On another note, I'm going to be making a map with tile locations listed. It will be a big job to read all of my posts so I'm going to be nice to myself. So I may wait one or two turns extra before finishing next turn, depending on how boring it is to reread everything. Hell, I might even wait up to 5 days at worst. This has to be done, so there's no way out of this because while I like to think that I've got good memory, there is a limit. Anyone who bumps within that time and is in the game will lose 5 of each stat due to ignorance of this very obvious top text, and those who aren't in the game will get set back one slot also due to ignorance. I know for sure that some people are ignorant, since a noticeable amount of people did not wish for anything on Christmas when they had no reason not to do so.
hrm... I want to know what exactly these do... and the effect it generates may be useful. I'll see if the humans know anything about these before messing with the wild ones, though.
Intrigued by the monoliths, Scientia attempts to pick one of the smaller ones up and set it much closer to home in a vegetated area, though still a distance away from the cave.
You attempt to pick up one of the smaller ones. Picking up is impossible as long as these things are embedded deep into the ground. So, you try and find one that can be taken out of the ground. [Int:1+1][2] Well, if there was one that could be yanked out of the ground, you're definitely not the one to figure out which one can be yanked out as you test by simply pushing them slightly, which obviously does not work.
Anthramarux didn't even know how to use a dagger, but she supposed it was pretty self explanatory...insert the pointy end into the fleshy bit. That sounded wrong in a way she didn't even know how.
She tossed down a random assortment of coins on the bar to pay for her 'food' and fled. and quickly left the bar, ignoring the rude men she felt like tearing limb from limb. That wouldn't be very polite. But it would have been enjoyable. Indeed.
...but, the other one had been honorable. She looked through the crowd-was that him, there? Maybe...she at least wanted his name.
She hurried toward the figure...
Action: Pay my tab, then leave the bar-not touching the food.
Try to follow and speak to the man in leather Armor
You overpay, and leave your food behind. The Bartender is confused.
Anyway, you chase the man, and try to talk to him. [Int:4+2] You shift through a large cluster of people quickly by moving carefully through an open area in the cluster and manage to get closer by shortcutting a corner. [Int:1+2] However, you get caught behind a mounted guard that you did not see coming for a few seconds and fall behind. [Int:2+2] You struggle to keep up as you stumble slightly, but you are still following him. [Int:2+2] You stop for a second as the man suddenly changes directions at an intersection, but you keep following. [Int:4+2] You make a very good shortcut going through an alley, getting you closer to the man. [Int:4+2] You weave right out of the way of an incoming cart that the man stumbled on earlier, getting you very close to the man. [Int:1+2] You strain a leg on a misplaced rock that you failed to notice and lose some ground. [Int:1+2] The strain was much worse than you anticipated and you put too much pressure on the strained leg, causing you to fall further behind. [Int:3+2] You shift your weight around to your good leg and suddenly start gaining ground on the man. [Int:5+2] You go straight through a temple and through an alley and you end up right in front of the man. He looks stumped. You took him by surprise. Your extreme panting also catches him by surprise.
"Well, I... did not expect you to get to me. Good job! You're certainly good at maneuvering through a city, that's for sure. And that's a lot, coming from me. Trust me."
+1 Intelligence.
+1 Agility.
Mark this spot in a way that would make it easier to find again, then fly back north to the mages and ask if they know of any potentially ancient gargantuan metal objects with metal faces, or Would be interested in digging out one.
You don't know how you'd ever make this site any more noticable. The metal is extremely noticeable. So, you just fly back to Senitance.
You land back in the Mage's city, but this time you land without being hit by Magic Missile. You ask around for mages to see if they know of any massive metal objects with faces.
Quite a few shake their heads, until you find a old mage in a gray robe. He squints his eyes. "Yes, I know of large metal objects with faces. But this is not the place to talk about it really. Find me at my shop, 'Annith's Magical Curiosities' in the main city in two hours. It should be near the temple of Anharah, which should be fairly easy to find being made of marble. Please, don't keep me waiting, at my old age I can't afford waiting."
Two hours? You have plenty of time to do shopping or other stuff. Or you can just sit and wait, like a square person.
Raikonai snorted. Oh, the goddess of the sun wasn't pleased with him, boohoo. Perhaps when he was older he'd resemble a great living shadow anyway, as his parents did.
For now, he needed rest, and preferably some delicious food. He'd been in hiding and on his own enough to figure both out.
Rest for a bit, preferably in a hollow tree or other such shelter. If there's time, hunt down some delicious meat when I'm not so tired.
You find a small cave to rest in.
And you go hunting. And once again, someone doesn't tell me what they're going to hunt, which is breaking the rules by the way. Last time I had them hunt dangerous animals. This time, I'm going to have you hunt rats which do not give much meat. Hooray. [6] You hunt buttloads of rats down. You nom on them. You're no longer hungry. I'm not really interested in making this any more interesting, I'm sorry, I honestly do not like vague actions.
+1 Agility.
Hmm, well he wasn't hungry anymore. Something in the back of Jargon's brain seemed to crave the feeling of tearing into flesh, chewing and swallowing, but his belly was full. Normally a nap would be in order, but the young dragon was curious at the strange green being that made him not-hungry.
Attempt to sneak after the mage, and investigate this strange 'magic'.
[Agi:3-1]: You stumble and flop behind the mage. Surprising nobody at all. You are definitely not a thief. Your mother denies your attempt to follow him.
"No, Jargon, don't go on an adventure, you're far too young for that."
The human, in the distance, appears to read his book again. He mumbles then shouts something indiscernible. Suddenly, his legs expand and a tail grows out of his butt. Dragon-like tail and legs. He screams angrily but yet again you cannot tell what he is saying.
He then casts the spell again. This time, his entire body changes and he turns into a dragon! Though a much smaller kind of dragon. He walks over. The man-turned-drake has green scales. Mother makes a comment.
"So, you got the spell to work! Good for you! And I must say, you look better as a drake."
"Ha ha, very funny, scaly-face... Anyway, I had a little trouble, but I believe I've got the spell down."
"Now, to learn how to actually polymorph into a dragon."
"Sure, why not go all the way? I could see this being fun. What's the catch?"
"The spell requires a lot of energy and takes nearly a year to learn."
"Ehhh, if I become a dragon I'll live far longer, so a year isn't a problem."
"I'll go and see if I can find the book, you pay attention to my son."
Your mother walks away down inside the cave, leaving you with the drake/human.
"So, hi little guy. It's me, the guy with the green robe." He says, looking at you with a smile.
You're quite confused. Your little brain is too little to comprehend what is going on.
Also, something icky appears in your mouth. Yuck!
Gained item: Kraken Tendril.
Nuvian bumbled around the graves looking for any sign of the necromancer. A dropped tome, a torn shred of robe... anything! Blast, she never thinks these things through. Being an evil servant is hard work!
You search the graves. [Int:4+1][1]: You search the graves very, very carefully. However, the Necromancer is no joke. There is no trace of him. Hell, even all the footprints you see in the mud are partial. He also knocked all the dirt off his shoes carefully. There's no shovel, no torn robe... This area has no clues at all. Your only hope in this is Salar. Hopefully she won't be angry if you go back to her.
'I see. I will not force my servitude upon you, goddess. But...' she paused. 'I would not know about such things, but are you saying that the entire population of this land, down to the poorest farmer, has forsaken the gods, not even tending to you in secret? If so, I can only wonder at the might of their rulers. In any case, I hope to meet you again, in more welcoming realms. You have my thanks for this audience.'
Unless she has something else to say/curses to throw, fly back home
"Very well, mortal. Respect the darkness and it's inhabitants thus may the cold not be your enemy."
You fly back to your home.
+1 Agility.
Oh well, let's do this. Pick up the staff and wave it around like it might do something special!
You act like an idiot and wave a magical staff around and hope that something happens.
Nothing happens. What a waste of time. See, this is why we have manuals. When crap doesn't work or works incorrectly, usually it's because that you're using it wrong.
With no more precious material to haul Kin went back exploring the cave system, going much deeper this time. He had plans on making his home the grandest treasury of dragon kind ever. But first he needed the space for sleep.
While exploring the caves, Kin was on the lookout for a suitable "room" he could use as a sleeping spot. He also scoured the caves for any hidden treasures that might be hidden.
You look for a nice room to sleep in. Strange thing to look for in a cave, but you find a fairly dead-end room with a clump of somewhat fine sand large enough to lay on.
You look for hidden treasures. [4][3][5]
Well, you find some silver coins just lying around! Oh, and you also find a room with some rare-ish rocks.
More importantly, there is a room with an unclaimed altar of some sort. That would definitely be useful for when and/or if you get yourself a god to worship.
--Repulsion, yet again, see your turn above.--Danvan city, Sarduk Triumvirate-Helten Empire border, 2 PM. City Hall.
The lords of the cities of the Sarduks are nervous as they sit at the table, waiting for the arrival of the Helten leader. Their rulers are likely to try and veto the peace if the requests are too strict. To not accept peace is to damn thousands more to their graves on the front, and likely send the country spiraling into chaos. In Varus' mind, he worries that all is about to collapse around him. "Dammit, why did I think the war was a good idea?" he thinks, staring at the desk with extreme pressure on his shoulders.
Suddenly, the doors burst open as the Helten leader, Sharah, opens the door. The white mithril armor of Sharah temporarily blinds the Sarduks, then every one of her steps seems like it takes ages as she walks forwards towards the desk, scroll in hand. Beside her, nearly a dozen guards of the highest ranks in various high quality armors.
Sharah hands the scroll to the duke Alvas Ogner. "These are our conditions. If you do not accept, the war continues immediately until we win completely. You will accept this or we will force this on you. Your choice." Sharah lays down the painful words on the Sarduk lords, who inside cringe slightly. What is coming will make those words pale.
Alvas Ogner reads the text. "Effective immediately, The Sarduk Triumvirate will demilitarize, disbanding all armies..." The generals of the Sarduks cringe, the army, disbanded?! That would leave the Sarduks nearly defenseless!
"Stop encouraging Necromancy, ban advanced necromancy." The consul of the Sarduks cringes violently, while a few other lords squint their eyes. Ban advanced necromancy?!
"Ab... abdicate the current rulers." The count cringes intensely and clenches his teeth. The lords, however, silently thank the heavens.
"And release Iviand, east of the Ivia river, as a sovereign country." All but 3 lords cringe slightly. Those three lords, however, seem silently pleased. Freedom! So close!
The hall is silent for a deadly 15 seconds. Then suddenly...
"No, I will not accept these terms! This is an outrage!" The consul shouts. "But, my Consul, we are losing. We may face even harsher terms if we lose the war! Thousands will die for nothing!" A duke shouts.
Suddenly, an intense verbal battle starts between all the Sarduk lords and the count. The generals in the background look on in horror. The consul and a few supporters want to continue the war. Those in the potential new state of Iviand called for independence. Others just want the war to end. The verbal battle continues for several minutes. Suddenly, a shove, a push, and then a punch. A duke of one of the cities east of Ivia is punched by the count for going a little too far. The room falls silent. All eyes are on both the duke and the Consul.
Suddenly, the duke pulls out a dagger and swipes at the consul. A vicious battle erupts between the lords. Before the general and guards can stop it, the damage is done. The consul and all of his supporters lie dead, along with two neutral lords, and two supporters for Iviand freedom including the duke.
The hall is silent. The peace deal was disastrous. All but 3 lords are dead, and they themselves have committed serious crimes. The remaining lords have split ideals, and will not accept the rule of any other.
The Helten leader reminds the lords of the agreement, and demands their signing or the war will continue. The leaders, shocked and wounded, sign the deal. The war is over... but the country is plunged into chaos...
...Meanwhile, the Helten people, their objective fulfilled, await their angel. However, after several weeks with no return, the people are in an uproar at their leaders. The war with the Sarduks was for nothing! Sure, they were the defenders, but it was 'their' fault for pushing the Sarduks to war! The country destabilizes and begins collapsing as the existing leaders try and hold on but cannot, as many separatist movements arise. Thankfully, very little blood was spilt.
Both countries shatter. In the dust of the collapses, six new countries arise.
East of Ivia, the country of Iviand arises. The country was predominantly populated with a large amount of elves and Axleians who had left due to constant war, which had been oppressed somewhat during Sarduk rule. They are indifferent towards dragonsn as few have been in contact with them.
The northern two cities of the former Sarduks separated into the Republic of Varia. The republic had intense want to start a republic for a long time, and now they get to do so. They do not hate dragons, but will not accept any attempt from dragons to hurt them.
The remaining lands reforms into Saran, retaining many Sarduk ideals but with major changes to the major ideals. Necromancy is now widely forbidden. They have the same relations towards dragons as before.
The south-western third of the Helten Empire separates with the support of Rihosis, creating the Kingdom of Rannia. The kingdom had long been close friends with Rihosis, and had a sizable Rihosian populace, and while they didn't hate their former rulers, they had much preferred to be closer to Rihosis. They are mildly disliking of dragons.
The northern third became Hevria. The large amount Gridhards who had left due to constant war had changed the culture of the northern cities, and will not accept rule for any other culture as no culture is similar to theirs. Their opinion of dragons is ampathetic.
Finally, the south-eastern third reforms into Heltia, which retains Helten ideals but the zeal they previously had is just not there anymore. They have the same relations towards dragons as before.
All countries are excluded from random war events due to the current chaos in their own borders.
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: 45. 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.
Partially read scroll of Alchemy Heating Flame.
Partially read scroll of Medium Physical Shield.
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.
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.
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.
Touched by Grathos, god of Justice: +5 Intelligence.
Grathos' Minor Blessing: Minor Judgement.
Grathos' Temporary Blessing of Justice: Selective Judgement.
HP: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 59. 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: 70. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 66. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 49. Recent: 0.
Cruelty: 49. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 5/5.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Teen.
Strength: 38. Recent: 0.
Agility: 27. Recent: +1.
Intelligence: 96. Recent: +1.
Toughness: 61. Recent: 0.
Charisma: 63. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Gold bird memorial statue of the Battle of Manados Hill.
Bracelet of Air Creature.
Ring of Dodging: +1
Ring of Human Form.
A bad set of dirty patchwork female clothes.
A great set of lower-class female clothes.
6 bags.
10 silver.
Note from Tarran, god of gods: On the use of human ring.
Human Form: HP=4+toughness bonuses/maluses. Unable to use standard dragon attacks. Breath attacks damage self. Cannot fly. Much better hiding ability. Can wear human armor and clothes. Can wield human weapons. Bounty against dragon form not in effect until discovered.
HP: 30/30.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Child.
Strength: 70. Recent: 0.
Agility: 44. Recent: +1.
Intelligence: 47. Recent: 0.
Toughness: 72+5=77. Recent: 0.
Charisma: 70. 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.
Touched by Annia, Goddess of the Sun and Heat: You can detect the presence of Annia from now on, from her watching you to her blessings on an item. Annia is much more likely to talk to you or answer your prayers if you worship her. +5 Toughness.
Enraged Inn'ahar, The Corrupter: Inn'ahar is now extremely angry with you. You will be attacked without mercy around Inn'ahar's altars and temples. Followers will attempt to kill you.
Tired: Cannot fly for 2 turns.
HP: 18/18.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Baby.
Strength: 70. Recent: 0.
Agility: 30. Recent: 0.
Intelligence: 55. Recent: 0.
Toughness: 80. Recent: 0.
Charisma: 73. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
Gained item: Kraken Tendril.
Godly Protection: Take half damage (round down) from other players until Teenager.
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
Blue d: Hakia
Black D: Repulsion
Pinkish-purple D: Aklyon
Bluish-purple D: Dwarmin
Light blue D: KineseN
Gold D: Digital Hellhound
Dark gray d: IronyOwl
Gray D: Talarion
Pink D: Dermonster
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: Very Light Gray: Kingdom of Saran
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: Purple: Kingdom of Heltia
15: Brown: Kingdom of Iviand
16: Orange: Republic of Varia
17: Light blue: Kingdom of Rannia
18: Light green-blue: Kingdom of Hevria.
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Mildly Friendly: F-2 H-4.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: Distrusted: F2 H3.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
Kingdom of Saran: 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.
Kingdom of Heltia: Indifferent: F0 H0.
Kingdom of Iviand: Curious: F-3 H0.
Republic of Varia: Guarded: F1 H1.
Kingdom of Rannia: Severely disliked: F1 H4.
Kingdom of Hevria: Ampathetic: 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.
Solari Federation Casus Belli: City of Sharoon. Othem.
Kingdom of Heltia Casus Belli: None.
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.
Kingdom of Saran Casus Belli: None.
Kingdom of Iviand: None.
Republic of Varia: None.
Kingdom of Rannia: None.
Kingdom of Hevria: None.