Apologies for being a day late, I was a little lazy.
Bacon distribution go:
Dermonster: 1, You suddenly hear something drop behind you. You pick it up. It's a pill...
IronyOwl: 1, You suddenly feel something appear in your mouth. It's shaped like a book...
Dwarmin: 1, You suddenly feel a ring in your mouth. And a small scroll.
Digital Hellhound: 3, You suddenly see a mirror that you can hold by your hands appear on the ground.
Hot damn are you are pretty. Hopefully that won't bite you in the back.
Aklyon: 2, you suddenly see a box appear out of thin air. It says "Danger Room 2000! Now with 99% less fatal wounds!"
Freeformschooler: No wishes, no bacon.
KineseN: No wishes, no bacon.
Repulsion: No wishes, no bacon.
Talarion: No post, no bacon.
Draignean: No post, no bacon.
Raikonai just gave an incoherent scream of rage in his head. Then he focused on not dying.
Get back to shore.
[Str:2+1][4]: You make your way back to shore, though you had your head underneath the water the entire time. You gasp for air.
Hahah, coward.No longer drowning.
Investigate what all happened to the crystal and it's energies.
The crystal lays broken and in pieces. The magical energies in the crystal were released when the rock hit it. The crystal shards are nothing more than transparent common gem now.
'I am beginning to see that. Thank you for your time. I don't think I caught your name..?'
Head up and away, begin looking for my own lair in the mountains
"Antu Rolksteed is my name. It was my pleasure to talk to you, fair lady." He bows slightly as you leave.
You fly all the way back to the mountains, and begin looking for a home. [6]: You find a nice looking cave inside a cliff. Problem is, the cliff is made of dirt. Any harsh rain could collapse the cave or send it off the mountains.
+1 Agility.
Anthrmarux nodded, slipping the magic ring on her furthest left claw-she noticed it changed size to fit her perfectly, as magic rings were prone to do. She instantly felt a sense of...warmth and protection. She felt more agile, more aware...as if someone was watching over and helping her from afar.
She's not surprised at the inscription on the ring.
...our Love defies Fate...
She supposed Father had worn the rings twin.
"You trained me well, Mother. I'll be alright...and I'll be sure to come visit you, now and again...you keep yourself safe for me, alright?"
Words would have only further complicated things, so Anthramarux left and began flying back to her own cave. She was lost in contemplation, watching the ground roll out under her. You can never go Home again...
Action: Wear the ring! Fly back to my home cave in subdued grief.
Anthramarux is extremely distracted, and not likely to notice anything on the way.
You wear the ring and fly back home, feeling as though you have a great emptiness in your heart.
Of course, the weather changes to rain as soon as you arrive. Fricking gods.
Medium strength, I suppose.
Please bold.
"Alright, Medium Physical Shield, 5 scales, it will likely be somewhat hard to cast for a complete novice like you. It shouldn't cause horrible side-effects, but I can't guarantee your safety. Do you still want to buy it?"
Breathe on a few with energy breath.
HugeB
Free
MediumB2
LargeB1
MediumB3
MediumB4
MediumB1
As you open your mouth, the biggest boar around charges at you.
[HBoar Agi:5][Agi:2][Difference:3, +20%][3 out of 1d6, +20%, 4] You get a large gash across your chest which bleeds noticeably.
Then you promptly blast away the 1HP boars with your energy breath.
-8 HP (for the entire fight).
Those were some scrawny stings Kin ever seen. He decided to fly further away, just enough to tread on new land without getting himself lost.
Kin picked a random direction, northeast, and flew that way hoping for something larger. He could eat a moose or something like that. Preferably something that could put up with a fight.
You fly north, and you find a lot of larger creatures: Cows everywhere. In addition to the frigging city and hundreds of humans.
One of them in heavy armor shouts at you as you fly by him.
"You'd better not cause trouble or your head will be up
your ass when I'm done with you!"--Repulsion, see two posts up--Go west and look for better pastures.
[5]: You find a nice looking cave on the side of a hill. Rivers flow by near it forming waterfalls. The trees by the side of the rivers are healthy. And there is snow nearby the cave, higher up the mountain.
Look for another way into the town.
[6]: You fly back over to the town stealthily and you notice a large sewer tunnel leading into underneath the town. The bad thing is that it's made out of metal, and you'll have to be quiet or they'll know where you are.
HP: 35/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 55. 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:
Danger Room 2000.
~50 silver in a bag.
Partially read scroll of Alchemy Heating Flame.
Blessed Ring of Air Creature.
HP: 30/30.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Teen.
Strength: 54. Recent: 0.
Agility: 73. Recent: 0.
Intelligence: 75. Recent: 0.
Toughness: 54. Recent: 0.
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.
Pill of Bravery.
Tired: Cannot fly for 1 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: 57. Recent: +1.
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).
Magical Mirror: +5 Charisma on shattering. Shows state of own body (Good for RP).
HP: 19/27.
Female.
Mother: Savamin.
Father: Eluuvian.
Age: Teen.
Strength: 41. Recent: 0.
Agility: 50. Recent: 0.
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: 64. Recent: 0.
Agility: 69. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 66. 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: 38. Recent: 0.
Agility: 26. 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.
Ring of Dodging: +1
Ring of Human Form.
Note from Tarran, god of gods: On the use of human ring.
HP: 9/36.
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.
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: 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: 72. 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.
Large information dump:Player locations, from top to bottom, from left to right, in user names (because I'm pretty sure you can remember your character's name):
White D: Freeformschooler
Black d: Draignean
Black D: Repulsion
Pinkish-purple D: Aklyon
Bluish-purple D: Dwarmin
Light blue D: KineseN
Gold D: Digital Hellhound
Gray D: Talarion
Pink D: Dermonster
Dark gray d: IronyOwl
Yes, there are a lot of overlapping colors. It's your own damn faults, guys, don't blame me.
1: Dark Blue: The Western Alliance
2: Dark Green: Kingdom of Axlehand
3: Dark Cyan: Gridhard
4: Dark Red: Solari Federation
5: Brown: Othem
6: Light Gray: City of Sharoon
7: Dark Gray: The Sarduk Triumvirate
8: Blue: Kingdom of Rihosis
9: Green: Kingdom of Iberia
10: Cyan: Caliphate of Hiatar
11: Red: Kingdom of Grathos
12: Purple: Province of Kobland
13: Yellow: Merchant Republic of Isrand
14: White: The Helten Empire
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Large Friends: F-3 H-5.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: In The Way: F1 H2.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
The Sarduk Triumvirate: Resources: F-1 H0.
Kingdom of Rihosis: Hated: F2 H8.
Kingdom of Iberia: Indifferent: F0 H0.
Caliphate of Hiatar: Mortal Enemies: F2 H10.
Kingdom of Grathos: Distrusted: F1 H2.
Province of Kobland: Utter Terror: F8 H8.
Merchant Republic of Isrand: Mixed Disliked: F0 H1.
The Helten Empire: Indifferent: F0 H0.
Western Alliance Casus Belli: Province of Kobland, Kingdom of Iberia.
Province of Kobland Casus Belli: Everyone.
Kingdom of Iberia Casus Belli: Everyone. Province of Kobland. Othem.
Caliphate of Hiatar Casus Belli: Merchant Republic of Isrand.
Merchant Republic of Isrand Casus Belli: Province of Kobland. Caliphate of Hiatar. Othem.
Kingdom of Grathos Casus Belli: Kingdom of Rihosis. Merchant Republic of Isrand.
Othem Casus Belli: Everyone.
Kingdom of Rihosis Casus Belli: Kingdom of Grathos. Othem. Helten Empire.
Solari Federation Casus Belli: City of Sharoon. Othem.
Helten Empire Casus Belli: Sarduk Triumvirate. Kingdom of Rihosis. City of Sharoon.
City of Sharoon Casus Belli: Potentially everyone. Solari Federation.
Kingdom of Gridhard Casus Belli: Kingdom of Axlehand.
Kingdom of Axlehard Casus Belli: Kingdom of Gridhard.
Sarduk Triumvirate Casus Belli: Helten Empire.
Helten army 7 moves east, engaging Sarduk army 7.Attacker: The Helten Empire. First rolls are attackers.
[4][5]: The Heltens quickly find themselves on a hill, and then find that the Sarduks have a better hill.
[Qual+Num:4][Qual+Num:6]: The Helten archers find many arrows ending up in their body. They find themselves losing quickly.
[Qual+Num:2][Qual+Num:2]: Both sides' skirmishers shoot arrows and throw spears at another. Only a few actually hit, much to the embarrassment of both sides.
[Qual:6][Qual:6]: Calvary units on both sides engage in nasty combat, and at the end there are a half dozen or so on both sides. All retreat from the engagement and off the battlefield.
[Num:3][Qual:4][Num:6][Qual:2]: The Heltens rush the Sarduks, but the Sarduk lines remain still. However, the Heltens do manage to smash the front row pretty bad.
[Num:2][Qual:3][Num:4][Qual:4]: The Heltens are pushed back as the Sarduks push forward, killing a few of the Heltens.
[Num:6][Qual:2][Num:6][Qual:3]: Both sides suddenly stop and engage in light melee, while pushing the other. The Heltens keep losing men.
[Num:4][Qual:6][Num:5][Qual:6]: The Heltens are pushed back further as metal meets metal in a fierce fight. Neither side loses many men during this stage.
[Num:6][Qual:5][Num:3][Qual:4]: The Heltens suddenly start pushing the Sarduks up the hill at an impressive speed. The Sarduks lose some men.
[Num:6][Qual:1][Num:4][Qual:3]: The Heltens continue pushing, but at a slower rate, and they start losing men in the charge.
[Num:4][Qual:6][Num:2][Qual:3]: The Heltens continue to push when suddenly the Sarduk line collapses from the push of the Heltens. In the chaos, many Sarduks lose their lives.
[Num:5][Qual:1][Num:2][Qual:4]: The Heltens push more and the Sarduks are utterly isolated from one another. However, they fight with desperation and many Heltens die.
[Num:5][Qual:3][Num:5][Qual:4]: The Sarduks try to reform as the Heltens continue to push the Sarduks. They have little luck, but they form small lines. The Heltens fail to stop the organization and lose some more men in the process.
[Num:5][Qual:1][Num:4][Qual:4]: The Sarduks continue to try and reform, with no success. However, the Heltens find the Sarduks rapidly outperforming them.
[Num:1][Qual:6][Num:6][Qual:6]: Suddenly, the Sarduks reform and push the Heltens back with immense force. However, neither side sustains many losses.
[Num:1][Qual:4][Num:1][Qual:1]: Suddenly, both lines collapse and the fight turns into utter chaos. Intense one-on-one fights ensue with the Heltens winning a sizable majority of them.
[Num:6][Qual:1][Num:2][Qual:5]: The Heltens quickly reform, and push the Sarduks even further. However, the Sarduks kill many Heltens. By now, the Sarduks are tired, while the Heltens are thinned. Both sides are about ready to give in.
[Num:6][Qual:4][Num:6][Qual:3]: Both sides form lines once again and push the other hard. However, neither sides make significant progress. Though the Heltens do kill more than they lose.
[Num:6][Qual:5][Num:2][Qual:2]: The Heltens make one massive push and all of a sudden the Sarduks are scattered and dying. The Sarduks are just about ready to throw in the towl.
[1]: The Sarduk army SURRENDERS!
Defender, The Sarduk Triumvirate, loses! Defeat is a Massive Defeat.
Sarduk army 7: Destroyed.
Helten army 7: Loses 70% strength and 30% morale.
Heltens hold in place. Army is Exhausted and cannot fight for 3 turns.
Sarduk Massive defeat.
Sarduk Massive Morale defeat.
Helten Major victory.
Helten Major Morale victory.
The Sarduk Triumvirate gains 3 War Exhaustion.
The Helten Empire gains 1 War Exhaustion. 5% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
Actions:
Sarduk: 3rd army moves west. 2nd army moves north-east. 1st army moves north. 8th army moves southwest.
Helten: Restore 7th army. 3rd army moves northwest. 1st and 2nd armies swap places. 7th and 3rd armies swap places.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 100%. Morale: High, 80%/100%. Heavily Exhausted 1 turns.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 80%/100%. Exhausted 1 turns.
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%.
8th Army ("Sarduk's Necromancers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 75%. No Conscription.
Equipment Stockpiles: Slightly strained.
War Exhaustion: 6.5/20.0.
Winning/Losing: Losing notably.
War Goals: Crush The Helten Empire. Not met.
The Helten Empire:
1st Army: Quality: Advanced. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 90%/100%.
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: 30%. Morale: Medium, 70%/100%. Exhausted 3 turns
8th Army ("Helten's God-callers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 70%. No Conscription.
Equipment Stockpiles: Moderately strained.
War Exhaustion: 3.0/20.0.
Winning/Losing: Notably winning.
War Goals: Cripple The Sarduk Triumvirate. Not met.