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Back when dinosaurs ruled the Earth, I got started with writing online on the Spore forums. Man, those were the days. We're talking like 12 years ago!

I've been here on and off for almost as long, and have GM'd a bunch of different things to varying success.

Discord: VMS#8777

Most Recent Posts

@Macadamia Hut

Sheet looks good, man. Welcome aboard! The current plan is that I'll try to advance to turn 1 at some point tomorrow, so try to do a quick intro post on the IC sometime soon. Also I'd encourage you to come say hi on the Discord channel linked in the first OOC post. Most of the conversation takes place over there.


Note: Read the section below regarding Custom races before creating one!


All of you are different. Some of you may be the same race but your people are different. You have endured different things. You have lived in different lands. No matter where you came from, you are seeking a new life for your people. Whoever your leader is, your people follow with loyalty.
Whether you were driven out of your home, or simply seek new lands to call your own, you have all come here without knowing of the others' presence. You must survive.

Your first choices lie before you. You are...

A) Humans
- Basically average in everything, good diplomacy.
No subraces.

B) Orcs
- Has high strength, low technological capabilities and bad diplomacy.
Subraces:
A) Brownskin Orcs
The brownskins are known for their beastmastery and powerful shamanism. Tamed beasts, big or small, are quite formidable in battle and very useful in everyday life and orcish society, but no orcs can do better than the brownskins. Riding wolves is your dream, isn't it?
B) Redskin Orcs
The Redskins are known for not needing to drink water as much as other races; they barely consume a mug a day. Legend says this is because of ancestor orcs drinking the blood of their slain enemies, gaining red skin and increased stamina as a blessing from a savage bloodgod. Needless to say, the Redskins are the most brutal, ferocious and savage orc warriors there are, but don't have much in the ways of magic.
C) Greenskin Orcs
The most average of orc breeds are the greenskins. They do have a focus on druidic spiritualism instead of a shamanistic kind. They generally also breed faster than other orcs and are better builders.
D) Blackskin Orcs
The best smiths and siege-engineers of all orckind, the Blackskins use brute force in the form of superior weaponry to dominate their foes. Generally average in everything else.
X) Brute-Orcs
A not too strange name for a breed of orcs, the Brute-Orcs are a breed sharing all the characteristics of the other orc-breeds, and can therefore gain all their bonuses, but never achieve quite the height as the individual breeds can.

C) Elves
- Low reproduction, high magical capability, average strength.
Subraces:
A) High Elves
Known for their great magical prowess of all kinds and their spiritualism. Their skin is fair and their hair blonde, their eyes glowing yellow or white. The greatest mages and wizards are these.
B) Wood Elves
The greatest rangers and the best hunters of all elfkind are the Wood Elves. They are known for their ability to befriend any animal and their druidic powers are considered the best. Their skin is fair and their hair brown or ginger, their eyes glowing green or blue.
C) Dark Elves
Feared for their powerful weaponry and armor and the best footsoldiers of all elfkind, they bolster their ranks with powerful shadowmages wielding dark powers, sometimes necromantic. Their skin is pale and their hair black or white, their eyes glowing purple or red.
X) Folk Elves
This strange breed of elves are known for housing every kind of elf in their presence, effectively becoming the most diverse and average elf breed, with potential to become adept at everything the other elf breeds can do combined, but cannot reach quite the same height in any given area as a more specialized elf breed.

D) Dwarves
- Low reproduction, high strength, low speed, high intelligence, morale boost.
Subraces:
A) Whitebeards
Great dual-wield warriors, adept at slaying different monsters such as trolls and ogres.
B) Ironbeards
The greatest smiths in the lands, capable of crafting anything. They are very robust and withstand quite a punch.
C) Goldbeards
Excavators, adventurers, explorers and miners. The goldbeards are very good at scouting and discovering locations, or spying on their enemies. To hear them tell it, they also have the best luck!
D) Blackbeards
Fearsome warriors adept at wielding giant weapons into battle, they are renowned for fighting with claymores and mauls, and are also the best siege engineers around.
E) Redbeards
Great dwarven magicians, sorcerers and runesmiths, adept at controlling magic and the elements.
F) Brownbeards
The single best builders and masons in the current era, the brownbeards are renowned for having built mighty fortresses so grand that some think the halls were carved by gods instead. Doubtless, they could do it again.
X) Longbeards
Common name for a clan which has a mix of all kind of dwarven beards. Is average at everything, but cannot achieve quite the height as the more specific breeds.

E) Ogres
- Very high strength, low intelligence, low reproduction, high speed and size.
Subraces:
A) Softskins
They bear a resemblance to humans and dwarves, albeit not enough for you to ever mistake them; they're much larger and bulkier. They are seen as the most intelligent and civilized of all the ogres. As far as ogres go, they are capable of learning complex magic, building more complex things, and organizing their society in more advanced ways.
B) Bloodskins
Much like the orcish redskins, these ogres are brute-strength focused and especially savage. They are the strongest melee warriors in all the realms and are said to be very resistant to magic. Due to their violent nature, in-fighting is more prominent but growth may be higher.
C) Stonehides
Very resistant to climate temperatures such as very hot and very cold climates, and have incredibly sturdy skin. They can basically eat -anything- and therefore cannibalism of all non-ogre races is considered acceptable. Typically larger than other ogre breeds.
D) Furhides
Capable of taming beasts much like the brownskinned orcs. Despite their wild and hairy appearance, they are also very adept craftsmen compared to the rest of ogre-kind, capable of fletching bows and working leather. Their connection to the elements and spirits is closer than that of their kin.
E) Runeskins
Their name comes from the practice of tattooing strange symbols upon their bodies. Runeskins aren't more or less intelligent than any other breed, but they are capable of wielding stronger magic than their softskin counterparts. They are also very versatile, meaning they can learn magic from many different schools and not strictly one kind of magic.
X) Exile Ogres
An ogre who belong to no clan is an exile. Seeing as infighting is very common, over time a lot of exile ogres began banding together. These ogres now house members from all sub-breeds of ogre and can therefore dabble in all their benefits but cannot reach quite the height as specific breeds.

F) Trolls
- Average strength/speed, cunning, bad diplomaticy, high reproduction, can regenerate fast.
Subraces:
A) Forest Trolls
Typically green of skin, these trolls have strong shamanistic or druidic beliefs. Certain forms of magic based upon those traditions are available to them, and these trolls are at home in wooded areas. It is said that they can move as silently and stealthily in the forests as the wood elves.
B) Rock Trolls
With a hide-like skin that is gray and hard as rock, it is no wonder this breed has gotten this name. They have increased strength and intellect at the cost of slower movement and lower growth. They are large even by troll standards, with some of them so big that they might be mistaken for ogres. Through geomancy they may also channel earthly magic.
C) Dark Trolls
With black or purple skin, the Dark Trolls use shadow magic and cannibalism as the centre of their religion. They can see clearly during the night, and they have the strongest magical capability of all trollkind.
D) Blood Trolls
Redskinned and savage beyond compare. The strongest, most ferocious of all troll-kind, these trolls pride themselves in strength and find glory in war. Like the dark trolls, they practice cannibalism, but there is hardly a ritual significance so much as an insatiable bloodlust behind it. They are quite magically handicapped, but neither does magic seem to bite them as hard as other races.
E) Sand Trolls
These trolls are so-called for their beige skins just as much as their tendency to inhabit deserts, steppes, savannas, and all manner of other arid climes. They have great endurance, are not bothered by heat or sun, and can go for many days without food or drink. They are competent builders and have created some of the oldest civilizations in the world, but compared to their other brethren they are very short of stature, comparable to humans.
F) Ice Trolls
This enigmatic breed prefers to live in cold or even frozen climates, seemingly able to survive where others would see nothing but a frozen wasteland. They are tall and of exceptional physical might when compared to the other breeds of trolls. Their environmental durability is also second to none, and they can craft things that no other troll can through the use of secret methods kept to themselves. They hate fire though.
X) Unchosen
A strange self-given from long ago, these 'Unchosen' trolls are said to have been disowned by all Troll Gods and pantheons and banded together. They house all breeds of troll, thereby gaining all their strengths but also all their weaknesses and they cannot reach the same height as the other breeds.

G) Goblins
- Low strength, average intelligence, weak-willed but functions well in masses, very high reproduction, small size.
Subraces:
A) Greenskins
These goblins are the average, the basic, and the most common breed of goblin in the realms. They excel in organizing themselves and working together more than other goblin breeds, and are capable of higher levels of intelligence.
B) Blackskins
Some say that they were bred as slaves by the blackskinned orcs, and perhaps that explains their greater physiques and lackluster intelligence. They are good laborers and fighters compared to rest of goblin-kind, but are more primitive.
C) Blueskins
The most magically capable of all goblin-kind! Blueskin goblins often form magocratic hierarchies where the strongest mage rules over the less powerful. They aren't very strong fighters by conventional means, but their growth-rate is boosted due to their affinity to the land (the same connection that gives them their magic).
X) Commune
What a strange name for a breed! ... It isn't. A commune is a group of goblins of any breed, but here I refer to the Commune as the group of goblins who houses members from all the sub-breeds of goblinkind. They may dabble in all specialties of the breeds, but may never reach the same height as a specific breed.

H) Halflings
- Low strength, small statures, cunning, bonus diplomacy, bonus trade.
Subraces:
A) Hillfoots
The Hillfoot halflings are strong builders and farmers and tend to get round bellies after a while. They are comfortable, honest and friendly. High morale, all around!
B) Rockheads
The Rockhead halflings are craftsmen and traders, eager to set out into the world but still rather like to be comfortable. They are good diplomats, merchants, sailors and craftsmen.
C) Bumblerunners
With such a hilarious-sounding name, one could only expect the Bumblerunners to be hilarious themselves, but that is not always the case. Bumblerunners are the opposite to Hillfoots. They prefer adventure, moving around, getting up to no good and are excellent thieves, spies, rogues and explorers. That doesn't mean all bad things however, they're halflings after all!
D) Kenderkin
Anyone who's ever met a Kender usually has nothing good to say about them. They're not strictly halflings, but rather a cousin race of traditional halflings. They're less round, more nimble and slightly shorter. They combine a bit of Rockhead and Bumblerunner tendencies in that they love adventuring, meeting new people, craft new things and see the world. Notably, they're also very good sneaks and have the distinct trait that they don't feel fear. Fear to them is a foreign concept, and they're quite literally physically incapable of feeling fear. Historians and academics have scratched their heads for centuries over the Kender... Just what are they?!
X) Familtons
The Familtons are a family of halflings that proudly boast they count some of every halfling family within their numbers. They may dabble in all that other halfling families do, but may not reach quite the same expertise as focused subraces may.

X) Other, Custom Race

It is my preference that you use one of the subraces above, but if none of those suit your fancy then you could do a custom race. Preferably, this would be in the form of creating a new subrace rather than an entirely new and wholly unfamiliar race.

If you are using a custom race, you must go through the additional step of posting your concept on either the OOC or the Discord getting it approved. Only after that may you jump in IC. When pitching your custom race, please specify averages, strengths and weaknesses.




You land upon the continent, and decide to settle...


Next:

Choose a color to represent your kingdom. May be any single color. This matters because the settlements I put on the map will have text bordered with the color of your kingdom, so that players and non-players alike can see what settlement belongs to who.
Additionally, write the name of your new settlement! What shall be the name of your new future?


Welcome to this Fantasy Civilization RP!

Or welcome BACK, if you were in any of the previous installations of this RP ran by @Chenzor*! If you were in any of the previous RPs, you may feel free to reuse your civilization from last time, but we will be starting over on a new map and with a more even playing field.

*Thanks to Chenzor for allowing me to take the reins, and credits to him for creating the banner above, coming up with most of these game mechanics, and originally writing out much of this OOC.

Join us at our discord-server:
discord.gg/XWpMV9U

Basic Rundown:

This roleplay is turn based, meaning you get one action every turn. Turns will not be updated on a set interval; time permitting, I will write out the next turn and try to advance it once everyone is ready. For that reason, if you will be gone for an extended period of time or do not think that you will be able to post in a timely manner for the current turn, please let us know so that we can work something out and won't be waiting on you. If for any reason a player does not post for a given turn, the RP will pause for the character in question. I will eventually advance the turn and give new events to everyone else, but the .

You will be presented with choices labeled alphabetically on how to advance your civ. Every turn, your situation will change and you are presented with new choices and sometimes hardships.
The roleplay begins with your people coming to a new land, an unexplored region where anything can happen. You have but a few hundreds with you, and your supplies are low. Perhaps you came here as settlers, or perhaps you fled after your homelands were destroyed, or perhaps you are simply a new civilization that has sprung upon this continent. Whatever you are and wherever you are from, you must find ways to adapt, survive and thrive here.

In all likelihood there are other civilizations on this continent and other people that may become your allies or enemies, but you do now yet know. Your knowledge of the overall geography of this region is similarly limited at first.

The first turn generally looks like this:


Each action from A to I present different opportunities and different consequences (good and bad). You may choose one of these per turn and preferably write up a post about how you, for example, "Improve food". Depending on how good and thought-out your post is, you may combine one choice with another. For example, while improving your "food", you discover how to create farms and thus also improve your infrastructure in the process. the X-action is an action of your own that is not in the list of choices from A to I. You may write and attempt whatever you want in the X-action, and I may or may not grant you what you hope for.

Let's go through the things step by step:
Population - Is how big your civilization is. Later on when you build new towns, I will list your towns and cities and what their population is as well as show a total.
Military - How big your military might is in the count of forces. Keep in mind that the experience, skill and equipment of the soldiers count into how well your battles will go, as well as what different composition of units you use and how you manouver them.
Food Level - Measured from Very Low to Very High, and determines how well your people fare. A low level of food means lesser growth and might cause starvation (people start dying) but a too high food level might cause your people to grow fat. (Generally though, a good food level is always good.)
Resources - What types of resources you have at your disposal. Can be oil, minerals, lumber, food, hides, livestock etc. You can use these to trade with other nations and civilizations.
Wealth - How wealthy your people are considered to be. Poverty may result in discontent among the lower-class, but a too high wealth may result in luxurious spending which may crash your economy if your economy takes a bad blow.
Trade - How much you trade with other nations and what you gain from it. Measured from Very Low to Very High, but only once it is existant.
Growth - How well your population is growing. Determined mostly by food level but also morale and other things. Measured from Very Low to Very High.
Morale - The morale and spirit of your people. Measured from Very Low to Very High, with "Indifferent" acting as a middle-point. This determines how well you fight, how well your people works and generally how well things are going in general.
Foreign relations - A list of other civilizations you've met and how you feel towards each other. Ranges from Hated Enemies to Beloved Allies. Also determines how well you manage to trade with them and how they react towards you when interacting with non-player nations.

Recommended: Check out the last 3 iterations of this roleplay to get an idea of how it's played:
roleplayerguild.com/topics/79912-civi…
roleplayerguild.com/topics/157987-civ…
roleplayerguild.com/topics/167577-civ…

Rules and regulations:

All roleplays have rules. I expect you to know the basics like:
  • Don't godmode
  • Don't metagame
  • Accept GM decisions
  • Don't be rude to other players

However there are some other rules you should know about:
  • Never wipe a player out completely unless he or she has given his or her consent.
  • Don't focus on "winning", it's about playing the game and enjoying it together.
  • It is okay to attack or raid another civilization freely as long as you have discovered them and scouted out the target first. Just don't expect it to always go your way.
  • Don't expect to never be met with setbacks or hardships. I will give you all good and bad consequences as well as random events depending on your choices.
  • As the GM, I reserve the right to remove players from the RP if necessary, and in conflicts or squabbles I have the last say.

Also, here are some regulations that aren't "DON'T"'s
  • Non-player nations can potentially be conquered, raided, wiped out or otherwise warred with however you want. Just don't be surprised when they fight back!
  • Any questions and OOC-chat should be kept here in the OOC thread (obviously).
  • When plotting with a player against another player, I recommend you take it to PM to avoid metagaming.
  • When plotting as mentioned above, I want to be kept in the loop as the GM, to avoid misunderstandings and to avoid conflicts OOC.
  • You may otherwise choose PM or public IC post however you wish when communicating with other nations.
  • If you don't want to play one civ anymore but rather want another, tell me in the OOC and I will arrange a "natural disaster" for your people or take it over as a non-player civ.
  • When starting over with a new civ, you will be given some bonuses to help you catch up, but not too much.
  • There is no enforced limit of posts per turn, however you may only take your A-I choices once per turn. Also, don't speedpost. I want to see meaning and depth in those posts if you decide to post several per turn. (When you interact with other players this is crucial)


Current Map

Anything not on this map is not considered official.

A very basic rundown of what sort of climates to expect in what regions:

The far north has a cold climate comparable to northern Scandinavia. The far south, on the other hand, is the polar opposite: a very arid and hot desert comparable to the Sahara. Between the two are a spectrum of mostly mild climates, with the exception of the western peninsula and eastern islands along the middle of the map; those areas are more tropical. The space between forests and rivers is largely rolling hills and/or grasslands, with those spaces obviously being more like savannas in the south and more like boreal tundras in the north. The lighter green grasslands around the rivers are of course more lush.

On Setting:

This is a fantasy NRP, so some degree of magic certainly exists in the world. That being said, it usually isn't too common or overwhelmingly powerful, and your nation will probably possess little to none at first. Even if they had powerful magic in their previous home, the powers in this new land will feel strange and different. Even for a magical race, it will take some time and some dedication to reclaim their former powers.

Gods and divine beings (and perhaps even dark beings like demons) do exist, but sightings of them walking among mortals are almost always relegated to legend. It is a rare thing for divine intervention to occur, for divine beings doubtless have concerns of their own and are often rather detached. Still, through prayer or sacrifice, it is possible that they could be contacted or have their attention drawn. Just beware that gods and demons are not easily understood by mortal minds. Your civilization's gods could be based upon actual beings and events or it could have been simply invented by charlatans; it's hard to know. But if your gods do exist, they might not behave as you expect.

As far as technology goes, "low tech" civilizations like ogre warbands may effectively exist in the stone age, but it's not unbelievable for them to have a few metal weapons or pieces of armor (probably looted from somewhere). The upper limit for technology is probably somewhere around early to middle medieval; it will take good craftsmen, solid infrastructure, and relatively high technology to make advanced things like steel plate or repeating crossbows, but it can be done. They will admittedly be crude, but gunpowder weapons are also a possibility.

As a fantasy world, there may also be some things like mithril that show up here or there.

Current Players:

@Cyclone - GM
@Chenzor - The Levogh, Elves (On hiatus)
@Pyromaniacwolf - The Lycan Covenant, Custom Race (Lycans)
@Heyitsjiwon - Attolia, Elves
@Kho The ap-Cantar, Humans
@Bright_Ops The Mustaqilun Tribe, Orcs
@AdorableSaucer Orr'gavol: The Hammersworn, Dwarves
@Macadamia Hut The Aedels, Humans
@Lauder Oguurec Dekaan, Goblins
@Kangutso Mol'nan Tribe, Ogres
@Ahr Xanten Ekon-Danna, Trolls
9/9 Spots Filled

Because having too many players would create a heavy burden for me as I advance turns, I will be setting an initial cap of 7 players (myself not included). But after that threshold is reached, any number of additional players are free to request being added to the waiting list should any spots later open. If a spot does open, I will try to promptly notify the first person on the waiting list using an [@mention] on the OOC thread. If that person has not been online recently or does not respond in a timely manner, I will skip them and extend the invitation to someone farther down on the list.

EDIT: The cap has since been expanded to 9.

Waiting List:
1. Empty

Info About Custom Races:


See the first post of the IC.

So how do I start?

Easy! This roleplay begins unlike many other roleplays. Here, you choose your race right off the bat in the IC thread, we call it "Turn 0". Everything will be determined in the IC thread. I will create a map where you will choose a starting spot after you've chosen your race. From there, the roleplay begins with turn 1.
A sort of "fog-of-war" will be present on the map, that will show you how much of the continent you've explored and what other nations you can see. When you meet another nation and manage to befriend them, you will be able to see their holdings on the map. Keep in mind that if you have not met a non-player nation but another player has, it will still be seen on the map so I expect you not to metagame.

TL;DR: once the IC first post is up, you may jump right in! You don't even need a sheet! If you choose a custom race, you MUST specify it with weaknesses and strengths in the OOC first and await approval.

This RP is already going! How do I jump in?

Make sure that there is room to join first! Above you will find a list of active players, and at the very top of the thread there should be a "Join Status" line reading either "Jump-in" or "Closed". If you want to hop in with a custom race (aka; a race not specified in the first IC post, check out the list first) you'll want to scroll down to the "Information about custom races" section and read it first, then post it here in the OOC to get approval!

Below is an optional (albeit encouraged) nation sheet. While our policy is that you can join on the IC and directly establish most of the information that would be on the sheet below, creating one of these sheets and then posting it on the characters section is a nice way to iron out your thoughts and help the rest of us remember and keep track of who's who.

Nation Sheet

For the "character" section. Optional.
@Cyclone Ah, here you are juggling uni and posting just fine...



It's achievable when you don't also work on the weekends. Yeah, my freshman year I worked 8 hours shifts on both Saturday and Sunday and also had classes in a very poorly designed schedule that went from 8-3 Monday through Friday. Only got to breathe when it was a federal holiday.

...never doing that again. My class schedule is so much nicer, and I only work on Saturdays.
The three exams for this week have come and gone. Two went great, and the differential equations one was every bit as terrible as I'd expected.

Now I'm back to making good progress on Xos stuff, but you know, it just occurred to me that if I finished right now and posted my Xos thing as well as the collab, I would be triple posting on the IC. That's a no-go.

@Muttonhawk will just have to write another Yorum post within the next 72 hours or so to break up my chain of posts. I'm sure he's up to the task, being the winner of the last race and all.
There's a 60,000 character collab written out. I think you'll like it.

Unfortunately I'm stonewalling it because I need to finish a separate post before it makes sense. And even more unfortunately, I had an exam this morning and will have another two this week, so I may not finish this post soon. It's very tempting to just post the collab and write my solo post later, but I'm adverse to posting things out of chronological order.

Edit: I didn't write that brief little hain post today, it was sitting on the backburner from a while back and I just figured there was enough meat on the thing to make it a tasty morsel of its own. I've got my priorities straight and will postpone ogre nonsense in favor of Xos nonsense
Quick surprise post!
Eiyar was already of middling age, but he was observant and wiser than his years might have suggested. That came from the experience of ruling his tribe for so many years, Makmud imagined, but now he was concerned with the fellow chieftain's wisdom as an ends of its own rather than with how Eiyar had come to know so many things.

Makmud, the youngest of all the chieftains in this newly forged confederation, had sought out Eiyar for assurance as much as anything else. He entered a grandiose tent and found the warrior chieftain at work knapping his own stone arrowheads. "Do you think Inoch is making a wise decision?"

Eiyar looked up without ceasing his work. "This decision was not Inoch's alone," he admitted. "He consulted the seniormost chieftains and the eldest shamans, and all agreed that this may be our only means of repelling the ogres forever. I know that you and some of the others would be content with repelling them now and buying enough time to take refuge in more distant lands, but to those of us whose tribes are not yet uplifted, you must understand that our lands are of great sentiment. My ancestors fought and died to earn the clay that we build our huts upon, and if I am the one that loses that land it will bring a shame upon my name that shall persist throughout all of this life, and perhaps even into the next."

Makmud fell silent and found his gaze drifting once more to the ornate spear that he had inherited from his father.

"...how long has he been asleep?"

Eiyar looked back with a blank expression that Makmud had never before seen in his eyes. "I don't know," he admitted. "The shamans speak as if it has been generations, at least. None alive have spoken to him directly; their dealings are with those of his servants that have remained awake."

"It leaves a foreboding feeling in my stomach. I have seen the urtelem matriarchs, and they have admittedly to being wary of this as well."

"You know that the urtelem and djinn are prone to sometimes butting heads, but the urtelem rarely find reason to quarrel with the passive spiryts of stone."

"If the tales are to be believed, this great spiryt is anything but passive when he becomes roused to anger."

"Then let us hope that he is terrible indeed to our enemies."




When the sun was retreating back to its sleeping place, word traveled through the stronghold like wildfire--the ritual was beginning. Atop the fortified mesa there was one large hut consecrated by tradition as a temple to the distant gods in the sky as well as the god that slept right beneath their feet. A large room had been painstakingly hollowed out beneath the hut, and it was there that the shamans did their rites. The temple above and the space outside were filled with throngs of hain. For lack of space almost all were denied the chance to witness the proceedings below, but Makmud's status as chieftain was enough to earn him that privilege.

A spiral staircase, rather than a mere hole with a ladder, led down into the room below. In the room below there waited the greatest shamans gathered about a stone altar, with the chieftains standing closer to the edges of the room. Nearly every facet of the stone walls had been painted and engraved, but in a few untouched places there were stonedjinn resting halfway inside the room and halfway within the earth itself. One or two others stood fully within the room and dominated its space with their motionless presence.

It was not the shamans who first broke the silence, but High Chieftain Inoch. "Turm, we spill this blood in your name, and ask that you rouse once more."

Upon wooden trays the shamans bore great flanks of still bleeding meat. They placed them upon the stone slab, then beat them dry with wooden mallets, and then repalced the tenderized meat with more fresh cuts. They repeated the process until the entire altar was covered in a thin layer of blood that dripped off the sides and onto the dirt floor.

In case the scent of blood was not enough to garner his attention, they brought a brazier and filled it with dried herbs. The incense's smoke quickly filled the room, and then the shamans began their dancing and incantations. They spoke in the strange tongue of gods and djinn, so Makmud could not comprehend the meaning of their chants. Instead, he simply allowed the rhythmic chants and the sweet smoke to carry him into a deep trance. After a few moments, even he could hear the mighty voices of the earth!

He listened to them in a strange understanding, and it felt as though a soft healing rain was falling upon his shell. Perhaps that rain would wash away all of his worries, and things would be once more as they should have been.

...

...

Then, there was a violent shaking. It was Eiyar, grabbing his shoulder. Makmud returned to his senses and saw a half dozen hain staring at him. The blood upon the altar was dried, and there was dirt upon his shell. The rain hadn't been water after all, but rather loose clumps of dirt falling down upon him from the ceiling. "It's over now. You breathed too much of the smoke."

He tried to answer, but it was a cough that escaped his throat rather than words. He tried again, "Did the shamans commune with Turm?"

"Yes. When he roused from his slumber, the entire mesa shook."

>Organized dwarven armies are invading and sacking foreign cities

Wat? I thought the dwarves were now a bunch of shattered kingdoms strugglign among one another and trying to rebuild in the wake of their empire collapsing. Have I missed some posts? Is this supposed to take place prior to Ba'Sard coming to raze Dundee?
@Muttonhawk That was worth the read.

Although, I have one criticism.



Wow, I just decided to click on that image and look closer at it. There's so many gems!

Minecraft wiki?
Cookie clicker?
Maybe a few hints about various collabs going on?
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