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Messages - Digital Vulpine

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46
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: May 09, 2013, 05:57:06 AM »
Foxkind reluctantly agrees to a cease-fire, as they too have a more immediate threat that needs to be taken care of.  With the Aeronomican struck down by their reckless false god, the demons to the south had grown restless.  However, they admonish the foolish Fox-fox that the disaster which befell their lands is the result of their flirtation with heresy, just as had been foretold.  They warn that continuing down this path would doom their people just as surely as it had Man, and the world could ill afford another such cataclysm.

They strongly advise that it would be wise to forsake such forbidden knowledge, refrain from building any more dangerous weapons based upon it, and disarm the one they already have.  For the sake of the whole world, as well as their people. 

47
Well, my schedule is subject to change without notice, but for now I can manage any day between 17:00 and 20:00 Eastern (as I have to get to sleep at 22:00), or just about any time on a Sunday (my day off). 

48
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: May 04, 2013, 05:24:48 PM »
(To clear things up, as a quick summary these are my advances so far:
Ironclad warships
Guncotton
Breech-loaders
Combined Arms Doctrine)

49
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: May 03, 2013, 06:06:10 AM »
(For future reference, how did using Advance Civ send me from 2 Advancements to 1?  More dakka wasn't supposed to be a negative advancement.  {;) )

(Edit: Math check: if I had two advances before, and I gained one, how many do I have now? A: One B: Two C: Three D: All of the above
Sorry to be picky about it, but these things aren't cheap.)

Command Avatar: 1 point
Foxkind celebrated their victory over the Shades with great parades, theatrical reenactments of key battles, and many fireworks. Medals were awarded for skill and courage in battle, and particularly valorous individuals were hailed as Heroes of the Empire. The Emperor looked on this from upon the Golden Throne, and He saw that it was good.  However, he saw that in many places the battles had been closely fought, won only by the tremendous sacrifice of thousands of brave and faithful Foxen soldiers.  Better coordination and a stronger chain of command would be necessary to fight any less primitive races that may threaten them in the future.   He granted a vision to several high ranking officials in the Ecclesiarchy, the Council, and the Adetpus Mechanicus of a new organization, a Department dedicated solely to the Defense of the homeland.  After meeting together and discussing the visions the Emperor had granted them, these leaders establish the Department of Defense to take charge of managing and commanding all Imperial armies.

Advance Civilization: 6 points
The Department of Defense goes to work immediately, organizing and cataloging all the resources the vast armies of Foxkind have at their disposal.  They spend countless hours pouring over the historical accounts of past battles, studying, analyzing, and replaying them over and over again.  They use the knowledge they gather to create Combined Arms Doctrine, teaching commanders how to gain additional advantages from armies of different types supporting each other.

Command Order: Department of Defense: 2 points
With the internal threats taken care of, Foxkind turns its eyes outside its borders.  The world is still in chaos from the Fall of Man, and needs the benevolent guidance of the Emperor to set things right.  Across the sea in the former Human city of Trabzand, the heretical Fox-Fox meddle with forces they do not comprehend.  Resolved that such a cataclysm as the Fall of Man must never happen again, they decide that it is necessary to launch a preemptive strike to seize the Trabzandian Death Ray and turn the Fox-Fox from the path of destruction. The 1st Cadian Imperial Regiment and 2nd Ironworks Artillery Brigade board the 1st Expeditionary Fleet and 2nd Imperial Airship Fleet to launch their assault on Trabzand.

"The Fox-Fox's use of heretical magic to create weapons of mass destruction is a direct threat both to our homeland, and to the stability of the world.  The heresies of Man must not be allowed to take root in another race.  By seizing the former Human city of Trabzand, we will ensure that the heretical knowledge there is buried forever.  May Imperial justice account in all balance.  The Emperor protects."

Points spent: 9
Points left: 1

50
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: April 27, 2013, 03:01:09 PM »
"We are going to have to act, if we want to live in a different world."

Advance Civilization: 6 points
Recognizing the need to apply firepower more rapidly to Foxkind's numerous enemies, the Adeptus Mechanicus approves an ingenious inventor's patent for breech-loading rifles, declaring that after extensive study they have found his designs to be pure, safe, and free from heresy.  Single-shot bolt-action rifles are adopted as the standard issue Imperial infantry weapon, and Imperial ships are retrofitted with breech-loading rifled cannons.  The new weapons boast both superior accuracy and rate of fire.

Command Order: The Empirical Truth: 2 points
Foxkind will not tolerate the ongoing xeno violence within its borders.  The Ecclesiarchy of the Empirical Truth, in cooperation with the Inquisition, rallies the Lightguard of Luminurbis to defend the city against the strange shape-shifting monsters.
"For too long have these "Shades" infested our borders, soiled our land, and slaughtered our people.  In fealty to the immortal Emperor, our undying lord, and by the authority of the Golden Throne, we shall drive these monsters from our lands with our unshakable faith and inexhaustible armies.  May Imperial justice account in all balance, the Emperor protects."

Command Order: Adeptus Mechanicus: 2 points
The Adeptus Mechanicus does not take kindly to the violence visited upon their holy forge city of Ironworks.  In retaliation, the 1st Ironworks Imperial Regiment and 1st Ironworks Artillery Brigade march on the City of Shadows with orders to take no prisoners, and leave nothing standing.

Command Order: Adeptus Mechanicus: 2 points
In order to protect their strategic Promethium reserves, the Adeptus Mechanicus commissions the 1st Imperial Airship Fleet to transport the 2nd Cadian Imperial Regiment to the City of Mourning, and support them in purging the abominations there.

Command City: Cadia: 2 points
As the Army of Bad Karma marches away from the City of Despair, the 1st Cadian Imperial Regiment filters out of the woods and assembles on a hill overlooking the defenseless city.  A highly decorated general surveys the area before him smugly as he smokes a large cigar.  The Shades were in for a nasty surprise, thanks to his tactical genius.
"Sir, what are your orders?"
"Once we have taken the city, purge the whole place with Promethium and bring in the guncotton charges.  What doesn't burn will be buried in rubble when we collapse the caves."
"Yes sir, General Creed!"

Points spent: 14
Points left: 0

51
Heh, if only I could control time in real life, and never worry about deadlines or schedules again.  {;)

At any rate, here's what I've got for a character so far.  I'll be trying to fill the bio out as I learn more about the setting, to avoid too many conflicts.

52
I guess I might try to join as a Time Mage.  Which day doesn't really matter to me, but it would be easier for me if this ran an hour or two earlier (ie 1800 or 1900 EST) since I have to leave for work a little after 2200.  

53
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: April 19, 2013, 08:03:43 PM »
In the aftermath of the battle, Foxkind recovered the Emperor's body and brought it back to Luminurbis. It was a time of great mourning, for though they had won the battle, they had paid a terrible price.  Record keepers struggled to number and identify the dead, that they might be honored with the Emperor for their sacrifice.  

The Emperor was brought to the tower of the Aeronomican.  There Foxkind's most renowned scientists, most brilliant engineers, and most pious priests gathered for forty days and forty nights, caring, designing, working, and praying.  At the end of forty days and forty nights they emerged to reveal their divinely guided work, the result of their monumental devotion to the Emperor.  They had constructed a Golden Throne the likes of which the world had never seen, with vast mechanisms to maintain the Emperor's fragile life and act as a focus for his still mighty will.  The priests assured the people that though the Emperor's body was entombed in the Golden Throne, his spirit watched over them all and battled daily to protect the Empire from the enemies that surrounded it.  Furthermore they pronounced a prophesy: that when the Empire once again finds itself in a time of great need, battling for its very survival against enemies at its gates in the distant future, the Emperor would return to lead Foxkind to victory and usher in a new era of peace.

However, when questioned about the terrible demon, Saul, whom they had seen vanquished on the battlefield that day, the priests' prophesy was more dire: "That is not dead which can eternal lie, and with strange aeons even death may die."

Purify Civilization: +1: 4 points
One cannot mourn forever though, and as the time of mourning passed the time to rebuild and fight on arrived.  Foxkind resolved to build its Empire stronger than ever before, to gain security for their people and ensure that such a disaster could never happen again.  Their devotion to the Emperor and their resolve to purge the demons from their lands are made stronger by their trials.

Establish Order: 4 points
Having witnessed the fall of Man, Foxkind's hatred of heretical magic burned hotter than ever before. Resolving that they must never allow themselves to fall to such a fate, they establish the Adeptus Mechanicus with the solemn duty of rigorously testing all new inventions, to ensure that they operate on pure and holy technology without the taint of heretical magic.  Furthermore, they were tasked with documenting all approved devices and their designs, to be stored in every city's Patent Office so that the knowledge of their construction might be preserved and accessible to all.

Command City: Porttown: 2 points
Foxkind grew concerned as explorator airships reported the activities of strange two-headed creatures to the northwest.  In order to prepare for a possible defense against them, Porttown organizes its ironclads into the 1st Expeditionary Fleet  

Command City: Luminurbis: 2 points
In order to be better prepared for attacks on their capital, Luminurbis establishes the 1st Lightguard Regiment.

Command City: Cadia: 2 points
Realizing that the war with the demons is far from over, Cadia raises the 2nd Cadian Imperial Regiment.

Command City: Ironworks: 2 points
In order to better support the southern front with superior firepower, Ironworks raises the 2nd Ironworks Field Artillery Brigade.

Command City: Blackwell: 2 points
Airships are in high demand throughout the Empire, as Imperial generals recognize the many benefits they bring in terms of logistics, maneuver, and firepower.  Blackwell commissions the 2nd Imperial Airship Fleet, and tasks them with supporting the Western half of the Empire.

Points spent: 18
Points remaining: 2

54
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: April 12, 2013, 03:48:53 PM »
Catastrophe: 10 points
Many years had passed since the Great Purge of the Inquisition, since the Heretics of the Ordos were driven en masse from the lands of Foxkind by the heroic soldiers of Cadia and their beloved Emperor. Then one day, something happened that was equally unthinkable and inevitable.  The earth trembled at its very foundations and the sky was torn asunder as the cities of Man crashed to the ground, victims of their own arrogance and heresy. Storms of ruinous energy raged day and night, scouring the mountains that once served as a bulwark between their homes and the hellscape to the south.

Even as the storms raged, black banners flew on the horizon. Banners bearing a single unblinking eye lined with eight jagged arrows stretching out towards each point of the compass, painted in blood.  The Heretics of Mordor had returned, twisted and driven mad by their position in the center of Man's cataclysmic fall, brought through the destructive storms by powerful magics unlike anyone had seen before. With the mountains no longer blocking their path, they marched directly on Luminurbis, seeking to strike down the heart of the Empire and destroy the Aeronomican, the last great force keeping the demons at bay.

The armies of Foxkind respond in force.  The 1st Ironworks Imperial Regiment is the first to meet the heretical armies and their demonic cohorts.  Rank upon rank of loyal soldiers stretch out across the rolling hills, cuirasses and helmets of the finest steel glinting in the sun as they fire volleys of disciplined fire into the enemy.  But their line cannot hold, for every demon or heretic they kill is replaced by ten more.  Little by little the 1st Ironworks looses ground, bounding back while their brothers in arms provide covering fire.  Knowing that their calculated retreat can only buy them a little time, messengers are dispatched to the other cities in all haste.

Blackwell is the first to respond, their airship fleet soaring across the hills to aid the retreating soldiers of Ironworks with fire from the sky.  The thundering cannons of the 1st Airship Fleet greatly slow the demonic tide, buying precious time for the 1st Ironworks' engineers to cross the valley in E6 and entrench themselves along it.  Men and materials flow to the hastily constructed fortifications, both from the nearby city of Luminurbus and cargo airships from Blackwell. For six days and six nights the 1st Ironworks holds the line with the support of the 1st Airship Fleet, the Emperor personally leading the defense effort.  On the seventh day, the 1st Cadian Imperial Regiment arrives from the West to reinforce the beleaguered garrison.  Meanwhile, the Porttown City Watch diverts troops and supplies to Luminurbis, to act as a final line of defense.

At first the line holds, the heretics unable to cross the valley without being cut down by musket and cannon from above.  But then something dark and terrible happened.  A monolithic demon had made its way to the front lines, eldritch energies shielding it from fire and lancing out to incinerate the fortifications.  Saul, the Scourge of Man, had come to bring about the ultimate dominion of the demonic forces.

“Faithful... Enlightened... Ambitious... Brethren.  In but a few decades, a few mere swipes of the pendulum, we have gathered a sacrifice to Kaos that will be made legend.  Though it was a simpler, weaker voice that illuminated me when I walked the halls of Adamis, it was a messenger of Kaos who showed me the true path to freedom from our pathetic gods.  And what is this path?  This meaning, this purpose to which we gather the skulls of our foes? 
It is nothing.  There is no meaning, no purpose.  We murder.  We kill.  It is mindless savagery.  This WORLD IS MINDLESS!  In mere hours, millions will die.  Innocent!  Guilty!  Strong and weak!  Honest and decietful!  ALL of them!
They will scream, they will burn, and for no purpose but that mighty Kaos may revel in their bloodshed!
And united in this void of purpose, fear, or duty... we shall at long last be free! Blood for the Blood God! Skulls for the Skulls Throne! LET THE WORLD BURN!"


Hearing this the Emperor stepped forward, brandishing his fiery sword and clad in his golden armor,

“Such are the ways of demons, to lie and deceive us!  Destroying it is the only way to avoid its influences!  Stand with me loyal soldiers, strike down the demons in the name of all Foxkind!”

The Emperor charged the demon head on, battling its dark magics with the holy light of His will and the fiery steel of his sword.  For three days and three nights they fought while the battle raged around them, eldritch plasma and holy light lancing through the sky.  The light of the distant Aeronomican shone as bright as the sun as the Emperor's fury surged.  At last the Emperor's sword cleaved Saul from shoulder to thigh, and he raised it again to finish off the wounded demon lord.

Suddenly a bolt of eldritch magic struck his chest, piercing his armor through front and back.  As the wounded Emperor fell to his knees, his powerful mind reached out to the source of the spell, Lore Bostic, who had hidden himself and his followers among the demonic horde.  With a mighty and final act of will the Emperor scoured Bostic's very soul from existence, erasing every trace of it from the immaterium. The evil mage's body collapsed to the ground as a lifeless husk.

But the Emperor fell as well, mortally wounded and unable to stand.  Without their Emperor, the armies of Foxkind would be hard pressed to defeat even a wounded Saul, the seemingly endless horde of demons behind him aside.  Nonetheless, they were overcome with such righteous wrath that they drove the demons completely out of the valley, such was the fury of the fire they unleashed on their enemies.  The line would hold, but at what cost?  And what of the lands to the east of the valley, where the Batosian city sits undefended?

In the distance the light of the Aeronomican grew dim, hanging by a thread.

Result: Lore Bostic killed, Emperor and Saul wounded.
Points spent: 10
Points left: 5

55
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: April 04, 2013, 12:04:29 PM »
Command Civilization: 4 points
A group of Foxkind rebels, having forsaken the Empirical Truth and embraced the worship of dark gods, attempts a coup in Cadia.  Their attempt fails miserably, as the loyal citizens of Cadia fight to defend their homes from the ruinous powers and drive the rebels out of the city.  The rebels flee south and east through the mountains, pursued and run down by the victorious Cadians until they reach the Chaos Wastes.  Here, deep in a region of such strong Demonic influence that even the Cadians fear to tread upon it, they lick their wounds and establish the city of Mordor in the southeast corner of F7, hiding from the eyes of both Fox and Men.

Command Avatar: 1 point
Hearing of trouble and turmoil on the home front, the Emperor appoints a general over the 1st Ironworks Imperial Regiment to carry on the Great Crusade in his name and returns to Foxkind lands to investigate the matter Himself.

Finding the Inquisition rife with corruption and the people in open rebellion, he assumes direct leadership of the Scholars of the Empirical Truth and undertakes a great purge.  No demonic taint can hide from the Emperor's holy light as he leads his faithful from street to street, house to house, purging the unclean wherever they are found.  The Inquisition's membership is decimated in the Purge, and their leadership is replaced by the most faithful scholars of the Empirical Truth.  The Inquisition will continue to exist, continue to carry out its duties, but now it will do so tightly bound to the will of the Emperor.

With the purge complete, the Emperor turns his attention to the rebels.  Clad in gleaming, golden plate armor and carrying a sword that burned eternally with holy fire, the Emperor set out to Cadia.  There he rallied the loyalists in the city to form the 1st Cadian Imperial Regiment and personally led the pursuit of the rebels.  His cape, red as blood and trimmed with gold, unfurled off the back of his armor as he led the charge to cut down the fleeing rebels.  With a mighty battle cry of "The Emperor protects!", the 1st Cadian Imperial Regiment pursues the rebels across the mountains and far from Imperial territory.

Command City: 4 points
Recognizing the value of Batosian trade and realizing that Man has clearly abandoned its crusade against the ruinous powers to become little more than common heretics, Blackwell Commissions the 1st Imperial Airship Fleet, utilizing the latest prototype Justicar-class airships.  Lifted by hydrogen derived from the promethium fuel that fires its steam boilers and equipped with lethal guncotton cannons, the Justicar class is designed to provide airborne escort for Batosian trade ships, transportation and close fire support for ground troops, and with support from the latest in ironclad wetships allow the Empire to project power at an unprecedented level.  The Imperial Navy issues a standing order that both airships and ironclads are authorized to intervene at their own discretion to protect the Empire's trade interests against predation by heretical Human pirates.

Points spent: 9
Points left: 3

56
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: March 27, 2013, 09:38:19 PM »
Dark times are upon Foxkind.  Beset by demons from without, xenos and heretics from within, they must constantly be on their guard.

On advice from the scholars of the Empirical Truth, the Council declares that any creature found bearing the red "pom" of The Beast is to be slain on sight, impaled lengthwise upon a pike, and flayed.  The corpse and hide are then to be burned separately, with sufficient fuel to ensure no flesh remains.  Additionally, anyone found to be keeping, harboring, tending, or otherwise aiding the abominations shall be whipped, have their eyes put out, and be hung until dead.

The Ordo Cabalis Illuminus is declared a heretical cult, and the Council offers rewards for any information leading to the arrest of cult members or the identity of their leader.  Regarding convicted heretics, or any determined to be subject to demonic influence, the Council decrees that they are to have all their limbs amputated and be left to bleed to death.  The body shall then be burned to ensure no taint remains.

Command Avatar: 1 point
With the Council's resources increasingly devoted to crushing corruption and heresy within the realm, they find their ability to lead the war against the demons greatly diminished.  Following a vote, the Council nominates the Primarch to lead the military forces of Foxkind as their Emperor.  The Emperor raises the 1st Ironworks Imperial Regiment in Ironworks to renew the offensive against the ruinous powers.

Command Race: 4 points
However, discovery, exploration, and trade continue to move forward amidst the dire struggle against corruption, heresy, and chaos.  Fox diplomats make contact with a curious race known as the Batosians.  A strange, whimsical, and naive race, but one that seems to have abstained from heresy if only by sheer luck.  While their technology is fascinating, Foxkind cannot comprehend how they tolerate the corpse-like stench of their fuel source.  As word of these technologies circulates among the scholars of the Empirical Truth, however, they are struck with inspiration on how to deal with that problem.  They found the coastal city of Blackwell at the head of the river in D7 with two purposes: to extract the oil in that region, support the Imperial Navy on the Eastern side of the continent, and facilitate trade with the Batosians.  Three purposes.

Advance Civilization: 5 points
One day while performing experiments in his kitchen, a Foxkind alchemist knocked over some beakers containing Oil of Vitriol and Aqua Fortis.  Frustrated at the setback he reaches for a nearby cotton cloth, cleans up the mess, and forgets about it.  Until the cloth spontaneously detonates on the drying rack, and blows a hole the size of his table in the wall.  With great excitement he immediately reports his findings to his fellow scholars of the Empirical Truth, and Foxkind discovers gun cotton.  Seeing great potential for this substance in the war against the demons, the Empirical Truth contracts the forges of Ironworks to devise weapons using this new explosive. Foxkind invents guns, fitting their navy with gun cotton cannons and developing smooth bore muskets for their infantry.

Points remaining: 2

57
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: March 20, 2013, 04:28:19 PM »
Foxkind is intrigued and disturbed with its discovery of the xenos who call themselves "Men".  They are a strange, tailless people who practice heretical witchcraft. However, their zeal to fight the ruinous powers is commendable, and after discussing the matter with the Primarch, the Council of Luminurbis and scholars of the Empirical Truth reach an agreement that so long as the heretics wish to destroy the demons, it is prudent to let them do so.

Advance Civilization: 5 points
In the city of Porttown engineers develop new construction methods to build mighty ships, capable of crossing the treacherous seas and discovering distant lands. The Council of Luminurbis establishes the Department of the Navy to manage and administrate the fleet.

Command Race: 4 points
Foxkind expands East, to the valley in E7.  There they establish a watermill on the river that develops into the city of Ironworks, a mighty city of industry.  Here they will forge armor, machines, and weapons of war to smite the spawn of the ruinous powers with holy steel.

Command Avatar: 1 point
Seeing that the hostile denizens of the desert could be hazardous to Porttown and its mines, the Primarch appoints a City Watch to protect the town.

Points left: 2

58
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: March 13, 2013, 02:25:58 PM »
After aeons of preparation, an ancient plan is set into motion.  

Command Avatar: 1 point

In E6 the Avatar receives its instructions and creates a race in its image, in its likeness. They are given minds to think, hearts to feel, feet to travel and hands to work.  Their fiery red fur and long, bushy tails mark them as the children of their creator, who they name Primarch.  For themselves, they take the name Foxkind.  To their Primarch's master, however, they give no name, for the knowledge of him is hidden until such a time as they are ready.

Fearing that extensive use of magic would lead to complacency and render them vulnerable to the ruinous powers that even now encroach on their lands the Primarch curtailed their magical potential.  Their minds were veiled against the tides and currents of the immaterium such that few would ever be aware of it, and those that were would have but fleeting glimpses.  To repay this handicap, their intellect is sharpened and their faith made resolute.  They are to be masters of the physical realm, protecting their forest and reclaiming the tainted lands around them with fire and faith.

Order: The Empirical Truth
The Empirical Truth is the faith that binds Foxkind together.  It venerates the Primarch as the first and most perfect of their race, immortal but not divine (a discrepancy the people are kept ignorant of).  It denies the power of magic, demanding an empirical explanation for all things.  It maintains that anything not understood has simply not been sufficiently researched.  It also teaches that it is their manifest destiny to go forth and bring the light of the Empirical Truth to all corners of the world.

Command Race: 4 points
Around the tower in E6, the Foxes build their capitol city.  They regard the tower itself with great curiosity, but are taught that its workings and care are the responsibility of the Primarch, who uses it to protect them.  They name the city Luminurbis, the City of Light.  The tower and its light are visible for many miles,  aiding in navigation around the area.  It becomes known as the Aeronomican, a guiding light in the sky.

Command Race: 4 points
After explorers discover gold beneath the sands of D6, they establish a city on the shore there close to the border with E6.  The city is named Porttown, dedicated to both fishing and trading the riches of the desert.

Advance Civilization: 5 points
Luminurbis becomes a center of science and research, dedicated to the Empirical Truth.  The technology of Foxkind is crude to begin with, but develops rapidly as they discover principles of metalwork, masonry, agriculture, and various physical sciences.  With subtle help from their hidden deity, they advance to a level roughly equal to early Medieval Europe.

Command Race: 4 points

On the border of F6, just inside the protective light of the Aeronomican, Foxkind establishes an outpost to watch their southern border and defend against possible incursions.  They name the outpost Cadia.

Command City: Cadia: 4 points
Being a defensive outpost, Cadia raises a garrison.

Points spent: 22
Points remaining: 3

59
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: March 07, 2013, 05:31:12 PM »
This cannot be.  Demons bring pestilence and chaos to holy lands, and must be reprimanded.  The Avatar must be called to action.

Command Avatar: Shape climate (2 points): The Avatar, even in its unfinished state, is mighty.  With righteous fury it cleanses the lands of E6, E7, D6, and D7 of foul demons.  Its power is felt most keenly in E6, where the ruinous taint is almost completely eradicated.  The other regions see demonic influence greatly reduced.

Shape Land: 3 points
A tower of stone rises in the center of E6, infused with holy light to hold the demons at bay.  It is a crude protection for the region, holding back the tide by sheer force of will, but it will suffice for now.

Vote to end the first age, since I'm out of ideas for this stage. (I should be able to keep my plans intact through another turn anyway, though)

60
Role Play Theater / Re: Dawn of Worlds the 2nd!
« on: February 27, 2013, 11:04:45 PM »
There is a mysterious silence as an unnamed power makes preparations for its greatest creation, a mighty army that will carry its Truth to the corners of the world.

For now, nothing happens.

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