Roleplaying is the only thing that gives meaning to my mediocre existence. And cookies too.
6
likes
6 yrs ago
Wants to be a saikyou hero.
3
likes
Bio
I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.
An exasperated groan emerges from the bandit's throat, looking on to Siris's advance forward and his egging on of their thieving companion without even having slain the defensive position. . . "Hop to Etor, we've to save a couple of fools, as per usual." In the brush where they lay, Ashür's slit eyes take a gander at the younger merc, still caught somewhat in there daze. He resolves to clasp his hand upon the boy's shoulder.
ASHÜR: "Just as before, you'll get a grasp, just follow my lead."
With that, the sellsword darts forward, quickened of pace, flanking the Kassite in the trees off one side closest to the road and his ever brash compatriots. With a flourish his blade strikes true.
ASHÜR moves to 20-31 and attacks KASSITE REBEL #5 with his BRONZE CURVED BLADE, dealing 6 damage!
KASSITE REBEL #5 counterattacks with their BRONZE SHORT SPEAR, dealing 9 damage! ASHÜR receives 9xp and 1 Blade Proficiency!
KURÜM: "Ho' humble barbarian. Your salvation has arrived." Having just crushed the advance force in defense of the city Der, a small contingent of the Dark Suns return, their coin-purses heavy, yet still hungry for more. The horses charge into the inner city gates, the Kassites about are full of trepidation, mistrust, perhaps rightly placed given that this band and several others had just slaughtered many of their comrades. But they are simply too unacquainted with the way of the mercenary.
KASHTILAHSU: "Humble? Barbarian? I am the great Angal Kashtilashu, and you will address me as such! I would have your tongue sellsword."
KURÜM: "So be it. . . If you'd like to see your hard work undone." The horseman flashes a wry grin up the stairways leading to the escarpment where Kashtilashu stands, who returns only with a growl. "Your word that Der's coffers are ours to pilfer after we save your hides?"
KASHTILASHU: "Grrr. . . It is so. Leave none alive."
KURÜM: "Good little Angal, that's what I like to hear. Onward men!"
Few of the Kassite rebels who'd taken the city-state of Der from within remain within the outer quarter, but the sweat on their brows and the blood of their kin in the streets, drying in the rocky soil, calls them to fight on and join with them in the hereafter. Two bearing spears take up positions in the brush alongside the road, ready to ward of the Hellions with their last bits of strength. One of them, still clinging onto life after a deep wound from Siris' blade, charges north, catching Makeen from abaft.
KASSITE REBEL #3 attacks MAKEEN with their BRONZE SHORT SPEAR, dealing 9 damage!
MAKEEN counterattacks with his BRONZE LONG KNIFE, dealing 3 damage, killing them! He receives 28xp and 1 blade proficiency!
Further on, just within the inner city, the Kassites begin to surround their kinslayer, and traitor to their cause. Lyun continues to catch his breath, readying an axe all the while the Hellions advance.
KASSITE BRIGAND #1 VIT 20/20 KASSITE BRIGAND #2 VIT 0/20 KILLED BY SIRIS KASSITE BRIGAND #3 VIT 0/20 KILLED BY MAKEEN KASSITE BRIGAND #4 VIT 20/20
KASSITE REBEL #1 VIT 0/16 KILLED BY ZARIF KASSITE REBEL #2 VIT 0/16 KILLED BY ASHÜR KASSITE REBEL #3 VIT 0/16 KILLED BY MAKEEN KASSITE REBEL #4 VIT 16/16 KASSITE REBEL #5 VIT 16/16 KASSITE REBEL #6 VIT 0/16 KILLED BY LYUN KASSITE REBEL #7 VIT 0/16 KILLED BY LYUN KASSITE REBEL #8 VIT 16/16 KASSITE REBEL #9 VIT 16/16
KASSITE HUNTER #1 VIT 0/14 KILLED BY ZARIF KASSITE HUNTER #2 VIT 14/14 KASSITE HUNTER #3 VIT 14/14 KASSITE HUNTER #4 VIT 0/0 KILLED BY LYUN 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
DARK SUN CAVALIER #1 VIT 19/19 DARK SUN CAVALIER #2 VIT 19/19 DARK SUN CAVALIER #3 VIT 19/19 DARK SUN CAVALIER #4 VIT 19/19 DARK SUN CAVALIER #5 VIT 19/19 DARK SUN CAVALIER #6 VIT 19/19
KURUM VIT 24/24
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: INDOMITABLE -- Character permanently gains +7 VIT.
TRAIT: MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, using an item, or stealing. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety. TRAIT: MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, using an item, or stealing. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety. TRAIT: DIRE PARRY -- Level/2 + 5% chance to negate all physical damage. 20% maximum
ALLIES
RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.
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.
Hey there gentle reader, if anything below catches your eye, inspires your vision, or perhaps something amidst this sea of text makes you believe you'd be interested in this kind of forum game, then great! Feel free to comment on this post with any such thoughts. . . Especially if you've more ideas for content, I certainly won't steal it. . . Nope.
'Throne Saga' The working title of this forum game is mainly inspired through the SRPGs and TRPGs of my youth. Fire Emblem, Dragon Force, Final Fantasy Tactics, Disgaea, etc. As well as some modern schmootz with Paradox's games as well as a big heaping of inspiration from Dominions 5.
--- TO DO ---
-- Conceptualize and balance point costs for everything. -- Add more diverse variety of traits -- Conceive proper battle formulae -- Expound upon rules for every stage of the game -- Create technology/research content -- Create building/structures/Provincial development content -- Create continental world map (probably based on number of players) -- Create Terrain list and effects -- Create example sheet from all this
--- BASIC PREMISE ---
The Throne Saga is a continent spanning player-driven roleplay with a competitive PvP lean. Players do not take control of a single character, but rather a host of officers, nobles, or other cadres of characters at the top of their nation. In effect, you, the player, are seeing to the control of your nation albeit with most affairs beyond militarily being obfuscated for the sake of gameplay.
Each player begins by creating their nation, the process of which is detailed below. For now, consider the ideas of what your nation may look like -- thematically we are creating the setting through this, and thus there is a great deal of leeway as to how one wishes to shape the look and feel of their nation. Whether that be a band of warmongering tribal orks, a collection of robed daemon worshipping men, an old kingdom of stalwart soldiers, or anything in between so long as the feel of everything in totality is not too in-congruent with one another.
The game will consist of two separate 'phases', the first being the 'Organization' phase, in which the players will control the details of their nation such as technological research and advancement, constructing buildings or other works, recruiting units, securing new territory or preparing to attack another nation. While the second is the 'Battle' phase, in which players of two or more nations scale down to a 'tactical map' and do battle with the characters and units they've created for the control of territory. These phases will alternate in turns until at last an undisputed ruler of the land is decided or until one nation controls the central throne for X AMOUNT OF TURNS.
--- NATION CREATION ---
In Throne Saga, nations are created by the choice of their player through the spending of DESIGN POINTS. All players begin with X DESIGN POINTS in order to create their nation and leaders within it.
NAME:All nations need a name! Ex. -- The Republic of Kal'Shtaa, Gronk's Kingdom, Men of the West. DESCRIPTION:You may be as terse or as in-depth as you please. At the very least, describe the type of people/creature that rule or inhabit your nation as well as they ruling structure/government.
SIZE:You may choose between TINY, SMALL, MIDDLING, LARGE, or HUGE. This statistic controls the STARTING amount of territory under control of your nation.
TINY: +1 Province | +5 Design Points SMALL: +3 Provinces | +2 Design Points MIDDLING: +5 Provinces | -0 Design Points LARGE: +7 Provinces | -3 Design Points HUGE: +9 Provinces | -6 Design Points
LEADERS:Leaders are characters designed by the player of a nation and are required in order to control armies. Leaders must be individually designed and the process for this is described in the section below. All nations begin with five leaders, not including their ruler. Spending design points on this statistic will increase the starting number of leaders a nation may have, and thus, the amount of armies they may control and territory they may easily defend. Every additional leader costs 2 Design Points.
TECHNOLOGY:All nations begin with limited technology, thematically, consider them beginning between the bronze and iron ages. A player may spend design points to purchase a limited amount of starting technologies to put them ahead of their peers. They are listed below STARTING TECH LIST HERE
UNIT-TYPES:Units are the main vehicle for the 'Battle Phase'. These are the components that your leaders will control in battle against other nations on the tactical map. All nations begin with three distinct unit-types, more starting unit-types can be purchased with 2 Design points per type. The creation of Unit-types will be detailed in another section.
OTHER TRAITS:Perhaps there are qualities to your nation that don't quite fit into any mold previously described. Here you may purchase traits that further define your nation. LIST OF TRAITS HERE
--- LEADER CREATION ---
Leaders are the driving force behind your nation's expansion and control. They are individual characters with as little or as much thought put into them as you'd like. They are required in order to lead armies into battle or defend territory. All leaders are created with the ability to spend up to 10 free points specific to them. However, you may also spend from your general pool of 'design points' in order to better define your leaders.
NAME: Everyone needs a name! APPEARANCE: A short description or image will suffice. PERSONALITY/HISTORY:Feel free to get as in-depth with your leaders as you'd like, it'll be all the better for your investment when they perish in a pitched battle.
Points may be spent in order to increase any of the following stats; Vitality, Might, Skill, Toughness, Resistance, Movement, and Command. One point linearly increases a statistic by one.
MIGHT:Determines how powerful a leader's direct actions in combat are. SKILL:Determines how precise a leader's actions are in combat, as well as their chance for critical successes RESISTANCE:Reduces chance of negative effects during combat. COMMAND:How well the leader can control armies. Directly influences how many units can be placed under their direct control as well as their morale-boosting command radius in battle.
RETINUE:Which of your unit-types do they personally lead?
TRAITS & ABILITIES:Further define your leaders with purchasable traits.
INSPIRATIONAL: Units within this leader's 'command radius' will regain additional morale per combat round. This leader also has an increased troop cap. ORGANIZED: This leader gains an additional two unit slots and has an increased troop cap. COMPELLED DUELS: It is much more difficult to refuse this leader's bids for dueling. Should an opposing leader refuse a duel attempt from this one, their army will receive a much larger morale penalty than usual. ELITES: This leader's retinue is much stronger than the average version of that unit-type, gaining an additional 50% in all stats. TACTICIAN: This leader has a much larger command radius, units under their control also have +1 Movement. IMMORTAL: By some contrivance whether it be luck, technology, or perhaps magick, this leader never permanently dies. Should they be defeated on the battlefield, they will always return to the nation's capital during the next month. DAUNTING: This leader bears an intimidating presence, opposing units adjacent to this leader will have their morale decrease overtime. GIFTED MEDIC: After battle, 5% of this leader's units defeated will be saved from death. TAX COLLECTOR: Income in the province this leader is stationed within is increased by 10% this effect does not stack. SCIENTIST: This leader passively generates one research point per month. TASKMASTER: Units with the 'slave' trait under this leader's command received reduced morale penalties. LOCAL HERO: While defending one of your provinces, this leader's army will be joined by two of your cheapest basic 'chaff' type units. These units disband after the battle. FLEET: Even when surrounded, this leader and their army are able to flee as normal. RESURRECTING RALLY: This leader's rally command is so potent that it can muster even the defeated to return to battle. Once per battle, when using the rally command, 10% of affected unit's causalities return to fight. ASSASSIN: This leader's retinue are especially adept at picking out and defeating other leaders. However they sacrifice some of their ability to command for this precision. This leader's Unit Slots and Command Radius are reduced by two, and their Troop Limit is reduced by 2000. But their movement is increased by two and all damage dealt to an opposing leader's retinue is increased by 50% SPECIAL ACTION -- LINE ATTACK: This leader is able to muster an special attack in a line out from them. Whether it's a powerful cannon they carry, or rays of searing magic, this attack damages all units in front of them. This attack's range starts at 2, but can be increased by one for each point spent on it. This attack may also be made to ignore allied units by spending 3 additional points on it. The leader's might and skill are used to determine the damage of this attack. SPECIAL ACTION -- AOE ATTACK: This leader is able to use a special attack in all hexes adjacent to them. This might take the form of a nova of ice, or perhaps smashing the earth below them, etc. The radius begins at 1, but may be increased by an additional one for each 2 points spent. This attack may also be made to ignore allied units by spending 3 additional points on it. The leader's might and skill are used to determine the damage of this attack. SPECIAL ACTION -- RANGED ATTACK: This leader is able to use a special attack in one distant hex from them. This might take the form of lobbing a great stone, or perhaps a bolt of lightning from the stormy sky. The range begins at 3 but may be increased by an additional one for each 1 point spent. The radius begins at 0 (single hex) but may be increased by 1 for each additional 3 points spent on it. The leader's might and skill are used to determine the damage of this attack. FLYING -- Whether by spell or mount, this leader and their retinue ignores all terrain affects and may move past enemy units. PLACATION -- Units under this leader's command have their upkeep cost reduced by 25%. VIGILANT -- This leader is able to more easily detect hidden armies in the province they are stationed in. This leader will almost always weed out a hidden opposing force passing through." STEALTH -- This leader and all units under them are hidden from the direct view of your opponents so long as you choose. They may pass through enemy lands without causing battle, although if there are leaders in those territories, there is a chance they will be spotted and forced into battle. This trait can be useful for surprise attacks behind enemy lines or even flanking from behind. HATRED -- This leader bears a burning ire against another nation due to their past. All units under their command deal an additional 10% damage to units of that nation. When this trait is selected, you must choose another nation as its target. GRUDGE -- This leader bears a burning ire against another leader due to their past. All units under their command deal an additional 25% damage to units under the command of that leader. When this trait is selected, you must choose another opposing leader as its target. If that leader perishes, the point cost of this trait is refunded for your leader. WELL EQUIPPED -- This leader's army's gear is always kept in top condition. Units under this leader's command have their upkeep cost increased by 25%, however their Might and Toughness are increased by one. HORDE TACTICS -- This leader's troop limit increases by 10,000 and their Unit Slot count increases by five. However, they may only command 'Chaff', 'Infantry', or 'Skirmisher' Unit types. DECOYS -- During battle, this leader may set-up two 'decoy' groups that resemble their own Unit flawlessly. Whether through trickery or skilled magick. These decoys cannot deal damage, nor have any other associated effects other than visually. If the decoys receive damage, they vanish. MOBILE FORTRESS -- Units under this leader's command each carry some form of mobile shield, sandbag, or lightweight fortifications that can be placed on an adjacent hex to them as an action. Each Unit may do this only once per battle. The terrain type of the selected hex becomes an impassible fortification that can be destroyed by the opposing force should they attack with a leader, siege, or melee unit. SHIELD WALL -- As an action, once per battle this leader may erect a 'shield wall' for three turns. The 'shield wall' encompasses their command radius and does not allow ranged attacks, such as those from skirmishers or archers from damaging troops from the outside in, but not leader's 'line attack or AOE attack'. If an opposing ranged attack originates from within the 'Shield Wall' it is able to function as normal. TESTUDO -- For each unit under this leader's command adjacent to their hex, increase the leader's retinue toughness by +1 PART THE SEA -- Once per battle this leader is able to make a special line attack with a range of three originating from their hex that pushes aside all units in its effect, displacing them to the nearest available adjacent hex. EMERGENCY SUMMONS -- Once per battle this leader is able to recall up to three units under their command into free adjacent hexes. Those units are able to act as normal provided they had not already taken an action this turn. ALL ROADS LEAD TO THE FRONT -- This leader and their army may move across an additional province per month. UNCONTESTED ENGAGEMENT -- Skirmisher type units under this leader's command are able to make a ranged attack twice as many times per battle. They may also move half of their movement score after making an attack. SIEGEMASTER -- All units in this leader's army deal an additional 25% damage to fortifications. FORTUNE TELLER -- 'Good' random events are slightly more likely to occur each month for each leader with this trait in your nation ILL OMEN -- 'Bad' random events are slightly more likely to occur each month for each leader with this trait in your nation.
--- UNIT CREATION ---
NAME:Every gang of gribbly goblins needs a title! DESCRIPTION:Short (or long) description of what the unit is like/what it's composed of. This doesn't necessarily have to be the same as your nations main polity. Even if you're a kingdom of humans, perhaps your 'skirmisher' units are small drakes.
UNIT-ARCHETYPE:What type of unit this is.
CHAFF: Chaff are the weakest and cheapest possible unit-types. They excel at nothing other than being easily massable.
ADVANTAGE AGAINST: None. DISADVANTAGE AGAINST: All but CHAFF. STATISTIC MODS: -2 Might, Skill, Toughness, Resistance, and Discipline. BASE FOOD COST PER 100: 100 BASE UPKEEP COST PER 100: 10 BASE RESOURCE COST PER 100: 10
INFANTRY: Infantry are basic foot-troops that are reasonably cost-effective to mass. They are unremarkable, with few advantages and disadvantages.
ADVANTAGE AGAINST: Archers (in melee), Skirmishers, Chaff, Siege (Structural), Assassins DISADVANTAGE AGAINST: Archers (from range), Heavy Cavalry, Siege (Battlefield), Aerial STATISTIC MODS: Nothing. BASE FOOD COST PER 100: 150 BASE UPKEEP COST PER 100: 15 BASE RESOURCE COST PER 100: 50
SKIRMISHERS: Skirmishers are quick moving raiding type units that can attack from two hexes away twice per battle. They are generally flimsier than infantry and crumble in most cases of melee.
ADVANTAGE AGAINST: Archers, Chaff DISADVANTAGE AGAINST: Infantry (in melee), Light Cavalry, Heavy Cavalry, Siege, Armor. STATISTIC MODS: -2 Might, -2 Toughness, -1 Discipline. +1 Movement and Twice Per battle 1-2 Hex ranged attack. BASE FOOD COST PER 100: 150 BASE UPKEEP COST PER 100: 15 BASE RESOURCE COST PER 100: 30
ARCHERS: Archers are the simplest form of exclusive ranged unit. While they don't necessarily have advantage against any particular unit-types, they make up for it when positioned intelligently, able to attack up to three hexes away.
ADVANTAGE AGAINST: Chaff, Aerial, Archers DISADVANTAGE AGAINST: Infantry (in melee), Skirmishers, Light Cavalry, Heavy Cavalry, Armored, Archers STATISTIC MODS: -1 Might, -3 Toughness. 1-3 Hex ranged attacks. BASE FOOD COST PER 100: 200 BASE UPKEEP COST PER 100: 20 BASE RESOURCE COST PER 100: 75
LIGHT CAVALRY: Light Cavalry quickly race around the battlefield picking off units that are out of position. While they are the fastest unit on most battlefields, they are lightly armored, and they tend to break easily.
ADVANTAGE AGAINST: Skirmishers, Archers, Siege, Chaff, Assassins DISADVANTAGE AGAINST: Infantry, Armored, Heavy Cavalry STATISTIC MODS: -1 Might, -2 Toughness. +4 Movement. BASE FOOD COST PER 100: 300 BASE UPKEEP COST PER 100: 30 BASE RESOURCE COST PER 100: 100
--- THE BELOW UNIT-ARCHETYPES MUST FIRST BE UNLOCKED THROUGH TECHNOLOGY OR OTHER MEANS --- HERALDS ARMORED SIEGE (STRUCTURAL) SIEGE (BATTLEFIELD) HEAVY CAVALRY AERIAL VEHICLE ASSASSINS COMMANDERS OTHER WEIRDER SHIT
PREFERRED TERRAIN:What terrain your unit is more powerful on.
MIGHT:Determines how powerful the unit is in direct combat SKILL:Determines how precise the unit's attacks are as well as chances of critical successes TOUGHNESS:Reduces physical damage the unit receives in combat. RESISTANCE:Reduces chance of negative effects during combat. MOVEMENT:How many map tiles one can move in a turn. MORALE:Affects many calculations in combat, this changes frequently during battle depending on the circumstance. If it reaches 0, the unit will attempt to flee. DISCIPLINE:Acts as toughness for your morale, determines how well trained and unlikely to flee a unit is.
COST PER 100:How much food is required to raise one-hundred of this unit-type UPKEEP PER 100:How much food is deducted per month for each hundred of this unit-type in your armies RESOURCES PER 100:How many resources are required to raise one-hundred of this unit-type
TRAITS & ABILITIES:Further develop your units by purchasing traits to define them and their abilities, many traits on units will increase or decrease their cost, upkeep, or resources.
SLAVES: This unit is comprised of slave soldiers, their cost and upkeep are reduced by 75%, however, their morale is capped at half its otherwise original value. Their Discipline is also reduced by -1. LONG REACH: This unit is equipped with exceptionally long weaponry, opposing units that enter an adjacent hex receive an uncounterable attack dealing 50% normal damage. This can only occur once per turn. JUGGERNAUTS: This unit charges forth without care, when entering a hex adjacent to an opposing unit, they may make an uncounterable attack dealing 50% normal damage. This can only occur once per turn. BERSERK: This unit is practically uncontrollable by their leader. They gain no benefit from being within their leader's command radius and have -1 reduced toughness and discipline. However they may make two attacks and movements per turn. REGENERATORS: While within their leader's command radius, this unit restores 5% of their casualties per turn. STEALTHY: This unit is able to hide themselves quickly from the opposing force. Once per battle, this unit may vanish from sight for as long as their leader decides. Should they receive damage or make an attack action while invisible, they will be revealed. RAIDERS: This unit loots their foes in the midst of battle. For every hundred casualties they cause, they return 5 Food and 1 Resource to their nation. FORMATION FIGHTERS: For each unit with this trait in an adjacent hex, this unit gains +1 Discipline and +0.5 Toughness. BACKUP RANGED ATTACK: Once per battle, this unit may make a ranged attack with a range of 2. This attack deals only 50% of normal damage. More uses of this trait may be purchased with an additional 1 point per use. VERSATILE COMBATANTS: This unit is able to change their kit and tactics on the fly. Select one other unit archetype you have access to. As an action this unit may swap their type to that one and back as often as they like. BLOODTHIRSTY: This unit lives for battle. When this unit completely defeats an opposing unit, their morale increases to max. But they also suffer a reduced -1 Discipline. FLYING: Even if this is not an aerial unit, a unit with this trait ignores all terrain penalties and benefits and may pass through opposing units, other than aerial units and others with the FLYING trait. TUNNELING: Once per battle, this unit may make a free 'tunneling' action, moving up to half their movement, ignoring all terrain and opposing units. They may still make an action or movement after this. ANIMAL: This unit is composed of beasts rather than your polity. Due to this, resource cost of this unit is set to 0. However food cost and upkeep are increased by 50%. This unit also receives -2 reduced Discipline. VENOMOUS BLADES: This units method of attack is coated in deadly venoms. After a successful attack, the opposing unit must test their Resistance or be inflicted with a poison that causes additional casualties equal to 10% of this unit's current troop size. DEATH CURSE: Whether through some malediction or thrashing in the throes of death, when this unit is completely destroyed, a free attack is made on the opposing force based on half this unit's casualties ALACRITY: This unit is able to move their remaining movement after making an action. Movement is also increased by +1. UNSURROUNDABLE: This unit does not afford any bonuses to opposing units flanking them. INFERNO TACTICS: This unit gains the ability to set ablaze a hex within their attack range once per battle. If successful, fire springs unto the battlefield, causing 20% casualties to any ground unit beginning their turn within it. The fire lasts for three turns before burning out. Any unit may also spend it's action to attempt to put the blaze out using their resistance stat. You may purchase additional uses of this trait for 2 points per use. AMPHIBIOUS: This unit gains preferred terrain 'water'. They are able to fight from and move into water hexes without penalty. They may also cross water provinces so long as their leader is also able to do so. AQUATIC: This unit gains double preferred terrain 'water'. They are unable to leave water tiles or provinces but they are significantly more powerful than others within water. RETALIATORY: This unit's direct attack actions deal 50% reduced damage. However their counterattacks deal 75% increased damage. They also receive a reduced -2 movement. GIGANTISM: This unit is significantly larger than the average polity of the nation. Their maximum troop size is reduced by 75%, but are significantly more powerful. They gain an increased +3 Might and Toughness, as well as +2 Increased Movement. However their great size reduces their accuracy in combat when dealing with smaller opposition. -3 Skill. PYGMISIM: This unit is significantly smaller than the average polity of the nation. Their maximum troop size is increased by 50%, but they are much less powerful. They receive -3 reduced Might and Toughness. But do to their slight builds and quick feet, they are a bit more precise and difficult to pin down. Receiving an additional +3 Skill. FEARSOME: This unit strikes mortal terror into the hearts of those who face it, damage to morale by any of this unit's actions is increased by 50%. GLUTTONOUS: This unit must consume much more food than others. It's Upkeep Cost is increased by 50% by in turn the extra feed bolsters them. Their Might and Toughness increase by +2 SLOW TO RECRUIT: An additional month is required to be spent creating this unit. This refunds you +2 points to spend on further defining it. LUMBERING: This unit is much slower to traverse the battlefield, whether by heavy equipment or slow gait. -3 Movement in battle, Requires an additional turn to traverse provinces. Refunds +5 Points to spend further defining it. SPECIAL TRAINING: This unit has received some form of advanced regimen to cover its obvious counters. Choose one other unit-archetype such as 'Skirmishers' or 'Heavy'. If this unit previously had disadvantage against that archetype, it becomes a neutral match-up. If it was neutral it becomes an advantageous match-up. DISORDERLY: If this unit is outside of their leader's command range, they cannot act as they are either too mal-disciplined to be useful, or simply require commands to function. This trait refunds +2 points to further develop the unit. MERCENARIES: Units with this trait provide their own equipment, sets their base Resource cost to 0. However they're much less likely to desire dying for the nation, having a reduced -3 Discipline. BATTLE FURY: When this unit is below 25% of its original troop count, their true potential shines. Their might is increased by +3 and toughness by +1. Skill is reduced by -1 during this effect as well. PREEMPTIVE STRIKE: This unit is unusually good at predicting the moves of opposing forces. When defending in battle they have a chance based on their Skill to counterattack first before their foe strikes. SMITE: With their strength, tactics, or magery, this unit is able to push back foes from their lines. This unit gains a special attack using Might tested against another unit's Resistance. This attack will push opposing units hexes away based on the difference of these scores. SELFLESS SHIELD: This unit is aspected to care more about their comrades than themselves. With a Skill test, they are able to take an attack meant for another adjacent unit. That unit is able to counterattack as normal. CHIVALRY: This unit excels at battling with fresh-faced foes. Their might is increased by +5 for attacks made against opposing units that have 0 casualties. FEINT: This unit is exceptional at the finer details of combat. They are able to completely negate a foe's counterattack against them during combat with a Skill test. REPOSITION: Once during a movement, this unit may either swap places with an allied unit, or place that allied unit on the opposite side of this one. INDOCTRINATED: Units with this trait are either brainwashed, mindless, or zealous enough to follow your lead to the ends of the world. Their morale can never decrease below 50% and thus they cannot break or suffer casualties due to desertion. Their upfront food cost is increased by 25%, however their Upkeep Cost is also reduced by 25%. They also lack the independence to make more strategic decisions. They cannot make use of any traits that confer special actions such as IMMOLATION TACTICS or TUNNELING. POORLY EQUIPPED: Units with this trait are giving barebones kit, their resource cost is reduced by 50%, however they suffer -2 Might and Toughness as a result. This trait also refunds one point to further define this unit. MERGE & SPLIT: This unit is able to change their formation on the fly. As a special action, this unit can split up their troop count to create two separate units. For instance, 1000 troop count of this unit could split from 5000 leaving two units, one with 1000 troops and the other with 4000 and any other permutation thereof. In turn, the unit can also merge back into one as a special action. Merged units cannot increase their troop limit beyond the normal maximum, and are also remerged into their original formation after the end of battle.
With a moment to retreat thanks to the lanky bandit's arrival, Lahamu furrows her brow at her husband besides. "Think me not a fool the likes of Siris, I couldn't bear it." At that, she uses that moment to wheel about south, positioning herself to gaze through a crack in the fallen mudbrick wall, watching on as Ashür duels with the spearman. She focuses herself, extends a finger that begins to take on wisps of flame, and traces therewith a runic pattern. A blaze of fire erupts from the wall, taking the Kassite Rebel off guard.
LAHAMU moves to 19-39 and casts SCORCH upon KASSITE REBEL #2, dealing 4 Damage!
Without losing a moment, Ashür lunges forth, his curved blade slicing the throat of the pain-stricken figure. Letting them fall dead, their body immolating in the dry grass. "I would not have to suffer such wounds, would that you all stay in form." He croaks, sending his glance ahead to the next barbarian coming down upon them.
ASHÜR moves to 19-36 and attacks KASSITE REBEL #2 with his BRONZE CURVED BLADE, dealing 6 damage, killing them! He receives 24xp and 1 Blade proficiency.
The Hellions of Gyr come under heavier resistance than anticipated, perhaps they should have forseen it with greater clarity. If Lyun was anything to speak of for his countrymen, the band was yet in for a difficult struggle. Hoping all was going just as well for the other three teams of their comrades, they pressed on.
The guttural wails of a legless rebel echoed through the inner streets of Der before quickly being snuffed out, the life having simply drained from their body. The realization had struck the rest of the up-risers with another assault from the brutish Hellion. 'Traitor!!' they called, alerting those within, a messenger quickly dispatching themselves ahead. This did not perturb Lyun, he readied himself, catching his opponent's spear but not without a gnarly graze to his abdomen.
KASSITE REBEL #6 attacks LYUN with their BRONZE SHORT SPEAR, dealing 9 damage! Lyun receives 4xp
Powering through the pain, his axehead came down with force, destroying the other's collarbone and driving further yet into his chest. The gouting blood dyeing Lyun's headband a further crimson.
LYUN counters with his BRONZE HAND AXE for 16 damage! Killing the KASSITE REBEL #6. He receives 24xp.
Then came the arrows. . .
KASSITE HUNTER #4 moves to 17-23 and attacks LYUN with their BRONZE SHORT BOW, dealing 6 Damage! Lyun receives 3 xp
LYUN counters KASSITE HUNTER #4 with his BRONZE HAND AXE, dealing 16 damage. Killing them. He receives 21xp.
KASSITE HUNTER #5 attacks Lyun with their BRONZE SHORT BOW, dealing 6 Damage! Lyun receives 3 xp.
It certainly wasn't the first time he'd taken an arrow head or two to his flesh, this time however they'd struck truer than most, thanks to their vantage. Following the trajectory of the first, another axe had found its mark straight into on of the slight hunter's faces, sending them to the ground. The brute catches his breath, his vision beginning to blur as his lifeblood leaked out onto the cobbled street. Why? What drove him to this deadly task? For the sake of his kinsfolk's future? For the Hellions? His own reasons. . .
Unbeknownst to the pitched battle of their comrade within, the band faces down yet more of the so-called barbarians in their quest for hegemony.
KASSITE REBEL #2 attacks ASHÜR with their BRONZE SHORT SPEAR, dealing 8 damage! ASHÜR receives 4xp
ASHÜR counters with SEEP dealing 3 damage and poisoning the KASSITE REBEL #2. ASHÜR receives 2xp
KASSITE REBEL #3 attacks SIRIS with their BRONZE SHORT SPEAR, dealing 5 damage! SIRIS receives 3xp
SIRIS counters with his BRONZE SHORT SWORD, dealing 13 Damage! SIRIS receives 10xp
KASSITE BRIGAND #3 attacks SIRIS with their IRON HAND AXE, missing!
KASSITE REBEL #1 attacks ZARIF with their BRONZE SHORT SPEAR, missing!
ZARIF counters with his BRONZE SHORT SPEAR, dealing 9 Damage! Zarif receives 7xp
Meanwhile. . . Makeen, the sneak-thief of the band, realizing his invaluable battle skills would not currently be needed, enters the nearest home. A hovel of mudbrick nearly on the outskirts of Der. Within, it is abandoned, perhaps unsurprisingly so. Without delay, he begins to ransack the home! There's not much left here, it seems either the other merc bands went through it on their prior assault or perhaps the Kassites when they claimed the city. But he does find. . .
MAKEEN acquires a BRONZE JAVELIN
Javelin MIGHT | 3 ACCURACY | 65 WEIGHT | 4 CONDITION | 20 RANGE | 1-2 SPECIAL | Doubles as a ranged attack COST | 110
KASHTILASHU: "So they were a mole. . . That good for nothing. . ." The Kassite chieftan's fury grows upon his brow, already feeling the sting of handing over their ill-gotten iron to Lyun. Toward the messenger he bellows, "Don't let them open the gate! And don't let them leave alive either! Kill him, for the glory of the Kassites!" Shortly thereafter, slumping back into the throne he mumbles to himself, "Damn. . . where is that woman?"
SORAYA: "Looking for me, my great Angal?" The veiling woman coos through the chamber's shadow, suddenly beside the man.
KASHTILASHU:: "Hmm. Indeed." He speaks, chin resting upon a fist. "What news have you?"
SORAYA: "Only the finest news of course. Our new pawns -- or perhaps allies if you prefer, shall be arriving any moment now~. . ."
KASSITE BRIGAND #1 VIT 20/20 KASSITE BRIGAND #2 VIT 0/20 KILLED BY SIRIS KASSITE BRIGAND #3 VIT 20/20 KASSITE BRIGAND #4 VIT 20/20
KASSITE REBEL #1 VIT 9/16 KASSITE REBEL #2 VIT 10/16 POISONED FOR THREE TURNS KASSITE REBEL #3 VIT 3/16 KASSITE REBEL #4 VIT 16/16 KASSITE REBEL #5 VIT 16/16 KASSITE REBEL #6 VIT 0/16 KILLED BY LYUN KASSITE REBEL #7 VIT 0/16 KILLED BY LYUN KASSITE REBEL #8 VIT 16/16 KASSITE REBEL #9 VIT 16/16
KASSITE HUNTER #1 VIT 0/14 KILLED BY ZARIF KASSITE HUNTER #2 VIT 14/14 KASSITE HUNTER #3 VIT 14/14 KASSITE HUNTER #4 VIT 0/0 KILLED BY LYUN 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
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: INDOMITABLE -- Character permanently gains +7 VIT.
ALLIES
RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.
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.
Ashür grumbles along with Iddin's frustrations, even if the priest himself presented a delectable target. With Lahamu's novice incantation failing to do more than singe a few trees, the bandit had already begun wheeking about to protect her.
ASHÜR moves to 18-37 and equips SEEP
The desperado's eyes open wider than their average squint, beside him a shadow enraptures the brush through the language stolen from the gods. "When did. . ?" His gaze turns to the young merc, still absorbed in what was perhaps his first foray into the art of Mysticism. To channel divine words through one's self for the sake of altering the tapestry of reality before you -- It takes a heavy toll on the mortal soul, especially regarding what form it takes. And Etor had chosen a particularly powerful word. . .
ASHÜR: "Get a hold of yourself boy!" He called out just as the glassen dome of Zuzu had encapsulated him. "It gets easier over time. . ." The bandit speaks, his voice forlorn. Though for certain, the rust on his mysticisms were apparent, long years it had felt since he played uncaringly with those divine threads. "But you don't have that luxury, watch and learn." Though in truth his voice likely couldn't reach Etor behind the glass.
ASHÜR casts SEEP on the KASSITE REBEL #1, dealing 3 DAMAGE, but failing to poison. He gains 2xp and 1 Mysticism Proficiency.
A wave of harsh miasma surrounds the rebel, yet despite his hacks and coughs, the stout Kassite manages to fend it off.
Perhaps some need to prove her worth to both her aloof husband, and further perhaps to her father, Lahamu darts from Iddin's side, her hands flurry out from the confines of her thin robes, tracing scorching patterns and divine utterances as she does. Before the brush for which the spearman stands she bellows out a cry, a ray of blistering flame sears through the earth, going wide past the first, but crisping the rebel beyond.
LAHAMU moves to 17-36 and casts SCORCH, missing KASSITE REBEL #1
Standing unfazed by the gouts of fire from the mercenary, the Kassite sucks at his teeth before her. "Hey girlie, that nearly burned my lucky shirt. . !"
LAHAMU: "Shit!" Was all she could muster, the failure of her spell right beside Iddin after that proclamation flushed her face with heat.
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.
ASHUR moves to 16-35 and equips FLAME
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?"
RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.
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!"
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.
KASSITE BRIGAND #3 attacks ASHUR with their IRON HAND AXE, but misses!
ASHUR counterattacks with his FLAME, dealing 5 DAMAGE! Gaining 5xp and 1 Mysticism proficiency
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.
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. 'Hm. If I'm caught by them, I'll surely be dead-meat.'
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
KASSITE HUNTER #1 VIT 0/14 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
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: INDOMITABLE -- Character permanently gains +7 VIT.
ALLIES
RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.
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.
KASHTILASHU: "Hm. You are kinsman indeed." The thickly black bearded man of large build and sun-cracked skin spoke. "Our shared blood is warrant enough to accept your aid, tell us, what news do you bear?" The provisional lord of Der's voice echoes across the small throne chamber, the still warm body of the Ensi Yasub-Yahad lies dead abaft, unceremoniously thrown into a corner until they can be dealt with. About the city are the likes of Kassities undoubtedly, some are garbed in clearly Akkadian clothes, while others must have come straight from Zagros for the movement here in Der. Yet all of them are on edge.
The brute takes a deeper breath and holds it briefly. He still holds no truths regarding his own chiefdom's involvement, but that answer would have to wait. He exhales, shaking his head unapprovingly. His lack of words might lead the Angal to assume the brute is apologetic about his lack of intel, and he certainly doesn't wish to rectify that assumption. Yet.
He extends an arm towards the chief, offering his "assistance" in future endeavors.
Kashtilashu nods his squared head with a thoughtfulness towards his kinsman. Before his voice returns to the hall, another replaces it. "Great and wise Angal. . ." Appearing in the midst of the throne chamber's dim firelight, an enshrouded woman kneels, her face veiled with little more than the flesh of her wrists showing. "Ye, of unequaled courage, unrivaled spleandour. . ."
Stroking his thick beard, clearly appeased by her words, Kashtilashu says simply, "Mnn. Yes? Speak, crafty Soraya."
Had the woman's countenance not, her name certainly strikes Lyun. She is no Kassite, nor Akkadian. . . "Our scouts have spotted three camps beyond the sourthern hills, but they are no army. Greedy coinblades the lot of them." She speaks softly.
KASHTILASHU: "So, Šar Kiššati does not yet fear us? Bwahah, let their hubris be their downfall. Mercenaries will break upon these arms you have provided us!" Producing an axe of polished gray metal, the Angal tosses it toward Lyun. "You, Kinsman, you are fierce of eye and strong of body. Allow no man pass the inner gate. Now go! For the future of our people!"
LYUN acquires an IRON BATTLE-AXE!
As the mountainous man takes his leave of the near-kinsfolk, the veiled woman again whispers honeyed words into the Angal's ear, "Wiser than the trees and sharper than any blade though you may be, great Angal, you may not be privy to the ways of the sellsword." She speaks, worming her way closer and closer with each word, "They do not know of honor in death, nor loyalty to anything but the Aurum."
KASHTILASHU: "Is this so? The Akkadian's put hungry dogs to our gate, if we were simply to feed them. . . Bwahahaa! Raid Der's coffers and make haste, let us turn the dogs upon one another, let them tear out each other's throats!"
The fighting was fierce across the doorstep of Der where it sunk into the foothills of the Zagros. But, as like they are, mercenaries are not the kind to give their lives up for any cause, no matter what idealistic future it could bring. With great guile, Hartuum's Hundreds, the Dark Suns, and Shulaar's Scorpions manage to draw out the inexperienced Kassites from their lightly fortified walls, taking the battle to the plains and farmlands. The barbarians, it seemed, bore little wit to defend the city unlike their mountain homes. Within six hours from morning's light, the main defending force had abandoned the outer walls. What's left of the Kassites cling to the inner city walls of the old district. Finding the right moment to strike as the combined armies melee out within and before the walls of the city, the Hellions of Gyr split into several groups to insert themselves -- The Men of Titub beat-back the rear-force advancing on their left-flank while Utu's Chosen do the very same on the right, allowing the band to slip in before the southern gates unassailed. Each band quickly identifies their completed objects and promptly leaves the rest up to the Hellions, having no true stock in the outcome as long as the Aurums flowed their way. With the captain's group circling about to be sure of your safety, Ashur, Zarif, Iddin, Siris, Etor, and Makeen find themselves on the inner road.
ASHÜR: "The time is now. . . It's best we spearhead rather than wait for the band to consolidate." The desperado's shifty eyes dart from one side of the horizon to the other, taking in the last of the tribal defenders who resisted the main shock force. "The iron is hot, let's move." He hisses, curved blade drawn forth. "Though I can't help but feel our formation is sorely missing something. . ."
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles. TRAIT: INDOMITABLE -- Character permanently gains +7 VIT.
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.
The captain nods along to Lyun's words thoughtfully, remaining cross-legged upon the dusty earth. He mulls on the thought, appreciating a rare moment of insight into the warrior's soul. After a solemn silence, Doan's dry lips part, "Perhaps there's more to--" Before he could truly finish his thought the foreign merchant's voice chimes in, his reasonable concerns are well-heard amongst the Hellions. Each of then showing their obvious support. The captain raises a hand to settle the light murmur against the gentle crackles of flame. "The lack of sleep must be getting to me, or perhaps my heart is not as stony as the boys say. . ." He raps a knuckle at the skullcap upon the fallen Hellion's spear.
DOAN-NASIR: "Let me clarify." He begins, taking the tablet back into his hands and squinting in the relatively dim light. "'Know that the bands calling themselves Hartuum's Hundreds, The Dark Suns, and Shulaar's Scorpions will handle the main assault.'" Doan paraphrases to an extent, filtering out the beautification of their would-be employer's script. "'The Men of Titub and Utu's Chosen' will take a support role where needed. Remaining in reserve until Der's fortifications are broken, The Hellions of Gyr will enter the city and subdue dissident elements. . .'"
Thereafter, Iddin makes his claim. Again, the band is in general agreement, while the captain continues to nod in contemplation.
DOAN-NASIR: "Shrewd as ever Iddin-Ninshubar." Yet, he allows his soft expression to sour some, "Akkad and the Ensis of the empire very much so acknowledge our independence, as do they the other bands named. And that is precisely why they've devised this operation." The captain stands, lifting up the fallen longspear of La'um. "Our fate as sellswords is simple, to die a coward's death in the midst of our greed, used as pieces on our employers' many boards. Yet. . . With the subjugation of Elam, no great battles are left in sight four our Šar Kiššati, and so we are purposeless. We become dangerous elements, starving wolves ready to snap at any scraps now that the pickings are slimmed." He raises the weapon, thrusts it forth to where it halts before Iddin, the priest unfazed. "We are like the spear, wrought into this world by the hand's of ambitious smiths to sate only the dunes' thirst of blood."
DOAN-NASIR: "In the eyes of Akkad we must be cast aside, yet why not make use and wear us down before striking the killing blow? Yes. . . Perhaps the day for our kind will come again, but we cannot wish that upon the common man, we have chosen this fate, must we condemn the Empire for doing the sensible thing? I cannot say. . ."
DOAN-NASIR: "Forgive the ramblings of a tired old fool." He says, placing the spear upon a weapon rack beside his own. "Iddin. Men. I put to you the question, surrounded by stronger bands with a greater grip yet still upon the vices of our lifestyle -- what were to become of us should we decline and so too be labeled dissidents?"
[center]I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.[/center]
<div style="white-space:pre-wrap;"><br><div class="bb-center">I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.</div></div>