I used to avoid making turns like you... then I took a dice to the north pole.
Search for informations about the glowy creature.
You look around for something to tell you about the creature. [Int:6] There's a tree shaped like a human. In fact, on closer observation, the tree WAS a human. Examining it closely, it looks as though tree started growing somewhere near the heart. The man has a pained expression on his face, so he was alive while it was happening... In addition, you have a feeling his soul is still inside the tree...
What a way to go.
Meanwhile, there is a chunk of unusual flesh on the ground and a broken steel axe. The man who became a tree couldn't have possibly fought in such pain that you felt, so it must have been another person and there must be a way to avoid getting tree-ified. The chunk and axe's locations make it appear that the attack came from behind, so it's not an area effect...
The glow is slowly advancing.
Anthramarux was tired of flying. This place would have to do...once she evicted the current occupants.
Well, some of them. The others would help ward away intruders.
Action: Enter the cave, and start wiping out it's Mudcrab inhabitants-takes out the clutches of their eggs and young and whatnot.
Preferred tactic until faced with a particulalry dangerous foe is to stick to wide open passages and avoid water and mud, clinging to ceilings and being sneaky-and attacking the larger, more heavily armored mudcrabs from behind, by flipping them over and coughing acid on their underbellies. And/or tearing off legs/eyestalks and leaving them to die.
Stay out of the water (?) and leave the whales and sharks alone, for now.
You enter the cave and before you can do anything all of a sudden a mudcrap snaps it's claws on your tail! OW OW OW!
You smash the mudcrab into the wall, then start with your revenge.
You attempt to mess with their eggs, [2] when you suddenly find yourself "ambushed" by at least 20 mudcrabs. You easily dispatch them, but you're starting to run into your limit on how much pain and annoyance you can take. You start smashing their eggs, and killing the young. [5] you encounter no resistance afterwards.
However, you have a feeling something is really, really angry now. You hear giant claws snapping in the room behind you...
Politely explain he's misunderstood... some things and attempt to engage a more sane-ish scholar in conversation
You explain to In'al that he's misunderstood you being a kid. He grins while babbling, and just stands there doing so
You walk over to the scholar in front of you. He's busy writing something, but the moment he hears your unstealthy thumping walking, he turns around.
"Uhhh... hello... dragon. What..."
He is at a loss for words. Obviously dragons aren't commonplace here.
"Why, good human, I am only here to warn you. There is true evil afoot, and I must speak with your leader if you want to know what it is." Ask to speak with their leader without intimidating them.
"My and the entire village's leader is currently standing before ye. Speak what you will, dragon, or get out of our village. We don't need dragons causing terror about while the damn Axlehands still exist."
Wow, he really does not like dragons for some reason.
Tired and emotionally exhausted, Scientia rests, and with nothing else to do, explores her cave thoroughly, having never done so before.
Do just that.
You start exploring your cave.
[1][6][1] You find two things that could be a danger in the future: One room contains a huge crystal of unknown power... which is slowly cracking. Slowly but surely. The room around the crystal is chaotic. You're going to have to break the crystal before it explodes on it's own, though getting close enough to break it could be dangerous.
There's also a room that's unstable, and the roof looks like it's about to collapse. But, there's several valuable gems in there...
Lastly, the other dangerous room:A cracked wall muffles the sound of an underground river. There's a tiny leak in the wall, and there's water on the ground. You're definitely going to have to do something about that. Think of things that can seal a crack, quick.
Alternatively, you could seal the door leading to those 3 rooms and hope that nothing bad happens. Though that's likely not a good idea.
RUN VERY VERY FAST!
Common sense is high in you. You run away as fast as possible. [Agi:6][Mother Agi:3] You run so fast that mother is literally left and the dust and the thing inside you is unable to stop you in time. You nearly sprint off a cliff. You are now at the edge of the forest. At the bottom of the cliff is a lake. You notice a city behind the lake.
+2 Agility.
Don't you dare go to a healer. I will ruin you. Inn'ahar will ruin you.Kin thought for a while. While the wolves wouldn't be much of a problem anymore by themselves a pack of them was another story. "Better tread gently."
Kin started to explain in-depth about the advantages the wolves would receive should they help protecting the cave and any future treasure, such as roof over head, some pay in form of food (a lot, maybe) and precious metal (but only little, because who don't like that that shiny, mesmerizing glitter) and protection from him. Of course, it wasn't like he had expected the wolves to understand him so when he were done he did prepare himself with a mighty roar to scare them away. Just in case.
You explain in-depth the advantages of working for you.
...You wait a few minutes. They say nothing.
So you decide to roar at the wolves. [6] You actually accidentally use part of your breath in the shout, making the shout ear-ringingly loud. The wolves run away, and you are temporarily deafened.
Well, that was interesting.
If the mage teaching someone about magic missile is still there, ask him how I'd go about figuring how to learn it as a dragon, or some other kind of magic at the least. Possibly offer him a bit of the silver if absolutely necessary. If he isn't there, go get myself cleaned up before looking for a similar mage who is willing to teach something to me.
You start flying up, looking for the mage on the roofs. They aren't there, but you hear someone lecturing someone in a building. Oh well.
You look for somewhere to clean up. You automatically fail because honestly where are you going to clean up?
So you look for a mage that's willing to teach things to you. [4] You find someone in black robes reading books that's willing to talk to you.
"I can teach you, but you'd better make it worthwhile to me. No worthless cash, I want some of your scales for potions. It's not often that we get dragon scales around here, for many reasons. Anyway, name what you want to learn, and I'll name the price in your scales. Don't worry, I won't leave unsightly patches, I'll take the worst-looking scales first, as any dragon scale will do for what I'm planning to do with them."
He then promptly shouts "Vu-Das *VIX*!" and a ball of blue flame shoots out of his hand and into an already blue flame which is on an alchemy table. You don't know what the last word he said, so you don't think you could learn just from listening. It SOUNDS like Vix, but you're
sure it's not Vix.
Cevitil looks at the man nervously. "I...I come in peace. I-I've set out from home, for my f-father has died..."
Cevitil hopes that they can understand him.
You tell the men that you come in peace, mentioning the loss of your father.
The lead guard motions to his fellow guards and the mage. The mage and some of his fellow guards look at him, wondering if he's serious. He motions again, and they all leave. The mage let's go of you and also leaves.
"I'm sorry to hear about your father. Losing a family member is always hard...
...You're free to enter the city if you wish. Just don't cause trouble and mind the fact that some people may be more worried about dragons than others. Also, look out for some who wish to use your scales or bones for various things, there's at least a dozen people I can think of that would really like getting their hands on dragon bone or scale.
Oh, and welcome to Kalamer, capital city of Isrand, population: 20 thousand from all edges of the known world, and also goods from even past that. You won't need to go all the way to Axlehand to see their famous warriors, or go to the Western Alliance to see the fantastic works of their dwarven population."
Every shipment in and out of town was heavily guarded, hence there was a strong possibility that some other entrepreneurial minds had already attempted or might attempt some hostility towards the wagons. Of course Draignean's mind could only barely comprehend that fact and he never would have managed it had someone explained it using the word entrepreneur, thankfully it didn't take much brains to recognize a bad idea.
It did however take every ounce of his rather lacking guile to determine that those minds who wished to take from the wagons might not be averse to a little help...
Search along the merchant road for bandit camps, attempt to enlist. Dragonishly.
You look around for bandit camps. [3] The best you can find is a half burnt one. Looks like the army's been through here recently. Only a dozen or so bandits remain.
You attempt to enlist with one.
He looks... confused, to say it bluntly. Ignoring your request, he says:
"Sorry, whoever you are, or whatever you are, we aren't accepting any new members. The army toasted our camp, killed the first, second, third, fourth, and fifth in command, and also killed 90% of us. The rest of us are worried sick for our lives. Extreme riches mean nothing if you're dead."
HP: 38/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 54. Recent: 0.
Intelligence: 43. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 42/42.
Male.
Mother: Rianixia.
Father: Arxonis.
Age: Teen.
Strength: 56. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 68. Recent: 0.
Toughness: 71. Recent: 0.
Charisma: 55. Recent: 0.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
Items:
~50 silver in a bag.
Blessed Ring of Air Creature.
HP: 30/30.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Teen.
Strength: 54. Recent: 0.
Agility: 73. Recent: +2.
Intelligence: 75. Recent: 0.
Toughness: 54. Recent: +1.
Charisma: 80. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 25.
~30 gold in hands.
Tired: Cannot fly for 4 turns.
Mother Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Sister Trauma: Roll against a 2 when talking to a girl that has a sister when their sister is around (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Deep Fear of Humans: Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 30/30.
Male.
Mother: Mevith.
Father: Litril.
Age: Teen.
Strength: 53. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 50. Recent: 0.
Toughness: 51. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
~50 gold in hands.
Father Trauma: Roll against a 2 when talking to fathers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Slightly Regenerative: You regain 1 HP per 2 turns.
HP: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 56. Recent: 0.
Intelligence: 58. Recent: 0.
Toughness: 35. Recent: 0.
Charisma: 93. Recent: 0.
Fame: 10. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 40. Recent: 0.
Intimidation: 55.
Items:
Strange golden amulet (around neck).
HP: 27/27.
Female.
Mother: Savamin.
Father: Eluuvian.
Age: Teen.
Strength: 41. Recent: 0.
Agility: 50. Recent: +1.
Intelligence: 65. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 60. Recent: 0.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 51. Recent: 0.
Intimidation: 60.
HP: 36/36.
Male.
Mother: Terranizaia.
Father: Algorm.
Age: Teen.
Strength: 62. Recent: 0.
Agility: 69. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 64. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 36/36.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Teen.
Strength: 37. Recent: 0.
Agility: 25. Recent: 0.
Intelligence: 95. Recent: 0.
Toughness: 61. Recent: 0.
Charisma: 61. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Bracelet of Air Creature.
HP: 36/36.
Male.
Mother: Midrayal.
Father: Halnon.
Age: Child.
Strength: 90. Recent: 0.
Agility: 45. Recent: 0.
Intelligence: 25. Recent: 0.
Toughness: 90. Recent: 0.
Charisma: 40. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 65. Recent: 0.
Intimidation: 70.
Godly Protection: Take half damage (round down) from other players until Teenager.
Has eaten Human once: You have eaten a human at one time in the past. And in a way, you now view humans as food if need be. Your eyes tell the humans this too. This gives you a 1/6 chance each turn for a human to see the hunger your eyes and end the conversation abruptly. Eating more humans will give Intimidation bonuses against them, but also increase the penalty.
color=#FF1493]Deep Fear of Humans:[/color][/b] Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 28/28.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Child.
Strength: 70. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 47-10-15=22. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 70-20=50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 75. Recent: 0.
Intimidation: 75.
Items:
Dice of 3s: Use once, guarantee a 3 roll, does not factor in penalties or bonuses.
Godly Protection: Take half damage (round down) from other players until Teenager.
Moderately corrupted soul: Soul is more fragile. Magic casted by you is decently unpredictable. -10 Intelligence.
Soul Invaded: Corrupted soul will get worse each life stage. Insanity will also get worse. Slight chance (will increase as you grow up) for the invader to overwrite your action. Body may warp horribly as corruption spreads beyond soul (though it will only be notable after the teen stage).
Moderate insanity: -15 Intelligence, -20 Charisma.
"Blessed" by Inn'ahar: Unknown powers might have been given to you. Cannot remove Soul Invaded as long as you are blessed. Can only be removed by other gods or their priests. Inn'ahar will treat you as one of it's children.
Uses 1d100.
1-15: WAR!
16-35: Tensions increase.
36-45: Tensions decrease.
46-55: Dragon terrorizes country, provokes hunters.
56-60: Dragon helps country. Improves relations.
61-95: Nothing.
96-100: TOTAL WAR!
Selected: 92, nothing.
Sarduk army 1 moves west, engaging Helten army 1.Attacker: The Sarduk Triumvirate. First rolls are attackers. The Sarduk Triumvirate gets +2 to Numbers rolls for being 2 levels larger, The Helten Empire get's +1 to Quality rolls for being 1 level higher.
[3][2] Both armies have a hard time finding good ground to set up their army. The Sarduk Triumvirate at least manages to find a small hill. The Helten Empire is stuck on rocky ground.
[2][3] Both armies are sluggish to set up, but The Helten Empire at least get's up a line and starts firing volleys of arrows and bolts while The Sarduk Triumvirate is busy setting up their battle line.
[Qual+Num:4+2][Qual+Num:5+1] Both armies engage in a nasty archery duel. Both sides cut down scores of the other, with The Sarduk Triumvirate losing a lot of men, but they can take those losses. Archers on both sides are decimated.
[Qual+Num:1+2][Qual+Num:5+1] Both armies send skirmishers to engage in light combat. Both sides engage in intense archery combat. In a few minutes, The Helten Empire is crushing The Sarduk Triumvirate's skirmishers, and The Sarduk Triumvirate is forced to stop the skirmish and engage in the heavy combat instead. They lose some more troops advancing.
[Num:6+2][Qual:4][Num:5][Qual:2+1] Both armies clash. The Sarduk Triumvirate quickly appears to have the advantage of huge numbers. And despite their units being inferior, they are winning by a small amount.
[Qual:5][Qual:5+1] Both sides send powerful cavalry attacks to the side. Both sides crash and casualties are extremely high. However, the quality of The Helten Empire wins the flanks and The Sarduk Triumvirate's cavalry is routed.
[6] The general of The Sarduk Triumvirate is smart enough to send a group of spearmen to cover his remaining archers and skirmishers. The Heltens are stopped.
[Num:6+2][Qual:2][Num:2][Qual:2+1] The Helten Empire starts doing better individually, but the sheer numbers of Sarduk soldiers is starting to put severe strain on their lines.
[2] The Helten's general does nothing to try and ease the strain on his frontal soldiers. Morale starts collapsing for the Heltens.
[5+1] However, they do not waver, and stand firmly in place under heavy numbers, fighting to the death. One thing's for sure: They're going to make the Sarduks fight for their victories.
[Num:3+2][Qual:3][Num:3][Qual:3+1] Both sides start grinding their armies slowly but surely. The battle is still in the balance.
[Num:5+2][Qual:4][Num:6][Qual:3+1] Numbers on both lines are starting to get thinner and thinner. Morale on both sides is shaking, though more for the Heltens.
[Num:5+2][Qual:1][Num:6][Qual:1+1] Both sides continue cutting down on another. Morale is getting even worse, but both sides are aware that battle is still in the balance, so they continue fighting.
[Num:3+2][Qual:2][Num:4][Qual:5+1] Suddenly, the small line of Heltens starts pushing back the Sarduks. Literally! The thin line starts pushing back despite the odds.
[Num:6+2][Qual:2][Num:1][Qual:4+1] The line of the Heltens suddenly collapses under the huge pressure, but they do not stop holding and the Sarduks lose many men in vicious one-on-one combat brawls. The Heltens are about to break, and the Sarduks are tired of losing so many men. This may be the deciding moments.
[Num:2+2][Qual:2][Num:4][Qual:6+1] Suddenly, the few dozen remaining Heltens push back the Sarduks, cutting down ten for each of them. The Sarduks' morale is cracked.
[3+1] The weakened part of the Sarduk line routs.
[3] The Sarduk general does not realize that this is the time to start a retreat.
[Num:3+2][Qual:2][Num:2][Qual:3+1] The Heltens continue the fight, but are horrifically outnumbered. However, they are simply creaming the Sarduks still.
[1+1][2+1] Both sides are near breaking. The Sarduks rout just as half the Heltens start routing.
Defender, The Helten Empire, wins! Victory is a Close Victory.
Sarduk army 1: Loses 80% strength and 90% morale.
Helten army 1: Loses 90% strength and 80% morale.
Sarduks rout. Army is Heavily Exhausted and cannot fight for 4 turns.
Heltens retreat. Army is Exhausted and cannot fight for 3 turns.
Helten Pyrrhic victory.
Helten Morale victory.
Sarduk Nasty defeat.
Sarduk Slight Morale defeat.
The Sarduk Triumvirate gains 1 War Exhaustion. 10% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
The Helten Empire gains .5 War Exhaustion. 10% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
Actions:
Sarduk: Restore 1st army. 2nd army moves west. 3rd army moves north. Start recruiting magic users.
Helten: Restore 1st army. 2nd army moves southeast. 3rd army moves east. 7th army moves northeast. 6th army moves northeast. Start recruiting magic users.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 20%. Morale: High, 10%/100%. Heavily Exhausted 4 turns.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
3rd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
4th Army: Quality: Decent. Numbers:Many. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
5th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
6th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
7th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 90%. No Conscription.
Equipment Stockpiles: Needs met.
War Exhaustion: 1.0/20.0.
Winning/Losing: Losing slightly.
War Goals: Crush The Helten Empire. Not met.
The Helten Empire:
1st Army: Quality: Advanced. Numbers:Decent. Type:Main Army, mountainous. Strength: 10%. Morale: High, 20%/100%. Exhausted 3 turns.
2nd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
3rd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
4th Army: Quality: Good. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
5th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
6th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
7th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 90%. No Conscription.
Equipment Stockpiles: Needs met.
War Exhaustion: 0.5/20.0.
Winning/Losing: Winning slightly.
War Goals: Cripple The Sarduk Triumvirate. Not met.