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Everwood Civ Thread #10

Welcome to Everwood Civ! In this game you shall take control of a fledgling nation as you attempt to navigate the dangerous world of Everwood! In this world dominated by dark woods filled with wonder and terror will you be able to guide your civilization into prosperity or ruin?

>Discord Link
https://discord.gg/GeJFjz
---
In the last thread you moved to support the Sunset Imperium against the Beastman horde of Agaron the Soultaker. With assistance of the Eagle Princedom you broke his Black Fleet at the Battle of the Starless Sea and then liberated the slaves at his shipyards. Then with the help of the Nahautl you ambushed a large force in the the Battle of Blackwatch Pass slaughtering over 50,000 Beastmen. Now you control over half of the former Jaguar Enclave.
>>
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>>3314189
At the current moment you have a land army of 13,000 men with around 400,000 former slaves within your territory. You have no contact with the Sunset Imperium and as such have no clue what their plans are. Will you advance into the jungle, hold your ground or maybe some other amazing plan? However be quick for time is always of the essence.
>>
>>3314195
Let's finish off that small beastman army to our south before they get any bold ideas. After that, we will advance further into the forest, searching for the pool/wellspring/whatever it is that gives Agaron Immortality.
>>
>>3314195
Fortify and hold our ground.
>>
>>3314195
I am in agreement with Yoresh. Eliminate the southern beastmen army which threatens our flank.

Personally I believe we should asvance into the jungle to potentially cut the beastmen off at their route, the mana focal point but I doubt many would be on board.
>>
>>3314195

We should destroy the army south of us, but then like lord Samudh suggested we should fortify and hold our ground.
>>
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>>3314232
>>3314223
>>3314206
Give me 3d100 as you attempt to hunt down a horde of Beastmen in the thick jungles of the Yazal.
>>
Rolled 18 (1d100)

>>3314241
SURGE
>>
Rolled 44 (1d100)

>>3314241
>>
Rolled 62 (1d100)

>>3314241
>>
Rolled 67 (1d100)

>>3314241
>>
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>>3314241
Even with guidance from men of the Jaguar Enclave and the Nahautl the great jungles are a terror to move men through. You lose hundreds to disease, beasts and plants before you even see a Beastman. Eventually when you do see the Beastmen they attack then melt away into the jungle targeting your supplies and chipping away at your weaker units. After losing over 4,000 men the Overlord orders a general retreat back to Blackwatch Pass. What will you do now? You are back to where you started with even less men and morale is at an all time low.
>>
>>3314271
Ask the Nahautl for advice about movement of our armies, given that they know this land the best. Should we return to our ships and sail to the defence of the Imperium? Or is there a route by land?
>>
>>3314271
Send scouting units west in the jungle to gain a reconnaissance of that area.
>>
>>3314271

While we are here licking our wounds, send some ships of the fleet back home they will take any volunteers that wish to fight alongside us and mercenaries from the protectorate of galoris.
>>
>>3314298

change this to

>>3314279
this
>>
>>3314279
Supporting this
>>
>>3314271
The Nahautl say to move an army through the jungles is folly, the roads of the Imperium cut through the jungle and even the Beastmen have maintained them due to their importance. He has no advice on what to do next, he is a hunter not a strategist.
>>
>>3314322
I say we return to the ships and head to the Imperium's capital to rendesvous with our allies.
>>
>>3314333
Suppoeting
>>
>>3314320
Not a tripfag, so I'm not sure if I can vote.

Dig in, they are superior to us in the jungle, putting a fortified thorn in their side might bait them into a combat situation more to our liking.
>>
>>3314361
supporting this since we lost nearly 1/3rd of our army and someone has to pay for that loss - i´d rather not pull out without getting at least some revenge here
>>
>>3314364
>>3314361
All non-tripfags are welcome to play and vote
>>
>>3314271
Dig in and fortify. Send liasons to try and get into contact with the sunset. It’s been months, they must have done something. Recruit amongst the freed slave population to try and replenish our losses, equipment, etc.
>>
>>3315229
>>3314361
Switching to these.
>>
>>3315229
Support
>>
>>3315229
Also, set up sentry positions to alert us of any beastmen movement.
>>
>>3314361
support
>>
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>>3315245
>>3315239
>>3315237
>>3315229
>>3314364
>>3314361
You shall fortify the ruins of Blackwatch against any Beastman incursions, recruit the men you can from the slaves and attempt to establish contact with the Sunset Imperium!

Give me 3d100!
>>
Rolled 16 (1d100)

>>3315252
>>
Rolled 88 (1d100)

>>3315252
>>
Rolled 8 (1d100)

>>3315252
>>
Rolled 43 (1d100)

>>3315252
>>
>>3315252
Recruit the slaves for fortifying, even the ones clearly not combat capable can help dig a ditch.
>>
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>>3315252
The fortifications of Blackwatch have being truly obliterated with very little of the old fortress remaining. Thus new earthen and wood fortifications are constructed by using the liberated slaves for labour. By drawing upon these slaves for manpower you are able to shore your force up to around 10,000 men of varying training and experience. However a Dragon Rider arrives from the Sunset Imperium to tell you of the front. They have managed to push back Agarons forces with a decisive battle coming soon with an army of around 300,000 Beastmen being dispatched to crush your army.

What will you do next?
>>
>>3315302
Withdraw completely from this front.
>>
>>3315302
Leave the slaves to die, regroup with the sunset via sea. We cannot defeat the 300k host.
>>
>>3315308
This, but leave nothing for the enemy to use. Poison the wells, burn the food and tear down the fortifications as best we can.
>>
>>3315302

how the fuck can they field 300k men where are they getting provision for this many people
>>
>>3315341
This. We cannot save them all.
>>
>>3315341
this
>>
>>3315341
Supporting this
>>
>>3315341
I don’t dont agree leaving the slaves but I’ll support this
>>
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>>3315308
>t
>>3315341
>>3315357
>>3315359
>>3315363
>>3315376
>>3315381

It is decided that to hold the pass is a fools errand and that the army will quickly and quietly leave abandoning the slaves to their fate.

Give me 3d100
>>
Rolled 96 (1d100)

>>3315398
>>
Rolled 3 (1d100)

>>3315398
>>
Rolled 83 (1d100)

>>3315398
>>
Rolled 10 (1d100)

>>3315398
>>
>>3315398
Almost a year has passed since you left home to fight in this war, many men are homesick and distraught at the idea of leaving so many to die. However discipline does hold and along with the men of the Princedom you slink off back to your ships leaving the slaves to the fate of holding a pass against impossible odds.

You are out at in the Starless Sea debating what your next move will be when reinforcements arrive, the First Legion of Samir and the powerful Archmage Korainder Thleech who was thought lost in the East. What will you do know?

Navy:
120 Triremes
20 Quadrirmes

Army:
5,000 Lightwatcher Hoplites
1,000 Jaguar Warriors
5,000 Samir Legionaries
2,000 Eagle Warriors
>>
>>3315447
Try and meet up with the main Sunset Armada to help them combat the Beastman fleet. Smash them on sea, and then smash them on land.
>>
>>3315447
We are to rendezvous with the main sunset host. If we find the Black Navy, we are to obliterate them along the way.
>>
>>3315457
This
>>
>>3315457
>>
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>>3315450
>>3315457
>>3315468
>>3315472
You shall travel to link up with the Sunset Armada and crush the Black Fleet completely!

Give me 3d100!
>>
Rolled 15 (1d100)

>>3315482
>>
Rolled 53 (1d100)

>>3315482
>>
Rolled 1 (1d100)

>>3315482
>>
Rolled 26 (1d100)

>>3315482
>>
Rolled 81 (1d100)

>>3315482
>>
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>>3315482
It seems the Black Fleet had the same idea and you run into them as you attempt to round the island to the capital!

The Black Fleet is truly massive with the sound of a thousand war drums beating at once completely overpowering any natural sounds! From on board these ships great catapults throw rocks and debris crashing down around you!

DC 65
-10 Training -10 Angelsharks -5 Krakens -5 Ballistas -5 Warlocks -10 Firethrowers +30 Numbers +10 Black Fleet +10 Catapults
>>
Rolled 47 (1d100)

>>3315503
SURGE
>>
Rolled 39 (1d100)

>>3315503
>>
Rolled 23 (1d100)

>>3315503
>>
Rolled 68 (1d100)

>>3315503
>>
>>3315503
Adjustment to DC -10 Superior Ship Design
>>
>>3315503
These Beastmen are truly arrogant if they think they can match the might of Galoris on the sea!
Unleash the power of the Sea-Reaver upon them!
>>
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>>3315503
The sheer numbers of the Black Fleet bear down on you alongside a hail of stones destroying oars and rowers alike. Every man stands almost paralyzed in fear till the Stormseer stands on the helm of the flagship and screams "RELEASE THE SEA-REAVER!"

A great cheer goes out at the golem emerges with a deadly spray of water slicing down ten tightly pack ships! With this the Captains order their vessels forward seeking to take the flow of this battle away from the Beastmen!

DC 65
-10 Training -10 Angelsharks -5 Krakens -5 Ballistas -5 Warlocks -10 Firethrowers -10 Superior Ships -10 Sea-Reaver +30 Numbers +10 Black Fleet +10 Catapults
>>
Rolled 36 (1d100)

>>3315555
>>
Rolled 40 (1d100)

>>3315555
Should be 45 senpai.
>>
Rolled 2 (1d100)

>>3315555
>>
Rolled 96 (1d100)

>>3315555
>>
Rolled 1 (1d100)

>>3315555
>>
Rolled 48 (1d100)

>>3315555
>>
>>3315555
DC 45 my bad
>>
>>3315555
I am not going to allow some dirt beastmen to best us on the sea! If we are going to die today, so will they! Call upon the might of the Storm!
>>
>>3315555
The battle is going poorly as the overwhelming numbers of the Black Fleet decimate your own selling their lives cheaply to sink your ships. The Stormseer seeing this dire scene has decided to summon a mighty storm to decimate the enemy fleet! Though some of your own shall die they are better seafarers then these beastmen and will surely suffer less losses for they are blessed by Galoris! However it is not just the blessed of Galoris in this army as the Prince of the Quauhtli steps forward enpowered by the Crying God! By the might of his will he controls the lightening to strike only enemy ships, shaping the wind to boost our own sails and crashing waves into our foes!

https://www.youtube.com/watch?v=v2AC41dglnM

DC 20
-10 Training -10 Angelsharks -5 Krakens -5 Ballistas -5 Warlocks -10 Firethrowers -10 Superior Ships -10 Sea-Reaver -30 Storm's Fury +35 Numbers +10 Black Fleet +10 Catapults
>>
Rolled 93 (1d100)

>>3315646
>>
Rolled 87 (1d100)

>>3315646
>>
Rolled 37 (1d100)

>>3315646
>>
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>>3315646
With the power of the Storm on your side the battle has changed completely with the Prince of the Quauhtli guiding your forces deeper within the Black Fleets mass stopping them from using their catapults! Truly this is a match made in the below as the Black Fleet is like a plaything in your hands! Few boarding battles even happen as you are able to simply cripple the oars of many ships and allow the storm to do the rest!

By the end of the day over two hundred ships of the Black Fleet have been scuttled with only fifty of your own being destroyed. The storm has begun to wane and you allow the rest of their fleet to flee as you tend your wounded along with resting your exhausted men. What will you do next from here?
>>
>>3315667
There is no time to rest. Rendezvous with the main sunset host immediately.
>>
>>3315676
supp
>>
>>3315676
supp da ort
>>
>>3315676
SUpporting
>>
>>3315676
Support
>>
>>3315676
>>3315667
backing
>>
>>3315676
Support
>>
>>3315676
Thisp
>>
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>>3315667
Your fleet continues onward to the capital of the Sunset Imperium, the decadent city of Sha'Tali. The city is the largest thing you have ever seen with vast grounds that cover an area bigger then your home island however there seems to be very few people here. You have little time to take in the exotic sights as you are quickly informed of the great battle taking place in the south and given guides to take you there.

It takes several months of marching through the humid jungle to reach the front lines in the province of Ohtli. It is a sight unlike anything you have seen with a battlefield that spans miles, the jungle ripped to pieces and in many spots reduced to blackened earth spotted with corpses. Massive earthen fortification are built on both sides with near constant skirmishes on the battle lines, the Dragon army is worn and ragged with food and ammunition obviously running low.
>>
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>>3336759
You are introduced to Grand Admiral Yolotli of the Dragon in a ragged pavilion surrounded by Guards. He looks upon your meager and ragged force betraying no emotion as calculations seem to spin within his mind. He speaks cautiously choosing each word carefully,

"I deeply thank the Wine-Dark Empire for sending us aid in such trying times. Our nation is on the brink of collapse with the horde of Agaron taking all of the little resources we have to spare. Currently we have a total of 900,000 men deployed here alongside all four remaining of Sunblighter's brood. There is currently around one and a half million Beastmen to our south and another half a million to our east. I am willing to hear any plan at this point along with any information that may be of use."
>>
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>>3336780
This is the information he gives you on Agaron's generals, what do you say to him?
>>
>>
>>3336780
"Well, Well.."
>>
>>3336783
"Thanks Great Admiral for such words. Tell us do you consider possible an attack from the north jungle for hit on the flanks the east beastmen army ? Also where this demon called "Bride" is leading on the east or the south horde ? Killing her would improve the moral of all the troops. And as the great abomination itself Agaron ?"
>>
>>3336780
We could confront the army to the east which is smaller and potentially easier to destroy, then from there swing around to the south and confront the main host of Agaron.
>>
>>3336820
"The Bride is with the main force to the south, the problem is the Beastmen see well enough at night and we do not."

>>3336821
"It is a risky move but could work, the problem being we don't know how the Beastmen communicate."
>>
>>3336780
"We are honored to meet you great Admiral, even if it is under such dire circumstances. I will not lie, our chances of victory are miserable if not worse than that, but the grace of Galoris has carried us to victory in conditions far more grim."
>>
>>3336831
"We are honoured to have you here but we are truly far from the Sea. We shall need more luck to win then blessing I feel."
>>
What if poke the Sunblighter to wake up and fight with us. Like 1,000 people just poke him with sharp metal sticks.
>>
>>3336828

"What about the other generals do we know their location too ? A part from Thule and Agaron."
>>
Okay for real though we have to take the initiative and come to a course of action. Either attack the smaller eastern host in hopes of destroying it or move to attack the larger southern one to surprise them.
>>
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>>3336872
"Shi'Lau is with the army to the east. Thule and Magebreaker are with the main host. If you have nothing more to ask I must be back to dealing with these damned logistics."

You are ushered from the room and your army taken to an area cleared for your camp. You get many dirty looks from members of the Dragon army but there is little you can do about that, the men set up their tents and rest after a long march, this may be your last chance to rest before they must fight again!

Thus it is time for freeroam! In this military camp the size of a large city what will you find!
>>
Rolled 59 (1d100)

>>3336893
Find a cool armour set.
>>
>>3336893
Walk around and see how strong id the military might of the Imperium.
>>
>>3336893
Try to learn more about Sunblighter.
>>
Rolled 63 (1d100)

>>3336893

Find a new helm in the style of the old erulians.
>>
Rolled 89 (1d100)

>>3336893
Gabriel looks for something that’ll help him in battle. He’ll need every edge he can get.
>>
Rolled 77 (1d100)

>>3336893
Look around for some magic stuff or artifact

Also help the wounded and give coins to beggars
>>
>>3336900
You find an injured warrior who is willing to see you a set of dragon-scale armor for he is unlikely to fight again with no legs.

>>3336913
The Dragon Army could be best explained as a true production of the caste system with the lowly beetles having simply iron weapons with light armor and the higher castes being decked out in rune enchanted gear and steel.

>>3336921
Sunblighter the great dragon is said to be the second creature born onto this world, created by Chernoboros himself. He graces the Sunset Imperium with his presence and makes his children guard it. Truly they are blessed here.

>>3336922
You find a man selling items looted beastmen gear of which is an old Erulian helmet made to look like an eagle, while wearing it you find your vision is greatly enhanced.

>>3336933
You find a man selling potions, he tells you to take one sip and you will have the energy of a god!

>>3336941
After giving a beggar a coin he thrusts a strange bone pendant in your hand telling you that it will protect you one time from death.
>>
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>>3336990
The next day as the sun rises you receive orders from the Admiral, he wishes to use your army as a strike force in an attempt to slay one of Agaron's Generals. He is leaving the choice of which one up to you?

A. Shi'Lau
B. Sir Arytom Thule
C. The Magebreaker
D. The Bride
>>
>>3336998
C
>>
>>3336998
>D. The Bride
>>
>>3336998
D
>>
>>3336998
D
>>
>>3336998
C
>>
>>3336998
C
>>
>>3336998
C
“Our army has enjoyed great success due to our magical talent. Due to the magebreaker’s purported ability to crush any mage, that will be our first priority.”
>>
>>3336998
C
>>
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>>3336998
It seems C has been chosen, several of the Dragon Army mages will be included in your army in an attempt to lure the Magebreaker into your force.

Give me 3d100 for the success of this plan!
>>
Rolled 83 (1d100)

>>3337070
>>
Rolled 10 (1d100)

>>3337070
>>
Rolled 49 (1d100)

>>3337070
>>
Rolled 62 (1d100)

>>3337070
>>
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>>3337070
With a crack of thunder the Magebreaker appears in your midst, his opening flurry of elemental spells slaying over a thousand men in mere seconds. Your warlocks frantically throw up wards but many find their souls being burnt out in an attempt to stop such powerful magic.

Only the most brave and foolish will attempt to face the Magebreaker!

https://www.youtube.com/watch?v=uttlRqHpvNs

Each player who wishes to fight must state his character and any special thins they may have!
>>
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>>3337088
This art
>>
>>3337088
Koriander will shake off the rust he’s gathered out east by claiming this “magebreakers” soul
>>
>>3337088
"Thats a lil fucked, Good thing I'm not a mage, Only mages can kill other mages, Its the rules..."

- Cool Sword
- Longbow
- Shield
- Chainmail with a ruby necklace
- Bone charm
- A positive attitude
>>
>>3337088
Simon Yoresh shall attempt to face off against the Magebreaker.

He has a spear with a Dragon's tooth as its tip.
>>
>>3337088
Janus Armeno wielding the blade of ancestors and dragon-scale armour shall step forth to face this villain.
>>
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>>3337096
>>
>>3337088
Gabriel Neorah will stand against madman. Armed with the sea sword given to him by the bloodline, a spear made from the Magical blade he found among the slain beastmen, an a potion that will give him “the energy of a god”.
>>
>>3337088
Addir of the Innermost Circle, with his spirit sword and championship of Dissus will fight the Magebreaker.
>>
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Rolled 79, 15, 83, 106, 18, 71 = 372 (6d200)

>>3337094
Dueling Mechanics:
Each turn in a duel players can chose to defend or attack after the hostile enemy has rolled. If defending the player is allowed to add 25 to their roll, if the cumulative score of of the roll and bonus is greater than the enemy roll then the attack is nullified. If the score is lower the player takes damage or is slain depending on the power of the enemy and difference in scores.

If attacking the players rolls comparing his dice roll against the enemy with the higher score inflicting damage on the lower score. Damage is decided based on the nature of the attack, power of the winner and the defenses of the loser, the higher the difference in score the higher the damage.

Dice max out at d200, more powerful characters will roll multiple d200 and take the best of.

Dice:
D100
D125
D150
D175
D200

You should all know your dice
--------

The Magebreaker pays little attention to those who are not mages summoning up a series of swords made of light to strike down all around him!
>>
Rolled 93 (1d125)

>>3337125
Go in for the strike
>>
>>3337125
Teach him a lesson in honor. Dodge his attacks and slice at him.
>>
Rolled 84 (1d150)

>>3337135
>>
Rolled 62 (1d110)

>>3337125
"Take this you dirty mage"

Chop off his land with my sword

"I do this for good"
>>
Rolled 59 (1d100)

>>3337125
Taking the 106.

Simon Yoresh raises his shield, in an attempt to block whatever attack comes his way

(Pls gib +25 I want this character to survive)
>>
Rolled 35 (1d100)

>>3337125
Gabriel knows the Mage Breaker will go for his magical allies first and uses this to his advantage. Taking his newly made spear, he tries to get around the foul being and stab him while he is occupied.
>>
Rolled 183 (1d200)

>>3337125
While preoccupied with the mooks, Koriander will begin to to end him quickly, throwing great flames.
>>
Rolled 85 (1d100)

>>3337125

Nedras Neas decide that he will help is fellow lords in slaying this demon.
- Eagle Erulian Helmet of Vision
- Steel Chestplate of the Silver Stag
- Gauntlets that can t feel heat
- Iron Shin guards
- Dory (spear)
- Aspis (shield)
- Kopis (sword)
>>
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Rolled 142, 158, 9, 77, 100, 1, 104 = 591 (7d200)

>>3337129
You dash past the bolt of light slicing into his magical defenses with your magical blade, you do not meet his flesh but are surely wasting his mana.

>>3337142
You dodge under the beams of light smashing your spirit sword into his defenses with a massive cracking sound as the mana barrier shatters.

>>3337147
While you attempt to get in close to chop of his hand a beam of light smashes into your leg removing a large chunk from your thigh.

>>3337151
Your shield is reduced to ash as the light pierces through it narrowly missing your head but still horrifically melting the right half of your face.

>>3337156
It seems the Magebreaker all but ignores you allow you to sneak behind him and launch a series of jabs, one of which draws blood

Increase to 1d125

>>3337159
You feel the power of fire burn inside you, with this flame you would purify the foul forces that tainted these lands. This mage may be old but he lacks your fury. It takes seconds for the man to be engulfed in flames but they seem to be very little beyond draw his attention towards you.

The Magebreaker begins to spray a cone of lightening with his focus on the savage Attuned.
>>
Rolled 31 (1d125)

>>3337184
Dodge and defend from his attacks. (+25)
>>
Rolled 103 (1d110)

>>3337184
"This ones for the poor orphans and my mother"

Get behind cover, Draw your bow and take a potshot at him before getting back behind the rocky outcrop/ruined house/Debris. +25?
>>
Rolled 41 (1d125)

>>3337184
Gab is doing much better than he thought. But as he watches his kin getting decimated, realizes they can’t keep it up for long. Using all his might, he goes for the back of the Mage Breakers head, hoping this will mortally wound this foul being of magic.
>>
Rolled 68 (1d100)

>>3337184
Attempt to keep blocking and dodging the enemy's attacks, perhaps even get behind cover.

+25
>>
Rolled 24 (1d150)

>>3337184
Doge and defend myself from the monster. Try and save any allies if i can. Men stand united against monsters.+25
>>
Rolled 93 (1d200)

>>3337184
He won’t be able to resist the heat. Begin to amp up the temperature and spawn more flames.
>>
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Rolled 82, 172, 141, 95, 179, 54, 35 = 758 (7d200)

>>3337195
Your reflexes are too slow as the lightening pierces through you reducing you to a charred skeleton.

>>3337201
The arrow deflects of his shield but the lightening does miss you which is nice.

>>3337210
Your blow pierces through his first magic shield but deflects of the second landing a glancing blow on his shoulder.

D150

>>3337211
You dodge the lightening knowing not to bother blocking such powerful magic.

>>3337214
You barely have time to blink as the lightening hits you destroying you body.

>>3337219
You amp up the heat as you can see your flames are beginning to slowly char his robes! He seems unnerved by this fact and sees to be preparing for something big.

>>3337165
While you cannot truly block the blow your magic armor allows you to survive this hit!

Several orbs of inky black darkness are forming around the Magebreaker before shooting off at all combatants.
>>
Rolled 4 (1d110)

>>3337253
"TAKE COVER"

Hold my bow tight as the orbs shoot towards us and I duck down behind my archer post +25
>>
Rolled 1 (1d100)

>>3337253
"brothers retreat !"

defense

dodge and find a cover, by all means avoid to get touched by one of those orbs.
>>
Rolled 51 (1d125)

>>3337253
Pick up the sword of the fallen champion of Dissus and try to dodge the inky black orb at all costs.

"Galoris protect me, please."
>>
Rolled 120 + 25 (1d150 + 25)

>>3337253
As he watches the black orbs come toward him, Gab knows he may surely die. He plays defense and gulps down the potion he was given.
>>
Rolled 13 + 25 (1d200 + 25)

>>3337253
Cast a firewall to protect myself ans hopefully some of my allies
>>
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Rolled 120, 21 = 141 (2d200)

>>3337271
The black orbs smashes into you consuming your flesh and soul or well it would have if not for the bone amulet which seems to consume the magic then breaks.

>>3337299
You do your best but the orbs of darkness reaches you consuming your flesh and soul.

>>3337310
You pick up the sword just as an orb reaches you tearing apart your flesh and soul taking them into the void beyond.

>>3337316
You dodge expertly the orb while taking a sip from the potion, power flows through your limbs as the energy of a thousand me imbues you soul!

D200

>>3337318
The Orb rushes towards you causing you to poor mana into it in hopes of the fire burning away the void. You mange to destroy it but not before almost exhausting yourself.

D150

The Magebreaker smiles and summons two swords of ice before engaging you in close combat.
>>
Rolled 110 (1d200)

>>3337342
>>
Rolled 76 (1d110)

>>3337342

You piece of shit

Stab him in the gut while deflecting the other ice sword off my shield
>>
Rolled 140 (1d200)

>>3337342
Unearthly range consumes Gabriel. His brothers have been murdered. If he is to fall, he shall fall fighting. Gab lunges, hoping to strike a fatal blow.
>>
Rolled 20 (1d150)

>>3337342
Melt this dumbass sword and begin to put more pressure and heat on him
>>
Rolled 15, 67 = 82 (2d200)

>>3337350
You move to stab him in the gut but with one swipe of his icey blade your head is removed from your body.

>>3337342
You unleash a flurry of blows overwhelming the Magebreakers guard and opening wounds all over the the monsters body.

>>3337365
You attempt to burn him up but instead end up locking eyes with him, your mind melting away as he supplants your will with his own, you now live to serve him.

He laughs, only one man remains to face him with the now enslaved Archmage Koriander at his side. He summons forth swords of light once more to cut down Gabriel
>>
Rolled 122 (1d200)

>>3337400
“FOR LOSLINA! FOR THE FALLEN! FOR GALORIS!” Gabriel screams
>>
Rolled 19 (1d200)

>>3337409
>>
>>3337409
You rain blows upon the Magebreaker the bloodthirsty dagger drinking in both blood and mana. The fear is apparent in the old mans eyes as you stab over and over again each tiny blow draining more and more from the old man. He drops to his knees before speaking in a shaky voice,

"Please spare me, I can give you anything!"
>>
>>3337426
Gabriel looks down upon the man, pity and disgust mixed upon his blood splattered face. “Then give me your death.” He takes his spear and drives it through the mans skull.
>>
>>3337426
"Wait something seems wrong. Theres no way he would act like this"
>>3337438
>>3337438
Stop him
>>
>>3337438
You smash your spear in Korianders face piercing through his skull and shattering the illusion that made him appear as the Magebreaker. You stand in the carnage, the Magebreaker is gone and the greatest mage of your people is dead at your hands.
>>
>>3337444
Give me 3d100 to see how the rest of the battle went for everyone!
>>
Rolled 57 (1d100)

>>3337451
>>
Rolled 36 (1d100)

>>3337451
>>
Rolled 71 (1d100)

>>3337451
>>
>>3337451
The battlefield is true carnage with the Beastman horde coming out with a slight edge. Mountains of corpses litter the battlefield and not one of Agaron's Generals have been slain. The butchers bill is massive with a total 1/3 of your allied forces being slain alongside some of the brightest and bravest of your men. However on the bright side you do think that the Magebreaker has been injured enough to not join the field of battle again for some time. The Admiral reports that Agaron himself has been sighted pushing towards the Grand Temple of Sunblighter and that something must be done now! What will you do!

A. Launch an all out assault against the Beastmen
B. Attempt to kill another general
C. Head home, this is not our fight.
>>
>>3337477
A

Go for Agaron.
>>
>>3337477
B
>>
>>3337477
A
>>
>>3337477
A
>>
>>3337477
A. Launch an all out assault against the Beastmen
>>
>>3337477
A. Launch an all out assault against the Beastmen


"We fight on for the memory of our great lord Nedras and is fellow lords ! We will kill the great abomination ! Aragon will die !"
>>
>>3337503
*Agaron
>>
>>3337477
It seems the general consensus that the only choice is to launch an all out assault on the Beastmen to take pressure off the other front.

DC 50 (There are alot of factors at play but things are fairly even in regards to advantages)
>>
Rolled 21 (1d100)

>>3337535
>>
Rolled 62 (1d100)

>>3337535
>>
Rolled 24 (1d100)

>>3337535
>>
Rolled 59 (1d100)

>>3337535
>>
>>3337477
A
>>
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>>3337535
Overlord Menander himself leads the charge with the Lightwatcher force acting as the speartip to the entire allied force. The Prince of Eagles joins by his side throwing lightening and slaughtering beastmen in his wake. However there are just too many, for every beastman slain another seems to simply move up to takes it place!

DC 55 +5 numbers
>>
Rolled 24 (1d100)

>>3337556
>>
Rolled 55 (1d100)

>>3337556
>>
Rolled 39 (1d100)

>>3337556

"For Nedras !"
>>
Rolled 4 (1d100)

>>3337556
>>
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>>3337556
Your assault is be bogged down with little ground being gained or lost in the past hours, Sir Arytom Thule is seen all over the battlefield guiding complex battlefield strategies to slow down your push!

DC 60 +5 numbers +5 Sir Arytom Thule
>>
Rolled 37 (1d100)

>>
Rolled 15 (1d100)

>>3337579
>>
Rolled 5 (1d100)

>>3337579
>>
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>>3337579
The battlefield is pure carnage as both the Bride and Shi'Lau arrive smashing into the lines of the Dragon Army. Men are slaughtered by the thousands as the the Beastmen take the advantage, something great must be done or this will be the end.

DC 70 +5 numbers +5 Sir Arytom Thule +5 Shi'Lau +5 The Bride
>>
Rolled 23 (1d100)

>>3337611
>>
Rolled 69 (1d100)

>>3337611
>>
Rolled 52 (1d100)

>>3337611
SURGE
>>
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>>3337611
The Dragon Army is in full route, your men stand as a last bastion against the chaos! What will you do!

A. Orderly Retreat
B. RUN FOR THE HILLS
C. Stand and Fight
D. If Agaron dies we win, summon what courage you have and abandon this battle to rejoin with the force protecting the Grand Temple.
>>
>>3337631
D
>>
>>3337631
D
>>
>>3337631
D
>>
>>3337631
D

Orsus shall Lead his clansmen! with his new flamberge!(can't remeber which family member picked it up but im using Orsus now)
>>
>>3337631
D


what remains of the Neas Gaurds follow the lords.
>>
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>>3337631
Give me 3d100 as you attempt this gambit!
>>
Rolled 85 (1d100)

>>3337653
SURGE
>>
Rolled 36 (1d100)

>>3337653
>>
Rolled 67 (1d100)

>>3337653
>>
Rolled 87 (1d100)

>>3337653
>>
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>>3337653
You manage to break free from the battle, skirting around the horde sacrificing thousands of the Dragon Army to escape. The trek through the jungle is equally as perilous with only 5,000 of your force remaining in the end. However these 5,000 are your luckiest, most hardened and battle tested bastards to ever walk the shores of the Wine-Dark Sea. Your rendezvous with Temple Guard is a grim one, their force is a mere 100,000 men lead by the Elder Dragon Xolotl. The dragon is wounded all over and most of the Temple Guards have some wound or another. Xolotl begins to speak his voice booming across the jungle,

"Men of the Wine-Dark Sea, you have fought long and hard to help us even after our grave sins against you. I offer you this, to the south of here is a mountain cavern that will take you to the sea, a small fleet is there that can take you home you need not die with us here today."
>>
>>3337689
“I shall not abandon you. We will make a stand here and now, against the one enemy who truly matters, demon of fur and horns, lead by the evil bastard Agaron.”
>>
>>3337689
"I shall stay here. My guards shall leave however."
>>
>>3337689
The majority of the Carregss(if there are any) will go home but Orsus and a couple other will stay "Will you at least send of your own to safety as well? for the beastmen are always the greatest threat"
>>
>>3337689
“My men are free to leave if they want. However, I humbly request that your young are sent away with the fleet to ensure their survival. They must live to fight another day.”
>>
>>3337689
We shall evacuate most of the army. They will be needed to fight the war should we fail here. They will take any powerful items we brought with us that could be forever lost to the beastmen.
The force that remains will aid however we can. Perhaps and opening to strike at more of the generals or maybe motivate the great dragon into acting.
>>
>>3337689
"True kindess and caring is helping when all seems lost, helping those who are on their last legs. I will stand and fight for the name of Isaacs and that special lady"
*kiss hand and raises it to the sky*

This ones for you baby

Stand and fight. I will try heal the wounded
>>
Any gottians or people under isaac rule are encouraged to go home. More fights await
>>
>>3337689
“Elder dragon Xolotl, I beg you send your juvenile kingdom to the wine-dark sea for their own safety. They are too weak to make a difference here and it would ne a tragedy for your brood to become extinct here. I promise they would be nurtured in Loslina.”
>>
>>3337689
"We veterans shall stay here and fend off the enemy. Only the youngest and the common soldiers will return home ... knock them unconscious, this boys still want to fight."


30 old Neas guards remain. A lord can overwrite their rule since they are just guards and send them home.
>>
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>>3337703
>>3337709
>>3337712
>>3337715
>>3337718
>>3337722

"You are truly noble souls, if you should stay I offer for you to ride with me and my kin in our attempts to slay Agaron. While most of us will likely perish it is the last chance we have!"

Who will ride upon the last of Sunblighter's brood against the evil of Agaron!

State your characters and what meager equipment they may have left!
>>
>>3337743
Joseph Yoresh.
A spear (The Dragon Tooth Spear was sent back to North Copal to the rest of the family, this is just a normal iron spear)
Chainmail
>>
>>3337743
Menander will lead his army, and as a Marine of the Empire he will fulfill his duty to the bitter end. He wields his Poisonous Trident into battle.
>>
>>3337743
Torsus, survivor of Blackwatch and wielder of the blade of Ancestors shall go. I suppose I might have steel armour from the fallen warriors here.
>>
>>333774
Hered Isaacs
Steel armour
Galoris sword
Big ole smile
Hardon for aladriel
>>
>>3337743
Talnai Seastorm
the blood of the goddess runs through his veins
Equipped with a sword, shield and iron chain mail armor
A handful of Seastorm warriors will remain with him as the others return home
>>
>>3337743

"Here i am dragon, an old veteran with desire of vengeance . I will kill that being for have kill my lord, death is not enough for is kind !"


old neas guard
equip


Iron Corinthian helmet,
Iron Breastplate,
Iron Armguards,
Iron Shin guards,
Dory,
Aspis,
Kopis
>>
>>3337747
>>3337751
>>3337753
>>3337763
>>3337765
>>3337771
the other guards greet Aikan and all the lords as great heroes , they chant for their glory, they see them as legends heroes of the empire !

they will remain on the ground for fend off anything else.
to the last men.

For Neas ! For Galoris ! For the Empire !
>>
>>3337743
Orsus Carreg
Iron Corinthian helmet,
Iron Breastplate,
Iron Armguards,
Iron Shin guards
a two handed flamberge(d125)

"we shall sunder them like stone under our hammers!!"
>>
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>>3337747
>>3337751
>>3337753
>>3337763
>>3337765
>>3337771

The Stormseer stands before you, his eyes crackling with the lightening. His voice booms like thunder forcing all those who look before him to their knees,

"SONS OF LOSLINA, BROTHERS OF THE SEA! GALORIS COMMANDS THAT WE WIN THIS DAY! GALORIS COMMANDS THAT WE SLAY THE BEAST KNOWN AS AGARON! FOR HOLY DUTY WE RIDE!"

Each man feels holy fervor imbue his body, green lightening crackling at their fingertips, the blessing of Galoris is within you and this battle will be yours!
>>
>>3337808
Riding on the backs of Dragons you arrive in the midst of the Beatmen, the Elder Dragon smashing into Agaron himself slaughtering thousands of Beastmen with his bulk alone. The monster stands up, strange arcane energy swirling around himself, now is your chance! Strike at him before he recovers!
>>
Rolled 17 (1d150)

>>3337812
“FOR THOSE WHO DIED AT BLACKWATCH!”

Stirke at him as Attenius and my forebears trained.
>>
>>3337812
You may roll your dice for this surprise round!
>>
Rolled 99 (1d125)

>>3337812
Fly straight in! and aim to cut him in half with our massive flamberg!
>>
Rolled 39 (1d150)

>>3337812
“For the Empire!”
Simple lunge technique, just like he learned with the Marines.
>>
Rolled 60 (1d150)

>>3337812
Blade and shield in hand as lighting crackles along my arms I strike at his hands, hoping to gain a crushing blow as we enter the battle.
>>
Rolled 93 (1d100)

>>3337812
"For the grace of Galoris!"
He rides in right behind the Elder Dragon, going straight for Agaron's Throat.
>>
Rolled 91 (1d100)

>>3337812
"YOU DEAMON THIS DAY YOU SHALL NOT TAKE ANOTHER LORD LIFE !"

Jump across and shield the Armeno lord, and launch my spear with all the strength left i have at him.
>>
Rolled 69, 100, 73, 197, 64, 73 = 576 (6d200)

>>3337818
Your blade skitters off the armor of the behemoth, the armor seems to wail and scream when you hit it.

>>3337821
You leap from the Dragons back slamming into the beasts shoulder with your flamberg! The blade ripples with power tendrils of black void seeping out of it and eating away at the monster!

>>3337824
A simple lunge, practiced a thousand times lands piercing through armor at into the leg of a titanic monster.

>>3337827
You land on the ground slashing your blade into the beast over and over again the power of Galoris crackling through your body with each blow!

>>3337828
Like a Knight of Bojmor you ride on dragonback with spear in hand slamming it into the great creatures throat.

>>3337830
You launch your spear with the blessing of Galoris guiding your blow, the spear pierces into the creatures eye blinding him! You may be a simple guard but today you are a hero!

Agaron grapples with the Elder Dragon, the Temple Guard scramble to distract the beastmen and you blessed on Galoris fight to do what you can.

While Agaron is focused on the Elder Dragon lances of magic still threaten you all!
>>
>>3337841
continue the assault!

"You too shall break like everything beneath the wight of my clan!"
>>
Rolled 21 (1d125)

>>3337844
>>3337841
forgot my dice
>>
Rolled 1 (1d150)

>>3337841
The beast is weak and fears my sword. Strike it once more!
>>
Rolled 24 (1d150)

>>3337841
Pierce through the armour to strike his vital points!
>>
Rolled 11 (1d100)

>>3337830
Take my spear and push it directly into the chest of Agaron. Perhaps if I hit his heart that will do something!
>>
Rolled 30 (1d150)

Based rng
>>
Rolled 65 (1d150)

>>3337841
Keep channeling the power as I hack away at this monster his defenses cannot hold against the storm forever.
>>
Rolled 100 (1d100)

>>3337841

taking out is kopis, Aikan see that both the Carreg, Armeno, Menander and Yoresh lords are once again in danger....this will not happen !

The old neas guard sprint once again in hoping to defend the lords they need to be saved !

He runs to the deamon hoping to stop is attack, hoping to buy some more time, some more time for let the lords live and win.

"NO MORE ! NO MOREEEE !"
>>
Rolled 47, 149, 191, 58, 105, 76 = 626 (6d200)

>>3337847
>>3337850
>>3337857
>>3337862
Death almost comes to you all if not for the noble Aikan Hirror, this humble guard leaps forward shield bashing Agaron in the face stunning him whilst the Elder Dragon rips at his armor shredding it and revealing the skin underneath!

>>3337867
You hack away at the distracted monster with the blessing of Galoris surging through you!

Agaron screams in pain the Elder Dragon doing what it can to destroy him, his voice screams out across the battlefield!

"I WAS SO CLOSE AGAIN, I CAN SAVE YOU ALL. SO CLOSE, WHY ARE YOU DOING THIS!"

He lashes out with massive waves of magic trying to kill all who attack him!
>>
Rolled 76 (1d100)

>>3337882
Attempt to dodge the waves of magic and strike at one of the exposed points in his armor. We can kill him!
>>
Rolled 132 (1d150)

>>3337882
Lounge at his putrid flesh. I will carve out his heart myself.
>>
Rolled 23 (1d125)

>>3337882
Aim for his legs as a distraction
>>
Rolled 147 (1d150)

>>3337882
Strike for the beast against, going for his vital areas to weaken him.
>>
Rolled 66 (1d150)

>>3337882
“Thank you Aiken.”
Attack the opening and make the beast bleed.
>>
Rolled 30 (1d100)

>>3337882

I did it ! I saved them ! haha an old bastard like me can still do it .... No ! NO !!

Aikan see once again this will never happen !

"NO LORD BLOOD SHALL BE LEFT HERE ! NOOOO !"

He runs for save the carrreg lord he will put him away from there, and die with kopis in hand if necessary !
>>
Rolled 2, 183, 192, 48, 84, 82 = 591 (6d200)

>>3337884
You pierce through his armor slamming your speartip into his shoulder, he once again screams in pain and rage.

>>3337885
You push yourself forward slashing into his chest again and again with your spectra blood the smell of rotting flesh and corruption invading your nostrils.

>>3337894
You move to strike his legs however a fearsome kick sends you flying into the arms of Aikan Hirror.

>>3337895
You leap forward slamming your trident deep into his flesh the posion pouring out into his rotten flesh.

>>3337906
Only the power of Galoris saves you from certain doom, however it used up much of it's power blocking the foul magic.

Now at D100

>>3337907
As you catch Carreg and help him down Agaron turns to you blasting a powerful beam of pure light at you, however the Elder Dragon leaps in the way absorbing the blow. The Elder Dragon falls blood seeping from the massive wound in his chest, it is only you few men against the wounded and ragged Agaron.

"Please stop, I can save us all. I must kill them. Once they are both dead we will be free, he will stop hating us. I just have to kill them."

He draws a blade of pure darkness swinging wildly as if his mind is far gone.
>>
Rolled 98 (1d150)

Slice his head off
>>
Rolled 1 (1d100)

>>3337924
"FUCK YOU! YOU HAVE KILLED SO MANY PEOPLE. DIE."

Shove a spear through his face.
>>
>>3337924
Make another slash for his chest! Blade against blade if need be!
>>
Rolled 6 (1d125)

>>3337929
>>3337924
>>
Rolled 143 (1d150)

>>3337924
The beast must die.
Call up what power I can. Beseech Galoris for what power I may need to deal a Mortal wound to this monster
“We. Don’t. Need. YOUR SAVING!”
>>
Rolled 129 (1d150)

>>3337924
No time to talk. Begin to attack Agaron with a series of lunges
>>
Rolled 51 (1d100)

>>3337924

"STAY IN SILENCE DEAMON ! YOUR AN HORROR TO THE ENTIRE WORLD ! OUR PAIN WILL BE PAYED WITH YOUR BLOOD NOW !"


The guard does a sprint, he launches himself beyond the Yoresh lord completly, striking at the arm with sword going directly against it.

But would is wounds let him do this ?
>>
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>>3337924
>>3337927
Using the dead Elder Dragon as a ramp you leap ontop Agaron slashing across his throat and hacking at this head, the wounds heal rapidly but you do not stop.

>>3337928
His black sword whips out towards you opening your guts onto the roots of an ancient tree.

>>3337938
You stab your sword into his leg once more but a quick swipe of his sword separates you from your hands.

>>3337954
You do your best but you are not in time to save the lord, he dies in your arms. You cannot save them all it seems.

>>3337939
>>3337943
Two scions of the blood line, joined together by the blessing of Galoris strike as one into the black heart of Agaron. The monster falls onto one knee as the entire battlefield falls silent, the Beastmen around you simply slumping to the ground dead. Agaron looks towards the stars muttering,

"I have failed again father. They still live, he still hates us so much. What will it take?"

With that he falls, his body rotting at a rapid pace. You have won this day, bloody and tired with the deaths of a thousands of men alongside the best your nation had to offer.
>>
>>3337982
"No No No oohhoohho nooooooo oohohh"

The old guard falls to the ground, in tears trying to put together the Yoresh lord but the bowels keep falling from his wounded hands
>>
>>3337982
“Is it over brothers?......”
Talnai looks around the battle field.
>>
>>3337982
You limp bloodied and battered towards the ancient tunnels the Elder Dragon told you about. At the end of the tunnel you find the rest of your ragged army preparing to leave, to head home to the Wine-Dark Sea. To the land of plenty that you call home, many of you wish that you will never have to return to this blasted Starless Sea. However those of you that will return shall do so as heroes, as the best that your Empire had to offer. While many died in this battle their sacrifices will not be forgotten, for next time the ilk of Agaron rise you shall be truly ready. However what of the Sunset Imperium, will it ever recover from the devastation that has been wrought on it, many doubt it will. That is not your problem, you simply want to go home after nearly two years in this hellish place.
>>
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>>3338005
There is however one last choice of the day, one brought forward by the Prince of Eagles. Now would be the perfect time to sack the city of Sha'Tali. Few defenders remain and the riches of the city are of untold majesty!

A. Sounds like a good reward for our suffering
B. We cannot attack someone so weak, head home
>>
>>3338017
A
>>
>>3338017
A
>>
>>3338017
B
“No there is nothing to gain from it.”
>>
>>3338017
>>3338019
Meant B. We shouldn’t be dicks to them.
>>
>>3338017
B
>>
>>3338017
B
“I am tired of war. I have killed too many. Let us go home.”
>>
>>3338017
B.
Use Overlord Override just incase.
>>
>>3338017

"We have nothing to gain indeed from them lord Talnai, if i can speak."

the old men approaches the lords , he comes with a chest with simple bread and wine offering it to the lords.
>>
Rolled 9 (1d10)

>>3338032
roll for see if the wounds are too many for Aikan to continue speaking.
>>
>>3338017
You decide that the Sunset Imperium has suffered enough and it would be dishonorable to attack them now, with this we reach the end of our session! This war lasted two years ingame so feel free to do your faction projects now to be finished next thread!

Hope you had fun and have a great week.

PS Erdini come back plz
>>
Rolled 61 (1d100)

Clan Yoresh

Assets:
Lordship of North Copal (Charcoal Industry revitalized)
Experienced Smiths
Knowledge of Chainmail
Knowledge of making Halberds
Some Jewelcrafting
Iron Mine on Merli

Faction Project: Now that the charcoal industry has been revitalized and that ample fuel is being produced for the forges, it is high time to relight them. Clan Yoresh will attempt to draw Smiths to work in Copal to revitalize it as the center of industry it once was. In addition to all this, they will enlist the aid of the Tulide Family to construct their signature "Factories" in their lands in order to improve productivity. To power the trip hammers, water will not be used (as there is no river). Instead, animals will be used to power the trip hammers!
>>
>>3338059
Carregs, not Tulides. My bad.
>>
>>3338042
it seems not. Aikan Hirror is the greatest Neas guard ever lived, is determination, duty and honor are the greatest above the wounds taken in both body, mind and heart.

When he returns to Neas Hope there is a ceremony of silence the whole city let him and the remaining troops chant to the glory of Nedras and all the lost sons of the empire, they let them mourn through the city.

When arriving to the Neas Home, kneeling Aikan ask for punishment because they have fail in protecting the lords even if the great deamon was defeated so many wheren t saved.

Instead Nevean Neas order him to all of them to stand as he adopt all of them in the Neas family, he calls them brothers, he tells them what have they done is written only in legends and that Nedras has always wish for their salvation .

"Welcome Home Brothers ! Welcome Home Heroes !"

Nevean send a letter to the emperor Shem I, writing that he will need a week before returning to the capital for the great celebration. The death of is father still hurts.

"Galoris bless us forever, my liege. i need time to restore this wound on my hearth. Farewell to the celebration for all our heroes."

Nevean Neas, Lord of Silverwood
>>
Rolled 57 (1d100)

>>3338043
>Faction Assets
Lightkeeper of the Thleech Demense (which includes the Lordship of Haswod, Lordship of Boar Island, Lordship of Southern Copal, and Lordship of New Blackwatch.)
Triremes
Quadriremes
Trade Fleet
Shipbuilding facilities in Bojmor
Shipbuilding facilities in Haswod

>Faction Project
The Thleech mourns for their lost Lightkeeper. To eternally memorialise him amongst their family, they begin to pool their resources to create a great artifact. Using Koriander’s heartstone, they plan to create a great blade that will harness his power to spawn forth a blade of fire that will burn away their enemies. No expenses will be spared as they try to get the best possible smiths and mages to make this possible.
>>
Rolled 59 (1d100)

>>3338043

Clan Neas


Lord Nevean decide to create the great hall of
heroes, it will be not just an house for fallen heroes but for living too.

It will be great and beautiful and all the citizens will be able to see the statue of our legends, and painted scenes of their acts.

Any living hero can live, train and learn here in preparation for any future service to the empire if the need rises.

the current heroes of the empire from Silverwood and Neas Hope will be given silver laurels and new lands near the forest.

Making them part of the small nobility, and prepare them for the great celebration in the capital.

Aikan Hirror and Nevean Neas will march alonside when the event will start in the capital.
Assets :

- Lordship of Silverwood
- a silver mine
- city of Neas Hope, the City of Commoners
- farms outside Neas Hope
- medium building for the production of potters
- tombs for the fallen after the great war (the one where Samir was all most raised to the ground) against the beastmen horde
- some dogs
- public baths in Neas Hope
- expanded port in Neas Hope
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Rolled 58 + 30 (1d100 + 30)

>>3338043
Sekrit Project
>>
>>3338372

Assets
-fishing and whaling groups
-the Neorah Mercenary group
-large amount of the best trained angelsharks
-Lordship of the Northern Shore
-Royal Angelshark Tamer
>>
Rolled 88 + 20 (1d100 + 20)

Faction Project: During the Sunset-Beastmen war, Torsus remained at Blackwatch after the main army left and dueled a great beastman named Shi’Lau. Sadly Torsus lost and had to watch Blackwatch be destroyed and countless people butchered. However during the fight, Shi’Lau told of something called the harvesting blades, an ancient order of warriors who were deadly masters of the blade and a group that the Brokenlord belonged to.

Thinking on this, Torsus will create an organization in the same vein as this upon Teris. It shall be a school based around swordsmanship and the techniques of the Brokenlord, ensuring that the arts of the Harvesting Blades are passed down and do not fade away.

There will need to be rules for this club. The most important is that the members have to pay a membership fee because I want some money out of this and swearing an oath of honour because a sword is only as good as it’s wielder.

Assets
- Lordship of Teris and South western Gotti
- Olive groves
- Oxen herds
- Wheat farms
- Vineyards
- Gotti Boars
- Assorted other crops and livestock
>>
Rolled 17 (1d100)

>>3338043
Faction Project
Mikael stricken by grief at receiving his younger brothers body brought back by Hered, He resolves to finally answer the questions faced by heroes in the face of great foes. Humans can only go so far in the realm of power with material weapons and strength, Seeing the vast arrays of magical implements and mages beginning to appear means he wants to harness magic for our own ends.

The construction and formation of an enchanting guild will be ordered, Weapons, armour and items will be enchanted by mages and wizards of renown. Gathering such talent calls for my own agents to scour corners of this world for people with the knowledge of enchanting and magic.

- Umbra, Talcis (Gotti), Dosmir village
- Royal blood
- Advanced Shipyards of Talis
- Farms on loslina
- Trade routes
- Mercenary company
- Fleet of trade and warships
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Rolled 46 (1d100)

In his last years, Samudh dedicated time and money to the establishment of a trading settlement nestled in the foot of the hills of his portion of Copal. Sitting on his thin strip of land on the western coast, by the utilization of several monetary schemes, such as lowered taxes & giving out large plots of land if people migrated from Ruby Island to there, he aimed to make the area the central hub of Copal. This deal also extended to other areas of Copal, aiming to draw in settlers from the north and south. On top of this, he utilized his connections with the Yazudan in order to make this a central area for their traders, and used the significant amount of money he gained from sugar to pay a portion of the tariffs traders coming from the Imperium may face, further bolstering the new settlement.

Major Assets:
- Lordship of Ruby Island
- Lordship of Central Copa
- Estate (Scarletta)
- Sheep farms (Ruby Island)
- Wheat farms (Ruby Island)
- Large ruby stockpile
- Loadsa money

Minor Assets:
- Book of poetry by Edgar Attenius
- Toarite dagger
- Ashes of Cipactli of the Yazadan

Marriages:
- Marriage with the Thleeches
- Marriage with the royal family (Son is King, wife is Regent)
>>
Rolled 18 + 20 (1d100 + 20)

>>3339666
>>3338043
FP: Cool Runing
During the trip in which he designed the wind factory Carr realized he might be able to further change the design to allow winds to blow into the building, really it was a simple concept and wouldnt require much more that just attaching the wind catcher to the top of buildings. Though while he was in the palace pitching his various ideas a conversation that may be the start of something great started with Longtusk, and Carr quickly realized that they could partner together on a new type of architecture! Using the Longtusks knowledge of runes and ours of construction we will attempt to build a rune powered wind catcher! Though that maybe a bit misleading as the runes would merely cool the air even further as it travelled down the wind catcher, also it would need to be recharged every so often.

Clan Name: Clan Carreg
Faction Leader: Cerfio Carreg
Assets:
Families of Carpenters/Craftsmen/Masons
Their houses and a couple workshops on the outskirts of the Capital
Moderate stockpile of carpentry/crafting tools and materials
A few stray Spears
‘The Tip’s” Town
Lordship of “The Tip”
A few Handfuls of Dragon Scales
it's a two handed flamberge(d125),You find a sword of that is taller than a man with a blade that has ripples along it like waves, it is heavy but also seems to imbue you with new strength.
>>
Rolled 76 + 20 (1d100 + 20)

>>3338043
*whistles*



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