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File: OPImage5.jpg (388 KB, 1920x1200)
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The Ieran people are all at once in glee and furious with the Tyrant and the Sub-Tyrant, and as the remaining Isarnite army ships dock at the port, there are protests so strong within the city that the now allied army is forced to sleep outside, while the 2,000 returning Ieran soldiers are treated as heroes, and not survivors.

Last thread: >>2574425

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 - Mechanics (some elements being reworked).
https://pastebin.com/cY8y5ALf - Setting Overview
https://pastebin.com/B44RSQMf - Magic
https://pastebin.com/V6v90R0y - Tech Bin
https://pastebin.com/bAEtHYmh - History of the Civ
https://docs.google.com/spreadsheets/d/1ocqvJxL0Ie7hzNcAhUI8R5lRF8h334DyDitngurgzAU/edit?usp=sharing - Population Spreadsheet

Current Project: Maintainance, as always.

***

In the last thread, tensions reached a boiling point, and saw Ier declare war on Isarn, only for a complicated system of alliances to fire, resulting in the simultaneous declaration of war on Ier by Reptia and Lukidor, and eventually on Isarn both the Ringborn and the Eastern Lopen. The southeastern Vanead territory, now called the Marez Kingdom, has moved against Ier as well, and so has the Tribal Confederation. As the Isarnite army was on its last legs, as was their capital city, Ier himself used powerful magic to bring down the remainders of his army along with the Ierans who had assaulted it; yet, hope had not yet been lost for the Ierans. As Isarnite boats arrived in the Port District in Ierok, the admiral of the Isarnite army brought survivors and news; that hostilities between Isarn, its allies, and Ier would end in white peace, and the willing among the Isarnites would aid the Ierans, despite their clear hostility and the dire situations of both nations. While the citizenry of both states would call it lunacy, the Tyrant has accepted, and if the word of your enemy is to be believed, soon you will fight side by side, along with the Eastern Lopen, against the invaders to the south. Two days have passed since the return of the survivors.

With roughly 42k Ieran soldiers remaining, and some 20k Isarnites on the shore, in theory you will be able to repel the enemy. However, that planning shall be left to the Sub-Tyrant, who the Tyrant has elected to leave in charge, and whom the admiral also wishes to merely consult with. It is the 25th of Hoktom, less than a month since the first battle of this conflict, and as of now, the enemy armies of the Vaneads and the Tribals are in different areas. The former are in Lower Lopen with their actions mostly unknown, and the latter in Taerok, razing it.

Sub-Tyrant, what will you do?
>>
(Subject should say 22, apologies).
>>
>>2614996
Have the 7,000 Lopeni Ghouls begin a full out guerrilla campaign against the Vaneads.

Leave 5,000 men to guard Ierok and march the rest of the forces to meet the Gnollish threat.
>>
(And 21k in Ierok, not double that. Whoops.)
>>
As the Lopen Ghouls move out into the jungle, and the 5k remaining in Ierok man their posts, the remainder move towards the 20k strong gnollish army...

Give me 3 rolls for initial scouting, DC 20, -10 familiar terrain, -10 training, -10 thick overgrowth.
>>
Rolled 59 (1d100)

>>2615118
>>
Rolled 16 (1d100)

>>2615118
>>
Rolled 70 (1d100)

>>2615118
>>
Rolled 37 (1d100)

>>2615118
>>
REGULAR SUCCESS

As your scouts move south, they spot the gnollish army heading northeastwards, away from Taerok and towards their historical jade mine close to your territory. It appears that scouts along the river, that had been noted by the Isarnites, had already alerted the enemy that your war was over, most likely evident from the ships of your former enemy carrying men of your kind without chains. However, your scouts are unsure if they are heading for Augusta or for the mine, though they are three days travel away from the former if they wish it. It may present an issue if they reach the area before you, for while you are entering the jungle, they have several days on you as the 31st of Hoktom dawns.

Sub-Tyrant, what will you do?
>>
>>2615169
We know this are better and shall fall upon their rear before they can make it out of our territory, they will pay for their transgressions.
>>
As you attempt to rush your enemy to make up for roughly two days and a bit's worth of travel, your men push onwards, though conflicts between the two armies are still common due to the circumstances of both your national histories and the current conflict.

DC of 40, -10 rush, -10 terrain knowledge, +5 enemy scouts, +5 enemy clearing power (Giants).
>>
Rolled 42 (1d100)

>>2615215
>>
Rolled 66 (1d100)

>>2615215
>>
Rolled 3 (1d100)

>>2615215
>>
Rolled 55 (1d100)

>>2615215
>>
LITTLE SUCCESS

Though you succeed in making your way to the enemy army's pace, a discovered scout alerts the enemy to your presence, and they rush the remainder of the way, even up the mountain on which Augusta is located. Making their way in with their Ehwaz just before you can arrive, they have a near impenetrable defensive position now. The admiral advises sending his ships to block off the coast with your own, in order to gain a stranglehold on the territory to starve out the enemy.

Sub-Tyrant, what will you do?
>>
>>2615250
Follow the Admirals advice, if they want to starve on the Mountain then they can feel free to.

Remember to have men watch the back way out.
>>
While you have scouts on the back, the first week passes uneventfully, with the enemy complacent in the mountain fort-town, and the sun serving merely to mark time passing by. However, its departure on the eighth day of their stay brings news from scouts further south. It appears the enemy had hidden an army of roughly 30,000 men in the jungle near the mountains, who presumably are also needing supplies blocked off by Isarnite vessels in the mouth of the river. They appear to have noted your presence, and will be in the area in roughly 4 days. Meanwhile, the Vaneads have sent an emissary to the Tyrant, offering white peace if the Protectorate status with the Lopen is formally revoked. The Tyrant has thus written to the Sub-Tyrant for a report of the situation and a recommendation.

Sub-Tyrant, what will you do?
>>
>>2615360
Leave a Phantom Guard to keep up the illusion we are still laying siege to the Mountain Fort while using the jungle as coverage to move and engage the 30k gnoll force in combat hopefully ambushing them with our superior knowledge of the area.

Send a simple letter to the Tyrant:

We do not break oaths, we shall prevail, more gnolls then expected.
>>
Roll against a DC of 25 for the surprise, -10 terrain knowledge, -5 tactics (Loris), -5 tactics (admiral), -5 starvation.
>>
Rolled 32 (1d100)

>>2615493
>>
Rolled 35 (1d100)

>>2615493
>>
Rolled 49 (1d100)

>>2615493
>>
>>2615540
>Attempt to drive them further into unfamiliar jungle
>>
>>2615540
Frenzy
>>
>>2615540
>Keep aiming for their flank
The fire arrows will reveal our ploy
>>
>>2615544
This
>>
>>2615540
>Attempt to drive them further into unfamiliar jungle
>>
As you charge into the front-left side of the Tribal columns, the foolish gnolls have only minutes to react, their noses left in disarray by tracks in the area left by hunters year after year after year. With some of your comrades left guarding the fort and its inhabitants, the gnolls are merely left with the sight of the fort and your "reinforcements", who in fact are there just to fake the continuing of the siege as the battle goes on, this morale attack recommended by the admiral. The gnolls falter with their lack of vision in the dark, and the battle begins with your attack crumpling in what should make up the left portion of their line, as the Isarnite army makes quick work of their side.

What will you do?
>Fire arrows
>Keep aiming for their flank
>Attempt to drive them further into unfamiliar jungle
>Other

Posting for the sake of clarity, but previous votes count; image displayed something I didn't want shown in actual post.
>>
>>2615570
>Attempt to drive them further into unfamiliar jungle
>>
Roll against a DC of 20; -10 terrain knowledge, -10 surprise, -5 starvation, -5 tactics.
>>
Rolled 64 (1d100)

>>2615592
>>
Rolled 79 (1d100)

>>2615592
>>
Rolled 77 (1d100)

>>2615592
>>
Rolled 3 (1d100)

>>2615592
>>
>>2615570
>>Fire arrows
>>Keep aiming for their flank
>>
As the full weight of your line is pressed against them, you drive them back into the jungle east of you, that they would not know. Many of them begin to run, however, and despite your eyesight in the night, their speed is an advantage you do not have. Despite that, many of them were killed in your push forward, and they appear to have been entirely broken by your atttack. Perhaps the lack of food would have something to do with that? Either way, your choices are to pursue or to stay, either way this attack proving that even a little bit of pressure will cause a gnoll to run.

What will you do?
>Seek and destroy
>Stay
>Other
>>
>>2615641
>Stay
>>
>>2615641
Stay
>>
>>2615641
>Stay, bring the dead back to the fort clearing and impale them on stakes in full view
>>
>>2615641
Stay
>>
>>2615641
>Stay
Any live ones are going to be interogated by the painted. Mostly then handed ovdr to Loris
>>
With the living gnolls soon to be dead, you butcher them before bringing the dead (600 or 700 in total) out to be impaled before the mountain fort... within the week, the fort surrenders, and those within are imprisoned, securing your safety against the enemy gnolls who remain in your jungles. It also appears that the Tyrant has not backed down against the Vaneads, once again placing faith in the Sub-Tyrant that even some of his soldiers do not have in him. However, their numbers have swelled to roughly 40,000, and they have gained access to the animals kept by the Arachenians, who are apparently being left unharmed though angered by the plant people. It is the 7th of Nunamos, now.

Sub-Tyrant, what will you do with your prisoners, and what next?
>>
>>2615712
Execute the prisoners, dump thier bodies in the sea and send the army north towards Lopeni to counter the Vaneads
>>
>>2615765
>>2615712
Seems a good of plan as any
>>
>>2615768
>>2615765
>>2615712
Scratch that get a prisoner exchange going with the Tribal confeds for slaves they took and hopefully a peace deal.

March to Lopen
>>
>>2615775
Beats most other plans i got, maybe pull a Reltia and warn them of the Vaneed greater threat and have them help us ;')
>>
The Tribal Confederation accepts the prisoner exchange as well as a potential peace deal, though they'd ask you allow food and medical supplies be transferred to the army you defeated, which is moving down the coast and losing men as it does. As you march on Lopen by the morning of the 9th, you are informed that the gnolls themselves have already been engaged in combat with the Vaneads, and that is partially why they only spared some 50k-60k men for attacking you. As you reach the edge of Lopen territory, the admiral is at a loss as to what to do; if the Lopenei have truly suffered attacks on their territories, that is, the Vaneads may have already won this war before you arrived. After all, if they can grow into giants, then they have a distinct advantage here already. You last heard that they were still in Lower Lopen proper, and that the Arachenians had finally begun making military moves against them as they took their kin, the spiders in that area.

Sub-Tyrant, how did you respond to the proposal by the Tribal Confederation? What will you do?
>>
>>2615835
We shall accept the deal from the Tribals if they agree to launch an offensive against the Vaneads at the same time as ours. We shall march to link up with the 9,000 men currently fighting a guerrilla war in the area.
>>
>>2615835
We cant keep wasting resouces at the biirder fighting one another. I lropose a deal, we form an alliance againbst the vaneed abd a lasting peace. But also a deal be struck we shall not make slaves of the confederation gnolls though others are still fair game and they shall nit take ghouls from ours. We need to stop the vaneed bvevore they consume everything. We gave made a peace of sorts with isarn so its not the weirdest thi g weve done of late
>>
As you reach the Arachenian territory, you've already been informed of the status of your 9,000 men; having encouraged the spiderfolk to fight back, they've joined up with them in order to aid their struggle which would normally be impossible for such a militarily inexperienced group. In this way, they've mobilized a larger group and made themselves a smaller target by spreading their numbers out among their new ally to train, or so says the Autarchs involved in the decision. As you camp nearby the current base of the Arachenian guerillas, the sound of spiders fighting in the night can be heard, as the bugmen whisper about the monsters that the Vaneads are. Both groups can communicate with the creatures, yet to the Arachenians, what the Vaneads appear to be doing is spooking the insects to attack their own, and in some cases, even driving them mad by somehow overriding their natural impulses. However, within two weeks, you receive confirmation that the gnolls are willing to send more men to fight against the Vaneads at the same time as you launch your operation, though the date is yet to be decided. It is the 22nd of Nunamos, and it will take roughly two weeks for your message to be sent south.

Sub-Tyrant, what will you do?
>>
>>2615893
Keep ramping up the guerrilla campaign using bonded animals for scouting and to note Vanead bases. We shall send for the Gnolls to commit their attack as soon as our message reaches them. Which is when we shall consolidate our forces and engage them in battle.
>>
Having noted the Vaneads had completely overrun the area of Lower Lopen, most of the western region of Lower Lopen is completely conquered, with bases close to the coast having allowed for Vaneads to set up the invasion in the early stages of the war. The guerilla campaign has indeed stepped up, but for each dead Vanead, several Arachenians are sacrificed. By the 33rd, you note signal fires south of you, which you believe to be from the gnolls, perhaps having had scouts in Lopen since the beginning of the war. Presumably it means they have read the message, though, as a messenger reaches you a day later, it will be two more days before the army you defeated in the weeks prior will be able to join you. From then, you will have roughly 90,000 men to work with, against the enemies now 70,000, excluding war beasts, of which there are many.

You are struggling still with morale between the Isarnites and the Ierans at the moment, so, if the Tribals arrive, you are not sure what's going to go down. Sub-Tyrant, what will you do to consolidate your forces once they arrive?
>>
>>2615971
I suggest a rousing speech about old enemies and greater threats, a feast together before battle us joined and atleast between ghouls a pact to build a betrer world together. Its time too step up and remove the vaneed cancer and sear th e wound
>>
File: Loris.png (486 KB, 500x680)
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486 KB PNG
>>2615971
"We are all gathered here in this place for many reasons, some of us held by oaths to a dead god, others to protect their families, some to avenge their kin and others because they were forced to for fear of death. None of these reasons matter in the face of the threat that stands before us! From the Oceans these creatures come time and time again to kill and consume all! Unless we can crush them here and force them back to their foul depths that they come from we shall know no peace. They do not care which nation you call home, which village that you are from. They only crave your death and the eradication of your people! I am no philosopher, I can answer no great questions for you about the nature of hate between ghouls! But I do know that if we cannot stand here today together, this menace will continue to spread like an infection and all our people will suffer for it. Will you stand with me my blood brothers! Will you stand against the dark hordes that seek to snuff out the light of ghoulkind! WILL YOU STAND FOR IER!"
>>
Your speech one night at dinnertime, while not resulting roars of approval, does have a marked effect on the army gathered before you. There is no sharing of food or campfire, for certain, but the previous hostilities have dissipated to some extent. And, as the gnolls arrive on the last day of the month, they are met with hostility from the vast majority of ghouls. Improvement, you think, though not the common enemy you thought you were uniting them against. Your bonded scouts are reporting a greater number of Vaneads coming from the south, having increased their numbers by several thousand in the past few days, while you yourself have 90,000 men at your disposal, of middling morale and well supplied.

Sub-Tyrant, what will you do?
>>
“Sub-Tyrant Loris, I recommend we go and kill the Vaneads.”
>>
>>2629148
Begin a march towards the Vanead threat, the Gnolls shall divide themselves into six forces accompanied by detachments of spiderfolk. Their goal shall be to act as our outriders using their superior speed to barrage the enenmy with projectiles, skirmish with them but never engage them in drawn out combat. The Ghouls shall take up a defensive position in the surrounding are building a base which the gnolls can retreat too if the heat becomes too much. The goal is to bleed them enough that them come to threaten our defensive position.

The Gnolls should use these skirmishes and harassment to determine if Ricin is effective on the Vaneads.
>>
As you move into the vicinity of the enemy, the gnolls begin their strikes...

DC of 50, -5 ricin, -5 speed, -5 training, -5 fallback plan, +10 communion with nature, +5 experience.
>>
Rolled 4 (1d100)

>>2629234
>>
Rolled 3 (1d100)

>>
Rolled 94 (1d100)

>>2629234
>>
CRITICAL FAILURE

While your plan seemed to work in theory, its practice is hard for both you and the ghouls. As each attempt of theirs becomes less effective due to the Vaneads' being alerted after the first few attempts, one force is cut off and partially wiped out, with only a third of it coming back. Meanwhile, when the gnoll forces do come back, both you and they come under fire from the enemy, who somehow have found each new base you establish. This is causing some tension with the Tribal Confederation, as ghouls begin to blame the gnolls for bringing the enemy back with them. You do learn ricin is effective though. It is the 10th of Dekoly, and you have lost a thousand spiders, as well as roughly two thousand gnolls and several hundred ghouls as each base you've built in the past 5 days has been found, and you have been pushed back.

Sub-Tyrant, what will you do?
>>
>>2629298
Is it really that hard to find a hill and fight them on it? Find a hill and fight them on it.
>>
Assuming position atop a hill close (but not too close) to the Lower River, the branch of the Great River leading into the territory of the Lopen, you begin to establish yourself in a defensive manner atop it. A large, clear area, it should provide you a means to fight them on fair ground, and no doubt, if they have found you before, they should be able to find you there. Your scouts are now reporting them moving on you, though in a group, with the majority of their forces and war beasts accompanying them.

Sub-Tyrant, what will you do?
>>
>>2629395
Set up for battle with the gnolls on either flank with ghouls in the middle backed up by spiders and any giant rock throwers the tribals brought.

Opening the battle shall be volleys of Volcanite and Bloodburn against their beastal charge.

The 2000 Veterans of Isarn shall be held in reserve.
>>
On the night of the 15th, they have begun to climb the hillside, with the numerous Vaneads taking many forms; gnoll, ghoul, giant, and even arachenian. As they begin the climb of the hill, the first round of arrows fires out from above, your projectiles hoping to find themselves homes in your enemies, who surround themselves with the strange, giant bushlike beasts you encountered in the previous conflict against them, as well as their shrimp cavalry and more creatures you do not recognize.

DC 20, -15 volcanite arrows, -15 bloodburn arrows, -10 innate weakness, +5 numbers, +5 tactics.
>>
Rolled 87 (1d100)

>>2629445
>>
Rolled 78 (1d100)

>>2629445
>>
Rolled 75 (1d100)

>>2629445
>>
Rolled 69 (1d100)

>>2629445
>>
Your arrows pierce through the night and strike home quite well, though, without any giants, no rock throwers are present to assist you. It is no matter, for even with the ghouls being the only force firing (night not being the forte of a gnoll, let alone a gnoll archer) the weakness of plant people to flame is quite evident. The initial flame down below seems like merely a spark, but as more are lit, it turns the death of your enemy into quite a sight, as a sea of orange washes across your vision. Even as they cower behind their bush-beasts, a tactic obviously meant to save them from the flame, the volcanite arrows pierce through, meaning there is little salvation for them. A sizable contingent of cavalry has begun to make their way up though, and they are making decent time up the hill.

What will you do?
>Fire at the cavalry
>Meet the cavalry, fire at the infantry
>Take out the war beasts
>Other
>>
>>2629494
>Meet the cavalry, fire at the infantry
>>
>>2629494
>Take out the war beasts
>>
>>2629494
>>Take out the war beasts
>>
>>2629494
>Take out the war beasts
>>
>>2629494
>Meet the cavalry, fire at the infantry
>>
>>2629494
>>2629515
>>Meet the cavalry, fire at the infantry
switching to this we need to stop them from overunning our position.
>>
>>2629540
Fair point switch too
>>
As your infantry moves to engage with the enemy cavalry, the archers prepare to fire once more at the infantry.

DC 5 for the archers, -15 volcanite arrows, -15 bloodburn arrows, -10 innate weakness, -10 training, -5 experience, +5 numbers, +5 tactics.

DC 25 for the infantry, -15 lack of armor, -10 numbers, -5 superior weapons, -5 training, +5 tough hides, +5 unnatural biology.
>>
Rolled 99 (1d100)

>>2629586
>>
Rolled 4 (1d100)

>>2629586
>>
Rolled 64 (1d100)

>>2629586
>>
Rolled 13 (1d100)

>>
Rolled 53 (1d100)

>>2629586
>>
Rolled 37 (1d100)

>>2629586
>>
CRITICAL SUCCESS + REGULAR SUCCESS

You continue to tear into the enemy with your arrows, with some arrows even piercing the larger war beasts, perhaps a bit over 6 meters long. You also are able to stop some of the enemy cavalry, though some are smart enough to turn back upon seeing your preperations. While they are not wearing armor, some of the Vanead riders pack quite a punch as their mounts attack with them, and as their biology, not necessarily matching your own, makes a killing blow not quite that. However, as multiple blades pierce the thick hides of the monstrously over-sized shrimp, you kill close to a hundred before those who can escape do so. The enemy infantry do not seem to be making any progress, but you can see that their large lizard-like beasts are now moving up the slope, so you assume they will follow.

What will you do?
>Fire on the retreating cavalry
>Attack the beasts
>Keep firing on the infantry
>Other
>>
>>2629646
>Attack the beasts
>>
>>2629646
>Attack the beasts
>>
>>2629646
>>Attack the beasts
>>
>>2629646
>Attack the beasts
Kill them all
>>
As you decide to focus on the beasts, you do notice the infantry following behind; however, you have run out of bloodburn arrows for now...

DC 35 for the archers, -15 volcanite arrows, -10 training, -5 experience, +5 communion with nature, +10 tough hides.
>>
Rolled 24 (1d100)

>>2629707
>>
Rolled 94 (1d100)

>>2629707
>>
Rolled 17 (1d100)

>>2629707
>>
Forgot archers would have a terrain advantage of -5, which, along with no tough hides bonus as you'd be shooting with purely volcanite arrows which would tear through any hide, would mean a DC of 20.

REGULAR SUCCESS

Arrows quickly pierce the hides of the beasts, which the Isarnite admiral has pointed out to you as some kind of overgrown crocodile, a beast which they have in their still occupied swampland. The beasts, perhaps due to their hide, do not ignite with ease, but it is no matter, for regular arrows are doing a decent job pinning the enemy down. However, they are making some advancement, and the retreating cavalry appear to now have reinforcements, with which they are approaching the infantry once more.

What will you do?
>Shoot the cavalry
>Engage with the cavalry
>Shoot the infantry and beasts
>Other
>>
>>2629746
>Engage with the cavalry
>Shoot the infantry and beasts
>>
>>2629746
>Engage with the cavalry
>Shoot the infantry and beasts
>>
>>2629746
>>Engage with the cavalry
>>Shoot the infantry and beasts
>>
DC 15 for the archers, -15 volcanite arrows, -10 training, -5 experience, -5 innate weakness, -5 morale, +5 tactics.

DC 20 for the infantry, -15 lack of armor, -10 numbers, -5 superior weapons, -5 training, -5 morale, +5 tough hides, +5 unnatural biology.
>>
Rolled 31 (1d100)

>>2629784
>>
Rolled 57 (1d100)

>>2629784
>>
Rolled 93 (1d100)

>>2629784
>>
Rolled 64 (1d100)

>>2629784
>>
Rolled 22 (1d100)

>>2629784
>>
Rolled 74 (1d100)

>>2629784
>>
CRITICAL SUCCESS + CRITICAL SUCCESS

As the cavalry is stalled even more badly this time, and the infantry is forced to move back, a piercing sound rings through the heads of all present; in fact, some even begin to bleed from their ears. As you look to the gnolls and the spiders, they shake their heads. They have no idea what's going on either. However, as all your foe turns around, it becomes quite obvious what's happening. They're retreating.

What will you do?
>Pursue
>Stay
>>
>>2629802
>Pursue

Pursuing was often the phase of a battle where most casualties were inflicted in ancient times.
>>
>>2629802
>Pursue
Have the Gnolls make up the main harassers, do not let they cannot move an army of that size without allowing us to constantly harass them.
>>
>>2629802
>Pursue
Follow the Sub-Tyrant's plan
>>
>>2629802
>>Pursue
shred these weeds
>>
Give me 3 rolls, with the typical sliding DC of 20/40/60//80/90/95, following the Sub-Tyrant's plans.
>>
Rolled 26 (1d100)

>>2629814
>>
Rolled 95 (1d100)

>>2629814
>>
Rolled 58 (1d100)

>>2629814
>>
REGULAR SUCCESS (DC 40)

As you pursue the enemy throughout the first day following the battle, you are able to kill off a sizable portion of their war beasts, many of whom are unable to keep up with the main body of the army. Some Vaneads, partially burnt, are also finished off in this manner. The only thing truly harming your efforts is the power of the Vaneads to communicate with the living things around them, which is picked up on by scouts around noon.

Sub-Tyrant, what will you do?
>>
>>2629843
Utilize the gnolls speed to continue to harass the army till they are either completely out of our territory or destroyed.
>>
>>2629851
Can I send a small number of ghouls with them too keep an eye on things and learn just glue fighting from following the gnolls? Warlocks will also help track the enemy and maybe find hiding places
>>
>>2629860
Sure?
>>
As you pursue them out of your territory and bid them farewell into the ocean, you imagine several tens of thousand are dead, though, with Vanead bodies strangely absorbed by the dirt with an odd "ease", you have no way of verifying those numbers. There are well over a thousand and a half war beasts dead, however, which can't be good for their forces. Ier itself lost 2,000 men in the entire conflict, Isarn some 3,000 or so, and well, arachenians and gnolls, who gives a damn? In the meantime, as the end of the year approaches, you await what you assume will be negotiations with the beasts.

Sub-Tyrant, anything you will do in preparation for this?
>>
>>2629873
Get a the Head of the Tribal Confederation to join us at the table along with the Head of the Lopeni Confederation, these talks will be hosted in the Lower Lopen capital.
>>
That will be a bit awkward... you see, the Lopenei Confederation would rather have Ier settle the talks themselves, having been the push behind the war. The relations between the Protectorate and Ier itself has never been so low, ever. The Tribal Confederation is willing to accept, however, and by the 30th, their leader has arrived with some guards in the ruined capital, of which there is nothing left but cinders, rubble, and a hastily constructed pavilion for the negotiations, as well as rooms for sleeping in for the diplomats. The Vanead diplomat is expected by the 32nd, and has already been spotted coming in from the coast. In the meantime, the army, which remains in Lower Lopen, has some downtime.

Free roam time.
>>
>>2629899
Scavenge for alchemy notes, ingredients, and goodies.
>>
Rolled 98 (1d100)

>>2629899
Look around and ask for knowledge that the Lopeni might have regarding the old Isa empire. They should have some as excellent lore keeper.
>>
Rolled 38 (1d100)

>>2629902
>>
Rolled 71 (1d100)

>>2629899
Get some brew and relax a bit with my fellow soldiers
>>
>>2629899
The Painted will seek to get contacts and information (what lays south of their capital for example) from the Gnolls and plant the seeds of peace among them for by now they have met the Painted many times show we can in fact get along. The Clan leader Iskaer will try too chat with the leaders about the possibility of a more lasting alliance that could benefit them all...
>>
Rolled 82 (1d100)

Gorlak walks among the ashes of the capital, looking and taking in the destruction of war. He tries to salvage things that were lost in the pillaging, and hopefully return them to their owners.
>>
>>2629899
Relax, enjoy some beer and contemplate everything I have seen.
>>
Rolled 37 (1d100)

>>2629899
The Capan sits to the sidelines, watching as the various diplomats and guards shuffle around the pavilion. I mean, who really needs a medic during a diplomatic mission? If they are going to stab you, you likely won't survive, so why bother? He looks rather bored as he munches on his sorghum bread. Maybe the overgrown weeds like bread too? Offer some to the Vaneheads on the sidelines.Who knows really.
>>
>>2629903
After a small search, you fall into some kind of hole in the ground; while covered with dirt and debris, below is another story. An almost entirely preserved private library is what you think you've found, and as you start a fire, you are able to locate stairs, and grab what seems interesting before leaving... I'll leave the rest to PMs.

>>2629902
You manage to find some about average poultices, and something about spider parts. Or, rather, arachenian parts. Perhaps you could scavenge the dead for some?

>>2629908
You and your men merely have something to drink, and discuss the current situation. You have it on good information that something is happening with Ier, the Lopen, and the arachenians, but you're not entirely sure what. However, the lack of giants in the area is a bit worrying. The drink leaves you destressed, though you hope that's not because of the amount; best to stay alert, even if the scouts haven't reported anything.

>>2629915
The gnolls have not forgotten your previous infiltration of their capital, nor an older attempt at taking them over. If you think they would be okay with you, you would be rather mistaken.

>>2629919
Gorlak's wanderings bring him across a handful of items, which he plans to return, but more interesting to him are those ones occasionally clutched in the hands of the dead. The odd trinket, damaged book, or even rings all held a sentimental value to someone he thinks... perhaps there should be some way to remember those lost here, like a building.

>>2629943
Your task here is the hardest by far, and you are well aware of that fact. This war has aged you, and not just because of your narrow escape of death in Isarn. Is this how Lar felt, you wonder? Did he have to worry about the effects his words would have on his people, or did he even think of the losses he left in his wake? You are different, you realize, by the end of several drinks. Not just in that this war was closer than those in the past, which he acknowledges, but in that his effects were much grander than either Lar or Lorhan. The conquering of gnolls? The joining of the Isans? Loris had wiped Ier's tyranny from the world, and the deaths on his back were most likely more than either of his predecessors combined, he realized bittersweetly. Ah well, thought he; two days to go. I can spare myself another drink.

>>2629952
When the Vaneads arrive, they eat your bread. In fact, they eat other things too. However, you are suspicious. How do they poop? You are left baffled by this as the meeting begins.

***

As the envoys of the Tribal Confederation, the Kingdom of Marez, and Ier sit around the table, the Lopen are the only group missing. However, with Ier entrusted with their diplomatic power, the meeting begins as Loris speaks first.
>>
The people present are a Vanead who merely wishes to be called the Envoy, and Matriarch Hawshak, leader of the Confederation. The female gnoll has chosen to attend by herself, but the Vanead has brought two guards, likely wary of your intentions. Both are willing to speak Ghoulish for the discussion though.
>>
>>2629968
"You have been both brought here to end this foolish war that you have started against the Tyranny of Ier, may I ask you to be forthcoming in your reasons for starting this war."
>>
"Land, what else? Our population is always growing, and the weeds took our land away some years prior. We needed something, and once you declared war, we had a means to an end."

You find the gnoll speaks frankly, most likely as she (and you, to some extent) know this peace treaty is a formality. However, the Envoy is perhaps even more blunt.

"We believed that you were weak, and were ordered to move. Your lack of defense at first seemed to prove that, so we continued, and assimilated some arachenians and giants in the process."
>>
>>2629991
"Good, I wanted to clear up that there was no mercy involved in your choices, there was no attempt to meet for dialogue and not attempt to avoid loss of life. As we were given none I shall gift none in return, we have beaten both your armies because you are weak. You lack planning, discipline and the knowledge of war beyond slaughter. That is why I offer both of you the chance to become Protectorates of Ier since it is clear that you cannot manage your own armies. If you submit you will be allowed to grow and prosper, we shall deal with your border friction and ensure your place in the future. If not, I am happy to accept a peace deal in which we retain control of our current lands, all ghoul captives are released and we agree to not launch any wars against each other for the next thirty years."
>>
The Vanead turns his (its?) head toward you, and speaks bluntly.

"The latter is fine with us, and we will avoid the Lopen lands as well. Why did you ask, however?"

The gnoll concurs, throwing in her own two cents.

"If my people agreed, would you not just enslave us?"
>>
>>2630029
"It was the Gnolls of Ope that first made slaves of our kin, we have returned them in kind. Your kind is lesser then the Isa but not without their use, as a Protectorate you are allowed your own state so you may remain separate from us and under our supervision. You will be able to use your natural abilities to their best instead of squandering life after life on Ieran blades."

Loris then turns over to the Vanead.

"You are weak, the weak seek the strong to lead them. It is simple as that. It is good you avoid the Lopeni lands as they are the lands of Ier."
>>
>>2630049
As you finish talking to the Marez envoy, you're startled by a noise off to the side. The Matriarch is cackling up a storm. The gnoll's barking laugh is somewhat peculiar to you, as you detect a hint of bitterness in it.

"The only one who remembers who enslaved who first was us and the Lopen, yet unfortunately they aren't here to elaborate upon the truth of my words. We were nothing but the spies of the Empire, pumped for information and for cash for a promise of protection against an enemy we never met. Every once in a while the Emperor would demand our people as slaves, and we would have to agree, or we would be destroyed. You must understand our hesitance to trust any wishing to subjugate us. I take it you do not know of your own origins outside of the mere location of the Nakh lands, no?"
>>
>>2630067
"I do not know, I do not care. This is the time of the Tyranny of Ier, the past is the past, let it die in the ashes of the Light."
>>
>>2630073
She grins at this.

"Fair enough, though I expect it thrown up a few more times in my line's face over the next few generations. I accept your proposal, Loris Metalar, though I may await a crucifixion at home. If that is the case, then may this peace deal bring you and yours some entertainment."

***

War numbers:

IER
17k dead
18k alive

LOPENEI
??? dead
??? alive

***

It is 427 AL, and for better or for worse, the army, with Loris Metalar at its head, has caused an upheaval in the continent that is completely unprecedented. To begin with, the death of Ier has fractured mainland Isarn and its island cities, which is causing a conflict already. Secondly, with so many Lopenei dead and unable to be saved by Isarnite boats, they have left the Tyranny with the Tyrant's blessing. Yet, somehow, you have gained Lower Lopen, as they have moved the survivors of the war entirely to Upper Lopen. What's more, the arachenians themselves have split into two sects, one believing they can no longer go back to how they were, and the other wishing to return to the old ways. They are called the Stingers and the Council respectively, and both are now Protectorates of Ier, the Council stuck on the ruined coast and forced to pay 50% taxes for not joining wars, while the Stingers are a regular Protectorate and gain their original lands along the border. Ier, of course, gains the rest. Even more absurdly, the Matriarch's acceptance of the Protectorate status has been respected by her people and the Tyrant, meaning the oldest enemy of Ier is now an ally. For protection, Reptia and Lukidor appear to be forming their own alliance, while the East Lopen and the Ringborn are similarly drawing up plans. Simultaneously, Loris Metalar is the most hated and respected man in the nation, while the Tyrant has gained authority after this power solidification, and for his non-interference in war time diplomatic matters has won the support of the same base that the previous Tyrant infuriated. These are strange times you live in.

Year 427 After the Light (AL)
---
Agriculture: 8/10
Resources: 6/10
Morale: 9/10
Finances: 6/10
---
Population: 87,736 people
Tech Overview - https://pastebin.com/V6v90R0y
Government - Tyranny, three Protectorates (The Stingers, the Council, The Tribal Confederation)
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
>>
>>2630172
F.
For every man who died in the Fall of Isarn we the government shall gift their family an ornate shield crafted from bronze inlaid with gold and silver depicting a scene of several Ieran men thrusting spears into Ier. Holders of this shield will be allowed to collect a salary from the Law Halls to help their families for their sacrifice.

For every man who lived through the Fall of Isarn they shall be gifted a shield of pure silver inlaid with gold and jade showing a personalized scene decided by the bearer. Holders of this shield will be allowed to collect a salary from the Law Halls to help their families for their sacrifice.

(Shields would be small buckler size)

Also smaller less complex ones to the dead and the survivors of the other parts.
>>
>>2630175
C.

Reconstruction of the southlands
>>
>>2630185
This.
>>
>>2630185
Sure
>>
>>2630175
I.
Send several experienced warriors to help train the Stingers, in hopes of strengthening both their ability to fight and their ties to Ier
>>
>>2630185
Glorious
>>
>>2630185
switching to this
>>
>>2630185
Thisse
>>
>>2630189
+1
>>
>>2630185
sure
>>
Most people are content with their gifts, but some question why, when the government is already beginning to notice gaps in their coffers, they would open them again for a purely symbolic gift. The tyrant allows it, but barely. More pressing on his mind is a matter that has arisen in the past few months; the location of the Mage Hunters has been found. Hidden away in a remote island in Isarn, the traitors, who are yet wanted for questioning in the unleashing of ferals upon the House of Ivory, now appear to have deserted altogether. The tyrant does not give a damn about the inhabitants of the island giving permission for a search party, though the Admiral turned Patriarch of the remaining inhabitants of mainland Isarn has given his blessing; either way though, one is being sent. As this news blows through Ierok and surrounding areas, men seeking to prove themselves begin to gather in the capital, awaiting the Tyrant's selection of men.

Who among you were chosen?
>>
>>2639761
Gorlak Dzhuro, an experienced sailor and 5 of his marines
>>
>>2639761
Roak Norilson, Veteran of the Fall of Isarn
>>
>>2639761
I’ll go
>>
File: External Territories.png (4 KB, 292x216)
4 KB
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>>
>>2639761
Ter Yuz, a veteran of the recent war and a well trained blood Mage, along with three of his best warriors
>>
>>2639761
Teak Chuk himself and 2 other alchemists
>>
>>2639761
Mehamn Yad, a young warrior of the Brotherhood, shall also join the party.
>>
>>2639761
Akros Karak a Painted Warlock will come forward alongside two other Painted Ghouls
>>
>>2639761
Osaze and 4 soldiers of his clan shall join
>>
>>2639761
Keneb Capan joins with two young Capans eager to prove themselves.
>>
>>2639761

Terak Nak, trained warrior and wanderer shall go bringing in tow a young mapmaker in training as per customs.
>>
File: Top Right overview.png (77 KB, 1372x1980)
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Towards the end of Suwez, you find yourselves gathered together on a rainy day near the port in Ierok. The sun is hot over head, and as the humidity gets to most, if not all of you, you are forced to wait in discomfort as your vessels finally arrive in the harbor. Some of your own vessels, you are blessed to have them be larger biremes, with an upper area for supplies as well as some personal quarters. As some you walk down the dock and onto one ship, heading towards your cabins, you're stopped by a short & wizened Tannish man, easily identified by the ear piercings which have been popular in that city as of late.

"Not there," he tells you, following your line of sight. Instead, he points towards where the supplies themselves are stored.

"You'll be sleeping with the fishes. Don't mind the smell, and they won't mind yours."

And, unfortunately, on each ship, the sleeping areas are much the same.

***

Give me 3 rolls for travel to the Western Sea, standard sliding DC, -5 sailor experience, -5 traveled region, -5 charted area.
>>
Rolled 35 (1d100)

>>2639909
>>
Rolled 3 (1d100)

>>2639909
>>
Rolled 85 (1d100)

>>2639909
>>
Rolled 46 (1d100)

>>2639909
>>
Rolled 86 (1d100)

>>2639909
>>
The seas are strangely calm as you begin your journey, yet, as a bird you've never seen before lands on the leading ship, the weather begins to change, and you make up time on your way to the Crack, or at least that's what the gnolls call it. The bird, seen as a good omen, disappeared one night, however, and as you emerge from the Crack, it is discovered the creature is dead, killed by Teak Chuk, who claimed to have seen it eating your supplies. Nonetheless, many are angry with him for supposedly cursing the journey, and he is forced to wear the dead bird around his neck until you make landfall. Then, you enter uncharted waters...

Give me 3 rolls for travel through the Western Sea to your destination, also standard sliding DC, -5 sailor experience.
>>
Rolled 24 (1d100)

>>2639976
>>
Rolled 64 (1d100)

>>2639976
>>
Rolled 26 (1d100)

>>2639976
>>
Rolled 77 (1d100)

>>2639976
>>
Rolled 22 (1d100)

>>2639976
>>
“Can teak remove that dead bird, it’s going to rot on him.”
>>
>>2639761
Finna retcon myself in. Mito alone will represent his lower-rung branch of the Capan family on this expedition.
>>
>>2639999
"No. To do so would surely doom us all."
>>
>>2640020
“It’s a dead rotting thing. Nothing good ever happens around dead rotting things. It’s far worse sign, why do you think we eat our dead?”>>2640020
>>
As you continue on your way after getting supplies at New Isarn (which is more or less as the name suggests), the more learned among you inform the others about your destination. The island, one of the smallest in the Isarnite Archipelago, is called Mozh, and is home to the Gaw people, a relatively uncontacted group of ghouls. Known for being high up in terms of Ier's favor despite their lack of resources and isolation from the other islands in the Archipelago, rumors speak of the Gaw as worshippers of a strange god, a figure identified by their third eye, extra fingers, and extra set of arms. It is said that this was not always the case, however, and that in the distant past their people did not play host to such beliefs. Where you will be landing is on the far coast of the island, in an area considered sacred to the natives; as such, you should move with caution, or so the tyrant had recommended before you left. Yet, as you wade through knee deep water in the light of dawn due to the lack of suitable docks, your mind is only on getting the job done, regardless of circumstances. Coincidentally, the mages are also meant to be in the area...

What will you do?
>Set up camp for the day
>Start searching immediately
>Try to get in touch with the natives
>Other
>>
>>2640024
"Maybe if we just isolate him from the rest of us in case the worst should happen? Maybe the Curse will only befall him? I also worry what the sailors will do if we dont pay heed to their rituals."
>>
>>2640044
>Try to get in touch with the natives
>>
>>2640044
>Try to get in touch with the natives
>>
>>2640044
>Try to get in touch with the natives
>>
>>2640046
>>2640044
>Start searching immediately

Chnage
>>
>>2640044
Get in touch with th natives

>>2640045
“There will be no curse if we dispose of it. A ghoul does not leave corpses.”
>>
>>2640044
>Set up camp
>>
>>2640044
>Try to get in touch with the natives
!Yay locals
>>
>>2640044
>Try to get in touch with the natives
>>
>>2640044
Changing to search immediately
“Let’s find these traitors and be finished with this quickly.”
>>
>>2640044
>Start searching immediately
>Try to get in touch with the natives
>>
>>2640044
>Start searching immediately
>>
>>2640059
"I worry if we do need seek out the locals first they will have time to poison them with their words and maybe turn them against us...a guide might also help us"
>>
For getting in touch with the natives, give me 3 rolls with a DC of -10 training, -10 eperience, +5 unfamiliar terrain, +5 impenetrable terrain, +10 bessings of god.
>>
Rolled 44 (1d100)

>>2640078
>>
Rolled 28 (1d100)

>>2640078
>>
Rolled 31 (1d100)

>>2640078
>>
Rolled 6 (1d100)

>>2640078
>>
Rolled 91 (1d100)

>>2640078
>>
CRITICAL FAILURE

As you make your way into the jungle, you find that the thick canopy prevents much light from penetrating through to you, more so than even in the jungle at home. Then again, you work well in the dark, so no matter there. Nothing is off for the first few hours, but before long, you find yourself to be lost, and at that time, some in the group say that they've begun to see and hear things... in fact, everyone has at least heard something. Rustling in the undergrowth, the snapping of twigs; it seems like there may be another person in there with you, at least until one of Dzhuro's marines speaks up about what he saw. He speaks of a beast like some kind of goat, except instead of horns, hands grew from its forehead, spreading out into fingers at growing out of fingers at the edges. The thing walked on all fours like a beast, and yet, its face was entirely ghoulish. Its hair, too, was completely normal...

What will you do?
>Attempt to go back to the beach
>Keep trying to get to the natives
>FIGHT THE BEAST
>Other
>>
>>2640121
>Keep trying to get to the natives
>>
>>2640121
>FIGHT THE BEAST
>>
>>2640121
>Keep trying to get to the natives
Yeah, nah mate
>>
>>2640121
>FIGHT THE BEAST
>>
>>2640121
>>Keep trying to get to the natives
>>
>>2640121
Other
“Go back to camp and sail somewhere else on the island that isn’t this spot. There’s no way the mage hunters would hide out in a freakish place like this.”
>>
File: sm01.png (82 KB, 200x166)
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>>2640121
>FIGHT THE BEAST
>>
>>2640121
Switching to fighting the beast
>>
Give me 3 rolls for finding the beast then. DC of 60, -10 training, -10 experience, +5 unfamiliar terrain, +5 difficult terrain, +10 blessings of god, +10 attention of god.
>>
Rolled 16 (1d100)

>>2640159
>>
Rolled 49 (1d100)

>>2640159
>>
Rolled 85 (1d100)

>>2640159
>>
Rolled 46 (1d100)

>>2640159
>>
Rolled 60 (1d100)

>>2640159
>>
REGULAR FAILURE

After some discussion of the current situation, you all decide it would be best to hunt the beast; after all, if it is magical, surely the Mage Hunters would be after it as well, no? Or at least, that's what the more down to earth among you say. Now, as you begin walking again, it is Dzhuro himself who spots something this time. On top of the beast his man spoke of, he also spotted other silhouttes in the bushes. At least now you know the general location, and you can move onwards... although, some in the group do seem unsure as to whether they truly want to continue or not.

What will you do?
>Back to the beach
>Go back to looking for natives
>Great, more prey
>Other
>>
>>2640209
>Great, more prey
Kill it!
>>
>>2640209
>Go back to looking for natives
I just wanna freeroam
>>
>>2640209
>>Back to the beach
>>
>>2640209
>>Go back to looking for natives
"We are in an unknown land facing an unknown beast, that may not be alone...What if its sacred to the locals? We should return to seeking them out, this place is cursed"
>>
>>2640209
>Other
"HELLO! ARE THERE ANYONE THERE!?"
>>
>>2640228
"Thats one way of doing it"
>>
>>2640228
"It's rare we have visitors here," a voice rasps out from behind a copse. Emerging from the darkness is exactly the figure spoken of by the mariner, though his description did not do the beast justice. The most disturbing aspect, however, is its face, completely ghoulish, completely... normal.

"Why are you here though," it wonders out loud.
>>
>>2640257
AAAAAAHHHHHHHH
>>
>>2640257
"What a discovery, face similar to ours but the body is something completely different!"
"Exciting indeed! haha"
>>
>>2640257
"Greetings.... We are..... um.... looking for some fellows....
They.... um.... call themselves magehunters.... You haven't seen any of them have you?"
>>
>>2640257
"We are travelers seeking some of our kin whom fled from us, who are you?"
>>
>>2640257
Ter tries his best to keep his composure
"We're looking for ghouls who've committed crimes against our people."
>>
>>2640283
*The Painted Ghoul holds his charm close* "What change befell you? I have seen changes but never one such as yours?"
>>
>>2640273
"Are all of you this rude?"

>>2640282
>>2640283
>>2640284
"Ah, I know who you are talking about. I don't think father will have issues with you, but he may want to know a bit more. I can take you along. My name is Tash."

>>2640291
"I will tell you if you come along, but no sooner. Come then."

Follow the beast?
>Y
>N
>KILL IT
>>
>>2640304
Y
>>
>>2640304
>Y
>>
>>2640304
>>2640304
>Y
What the fuck man
>>
>>2640304
>Y
"I suggest we send a number of our people back so word gets out should something happen. Its foolish for us all to go."
>>
>>2640304
>Y

"Lead the way."
>>
>>2640304
>Y
"I don't have good manner since I stay in my lab for most of the time, I do apologize if I offended you."
>>
>>2640304
Relaxing now that the being has shown its friendly Ter says,
"I am Ter Yuz. Please, lead away Tash. May I ask, who is your 'father'?"
>>
*The Painted Warlock takes careful note of the surroundings and environment so if needs be he can find his way back out from where they are going.*
"Tash, you speak of your Father, does this mean there are many many more of you? Have you heard of a man known as Jera or Ier..."
>>
"I am one of the Forgotten, though we lost track of generations many years ago. I am... 27, I believe. Father made me into my current form, for I was born into this world without the use of my legs. He has always had an issue controlling his powers, and one of the rules of this island is that once you have been touched by him, you must stay among the Forgotten.

>>2640354
My father... well, his name is Zalokhash, and he is the father of many, including all who originally dwelt on this island. I know not about these mage hunters, though, so they must not be among my siblings."

>>2640364
"There are tens of us, yes, I do not recall the last time we counted. As for Ier, yes, he is one of father's friends."

After a time, you come to a small clearing, with a large cave close to the center of it. As Tash calls for his(?) father, you hear movement, and out steps a ghoul close to three meters tall, exactly as you had heard described. His lower arms jut out from just upwards and behind his hips, while his third eye lays sideways on his forehead.

"Tash, you brought guests. And you are...?"
>>
>>2640389
“Name’s Lok and I’m from a nation called Ier. These other blokes are the same.”
>>
>>2640389
"You're a big guy." Mehamn blurts out.

Then, composing herself: "We are travellers from far away, seeking a band of craven dogs who wronged our kin.
Mehamn, daughter of Rok, at your service."
>>
>>2640389
*The Painted ghoul looks between his charm and the man clearly confused and supriced*
"We are travelers from across the waves searching for some of our kin whom have fled to these lands we believe, they call themselves Mage Hunters"
>>
>>2640407
>>2640389
"I am Akros Karak of the House of Ivory""
*The painted Ghoul offers a slight bow*
>>
>>2640389
"I am Ter Yuz. My friends and I are from the nation Ier. We seek ghouls who have attacked our people."
>>
>>2640403
"Yes, I have heard of you. I live in a rock, not under one," the god comments with a slight hint of humor in his voice.

>>2640404
>>2640407
>>2640419
"Ah, those fools. I was explaining to them that they are mages now, and several of them killed themselves over it. What exactly was it they did? They were... not very clear. Something about the Underfolk, I believe."
>>
>>2640422
"They had a hatred for Magi and were unleashing Ferals upon my own clan for our own practices sowing chaos and death. They also murdered a population of underground dwelling folk. They seem annoyed my people practice magic and dwelled and studied upon the pillars. You say they are Magi now? How did you do this?"
>>
>>2640422
“Those mage hating bastards have killed dozens of our people by forcing people to turn feral around others. Our leaders want to avenge their doings.”
>>
>>2640433
"Considering your playing with the Pillars resulted in the death of hundreds of women and children along with likely twisting the Mage Hunters I would say they have good reason to hate you."
>>
>>2640422
"We are unsure what they did to the trow, but the forced ghouls to become feral, releasing some on my own families land. They've attacked another family the same way as well."
>>
>>2640441
"This is not the place for this discussion, we are here to find them."
>>
>>2640441
"An accident is not an excuse to commit murder and sow death and chaos, we are a people of law not emotion."
>>
>>2640453
"Then do not lie through your teeth and try to make these people feel for your "innocence" in this matter, you are as much to blame here as they are."
>>
>>2640461
"Enough for now...we're here to bring them to justice"
>>
>>2640433
The god frowns, and his third eye closes.

"Do not presume to question me like an equal, child, nor act as if I am an actor in villainous deeds. Whatever they did, they did it themselves."

>>2640438
>>2640441
>>2640448
>>2640452
>>2640453
>>2640461
Taking in the initial information given out, and then watching you squabble, Zalokhash closes his eyes for a moment before clapping both sets of hands together. It produces enough noise and is done with such a dramatic flair that you all take notice, though the bickering doesn't stop until the last few realize he is waiting to speak.

"I will provide you with information then, from what I understood of their words. After... something to do with your pillar, which they had been observing after noticing some form of phenomena related to it, the lot of them became mages, though they assumed they were blessed by their god, whose name I do not recall. Something to do with rocks, and the pillar being a big rock, as well as blood? Nevertheless, they then used their power to kill a group of Underfolk living in your land, though some managed to flee. Assuming they would be found out, they fled, and following rumor of similar powers, came here.

Questions? Are you hungry?"
>>
>>2640497
"What powers were they granted? How are yours similar? Thank you though, for this information shall be of great help."
>>
>>2640497
“Sure, I’m always open to a good meal.”
>>
>>2640497
"Do you know where they are now?"
>>
>>2640497
"If you don't mind me asking, what power gives you the ability to change an individuals form?"

"My fellow alchemist is famish from the long trip." *proceeds to lightly shove him to the front*
>>
>>2640497
“So long as it’s not any trouble I would enjoy a meal.”
>>
>>2640497
"Sure, I'll eat some food if you have it."
>>
>>2640497
*The painted Ghoul sighs as one of the Painted whispers in his ear* "My companions are yes, may I ask a question, does the name Azhir mean anything too you?"
>>
>>2640518
"It was the Pillar's whirlwind...it changes and can grant power as well as it can destroy. If I had to guess they received the Gift of Winds. The Lights change much"
>>
>>2640497
"I could do with a meal, thank you."
>>
>>2640505
>>2640518
"Ah, right, powers. The reason they killed the Underfolk was because they had a mage, I recall now. As for me... I suppose you would call it life magic, though that is not exactly it. I can breathe life into small to medium creations temporarily, can turn myself and others into any shape and form I please, and... well, they have all this to a lesser extent. I am an old one, after all, and have had time to practice. That, and my talent was given much greater at the time of the Light."

>>2640509
"No? No. Yes, no."

>>2640519
>>2640506
>>2640518
>>2640520
"Cooking time then. I have enough firewood and supplies, so let us eat lunch."

As he walks back into the cave, one of the Painted is forced to wait to ask his question, though he does so the moment the god walks out, carrying four armfuls worth of ingredients. Mulling it over while beginning to start a fire in a large pit clearly meant for groups nearby, he answers with another question.

>>2640524
"Where did you hear that name?"
>>
>>2640559
"Do you know what kind of Mage they had? That is amazing, I've only ever heard of such power in the tales of Ier."
>>
>>2640559
"My kin have been keeping an eye on him for some time, we assume he is similar to Vade, Gwanraw, Thera and Dagh...But he is slightly different. His tongue cut out and for time hiding from us until we found him...is he from here?"
>>
>>2640575
Ter's words cause the god to scowl as the fire is started.

"Ier had no such power, merely something that resembled it. His was a special curse, though your words clearly tell me you all know the story, or parts of it. What do you know, in fact? I can fill in the rest."

>>2640577

"Azhir? Here?"

He bursts out laughing as several of you begin to skewer meat and veg before placing your sticks in front of the fire. His tone grows a bit bitter as he grows weary of breath though.

"He was the first to walk away from Isa, damn him, though he certainly wasn't the last. Jungle knows where he is now. You bear his ring?"
>>
>>2640603
"Not me personally but yes we do, the young man tasked with keeping an eye on him and getting to know him has it? Do you know why he has no tongue?"
>>
>>2640603
“We Ierens love a good story. Could you please tell us more of the story of Ier which we admittedly know little about aside from being a progenitor.”
>>
>>2640603
"As far as stories go we heard ier was the firs to all Ghouls. That he had a special effect from the Light and those with the Gift of Rings became immortal...most are ghosts or gone now. But please an new perspective is always appreciated."
>>
>>2640620
"Cut out for blasphemy towards the Emperor."

>>2640629
"First, wait for the food to be cooked. I'll speak as you eat."

***

Once all is done and most are consuming what he has given, he takes a seat on a large hewn rock clearly fashioned for him at some point. In fact, it has jewels set into it.

"Ier was a human, and then, in the Light Before, he became ghoul. He travelled the human lands, converting others, and making them ghouls as well. Eventually they would find their way to Alam'ara, led by Ier, and there in the grasslands of the north, they would establish a town. But Ier went too far in converting the last group, and the amount of blood spilled led to feraldom. He escaped, coming south, and in the process blocked out his old name, Jera, taking on a new name once he met up with some giants in the south. That name, of course, one of the traditional runes of the Ehwazi, was Ier. He would go on to found Isa after more humans came to the area, but was haunted by his past, I imagine. Then, during the Light, the world came to ruin again, and he was forced to realize that nothing is eternal, especially as he was strangely aged by the event. When I came to these islands, I did not encounter him for a time, until he founded Isarn; you know the story from the time right after the Light, I suppose, being Ierans. I have not spoken to him for a while though. Last I knew he had returned the Ringborn to their original state as he had hoped to for many centuries. In fact, that is why I know him. I trained him in his strange magics, enabling him to rescue those he had thought long damned."

>>2640641
"The rings are... well I'm not sure. They were just gifts given out to us by Dagh as friends, but in time, we who wore them have discovered that they are not just that. They are the imprints of our life up until the moment we remove them, infused with our memory and perhaps even soul by the Light. To remove one... well, I suppose it would be a grave sin, depending on how one looks at it. As such, I ask you again. How did you obtain that ring?"
>>
>>2640700
"We found it in the ruins of a battlefield long ago from a foe whom dwelled deep in the worlds undergrounds. A race called the Trow"
>>
>>2640700
"You said trained, are you willing to take someone under your wing to be trained by someone as powerful as you, but without being touched and forced to stay on the island?"
>>
>>2640722
Standing up and staring directly at the Painted, the god closes his eyes once more, and they vanish beneath the skin. However, in a moment an eye reemerges on his stomach, large and unblinking.

"If I ever discover you have lied to me I will crush your skull and that of your family and consume it in front of your god and ruler."

The eye quickly disappears and his previous appearance returns, though now he seems a bit more agitated.

"Actually, I've just remembered something..."

***

From what you are told, the Mage Hunters are present within the village of the regular natives, and appear to be collaborating with them. There aren't more than 200 presently, and Zalokhash is willing to lend you his "children" if you kill them all.

What will you do?
>Agree
>Disagree
>Other
>>
>>2640760
>Agree
>>
>>2640760
>>Agree
>>
>>2640760
"Why would I lie too you? What cause he i too do so? you have been nothing but polite and helpful? However may i ask your name? Is there any way we can communicate with you when we leave this place Emperor...uhh are we allowed to know or ask your name?"
>>
>>2640760
>agree
>>
>>2640760
Agree
>>
>>2640760
>Disagree

"I shall take no part in the slaughter of women and children, you cursed by the Light are all the same."
>>
As you prepare to leave, Akros makes another comment, and Zalokhash takes notice.

>>2640776
Once again, you have the god glowering, except this time he actually does something about it. Grabbing onto your arm, you feel an immense amount of mana swirling within him, before it pours, almost burning, directly into your arm. There, he twists it within your own body, and the bones of your arm as well as hand come clean out of the flesh, sliding out and leaving no marks as if nothing had happened at all. You feel no pain, but you suspect that was him as well, and you watch as he uses his other arms to crack your bones before reinserting them into your body. His last words before the nerves signal the massive amount of pain you're feeling to your brain are as follows:

"I said do not talk to me as an equal, but that does not mean talk to me like a child, boy. And when my name has most likely been fucking mentioned, you'd best remember it."

Then, Akros collapses... and Roak chimes in at the worst possible time.
>>
>>2640834
"Those women abandoned their children who were born with defects in the forest. That is why they are called the Forgotten. Why should they be shown pity?"
>>
>>2640854
*Teak slides next to Zalokhash facing Akros and Roak*
"Tsk tsk tsk , they never learn o great one."
>>
Rolled 97 (1d100)

>>2640854
>>
>>2640885
*one of the Painted drags Akros away while the other responds*
>agree
"I apologize for his rudeness, him memory is not what it once was, we will ensure the mistake does not happen again" *the Painted bows* before returning to the group
>>
>>2640885
"You cannot swim with a rock tied to your ankles, all do not have powers such as you. Would you rather they all starve carrying for ones who can never fend for themselves?"
>>
>>2640760
>>Agree
>>2640908
"We have our mission Roak. If these people are harboring the mage hunters we'll likely have to fight through them anyway lest the hunters escape to cause more havoc."
>>
>>2640886
You are merely glanced at, though he does mutter under his breath:

"Stop that or I will kill you. And take off that stupid necklace, you fool."

>>2640908
He chuckles at Roak's words, though he does calm down a bit.

"I lived in that village generations ago, and they knew of my power. I helped each possible burden live the best they could, and they all contributed to the society. Then, they decided to force me and they out, and due to the fact that I saved their ancestors long ago, I felt I myself could not do the deed. I suppose I assumed you could, but perhaps my morals have decayed with age."

Sighing, he looks more aged now than he did in the beginning, though his youth appears eternal.

"Can you at least promise to keep the story of Ier secret? I told that in a moment of passion, as we have not had guests in so long. It is his story to tell, though I know not when he will."

>>2640916
"No, no, they take refuge there but I was manipulative. I apologize, that action is fit for Ier, not for me."
>>
>>2640923
"We will."
>>
>>2640923
"We will keep it secret, thank you for your understanding"
>>
>>2640923
"Ier is dead, we drove spears into his black heart and he killed thousands of my kin for it. I will keep this secret for it is better his story is never told."
>>
>>2640923
"You have my word, we shall not tell."
>>
>>2640923
“My lips are shut.”
>>
>>2640945
"You know that's not how things happened."
>>
>>2640945
"interesting way of putting it"
>>
>>2640945
At this, he sits back down in his seat, covering his head, though after a few seconds he begins to chuckle softly.

"Hm. I know not about the rest of them but I imagine you'll kill them if they spill, so I trust you to act in my place," he says, smirking weakly.

***

After the brief moment of tension, you were given ample supplies and set in the direction of the village, though you know not if that's where you're heading now. This jungle is really thick, man. However, while some of you are reflecting on the god's actions, you finally emerge from the forest, and onto a beach. There's smoke rising in the distance...

What will you do?
>>
>>2640984
Send the children in
>>
>>2640984
Creep up on the village, encircling it
strike them once they notice us
>>
>>2640984
Just kill the village with the children
>>
>>2640984
Set up the ambush and move in, be ready to burn the place to the ground and kill everyone
>>
>>2640984
Go after the mage hunters ignore the villages unless they get in our way.
>>
>>2640984
"What the Rok is wrong with you people!"

" We are not murdering a village for crimes they most likely do not understand!"
>>
>>2641016
Ill switch to this
>>
>>2641022
“You saw countless civilians die in Isarn did you not? These are just a few more.”
>>
>>2641030
"By the command of a mad immortal! Not for simply existing!"
>>
>>2641041
“You’re just weak of stomach. You can avert your eyes and go somewhere else if you want.”
>>
As the debate rages among the group, some of you begin to notice approaching footsteps. Before 5 minutes are up, the Mage Hunters, standing now only some 10 in total, stand across from you. With several in hoods, they show signs of bizarre aberrations, including horns, claws, and more.

"You shouldn't have come looking," one

3 rolls, DC -10 numbers, +5 elemental-soul magic.
>>
Rolled 23 (1d100)

>>2641045
>>
Rolled 20 (1d100)

>>2641045
>>
Rolled 19 (1d100)

>>2641045
>>
Rolled 50 (1d100)

>>2641045
>>
Rolled 93 (1d100)

>>2641045
>>
Rolled 100 (1d100)

>>2641045
>>
CRITICAL FAILURE

As they attack, your line is in disarray, your lack of coordination perhaps being due to your bickering mere minutes prior. Your superior weapons and numbers aren't saving you from your enemy, who while less experienced, has clearly had practice with their magic when dealing with the Underfolk. Most of Dzhuro's marines are down within the first few minutes, while two of Ter's men fall as well.

What will you do?
>Attempt to single them out
>Reform the line
>Frenzy
>Other
>>
>>2641073
>Attempt to single them out
>>
>>2641073
>Attempt to single them out
Ban hammer them when we can
>>
>>2641076
This
>>
>>2641073
>>Attempt to single them out
>>
>>2641073
>>Attempt to single them out
>>
3 rolls, DC 40, -5 numbers, -5 experience, -5 better weapons, +5 elemental-soul magic.
>>
Rolled 83 (1d100)

>>2641138
>>
Rolled 35 (1d100)

>>2641138
>>
Rolled 15 (1d100)

>>2641138
>>
Rolled 96 (1d100)

>>2641138
>>
Rolled 54 (1d100)

>>2641138
>>
Rolled 100 (1d100)

>>2641138
>>
Rolled 80 (1d100)

>>2641138
>>
REGULAR FAILURE

As you attempt to remove the stragglers, the mages show some control over their powers, bonding their very flesh together to stop you from seperating them. In the process, however, it appears they've gotten stuck. It is no matter for the majority, as they further cut into your line, taking down the young mapmaker in the process, but you do take down one in return. It's now roughly 20 vs 8.

What will you do?
>Frenzy
>Attempt to cut through their bindings
>Light them on fire
>Other
>>
>>2641194
>>Other
You are now one flesh, Ban Hammer!
>>
>>2641194
Light them on fire
>>
>>2641196
This
>>
>>2641194
>Light them on fire
>>
>>2641194
>>Light them on fire
>>
3 rolls, DC 30, -5 numbers, -5 experience, -5 better weapons, -10 tactics, +5 elemental-soul magic.
>>
Rolled 62 (1d100)

>>2641223
>>
>>2641223
>>
Rolled 15 (1d100)

>>2641223
>>
Rolled 65 (1d100)

>>2641223
>>
Rolled 9 (1d100)

>>2641223
>>
Rolled 75 (1d100)

>>2641223
>>
Rolled 36 (1d100)

>>2641223




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