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The emergence of the Black Pad has led to some concern among the Ieran population; for if such things could happen in Reptia, what could stop it from affecting Ier?

Last thread: http://suptg.thisisnotatrueending.com/qstarchive/2486342/

Archive Link for this and anything else I run:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=HareQM

Discord link for things like intrigue, tidbits of lore, general discussion, and shitposting, mostly the latter:
https://discord.gg/9KSDaGn

Relevant Pastebins:
https://pastebin.com/xdT9HbRY (embed) - Mechanics (some elements being reworked).
https://pastebin.com/cY8y5ALf (embed) - Setting Overview
https://pastebin.com/B44RSQMf (embed) - Magic
https://pastebin.com/V6v90R0y (embed) - Tech Bin

Current Project: Writing down stuff for History pastebin, and rewriting notes.

Last time on Innerworld, a start and end to a conflict in the south, a new leader, and the emergence of a gnoll supremacist group... however, the latter's impact has yet to be seen, for now, as much as there is concern.

***

The Reptian government has officially rejected all offers of intervention from foreign nations, it would appear. However, as pressure mounts on them from within as leading nobles, within the past year, have been assassinated, one has to wonder just how it will all end.

Year 412 After the Light (AL)
---
Agriculture: 6/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 79,148 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2574425
F. Technology Research
>>
>>2574425
A.
>>
>>2574435
Farms are good
>>
>>2574437
Tis me
>>
Perhaps a sign from Rok, you begin to focus on conserving what you have to last the rest of this long winter just as spring begins. Perhaps it is some joke to a god, but many are thankful that this especially tough season has passed...

Year 413 After the Light (AL)
---
Agriculture: 6/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 80,822 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2574440
B.
>>
>>2574444
Support
>>
>>2574440
>F. Technology Research
>>
>>2574440
B
>>
>>2574440
>>
>>2574459
B
>>
B - Culture and Religion, what has sprung up in your culture?

A. Events
B. Practices
C. Specialties
D. Religion
E. Philosophy
F. Other
>>
>>2574476
>E. Philosophy
>>
>>2574476
D and maybe some B

Raise the Isan view of the jungle as a vague maternal force to one of a god like Rok. We will worship her like the Isans do now as a maternal figure but in Ghoul form and with some sort of name to address her by, probably an existing epithet or name that she already has among the Isans. She will be celebrated during the festival of mothers.
Also make her the mother of Rok.
>>
>>2574484
This but instead of being the mother of Rok the jungle could be considered the sister of him.
>>
>>2574484
Am cool with all but the mother of Rok bit
>>
>>2574484
This
>>
>>2574484
Not the mother of rok bit
>>
>>2574484
Sounds good
>>
>>2574484
For this, if mother is changed to sister like Cent suggests
>>
Drop the mother of rok thing. Sister of rok or something else makes more sense.
>>
>>2515118
Faction Project
Difficulty: Normal
The temple in Moundtown is refurbished and expanded as you had hoped, though the amount of gnolls wishing to worship was something you were not expecting, and you are still not entirely sure how to react to. After all, your faction is one of ghouls...

Personal Project
Difficulty: Normal
Ney'geh was attacked in the streets in the recent past, and while she survived the assault (though gaining some scars for her trouble), the Lance of Rok has disappeared. She confirmed that those who attacked her, however, were members of the Black Pad.

***

As time has passed and the Isans have slowly (but surely) been partially integrated into Ieran society, there is no doubt that the revival of the classical influences of the old empire have affected Ier through the Isans. In particular, their belief in the Great Mother of the Jungle has filtered down, though she has been given a Ieran name, and the Isans do not view her as the same figure necessarily. Her name is Kaghula, and, her role is not entirely clear relative to Rok. A sibling? One who came before him? Merely another god? Nonetheless, it appears her tale will continue to grow for the time being.

Year 414 After the Light (AL)
---
Agriculture: 6/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 82,532 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2574565
I. Try to strengthen ties with the vans
>>
>>2574565
F
>>
>>2574565
F
>>
>>2574565
F
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2574598
>D. Astronomy
>>
>>2574598
D.
>>
>>2574598
D
>>
>>2574598
B
>>
General advancements have been made in astronomy, as those few who study the stars realize that if the lights above were truly that of other civilizations, some would be seemingly constant, yes? By recording these stars, along with those around them, they have made primitive star charts, with estimates of smaller cities and such being what they believe the dimmer stars to be. In other news, the unrest caused by the Black Pad has caused problems on your islands, with several gnoll slaves being killed over what seems like nothing. However, it is causing a feud between a number of families there, and while that isn't truly a problem, it is surely the result of a spreading panic.

Year 415 After the Light (AL)
---
Agriculture: 6/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 84,279 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2574641
F
>>
>>2574641
>F. Technology Research

Deploy a few groups of blood guardsmen to concerned areas as a way to calm down the citizenry.
>>
>>2574641
To clarify, paranoia caused ghoulish families to kill each others' slaves.
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2574705
G.
>>
>>2574705
>I. Transportation
>>
>>2574705
G
Biremes!
>>
>>2574709
G
>>
>>2574711
Changing to G
>>
>>2515158
Faction Project
Difficulty: Normal
Your support has meant the growth of a handful of the hamlets, of which they are greatful for. Indeed, it appears that as settlements grow, influence is most important, and your method is quite effective.

Personal Project
Difficulty: Normal
You are quick to make friends, and the Islander and you do become companions. As he takes up the role of chief there (though with no Sub-Concord), he has some standing, and has become increasingly concerned by the behavior of both the Tyrant and the Archon regarding the Black Pad issue.

***

General advances in technology have contributed to allowing ships to be extended to a typical length of 25 meters; we have also gained more information regarding other navies' statistics. It appears that our navy is rather large, compared to all but Reptia and Isarn itself.

Year 416 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 86,065 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2574770
>G. Exploration and Colonization
>>
>>2574770
>>2574770
B.
>>
>>2574770
B?
>>
>>2574773
switching to B
>>
>>2574770
B
>>
B - Culture and Religion, what has sprung up in your culture?

A. Events
B. Practices
C. Specialties
D. Religion
E. Philosophy
F. Other
>>
>>2574805
A

A couple of festivals related to the gods of our eastern neighbors will begin

An annual festival dedicated to Zhul, goddess of the sun, during the New years when the sun flashes. It will be a time to appreciate another light not being unleashed upon us.
Another annual festival will be dedicated to Arten, goddess of harvest, in the times following harvest. It shall be a time to gather excess food, give thanks for a good harvest and to be jubilant.

Two events but not scheduled holidays. One will be that whenever we go to war, live sacrifices of Gnolls will be given to Gra'al, god of war, to ensure he helps give us victory. The other will be that whenever a road, bridge and perhaps dock is constructed, thanks will be given to Taiki, god of crossroads, to ensure the path remains strong and usable in the future. Smaller amd more casual activites will probably be associated with this.
>>
>>2574817
While I support the idea of us inducting these into our peoples social spheres might i suggest we don't make any official yet and more encourage the acceptance of them and thus Reptians in general...given how things are going over there we might be getting refugees soon

Supporting all the same but a more delicate and gradual approach is encouraged.
>>
>>2574817
support
>>
>>2574831
>>2574817
The Painted have a different suggestion my Tyrant. We must approch such things with tact.

I propose we build a small shrine to the Reptian gods upon each of the small Isles, there are six gods and six isles so it seems liek fate to me. This means the Reptians on the islands can worship the gods of their own ancestors without interfering with our own gods. But it will also provide a chance for them to teach their faiths and IF any of our own should choose to adopt the faiths they can go their to worship. Encourage people to try these things dont just start an official festival
>>
>>2574872
Supporting this
>>
>>2574872
Supporting
>>
>>2515176
While you have begun to sell your potions, the drugs you bring with you to the Arachenian lands end up somehow getting mixed into spider feed, and you end your trip with one less arm, and the hatred of the Arachenians against you.

***

The shrines are built, though it has earned the Tyrant the ire of the Ieran public who while quick to induct a god of their ancestors, are not so quick to invite strange, foreign, perhaps even gnollish (as the rumors say) gods into their homes. As such, the buildings are chiefly used by islanders, who are still thankful for the boon, despite the tensions it has raised between them and mainlanders.

Year 417 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 87,890 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2574908
E.
>>
>>2574908
>E. Law
>>
>>2574908
>E. Law
Sure?
>>
E - Law, what will you do?

A. Create a new law
B. Alter an existing law
C. Scrap an existing law
D. Alter the legal code
E. Other
>>
>>2574960
D

>College Induction reform
All Magi upon reaching the Age of 16 will receive a “Summons” from the College and they are then given a choice. Join the collage for 10 years or their family will pay a reasonable fee. After the 10 years have past they will be given another choice; leave or stay another 10 years. If the latter then their family will receive a payment for their child's dedication.

>College Hierarchy reform
The position of Master will be created within the College of Magi. Masters will be mages who possess great skill in certain types of magic such as enchantment, water magic etc. There will be one master for each type of magic and they shall be in charge of the studying and training of their respective type of magic at the college. The Masters will elect the Headmaster for the College from among themselves instead of the Headmaster being appointed by the Tyrant.
>>
>>2574966
If ya want
>>
>>2574966
Supporting
>>
>>2574966
support
>>
The tyrant's latest moves have gone over well, especially among those who were in support of the civil reforms of the past. With this, poor families who have mages in their numbers will be able to afford hired help for work on the farm that the mages would have provided. On top of that, mages will also be free to pursue things in their youth, rather than have their schedule be entirely dictated until close to 40.

In Reptia, tensions appear to be at a boiling point: and this is in no small part due to the blunders of the Archon. Pursuing open discrimination against the majority gnollish population, his actions are a major factor in what happens next; whether he repents or not. The Black Pads, for their part, have been acting more in the shadows recently, gaining the loyalty of gnolls and even some ghouls... it is unknown what exactly they are planning, however.

Year 418 After the Light (AL)
---
Agriculture: 8/10
Resources: 8/10
Morale: 9/10
Finances: 8/10
---
Population: 89,755 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
File: plan.png (289 KB, 3309x3637)
289 KB
289 KB PNG
>>2575017
>C. Construction
Nine Points infrastructure plan
To promote further development of the river territories these settlements will be given additional funds to improve infrastructure and give them; Stone walls, proper housing, sufficent trade docks, sainitation systems, and shrines.
Capanok and Taerok as major center on the upper banks of the river will be given extra funds and resources for the construction of a temple for their respective faiths should one not exist in such settlements.
>>
>>2575017
D
Tame and create Dinosaur Cavalry. Attempt to tame flying dinosaurs as well.
>>
>>2575034
"We shall likely only have time for one...it will take many many years to fully tame these beasts. Acquiring eggs and beginning training for now"
>>
>>2575017
Support this in taming dinosaurs. Though lay off the flying dinosaurs. They’re too unwieldy
>>
In regards to this plan i suggest we operate carefully such beasts are fearsome. Observe, then have parties retrieve the eggs while others wait with poisoned arrows to deal with angry grown ones. Disguise your scent and move on
>>
Summer has begun, but so has lizard taming. Perhaps because of the heat, the beasts are both averse to capture and taming, implying this is a topic which will require both a lot of care and caution, considering the animals involved. However, flying reptiles are currently something you have chosen not to consider, as caging such a beast and trying to tame it to fly would be like teaching the blind to read. As of now, you are focusing on capturing eggs of two southern herbivorous breeds instead of anything carnivorous.

Year 419 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 91,611 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2575081
>>2575023
>C. Construction
Nine Points infrastructure plan
To promote further development of the river territories these settlements will be given additional funds to improve infrastructure and give them; Stone walls, proper housing, sufficent trade docks, sainitation systems, and shrines.
Capanok and Taerok as major center on the upper banks of the river will be given extra funds and resources for the construction of a temple for their respective faiths should one not exist in such settlements.
>>
>>2575081
I

Reach out to Isarn and Reptia to learn of each other’s affairs and to establish trade agreements which will be mutually beneficial.
>>
>>2575093
Might as well start to make friends
>>
>>2575093
Switching to this
>>
Isarn does not wish to take part in such a deal, but Reptia does; seeing its fragile state, most Ierans are not surprised by this at all. While the trade deal will be subject to negotiation down the line, it is odd to see Reptia and Ierok, of all nations, getting along. However, by extending their hand, they also appear to have exacerbated their issues at home.

Year 420 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 93,609 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2575155
F
>>
>>2575155
>>2575023
>C. Construction
Nine Points infrastructure plan
To promote further development of the river territories these settlements will be given additional funds to improve infrastructure and give them; Stone walls, proper housing, sufficent trade docks, sainitation systems, and shrines.
Capanok and Taerok as major center on the upper banks of the river will be given extra funds and resources for the construction of a temple for their respective faiths should one not exist in such settlements.
>>
>>2575155
F
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2575155
F
>>
>>2575213
>A. Medicine
>>
>>2575213
A. Medicine
Lets just say i have a feeling
>>
>>2575213
A

Help with the pop growth
>>
Rolled 13 (1d100)

Event Roll
>>
>>2575213
>A. Medicine
>>
The end of the decade brings with it dark news; but first, the medicinal update. A greater emphasis is being placed on public service with medicine, with older facilities being expanded, especially in large areas, and small ones being built in crossroad areas, especially to the north and the south. Relying now heavily on anatomical concerns, mixtures of previously recorded medical data and prayer are usually the recommended course in treatments. And here's a small retcon; sorry folks, but luckily it was only a year or two mistake, not something that needs heavy correcting. The Tyrant's previous reform regarding the college payment has been receiving more criticism in recent times, as those unfamiliar with how it worked have realized that instead of the salary of the past, families have to suffer for 10 years without pay until their child is returned to them, and if the child returns immediately, with no payment at all. A drop in mage discoveries is also being reported on, possibly connected as those who do have magical potential are keeping their abilities hidden in order to avoid being put in the college system.
>>
Lastly, and most importantly, a small conflict appears to have begun between the Lukidor and their subjects, with your partners, the East Lopen, looking like they might intervene at any moment. If so, all may be dragged into the situation... but that's not all. A civil war has officially begun in Reptia, sparked by a secret proposal from the year prior dug up and publicized by the Black Pad. According to their information, the Tyrant attempted secret negotiations with the Archon to deal with the current gnoll-ghoul race problem, and though the Archon rejected it outright, protests in Moundtown turned into something more as some form of explosive was purportedly used by guards against civilians. And in the middle of it all, Iero-Reptian relations are also being currently jeopardized by a small camp just established by the Painted on an island off the coast of Long Island. With that land being claimed but not currently colonized by the Reptians, along with the rest of Long Island, it has created a territorial dispute that may see action soon as heightened Reptian naval presence has been reported in the sea.

Year 421 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 95,599 people
Tech Overview - https://pastebin.com/V6v90R0y (embed) (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2591886
E.
Revert the College changes and get the Painted off that Island.
>>
>>2591886
>I. Diplomacy and War
Intervene in the reptian civil war
>>
>>2591909
This
>>
>>2591909
This but get in touch with the Eastern Lopan so we might be able to work things out. Maybe ask the Ringborn for aid in this "Peace Keeping" mission of ours
>>
>>2591909
I can get behind this.
>>
>>2591886
I intervien in the civil war on the side of the ghouls.

Pro
>>
Intervening in the civil war it is - but what exactly will you do?

Freeform it.
>>
>>2591931
Sell tear gas to the ghouls
>>
>>2591931
Open negotiations with the ghoulish side. We’re not interested in territory or concessions from the reptians but see the gnollish side taking power as being especially hostile to Ier and wish to prevent that.
>>
Rolled 99 (1d100)

>>2591886
>Personal Project “The Hunt for Azhir” [Roll]
Haeka now in his thirties has handed the Ring onto his own son as his father did him, the young boy known as Rheaga whom immediately set out to find the mysterious man himself and always brings along a gift for the mysterious person (a small Glowmetal Chain and charm), a drink and an offer to come over to Enkirok for dinner some time? The boy is smart and knows the tale of the Rings and hopes maybe the unknown person would like to visit from time to time.
>>
>>2591931
The painted propose we only send in Mercenary Forces in limited numbers
>>
>>2591938
Agreed.
Naturally we begin mobilizing without waiting for the results of the negotiations. Saves time and all.
>>
We will do the following
We will sell Mercenaries to the ghoulish side of the civil war at a discounted price to help fight, both naval and land. If they purchase more mercenaries than we have a soldiers, we will conscript some from our fighting age population, going with Volunteers first. Mages shall also be deployed if necessary to help out with the fighting. Food and Monetary aid shall be lended to the reptians, monetary aid shall be a loan, but there shall be no interest behind it.
>>
>>2591953
Supportinf
>>
>>2591953
Support
>>
Note that the Archon is not openly supporting pro-ghoulish forces, and as it is now, it is rather an anti-establishment vs pro-establishment situation in your decision. As it is now, conflicts are limited to the eastern reaches of their mainland territories, but that may change.
>>
>>2591965
We will support the pro-establishment
>>
>>2591886
[Take 50]
The Blood of Khazir shall be investing in the north with the village of Larok being their main concern. With the help of the local Sub-Concord they shall work towards building up proper stone walls, a sewage system, temples, theaters and a proper dockyards so people can reap the bounty of the lake.
>>
Rolled 5 (1d100)

>>2591973
Loris shall spend more time among the Vaneads seeking to understand more about the strange creatures and their customs.
>>
>>2591969
agreed
>>
>>2591969
agreed
>>
>>2591943
Personal Project
Difficulty: Hard
It appears that for once, Azhir has decided to make his presence known for a while, though you are not exactly sure why. While he doesn't talk, Haeka does see the figure directly, and he remains in line of sight, if unwilling to interact. A ghoul with some kind of other heritage, seeing as he possesses dark hair, Azhir seems most often to appear in the underground near Enkirok, never present in the southern lands. He also appears near the pillar, and appears to be intrigued by the buildings near it of the magic hunters. Rumors are, as of late, spreading about them, speaking of strange acts performed by firelight near the pillar. Of course, that doesn't matter to Rheaga as much as his strange companion, who finally opens his mouth one day. Not to speak, as he figured out as the ghoul pointed at his tongue; for there was nothing there but a stub of what once could have been flesh. (+2 to personal diplomacy for Rheaga)

>>2591973
>>2591977
Faction Project
Difficulty: Normal
Initial improvements on infrastructure are made, with only a handful not completed by the end of the decade.

Personal Project
Difficulty: Hard
It appears that somehow, the Black Pad has Loris Metalar hostage.
>>
>>2591943
>>2591886
>Faction Project "The Green Vale" [Auto 50]
The Painted over the past decade have been visiting the Eastern Lopan on the regular and the Nahk asking to buy livestock that can be brought back and used as Grazing stock for both food and anything else they have. Setting up camps across the largely unused open fields west and Southwest of Enkirok
Im looking for some darn cattle, if we cant find any its camels
>>
Raise an army of 20,000 and march to Reptia to aid the establishment and put down the Gnoll uprising which has even harmed Ierens now.

The Tyrant himself shall lead the army of Ier.
>>
Also using Tyrant override in case of not enough support
>>
>>2592011
Lower that to 15,000 men.
>>
>>2592011
Can I suggest maybe only 10k with 5k in reserve ready to go while everyone else stay home Tyrant. We dont want to leave ourselves to vulnerable and over commiting forces might strain things too much, right now it can come across as a rescue of a VIP
>>
>>2592011
The Anti-establishment forces need to be put down but we should lower it to 17,000 in case the isarnites confuse our attempts for hostility towards reptia.
>>
>>2592011
The High Priest endorses this, an army of the faithful to destroy the impure and heretical.
>>
>>2592011
Also note part of the reason were going in is to secure the safety of ieran citizens after the hostility the anti establishment forces have shown to Ierans like Loris who were not even involved with with this situation.
>>
As the army is assembled in Ierok and awaits further orders, the initial response from Reptia is not as expected; it appears that your actions are being seen as a declaration of war, and forces are being diverted from both sides of the conflict to oppose you. A response from Isarn is expected, but has not arrived yet; a diplomat has already departed from Ierok though. Finally, the camp set up on the island near Long Island appears to have been razed, and its inhabitants whereabouts and status are unknown. It is the 7th of Treyes, 421 AL, and as the conflict appears to be about to begin, the Tyrant's intentions to lead the army are being decried by many figures within the nation as a power seizing move, as this is the first time a Tyrant himself has controlled an army in many years.

Tyrant, what will you do?
>>
>>2592061
"My Tyrant i'd suggest we withdraw and prep for an invasion. Send word to the Reptians and Isarn as to why we were moving in
>>
>>2592061
Tyrant must appoint a sub tyrant and stand down from the military command.
Send a message to the pro-establishment forces we have no ill intentions for Reptia. We do not desire to seize their property or land, demand concession or enforce any change of laws or vassalage on Reptia.
We see the anti establishment forces as a serious threat to the safety of Ier and its people and wish to stop them.

Also have the message to Isarn be that were not trying to conquer their ally but support them against dangerous rebels that would likely be hostile to us both.
>>
>>2592061
>>2592061
Send two messages to Reptia, one for each faction. Another message to Isarn.

To the anti-establishment Gnoll faction, demand that they return Loris Metalar to Ier safely or else they will face physical punishment from the Tyranny.

The second letter will be to the Pro-establishment to reassure them. We come here to seek an important person and if possible, help to put an end to the civil war that the black pad has instigated. We do not want to burn their nation.

To Ier of Isarn; write that we do not want to conquer Reptia but simply out an end to the conflict which is effecting us as well.

Also send one of the painted to East Lopeni to do diplomacy with them.
>>
In the mean time Yarikh Silaz is appointed Sub-Tyrant in Ierok.
>>
File: arena.jpg (33 KB, 370x365)
33 KB
33 KB JPG
Rolled 70, 91 = 161 (2d100)

>>2591886
Faction Project
The Brotherhood will undertake yet another grandiose project, an arena in front of the Grand Temple of Rok.

There, every tenth year, a tournament shall be held.
A tournament where bold warriors from near and afar can compete with drawn blades and test their skills against worthy opponents. Matches lasting until one yields or is unable to continue, with the risk of the occasional fatality being considered acceptable.
The final victor will receive the title of Lord of Blades from the High Priest, earning him both great fame and bragging rights for the next ten years.

On a sidenote, this tournament will naturally be accompanied by the usual festivites that spring up during such festivals. Travelling performers, markets, storytellers, merchants making money and pilgrims receiving free housing etc.

Personal project
The aging priestess Ney’geh, head of the temple of Rok in Moundtown, is ordered to return to the Grand Temple of Rok. There to instruct the next generation of proselytizers with her decades of experience.
>>
As you have no way to contact the rebels, your messenger is seized and the Reptians in effect receive both messages. Their response more or less states that as you are threatening both a group exclusive to their nation, and your "wish not to burn their nation" is seen merely as another threat, they state that if Ieran feet cross into Reptian territory, the full force of themselves and Isarn will be on Ier. The Painted are apparently safe, and they assure Loris will be, but state that Ieran involvement is not needed. More importantly, they also state that any actions taken by Isarn are not taken by them, which serves as a bit of foreboding until the response from the Lord-Minister of Isarn itself is received. They state more or less the same, but with a different line in the sand; if Ierans are found to be in any way, shape, or form caught in the conflict, then they will treat it as a declaration of war on both nations, even if Reptia does not see it as such. Wisely, you avoid sending the letter to Ier, knowing that he is in fact a figurehead, and not the diplomatic leader that the Lord-Minister is. As such, you direct the letter to him, and await a response. The Black Pad merely sends you finger with one of Loris's rings on it, delivered via a trader who appears to be uninvolved in the conflict.

The letters sent by Yarikh Silaz, meanwhile, have not had an official response, but you the Tyrant are informed of them, and, according to Ieran laws, the Tyrant is the absolute diplomatic power, meaning these letters could be taken as some form of treason, which is not technically illega.

Sub-Tyrant, what will you do?
>>
>>2592133
Pull back from any actions in Reptia and put an order in place that any people who reside in Ier that interfere in the conflict from here on out will be considered engaging in treason against the tyranny.
>>
>>2592162
Tensions ease slightly, and the rest of the year mostly passes without incident. However, a series of murders have taken place within Ier, and one spree, near the pillar, appears to have been done by a feral, identified as a member of the House of Ivory. Black Pad symbols were found nearby, though it is not clear what their role is, as they have not claimed responsibility.

Year 422 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 97,634 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2592185
E. Revert the College reforms
>>
>>2592197
This
>>
>>2592185
>E. Law
Keep the reforms mostly intact but put the regular paycheck back in
>>
Tyrant Project: construct a monument in the form of a great statue of Rok at the Tyrants palace. Rok is our god so may he forever watch over to ensure the Ieren state. [auto 50]

ps bye crueld world

>>2592207
Support
>>
>>2592207
This
>>
>>2592185
>J. Other
Expanded number of border patrols and checking of travellers, hopefully making it a tad harder for black pads to do their stuff within our realm.
>>
Mor Falzer, the often controversial and possibly mad Tyrant has finally passed as fall begins. While some see this as a chance to start over, others believe his attempts in reconciling with Reptia were not misguided, but thwarted by issues often outside his control. Either way, a weakened Ier could see other states take advantage of the absence of a strong leader, and no Ieran wants that.

Issues:

>How to handle the current Reptian conflict
>Relations with Reptia
>Ieran defense against foreign nations

And of course, the other relevant points:

>Name
>Age
>Culture
>Religion
>Goal
>>
Some candidates also in the field:

Skhari Halftwig - A near 50 year old logger of all things, Skhari bears descent from some of the early settlers of the small woods near Khoril, though in recent time his family has been one of the main subordinates of the Capans in the jungles. The head of his small clan, he holds some influence over river settlements near there, and while a believer in Rok and Roll, he places a special emphasis on ancestor worship. He wishes to maintain semi-hostile relationships with Reptia, wishing to see more Ieran unity in action, pointing out current events as a sign of an unstable state.

Amsan Fishdab - A Tannish man of some influence, Amsan is a member of the Sub-Concord there, and while only in his mid 30s, his devotion to Rok and community is well known. He would see the current stance of Ier continued and relations eased with Reptia, though wishes to reduce some of the power the Tyrant holds. He would also reinforce defences on Ieran borders with Isarn, and trusts Reptia to give back the hostages and retrieve Loris Metalar.
>>
>>2592245
Name: Kogos Dayr
Faith: Rok and Roll
Culture: Ierian
Goal: reaffirm the old ways and secure Ierok from the tnreats it is surrounded by, to uplift the farmlands and set up institutions for public aid

>How to handle the current Reptian conflict
Move back to maintaining the status quo amd improving internal security of our bordersto protect us from foriegn matters.

>Relations with Reptia
Continue to build relations, and the spread of our faith so they may come to us.

>Ieran defense against foreign nations
Set up a series of forts along our border and extra funding for the blood guard internal security.
>>
>>2592245
>How to handle the current Reptian conflict
Stay out of the conflict unless we can get involved without starting a war with Isarn. Also improve border patrol capabilities to prevent black paw incursions.

>Relations with Reptia
Try to fix relations with the Reptia

>Ieran defense against foreign nations
Maintain a vigilant well trained and equipped army while attempting to keep out of unnecessary wars to maintain the strength of the nation.

>Name
Eoeri Gaeran
>Age
39
>Culture
Ieran
>Religion
Blood and Rok Worshiper
>Goal
Try and improve the Diplomatic situation of the Tyranny while maintaining the internal development agenda of Clan Sholzgaetor where possible.
>>
>>2592271
The Blood of Khazir shall support Skhari Halftwig
>>
>>2592275
>>2592271
In addition we will seek to father firm allies so that with the development of the power blocks peace can be maintained and our people safe in knowing they are not alone, that we are stronger together unified
>>
>>2592275
The Riverisa shall cast their support behind Kogos.
>>
>>2592271
Support to the candidate from Threetans, Amsan Fishdab.
>>
>>2592271
Amsan Fishdab is hereby endorsed by the High Priest
>>
For the two player candidates, one last question: Do the Tyrants have enough authority, and if so/if not, how should it be reduced or expanded?
>>
>>2592340
The Tyrant has enough power already, however we belive that it must be refined and less over reaching. Give more power to the sub concord. The Tyrants powers should be more important in times of war than peace
>>
>>2592340
I think the Tyrant has enough power as is with the concord acting as a check. If a Tyrant wants to proceed with a plan and have it truly succeed they need real support behind it which requires taking into consideration the advice of the concord.

The Sub Concords are able to handle issues at the more local level, but should they be insufficient. I'm open to making adjustments to improve them.
>>
>>2592271
The Ash Walkers support Fishdab
>>
>>2592271
I hereby endorse Amsan Fishdab
>>
For the first time in decades, the Tyrant is not elected from one of the founding families, nor those inducted into the Concord. With his message of unity striking a tone that those advocating for expansion of the Sub-Concords or consulting the Concord rather than the people, Skhari Halftwig, by a slim majority, edges out his political rivals. In regular news, the law reforms are kept, though the regular paycheck is reinstated, meaning there is now more money being given out than in the past. The Tyrant's project, while appreciated, is merely seen as an act of the state, rather than of a man who in more pleasant memories was known as a man who threw currency from balconies, rather than one who nearly caused a war. Lastly, Reptia has released the Painted captives, and while they are losing ground in the civil war, they have rescued Loris Metalar from his imprisonment by the rebels within the slowly regrowing jungle. From his accounts, some among the Vaneads are cooperating with the rebels.

Year 423 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 99,713 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
File: 1524781675694.png (319 KB, 3309x3637)
319 KB
319 KB PNG
>>2592393
C.
Jewels of Ier Act

The Tyranny shall sponsor the improvement of settlements cross Ier to give even the most far reaches of the nation the ability to experience the culture of Ierok.

These settlements will all be upgraded with new stone walls, sewer systems, apmipherates, aqueducts, refurbished housing, gardens, temples and expanded docks.
>>
>>2592401
This
>>
>>2592393
>F. Technology Research
>>
>>2592393
>F
>>
>>2592393
F
>>
>>2592393
F
>>
F - Technology, what should you work on?

A. Medicine
B. Maths
C. Geology/Prospecting
D. Astronomy
E. Economics
F. Agriculture
G. Shipbuilding
H. Smithing
I. Transportation
J. Other
>>
>>2592456
>I. Transportation
>>
>>2592456
I.
>>
>>2592456
G.
>>
>>2592456
>D. Astronomy
>>
>>2592456
G
>>
>>2592456
>D. Astronomy
>>
>>2592456
G
>>
>>2592132
Faction Project
Difficulty: Hard
Again, the Brotherhood proves its skill in construction, a skill that at one point seemed like a bizarre trait for warriors. Yet, with Rok as important as the spear for most of the group, his blessing appears on you once more as a medium sized arena is constructed, a unique design not like its counterpart in Ierok.

Personal Project
Difficulty: Normal
Ney'geh proves her worth once more as she teaches her methods of teaching and proselytizing to willing students.
>>
A strange new design has emerged for ships, partially based on the rare contacts with humans by explorers; the two level ship. Called biremes, they allow for two decks of oars, and are speedier and more heavily manned than their counterparts. It appears you are the first nation on the continent to have such a design. In other news, Reptia has begun to make gains against the rebels, despite now clear Vanead support of the Black Pad, and investigations have begun into the murders from two years prior.

Year 424 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 101,183 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2592513
>C. Construction
>>
>>2592401
>>2592513

>C.
>Jewels of Ier Act
>The Tyranny shall sponsor the improvement of settlements cross Ier to give even the most far reaches of the nation the ability to experience the culture of Ierok.
>These settlements will all be upgraded with new stone walls, sewer systems, apmipherates, aqueducts, refurbished housing, gardens, temples and expanded docks.
>>
D
Build some Biremes for our navy
>>
>>2592513
>C. Construction
Gibbu gibbu Jewel of Ier
>>
The Jewels of Ier Act is supported with the backing of the Tyrant, with a special emphasis being placed on defense for regions that are somewhat isolated, such as Larok or Taerok. While this obviously drains the coffers of the nation, the lack of tariffs on Reptia is allowing for trade to continue as normal for now, ensuring that some money is made back.

Year 425 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 104,010 people
Tech Overview - https://pastebin.com/V6v90R0y (embed)
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2592537
>F. Technology Research
>>
>>2592521
Support
>>
>>2592537
D. Work on improving our elephant training and armoring, making them sturdier and harder to spook.
>>
>>2512519
Faction Project 1
Difficulty: Normal
Reforestation efforts, while they will obviously be slow, have begun, with areas being regrown being marked off by yourselves and your workers. Pretty easy to just plant some trees, you think.

Faction Project 2
Difficulty: Normal
Your expansion of cocoa growth has led to related products being able to be traded further away from Capanok due to abundance, and people are definitely in favor of it.
>>
>>2592544
Switching to this
>>
>>2592538
Support
>>
>>2592537
D
>>
>>2592544
Support
>>
Elephant training and armoring goes fine, but things are not entirely well at home, as the investigation has discovered. The ones responsible for the murders were none other than the mage hunters, having created a feral and let it loose on the Painted for reasons unknown. Their actions appear to be related to the pillar, however, as documents from their now abandoned base near there shows... Their documentation relates how they appear to have seen another rune or perhaps set of runes on it, which seems to be partially responsible for their actions. More importantly, the Trow in Ier have been seen outside of their area without permission or a ghoulish master, an act which is strictly illegal, and is going to be further investigated. As the Reptian Civil War reaches a new height in terms of the spread of the conflict, stretching now even into the territories of the Lukidor, who are at peace by now with their own strife, it appears that Rok is punishing Ier for its foolishness in years prior...

Year 426 After the Light (AL)
---
Agriculture: 8/10
Resources: 7/10
Morale: 9/10
Finances: 7/10
---
Population: 106,229 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, one Protectorate (Lopenei Tribe)
Military - 1,000 Bloodguard (Vanguard unit), 1,000 Bloodriders, Lopenei's men, standardized equipment, strong industry support
Navy - 15 sixty-oar galleys, 10 fifty-oar galleys, 25 forty-oar galleys, 10 thirty-five-oar galleys, medium-strong industry support
Constructions of Note - Temple to Rok (river delta), Dock District (Ierok), Hall of Concord (Ierok), Tannish Quarter (Ierok), Theran District (Ierok), Garden District (Ierok), Tyrant's Armory (Ierok), Rogh's Bathhouse (Ierok), The Theatre (Ierok), sewer system (Ierok)
Culture - (Events) Blood Day [Fifth day of week], Winterfest, the Ascendant Games, the Festival of Mothers, (Practices) Bloodstones, unique clothing style, belly dancing, (Specialties) stone and wood carving, wind and percussion instruments, Bloodstones,
Religion, Spirituality, & Philosophy - belief in the afterlife, philosophy of Dualism, spirituality of blood (Desanguiere), Rok worship (Rok and Roll)
Law - The Injury Laws, The Gnoll Laws, Constitution of Metal and Blood, Dispute Law, Ierok Artisan Law, The Laws of Property
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>2592607
>F. Technology Research

Also call on the Mage hunters and the Trow to choose a representative to explain what has been happening with these events.
>>
>>2592618
I concur, the fuck is your problem. We aint touched the Pillar because you lot are patrolling
>>
>>2592607
>B. Culture and Religion

As for the mage hunters, I suggest going for some good old brutal violence. Rok is thirsty.
>>
>>2592607
I.
The time to strike is now! With Reptia and Lukidor in the grips of a civil war it is our time to strike against Isarn while their allies are weakened we can crusht this threat to our expansion! The Isarnite capital is close to the edge of our territory and a firm strike could take it within a month! They are weakened by their luxury and trade, they will know the might of Tyranny and suffer for it!
>>
>>2592607
F
>>
>>2594365
Changing to this
>>
>>2594365
Best time to strike, this.
>>
>>2593541
change to
>I war with lsarn
>>
>>2594365
War it is.
>>
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>>2594365
Support
Really perpetuating the stereotype of the warlike Ieran senpai
>>
Rolled 63, 99, 56 = 218 (3d100)

FP(251): Having already trained some with an associate of The Ash Walkers, Patriarch Ter orders a training program to be enforced for the spider warlocks. He hopes to make better use of their gifts, hoping them to be able to better sense people and mana. They're also trained in more covert fighting, being able to blend in and and strike quickly.

Personal(261): Bele Yuz, growing old, takes the journey many of his ancestors have before him and looks for unknown runes.
>>
>>2594365
What could go wrong! Supporting
>>
The Tyrant supports the decision to go to war, though cautions that he will move for peace if at any time the war appears to be turning against you. He appoints Loris Metalar as Sub-Tyrant, as the seventh month of the year begins. A response from the Trow has not been received, and as the men gather in Ierok, it is not yet expected, with patrols in their area seemingly not turning up any others emerging from potential routes up from the underground. The whereabouts of the Mage Hunters, as of now, is still unknown.

The Sub-Tyrant has ~35,000 men at his disposal, with the majority being ghouls, 2,500 being giants. The Lopenei Protectorate can contribute 22,500 men, with 9,000 of those being ghouls, and the rest giants. This adds up to 11,500 giants, and 46,000 being ghouls. The numbers of the enemy are unknown, though as reported previously, naval size is sorted as such: Isarn > Ier > Reptia.

Sub-Tyrant, what will you do?
>>
>>2594736
I'm phoneposting so i didn't notice this before I posted, but the faction projects are for 251 AND 261 and the personal is just for 261. My bad.
>>
>>2594760
10,000 men shall remain in Ierok as the main garrison

9,000 ghouls shall remain in Lopeni as Garrison

This leaves an army of 38,500 along with 2/3 of our elephants and all the Dawn Tyrant calvary.

We shall deploy 10,000 of this army as Calvary.

We shall seek to strike at the Isarnite capital and bring it low before they can muster a great army.
>>
>>2594760
An anti-Ier task force will also be made drawing from the Beserkers of the Brotherhood and armed with Hammers of Banishment.
>>
>>2594777
Also draw everyone across the river to more safe areas within central ier.
>>
>>2591886
FP:[auto 50] expand irrigation networks along the river regions with more focus on the areas we know to be particularly fertile.
>>
>>2594760
Lopeni garrison can be drawn from one of their leaders at their chieftans discretion

Mitus Falzer shall lead the home garrison
>>
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After roughly two weeks, enough men are in Ierok for the Sub-Tyrant to move out; he delegates the garrisons to Mitus Falzer (apart from those within the Lopen lands, with their leader being Arvo Wane) as he moves out to field with his men, 550 war elephants, and 200 Dawn Riders.

What route will you take?

Old map, especially for Isarn, but I will make small markers as you get into their territory.
>>
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>>2594830
>>
>>2594830
Raiders and outsider to scout ahead and raid the countryside as we force through the first two population centres heading for Isarn.
>>
As the army nears the end of the Great River, and specifically are beginning to cross, scouts from in the field report that the Isarnite army is on the march towards the border, some 40,000 strong. At around the same time, scouts from the south arrive there as well, reporting that the Tribal Confederation and the southeast Vaneads are both amassing forces, presumably to move north into your lands. Both Reptia and Lukidor are yet to respond, outside of the obvious joining of the war.
>>
Sub-Tyrant, what will you do?
>>
>>2594854
Move to engage the Isarnite forces, it is do or die time.
>>
As your forces finish crossing the river, the scouts report that you will meet in roughly two days, the 33rd of Septwaen. The initial report was correct, and the majority of their army is composed of ghouls, only a small amount appearing to be giants. So there, on the edge of your territory, the first battle will occur.

***

Meanwhile, in Ierok, the Tyrant has been doing his best to gain foreign support since the news from the south arrived. While the Eastern Lopen have already declared war on the Lukidor, they are willing to send men, and the Ringborn are yet to respond. Depending on their response, he will be engaging with the main known Trow group, the Vager, to try and gain their support to defend the south. He has ordered all towns south of Taerok to be evacuated. While the overall number of enemies in terms of both the Vaneads and Tribals only appear to be around 20k, it will present a problem if they send more.

Sub-Tyrant, what will you do?
>>
>>2594932
We shall start with a charge of elephants backed up by the Lopeni Tall flanked by our remaining infantry, 5,000 Calvary will flank out on each side harassing them and charging at vulnerable points.

The anti-Ier squad and Dawn Tyrants will be held at the back.
>>
The battle begins in the early morning, as both armies face each other from their respective camps. The sky is still in the somewhat grey-green haze of morning as you begin to move out, but it clears as you move further into the field. A horn sounds, and the sound of pounding feet fill the air as several groups of camel riders move past the main force, followed by elephants and Lopen. As the cavalry of both camels and elephants begin to move in supported by the giants, the battle begins as the edges of the enemy forces put up shield and spear against you...

DC 30, -15 cavalry, -5 giants, -5 superior armor, +5 shield wall.
>>
Rolled 11 (1d100)

>>2594970
>>
Rolled 1 (1d100)

>>2594970
>>
Rolled 59 (1d100)

>>2594970
>>
Rolled 30 (1d100)

>>2594970
>>
Forgot the -10 elephant cavalry modifier, and -5 experience, Not that it matters.

While the elephants prove effective as they drive into the line along with the Lopen, the cavalry is less so, somewhat halted by the Lopen shieldbearers that thinly ring the outer edge of the army. They are caught in the middle, trying to pull out, but even as they manage to do so successfully, it appears that fortune is not on their side. For as they turn away, a small group detaches from the back of the Isarnite army; and it looks like their cavalry, while significantly smaller, is heading straight for yours on the left flank, where the situation is slightly worse, as some of the cavalry has bunched up accidentally.

What will you do?
>Call the camel cavalry back entirely
>Focus heavily on the left flank with cavalry
>Begin firing on the enemy
>Other
>>
>>2594988
>Order the Dawn Tyrant Calvary to go counter them
>Begin firing on the Enemy
>>
>>2594988
>Call the camel cavalry back entirely
>Begin firing on the enemy
>>
>>2594995
This
>>
>>2594994
>Begin firing on the enemy
https://www.youtube.com/watch?v=1Io0OQ2zPS4
>>
>>2594994
>Order the Dawn Tyrant Calvary to go counter them
>Begin firing on the Enemy
>>
The initial barrage begins, as the Dawn Riders themselves move to support the regular cavalry. While small in number, the fact that both rider and mount present a threat could prove a serious challenge to the enemy, and many of their front line are already wide eyed in shock at the creatures you now deploy...

DC 15, -10 elephant cavalry, -10 dinosaur cavalry, -5 cavalry, -5 giants, -5 superior armor, -5 morale +5 shield wall.
>>
Rolled 68 (1d100)

>>2595025
>>
Rolled 72 (1d100)

>>2595025
>>
Rolled 67 (1d100)

>>2595025
>>
Rolled 32 (1d100)

>>2595025
>>
CRITICAL SUCCESS

While the arrow exchange favors neither army particularly, the arrival of the Dawn Riders proved to be a worthwhile endeavor as the Isarnite forces scrambled back into each other in a bid to escape their powerful jaws. While some of the recently tamed are more eating for the sake of eating rather than performing trained actions, it is having a definite effect on the enemy army, and has allowed for the cavalry on the left flank to move out who they can as their cavalry hesitates to engage. The front lines of the armies are now almost within striking distance as the Lopen continue their attacks with the elephants, and, from what you can see, Ier himself is not among them.

What will you do?
>Continue harassment with the cavalry
>Try to batter down their front line entirely
>Deploy the anti-Ier forces
>Other
>>
>>2595073
>>Try to batter down their front line entirely
>>
>>2595073
>Continue harassment with the cavalry
>>
>>2595073
>Try to batter down their front line entirely
>>
>>2595073
>Continue harassment with the cavalry
Dont get cocky and over commit. Ier may have a plan
>>
>>2595073
>Try to batter down their front line entirely
>>
>>2595073
>Try to batter down their front line entirely
>>
>>2595073
>Try to batter down their front line entirely
>>
With the focus now thrust upon completely breaking the enemy, a small subsection of giants behind the enemy mainline push forth as well, as the struggle for ground starts...

DC 35, -5 giants, -5 superior army, -5 experience, -5 morale, +5 shield wall.
>>
Rolled 93 (1d100)

>>2595103
>>
Rolled 13 (1d100)

>>2595103
>>
Rolled 60 (1d100)

>>
Rolled 76 (1d100)

>>2595103
>>
Rolled 11 (1d100)

>>2595103
Cut them down
>>
Rolled 71 (1d100)

>>2595103
>>
REGULAR SUCCESS

As the Lopen giants make quick work of the ghouls on the front line, they encounter resistance from their Isarnite brethren. Despite their best efforts however, the way forward is slowly being opened as cracks in the Isarnite army begin to form... it is then that you all hear the sound of a horn, though none the Ieran army is trained to recognize. The enemy are falling back.

What will you do?
>Pursue
>Don't pursue
>>
>>2595139
>Don't pursue
I smell a trap
>>
>>2595139
>Pursue
>Have the Elephants charge again, crack them in half
>>
>>2595139
>Pursue
Only send half of the camel cavalry to chase down, this may be a faint force to draw us in.

Everyone else regroup and dont chase them
>>
>>2595139
>Pursue
We have thousands of camelry so lets use them
>>
Give me 3 rolls, +5 enemy tactics.
>>
Rolled 10 (1d100)

>>2595152
>>
Rolled 29 (1d100)

>>2595152
>>
Rolled 98 (1d100)

>>2595152
>>
Rolled 82 (1d100)

>>2595152
>>
Sliding DC, and that +5 should probably be a -15 due to the pressure exerted on the enemy army.

NORMAL SUCCESS - 40

Thanks to some miracle for the enemy, a decent number are managing to flee, but the majority of their forces are currently caught in the vice of the Ieran army. As the cavalry engage the flanks and the centerpiece of the army, the elephants, cut through the middle, the enemy is being cut into two sections to be easily wiped out. It seems like such a foolish move, but then again, as their cavalry moves out, it does allow that group to escape, along with several thousand stragglers who no doubt will be picked off over the course of the next few days. For now, the battle is won, however.

Sub-Tyrant, any orders on those managing to flee?
>>
>>2595185
Continue to advance, mop up any survivors using Calvary if we can get their commander all the better.
>>
By the end of the battle, 20,000 Isarnites lie dead, a further 7,000 in chains. Your forces lost a mere 1,000, with only a few hundred injured; all in all, a result much better than anyone could have imagined. Over the next few days, you pick off a few hundred men, but it appears that those who fled did so with a decent knowledge of the area, at least according to what the scouts report. As you move on Isarn proper, however, you assume more challenges may await, as another week passes.

***

By the end of the 9th, a response has been received from the Ringborn; given your common position, they are willing to help, granted that they are allowed to be the one to execute him, if he is captured alive. With the forces they offer being several thousand Berserkers, the Tyrant agrees, somewhat confident that if the war is to be won quickly, then the Ringborn will have not the time to send men over. Reports from the south indicate that the Painted's territories have been reached and razed, while the gnolls advance northwards. Diplomats have been sent out to try to halt their advance momentarily, even if negotiations do not go well. However, there is still dark news; most importantly, the Archon has reached an agreement with the rebels to ensure that forces from both parties are sent to the Ieran border, which of course includes the Lukidorian rebels as well, freeing up both nations. Secondly, the Mage Hunters appear to have set another feral loose, this time near the oasis, in an attack on the Ash Walkers. The Trow have still not responded to messages.

What will you focus on?
>Isarn front
>Homefront
>>
>>2595268
>Isarn front
>>
>>2595268
>Isarn front
>>
>>2595268
>Homefront
>>
>>2595268
>Isarn front
>>
As the army advances, half a week passes, after which they are informed by messengers of Eastern Lopen's involvement and the advancement of the Tribals. In the meantime however, scouts report Isarn to only be a week out at this point, though it is teeming with all sorts of military men. They appear to be more organized than the defeated army, by several scales, though looks could be deceiving.

Sub-Tyrant, what will you do?
>>
>>2595338
Continue our advance on the city, use our cavalry to clear out any pockets of resistance and send a prisoner offering peace talks.
>>
The prisoner is refused entrance into the city, and as the cavalry do such, they found little resistance anywhere outside the city. In fact, the area immediately around it is close to abandoned barring roads. However, you are now merely a short distance away from it, and the city is in sight. A city of yellow-white stone constructed in what once was the middle of ashlands, it has not lost its beauty, though now it is spotted with distant figures on the walls that surround it.

Sub-Tyrant, what will you do?
>>
>>2595377
Prepare to use our siege engines to attack a section of the city walls, the Lopeni tall shall protect those who are firing arrows to support it , lopeni small throwing spears and those moving the siege engines forwards. We shall also use the prisoners as ghoulish body shields.
>>
>>2595391
Also authorize the use of Volcanite on these first volleys.
>>
As the siege engines move in, the Lopenei are indeed needled by arrows. However, with many seeming to be poisoned and directly aimed at the giants, it appears that your foes are not as stupid as the last Isarnites you faced. As you yourself shoot arrows, air mages (mages in general being missed in the last battle) are being deployed to send them flying as they approach. This is anyone's game, for now...

DC of 45, -10 volcanite, -5 projectiles, -5 giant defense, +5 air mages, +5 poison arrows, +5 fire arrows.
>>
Rolled 91 (1d100)

>>2595407
>>
Rolled 38 (1d100)

>>2595407
>>
Rolled 73 (1d100)

>>2595407
>>
Rolled 30 (1d100)

>>2595407
>>
REGULAR SUCCESS

The first few hours go well enough, as your approach is bolstered by your mages, who act in much the same fashion as the Isarnite wall mages. However, the Lopenei are falling at an unexpected rate, with the enemy focusing on taking them down first (or so it seems). They aim intentionally high as well, hitting hair left out in the open with flame arrows in a region that your mages cannot easily stop. The approach has not halted a moment despite this, and you are nearing the walls now, with some archers on their side forced to cease fire as they are replaced by swordsmen.

What will you do?
>Try to place mages on the siege towers to assist the Lopen
>Continue firing, using regular arrows
>Just keep pushing
>Other
>>
>>2595435
>Just keep pushing
>>
>>2595435
>Deploy bonded animals to barrage the walls clearing the areas that the siege engines shall hit.
>>
>>2595435
>Try to place mages on the siege towers to assist the Lopen
I request that you let some warlocks get to the giants with some healers because we can sense the poison and its path so might be able to extract it easier

>Other
Send in a crack team to try to infiltrate through their sewer (if they have one) and start fires within the city and sow general chaos
>>
>>2595435
>Just keep pushing
>>
>>2595445
>>2595441
The warlocks are a good idea with healers
>>
>>2595441
Also this
>>
DC of 40, -10 volcanite, -5 projectiles, -5 giant defense, -5 bonded animals, +5 air mages, +5 poison arrows, +5 fire arrows.
>>
Rolled 25 (1d100)

>>2595458
>>
Rolled 60 (1d100)

>>2595458
>>
Rolled 84 (1d100)

>>2595458
>>
REGULAR SUCCESS

The poison arrows appear to be fast acting, and as such, your immediate actions merely put both healers and warlocks in danger. However, as the enemy is slow to respond to your assaults with the bonded animals, they are in disarray as the siege engines finally arrive at the walls. Men begin to pour out as combat, at last, begins within this walled district of the city...

What will you do?
>Move to bring down the gate
>Continue the assault as is
>Move men to another section of the wall
>Other
>>
>>2595479
>Move to bring down the gate
>>
>>2595479
>>2595479
>Move to bring down the gate
>>
>>2595479
>Have the men begin to expand their control on the wall, have the giants begin to set up turtle shield ramp formations allowing more men access to the walls, make use of all our humans shields to show confusion and take arrows.
>>
>>2595486
>>2595485
We do both of these desu
>>
>>2595485
>>2595486
This
>>
As you move towards the gate, the giants form ramps, while the ghouls below bring battering rams and other weapons forward if they are not climbing up that way... however, as a large number of mages climb the wall and archers don towers nearby, your men are increasingly under fire from all sides.

DC of -5 better armor, -5 tactics, +5 projectiles, +5 mages, +5 ???.
>>
Rolled 58 (1d100)

>>2595516
>>
Rolled 76 (1d100)

>>2595516
>>
>>2595516
Forgot DC of 45, as also -10 organization.
>>
Rolled 8 (1d100)

>>2595516
>>
REGULAR SUCCESS

As your men successfully clear part of the wall all the way to a vantage point to the ground, they can finally get a good look of what lays below; spread out beneath them, moved away from the wall, is thousands upon thousands of men, some equipped with weapons they can't name. It appears that the archers and mages are the least of your problems, even as some giants falter, perhaps from poison? You're not quite sure, but as the battering rams meet the gate, its form begins to warp, and your men roar in approval. If you can move on from this area of the wall, you can move into interior districts, and then, there is no stopping you.

What will you do?
>Keep on clearing out the wall
>TEAR DOWN THAT WALL
>Use bonded animals to harass the crowds below
>Other
>>
>>2595554
>>Keep on clearing out the wall
>>
>>2595554
>Keep on clearing out the wall
>Bring archers to the wall to barrage those in the city
>Bring in the Dino Riders through the gate
>>
>>2595563
SUpporting
>>
>>2595563
Support
>>
One more push through, it is decided.

DC of -10 organization, -5 better armor, -5 tactics, +5 projectiles, +5 mages, +5 ???, +5 spooked animals.
>>
Rolled 72 (1d100)

>>2595581
>>
Rolled 89 (1d100)

>>2595581
>>
Rolled 50 (1d100)

>>2595581
>>
>>2595581
...again, DC 50.

CRITICAL SUCCESS

For each man you cause to fall, another seems to pop up in its place, though that can be useful if they're deploying their mages so haphazardly like this. Yet, as the gate cracks open, the men pouring through bear strange marks as they meet the blades of the enemy. As they are cut, it is almost as if all liquid in their body is drawn out of them, and to the blade, where after a shake, it is dropped on the ground. However, that is not enough to stop you, even as a haunting sound fills the air... it sounds like curses spoken in an unknown tongue, and as your men look for a cause, they find one in hooded Vaneads somewhere in the crowd. Yet, your Dawn Riders keep impressive control of their animals as you move forward, and even your archers begin to fire on opponents standing on top of towers who are raining down arrows on your men. Inch by bloody inch, you are making your way through, despite all the horrors of the world Isarn seems ready to throw at you atop their rocky walls.

What will you do?
>Have archers focus on a group (which?)
>Begin to move to a neighboring district/interior district
>Focus on the ground assault
>Other
>>
>>2595606
>Focus on the ground assault
>Have archers focus on a group (The Strange Vanead)
>>
>>2595606
>>Focus on the ground assault
>>Have archers focus on a group (The Strange Vanead)
>>
>>2595611
This
>>
As more move forward into the breach, a seperate group appears to be moving in the crowd...

DC of 50, -10 organization, -5 better armor, -5 tactics, +5 projectiles, +5 mages, +5 ???, +5 spooked animals.
>>
Rolled 48 (1d100)

>>2595624
>>
Rolled 72 (1d100)

>>2595624
>>
Rolled 34 (1d100)

>>2595624
>>
REGULAR FAILURE

For once, you are being held back as the Vaneads are protected by shield bearers all around them. Their horrific cacophony has well and truly terrified the Dawn Tyrants, for they are moving against their riders' wishes, and even the bonded animals are feeling panic. While more men push through the gap, those moving in the crowd before appear near the front clad in grey fabric and a strange rune carved on all their hands. With that ablaze in light, and with glowing staff in hand, they all appear to be casting some form of spell. So, as you fight on, you find it no surprise that some of the Lopenei who already felt unwell begin to collapse; you are shocked, however, when some fall down dead with no apparent wounds. Your warriors swear bloody vengeance as they try to reach these mages; yet, they too have guards, though those men themselves are being cut down quickly. One other thing hampering progress on the ground is the panicked prisoners thrust forward instead of your soldiers are throwing themselves back onto your blades, avoiding getting closer to the Vaneads, or the mages, or both. The walls are progressing smoothly, however.

What will you do?
>Focus on the walls
>Focus on the ground
>Focus on a group (which)
>>
>>2595656
>Focus on the ground
>Focus on a group (Vans)
>>
>>2595656
>Focus on the ground
>Focus on a group (which)
The spellcasters
>>
>>2595670
This
>>
>>2595669
Switching to the spell casters
>>
>>2595656
Start picking up those blood draining weapons and hit their mages with them
>>
As you focus now on the spellcasters, you push forward once more, though now meeting more pushback as the enemy is renewed by such sights.

DC of 45, -10 organization, -5 better armor, -5 tactics, +5 mages, +5 ???, +5 spooked animals.
>>
Rolled 56 (1d100)

>>2595689
>>
Rolled 60 (1d100)

>>2595689
>>
Rolled 70 (1d100)

>>2595689
>>
CRITICAL SUCCESS

As you manage to cut into these mages, the remaining giants don't feel better, but they're not getting worse. Some of the Dawn Riders are able to get their mounts under control, and begin to move forward again, cutting into the enemy despite your foe's new push forward. The wall is almost entirely taken now, though you have yet to take the two guard towers on the "pie crust" that makes up this district. Yet for now, as your enemy falls back, you are left with two options once again: follow, or remain.

What will you do?
>Pursue
>Stay
>>
>>2595715
>Stay
>>
>>2595715
>>Stay
secure our position
>>
>>2595715
>Stay
Send use the area and lock down the city Incase Ier tries too bail
>>
>>2595715
Stay
>>
You allow the enemy to flee, but begin to secure yourselves in the district, moving to barricade off a significant portion of it before there could be reprisals. One of the more disturbing things you discover is that, indeed, the Lopenei who died due to the mages had no actual injuries on them. In fact, those who collapsed blocked the gate for several minutes until others pulled their corpses out of the way. For now, your scouts remain vigiliant on the wall, inspecting the layout of the city fully; but come tomorrow, or the day after, or the day after that, you will once more be fighting with the things you faced here today. And whether or not Isarn has collaborated with the Vaneads themselves, there is no denying that a tough battle still lies ahead.

SESSION END
>>
>>2598669
First things first, we shall send a prisoner off to offer a parley with the enemy command.
>>
As the enemy retreats, night finally comes, and you are left to deal with the aftermath of the battle.

Sub-Tyrant, what will you do?
>>
>>2598682
Send a prisoner to offer a simple parley with the enemy command.
>>
The enemy refuses again, though this time, it sends an actual message by the early hours of the morning.

"Every man and woman within these walls is willing to defend it to the last; our population outside of the army lands at around 60,000. Do not force yourselves into our city and expect to be met with."

Sub-Tyrant, what will you do?
>>
>>2598698
While we get thing accounted for and people organized the Lopeni tall will begin to take shifts to bombard the inner city with rubble taken from the buildings of the district we are currently in/
>>
By the mid-morning, your scouts report movement within the two interior districts where most of the remaining members of the enemy army stand, with estimates varying between 40,000 and 60,000. The range is due to civilian involvement in the movement, which appears to be breaking down the wall between the two districts towards where they meet the wall dividing you and them. Their army also appears to be moving into some sort of a position. Despite the Lopenei beginning their bombardments, the enemy is focusing on their task with no major hesitation apart from the initial surprise.

The city layout you know as follows. As far as you can tell, the city has 11 districts, with six external (one facing east, one facing west, and four facing northwest, northeast, southwest, etc.) and four internal, with the core of the city being located, somewhat logically, in the middle of it all. There is no real rhyme or reason as to what is in each district, other than the center being the administrative center, with most important buildings placed there. You are adjacent to two interior provinces, and two exterior.

Sub-Tyrant, what will you do?
>>
>>2598728
Have the men mover around supporting our archers on the outer walls pushing more and more men into the inner districts, we shall also begin using volcanite volleys to set fire to the inner districts.
>>
>>2598728
Also get me the butcher's bill so far.
>>
>>2598768
3.50 $
>>
File: Isarn.png (4 KB, 800x231)
4 KB
4 KB PNG
With the inner wall of the city almost broken down, your initial volleys begin as the enemy starts to spread out to cover the area being attacked from. While they have a few men stationed on the inner wall, the area between the stations at the intersection of the outer wall and the intersections of the outer and inner walls remains contested. Your efforts are forcing their men back into the inner districts by applying pressure to those few who are in the outer districts adjacent to you; yet, at the same time, the walls begin to fall due to the involvement of enemy earth mages. It appears that the battlefield is opening up, and it will now begin. However, right before you do get numbers on casualties:

Isarn
- 20k dead
- 7k POW
- 45k soldiers in unknown states
- 15k civilians in unknown states

Ier & Lopen
- 3.5k dead
- 500 lightly injured
- 300 heavily injured
- 34.2k uninjured
>>
Rolled 21 (1d100)

>>
Sub-Tyrant, what will you do?
>>
>>2598817
Volcanite volley those fuckers, burn their city to the ground.
>>
>>2598823
Get the Giants to throw in pots of flammable this GS we may find in the districts we hold
>>
Initial DC is 35, -10 Ehwazi throwers, -10 volcanite arrows, -5 organization, -5 better armor, +5 ??? magic, +10 numbers.
>>
Rolled 9 (1d100)

>>2598829
Gang
>>
Rolled 76 (1d100)

>>2598829
>>
Rolled 100 (1d100)

>>2598829
>>
Rolled 55 (1d100)

>>2598829
Bang
>>
>>2598829
Also, -5 experience, as civvies are not the best forces.

CRITICAL SUCCESS

With the initial volcanite shots being quite successful, the enemy scrambles to deal with the burning buildings; however, it is quite too late for them. As their back moves, the walls crumble, and initial encounters begin, with their disorganization aiding you immensely. For with their mages in the front of the army, they are the first ones cut down as they are accidentally pushed forward and dealt with. The only thing of note is that on the walls towards the edges of the interior of the city, and along the non-ruined section of the center wall, archers appear ready to fire on the Lopenei hurling rocks into the city. They have the Vaneads with them, with another section of the creatures being down with the strange mages on the battlefield.

What will you do?
>Deal with the archers first, who knows, they could summon spirits
>Keep putting pressure on their frontline
>Send in bonded animals to deal with a group (which?)
>>
>>2598847
>Have the Lopeni move out of range of the archers and begin to barrage them.
>>
>>2598847
>Deal with the archers first, who knows, they could summon spirits
>>
>>2598850
>>2598847
Y not?
>>
DC of 40, -10 Ehwazi throwers, -10 volcanite arrows, -5 organization, -5 better armor, +5 Ehwazi movement, +5 ??? magic, +10 numbers, +10 bloodburn arrows.
>>
Rolled 87 (1d100)

>>2598861
>>
Rolled 96 (1d100)

>>2598861
>>
Rolled 93 (1d100)

>>2598861
>>
50. DC of 50. I keep posting early, baka.

CRITICAL SUCCESS

Despite some hasty footwork from the Lopenei, they manage to make it out successfully, and begin lobbing rocks at those within range, who are mainly located on the still standing center wall. The arrows let off do have a terrifying effect though, as a handful of Lopen fall to the effects of volcanite. While one appeared to live through it, their skin quickly turned blue and shriveled, as they collapsed to the ground. Nevertheless, the enemy bringing the wall seperating you down has had more of a negative effect on them, as their spread out preparation has left their center unsteady. As they force men back through into that area, they are still cut down though, as their clear lack of full preparation lashes back against them. Still, in the back, the Lopen can see more enemies gathering from the central district, and from the smoke rising, they cannot tell how many.

What will you do?
>Take out the remaining archers on the interior walls
>Keep pushing them back
>Bombard a group (which?)
>Other
>>
>>2598887
>Take out the remaining archers on the interior walls
>Begin pushing along the inner walls and taking the height advantage
>Form a shield wall and let them come
>>
>>2598887
>Keep pushing them back
>>
>>2598894
This
>>
As you keep fighting, a horn sounds, similar to the one on the battlefield weeks before; except this time, civilians and soldiers alike at the head of the combat begin to dig into their dead, eating what they can while protecting their own lives. It appears that a certain group towards the front are entering a blood frenzy...

DC of 40, -10 Ehwazi throwers, -10 volcanite arrows, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +10 numbers, +10 blood frenzy.
>>
Rolled 32 (1d100)

>>
Rolled 76 (1d100)

>>2598908
>>
Rolled 48 (1d100)

>>2598908
>>
Rolled 93 (1d100)

>>2598908
1 for the gang
>>
NORMAL SUCCESS

Your progress forward is halted this time, as the first to feast heavily on the dead take on the first steps towards feraldom and are in turn driven forward by the corrupted tongue of the Vaneads. While these men are often just impaled on blades, the sheer amount of manpower being sent against you is causing some minor cracks in the line. However, overall, order is maintained. Some minor hits are also scored against the archers on the interior walls, though it appears they have air mages by them who act as guards from smaller rocks and the arrows of your archers. While there has only been a small push forward by your men, and the structural damage caused so far is perhaps most important, the image before you is one of hell; the living feasting on the dead, strange voices driving maddened men forward, and blades and arrows which can take your very lifeblood, all as you march onward into the depths of the Isarn ranks...

What will you do?
>Target a group (which?)
>Keep pushing forward
>Advance on weakened points in their line
>Other
>>
>>2598930
>Advance on weakened points in their line
>>
>>2598930
>Advance on weakened points in their line
>>
>>2598930
>>Advance on weakened points in their line
>>
Divide and conquer it is then.

DC of 35, -10 Ehwazi throwers, -10 volcanite arrows, -10 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 reinforcements, +10 numbers, +10 blood frenzy.
>>
Rolled 40 (1d100)

>>2598952
>>
Rolled 95 (1d100)

>>2598952
2 for the fame
>>
Rolled 82 (1d100)

>>2598952
>>
CRITICAL SUCCESS

As the enemy falls back, you are managing to cut up their line, especially as they are forced to fall back behind the central wall, dividing their army in two. They are being forced back, and even as reinforcements in the thousands begin to arrive, they can do little but be pushed at the rear as well. It appears all is going well for now, and as one group of the archers from before is close to wiped out by a concentrated rock barrage, your men feel a slight boost in morale. Yet, as this occurs, another figure arrives on the battlefield, on top of the central wall, alone. Ier himself stands above, and a horn sounds as he raises his left arm. Those of you with eyes on him can see that he appears like hasn't slept in days, but most are more focused on the ground, as even more Isarnites pick up the dead and devour them. These beasts charge once more onto the front, as the unholy choir of Vaneads seems to hold even more power than before. Yet, with them meeting their end in the points of spears, how long can they truly last?

What will you do?
>Target Ier
>Keep pushing forward
>Finish off the archers
>Take out the Vaneads
>Other
>>
>>2598991
>Keep pushing forward
>Take out the Vaneads
>Deploy the anti-Ier squad
>>
>>2598991
>Take out the Vaneads
Fucking demonic seeweed
>>
>>2598991
>>Keep pushing forward
>>Take out the Vaneads
>>Deploy the anti-Ier squad
>>
>>2598993
This
>>
>>2598993
>>2598991
Suppy the oarth.
>>
>>2598991
>Take out the Vaneads
>>
As you push forward, the anti-Ier squad is deployed...

DC of 40 for general combat, -10 Ehwazi throwers, -10 volcanite arrows, -5 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 Force of Blood, +5 reinforcements, +10 numbers, +10 blood frenzy.

DC of 101, for anti-Ier combat, -10 tactics, -20 berserkers, +20 experience, +??? Force of Blood.
>>
Rolled 79 (1d100)

>>2599037
3 for the name
>>
Rolled 99 (1d100)

>>2599037
>>
Rolled 31 (1d100)

>>2599037
>>
Rolled 46 (1d100)

>>2599037
>>
Rolled 8 (1d100)

>>2599037
>>
Rolled 74 (1d100)

>>2599037
>>
Rolled 6 (1d100)

>>2599037
>>
CRITICAL SUCCESS + CRITICAL FAILURE

As you push forward again, the increasing number of ferals seem to swell in terms of their abilities, acting almost human, instead of feral. However, that is not enough to stop many being felled still, for in this hell, not even something as powerful as they can escape. As the anti-Ier berserkers are delivered by the Lopen to a cleared area, however, the tide of the battle almost seems to stop as they make their way up the wall to him. He is weak, vulnerable, at first; yet as a taloned hand reaches out to claw out his eye, and another strikes him with a hammer with the pillar's rune upon it, all the berserkers, drawn from the best of the best of the Brotherhood, stop in their tracks. Some 50 men, still, in front of their mortal enemy. As he gestures outwards, they dart off into the crowd, running down Isarnites as they make their way to rejoin the core of the army in some bizarre and grotesque fashion. They do not stop there - no, once they reach the shield wall, they themselves begin to cut and tear their own allies! Whatever Ier is, it is certainly not ghoulish; for as the ferals move once more even with the Vaneads almost entirely cut down, it appears that he has sway over the actions of all ghouls who have ever gone beyond the limits of the average. As the Isarnites cheer, the battle rages onwards, and almost all seem to be taking up some of the viscera on the ground; perhaps confident that if Ier can do this, then he too can change them back.

What will you do?
>Keep pushing
>Finish off the archers
>Send the Lopenei against Ier
>Other
>>
>>2599104
>Keep pushing
>Finish off the archers
>Have a couple of our best archers try for Ier with Volcanite arrows
>>
>>2599109
Support
>>
>>2599109
Supporting
>>
>>2599109
SUpporting
>>
>>2599109
>Send forth the Dawn Tyrants
>>
DC of 50 for general combat, -10 Ehwazi throwers, -5 volcanite arrows, -5 Dawn Riders, -5 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 reinforcements, +5 morale, +5 numbers, +10 blood frenzy, +10 Force of Blood.

DC 85 for anti-Ier combat, -10 volcanite, +20 experience, +20 magic, +5 same element bonus.
>>
Rolled 85 (1d100)

>>2599148
>>
Rolled 43 (1d100)

>>2599148
>>
Rolled 17 (1d100)

>>2599148
4 to the grave
>>
Rolled 94 (1d100)

>>2599148
>>
Rolled 20 (1d100)

>>2599148
>>
Rolled 94 (1d100)

>>2599148
>>
Rolled 16 (1d100)

>>2599148
>>
Rolled 83 (1d100)

>>2599148
Shieeet
>>
Rolled 61 (1d100)

>>
REGULAR FAILURE + REGULAR SUCCESS

With the swarms of ferals now starting to grow larger and larger, each successive round has led to a greater push back against you, and this time, with Ier's assistance, the enemy forms some kind of organization, with the ferals no longer attacking their own, and vice versa. Even the Dawn Tyrants struggle to make headway when a punch from a feral is quite a blow even for them. The archers, as well, make only minor gains against the bloodletting arrow shooting enemy. However, a well placed volcanite arrow hits Ier in the arm; and as it does, he briefly lets go of his staff, letting it drop to the ground. The wizened and well dressed man does not cry out in pain, but his eyes close for a moment; some even swear they see something fall from his arm, which somehow remains attached to his body despite being hit by volcanite. Yet, moments later, the battle carries on as it had moments before.

What will you do?
>Keep pushing
>Finish off the archers
>Aim for Ier another way (how?)
>Other
>>
>>2599181
>Keep pushing
>Finish off the archers
>>
>>2599181
>>2599184
This
>>
>>2599184
This
>>
>>2599181
>Keep pushing
>Finish off the archers
Also try to make sure the A.I does get hit too much, we need them
>>
DC of 55 for general combat, -10 Ehwazi throwers, -5 volcanite arrows, -5 Dawn Riders, -5 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 reinforcements, +5 morale, +5 numbers, +10 blood frenzy, +15 Force of Blood.
>>
Rolled 98 (1d100)

>>2599205
>>
Rolled 89 (1d100)

>>2599205
Gang
>>
Rolled 31 (1d100)

>>2599205
>>
Rolled 100 (1d100)

>>2599205
>>2599205
>>
CRITICAL SUCCESS

A sense of tension fills the air, but calmer heads prevent more attacks on Ier; after all, if the rest of the army is defeated, then he can be taken then. With that in mind, the last of the enemy archers are finished off, though the number of the ferals does not seem to be going down. However, with each one cut up, the numbers are gradually decreasing, or so say your eyes in the sky. The bonded mages on logistics duty report that by now, your numbers appear to be close to 25k still fighting, and the enemy gradually climbing down from 35k 30 minutes ago. Little by little, you are overpowering them, even with the power that feraldom brings. However, one false move, as the previous round proved, could spell a quick turn around; and as it seems that many of the civilians previously uninvolved are rushing to the scene after seeing the smoke so long, the Isarnite population itself is still willing to fight to protect its city. Regardless, the men push on, bronze shield in hand and weapons out to face the bloodthirsty horde still backed by sane men in the rear.

What will you do?
>Keep pushing
>Aim for Ier another way (how?)
>Focus on one half of the enemy army past the wall (left, or right)
>Other
>>
>>2599230
>Keep pushing
>Use our fire magi to push the flames more towards them, use wind magi to throw the smoke into them too
>>
>>2599238
This
>>
>>2599238
Supporting
>>
>>2599230
>keep pushing
>cut down any civilian that attacks but leave alone those that don't and this >>2599238
>>
The smoke and fire bend their way, as mounds of corpses are swallowed up in the ash...

DC of 50 for general combat, -10 Ehwazi throwers, -5 volcanite arrows, -5 Dawn Riders, -10 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 reinforcements, +5 morale, +5 numbers, +10 blood frenzy, +15 Force of Blood.
>>
Rolled 34 (1d100)

>>
Rolled 93 (1d100)

>>2599255
>>
Rolled 76 (1d100)

>>2599255
>>
>>2599255
DC of 35*, their arrows are gone as their main archers have been removed; -10, Ehwazi throwers, and -5, volcanite arrows, turned to -20, projectile domination.

REGULAR SUCCESS

As the beasts leap out of the shadows and onto the backs of soldiers, it seems almost like they can smell blood itself; yet many of these foes are killed with arrows or blades as soon as they can begin to rip and tear. The battle continues to arrive, but as it does, an unseen feral arrives at the location of the Sub-Tyrant, and as it is cut down, it jumps towards Loris Metalar, with its back splayed out in front of him. Grunting, the general trods onwards, not sparing it a second glance, but before he gets too far one of his men calls him back over. The thing was bearing a message; ceasefire, it said, for one hour. Negotiations, directly with Ier.

Sub-Tyrant, what will you do?
>>
>>2599286
Of course, let us meet. Someone fetch me a table and chairs.
>>
As the message is relayed, combat subsides slightly within the first few minutes, and almost entirely within fifteen. All of the ferals you saw before you, in fact, have miraculously changed back, though the smoke prevented you from seeing the cause. Ier arrives only 5 minutes after this realization, though his origin too is unknown; ash and bodies serve the purpose of obstacles for your site, as they do for your enemy. While he had look tired before, he looks more energetic now, though his injured arm has clearly been bandaged. In the fur robes of your ancestors, somehow miraculously kept clean or remade over the centuries, and with staff in hand, he sits at the table you have prepared. Though simple, and made all of stone, it would have to do—anything wood has burnt by now, something both the Sub-Tyrant and Ier are keenly aware of. The fact that chilled water is being prepared by magi for the two on the front lines, along with a roasted gnoll, it would seem, almost stands out in absurd contrast to the inferno still roaring around them.

"Sub-Tyrant," Ier greets. "I am most aware of my situation, as you must be aware of yours. While I can speak not of my allies, I am aware that your position is under threat on the continent as well. The Tribal Confederation and the Kingdom of Marez to the Southeast are advancing, yes?"
>>
>>2599320
Sips from the chilled water,

"We have made quite the gambit to be here today and you must understand this, we can win here or our nation will be destroyed. You have repeatedly threatened our rightful place of mastership over Reptia and we would see that end here today."
>>
>>2599332
"Your mastership means little, and all in all, if both our fighting forces are wiped out here today, my allies will still come to my protection. Your allies are already here, apart from the East Lopen, and what good will they do? The Ehwazi are slow to breed, and considering they withdrew from a war in the recent past, do you expect them to be able or willing to send enough supplies to the mainland if they engage with this war? The Lukidor and Reptians will be on them. In fact, I would not be surprised if the Vaneads on the island of the Nakh and the Lukidor chose to invade all parties involved in your side of the sea. They are a warlike group, even moreso than us.

I will not stand here and pretend as if Isarn does not have its hooks in Reptia, but you should not pretend as if it is rightful and just for one ghoul to rule over another as you, I, or any other does. The right to be a slave is for gnolls and other lesser races. The reason I called this ceasefire was to address this. As it is now, you face a significant threat to your land, and with your army in this state, you absolutely cannot handle more men than what are already being sent your way. Reptia and Lukidor, even, could play a role in your extermination.

What I am proposing is simple, then; you leave, and we assist you with fighting off your enemies, calling off Reptia and the Lukidor in the process. And at the same time, with the control both your nation and ours have in Reptia, we create a council of ghouls. It is both right and just that our race rules over this land, yes, but it is not right that any one group of ghouls is subservient to the other outside of their own strength, yes? That is the philosophy of blood in your lands. If we three rule together, at least for a time, we will be able to subjugate the rest of the continent; and then, we three can fight it out for dominance. However, until that moment comes, our fighting leads to nothing but the death of our fellow ghouls."
>>
File: Loris.png (486 KB, 500x680)
486 KB
486 KB PNG
>>2599346
https://www.youtube.com/watch?v=NYjZnI9_kg8

"Please Ier, you are going to make me bust open my gut! By the Gods maybe living forever truly begins to rot your brain. If you truly wish for the ghoulish race to flourish you submit as a Protectorate of Ier, we treat our allies well and we shall ensure the dominance of Isa over this continent. I have seen the opposite of one ghoul ruling, mob rule, democracy as the Reptians call it. It is a cancer which lead to the likes of the army which first was sent to fight us. The Tyranny is strong, bow before and prove your words. Your "army" here stands only because of your magics."
>>
>>2599358
"My people stand here as a testament both to my own power and to my own greed. Did I cause my citizens to rush to battle? Did I sway them into feraldom? The answer is no, they all chose these acts. Do you truly think that these people would ever be willing to stop, seeing what you saw out there? This is but a segment of our population, you know this; there are more out there, both on the islands and in the north. I say this for your sake as well as theirs; this deal is the only way I can see out of this without causing more death or losses equivalent to that for them. If you refuse, then I have no choice but to stand with them until your end."
>>
>>2599362
"Your head is stuck too far up your own ass to even consider my offer. Not that I expected more from you."

Loris takes another sip of water before serving himself a nice plate of roast gnoll.

"Do try, this is an old family recipe made by Lar himself.... where was I? Oh right. I was calling you an imbecile who thinks that he is the most important man in the world. You know I was really hoping to talk to the Lord-Minister or did we kill him by accident already. Alas if you can only see one way I will have to turn you down, for negotiations are not one sided but alas if you insist we can continue this ghoulish affair. Do tell me, why the poison? That was a dirty trick worthy of gnollkind. Can your men not stand as an army without such things?"
>>
>>2599374
"The Lord-Minister is dead; he was overthrown, not by me, but by people who thought he wasn't obedient enough to me despite our friendship." As Ier says this, he stands, and begins to walk away, then he stops himself and turns around.

"Do you know the Ringborn, and how they became sentient, thus able to use the skills they had garnered to good use? Who spent their lifetime looking for a way to do that, and spent years trying to fix his own mistakes? What if that was done to a military man already at the peak of his life, and was willing to undergo anything for his nation? Those men stand before you, in the thousands. No matter what you bring against us here, you will lose, and the Isan Empire will be rebuilt again, not on my name, not on yours, but on the fact that at the end of this, the Isarnite army will march into your fucking lands, talk to your fucking Tyrant, and help you against your enemies, whether you want it or not. If when we are finished, he refuses the offer I made here to you as well, we will leave, and reform the Empire with or without you. When you sit there and grovel like a worm for some way in, and find yourself not invaded, not traded with, not acknowledged, remember that Isarn made this offer, and you rejected it, not because of some lofty goal, but because you couldn't be bothered to look past me, a mere fucking ghoul, and see the greater whole we are a part of. I hope you are as unfortunate as to live such a long life as mine, Loris Metalar, I truly do."

He walks off, though as he does so, some among his men do indeed begin to change into berserkers; it seems that they have already gained some element of control over their powers. The dimming sun proves itself to be useful as Ier disappears into the shade of the burning and blackened district, taking any chance of a somewhat easy peace with him.

SESSION END
>>
As the hour called for the failed negotiations ended, all bets were off; on your side, all weapons possibly reclaimed, such as the bloodsucking blades, or the bloodburn arrows, were gathered in order to gain maximum advantage. Your line has been reformed, and you have more territory than you did to begin with. However, the enemy has reformed as well, and with several thousand Berserkers, and more who transformed and were turned back by Ier in the past thirty minutes, you face a significant opponent, especially with the numbers disadvantage you have, of roughly 40k to 24.5k. Their numbers had been boosted as more citizens arrived during the ceasefire, though that means their rear is hastily organized. At the head of their army now stands Ier himself, sure to also give their already high morale a greater advantage—after all, their god stands amongst them, fighting alongside them. As the first arrows are launched into the air from both sides, the tension that has filled the ranks of both armies is unleashed, and you strike, striding through the ash and flame once more to try and drive the blade home against your oldest enemy, Ier.

What will you do?
>Begin with pushing
>Fire bloodburn arrows
>Fire volcanite arrows
>Other
>>
>>2601423
>Fire bloodburn arrows
>Fire volcanite arrows
>Focus on the berzerkers
>>
>>2601423
>Other
Let’s ask for another go of negotiations with people of Ier aside from Loris
>>
>>2601429
This.
>>
>>2601429
agreed
>>
>>2601431
This The Tyrant and concord should have had a say in those neogiations
>>
>>2601431
this
>>
As the arrows reach into the air, there is a feeling of discontent among some Autarchs over the negotiations; however, with the majority siding with the Sub-Tyrant, the battle begins without issues...

DC of 45 for general combat, -10 Ehwazi throwers, -5 volcanite arrows, -5 bloodburn arrows, -10 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 reinforcements, +5 morale, +5 numbers, +5 untrained berserkers, +15 Force of Blood.
>>
Rolled 35 (1d100)

>>2601463
Gang
>>
Rolled 76 (1d100)

>>2601463
>>
Rolled 57 (1d100)

>>2601463
>>
Rolled 16 (1d100)

>>2601463
>>
(Forgot mages were decimated, that -5 ??? magic is gone. You also had +10 training, and them -10 blood frenzy, as those untransformed continued.)

REGULAR SUCCESS

As your arrows pierce through your enemies, your initial volleys are successful in hitting their marks, and the Lopenei, using the rubble they have collected in the past hour, assist quite handily. As your tactics prove effective in cutting into the berserkers, however, the same horn from before is sounded by the Isarnite army, and the remaining soldiers who had not transformed begin to eat nearby dead to so. While it puts them in further disarray, it also allows Ier to control them on the battlefield, giving them a much needed boon as the initial rounds sway in your favor. They have also introduced more archers despite the poor conditions in part due to light conditions as the night drags on; however, even that assists your men as well.

What will you do?
>Fire arrows (which?)
>Focus on the berserkers
>Aim to distract Ier
>Other
>>
>>2601491
>Focus on the berserkers
>Aim to distract Ier (Use bonded animals)
>>
>>2601491
>Focus on the berserkers
>>
>>2601510
This
>>
DC of 45 for general combat, -10 Ehwazi throwers, -5 volcanite arrows, -5 bloodburn arrows, -10 tactics, -5 organization, -5 better armor, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 reinforcements, +5 morale, +5 numbers, +5 untrained berserkers, +15 Force of Blood.

DC of 65 for distracting Ier, -5 other distraction, +20 experience.
>>
Rolled 11 (1d100)

>>2601520
>>
>Focus on the berserkers
>Aim to distract Ier
Use an animal and phase a weapon or something directly into his body!
>>
Rolled 66 (1d100)

>>2601520
>>
Rolled 97 (1d100)

>>2601491
>>
Rolled 29 (1d100)

>>2601520
>>
Rolled 78 (1d100)

>>2601520
>>
Rolled 61 (1d100)

>>2601520
>>
Rolled 98 (1d100)

>>2601520
>>
REGULAR SUCCESS + REGULAR FAILURE

As birds swarm Ier, he doesn't cry out or strike out at them, but there is an effect on those he controls, as some of the ferals seem to slip back into being animal-like, if just for a moment. An arrow sent flying from a Painted may have had some effect in that, as well, though it too does little. The sway of the battle was unaffected of course, as you continue to cut into their line, especially on the left side of the wall, from your perspective. There, they are weaker, and you have taken advantage of that to some gain. However, as the battle continues, and the numbers on both sides are cut down, the rate at which you are both falling could mean neither side will gain an advantage here; and if that's the case, why was all this blood even spilled? The discontent of the Autarchs, as un-Ieran it may seem, could indeed be right in their conclusions.

What will you do?
>Focus on that left flank
>Focus on the Berserkers
>Keep distracting Ier
>Other
>>
>>2601566
>Focus on that left flank
>>
>>2601569
This
>>
>>2601566
>Move the Siege Towers in to act as massive archer towers and block off parts of the battlefield to our advantage
>Deploy the Dawn Riders to slam into the left flank
>>
>>2601573
This
>>
>>2601573
Supp
>>
>>2601573
This.
>>
>>2601573
This as well as distracting Ier
>>
As it is now, roughly 35,000 men remain, versus 22,000; and as your plans move into place, that number will soon drop... perhaps.

DC of 40 for general combat, -10 training, -10 Ehwazi throwers, -10 tactics, -10 organization, -5 better armor, -5 Dawn Riders, -5 volcanite arrows, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 ??? magic, +5 fire arrows, +5 reinforcements, +5 morale, +5 numbers, +5 untrained berserkers, +10 blood frenzy, +15 Force of Blood.
>>
Rolled 16 (1d100)

>>2601620
>>
Rolled 22 (1d100)

>>2601620
>>
Rolled 10 (1d100)

>>
Rolled 65 (1d100)

meme rol
>>
CRITICAL FAILURE

As you move your siege towers into position, lights flash in the night sky, emerging from the Reptian army. Flaming arrows, it would seem, and as they meet the siege towers, they are highly effective in hitting their marks as the Lopenei who stayed behind the wall are focused on rock throwing, not defending. The worst scene on the battlefield, however, is where the Dawn Tyrants have met the berserkers; for each few men falling on the enemy's side, they are taking out the beasts, who, caught in the mess that is the battlefield at the moment, cannot disengage. This is a two-way street of course, as the streets of Isarn are traps for both armies, but the enemy army, partially due to the citizenry involved, knows the layout of the city much better than you do. And, in some dark way, the battlefield reminds some of the more learned men here of the old writings about the ashlands. Truly, this is a return to the savagery of centuries past.

What will you do?
>Attempt to extract the Dawn Riders
>Focus on the Berserkers
>Distract Ier
>Other
>>
>>2601669
Crucify the low rollers
>>
>>2601669
Isarnite. Man, I mess those two up a lot.
>>
>>2601669
>Focus on the Berserkers
>Distract Ier
>>
>>2601669
>Attempt to extract the Dawn Riders
Send in the rest of the brotherhood-warriors available to relieve them, they have a bit of experience with berserkers and how they work
>>
>>2601669
>Focus on the Berserkers
>Distract Ier
>>
>>2601682
>>2601681
These plus begin to use bonded birds to strike their back lines and throw even more chaos into them.
>>
>>2601681
>>2601682
>>2601690
Supporting
>>
DC of 40 for general combat, -10 training, -10 organization, -10 Ehwazi throwers, -5 tactics, -5 better armor, -5 Dawn Riders, -5 volcanite arrows, -5 shield wall, -5 height advantage, +5 bloodburn arrows, +5 reinforcements, +5 morale, +5 numbers, +5 untrained berserkers, +10 blood frenzy, +15 Force of Blood.

DC of 35 for extraction, -10 tactics, -15 trained berserkers, +10 numbers.

DC of 70 for distracting Ier, +20 experience.
>>
Rolled 72 (1d100)

>>2601712
>>
Rolled 16 (1d100)

>>2601712
>>
Rolled 90 (1d100)

>>2601712
>>
Rolled 17 (1d100)

>>2601712
>>
Rolled 51 (1d100)

>>2601712
>>
File: image-40.jpg (107 KB, 1080x1080)
107 KB
107 KB JPG
Rolled 27 (1d100)

>>2601712

FLEX!!1!
>>
Rolled 57 (1d100)

>>2601712
>>
Rolled 69 (1d100)

>>2601712
>>
Rolled 64 (1d100)

>>2601712
Saddo
>>
Rolled 18 (1d100)

>>2601712
>>
Rolled 80 (1d100)

>>2601712
>>
REGULAR SUCCESS + REGULAR FAILURE + REGULAR FAILURE

Ier remains undistracted, but that in part is due to your utilization of the bonded birds to harass their backlines, which still has the effect of stopping ferals to some extent. After all, by stopping them from eating, and by creating a panic in some individuals, Ier is having issues controlling them. The operation to extract the Dawn Riders, likewise, is also a failure, with the Brotherhood's men merely getting swamped by the larger number of enemy berserkers and being forced to fight on roughly equal terms due to that. However, you have regained the momentum due to your efforts against the berserkers in total, and as you push onwards, it appears that if you continue as such, the enemy will have their backs against the wall on the left side, literally.

What will you do?
>Attempt to extract... them all
>Focus on the Berserkers
>Distract Ier
>Other
>>
>Other
Retreat
>>
>>2601743
Retreat
>>
>>2601743
>Focus on the Berserkers
>>
>>2601743
>Focus on the Berserkers
We need to get rid of them!
>>
>>2601743
>>Focus on the Berserkers
>>
>>2601743
Focus on the beserkers
>>
DC of 45 for general combat, -10 training, -10 organization, -10 Ehwazi throwers, -5 tactics, -5 better armor, -5 Dawn Riders, -5 shield wall, -5 height advantage, -5 blood-drain weapons, +5 reinforcements, +5 morale, +5 numbers, +5 untrained berserkers, +10 last stand, +10 blood frenzy, +15 Force of Blood.
>>
Rolled 72 (1d100)

>>2601776
>>
Rolled 4 (1d100)

>>2601776
Meymey
>>
Rolled 58 (1d100)

>>2601776
>>
REGULAR SUCCESS

As you push further and further, it seems there are only a few more steps until your enemy well and truly has their backs against the wall. As they rage even harder against you, they grow further disorganized, to the point of complete dissolution. However, they seem to have a strength you hadn't seen before as each berserker is cut down and increasingly replaced by humans or pure ferals, for each citizen is holding their own, to the point where even an untrained boy is fighting as ferociously as a semi-skilled soldier. They are fighting, you realize, for their own survival.

What will you do?
>Continue as focused
>Distract Ier again
>Use the Brotherhood members and the Dawn Riders from their position
>Other
>>
>>2601806
>Continue as focused
>>
>>2601806
>Continue as focused
>Use the Brotherhood members and the Dawn Riders from their position
>Enjoy our projectile superiority
>>
>>2601808
Supporting
>>
Continue as focused = continue as planned. Humans = regular ghouls. Fuck.
>>
>>2601808
this
>>
>>2601806
>Continue as focused
>>
DC of 45 for general combat, -10 training, -10 organization, -10 Ehwazi throwers, -5 tactics, -5 better armor, -5 Dawn Riders, -5 shield wall, -5 height advantage, -5 blood-drain weapons, +5 reinforcements, +5 morale, +5 numbers, +5 untrained berserkers, +10 last stand, +10 blood frenzy, +15 Force of Blood.
>>
Rolled 93 (1d100)

>>2601834
>>
Rolled 72 (1d100)

>>2601834
Ouch!
>>
Rolled 92 (1d100)

>>2601834
>>
Rolled 29 (1d100)

>>2601834
>>
CRITICAL SUCCESS

Their backs are against the wall, and your blades are increasingly meeting the flesh of citizens by this point. The battle appears to be about over, but Ier has not gone down yet. In fact, all eyes are on him as he leads a large group of remaining ferals into your own army. You have no idea what he's doing, but beneath his robes, there is a glowing blue light, much like that of runes when activated... with his magic power appearing to be that of earth, he is still mostly unharmed.

What will you do?
>Attack
>Retreat
>Keep Pushing
>Other
>>
>>2601849
>Attack
>>
>>2601849
>Stay away from Let while focusing fire in him
>>
>>2601849
>Keep Pushing
>Send a group of our best men with banhammers to meet Ier in battle
>>
>>2601858
>>2601860
Combine with this
>>
>>2601860
Support
>>
>>2601860
Supporting
>>
Another feral messenger reaches the Tyrant, but this one has a longer message.

"Back off, or 400 or so years of history repeats itself in an instant."

DC of 30 for general combat, -20 projectile superiority, -10 training, -10 organization, -5 tactics, -5 better armor, -5 Dawn Riders, -5 shield wall, -5 height advantage, -5 blood-drain weapons, +5 reinforcements, +5 numbers, +5 untrained berserkers, +10 last stand, +10 blood frenzy, +15 Force of Blood.

DC of 75 for striking Ier, -20 numbers, +10 magic, +15 Force of Blood, +20 experience.
>>
Rolled 26 (1d100)

>>2601893
>>
Rolled 56 (1d100)

>>2601893
>>
Rolled 64 (1d100)

>>2601893
SKANK
>>
Rolled 54 (1d100)

>>2601893
>>
Rolled 95 (1d100)

>>2601893
>>
Rolled 23 (1d100)

>>2601893
>>
>>2601893
>>
>>2601849
>Retreat
The painted remember what the owner of their cave used to do. fucking run lads
>>
As Ier places his hand on the ground before him, the earth begins to shake, and despite the blows being rained down upon the old man's body, he holds firm, his legs planted in the ground with magic. He is bleeding a bit now, but with the ferals around him protecting him, and with his Force of Blood still in effect, there is little you can do to stop him as of now. The army, however, has pushed on for the most part, and Ier and his forces are completely cut off, in the center of the district. The more educated among you have a guess as to what is happening, as the ground begins to move slightly, and then faster at first; after all, you know the history of your tribe. In the beginning, your people knew not of the Light, but of the Opening, where the land itself was rent apart, in a disaster you later found out to be unintentionally caused by Ier's reaction to the Light. His power destroyed the capital of the Isan Empire, or at least most of it. So, as you stand there, some flee and are killed, others stay and prepare for the worst. On the other side of the field, the Isarnites still fight, cutting their way towards their leader, unwilling to give up on their god.

What will you do? Unlike most cases, where the Sub-Tyrant is purely in command, the consensus of the vote will be what the majority of the people do; for this is not a typical military situation, and even the bravest of ghouls fears death.
>Attack
>Retreat
>Keep Pushing
>Other
>>
>>2601924
>>Retreat
Fall back now!
>>
>>2601924
>Retreat
>>
>>2601924
>Keep Pushing
SOME BANHAMMER THAT MAN!
>>
>>2601924
>Keep Pushing
Leave none alive
>>
>>2601924
>Keep pushing

For the good of Ier.
>>
>>2601924
>Keep Pushing
Hold nothing back!
>>
>>2601924
>Keep Pushing
"Your reign ends today Ier!"
>>
>>2601924
>>Other
The Majority of the Painted will fall back but those with access to Ban Hammers will face Ier! WE WILL NOT FAIL
>>
>>2601924
>retreat
>>
The rumbling continues for quite a while, but even as it does so, men carry on towards Ier, and towards the civilians of Isarn. As you cut them down, however, they still push on towards their infallible hero, though, ironically, that is all a fabrication. Here, before you, struck by hammers that would kill any mortal man, is the actual Ier, a bloodied, ragged, but defiant old man. The quakes continue until most men are no longer able to stand up, except for a select few, which the Sub-Tyrant and some others are among. And then, it stops.

"I never meant to go this far, and I never meant to hurt anyone as I have. Those of you who survive, tell the Ringborn I am sorry. And you Ierans; I suppose we were enemies until the end."

Some rise in shocked silence, having heard the voice of their enemy for the first time, but as they do so, the ground fractures, and the earth beneath you falls away. All that lies below is a great darkness, a void from which you all know there is no escape. The last thing you hear before you meet the ground is the sound of waves rushing towards you...

***
Make your next choice wisely.
>Continue for the rest of the war, and decide the fate of Ier and its people then (picking up with the Sub-Tyrant and his reactions as the news reaches him and the allies of Isarn)
>Continue
>Let it end (runoff as to picking up in a new thread)

I will say that there is more to the plot of the war than has been shown so far, and while this action has major repercussions, I can assure you that Ier itself is by no means broken.
>>
>>2602010
Clntinue with the homefront
>>
>>2602010
>Continue for the rest of the war, and decide the fate of Ier and its people then (picking up with the Sub-Tyrant and his reactions as the news reaches him and the allies of Isarn)
>>
>>2602010
>Continue for the rest of the war, and decide the fate of Ier and its people then (picking up with the Sub-Tyrant and his reactions as the news reaches him and the allies of Isarn)
>>
>>2602010
>Continue
>>
>>2602010
>>Continue for the rest of the war, and decide the fate of Ier and its people then (picking up with the Sub-Tyrant and his reactions as the news reaches him and the allies of Isarn)
>>
>>2602010
>>Continue for the rest of the war, and decide the fate of Ier and its people then (picking up with the Sub-Tyrant and his reactions as the news reaches him and the allies of Isarn)
>>
>>2602010
>>>Continue for the rest of the war, and decide the fate of Ier and its people then (picking up with the Sub-Tyrant and his reactions as the news reaches him and the allies of Isarn)
>>
It has been a week and a half since the Tyrant's men last reported to him, and then, it was a letter from the Autarch Gaeran and a few others. They spoke of how the two armies would fight to the death if Loris Metalar was allowed to continue, and that Ier would ensure it. They even spoke of a council between ghoulish nations. He thought it foolish, and trusted his Sub-Tyrant; he was not appointed to be a peacekeeper, but a warrior. Unfortunately, with so many days passed, he has assumed the inevitable. All dead... As such, he has elected to wait until evacuation of all citizens to Ierok is complete, a command he ordered just a week before.

"Tyrant," a voice exclaimed from outside his office.

"Come in."

The owner of that particular set of vocal chords is a reedy-looking, short boy, probably from out in the middle of nowhere, like Augusta, or something. Rok knows the youth need to be occupied with something, and if Falzer decided it would be messenger duty, so be it.

"Sir, those Isarnite ships have finally docked."

"Bring me to them."

"Right away, your Tyrant—er, sir."

Emerging into the daylight, the Tyrant merely followed the boy in silence. Isarnite ships had been spotted a few days prior, and assuming the worst, the Tyrant had signaled for a peace treaty. No choice... lost in thought, the man kept moving until he bumped into the back of the teen once they arrived at their destinations; the Diplomacy House in the Port District.

"They're in there, sir."

Stepping up and into the building, a smaller stone fascimile of administrative offices in the center of the city, Tyrant Skhari's face was a grim one, until he saw one of the men waiting for him. A Ieran he recognized immediately.

"Loris?"

***

Hours later, a peace agreement had been signed, and it was an incredible deal, unlike what the Tyrant had imagined. It appeared that Ier had sunken himself and the entirety of the city of Isarn, yet there were survivors, saved by rushing waters and the boats on them. It had been his last orders, according to one captain aboard one such ship: save as many as possible, regardless of nationality. And with no real Isarnite leader to speak of, they had no choice but to send the most qualified member to negotiate; their Admiral. A close personal friend of Ier's, he seemed to express a sympathy that the now presumed deceased patriarch was lacking, and forged a deal. A return of those saved in return for a white peace for all parties involved, and what's more, the remaining Isarnite army on the islands would assist in the war to come with the gnolls and Vaneads, or at least those willing. When asked why, however, the man merely said this:

"I can't truly say, but that is by an oath, and not by some lack of motivation."

And with that, the bloodiest war in Ier's history was over; but one equally vicious seemed to be right around the corner.

***

Those of you with characters returning to Ier as survivors, write them up here now.
>>
>>2602204
Gorlak Dzhuro, the son of Rolan Dzhuro manages to survive alongside two marines who were lucky enough to be resuced.
>>
>>2602204
Iskaer Karak leads the surviving Painted back to Enkirok to rest with him the young Rheaga Dayr over his shoulder the boy too exhausted from the events to carry himself
>>
>>2602204
Ter Yuz is the only Ash Walker to live. He doesn't return home whole; his left eye and portion of his face seem to be cut to ribbons. He speaks little of the ordeal to those who did not return with him, only talking about how he felt the entire earth crumble bit by bit.
>>
>>2602204
Autarch Eoeri Gaeran leads what remains of his clans men from the war.
>>
>>2602204
Of the Capans only Keneb and one of his lumberjacking cousins and some other minor Capans survived.
>>
>>2602204
Milo Capan will accompany his family.
>>
>>2602204
Of the Brotherhood only a few wounded youths return, none who have yet to attain fame and a name for themselves.




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