Trektek
Happy Necromancer
BoN: Stone Age
After ten thousand years, civilization is finally recovering from the mass extinction that it had suffered through the demonic purges of The Old World. All of the old vestiges had been cast away, leaving only relics,some buildings and vaults to be found and discovered.
Nothing of the cultures or the people of that Old World truly remained any longer. Now it was to be the time of the new clans that have formed and could possibly grow to great heights. Though technology was lost, over time it could improve once more.
But for now, cultures will clash as they explore the land for resources and territory. Most likely violence will erupt as religious ideologies come into contact with each other with conflicting ideas. Races that are incompatible with others will consume and grow or falter and wither.
Now is the time to see which clans will turn into nations. Now is the time to see which nations will endure. Now is the beginning of The Stone Age!!
(Each player will get to perform 2 actions a turn. Each turn, players will choose from 1 of 3 options during a Break Point. Players will only have 1 NPC event/Adventure a turn. Players can have multiple Player interactions a turn. Movement is 1 named territory per turn unless you have mounted units which can move 2. Turn posts will be processed as they are posted. The following turn will only begin once all players have posted for that turn.)
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Astoria
The Goliaths of The Stormwrath Peaks
The Devil’s Hand was filled with volcanic ash and soot at this time of day and The Skypiercer was not different in that regard. So as such, it was not a particularly clear day, but a day that was still worthy of entertainment to stave off any boredom.
Some Goliaths were throwing stones around to each other in a form of game that they called Stone Throw. The point of the game was to catch the Stone and make it past the other Goliaths to their side of the Ash Field. You scored a point if you managed to add your Stone to the pile without getting caught. The first team to land one land in the pile for each member of their team would win.
As one of the teams managed to win, a volcanic eruption seemed to answer the cries of victory. Another lava flow occurred a few miles from the clan’s camp. The Skypiercer seemed especially active in recent years. But of course, this gave them strength, strength against the elements. They were strong and would continue to grow stronger. But could they use that in another way to their advantage?
This gave an idea to The Great Hearted Alexandros. He had a few options that he could give a try.
BREAK POINT:
After ten thousand years, civilization is finally recovering from the mass extinction that it had suffered through the demonic purges of The Old World. All of the old vestiges had been cast away, leaving only relics,some buildings and vaults to be found and discovered.
Nothing of the cultures or the people of that Old World truly remained any longer. Now it was to be the time of the new clans that have formed and could possibly grow to great heights. Though technology was lost, over time it could improve once more.
But for now, cultures will clash as they explore the land for resources and territory. Most likely violence will erupt as religious ideologies come into contact with each other with conflicting ideas. Races that are incompatible with others will consume and grow or falter and wither.
Now is the time to see which clans will turn into nations. Now is the time to see which nations will endure. Now is the beginning of The Stone Age!!
(Each player will get to perform 2 actions a turn. Each turn, players will choose from 1 of 3 options during a Break Point. Players will only have 1 NPC event/Adventure a turn. Players can have multiple Player interactions a turn. Movement is 1 named territory per turn unless you have mounted units which can move 2. Turn posts will be processed as they are posted. The following turn will only begin once all players have posted for that turn.)
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Astoria
The Goliaths of The Stormwrath Peaks
The Devil’s Hand was filled with volcanic ash and soot at this time of day and The Skypiercer was not different in that regard. So as such, it was not a particularly clear day, but a day that was still worthy of entertainment to stave off any boredom.
Some Goliaths were throwing stones around to each other in a form of game that they called Stone Throw. The point of the game was to catch the Stone and make it past the other Goliaths to their side of the Ash Field. You scored a point if you managed to add your Stone to the pile without getting caught. The first team to land one land in the pile for each member of their team would win.
As one of the teams managed to win, a volcanic eruption seemed to answer the cries of victory. Another lava flow occurred a few miles from the clan’s camp. The Skypiercer seemed especially active in recent years. But of course, this gave them strength, strength against the elements. They were strong and would continue to grow stronger. But could they use that in another way to their advantage?
This gave an idea to The Great Hearted Alexandros. He had a few options that he could give a try.
BREAK POINT:
- Create Magma Moats by diverting any coming lava flows
- Set up a Blacksmith near the volcanoes active lava flows
- Use the remains of the Lava Flow to create Ash Golems
Followers of Izel
The Amazonians were all dark skinned beauties whose looks were as equaled to their strength. They had been created from the very stone in the ground, given a breath of life by their goddess Izel, to serve her daughter, Tikal.
They were fierce, they were strong, but most of all, they were devout in their beliefs. Every morning, they gave their prayers to the goddess and their immortal leader, her daughter, the demi goddess Tikal. And every night they did the same once more. They were grateful for the life that had been given and do not forget their humble origins, no matter how many generations might pass.
Their home, the Jungle of Tikal, they knew, was not fit for a goddess, not yet at least. But they had ideas to do so. Some ideas could give their home beauty, while others, strength.
BREAK POINT:
- Use the Natural Stones to craft a Holy Temple
- Use the Natural Stones to craft a Defensive Wall
- Use the Natural Wood to craft an Effigy of Tikal
The Moonsworn
King Izgil was born from the Skystone. He knew its power, as did the Dawi that served under him. He could feel its power when it thrummed with the mystical energy that glowed. He would know when more of that emerged from its dormant slumber, whether having fallen from the sky, or even just emerged from a dormant state in the ground. He would know.
The dwarves of The Moonsworn did not necessarily have some of the numbers of other clans that were out there, but what they did have was the strength of technology and access to at least some stores of Copper from which to build great things.
Some of those great things were the freshly minted Copper Golems that were currently lugging around large chunks of Copper, placing them into stone carts and depositing them in the depot to be crafted into weapons, armor or even more Golems. These golems were very ornate, but also intimidating looking. Any who wronged The Moonsworn would soon see themselves on the wrong side of their heavy copper fists.
However, there must be a better way to do things than just wield their state of the art golems as mere laborers. Even if they are good at it.
Current Copper: 20 Units
BREAK POINT:
- Using existing Rock formations, cultivate pathways to PUSH the Copper.
- Using existing Stone, carve out a simple group of STONE SERVITORS to aid in Copper retrieval.
- Using Cuneiform, set up a work schedule for the Dwarves.
Woodland Federation
The forest was ancient by any normal race standards. Heck, especially by its own animal inhabitants. For them, it had been around longer than they can remember. And longer than their parents and grandparents could remember.
For them, it was always there. But for Kwerkus, well, Kwerkus itself was probably always there. They say that it was the progenitor, the very first oak. At least, perhaps it was the very first Oak in these lands.
The Grovelings went about their normal play. The mice played tag, while the ducks raced each other in the small ponds that littered about.
It was a calm time. A peaceful time for the Woodland Federation. It was always a peaceful time for them. For they were an eternally peaceful people and as far as they knew, they would continue to be for ages forward.
They told each other stories. These ranged from simple daily quests from the mice, to the wind patterns of the ducks and other avians from the skies above.
But soon, tales began to circulate of a GREAT MONSTER that was on the outskirts of the forest. What would they do?
BREAK POINT:
- Ignore the rumors of this GREAT MONSTER
- Send a Delegation to TALK with the GREAT MONSTER
- Leave an offering for the GREAT MONSTER
The Penitent
Orpheus and the others had over time been drawn into the area around the ancient cathedral. They are pulled there by forces that they don’t truly understand and it is doubtful that they would, even if it was explained to them. So far beyond their knowledge.
Those drawn in have set up a series of tents that they are living in, small things that are made of wooden sticks, vines and leaves to try to keep out the elements. Though it is difficult to keep out the rolling fog that occasionally comes in from the East.
The assembled worship the Archlector and all he has to speak in front of is the ancient cathedral. While it provides a great backdrop, there could be MORE. The only way that his words would carry them ever forward was if they could get inside the ancient structure.
It was apparently well built as the elements have not left it open and it is by far a sturdy lock. The Penitent have come up with some options on the matter.
BREAK POINT:
- Attempt to pick the lock on the door.
- Attempt to Break Down the Door
- Decorate the Outside to make it extra holy, while barring any from Entering
Blackrock Troop
The Old World Obelisk known as the BlackRock has stood there since time immemorial. It had seen civilizations grow and civilizations fall. But now, it has created its own. The Blackrock Troop were monkeys that were taught by the BlackRock and educated on the ways of civilization so that they could become one, spreading far and wide.
Though they are but a young civilization, they are greater than many, having been given the secrets of early technology from the Blackrock itself. They have become more than they were and more than other clans around them. The only tales they hear of a people more advanced than they were of The Dwarves in the West.
However, some have decided that they are not learning and growing fast enough, that they need more, now. These monkeys that feel this way are being led by a young upstart, a Great Warrior known as Jo. It is only a matter of time before this could come to a head.
Perhaps they would fight those loyal to Blackrock. Or perhaps they would attempt to make their way West and find these technological dwarves.
BREAK POINT:
- Talk some sense into Jo
- Have Jo challenged to Single Combat by a chosen champion
- Ignore the Situation at Present (Perhaps it will go away)
Glimmerhill Giants
The Stone Giants lived a peaceful life up in the hills and mountains of the North Forests. For ages, they have been mostly undisturbed as those whom had did not last very long. They were strong, though slow. But lived in a semi harmonious state with nature.
They lived in one of the most bountiful forests in all of Astoria and there was not much in their own mountainous area that they did not know what was going on. The hunting grounds were plentiful, the fruit trees were in bloom and there was plenty of potable water for drinking.
A few Grungle Grunks returned with some Slops, looking quite disheveled, even for Grungle Grunks and Slops. Apparently, they had come across a group of bandits that made a camp in the forest. Something had to be done, right?
How could these bandits have arrived there without their knowledge on their home lands. And without paying any tribute?
It seemed that someone needed a lesson to be taught, right? Can that be let stand, or perhaps something else could be reached?
BREAK POINT:
- Fight the Bandits
- Parlay with the Bandits
- Leave the Bandits Alone (For now)
The Shifting Covenant
The Elven barbarians, gladiators and beastmasters all wished to become more. That was the very goal of their leader, Ekco A’thuun. They all wanted to believe in the power of evolution so that they could become stronger, faster, smarter. So that they could spread their ideology to all the corners of Astoria and possibly even beyond into the great unknown.
Their ancestors were much more, having lost much in the ages since the Old World. No longer were they all well lived. That was a luxury that only some were still afforded, such as their leader.
Now they fought for pleasure, for their own or for others. And they trained animals who would help them in their fighting. Crude fighting pits were crafted in times of battle and washed away with the seasons. Nothing permanently remains, at least not yet.
A young elf named He’o discovered a small well in the forest. He thought he saw something shiny down it and wanted help to get it. The young elf believed that it was something of value. Something that he needed.
BREAK POINT:
- Help He’o check down the well.
- Ignore He’o. Your warriors have far better things to do.
- Demand recompense before helping He’o check
Boltavia
The Eternals
Mythanar Fesandoral was something of a mystery. At least he was to his fellow elves that he had assembled on the Black Archipelago. He looked young, but he commanded a presence and a level of magic that was beyond them. He also had with him, a plethora of powerful magical items that he kept hidden away.
He was a true enigma to the people that followed him. But he made them all stronger just with his presence. And the Sea Elves and the Fire Elves knew that he was the one that would and could lead them all to greatness.
They would help him bring back the elven people to what had been lost. And it started with this tower that Mythanar had led them to.
For the last fortnight, they had camped outside it with tents made from wood and leaves. But something had drawn their leader there. And so they waited.
BREAK POINT:
- Use Magic to Open up the Tower
- Have the Fire Mages Blast the door down
- Conduct research using Magical relics on what to do with the Tower
The Valora Pod
The Pod is Life. The Pod is Happiness. The Pod is all that they have known. But it has been all that they have needed. They welcome all to the pod. Selkie and Sharkmen alike inhabit the lands and waters of the Leviathan Islands.
They have always provided everything that they have needed. And as far as they were concerned, they always would. After all, they never over fished, or pulled too many coconuts from the trees.
They did it all in moderation.
A wooden ship crashed into the island directly south of the Valora Pod’s home. A bunch of humans seemed to be shipwrecked and some even seemed to have perished. What would be done about this?
BREAK POINT:
- Try talking with the Shipwrecked Humans
- Have the Sharkmen EAT the shipwrecked humans
- Ignore the Shipwrecked Humans
The Flesh Prophets
All will become one. All your pain will be lost to the aether. All your desires will be our desires. Do you not want to live at peace? Do you not want to be somewhere that you belong?
We are growing and we are willing.
You wish to belong.
You wish to be OURS.
HAPPINESS IS WITHIN REACH
The Call is Strong, even across the Scorched Valley. And more will arrive each day to answer the call. The Sun does not scorch us. Only our enemies. Their flesh is added to our own.
The Tower of Belonging aids the cause, bringing them all in by droves. The Flesh Guardians protect the Tower covered in flesh, while the Flesh Puddings roam the perimeter. The mass of flesh and parts would drive many people out of their minds. But to those that follow Zoa, it is a normal sight. As are the Moving Parts, the leftovers from those either became a part of the whole, or from those who did not.
It was brought to the attention of The Leader that there was a Single Massive Golem trudging through the Scorched Valley.
BREAK POINT:
- Fight the Golem
- Talk to the Golem
- Ignore the Golem
The Aros Tribe
Kuro Aros had built this tribe up from nothing. He had loyal warriors and animals and this forest was his. There was no doubt that it was his intelligence, skill as a leader and powerful magics that had gotten them this far and it would take them even further.
He just knew it. He knew it in his young bones. Though a strange thought. Why would he feel it in his bones? The thought passed on from his mind.
His people’s skills as using the forest to their advantage had already netted them tents of the HIGHEST QUALITY and his people were often able to get good rest on piles of well kempt leaves.
Some Green Soldiers on patrol of their territory came across a large Treant that was moving through the area. It seemed a tad bit shift for them. So they came back to report to Aros to find out what they should do about it.
BREAK POINT:
- Talk with the Treant
- Kill or capture the Treant
- Ignore the Treant and let it move through their territory.
Mystics of The Calm
The Mystics of the calm consisted of intelligent capybaras and racoons. As such, they were far smaller than other clans out there. But what they made up for in size, they made up with in large numbers and technology.
Their control over irrigation allowed them in the warmer months to farm the land. They knew that they were lucky that they did not live further north or they would have to deal with the permafrost.
As it was, if they could control land further south, they could have a higher crop yield and allow their people to flourish even more. They are a patient people though. And could wait.
A more pressing issue was that the humans were spotted cutting down trees at the edge of the forest. They seem to have set up a rudimentary logging camp.
BREAK POINT:
- Send a delegate to talk to the humans
- Fight the humans (They shouldn’t steal your trees)
- Ignore the Human Loggers
Tendua Tribe
Vokar had made his deal. He and his heirs would have strength and speed beyond their wildest dreams. But his soul was to be lost to the demons and his bloodline forever tainted by the deal.
But now he and his kin have begun to rebuild their lives underneath the Great Skull Mound. It’s subterranean jungle giving a lush and plentiful bounty. With this, they could grow. With this, they could be protected from the dangers of the outside. With this, their people will flourish greater than they have ever before.
A pygmy fighter bowed to Vokar. “Great Chieftain. We have found an ancient temple covered in vines. What should we do?”
BREAK POINT:
- Send an exploration team to explore the Temple
- Bar any from entering the Temple and make it forbidden
- Leave the temple for now. (There are other things of greater importance to deal with)
The Nowhere Herd
The Nowhere Herd was always on the move, rarely staying in the same place for too long. The strange elongated people that made up the clan loved the cold and brought it with them, always.
The lands they traveled were harsh, not just because of their temperature, but also because of all the dangerous creatures that dwelled there. One had to be tough to survive. And the ones that lived there fought tooth, nail and claw to do so.
It was why The People were so tough. They used the land and even the mammoths against the other animals or even others who entered their lands with hostile intent.
Maya was using the Strange Glass Eye. It was a Relic of the Old World that was passed down and allowed strange information to fill her head when she looked at things.
As she was using it to look through the snowstorm, she spotted a Ruby Red Obelisk that had not been there before. The Glass showed DANGER!
BREAK POINT:
- Investigate the Ruby Red Obelisk
- Leave the Obelisk Alone
- Build a Snow Wall to Block it From View
The Brothers of Odin
The Brothers were a well kept group of warrior people. Almost all of their people fought or knew how to fight. Their leader, Bjorn Sigurdson was a reckless man. But one that was able to inspire his people to greatness.
They had carved out a life in The North, far away from all other major clans. But they would expand and grow. More warriors would become a part of their cause as they would populate the North and spread their way of life.
They would find other great warriors and they would fight them for honor and glory. To earn their path to greatness in that which lay beyond the here and now.
A scout named Thorhild reported that the Bridge to the South was guarded by a fierce Troll. It would most certainly try to block any egress to the rest of The North.
BREAK POINT:
- Fight the Troll
- Talk to the Troll
- Ignore the Troll and focus on a fleet to avoid the bridge