to Asari and watched as she took their daughter back fo her lessons, scolding her the entire way. Kuro chuckeled to himself, he found it hard to believe that even only being four years old his daughter was closer to a ten year old in terms of growth, her fey genes causing her to age quicker. She was a rambunctious child, always getting in to trouble or "borrowing" her father's boots of air, or skipping her lessons. Shaking his head, he continued his rounds chuckling the entire time. Near the edge of the village he encountered the Witch duo, the pair arguing about something small as they passed a jar back and forth. It wasn't until he got closer that he realized which jar they were passing back and forth. It was  the jar of Mayonnaise, and from the smell it was filled with its name sake.

"Ahh, Kuro, excellent timing! We were just trying to decide whether a spell that allows one to read any language or a spell that allows one to speak any language was better," Sarela waved at Merasa for the first spell and at herself for the latter. "Which of us would you agree with?"

"Bah! Don't let her lie to ya, I argued that her spell was to bloody costly on your magic to cast, not that it wasn't useful!" Merasa turns the jar up, taking a long guzzle of the sauce contained within and wiping her mouth after.

"Both have their places ladies, but I can't stay to chat for long. I must return to my rounds," Kuro nods to them and walks away rapidly, feeling sick from the sight of the duo. As he leaves the cackling duo he looks deep into the forest, eyes narrowing as he catches sight of, a man made of stone?​

Actions


1. Begin attempting to understand how to mine the SILVER deposit found previously (Using Dryad Wood as necessary for Contruction purposes)
2. Begin Gathering Information on the Elf that tricked the tribe

Breakpoint
Travel with the Stone Man to the ANCIENT UNDERGROUND LABYRINTH

Ignore the Stone Man
Convince the Stone Man that he needs to MOVE ON


Leader
Kuro Aros
Race: Human (Mutated)
Age: 74 (Aging Immortal)
Keywords: Intelligent, Archmage, Leader
Traits: We Know These Woods- When fighting in the woods, force a reroll of an enemies successful Action. (Once per Game Turn)
I know Magic- Choose one level 1 Close Range Spell and cast it at Long Range
Magic: 5 Martial: 0
Army: 1 Technology: 1 Leadership: 1 Relics: 2
Character Strength - Highly competent command of magic at all levels
Character Weakness - Immortality prevents death in any form, but does not prevent Kuro from ageing, eventually leading to him being little more than skin and bones that can't move as he ages

Familiar
Varos- Barn Owl

Lahara's Ward
Gain [Fey Presence] [Misty Escape]
Kuro is now immune to any and all forms of poison. Not only is he immune, but particularly powerful or deadly poisons will actually heal him.
Champions
Asari
[Martial 0/Magic 3] [Immortal]
My Tree, My Heart, My Home
When in their home region, Asari counts as being one spell level higher. [Meaning she is level 4 and can cast 3 level 5 spells while you are within the Crooked Forest]

Power of the Forest
Asari can cast 3 level 5 Spells from the Druid list an event.

The Tree Is Strong
The roots of the dryad tree have spread far, its bark is like iron and it stands to resist all enemies.. Love holds true, and so will it. The tree, itself, is immune to fire and sickness. It will never wither, it will never rot, it will never burn. So long as Kuro lives, so too does Asari's heart. Asari is no longer bound to the tree and may travel wherever she wishes. If she is slain, she will be reborn from the tree after a certain period of time. If Kuro falls, Asari and her tree will wither and die, unable to live alone. The duo may suspend all actions to cast a single spell together. If they do so, the spell will have much greater power. As they grow in magic, so to do does this grow in power.

While Asari is alive, gain D3 units of Dryad Wood a turn. Dryad Wood is stronger then any mundane wood and has natural magical properties.

Familiar
Farin - Barn Owl
Gain- Mud Witch
Martial 0 Magic 3
(Immortal)
Mud Golems
As a action, the Mud Witch can create 1d3+1 Mud Golems to help in battle (Usable Once a Turn)

Quick Mud
The Mud witch is capable of creating traps if mud-based quicksand to place in locations to trap her opponents.
Swamp Witch
Martial 0 Magic 4
(Immortal)
Summon Fishmen
As a action, the Swamp witch can summon 1d3+1 Fishmen from the depths of the Swamp to assist her in battle. (Usable Once a Turn)

Living Swamp
Her swamp domain gives her a +1 and her enemies a -1

Special Goods
Dryad Wood - 5 (+2) Units
Amber - 5 units

Relics
Light Sword- A strange blade that forms out of Light from a small handle
Boots of Air- Boots capable of allowing limited flight
The MAYONNAISE Jug -This Pottery Jug can be magically compelled to fill with one of the below once a day. Once the jug starts producing, it can't produce a different one until the next day. The Jug has a 'maximum' of each thing it can create and will not make more of that until it is gone [The jug KNOWS]
Beer - 4 Units
Wine - 1 Unit
Honey - 1 Unit
Mayonnaise - A Disgusting Amount
Vinegar - 2 Units
Water, Fresh - 8 Units Worth
Water, Salt - 12 Units Worth
Stone Mask [One Use] - If the Mask is put on, it will allow the user to completely, and TRULY, alter their form. This spell counts as a divinely cast True Polymorph. As if casted by a Godlike being, the transformation is final and cannot be dispelled. Choose wisely.
Shield of Thorns - If struck by a powerful blow, the holder can force its striker to feel the same suffering they do. BOTH of them will take the full damage of the attack. This ability can be used even if the holder would, normally, be killed outright by the blow.

Army
Forest Barbarians- 10 Forest Barbarians who wear Light Wooden Armor and wield Stone Hatchets. They strike hard and fast, giving in to blood rages that make them harder to take down
Green Soldiers- 38 (+2) Green Soldiers, called such because they wear Green Foliage draped over their Heavy Stone Armor. They wield wooden Spears
Wolfpack- 30 Wolves that are loyal to you directly. They obey without question and are capable of PACK TACTICS

Population
26 (+9)

Technology
Wood
Stone
Pigments
Writing (Cuneiform)
 
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Leader
BlackRock
Race: Old World Obelisk
Age: Immortal
Keywords: Inspiring, Ominous, Unbreakable
Martial/ Magic: 3 Martial
Character Strength: The Black Rock has stood for countless lifetimes, and will remain for countless more. (Starts with a regenerating save.)
Character Weakness: Watching and waiting for those who seek its wisdom, the Black Rock remains constant in its vigil. (Cannot move or attack)

Leadership
Monkey Madness- In the first round of a battle, all units do extra damage.
More Technology, More Power- When you use higher technology based units, you can reroll a failed attack once per battle.
It Will Be A Wasteland- When you attack an enemies lands, they'll lose 3d10 population.

Army
Champions
Mighty Jo Young
Martial 3 Magic 0
Connection to the BlackRock- If this champion survives until a natural death, his lineage is guarantied to produce Champions that will grow progressively stronger over time due to this connection with the BlackRock.
Lead by Example- When charging into battle at the front, becomes a Martial 4 and gives his troops a +1 to attack.

Weapon: Heavy Stone Club
Armor: Heavy Stone Armor
Gerald
Human Hero
Martial 2 Magic 1
Growth- Every turn until Death, Gerald will gain +1 Martial
Magic- Gerald can cast Holy Magic
Melissa
Science Champion
(Will live for 4 Turns instead of 3)
Doctorate in Science- Every turn, unlock a new technology
Educator- Ability to convert Human population to Alchemist unit*

Units
5 Monkey Warriors

Monkey Warriors that wield Heavy Stone Axes and wear Heavy Stone Armor. Capable of Pack Tactics
17 Monkey Battalions
Monkey Battalions wearing Light Stone Armor and wielding a stone tipped Spear and Heavy Wooden Shield. Capable of Pack Tactics.
2 Battle Wagons
Capable of throwing large rocks a great distance very hard and easy to operate. Covered in spikes with the front shaped like a large skull and painted Red, since everyone knows that Red Things move faster.

Ranged Boulder Attacks
Fear(1)
4 Battle Podiums
A large Stone Podium on a thick wooden frame with two large wooden wheels. It would be pulled by two Monkey Men wearing Red Face Paint. On the Podium itself is a Monkeyman giving an inspirational speech to the troops or a demoralizing one to the enemy with two Monkey Men with Red Face Paint and spears on the podium to protect the speaker.

(Either +1 to Allied Troops or -1 to Enemy Troops. This can stack up to +/- 3)

Technology
Wood
Stone
Pigmentation
Wheel
Cuneiform
Mathematics

Relics
Copper Club
Might be more to it..
Shiny Stick
Adds +1 Martial and lightning damage.
Once per encounter, can do a massive burst of energy, dealing an extra 4 damage. However this will render it unusable until repaired by Melissa

Population
BlackRock Troop - 27
Child Village - 18


Allies
The Shifting Convenant
Child Village


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Astoria
Turn 3

"O' ye Children of this land, remember that it is this interwoven web of life that guided us to our new home. That it was the spirit in each stone that lined our step, and each tree that guided us on our path, that we must be ever thankful for. For without these noble souls we would not have found our destiny among the BlackRock and our new friends"

In the middle of his sermon, Gerard took the time to look around at the mixture of Ape and Human all around to emphasise his point. Dark skinned but lighter than most of the other Children, Gerard had long hair and an even longer beard he had no idea what to do with, however what truly stood out was the unusual red colour of it all. Adorned in black paint, which glistened in the sun Gerard stood atop the simple stand he had forged.

An artless attempt by Gerard at making one of the Podiums their teachers used, it was nevertheless doing it's job, allowing the Children now mostly in their 20's and 30's, to better hear and see their leader for their daily rites. Looking back at him with a mixture of awe and agreement, his people stood much like him, their bodies painted black in honour of their Leader.

With a soft expression and a gentle smile, his arms outstretched to either side, Gerard continued. "From them we have received much, and learnt far more. Without them we would not have survived, unable to embrace the life that our parents knew was destined for us..."

"We forgive you!" the crowd rumbled, at the mention of their progenitors. Gerard had long preached forgiveness for their abandonment by their parents as part of his faith, naively and perhaps childishly thinking it had to be for their betterment. Why else would the Children be simply left behind?

"... a life they did not believe deserving of. But we know their spirits are with us, forever connected in this cosmic network."

He looked to the West, lowering his right arm and leaving his left to point towards Glass Hill. "And surely at it's heart stands the BlackRock. Standing watch for all time, as a beacon of hope, and the centre of knowledge. The very epitome of our beliefs. Through him, we have acquired a past; and now we can begin to have a future."

Gerard placed his hands on his bare, painted chest, uttering the final words of prayer "Hoo Hoo" he called softly, ending the sermon

"Hoo! Hoo!" the gathering responded in kind.

Gerard stepped down from his stand as the crowd slowly dispersed, offering a smile or a hand to any who wanted to show their appreciation.

Something he now planned to do for the members of the Troop that had been stationed in their village, for all their hard work. Night and day they had been building, huge slabs of stone and tremendous logs brought back and forth around the settlement to help defend it. Though as usual it was under the judgemental eye of David it seemed as Gerard spotted him in the near distance.

"Don't you have classes today?" Gerard asked as he approached, pointing at a nearby Podium, it's monkey lecturer speaking to a small group of humans.

David turned his head upon hearing Gerard, only offering a dispassionate murmur at the question before looking back at a growing section of stone bricks. As a small community of children before the BlackRock, everyone knew everyone but David proved enigmatic at best. Taller than most, with dark hair and stern features, David often didn't fit in with the others of the Village though this seemed to be a deliberate choice by the man, the lack of black paint most of the Children wore visibly less on David as if a silent statement to that fact.

But Gerard was a patient sort, and in time had ingratiated himself with the man as an empathetic ear, or at the least a sounding board. Watching the Apes work alongside David, it was only after a few minutes that the man spoke. "It's strange, isn't it?" mumbled David

"What is?"

"The Man Ape's construction"

"How so..." asked Gerard, his brow furrowed.

David paused, as if searching for the right words. Seeing Gerard, patiently waiting for his answer from the corner of his eye, he judiciously sighed. "Doesn't it seem.. off?" David continued, as another block was added to the pile. Then another. "Like we're... under guard?"

Gerard almost chuckled, though he stifled it for David's sake, the amused expression appearing as a quick exhale. "Our friends are providing us protection, David. Like they have always promised us."

David's head shook ever so slightly. "I think we're missing something here." The pile grew larger still as another block was added, slowly blocking out the outside world. "A bigger picture, we're not aware of..."

Gerard placed a hand on David's shoulder, smiling contently as the Apes continued their work before them. "You worry too much, brother."

They stood together for a while, the pile now more than double their size and spanning further before Gerard bid David farewell. "Ominous... That's the word" murmured David, as another block was placed, the outside world disappearing from sight and leaving only the BlackRock in the distance in plain view.​

Actions
1. Build defences around the Child Village (Wood/Stone used) (Inspiring/Ominous/Unbreakable Keyword used) (20 Population used)
2. Explore the Crystal Valley


BREAK POINT:
  1. Attempt to reason with the Seagulls
  2. Kill the Seagulls
  3. Trap the Seagulls
(Seagulls will be used as a food source, for feathers and if possible trained)
 
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The Penitent

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BREAK POINT:

Red Stone
This Stone seems to be a light red and has some serious heft to it

Summons 1d2 Fire Ant Swarms during Battle

Shield of the Ancients
A shield from Ancient Times. Most likely gathered from the shifting sands in the desert.

When hit by an enemy, gives the wielder a +1 Martial for the rest of the combat

Clay Pot
This pot has an image of a man fighting a beast, naked

While holding this, gives a +2 against magical Beasts

Action 1: Build the Healing Church for the advancement of healing, the training of holy clerics and the furthering of magic developments.

The building is built with ease using the copper tools and the with the assistance of the Giants. After a number of months, the building is constructed and the applicants are trained in a grueling test of skill, both in the holy magical arts as well as fighting in melee. In the end,

Gain 5 Holy Clerics and Clerics gain a +1 Magic

Action 2: Resolved on Discord​
 
Glimmerhill Giants

1689734883709.png

Break Point: Fight the Bandits (Resolved on Discord)

Action 1: When Giants Die, the bones and skin are combined with the earth for new slops. An entirely new rite has begun, one which will continue onwards and always in their culture. If this persists, it might even extend to the humans of The Rock as well. But for now, it only exists among the Giants, the Upper Class of the clan.

Gain 8 Slops and every time a GIANT dies, gain a new Slop.

Action 2: The Bloody Rites and offering to Armok are accepted. It is the dawning of a new age and Armok Priests are now an example of this new age. The Bloodlust and Rage that comes along with Armok is becoming prevalent. Surely, it marks a new age that is coming. One that is filled with much more death and fury than before. Gain 2 Armok Priests.

Armok Priest. Wield Heavy Wooden Staff with a Blood Crystal at the end of it and are capable of casting Level 2 Magic. Specializing in Blood and Bone magic.​
 
Valora

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BREAK POINT: Accept the Festival (Resolved on Discord)

Movement: Expedition Team to Lakeside. (Resolving on Discord)

Action 1: A large number of canoes were commissioned just in case a mass evacuation of the Pod and their allies were ever necessary in times of extreme danger. It was seen as a very solid plan and one that put deep thought into the times ahead. Though the current time had been mostly at peace, there was the possibility of a more turbulent one in the future.

Gain 3 Wanaka Canoes.

Action 2: The Shark folk swim out and come across a merchant ship willing to offer trade. They seem an odd bunch of traders, but they have a few things that they are willing to barter with. Including one of the passengers offering themselves up in trade. This is what they present:

3 Units of Diamond

10 Units of BREAD

The Masked Man

This man offers himself up in trade. He wears a mask with a strange smile on it and refuses to take off the mask.
 
Goliaths

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BREAK POINT: FIGHT (To BE RESOLVED ON DISCORD)

Free Action: Studying the books at the tower unlock a new unit type: Goliath Fire Mage- Gain 3 Goliath Fire Mage.

Goliath Fire Mages wear the finest in Golden Jewelry and are capable of Level 1 FIRE MAGIC

Action 1: Raise an Army.

The CALL TO ARMS has been raised. The Goliath People have been threatened in a way that they know means war. War with the Iron Keep looms in their future, but for now, for now, they need to train forces to take on this enemy army. They manage to raise 1 Storm Wrath Stone Warriors and 6 Goliath Soldiers for the Cause

Action 2: Drill and Drill

The training yard and establishing an actual warrior training does wonders. It makes sure that the Goliath warriors not only are able to hone their craft, but also that they are respected with the next generation growing stronger and stronger.

Gain new ability: War is An Art Form- Goliath Soldiers and Storm Wrath Stone Warriors gain a +1 in combat and if they survive a major war campaign, could be promoted to a more powerful unit.​
 
Daeva

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Action 1: Tinker with the Humbled, leaning into having Slaves

Through careful cultivation of The Humbled and experimentation through the slaves of the Daeva, a new class of control over the Humbled has been created. The Humbled can now perform basic tasks such as CONSTRUCTION, FARMING, and MINING without having to be constantly supervised.

One of these Humbled was able to gain enough sentience that it could supervise normal slaves.

Gain 1 Humbled Supervisor

Humbled Supervisor is capable of commanding up to 20 slaves to perform tasks and monitor.

Action 2: Explore Rock (Completed on Discord)​
 
The Shifting Covenant

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BREAK POINT: Fight Crystal Monster- (To be resolved on Discord)

Action 1: Ecko used the salt, Hydra Meat and Hydra Leather to make sure that she could evolve and evolve in such a way that she could live forever, outlasting her typically normal life span.

The Evolution worked, Ecko will live another 2 turns.

Her appearance has been altered from the various parts used in the transformations. In addition to her previous draconic transformation of a tail and small wings, she now has Thick Leathery Red Scales and Two Heads. Her elven like features are now all shriveled, at least those that are not covered up with scales.

Ecko gains the following ability-

Hard to Kill- Ecko is very hard to kill. If any part is chopped off, it will return double. The only way to cause permanent harm to her is with magical damage.

Action 2: Start construction on a colosseum for their people and all generations of the world to come. Dubbing it the World Colosseum, this will be worked on further in order to be the pride and joy of the Shifting Covenant's people both as for a center of experimentation and training as well as the best sport and entertainment to exist. At least, for them. Violence is pretty cool when you put it in a pit and place bets on it apparently. (Stone used, Copper Tools, +1 on Non-Combat rolls, Giant Labor for chance of additional abilities from structures, Working-Class Dinosaurs (detailed below), Gladiator keyword, Pigments as well as being on the council of the Fort if either can apply for benefits.)

The Coliseum allows 3 rerolls under combat every turn.​
 
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The Quiet Grove

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BREAK POINT: (TO BE RESOLVED ON DISCORD)

Action 1: Kwerkis magic to daze and confuse attackers to get them lost in the woods. (To be Resolved during Battle)

Action 2: Catrop like defenses are constructed outside the main inhabited section of the Grove. All those who now enter the Grove will have to deal with these sorts of traps all around the Forest.​
 
The Tendua Tribe

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BREAK POINT: (Resolved on Discord)

Action 1: Build a Throne Room in the SKull Mound using Stone, Pigments and Cuniform

A large and ornate Throne Room is constructed. It is made out of carefully crafted stone blocks with symbols of the Panther Lord throughout the room. An image of the Current Ruler of The Tendua Tribe is created using pigments on the wall, with the name beneath it in Cuneiform. There is enough space on the walls for many, many more leaders to have their images painted onto the walls with their name beneath it.

This gives a greater legitimacy to the ruler of the Tribe.

Gain Legitimacy- Whom ever controls the Throne Room will have greater influence among the people of the Tendua.

Action 2: Affirm the pact with the Panther Demon, ensuring its continued protection and assistance for future generations.

The Panther Demon seems to respond to this. All those that would wish harm to The Tendua Tribe will suffer a -1 to attack rolls as long as the FAITH is not broken in the Pact.​
 
The Aros Tribe

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BREAK POINT: Travel with the Stone Man to the ANCIENT UNDERGROUND LABYRINTH (Resolved on Discord)

Action 1: Begin to attempt to understand how to mine the SILVER deposit found previously (Using Dryad Wood as necessary for Construction purposes.

It takes many years, but they manage to cultivate a method using Dryad Wooden Tools in order to properly mine the Silver Deposits.

GAIN 15 SILVER ORE

In the process, they manage to figure out how to make a Silver based Effigy that can boost their nature magic, giving a +1 to all nature based magical rolls. The Silver effigy can also be destroyed to reroll on one failed spell. This reroll will not allow Crits, positive or negative to happen.

This Silver Effigy, if destroyed will take 2 turns to make another one as long as the Aros Tribe controls the mine.

Action 2: Begin Gathering Information on the Elf that tricked the Tribe

It takes some time, but rumors have managed to pinpoint the mysterious Elf to the Water Market in The Great Forest. With any luck, they'll be able to track him down in a large town on the water and get JUSTICE.​
 

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