[center][img]https://i.imgur.com/MouTqPS.png[/img][/center] [indent][indent] Though Iddin's words carry a hollow weight across their backs, the Hellions can't ever help but feel emboldened by the man decrying their foes. Still, ahead, the bandit's keen eye takes ample note of the dissident Kassites, broad of chest and stout of spirit much like their companion Lyun. Ashur interplaces himself between one charging forth for their priest, gleaming iron in the figure's hand, a detail that in that split moment, goes unscrutinized.[/indent][/indent] [center][sup]ASHUR moves to 16-35 and equips FLAME[/sup][/center] [hr] [center][img]https://i.imgur.com/SrdYsJr.gif[/img][/center][center][img]https://i.imgur.com/Ul0C9cZ.png[/img][/center] [indent][indent]LAHAMU: "Iddin-Darling!" A soft voice parts the rumblings of battle. A young woman of slender build and one striking purple eye uncovered by her hair rushes to the gray-drabbed priest. "Don't leave me behind like that! I'm not some useless girl that you need to protect!" She huffs, her goldenrod clothes fluttering in the winds of the broken siege. "Now, how can I help?"[/indent][/indent] [center][hider=LAHAMU STATS][center][img]https://i.imgur.com/CDkNOcp.png[/img][/center] RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.[/hider][/center] [hr] [center][h1][color=#FF773D]K[/color][color=#FF7F3B]A[/color][color=#FF8839]S[/color][color=#FF9137]S[/color][color=#FF9A35]I[/color][color=#FFA234]T[/color][color=#FFAB32]E[/color] [color=#FFBD2E]P[/color][color=#FFC52D]H[/color][color=#FFCE2B]A[/color][color=#FFD729]S[/color][color=#FFE027]E[/color][/h1][/center][center][h2][url=https://youtu.be/tNCECibGz4g]COMMENCE[/url][/h2][/center] [center][img]https://i.imgur.com/B5bEMaA.png[/img][/center] [indent][indent]KASHTILASHU: "Fight harder you louts! The main forces are in retreat! No sand-sucking coinblades will get the better of us!" The Kassite chief stands from the escarpment of the throne chamber, raising his axe in pre-determined triumph. "Down with the Imperial elites! The day of the Kassites has come!"[/indent][/indent] [indent][indent]The so-called 'Barbarians of Zagros' shuffle about the ruinous outer walls of Der, darting between ruins and yet-still occupied homes brandishing their ill-gotten implements with a fervor and zeal unknown to the likes of mere sellswords. With no proper formation, one of the brigands makes a break for it, barreling across the road towards the exposed Iddin with their iron axe outstretched. There was no doubt that without Zuzu's grace, Iddin's head would be felled. But before the blow could be struck, the bandanna wearing merc steps in. [center][sup]KASSITE BRIGAND #3 attacks ASHUR with their IRON HAND AXE, but misses![/sup][/center] [center][sup]ASHUR counterattacks with his FLAME, dealing 5 DAMAGE! Gaining 5xp and 1 Mysticism proficiency[/sup][/center] With the Divine Language flowing through the black tongue of the Desperado, a streak of vermillion fire erupts from the inscrutable rune glowing midst the dry air. The flying axe is burnt to cinders while the remaining heat strikes out at the warrior, leaving welts and bad burns upon their sun-cracked flash yet hardly putting them down for the count. [/indent][/indent][center][img]https://i.imgur.com/MouTqPS.png[/img][/center] [indent][indent]ASHUR: "Use that head of yours, priest, lest you be throwing stones in thy glass house." The bandit's eyes shifted to their east, two more of the Kassites brandishing spears of bronze crept upon their position. [i]'Hm. If I'm caught by them, I'll surely be dead-meat.'[/i][/indent][/indent] [hr] [sup][i][center][h1][color=#BF150F]H[/color][color=#BD1F10]E[/color][color=#BC2A11]L[/color][color=#BA3512]L[/color][color=#B93F13]I[/color][color=#B74A14]O[/color][color=#B65515]N[/color][color=#B55F16]S[/color] [color=#B27518]P[/color][color=#B08019]H[/color][color=#AF8A1A]A[/color][color=#AD951B]S[/color][color=#ACA01C]E[/color][/h1][/center][/i][/sup] [sup][i][center][h2][url=https://www.youtube.com/watch?v=TztPrLob1X8&list=PLYOLPb7kjJ3JWW2HYS2tjW_Vz6bJPkT8m&index=3]COMMENCE[/url][/h2][/center][/i][/sup] [center] [img]https://i.imgur.com/fsOvpJ8.gif[/img] [hr][/center] [center][sub][h2][i]FOES[/i][/h2][/sub] [hider=FOE NUMBERS]KASSITE BRIGAND x4 KASSITE REBEL x10 KASSITE HUNTER x10 ANGAL KASHTILASHU LYUN[/hider][/center] [center][hider=SPECIFIC FOES TRACKER] KASSITE BRIGAND #1 VIT 20/20 KASSITE BRIGAND #2 VIT 20/20 KASSITE BRIGAND #3 VIT 15/20 KASSITE BRIGAND #4 VIT 20/20 KASSITE REBEL #1 VIT 16/16 KASSITE REBEL #2 VIT 16/16 KASSITE REBEL #3 VIT 16/16 KASSITE REBEL #4 VIT 16/16 KASSITE REBEL #5 VIT 16/16 KASSITE REBEL #6 VIT 16/16 KASSITE REBEL #7 VIT 16/16 KASSITE REBEL #8 VIT 16/16 KASSITE REBEL #9 VIT 16/16 KASSITE REBEL #10 VIT 16/16 [s]KASSITE HUNTER #1 VIT 0/14[/s] KILLED BY ZARIF KASSITE HUNTER #2 VIT 14/14 KASSITE HUNTER #3 VIT 14/14 KASSITE HUNTER #4 VIT 14/14 KASSITE HUNTER #5 VIT 14/14 KASSITE HUNTER #6 VIT 14/14 KASSITE HUNTER #7 VIT 14/14 KASSITE HUNTER #8 VIT 14/14 KASSITE HUNTER #9 VIT 14/14 KASSITE HUNTER #10 VIT 14/14 KASSITE HUNTER #11 VIT 14/14 [/hider][/center] [center][hider=FOE STATISTICS] [img]https://i.imgur.com/nLwpH3y.png[/img] TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. [img]https://i.imgur.com/8CE13Pj.png[/img] TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. [img]https://i.imgur.com/aeUwoHQ.png[/img] TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. [img]https://i.imgur.com/qixznUv.png[/img] TRAIT: INDOMITABLE -- Character permanently gains +7 VIT. [/hider][/center] [center][sub][h2][i]ALLIES[/i][/h2][/sub] [hider=ALLY STATISTICS] [img]https://i.imgur.com/CDkNOcp.png[/img] RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn. [/hider][/center] [center][hider=TERRAIN INFO] Forts/Castles - DEF +2 / AVO +20 - Heal: 20% - Move cost: 2 - Other details: N/A Towers - DEF +1 / AVO +15 - Heal: 0% - Move cost: 2 - Other details: RANGED class weapons attacks may originate from the top or base of the tower tile, their maximum range is also increased by one when at the top of a tower tile. Houses / Villages - DEF +0 / AVO +10 - Heal: 10% - Move cost: 1 - Other details: N/A Mountains / Hills - DEF +2 / AVO +10 - Heal: 0% - Move cost: 4 - Other details: Mounted units cannot enter this tile type. Forests/Trees - DEF +1 / AVO +10 - Heal: 0% - Move cost: 2 - Other details: Mounted units movement cost is increased to three on forests. [/hider][/center]