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Author Topic: Mankind Play Thread - Turn 7  (Read 12631 times)

FuzzyZergling

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Re: Mankind Play Thread - Turn 5
« Reply #135 on: December 17, 2010, 11:23:08 pm »

Zerg tilts His head slightly, and His smirk widens.

"Khorn, why are you so eager to persue this man's death? Could it be, that you fear him?"
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Fanofgaming

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Re: Mankind Play Thread - Turn 5
« Reply #136 on: December 17, 2010, 11:35:59 pm »

Khorne silently begins to work upon mutating Eliphas's copy, clearly ignoring Zerg. Khorne removes Eliphas's sword and gives him a large, powerful arm complete with claws on the end of its hand.
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BlastoiseWarlorf

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Re: Mankind Play Thread - Turn 5
« Reply #137 on: December 17, 2010, 11:59:36 pm »

Zeno Grins and laughes slightly, although he keeps his mouth shut. He nods at Zerg, As it was clear he had hit a nerve.
« Last Edit: December 18, 2010, 12:07:52 am by BlastoiseWarlorf »
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forsaken1111

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Mankind Play Thread - Turn 7
« Reply #138 on: December 21, 2010, 10:38:00 am »

Begin Turn 7, Autumn of Year 2

-- Tribal Updates --

In the Wise One’s tribe, the priests counsel the elders that these new people are not enemies, but are not to be trusted implicitly. The elders order a militia organized, though untrained and undisciplined; they are little more than willing men with stout cudgels and thick hides but the population could put up a token defense if threatened. Construction continues on the temple, now halfway complete with two seasons remaining.

Zerg’s tribe has nearly completed his grand temple, and will finish it just as winter falls across the land.

The followers of Khorne receive a vision about a hero returning to the tribe. The villagers rejoice in the contact with their god, and sacrifice a dozen pigs to honor him with a feast. There is much dancing and drink. They complete the lifestyle construction this season, and life improves for the village. They have sturdy homes, a village square, clean water and plentiful food; soon the village will grow and expand.

The people of Zeno Grath finish their long pilgrimage, moving north. They set the village up, send out hunters for food, and begin to settle in. The priests declare the tribe to the southeast to be a friend to Zeno Grath, and the elders have a group drawn up to establish formal contact. A large basket of fish and several other potential trade goods are prepared. Results of contact will be posted next season.

Noner’s tribe, given no specific orders, continues to pass the time in idle worship and celebration.


-- Other Events --

The sorcerer, asleep in bed, is visited by his god. Wise One speaks with the man at length, and is impressed by his intellect and the power of his spirit. He is a deep and philosophical man of excellent moral character and utterly devoted to the Wise One. He understands that the power he has tapped is potentially dangerous, which is why he has shared it with only one other, and he makes a solemn oath to you that he will not abuse this power.

The Wise One reaches out and attempts to manipulate an energy ribbon. (He didn’t specify which ribbon, so I’ll roll randomly.) As he reaches out with his divine hand, he plucks and manipulates the ribbon of power which leads to Zeno Grath. Zeno feels a strange tugging sensation, and finds himself quite uncomfortable. The sensation is akin to a mortal holding his breath, and power builds within the ribbon blocked off by the Wise One’s hand. The instant he stops touching it, the flow resumes and Zeno feels normal again. While this was harmless, the Wise One could tell that this technique could cause a complete stoppage of power inflow to a god, though holding back that energy would be very difficult for long. (Right now, only Zeno and Wise One are aware of this action and result unless they choose to share it.)

Zerg watches from his throne as the heretics move about their daily lives. It is very difficult to keep tabs on them, as the strange power of their worship cloaks them from his gaze on occasion but he has managed to identify about half of them. At one of their gatherings, he appears before them (I assume as an image, not physically) and asks his question. They react with surprise and flee; only one of them remains and faces Zerg bravely. He says that he need not explain himself to Zerg, that his worship and belief are his own to devote to whomever he wills and that he will not be swayed by this visitation. He seems firm and convicted in his belief. The other cultists disperse into the tribe, cloaked in secrecy.

The 10 man trading group from Noner’s tribe travels east across the plains. At this rate they will reach Zerg’s tribe just as winter falls.

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KaguroDraven

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Re: Mankind Play Thread - Turn 7
« Reply #139 on: December 21, 2010, 11:00:23 am »

Wise one will meet in secrecy with Zeno, to keep this secret from the others, and tell him of the ribbens and what happened, specificly keeping out how to see them and any mention of the dark one. He will urge Zeno to keep this secret from the others, lest they use it for their own gain. He will then send another vision to his prophet, of a man chaseing an animal with a spear for food and pelts. He will keep a stedy eye on the sorceror and his apprentice incase any new develouptments appear, especially if either one shows signs of malevelance or a hunger for power.
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I will punch you in the soul if you do that again.
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Because I can"-WolfTengu

BlastoiseWarlorf

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Re: Mankind Play Thread - Turn 7
« Reply #140 on: December 21, 2010, 12:34:09 pm »

Zeno nods at all The wise one tells him, and also agrees to not share this with his fellow gods. "So, now that the tribe has made it Home.... Let me see."

Zeno orders that a Temple be made by the ocean.
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Fanofgaming

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Re: Mankind Play Thread - Turn 7
« Reply #141 on: December 21, 2010, 05:07:40 pm »

Khorne laughs as he notes the progress of his disciple and the large amount of power that has been focused on him so far. Khorne experiments with his subject in the heavens, trying to decide what sort of mutation to give him. Khorne is torn between a permanent mutation, or one that Eliphas could activate on his own. After much deliberation, Khorne believes he has decided on the latter.

All the while, Khorne decides to allow his villagers to MAKE SOME BABIES.
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FuzzyZergling

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Re: Mankind Play Thread - Turn 7
« Reply #142 on: December 21, 2010, 05:27:23 pm »

Zerg decrees that the travellers who are to arrive at the start of winter are not enemies.
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Fanofgaming

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Re: Mankind Play Thread - Turn 7
« Reply #143 on: December 21, 2010, 05:30:37 pm »

In the heavens, Khorne begins speaking privately to Zerg.

"Hey, I was wondering if you might be willing to enter into a sort of 'alliance' with me. You know, we help each other out? I can help you deal with any problems you might be having, and the other way around, too?"
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FuzzyZergling

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Re: Mankind Play Thread - Turn 5
« Reply #144 on: December 21, 2010, 05:38:38 pm »

"I have no reason to distrust you, brother. What do you have in mind?"
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Fanofgaming

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Re: Mankind Play Thread - Turn 7
« Reply #145 on: December 21, 2010, 09:07:57 pm »

"Well, I suspect that Zeno and Wise One have an alliance between the two of them. I propose that you and I have the same pact. I fear that they might try to act against me, and I may need help. I will, of course, return the favor."
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lemon10

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Re: Mankind Play Thread - Turn 7
« Reply #146 on: December 22, 2010, 03:13:08 am »

Noner speaks to his human traders, and tells them that they should get off their horses outside the village where no one can see them, so that for now they retain the knowledge of horse riding to themselves.


Noner speaks to the new village chieftain (the new white token in my black token hex), and says that they should march to the lake.

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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

lemon10

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Re: Mankind Play Thread - Turn 7
« Reply #147 on: December 23, 2010, 06:31:39 pm »

Noner has a sinking suspicion "Wait khorne, are you turning that human into one of those manwheres that wise one thought of creating"
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

FuzzyZergling

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Re: Mankind Play Thread - Turn 7
« Reply #148 on: December 28, 2010, 11:03:07 pm »

Zerg decides that the seabirds defending His tribe are not fierce enough, and so pours His power into them, attempting to make them larger and more intelligent.
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