The Fated Dead

Angst

Rambling and inconsistent
Joined
Mar 3, 2007
Messages
15,823
Location
A Silver Mt. Zion
Currently the rules are somewhat unintuitively formatted. I aim to fix this eventually – I just wanted to get the thread up fast enough.
I've made a play guide you should read instead of the rules! Link is
here



-- The Fated Dead --​

fuby89K.png

Introduction
Tahn wouldn’t hurt a fly. He had grown up north of the big city, where the earth was rocky and cold. The toils of the farmer were embodied in his short statue as well as his level-headed, stoic look. He had thought himself wed to poverty, each day a battle to stay alive, and that’s why he went southwards. Not to gain glory, but to spite the anguish of his life. The Grim Maul arena indeed seemed to be the perfect place to spite life.

Tahn was given a blade in hand, a rusty, dull weapon. He was paid for each kill in the arena, facing naked peasants for the amusement of the city dwellers. He had thought himself bound to brutality, each day a battle to stay alive, and that was why he stabbed his countrymen. When he failed against strong opponents, he was carved in pieces, and then resurrected in short due, to prepare for the next battle.

Tahn was a good boy. But each and every death had his body scarred and carved, and in time his legs were replaced with iron and dark magick. He could not recognize himself in the mirror, all he saw was black fumes from his open esophagus. His old dagger was gone, and in its place a spear so vicious it had a barbed shaft, his fingers were covered in blood. He exited his cell, delighted in the distant yells of the crowd. He clenched his spear even tighter, his amorphous body covered in blood and pus. As he entered the arena, he saw his opponent, a naked, cowering peasant girl. Another victim play, he thought to himself.

Tahn wouldn’t hurt a fly. But whatever he had now become, would.

bufX3hV.jpg

Welcome!
to The Fated Dead. This is a character-driven IOT where players play as champions in a dark fantasy arena called the Grim Maul. Awesome fights grant the fighter wealth and glory, and even if someone dies, he will be resurrected after the battle. This all sounds nice, but the thing is, necromancers haven’t actually perfected restoration of life yet – whatever injuries the champion has received may remain in his reanimated body, and even the ritual itself may lead to disfiguring. What this means is that even if a champion starts as beautiful as Jaime Lannister, he will surely degenerate into a malformed abomination.

It’s not all downside, though. When recuperating from death, the dead champion’s body will probably be reinforced with machine parts, eldritch flesh or dark magick. The shambling remains may prove to become even more powerful at the player’s discretion. Additionally, beside ordinary or cursed equipment, voluntary surgery and vivisection may have the champion’s body artificially enhanced. Even victorious players can change their shape for the worse - for a price.

Game updates will account for the respective gladiatorial battles, which may take a lot of forms at the tournament organizer’s discretion. But even champions that aren’t involved in that week’s combat may take opportunities in the numerous activities behind the scenes of the actual arena combat – stuff like equipment shopping, getting on good terms with the arena’s crew, influencing the necromancers, conducting espionage, bribing people to ensure the next fight is in the champion’s interest somehow, and outright assassinating rivals between fights.

So, what will you become?

PWd6sLz.jpg

Game Mechanics

Battles are handled by a stats system that handles the factors and conditions of the champions going into battle. In orders, players will give directives of how they intend ot handle the battle, which is interpreted by the combat system. The numbers behind the stats system are secret, but player stats are given qualitative descriptions for players to keep track of. Battles are calculated through a limbs system - See in post #2 to figure out the stats sheet and how limbs work.

For progression, champions that win battles acquire some form of prestige and some gold, which they can invest in a number of ways, furthering their own position in the arena. Champions that lose battles may gain prestige, but as they lose it isn’t guaranteed, and they won’t gain any gold.

Gold can be used directly by champions to artificially enhance their own bodies. As you probably expect, losers that are maimed in some way may be enhanced as well during the reanimation process, but the enhancement is fundamentally random and even has a pretty large change to outright hurt you.

Prestige has to do with your relations with the Grim Maul staff as well as the crowd. If they love your carnage, you would probably gain some benefits, don’t you think?

Everyone may place bets on battles, players may even bet on their opponents if they want. What, you thought this world would be morally accountable for anything? Please.

Races/species-wise I actually made a 180° on my first IOT suggestion on the chat – you can only start as humans. This is a concession I need in order to easen the creation of the stats framework. If you want to be something else, don’t despair. The arena *will* make you into something else. However the world is vague enough for you to have near freedom in your creation of a character.

There are no classes, instead all combat proficiency is handled by skills and the limbs system. It is possible to play as a magic-user as much as it is possible to use weapons, the stats are intented to interpret your vision of a fun starting point.

There is no map of the Maul architecture, commonly called The Monster due to its immense size and the dark things hidden in the bowels of the complex.

Champions are bound to the Maul by admission. They may only leave the Maul with special permission (which is more often granted than not, but it still requires an application) and only temporarily. There are plenty of luxuries to enjoy in the Monster, however, and if you become a champion of the biannual tournament, you are allowed to leave the Maul permanently.

There's plenty of story to go through even if you don't take part in the battles during an update. Each room in the architecture has its own crew with its own interests, and with its own agendas you may work for or against.

I expect a certain tone from this IOT. Not that you can’t be something more light fantasy, but don’t expect me to accept an application for a rollerskating bubble gum ninja.

3OMhYhp.jpg

Update Events, Options and Orders
Each update accounts for a month, covering four weeks of arena action. Each weeks sees a multitude of fights, but each champion may only fight once a month. Every other week, the champion selects what actions to take. You perform one action per week – please list what you do each week in your orders. The following is an overview of activities each update.

Battles
When you are involved in a battle, you usually have a bunch of options that you may want to use, as well as certain options you don’t want to use. Now, I will of course NPC you in some degree. However, you may want to use certain tactics, bring in special gear for the occasion – or not want to do certain things, such as use rare consumables. You may also straight up act in some way I don’t know you want to, and in that case, please send orders. If I make you drink a rare potion when you didn’t send orders, it was due to the best of my abilities and I don’t want the blame.
Simply: Send orders if you want to have control over your fate. :)
And know, while the stats aren’t transparent, they shouldn’t be too opaque, intending for you to understand what’s going on, and what you should be doing against certain opponents. Look at the Sootroot item in the example stats above – stuff like that will show up.

*​

No Battle This Month - So what if you didn’t get picked to fight for an update?
In that case, there’s plenty to do.

● You can leave the Grim Maul and take a walk in Sargendourne, although that requires special permission from the administration.

● You can bid on the fights, earning gold if you bid correctly. You can also bid on yourself if you’re the one fighting, of course. Or on the opponent. What, you thought the administration has moral problems with that?

● You can attempt to bribe the administration for whatever thing you want happening. Send me a PM with your offer and your wish – usually you will get a counter offer which you can agree to.

● You can buy and sell all sorts of stuff as well.
Each month, each shop lists a number of services. Basically look over the shops’ offers for the update and you can buy what you want. Sometimes you may compete with other players for the same items – in that case, people with greater prestige have a greater chance buying that item. It’s probably a good idea to announce your purchases in the thread in case you don’t want competition – unless you value the secrecy.

● You can trade items and equipment with other players.

● You can use the stuff you bought to attemp crafting – this way you can be lucky enough to invent poisons, or create magical items yourself. Also, if you have formaldehyde, you can try out preservation as a hobby.

● You can train yourself in the barracks. Or rent a personal trainer to train you even more! Training in barracks gives experience, training with a personal trainer gives more, and fighting in battle gives experience as well. The xp gained is based on a die roll:
Training without a trainer: +1d6 XP.
Training with a personal trainer: +1d6 XP + XP equal to the trainer’s level.
Fighting in combat: +1d6 XP + XP equal to the opponent’s level.

● You can stab people. Don’t expect the administration to be too happy about that however. Kinda messes with their schelude.

● You can explore the depths of the Monster – there are plenty of places closed off at the moment. Mind you, of course, that this is perhaps the riskiest thing you can do – it is very rare that Grim Maul personnel scouts the tunnels, so if you die, your corpse may end up stuck for a year. You have been warned.

● You can just hang out in the commons, inquire people about things you want to know, bribe people, influencing the administration to do things more in your interesting, or you could join or manage a band.

● Oh, right… bands! Players are allowed to join bands, basically the official teams of this world. Bands have vendettas against each other, rivalries that the Maul administration loves to carry out in the arena. The bands attract a lot of fandom, gaining you prestige bonuses and sometimes even sponsorships. You may only be in one band at a time, of course.

● So let's talk about The Grim Maul’s Biannual Massacre
Besides the daily living in the Monster, and fighting the fights and scenarios organized every week, there is a larger thing at stake… Winning the biannual Grim Maul tournament, officially called the Massacre.

The name is no joke. Each and every champion are involved in the gruesome selection process ranging from chaotic pit fights to painful dueling marathons. Special fights will be arranged for the excitement of the crowd. Bands will be pitted against each other at large. Eventually the finals with the most succesful and popular fighters will proceed with 8 champions in elimination rounds.

The winner of the Massacre is allowed something very special… To be relieved of his covenant, allowed to return to the real world outside the Maul, with the vast wealth he has won.

R5oASOD.jpg

Character Application
Application said:
Player: CFC username
Champion name: The name of the champion.
Equipment: Describe your gear.
Abilities: Describe your combat style, your personal skills, basically everything you’re good at.
Background: Optional – describe where you’re coming from, what you believe in, how you ended up in the arena, and what you hope to get out of it.

I will interpret the above through the limbs system and add you to the stats post.

FAQ
● What do you mean by "vaguely medieval fantasy"?
Actually the Pathfinder/DnD5 setting (as much of it I'm aware of at least) just about contains what we're able to do in this IOT.
DISCLAIMER: I still consider this thing srsbsns so if PF somehow allows for say a boxing glove handheld camera artillery, I withhold the right to deny that. ;)

● Can you play as a magic user? (That don't use necromancy)
"Magick" is very widespread in the world and there are plenty of forms that don't use necromancy. Magic users aren't unlimited in powers, but there is enough variance for your particular idea to work - probably.

● Can we use guns? (Such as flintlock weapons)
Yes, early forms of firearms are appropriate to the theme.

● Can I use non-Western/exotic weapons? (such as an Aztec macahuitl?
Yes, as long as it is appropriate to the approximate era.
 
Setting
The world is vaguely medieval fantasy with about a hundred known polities, but suffering is a huge thing basically everywhere. The Grim Maul lies dead center in the city state of Sargendourne, a massive rat’s nest of all creeds and kin, of course the cosmopolitan center of the world. The city accounts for over five million people and its quarters account for several sorts of metropolitan microcosms. The west of the city is the Sargen coast, basically one long strand of docks. The north is walled against a rainy waste of Balticesque coldish soil. The east borders a mountain chain named the Humerones. The south of the city borders warm rich Frenchesque farmland. The arena itself is owned by silver mogul Kabal, who also owns the church buildings of all the city’s religions, and he also oversees the Cult of Wonder, which oversees the necromancy necessary to keep the Maul going. The city is kingless, ruled by a small aristocracy, deeply corrupt, keeping slaves and abusing impoverished peoples all over the world.

uEHnTrx.jpg

The signature

”So, what’s your name?”

”Uh. Tahn.”

The clerk did a small scribble in the tome, then opened a drawer, pulling a gold lined scroll from it. He looked it over, coughed, and placed it in front of him. He measured Tahn’s scrawny, short body, coughed again, then handed the scroll to Tahn. “Here,” he said, “This is where you sign your name. Now. Law compels me to reiterate the consequences of your signature. The contract is binding by law and magic. You are not allowed to leave the arena grounds unless at our discretion.” Another cough. “If you do, we are allowed to have the the magical seals and spells in you stop functioning, and you will basically be ripped apart.” The clerk held a fist towards his mouth again, but this time it was a slight pant. He continued. “Of course, winning a grand tournament – the biannual Massacre – allows you to leave the Maul.”

He pushed the scroll forward. Everything the clerk was saying was written there, a small line ready for Tahn’s signature at the bottom.

“Now, ah, khgh,” the clerk coughed, “You also agree to be resurrected at the discretion of the Maul staff. Sometimes the regeneration may be unspeakably painful. Even after the procedures, the fixes may prove cumbersome to your normal body constitution.”

“I’m not compelled to tell you this, but you have to understand the good parts too. Survive, and you will get very rich. And it’s not like you can’t enjoy your winnings.” Cough. “If you can’t get permission to leave a set day, you can send out Maul personnel to collect luxuries, hell, you can even rent the luxury cells in the Silver Wing.” The clerk smiled wryly. “We offer the best life possible for our good workers.”
He poked the line with his finger. “Sign here.”

Tahn reached out for the pen, then hesitated. He already knew about the Maul’s commitments, everyone did. He had even seen a couple of fights back when he visited the city five years ago. But looking at the scroll right now, that world felt so alien. The scroll detailed none of the slaughter he had seen, now vividly imprinted in the back of his head. But it took no more than a second, then he snorted annoyedly and signed the scroll. The stream of the ink flew through him as though some horrid force dragged his name out of his hand. But he was hellbent to make a mockery of death. That much he knew.

The clerk gestured towards a door behind the desk. ”Enter there,” he said, “Then my assistant will walk you through the motions.”

WJeyNL9.jpg

The Maul and its Architecture

The Monster
The Maul’s architecture is not confined to the arenas itself. Its buried world encompasses a complex of labyrinthian tunnels, heralding from the earliest settlements that would eventually become the city state of Sargendourne. As such, the Grim Maul has a myriad of styles of sites and dungeons, some thousands of years old.

When the silver mogul Kabal first bought the site, it accounted for a much smaller area, centered around the Maul’s namesake primary arena, but as it gained in popularity, Kabal arranged expansions towards the current area, including rooms that were built for completely different purposes, such as catacombs and abandoned sewers.

The complex at large is seldom inspected, and its many hallways and intricate rooms are often connected with improvised solutions. Wooden support beams hold up ceilings way beyond their weight. Some tunnels are closed off even if publicly associated with the Maul, probably due to caveins or sickly things hiding in the shadows. The drainage plunge directly through cells, and it’s not uncommon that the pipes break and fighters are drowned in the muck, blood and waste pouring into their cells. It’s not surprising that the complex is called the Monster by its inhabitants and personnel, and sometimes, as people disappear tracelessly, people muse that “the Monster eats its young.”

jbNJIv5.jpg

The Cells
Each champion, regardless of stature, is dealt a personal cell. They’re unevenly spread throughout the Monster, some say even unpredictably, and the way they’re distributed makes it almost impossible for its inhabitants to know exactly how many champions are living there at any point.

Most of the cells are so-called standard cells, a 25 cubic metres stone room with a barred iron door. The actual contents such as furniture is at the discretion of the champion, depending on what he buys for it. Each servant usually service about 20 rooms where they arrange furnishing and purchase of luxuries outside the Grim Maul, usualy from stores in Sargendourne, but may also be sent further for a price.

Standard cells are free to live in, but if a champion wants more luxury, he can buy any of the special cells spread throughout the Maul. These cost a fee each month to live in, depending on the individual cell. Each special cell varies greatly from the next, giving the champions great flexibility to choose one for their liking. There are thousands of these as well – and with the standard cells outnumbering the special cells tremendously, it should hint at the dimensions of the Monster.

However, the finest cells available are the so-called Cells of the Silver Wing. The whole wing is made of solid shamum, a compound developed by Kabal’s alchemists. The material can be almost freely shaped with sulfur and lead, making it possible for the champions to design large silverlike villas, and as the Wing is positioned at the top of the Grim Maul, it is even possible to have windows, allowing panoramic views of Sargendourne.

6UVdgqP.jpg

The Common Rooms
Leisure is a large part of being a champion, even with the numerous pains and dangers inherent in the pits. Spread throughout the Monster, the commons are small underground taverns with drinking, games and music. Reinforced with wood and usually having hearths, tables and soft chairs, the commons are the areas most remniscent of the surface world. This is also where champions usually meet to form bands. As champions get older, more powerful and more mutilated, they usually retreat from the commons, spending more and more time in solitude, deep in the depths of the earth.

LEQfuj3.jpg

The Administrative Quarter
The only area with paths to the surface, the administrative quarter accounts for several rooms of secretaries, merchants and bankers that oversee the Maul economy, salaries, supplies and so on. It’s also where new blood enters. “Come in, never come out” is a common phrase amongst the inhabitants of the Monster, it’s usually said to new faces walking through the administrative quarter doors. This has more to do with the fact that the combatants are disfigured beyond recognition than it has to do with people rarely leaving the Maul. Kabal himself is said to live above the administrative quarter, in a large mansion, when he isn’t out of town.

AfPc9KH.jpg

The Barracks
Not all champions are contestants each week. While the complex is very expansive, the Grim Maul only hosts four arenas in total. So champions have a decent amount of spare time. While it can be spent doing all sorts of activities throughout the Monster, many of these aren’t free. What’s free, however, is spending time in the Barracks, honing your skills. The barracks is quite expansive and consists of several floors, gear, dummies, and even a pit of live enemies to try to fight against. So if a champion isn’t fighting that week, or isn’t restricted from being reanimated or rebuilt, that champion can spend time training in the barracks. If the champion has sufficient gold, he can even rent a personal trainer for that week.

5l8Uyhd.jpg

The Blacksmith
The blacksmith serves as the official armory of the Maul, serving multiple purposes, such as containing weapons between battles and repairing non-meka equipment. It’s also here champions buy new equipment. The blacksmith’s roster of gear covers basically every weapon and armor piece from the conventional to exotic, and it even boasts a few items of magical equipment each week.

KtTh8nq.png

The Laboratory
The home of on-site alchemists, the laboratory is the brightest of the shoprooms. It’s actually an old machine room with large steamers, boilers, barrels and gears, but it has proved perfect for the studious alchemists. The boilers serve as massive kegs where the compounds can be mixed, warmed and frozen, and a system of mirrors connect the roof of the laboratory to the starry sky above the Grim Maul, in order to implement the hard science of astrology. While dependent on many compounds and materials from the slaughterhouse, the alchemists consider their own work independent of the rest of the Grim Maul, being obsessed with achieving higher standards of nonmagick sciences. Alchemy is the path to many properties not inherent in eldritch magick, such as gas and natural transmutations. It is also in the laboratory where mekamagick is performed, the art of infusing metals with flesh through the wonder of the natural sciences. Coal engines serve as black-fuming contraptions that enhance those that can pay, this is where you buy mechanical, mekamagical enhancements and alchemic compounds.

Jrk2aPo.png

The Library
Filled with wizened elders, the library is an expansive, 40-story archive of ancient tomes and texts, many of which priceless, many of which alien, containing cursed secrets. The rooms are built circularly around a tall pillar of yj’jalhu, a rare mineral only found in meteors. Similar to the alchemists, the librarians are also stargazers, but rather than obsessing over the numerical properties of heavenly bodies they try to interpret colored fogs over nothingness and the black void itself. Using the foundations of chaos and heavenly indifference, they invoke eldritch magick from madness, a practice immensely powerful yet contained in many ways we cannot fully understand. This is the reason for the size of the library, as they believe all knowledge, especially that unrelated to another, even the contradictionary, contributes to the art of controlled insanity. Here champions buy eldritch enhancements and acquire objects of maddening matter.

jxH7aon.jpg

The Slaughterhouse
The slaughterhouse oversees two functions. The first function is maintaining and butchering many of the creatures eaten by the Monster’s inhabitants, in a subsection basically being underground industrial pig farms with preindustrial hygiene. The slaughterhouse’s second function is the more important one, however, and that is the reanimation of the fallen contestants. This is performed in the corpse chambers by a roster of necromancers, in a small apothecary with preserved organs and an assortment of altars and books. The reanimation process is a safekept secret of the necromancers, but visitors to the slaughterhouse often see the necromancers infuse the corpses with pigs’ blood from the butcher rooms, which may be the reason the two activities are performed in the same place. The necromancers face more issues dealing with machinery however, so mekamagical bodyparts aren't repaired at the slaughterhouse. The corpse chambers’ apothecary also serve as a shop for preservatives, as they are needed for certain parts of the reanimation process. Players may buy formaldehyde to perform their own preservative work, if they’re into that. It’s also here you can buy herbs and poisons.

Rq5Tt3E.jpg

The Asylum
It’s classified.
 
TE4H3ko.jpg


Rules

Preliminary
This is a bit about how fights are calculated. Again, I won’t actually give away the respective numbers of the stats – instead I’m walking you through the different motions of combat ideally, giving you an idea of the mechanical base of the game. Ideally you should get enough of an idea to be able to prepare for your battle, arranging your stats in such a way that the battle is weighed in your favor. Also not giving away the actual numbers lessens mechanical abuse, and it allows me to patch things that don’t work without drawing attention from the story.

*​

The champion stats
Before I start explaining everything else, this is what a champion’s stats could look like:

Champion name: The Captain
Player: Angst
Band: The Iron Heel
Description: A low-ranked champion, schooled in leadership and bread’n’butter melee combat.
Spoiler Stats :

Level: 3 (5/30)
Body stats
Head, viscera: Healthy – Armor: Iron Helmet (heavy weight, great armor)
Torso, viscera: Healthy– Armor: Iron Breastplate (heavy weight, great armor)
Right arm, can wield weapons: Healthy – Armor: Iron Gauntlet (heavy weight, great armor) – Weapon: Longsword (maims, medium weight, normal might, normal speed, normal evasion, melee range)
Left arm, can wield weapons: Healthy – Armor: Iron Gauntlet (heavy weight, great armor) – Weapon: Kite Shield (medium weight, great evasion)
Right leg, movement: Healthy – Armor: Iron Boot (heavy weight, great armor)
Left leg, movement: Healthy – Armor: Iron Boot (heavy weight, great armor)
Special abilities
Rally: Action. Replaces a move action. Self and allies get a minor movement bonus for the rest of the fight.
Special items
Sootroot: Consumable as an Action. Replaces a move action. Self gets an average burn armor bonus for the rest of the fight.
Prestige: 124
Relations: Liked by the blacksmith. Hated by the arcane library.
Gold: 110
Stash:
Weapons:
Sleighhammer (maims, heavy weight, impressive might, bad speed, bad evasion, melee-short range)
Armor:
Other:
2x Sootroot (Consumable item as an action. Self gets an average burn armor bonus.)
1x Bharyxian Toadstool (Consumable item as an action. Self gets a major speed bonus and a minor maim weakness)
Home: Standard cell with a wardrobe, bed and weapons rack, as well as a fine Parynian carpet.
Background: The Captain is a veteran from protecting the northern tundra against raiders. After retiring, he heard the voices of slain enemies that told him to keep fighting, but the army wouldn’t take him back. So he packed and moved to the Grim Maul, where he expects to crope.


I know it’s a lot of stats, but the system allows for quite some expansion and versatility when deformities start showing up.

*​

How to win fights - Conditions and Special Conditions
As I said before, the fundamental element of combat is each character’s limbs. In order to win a fight against an enemy, your champion has to inflict conditions upon his opponent’s limbs, effectively pacifying or killing him. There are a number of conditions you can inflict, depending on your weaponry. Also, each condition may inflict a special condition whether or not the condition succeeds. Whether a weapon can perform this is listed under the Effects segment of the individual equipment, with the chance listed as other effects, miniscule, minor, average, major, or significant. You cannot cause special conditions if it isn’t stated in the equipment. These are the conditions –

● Maimed – a physical condition. Usually inflicted by ordinary weapons. The limb is either severely cut or broken, bleeding out or almost dismembered.
May also render the defendant’s armor Broken, meaning it is useless until repaired in the smithy. The chance to Break ignores the target’s Armor. This costs gold depending on the armor in question.
May also render the defendant’s limb Disarmed, causing the limb to drop the wielded weapon. Champions can pick up the weapons with a unequipped limb that can wield the weapon as an action that replaces all attack actions that turn.
May also render the defendant’s limb Bleeding, giving the limb an occasional chance to become maimed each round.

● Poisoned – a physical condition. Usually inflicted by poisoned weapons, gases or spells, but is also often performed outside combat. The limb is infected by toxins, vile bacteria or burned by acid.
May also cause the defendant’s limb to become Infected, giving the limb a rare chance to spread the Poisoned condition into one limb each combat round. The Infected special condition doesn’t spread. The affliction is cured for a gold cost by the necromancers in between battles.

● Disfigured – a physical condition. Usually inflicted by spells, but may also be a side effect of poor regeneration or resurrection. The limb is whole, but has been malformed to the degree of being useless.
May also cause the limb to become Weirded. Weird limbs are incurably disfigured but have a high mutation rate, so fast that the limb has a chance to regrow into some form during battle. However, as the process isn’t controlled by necromancers or librarians, the limb usually grows into something formidably useless, such as a big unbendable thumb or exterior bowels. There is of course a slight chance the limb becomes a powerful benefit to the afflicted. If not regrown during battle, the limb will be treated as normally done after combat is done, costing gold if you won, and such. If regrown, you have to pay money to remove it, although fainting or dying gives you a random chance to have the limb changed, as always.

● Burned – a magical condition. Usually inflicted by spells or enchanted weapons. The limb has been severely burned by intense heat, cold or arcane energy.
May also cause the limb to become Seared, giving it a chance to become Severed each round. The chance to Sear ignores the target’s Armor. The Seared condition is removed by mekamages for a gold cost.

● Hexed – a magical condition. Usually inflicted by spells or cursed weapons. A curse has befallen upon the limb, infusing it with a dark spirit in such a way that it cannot act in good faith.
May also cause the limb to become Darkened. Darkened limbs spread curses everywhere, giving the limb a chance to spread the Hexed condition into to two limbs each combat round. However these two conditions are randomly spread between all limbs present in the arena, so Darkening an opponent is a double edged sword which may end up hurting yourself.

● Banished – a magical condition. Usually infliced by spells or enchanted weapons. The limb has been planeshifted to the shadow plane, now a hollow shell of its former stature.
May also cause the limb to become Eradicated, a state so far from reality that it cannot be restored by normal means. Each combat round, if a limb was Eradicated last turn, another limb has the chance to become Eradicated into the Abyss with it. Eradicated limbs don’t count as lost limbs, so the champion won’t bleed out, but they also cannot be targeted by the attacker. Librarians are the people most proficient of restoring your body after Eradication, but you will lose a bit of Experience during the restoration process as your body has lost essence. You can’t lose levels this way.

● Maddened – a mental condition. Usually inflicted by spells or cursed weapons. Either the limb’s nerves have been disoriented or it has been infused with insanity, so the limb acts as if possessed by a mind of its own.
May also cause the limb to become Crazed, which causes it to perform random actions each turn, attacking its own body or trying to run the wrong way. Crazyness is cured for free in the Asylum, nobody knows how. Nobody remembers anything leaving that place.

● Severed – When a limb already has a condition and is damaged again somehow, it will become severed from its owner’s body. This makes it easier for the attacker to hit functioning limbs instead.

All of the normal conditions cause damage to the limb in such a way that it is eventually rendered useless. When a champion has had enough of his limbs damaged, he usually faints or dies, causing his opponent to be the victor.

*​

Attacks and Actions
Champions start at distant range from each other. Each round, champions can perform an action for each limb. Limbs that wield weapons or magic will attempt to attack, while limbs that move will attempt to move. Sometimes champions have special abilities gain the upper hand. There are number of types of these:
● Action: Replaces either a movement or an attack, depending on the ability description.
● Bonus Action: Is performed in addition to any other actions this round.
● Consumable as an Action: Replaces either a movement or an attack, but only has a set number of uses.
● Noncombat Action: Allows the champion to do something outside battle. Replaces a week’s worth of activities.
● Bonus Noncombat Action: Allows the champion to do something outside battle. Is performed in addition to any other actions.
● Passive Bonus: Always in effect. May both influence combat and noncombat.

*​

How each attack is calculated
Champions attack each other cumulatively. For each attack on his opponent, the champion attacks a random limb, this simulates the spontainty of opportunities during an intense battle. An attack attempts to inflict a condition upon that limb according to his weapon or spell. However the limb still remains on the champion’s body in some way, even after rendered useless. This means that the attacking champion can be unlucky and attack the same limb several times. This allows for the damaged champion to make dramatic comebacks. However, if the attacker succesfully inflicts something on the useless limb more times than the limb can handle, it gains the special condition of severed, making it an illegal target for the random attacks, so the attacker can now focus on the rest of his victims’ limbs.

Succesfully inflicting a condition depends on a number of factors. The severety of the attack is, as well as the attack’s targeting, based on a die roll, however this roll is very heavily influenced by the champion’s stats. The game works as such that limbs attack limbs; your limbs are enhanced by equipment and/or the numerous modifications available in the different Monster shops.

Also, each player has a Level stat which gives a flat bonus on all rolls, simulating accumulated combat expertise. The amount of work necessiated to level increases for each level gained. Level is displayed as N (X/Y), where N is the current level, X is the amount of experience gained this level, and Y is the amount of experience required to level again.

Each limb can wield one piece of armor equipment. If a limb is able to wield weapons, you can use it for weapons, shields and spells. Also, a limb may be a movement limb, allowing you to move closer to your opponent; losing all movement limbs means you can’t move meaningfully anymore. Initially just your arms are equippable, and just your legs are movement limbs – this may change as your form starts degenerating.

*​

Equipment: Weapons and their stats
When a limb attacks another limb, the enhancements on both utilize the below stats. The actual numbers, calculations and die rolls are secret, but the gear’s qualities should give you some idea of how they function:

● (condition type): If the equipment in question is a weapon or magical item, it has listed the kind of condition it will inflict on your opponent if managing to perform an attack.

● Weight: Better, stronger equipment usually have greater weight. Weight gives the champion a speed penalty which makes it more difficult for the champion to hit others, but it’s usually compensated with good stats in other areas.
The weight stat is described in these levels: trivial, light, medium, heavy, massive.

● Armor: An equipment piece’s armor provides protection for your limb against any sort of threat. It’s basically always useful, if you can manage the weight.
● Might: If the equipment piece is a weapon, it usually has a might stat, otherwise it’s usually a shield. Might represents the sheer magnitude of the attack, trying to penetrate the defendant’s armor in order to inflict conditions.
● Speed: The weapon’s speed determines its ability to overcome an enemy’s ability to evade, which means the weapon is more sure to hit. Speed doesn’t do much against armor however.
● Evasion: Evasion effectively nullifies a weapon hit before it can actually hit you, and is important when fighting opponents with good range, as you are otherwise easily stopped before getting close. Evasion is also an abstraction of your parrying ability, which is why you get a bonus from even the heaviest of weapons.
Armor, Might, Speed and Evasion stats are described in these levels: poor, bad, normal, great, impressive.

● Range: Ranged weapons are dangerous because of two reasons. Ranged attacks attemp to keep enemies at bay, allowing you to stop an enemy in his tracks before he gets close. However if the ranged attack is unsuccesful, inflicting no conditions or special conditions, range doesn’t defer your opponent’s movement, getting him closer and possibly within uncomfortable range. A weapon cannot attack beyond its range and has a speed penalty if attacking an opponent closer than the weapon’s range.
Range stats are described in these levels: immediate, melee, short, far, distant.

Other elements
● Thrown weapons – certain weapons have a “Thrown – X range” stat. These weapons can be thrown instead of being used in melee, making the weapon’s attack ranged, but such an attack disarms the wielding limb, having the champion lose his weapon. This weapon can be picked up again through a roll.

&#9679; Two handed weapons &#8211; certain weapons have a &#8220;Two handed&#8221; stat. This means that if the weapon is supported by only one limb, it has a speed penalty. In order to use the weapon effeciently, it requires another limb that &#8220;can wield weapons&#8221;. When the secondary limb has been chosen, the two handed weapon now lists &#8220;Two handed - Supported by <secondary limb>&#8221; and the secondary limb has the &#8220;Supporting <limb>&#8221; stat. The weapon&#8217;s weight becomes the average value between the two limbs&#8217; weights.

&#9679; Chances &#8211; Sometimes things have chances to have specific effects.
The chances are: rare, occasional, common, frequent, persistent.

&#9679; Effects: Effects are not there by default - besides the basic stats that account for ordinary gear, there is magick and deformities that may have special effects that affect how limbs are used. Effects can also be invoked non-damaging magical effects, poisons, herbs, special abilities, all sorts of stuff. Effects may also be negative, invoking weaknesses.
Effect stats are described in these levels: miniscule, minor, average, major, significant.

*​

So when do you kill your opponent, or die yourself? As soon as a champion has two or less non-viscera limbs left, or loses a viscera limb, that champion collapses and begins to die. (Due to non-viscera limbs causing bleeding, and viscera limbs&#8230; Well&#8230; You kinda need that liver, you know.) The champion doesn&#8217;t actually lose however until the fight&#8217;s victory conditions have been fulfilled. In a 1v1 battle, the rules are usually as simple as having a champion collapse ensures the victory of his opponent, but fights may include multiple champions or even have special rules.
 
7NJJeqt.jpg

Champion list: Players

Champion name: Araw
Player: Civ&#8217;ed
Band: none
Description: A low-ranked champion featuring a formidable combination of strong armor and obsidian weaponry. He hacks until he stops moving.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Kettle Helmet (heavy weight, great armor)
Torso, viscera: Healthy &#8211; Armor: Gambeson with cuir boulli (massive weight, impressive armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Macahuitl (maims, medium weight, normal might, normal speed, normal evasion, melee range)
Left arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, poor armor)
Special abilities
Harvesting Season: Passive Bonus. Araw relentlessly chops his opponent over and over again. Weapon gets a minor speed bonus if having attacked without inflicting a condition or a special condition last turn.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: Araw is, for lack of a better word, a criminal from somewhere to the west. Given the option of fighting for the rest of eternity until his bones crumble or rotting in a prison cell only to be reanimated, Araw took the option he found most interesting.

Champion name: Attica
Player: inthesomeday
Band: none
Description: A low-ranked champion, using a combination of acrobatics and carefully aimed blows to carve spots in the faults of armor, regardless of their strength.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy
Torso, viscera: Healthy &#8211; Armor: Clothes (trivial weight, poor armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Clothes (trivial weight, poor armor) &#8211; Weapon: Ironrip Dagger (maims, trivial weight, normal might, impressive speed, bad evasion, immediate range, miniscule might bonus against heavy-massive armor)
Left arm, can wield weapons: Healthy &#8211; Armor: Clothes (trivial weight, poor armor)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Graceful Precision: Passive Bonus. Easily eyes the weak spots of heavy armor. Gains a minor might bonus against heavy-massive armor.
Attica&#8217;s Hug: Action. Replaces a move action. Jumps onto the opponent through impressive acrobatics. Gains an average evasion bonus when closing in on the opponent from melee to immediate range.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: She was a poor urban peasant who shocked crowds with a burst of agility in her first fight off the streets. With her rusty blade, she darted around to the back of her opponent, a massive armor-clad man more made of metal than human. She climbed quickly up his back, dodging his attempts to remove her and clinging on as he swung about, and thrust the knife deep into the eyehole of his helmet, ending him and hopping off, victorious. As she continued with this fighting style, she gained popularity and support and eventually could afford better daggers and some personal time to work on her acrobatics.
Strongest against big, bulky fighters but weakest against bowmen and magic users, Attica is known for her open support of the Grim Maul and the opportunities it provides the families of fighters. She believes in it as morally gray rather than totally irredeemable, as the fighters do not even suffer real death thanks to state necromancers. Her family now lives in better conditions than their previous squalor due to donations from fans.

Champion name: Devi
Player: SouthernKing
Band: none
Description: A low-ranking champion, heralding from a distant country with exotic mastery of daggers. Telepathic powers allow this hero to transfer terror into her opponents&#8217; minds.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Zomanan Headgear (light weight, bad armor) &#8211; Magic: Shrieking Telepathy (maddens, medium weight, bad might, normal speed, bad evasion, short-far range, minor chance to craze)
Torso, viscera: Healthy &#8211; Armor: Hide Armor (light weight, bad armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Hide Glove (light weight, bad armor) &#8211; Weapon: Kris (maims, light weight, normal might, great speed, bad evasion, immediate range)
Left arm, can wield weapons: Healthy &#8211; Armor: Hide Glove (light weight, bad armor) &#8211; Weapon: Kris (maims, light weight, normal might, great speed, bad evasion, immediate range)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Calm Telepathy: Bonus Noncombat Action. Allows the safe and secret transfer of thoughts to any non-maddened person.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: Somewhere across the western sea there lies a lush tropical archipelago ruled by Zomanans - or so it is told by the half dozen similarly tall, dark-haired, olive-skinned women who have somehow found their way to this city. According to the tale Devi spins, she was one of those warriors once; a member of a greatly esteemed noble family, no less! Alas, it turned out that her family had committed a grave transgression - even Devi does not know what - and for this she and her kin had found herself disgraced. With no prospects, Devi became a vagabond, ultimately finding employ with a merchant captain. A long sequence of misadventures later, she had wound her way across the ocean, becoming an "exotic" novelty in the arena.

Champion name: Draven
Player: Everblack
Band: none
Description: A low-ranked champion, Draven fights through spiked clutch grappling and masters brutish executions that the crowd can&#8217;t help but adore.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Leather Hood (light weight, bad armor)
Torso, viscera: Healthy &#8211; Armor: Leather Robe (light weight, bad armor)
Right arm, can wield weapons: Healthy &#8211; Weapon: Spiked Tip Metal Gadling (Limb can&#8217;t wield armor with this weapon. maims, heavy weight, great might, great armor, normal speed, normal evasion, immediate range)
Left arm, can wield weapons: Healthy &#8211; Weapon: Spiked Tip Metal Gadling (Limb can&#8217;t wield armor with this weapon. maims, heavy weight, great might, great armor, normal speed, normal evasion, immediate range)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Spiky Grappler : Action. Replaces all actions. Draven masterfully clutches the enemy in iron hands and spikes. Moves from melee to immediate range and performs an attack with each arm. If any attack is succesful, the defender can&#8217;t move this turn.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: Draven was born a slave and sold to pit fights to be trained to battle against both beast and men for the amusement of others entertainment. Draven gain popular in the area for his showboating and brutal execution. Due to his popular he was sent a gift to the Grim Maul to provide even greater entertainment.

Champion name: Gerard
Player: Amesjay
Band: none
Description: A low-ranked champion with a liking for heavy arms usage and mountain-like defenses. He seems to have the favor of the divines.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Plate Helmet (heavy weight, great armor)
Torso, viscera: Healthy &#8211; Armor: Plate Chest (heavy weight, great armor)
Right arm, can wield weapons: Healthy Plate Gauntlet (heavy weight, great armor) &#8211; Weapon: Kite Shield (medium weight, great evasion)
Left arm, can wield weapons: Healthy Plate Gauntlet (heavy weight, great armor)&#8211; Weapon: Longsword (maims, medium weight, normal might, normal speed, normal evasion, melee range)
Right leg, movement: Healthy &#8211; Armor: Plate Greave (heavy weight, great armor)
Left leg, movement: Healthy &#8211; Armor: Plate Greave (heavy weight, great armor)
Special abilities
Blessed: Passive Bonus. Gerard seems to possess an innate protection magic by some unknown force. When attacked, there is a rare chance to ignore that attack.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: An extremely zealous fighter, Gerard's unrelenting belief in destroying things he saw as evil put him at odds with those around him. In the end he resolved to head towards the arena with the goal of ending the lives of those that he saw as unfit to exist though his overconfidence and faith leads him to believe there is no way he will lose in combat.

Champion name: Gregory, &#8216;the Deserter&#8217;
Player: Lord_Herobrine
Band: none
Description: A low-ranking champion, Gregory wears two tomahawks and is deadly both near and far.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Studded Leather Helmet (medium weight, normal armor)
Torso, viscera: Healthy &#8211; Armor: Studded Leather Armor (medium weight, medium armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Mail Glove (medium weight, normal armor) &#8211; Weapon: Tomahawk (maims, normal weight, normal might, great speed, bad evasion, melee range, Thrown &#8211; short-far range)
Left arm, can wield weapons: Healthy &#8211; Armor: Mail Glove (medium weight, normal armor) &#8211; Weapon: Tomahawk (maims, normal weight, normal might, great speed, bad evasion, melee range, Thrown &#8211; short-far range)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Deserter&#8217;s Honor: Noncombat Bonus Action. Having nothing to lose, the Deserter can make shady deal with the Maul administration. May bribe the administration to gain prestige.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: Gregory came from the streets, managing a living out of stealing and selling it to the richer. He was caught eventually and conscripted against his will to fight for corrupt madmen against other impoverished peoples. He managed to kill his superior one night before a large battle and slipped away from the army. A few months later the authorities tracked him down and forced him into the Grim Maul, content with the thought that he would remain forever in agony and torture for deserting. In the arena he wields the name of 'Deserter,' brought upon by the shaming of the crowd after his introduction in the first bout.

Champion name: Gregory Foster, &#8220;Glutton Greg&#8221;
Player: Bonefang
Band: none
Description: A low-ranking champion, Glutton Greg has brought his chopping abilities from his shop to the arena. His attacks work slowly but steadily towards ending the opponent
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Steel Cap (heavy weight, great armor)
Torso, viscera: Healthy &#8211; Armor: Studded Leather Armor (medium weight, normal armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Scythe (maims, heavy weight, bad might, normal speed, normal evasion, melee-short range)
Left arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Butchering Knife &#8220;Glutton&#8221; (maims, medium weight, normal might, bad speed, bad evasion, melee range)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Butcher&#8217;s Glee: Passive Bonus. Having grown a liking to the slow death of opponents, Glutton Greg has found methods to make each fight as slow and painful as possible. All of Greg&#8217;s failed maim attacks have an occasional chance to inflict bleeding upon the target limb.
Depraved Cuisine Action. Replaces all move actions. Contrary to his time at the slaughterhouse, Glutton Greg no longer thinks of clinical safety. This round, the might of maim attacks have a miniscule bonus against any body with infected limbs.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: Gregory the butcher was a known man around town, serving the best of venison and beef in the region. This lasted until the ill-fated raid. Greg was sold as a slave to a touring mercenary group which invests their "assets" in the gladiatorial bouts.

Champion name: Kalvu
Player: jackelgull
Band: none
Description: A low-ranking champion, Kalvu has mastered displacing himself across the material plane, able to teleport himself and his throwing daggers at will.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Light Cap (light weight, bad armor)
Torso, viscera: Healthy &#8211; Armor: Light Leather (trivial weight, bad armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Throwing Knife (maims, trivial weight, poor might, impressive speed, poor evasion, immediate range, Thrown &#8211; melee-far range)
Left arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Throwing Knife (maims, trivial weight, poor might, impressive speed, poor evasion, immediate range, Thrown &#8211; melee-far range)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Teleport Self: Action. Replaces all actions. Kalvu displaces himself through reality. Moves himself one range value away from the opponent.
Reload: Action. Replaces a move action. After making a ranged assault, Kalvu summons his thrown weapons back to himself. Returns all of Kalvu&#8217;s weapons that are disarmed to the limbs originally wielding them, if those limbs wield nothing.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: From the Kuvuru tribe, reknown for their dagger throwers, Kalvu had made a name for himself on the battlefield until he was captured by enemy warriors and sold as a slave. He served his master as a bodyguard until his master wasted his money gambling and became broke and sold Kalvu to the arena for money.

Champion name: Levetia
Player: Seon
Band: none
Description: A low-ranking champion with the swiftest of a pistol and rapier combo, Levetia can curb the fastest of the fleeing.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Hunter&#8217;s Hat (light weight, bad armor)
Torso, viscera: Healthy &#8211; Armor: Victorian Long Coat and Light Cuirass (medium weight, normal armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Flintlock Pistol (maims, heavy weight, normal might, great speed, short-far range)
Left arm, can wield weapons: Healthy &#8211; Armor: Leather Glove (light weight, bad armor) &#8211; Weapon: Rapier (maims, light weight, bad might, impressive speed, great evasion, melee range, miniscule poison bonus to might)
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
The Hunter: Bonus Action. Skilled in fast movement, Levetia sprints towards her prey. Gains an additional move action. Only usable once each combat.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: Levetia is a daughter of a noble family who found her true calling in hunting. The hunting of man and woman, that is. From her youth, Levetia joined with an order of witch hunters within her kingdom who taught her to mercilessly hunt down criminals and witches who have defied the King's will. As she aged into adulthood, however, Levetia slowly began to realize that she actually felt no loyalty towards her spoken creed. She felt no loyalty to the king nor her religion, and she found that did not kill out of sense of duty.
She did so because it was fun. Killing and violence was in her blood. She ran from the order, pursued by other witch hunters, and fled to the kingdom of the Damned where she knew that no sane witch hunter would follow.
Now she turns to the arena, where she brings her unique training and skills in fighting rogues and witches against unsuspecting foes.

Champion name: &#8220;Long Arm&#8221;
Player: Ninja Dude
Band: none
Description: A low-ranked champion considering himself a gun nut of righteousness. He brings customized boomsticks to each fight, being a highly unpredictable opponent.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Leather Helmet (medium weight, normal armor)
Torso, viscera: Healthy &#8211; Armor: Leather Chest (medium weight, normal armor)
Right arm, can wield weapons: Healthy Light Leather Glove (light weight, bad armor) &#8211; Weapon: Flintlock Pistol (maims, heavy weight, normal might, great speed, short-far range)
Left arm, can wield weapons: Healthy Light Leather Glove (light weight, bad armor) &#8211; Weapon: Flintlock Pistol (maims, heavy weight, normal might, great speed, short-far range)
Right leg, movement: Healthy &#8211; Armor: Plate Greave (heavy weight, great armor)
Left leg, movement: Healthy &#8211; Armor: Plate Greave (heavy weight, great armor)
Special abilities
Sleight of Handcannons: Action. Replaces a move action. To a blast customizer, versatility is key. Exchanges a worn gunpowder weapon with one in his inventory. The limb can&#8217;t attack twice this way.
Gunsmithing: Noncombat Action. Replaces a week&#8217;s worth of activities. Long Arm is a true tinkerer, spending a lot of his time tweaking his guns at the laboratory. May perform customization on gunpowder weapons in the laboratory with major more control, even when the wished services aren&#8217;t provided that month. Long Arm don't occupy any champion slots this way.
Special items
Blunderbuss (maims, massive weight, normal might, normal speed, short-distant range)
Flintlock Pistol (maims, heavy weight, normal might, great speed, short-far range)
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: The man known as Long Arm joined the Maul in hopes of catching the man that murdered his brother. Rumor has it that the criminal joined soon after the murder, hoping to elude justice. Long Arm intends on putting a bullet through the culprit's head as many times as it takes to put the bastard down. And while he's hunting his quarry, he can hopefully earn some revenue for his devastated family.

Champion name: Sant Goren
Player: Tyo
Band: none
Description: A low-ranking champion, Sant Goren is clad in an old knights suit and summons fireblasts to support his greatsword swings.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy &#8211; Armor: Old Knight&#8217;s Helmet (massive weight, great armor)
Torso, viscera: Healthy &#8211; Armor: Old Knight&#8217;s Plate (massive weight, impressive armor)
Right arm, can wield weapons: Healthy &#8211; Armor: Antique Gauntlet (massive weight, great armor) &#8211; Weapon: Greatsword (Two handed &#8211; Supported by left arm. maims, massive weight, impressive might, normal speed, great evasion, melee range)
Left arm, can wield weapons: Healthy &#8211; Armor: Old Knight&#8217;s Gauntlet (massive weight, great armor) &#8211;Supporting right arm. ]&#8211; Magick: Martial Pyromancy (burns, light weight, bad might, normal speed, melee-short range)
Right leg, movement: Healthy &#8211; Armor: Antique Boot (massive weight, great armor)
Left leg, movement: Healthy &#8211; Armor: Old Knight&#8217;s Boot (massive weight, great armor)
Special abilities
Blazing Tandem : Passive Bonus. Sant Goren has mastered the practice of firewalking, combining flame magicks with two-handed combat. Allows his right arm to both use burn magic and to support a two handed weapon on his left arm.
Special items
3 Small Daggers: If the wielder becomes disarmed, he may draw any of these daggers as a move or attack action. They are sheathed after combat. ]&#8211; Weapon: Small Dagger (maims, trivial weight, poor might, great speed, bad evasion, immediate range)
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with hay bed, table and chair.
Background: (None yet)

Champion name: Tim
Player: Arrow Gamer
Band: none
Description: A pathetic man of the Grim Maul&#8217;s bottom crop, Tim is barely passable at hiding, at yet that is also his best skill. He is terrible at everything else.
Spoiler Stats :

Level: 1 (0/10)
Body stats
Head, viscera: Healthy
Torso, viscera: Healthy &#8211; Armor: Clothes (trivial weight, poor armor) &#8211; Curse: Has a rare chance to gain the bleeding special condition each round.
Right arm, can wield weapons: Healthy &#8211; Weapon: Bronze Dagger (maims, light weight, bad might, great speed, bad evasion, immediate range)
Left arm, can wield weapons: Healthy
Right leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Left leg, movement: Healthy &#8211; Armor: Leather Boot (light weight, bad armor)
Special abilities
Desperate Resort: Action. Replaces an attack action. Tim desperately attempts to find a hiding spot. Has a rare chance to move away from the opponent.
Special items
Prestige: 0
Gold: 30
Stash:
Weapons:
Armor:
Other:
Home: Standard cell with a rug to sleep on and mold-infected walls.
Background: Tim's dad is very, very sick, and his family has languished in poverty for generations, so he joined the tournament to pay for what meager treatment exists in the slums. He is a nervous, pitiable figure, about 5'10 and 120 pounds. He once slaughtered a pig but threw up immediately afterwards.


Champion list: NPCs

Champion name: Tahn
Player: NPC
Band: Heartboilers
Description: A high-ranked champion using a cursed spear to inflict death upon himself and his enemies. Toxic fumes flow from his open asphoragus, covering his face, and his legs have been replaced by mekamagical threads.
Spoiler Stats :

Level: 20 (133/200)
Body stats
Head, viscera: Healthy &#8211; Magick: Has a common chance to poison enemies within a short range each turn.
Torso, viscera: Healthy &#8211; Magick: Has a major armor bonus
Right arm, can wield weapons: Healthy &#8211; Weapon: Shiemoth-cursed spear (maims, heavy weight, impressive might, normal speed, great evasion, melee-short range, persistent chance to curse the enemy limb on attack, wielding limb is always bleeding)
Left arm, can wield weapons: Healthy &#8211; Magick: Has a major armor bonus
Right leg, movement: Healthy &#8211; Armor: Bilesteam Legs (heavy weight, impressive armor, rare chance to ignore any attack)
Left leg, movement: Healthy &#8211; Armor: Bilesteam Legs (heavy weight, impressive armor, rare chance to ignore any attack)
Special abilities
Slaughter March: Bonus Action. Tahn's lust for victims is insatiable. When succesfully inflicting a condition with a limb, Tahn gets an attack as a bonus action with that limb.
Sickly Screams: Passive Bonus. The sound coming from Tahn's mouth is inhumane and alien. Occasional chance to cause the maddened condition in a random limb on enemies that try to run away during a round.
Veins of Malice: Passive Penalty. Tahn's blood stream is infected with blacksnoth. Each limb has a rare chance to start bleeding each turn.
Scar Tissue: Passive Penalty. Tahn's body is covered in scars, making it difficult to regenerate. Tahn cannot be healed during combat.
Special items
Prestige: 244
Gold: 518
Stash:
Weapons:
Armor:
Other:
Home: Tahn owns one of the luxury rooms in the central spire above the Maul arenas, enjoying both fresh air, light, and a roster of luxuries and servants. He has a suite of silken furniture, a grand bed, paintings and sculptures all round, as well as a weekly visit by the Maul's most expensive prostitutes.
Background: Tahn joined the arena sickened by the hunger and poverty of his homeland to the north. Perhaps out of depression, perhaps out of malice, he sought to spite the anguish of life seemingly ever present in this world. Truly in time he became the embodiment of the Maul's nature of humanity. He acted as death's fickle arbitrariness, him becoming a crowd favorite in victim plays.
 
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Update 0: Season of Blood
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

6vLWl76.jpg

He felt he had finally found some happiness in the Maul, even with such a small success. Even though he was bad at playing cards, he finally won more than his wager. Tim wasn&#8217;t picky about the small things, he took what he could get. Even as new as he was, he had already had his chance in the arena. He still shuddered at his recollection. So many ill-equipped people were thrusted into the labyrinth, and Tim barely made it out, hiding under a corpse until the time ran out. Only seven made it out alive, of about thirty people. The pits hadn&#8217;t even been cleaned before the fight, the smell was indescribable. Tim straigthened himself. No reason to be timid anymore. Keep your chin up.

The tunnels were barely lit in this section, and they were lined with leaky pipes dragging sewage to the bottom of the Monster. It wasn&#8217;t his first choice, but it was the fastest way home to his cell. Tim was a little drunk after the game, the first time he dared after he arrived. The closest commons were finer than his own room, with soft large chairs and intricate carvings in mahogny tables. But the clientele was so intimidating: hunched giants with needles along the spine. Legless floating corpses with open mouths. Armor-clad knights that couldn&#8217;t remove their helmets as they were burned into their necks. He was lucky today, as a beautiful woman had approached him and offered the game, where some of the monsters joined in. Her name was Basilla, and her friends weren&#8217;t that bad after all. Perhaps his luck was finally turning around.

A large shadow appeared at the next tunnel corner. The hulking figure was dragging itself ahead. Tim almost stopped, but reminded himself of how nice the people were in the commons. This was probably no different. So Tim moved forward, the figure coming closer. As it walked into the lights of the sparse torches, Tim found it no more comfortable. The man&#8217;s hips and legs were of purple-tinted metal. His body was covered in so many scars no smooth skin seemed present. The man held a large, bloodied spear, his hands clutching its barbed shaft. And his face was covered in black fumes, slowly rising from his esophagus. The smoke crawled along the ceiling, making the tunnels even darker, as if a shadow crawled over Tim. The man stopped in his tracks directly in front of Tim, who stopped as well, not knowing what to do. They standed there for a few seconds, then a shrieking voice sounded from somewhere in the smoke.
&#8220;I&#8217;m Tahn,&#8221; it said. &#8220;Your name.&#8221;
Tim was shaking, but ever so slowly collected himself. He opened his mouth and started uttering a whistling T as the side of Tahn&#8217;s spear cut him in the stomach. Tim&#8217;s feces leaked out of his belly, over Tahn&#8217;s weapon. The brown color mixed with the red of his hand clenching the barbed shaft. &#8220;Your name is Dung Gut,&#8221; Tahn said silklike. &#8220;Don&#8217;t get in my way another time, Dung Gut. Now lie down.&#8221;
And so Tim collapsed on the floor.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

The tavern known as Steed&#8217;s Feed lied north of Sargendourne, but tied to the city, for better or worse. Whoever passed through Steed&#8217;s Feed was always traveling towards the city, or traveling away. This was why Jacen so often got sent there, to put up posters for the season, as well as sharing some trivia tidbits on warriors the Maul promoted to whomever listening. Jacen was sick of his work, he was sick of the bad pay, the long traveling hours and the indifference of the Maul towards his well being. Twice this year he was robbed and had to pay for his losses to the Maul. But such was the world, a job is a job and it did bring food on the table most of the time.

This, of course, was not at all interesting to anyone he met. Everyone in this world had their own problems. Jacen guessed that this was why the Maul was so popular. There was so much pent-up rage in everyone, and so much glee to be found in the Maul&#8217;s wondrous entertainment.

Jacen put up a poster on the tavern&#8217;s wall, with a little help from the innkeeper&#8217;s wife. She was talkative, as always.
&#8220;I&#8217;ve heard so much about the new season. It&#8217;s going to be some great battles, isn&#8217;t it? Oh, I&#8217;m heartbroken I so rarely leave the Feed. People say The Smiling Cat is joining the battles the next week already. He makes me flustered, he&#8217;s so graceful. Of course, don&#8217;t tell my husbond about this!&#8221; She winked to Jacen. &#8220;I love when he gets victim play. Those unprotected women he opens up, with such grace? I can&#8217;t help but wonder how graceful he is with his lovers.&#8221; She sighed heavily. Jacen couldn&#8217;t wait for himself to leave.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

Tim sat up, covered in sweat.

The room was dim, but lit in a fluorescent light, ever so cold, but evenly spread across all nooks and corners. Old tomes and glasses of liquid dotted bookcases, instruments, knives, piles of powder and balls of jellylike pus. A table was next to his bed with several unrecognizable organs scattered across the wood. Its age lines were threads of fleshy purple. But suddenly a shock tore through his body. He crouched, stomach feeling like it was splitting itself apart, and immediately coughed up black vomit. &#8220;So you&#8217;re awake,&#8221; a voice creaked. A door was open, an old man stepping in. He was dressed in a beautiful red ordainment, long and capelike from his neck to the floor. He had sleeves with a silver pattern, and he had a boook in his hands. It read, &#8216;Budget&#8217;, simply.

&#8220;So, you&#8217;re the Tim I&#8217;ve heard about,&#8221; the old man said, &#8220;How are we feeling today?&#8221;
&#8220;What happened?&#8221; said Tim.
&#8220;Well, it&#8217;s not very complicated,&#8221; the man said. &#8220;You were on your way home when you picked a fight with another champion. I can affirm to you that it&#8217;s not very well regarded by the staff. We haven&#8217;t docked you in your room contents as punishment or given you any fee as you&#8217;re new. But I warn you,&#8221; the man said, &#8220;If you do it again, we&#8217;ll make sure that you pay. You can&#8217;t just attack our popular champions and get to get away with it.&#8221;

Tim&#8217;s jaw dropped, this kind of talk going on. He was shaking. The pain in his stomach was incredible. Some feeling of leashed rage boiled inside him. &#8220;You can&#8217;t be serious!&#8221; he yelled, &#8220;This man just went up to me and gutted me with some devil&#8217;s weapon! I have no part in this! I &#8211;&#8220;
&#8220;Enough,&#8221; the man said. His voice was as cold as winter. Tim stopped talking, cowering into a ball. He didn&#8217;t know if it was from the pain or from the old man&#8217;s command.
&#8220;I&#8217;m a secretary of the Maul, and I assure you, you are not let off the hook. Tahn is one of our most popular champions, and we fined him for what he did, but we will not punish him any more. He&#8217;s worth much more to us than you ever will, filthy peasant boy. Oh, and &#8211;&#8220; the secretary paused, &#8220;This is less unfortunate. Either by Tahn&#8217;s shiemoth-cursed weapon, or through the reanimation process, your stomach is cursed and is, to say the least, difficult threading together. We think it may turn out bleeding at any time. Don&#8217;t stray away from populated tunnels, in case you start dying.&#8221;

Tim stared at the red robed figure. A sizzling blob could be heard from one of the preservation glasses.

The secretary opened the book. &#8220;Sign here.&#8221; He held forth a beautifully crafted golden pen.

Tim was silent. Then he wrote his name where the secretary pointed. Then the book was closed, the old man sneered at Tim. &#8220;You should look at the bright side. You didn&#8217;t die. So don&#8217;t be unreasonable and don&#8217;t make a scene out of this. Otherwise we&#8217;ll fine you for your stomach. Goodbye.&#8221;

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Events for September
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​
New Champions!:
Araw
Attica
Devi
Draven
Gerard
Gregory, &#8220;the Deserter&#8221;
Gregory, &#8220;Glutton Greg&#8221;
Kalvu
Levetia
&#8220;Long Arm&#8221;
Sant Goren
Tim

Schelude said:
Week 1
(Reminder: There are plenty of fights each week. I will list only fights of named NPCs and players.)
Duel: Gerard VS Glutton Greg

Week 2
Duel: The Deserter VS Draven

Week 3
No relevant fights.

Week 4
Victim Play: Tahn vs Tim

Shop Offers
Shop offers need some work and will be up later.


Notes
First off, we ended up with two champions named Gregory. They&#8217;re quite different so stylewise they&#8217;re easily discernable. However if either player wishes to rename his or her champion, let me know.

Tahn will get stats later today, tomorrow or next week. At least 4 days before deadline.

I gave a bunch of people some head armor, and in order to make bonefang&#8217;s character a little tougher as described, I gave him some studded leather armor as well as an iron cap. He&#8217;s less tough than probably intended because I wanted him to have offensive abilities true to bonefang&#8217;s vision. Hope this is OK.

Currently the rules are somewhat unintuitively formatted. I aim to fix this eventually &#8211; I just wanted to get the thread up fast enough. Use CTRL+F to search for phrases you don&#8217;t understand, otherwise ask me in the thread or over PM.

You may now post
 
For the first two days, Kalvu hadn't done much more with his time other than throwing knives against the wall, focusing on one small crack in the wall. Thud, thud had been the constant pattern, every five minutes for the past forty eight hours. Even if he knew what the outside world looked like, the barriers around the compound were too strong for him to teleport out of here. By the third day, he had come around to the idea to being a gladiator at the arena. Unlike with his previous master, he could earn money here, and perhaps enough to purchase his freedom. Still, Kalvu had no illusions. The road to freedom for a gladiator was fraught with peril, and he needed to improve his combat skills to survive.

He remembered the man bringing him to his new quarters mentioning something about a barracks to the left of his quarters. Kalvu decided to give them a try. After about ten minutes wandering cold stone tunnels, he stumbled upon a large cave, with all sorts of training equipment inside for all fighting styles. None of the various dummies or weapons interested him though. What did interest him were the people using them. He studied the various fighters using the equipment in the barracks, searching for a suitable opponent. Many of them came off across as amateurish, with their center of gravity in the wrong place and wasting too much energy when swinging their weapons. He did not feel them to be worthy opponents to teach him.

It was not until he came to the very end of the floor that he found an interesting opponent, one well worth tangling with. The man was a bear. Hundreds of pounds of muscle and sinew clung to his body. Despite this hulking appearance, the man handled his massive bastard sword almost like poetry.

Now this is a worthy opponent, Kalvu thought approvingly. Kalvu took a minute to determine the best way to approach the man about a training fight before deciding that there was no harm in bluntly asking. In his homeland, such had always been the etiquette of warriors.

"Hey", Kalvu called out, internally thanking his previous master for teaching him the common tongue, "I see that you are a fine warrior. Shall we do battle?"

The warrior looked at him oddly for a moment, and Kalvu wondered if he had made a faux pas, but then the large man nodded and gestured Kalvu to go upstairs, explaining, "That's where the arena is. The administrators hate it when we make a mess in the training rooms."

Personally, Kalvu didn't really care what the administrators thought, but the training rooms weren't the best environment for him anyways, not enough room to keep out of someone's way and use his throwing knives to their full effectiveness.

The arena, as the warrior called it, was about twenty five feet long, and twenty five feet wide. They started at opposite corners, and when the bell rung for their mock fight to start, the warrior charged towards Kalvu saying, "No hard feelings when I win, right?"

The warrior came in with the force of a natural disaster and had Kalvu been a normal warrior, he might have overpowered by that first charge. But Kalvu was a warrior from the Kulvuru tribe and was well used to dealing with powerful charging beasts while on the hunt in his swampy homeland. With great precision, Kalvu directed his throwing knives into the spaces between the warriors toes, causing the man to trip, but this barely affected his momentum as he rolled towards Kalvu.

Kalvu grinned. It seems this fight would be harder than he thought. He could feel the song of battle flow through him, the drumbeat of his heart picking up its pace. This was what he had been born for. He teleported his weapons back to his hands, and jumped atop the rolling man's back, light as a feather, before gliding off gracefully to the other side of the ring. When the warrior stood upright and swung his bastard sword, sure his quarry was in his reach, he hit nothing but air. In that moment of vulnerability, Kalvu threw his knives towards the man's Achille's tendons. He had learned from his former master that this was a weak spot of soft skins and impaired their motor function.

The warrior turned around enraged and with a running start, leaped into close range. Kalvu broke out into a cold sweat. This was not good. In a melee one on one fight, this warrior would pulverize Kalvu. Kalvu didn't think his hand to hand skills were bad necessarily, but the Kulvuru tribe weren't feared for their close combat skills for a reason. To make matters worse there was no space to maneuver into a better position. He was against the ropes, and the only places to maneuver without forfeiting, were to either corner, where he'd be in a really bad place.

Then a though flashed across Kalvu's mind - the rules never explicitly said anything about standing on the ropes. An ordinary human couldn't do this, but his tribe was had better balance than most humans, part of their evolution to make them better hunters, able to hide from prey on vines high in the jungle swamps his people came from.

And so he jumped onto the ropes, and launched himself to another side of the ring, before using the rope to swing behind the warrior, who had been trying to judge his path, and just barely missed slashing him in half with his bastard sword.

Kulvu peppered the man's back with knife wounds, constantly throwing than teleporting his two knives back to his hands. This seemed to have no other effect than to elicit a roar of anger. Then the man did something Kalvu didn't expect at all - he thrust the sword backwards, and without even looking, pierced Kalvu's side.

Kalvu kept quiet, hoping to fool the warrior into not realizing he had been caught in the man's range, but to no avail. The warrior sensed the blood, and turned around, making small focused swings while Kalvu was at the end of his range. Kalvu began circling around, barely dodging the blows, sometimes not, and the nicks began piling up. However, his opponent was not unaffected either. The blood draining from his body had caught up to him and his moves were growing ever so sluggish. It was a matter of who'd break first. And Kalvu wasn't confident enough to think the warrior would fold before he did.

And so he allowed himself to be backed into a corner. Opponents often made fatal mistakes when they could taste victory after a long fight, and Kalvu had been keeping his teleportation ability a secret for the battle. Sure he'd teleported the knives, but the warrior probably assumed the knives were magical not Kalvu.

The warrior charged towards Kalvu, bastard sword pointed like a lance, shoulders low, head down and - Bingo, Kalvu thought.

He teleported above the barreling warrior, his knives pointed downwards, and he flew with gravity to pierce the warrior's shoulders, pinning him to the ground.

"No hard feelings when I win" Kalvu repeated to the defeated man, before calling for a medic, and removing his blades to let the man up.
 
Love it so far Angst :)

Since I'm fighting in week 1 does that mean I only have actions for week 2, 3 and 4 in terms of like training at the barracks etc.?
 
Love it so far Angst :)

Since I'm fighting in week 1 does that mean I only have actions for week 2, 3 and 4 in terms of like training at the barracks etc.?

Yes, that is correct! (Also, thank you :) )

By the way: The rules as of now only allow one thing each week, no matter how big or small, meaning that bidding or buying takes as much time as training and exploring the Monster. I just realized it's slightly awkward, so I may change this, but in good enough time that yuo can take it into consideration in your orders.
 
Subscription post :3.

Time to look for people to kill.
 
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Read This! &#8211; How To Play The Game.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

536OOZs.jpg


¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

So, I promised some you that I&#8217;d post a guide how to send orders instead of the messy formatting present in the first posts of the thread. I&#8217;m also presenting the required reading for participation &#8211; yes, you don&#8217;t actually need to read all of the rules. All that you need will be outlined in this post. Also there are a few rules clarifications and possibly changes that come with this guide &#8211; so this guide is the canonest of canon rules. Without further ado, here it is.

*​

What do you need to read to participate?
First, you actually need to have a basic understanding of the setting. As you all know, it is an arena game and we are all human champions (at the beginning at least). But you also need to read both the setting post and Update 0:

Setting, describing the world and the Maul&#8217;s functions: http://forums.civfanatics.com/showpost.php?p=14406598&postcount=2

Update 0, outlining the events before Update 1: http://forums.civfanatics.com/showpost.php?p=14406598&postcount=2

Besides this, you may want to glance over your character stats. You don&#8217;t actually need to understand the whole stats block since the bread and butter of combat is calculated by me. But you need to understand your champion&#8217;s description and understand your special abilities, special items, and inventory. The reason is that even though I calculate combat, the tactics used are up to you. Additionally, some items and abilities have functions for the part of the game taking part in the Monster. Basically, you should:

Memorize your description and background.

Understand your special abilities, special items and inventory.

*​

So now you&#8217;ve read that. What now?
Now&#8217;s time to explain the turn system. Basically, each update covers a month, and every week there are a number of battles. The game is based around these weeks &#8211; each week, you are occupied with something. If you are battling, you can do nothing else that week. If you aren&#8217;t, you can do any of the activities listed in the Marketplace and Services part of the update (to be posted immediately after this guide). You can also buy goods for your character to use &#8211; this doesn&#8217;t require a week&#8217;s worth of time however, so list that independently of your activities. Basically, when sending orders, this is the ideal format, should be self-explanatory:

THE FATED DEAD &#8211; ANGST &#8211; ORDERS (TURN 1)[/quote said:
Purchases:
This month I buy X, Y and Z.

Week 1:
This week I do A in the B room.

Week 2:
This week I train in the C room.

Week 3:
This week I&#8217;m matched against Enemy Name. I&#8217;m going to use this and that item, with the X I purchased this turn. My tactics are to do such and such, and if Enemy Name tries to do this particular thing, I&#8217;m going to counter with that particular thing.

Week 4:
This week I craft D in the E room.

*​

Last notes, in no particular order
&#9679; The winner of a fight wins prestige and gold depending on the level of your opponent.
&#9679; When you die, you are resurrected for free, but it almost always comes with some sort of dehumanization.
&#9679; Like it's a good idea to understand your own details at a glance, it's also a good idea to read about your opponent in a similar fashion.
&#9679; Consumed items are consumed on use, which means you can only use them once.
&#9679; Training grants you XP to level up, making you better in combat. Training with a hired trainer grants you more XP.
&#9679; When multiple people wants to use the same service, if there&#8217;s not room for all of them, the one with higher prestige and better relations has the best chance of getting that service done. It&#8217;s a good idea to post in the thread if you want to do something, if you don&#8217;t want to clash over it.
&#9679; Fights and their matchups are mostly randomized but joining a band, gaining prestige or friends in the administration makes it so you can pull straws.
&#9679; You can only be part of a band at a time, and leaving one costs prestige.
&#9679; If you want to do something that isn't listed in the services, PM me or ask me in the thread. We may have a solution.
&#9679; I&#8217;ve just spent 3 hours writing all of this, so Tahn&#8217;s stats will be up tomorrow.
&#9679; ORDERS DEADLINE IS MONDAY THE 5TH OF SEPTEMBER.
 
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Marketplace and Activities
MONTH 1

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

MRddKMK.jpg


¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

SERVICES
Services are activities and offers that Maul personnel has provided .
List what you want to do in your orders, use the section and the number for reference.
The costs of services are slightly randomized, and more expensive services aren&#8217;t necessarily better.
You may suggest certain services to me if you want to perform activities not listed here. Please ask me over PM or in the thread, ideally in advance, in order to process the Turns properly.
And lastly, you may see some services you can&#8217;t afford. There are a massive number of services available each week, but I&#8217;ve mostly shared services you can afford.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ &#9679; Week 1 &#9679; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

The Cells
No services this week.


The Common Rooms
1 &#8211; Leisure for anyone, come and socialize with the fated dead! Unlimited capacity, each beer costs 1 gold.
2 &#8211; The Roughnecks is a newly established band that seeks two novice champions to compliment their team of intermediate champions. The band is styled as a competetive team which aims to get good tournament results. They are looking for both a heavy arms user and a champion with ranged capabilities, ideally agile and lightweight. The current members are: Hazul, a battlemage without arms; Rothusk, a pulsating, shambling hulk with a polearm; and Pastaille de Saul, a man-at-arms sporting a banishing bastard sword. They have a sponsor named Udan, a well-educated apothecary who has been disappointed from the herbal business, prompting him to try and invest into the Maul. The pay is 10 gold each month starting next month.
3 &#8211; The Hazardous Hundred is a band currently counting several dozen members who is looking for anyone interested in joining, so there&#8217;s unlimited capacity for applicants, all of which are auto-approved. The Hundred has no interest in the Biannual Massacre and instead focuses on having its members fight each other. While they aren&#8217;t secretive about their members, there are no public records that list those that are part of the band. Their sponsor, Markell Enterprises, is publicly known and oversees hemp production in a southern island chain. The Hazardous Hundred grants each of its members 4 gold a month, where new members will start getting paid next month, but demands 27% of all your winnings, rounded up.
4 &#8211; The Alpha&#8217;s Howl is an all-star band looking for high-ranking champions to complete its competetive team. Shar Radale won the last Biannual Massacre, and as such he left the Maul and the Howl to spend his wealth in retirement. There are three members at the moment: Bane, a massive lizardlike creature trampling its enemies through pure muscle and protection magic; Mama Red, a towering yet scrawny woman armed with an opravica spear, and perforated skin that constantly bleeds toxic bile; and Karl Mogol, a sword-wielding ghoul that is invisible in shadows. The Howl only accepts champions with at least 203 prestige, and grants each of its members 47 gold a month.


The Administrative Quarter
1 &#8211; Seek license for leaving the Maul this week, unlimited capacity. There&#8217;s a chance you aren&#8217;t allowed this, in this case let me know what you want as a backup.
2 &#8211; Marlin, an accountant, is looking for a temporary assistant in order to redistribute a large influx of fan letters. He will pay the champion 9 gold for the service. The champion has to have properly functioning arms and be able to both read and hear. Only room for one champion.


The Barracks
1 &#8211; Free training, unlimited capacity.
2 &#8211; Training with Saladim Gizab, a desert nomad turned cleric. Level 1 trainer. 10 gold


The Blacksmith
1 &#8211; Facilities for crafting weapons and armor, only room for three people.


The Laboratory
No services this week.


The Library
1 &#8211; The Library offers an enchantment of eldritch magick that has a good chance of making the recipient insane, but will probably let his or her hands spread madness in turn, through strange outlandish strands of shadow. They aren&#8217;t clear on the details. Only room for two people, the spell costs 24 gold.


The Slaughterhouse
1 &#8211; The necromancers have had some issues resurrecting Mark Albra, a novice champion with a focus on spiked, poisoned chains. Thrice they have corrupted his heart during the process, meaning it has been thrice replaced. Whatever their source of hearts is, they have decided these aren&#8217;t the solution. Instead they are looking for a healthy human heart. They are looking for any champion willing to offer his heart and will pay a hefty 49 gold, but admit that the champion may end up dead for the whole month in case they don&#8217;t find a proper replacement or enchantmnent for the new individual.


The Asylum
No services this week.
&#8195;
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ &#9679; Week 2 &#9679; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

The Cells
No services this week.


The Common Rooms
1 &#8211; Leisure for anyone, come and socialize with the fated dead! Unlimited capacity, each beer costs 1 gold.
2 &#8211; The Hazardous Hundred is a band currently counting several dozen members who is looking for anyone interested in joining, so there&#8217;s unlimited capacity for applicants, all of which are auto-approved. The Hundred has no interest in the Biannual Massacre and instead focuses on having its members fight each other. While they aren&#8217;t secretive about their members, there are no public records that list those that are part of the band. Their sponsor, Markell Enterprises, is publicly known and oversees hemp production in a southern island chain. The Hazardous Hundred grants each of its members 4 gold a month, where new members will start getting paid next month, but demands 27% of all your winnings, rounded up.


The Administrative Quarter
The Administration is being renovated. No services this week, and no licenses to leave the Maul this week.


The Barracks
1 &#8211; Free training, unlimited capacity.
2 &#8211; Training with Rongol, the Brute Breeder, famous for training bulky fighters. Level 2 trainer. 21 gold
3 &#8211; Training with Oshim, an archer with a background in hunting. Level 3 trainer. 33 gold


The Blacksmith
1 &#8211; Facilities for crafting weapons and armor, only room for two people.


The Laboratory
1 &#8211; The mekamancers are experimenting with rougher, clumsier steel replacements of limbs. Everyone interested can buy a replacement. Any limb replaced costs 30 gold, coming with much better protection but possibly less nimble potential to the degree of not being fully functional.


The Library
1 &#8211; Having researched astrology for decades, Telvac the Elder has found repeating patterns around the constellation The Spider. These lights show up and disappear seemingly at random, but with advanced divination he has somewhat charted the system in an advanced formula. He theorizes that with an infusion of spider innards combined with a ghollem chant under these lights will draw down the powers of the night sky into the recipient. The service is for one person only and will cost 26 gold.
2 &#8211; Telvac&#8217;s collegue, Maest Bundon, dismisses the formula outright and claims he is making up the patterns. Maest counters the formula with his own charting of the night sky and his own calculations and binds the system to another constellation, The Virgin. Maest wants to infuse a similar spell, however utilizing a shafa chant and an intravenous injection of liquid gold. This is for one person only and will cost 22 gold.
3 &#8211; Besides all this, Telvac seeks some assistance in testing some poison. He requires full commitment to the cause and will not allow disobedience, neither does he want the procedures to be available public. . Send me a PM if you want to chat with him privately before sending orders. Reward is 13 gold


The Slaughterhouse
No services this week.


The Asylum
No services this week.
&#8195;
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ &#9679; Week 3 &#9679; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

The Cells
1 &#8211; A janitor in the north section of The Monster needs help with cleaning up after a broken sewage pipe. Only wants one champion, and one that can use a broom. He will pay the champion 5 gold for the service.


The Common Rooms
1 &#8211; Leisure for anyone, come and socialize with the fated dead! Unlimited capacity, each beer costs 1 gold.
2 &#8211; The Hazardous Hundred is a band currently counting several dozen members who is looking for anyone interested in joining, so there&#8217;s unlimited capacity for applicants, all of which are auto-approved. The Hundred has no interest in the Biannual Massacre and instead focuses on having its members fight each other. While they aren&#8217;t secretive about their members, there are no public records that list those that are part of the band. Their sponsor, Markell Enterprises, is publicly known and oversees hemp production in a southern island chain. The Hazardous Hundred grants each of its members 4 gold a month, where new members will start getting paid next month, but demands 27% of all your winnings, rounded up.


The Administrative Quarter
1 &#8211; Seek license for leaving the Maul this week, unlimited capacity. There&#8217;s a chance you aren&#8217;t allowed this, in this case let me know what you want as a backup.


The Barracks
1 &#8211; Free training, unlimited capacity.
2 &#8211; Training with Rongol, the Brute Breeder, famous for training bulky fighters. Level 2 trainer. 21 gold
3 &#8211; Training with Saladim Gizab, a desert nomad turned cleric. Level 1 trainer. 10 gold


The Blacksmith
1 &#8211; Facilities for crafting weapons and armor, only room for three people.
2 &#8211; Magnus, one of the blacksmiths, is offering to improve upon metal weaponry. He only has time for one equipment piece, and only for one champion. Fee is 25 gold.


The Laboratory
1 &#8211; Vane was born a dwarf, so he has spent most of his time improving his mind, the only real force he was born with. He is a strong supporter of so-called minds of artifice, intelligence in constructs. The many half-metal creatures in the Maul is proof to him that metallic intelligence is possible, and so he seeks to eventually create a fully mekamagical being, which hasn&#8217;t actually been created yet, not even in the Maul. For anyone that don&#8217;t use non-mekamagical magick &#8211; anyone that use magic not created by machinal artifice &#8211; he offers to chop off a limb and replace it with a crude metal part. Any number of people meeting the conditions can take this offer, exchanging one of their limbs with a very simple mechanical device. It costs 25 gold to perform this initial task, made cheaper by the fact that he sells the severed limb to the slaughterhouse. In the future, Vane guarantees he will offer upgrades for the metallic piece for additional pay.


The Library
No services this week.


The Slaughterhouse
1 &#8211; Ysha is a novice fleshmaster, brash and loud, who seeks to make a name for himself in the Maul. He has developed an advanced herbal mix that should make meat regrow itself fast. Ideally. It might also turn the flesh in question gangrene. All the word of this procedure that&#8217;s out in the Maul says that it&#8217;s a fool&#8217;s errand and that the ingredients used are cheap replacements of what is normally used to perform magick in the Slaughterhouse. Ysha claims that his ideas will revolutionize necromancy, as it has sometimes worked on the corpses available at the Slaughterhouse. Possibly. He is open to anyone interested to gain these regenerating features, so it&#8217;s open to anyone interested, and for the low low price of 9 gold a champion.
2 &#8211; Ysha&#8217;s master, Darul Mysore, sick of his pupil, wants to teach him a lesson. He has collected some of the more proper materials necessary for instilling anima in dead flesh, and states that this, as it is well-tested, will properly instill regenerative capabilities in muscle and bone. He has lowered the ordinary price to an affordable 23 gold, only available for one person. However, he also requires a signature to a binding agreement, allowing him to perform mostly safe procedures on the recipient whenever he feels like It, also to teach Ysha how to properly perform these things.


The Asylum
No services this week.
&#8195;
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ &#9679; Week 4 &#9679; ¤¤¤¤¤¤¤¤¤¤¤¤¤¤
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

The Cells
No services this week.


The Common Rooms
1 &#8211; Leisure for anyone, come and socialize with the fated dead! Unlimited capacity, each beer costs 1 gold.
2 &#8211; Rancor Bronnon, an intermediate champion with a hunched back and a rotten arm hanging out of his mouth, is looking for male company in his bed. Whomever presents himself must do whatever Bronnon asks him to, otherwise he won&#8217;t compensate you. He&#8217;ll pay 24 gold.
3 &#8211; The Hazardous Hundred is a band currently counting several dozen members who is looking for anyone interested in joining, so there&#8217;s unlimited capacity for applicants, all of which are auto-approved. The Hundred has no interest in the Biannual Massacre and instead focuses on having its members fight each other. While they aren&#8217;t secretive about their members, there are no public records that list those that are part of the band. Their sponsor, Markell Enterprises, is publicly known and oversees hemp production in a southern island chain. The Hazardous Hundred grants each of its members 4 gold a month, where new members will start getting paid next month, but demands 27% of all your winnings, rounded up.
4 - The Cartel of Corpses is the brainchild of merchant adventurer Sam Basil Rowe, who wishes to make an entry into the Maul tournament scene. The team is completely upstart, having no champions yet, and he is currently looking for three novice champions of any combat role. He'll pay the members 12 gold each month, starting next month.


The Administrative Quarter
1 &#8211; Seek license for leaving the Maul this week, unlimited capacity. There&#8217;s a chance you aren&#8217;t allowed this, in this case let me know what you want as a backup.


The Barracks
1 &#8211; Free training, unlimited capacity.
2 &#8211; Training with Rongol, the Brute Breeder, famous for training bulky fighters. Level 2 trainer. 21 gold
3 &#8211; Training with Saladim Gizab, a desert nomad turned cleric. Level 1 trainer. 10 gold
4 &#8211; Training with Oshim, an archer with a background in hunting. Level 3 trainer. 33 gold


The Blacksmith
1 &#8211; Facilities for crafting weapons and armor, only room for two people.
2 &#8211; Magnus, one of the blacksmiths, is offering to improve upon metal weaponry. He only has time for one equipment piece, and only for one champion. Fee is 25 gold.
3 &#8211; Sofon, one of the leatherworkers, seeks to improve leather- or fur-based gear. He has time for two people, one equipment piece each. He demands 32 gold, but allows for the payment to be paid over two months.


The Laboratory
No services this week.


The Library
1 &#8211; A librarian named Caram tries to figure out the exact natural differences between hexing and banishing magicks, especially as the two look very similarly when dripping from weapons or flowing out of mouths. He offers bahal curses equipment or limbs for 29 gold. This curse is always detrimental in some way but makes up for it with different sorts of effects. He offers one curse per person, up to four people, he chooses which thing to curse.
2 &#8211; One of the elder librarians, Ulbech, is fascinated by the hardness of lizards&#8217; scales and has studied such skins for longer than many of the librarians have beenalaive. Every once in a while he leaves his study to do the busywork associated with having one&#8217;s practice in the Monster &#8211; being expected to provide services for the inhabitants. This week, he returns with his classic, a wurm spell that transforms skin into green scales. He has the herbs and incense prepared and will turn a champion&#8217;s head&#8217;s skin into hard scales. Only one champion can have this, and the service costs 27 gold.


The Slaughterhouse
1 &#8211; The necromancers are looking for an individual to instill infectious black bile into. They stress that the process will more probably than not make the recipient irrevocably poisoned and probably has no benefits. They will do this on any number of people, no gold exchanged whatsoever.


The Asylum
1 &#8211; An asylum amnesiac calling herself Lisia has been reported to be missing and is thought to hide somewhere in the Monster tunnels. Let me know in your orders whether you want to look for the individual in barred off areas of the Monster &#8211; going there is really, really dangerous and the area is rarely patroled. Reward for returning her is 20 gold. When you do, show up at the asylum entrance with her, knock the door thrice. They will come out and pick her up.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

GOODS
Goods are purchased on a monthly level and do not require any weeks reserved to perform.
List what you want to buy in your orders, use the section and the number for reference.
The costs and abilities of items are slightly randomized, more expensive items aren&#8217;t necessarily better.


The Blacksmith
Blacksmith goods
1 &#8211; Warhammer (weapon. maims, medium weight, great might, normal speed, poor evasion, melee range) 27 gold
2 &#8211; Spear (weapon. maims, heavy weight, normal might, normal speed, bad evasion, melee-short range, two-handed) 27 gold
3 &#8211; Short Sword (weapon. maims, medium weight, normal might, normal speed, bad evasion, immediate-melee range) 29 gold
4 &#8211; Long Sword (weapon. maims, medium weight, normal might, normal speed, normal evasion, melee range) 31 gold
5 &#8211; Combat Net (weapon. maims, light weight, poor might, normal speed, immediate-shiort range, becomes disarmed upon succesful attack, but also immobilizes the enemy, picking it up allows the enemy to move again) 27 gold
6 &#8211; Reinforced Iron Gauntlet (armor. heavy weight, great armor, miniscule bonus to armor against maim attacks) 42 gold
7 &#8211; Iron Gauntlet (armor. heavy weight, great armor) 31 gold
8 &#8211; Iron Gauntlet (armor. heavy weight, great armor) 29 gold
9 &#8211; Leather Boot (armor. light weight, bad armor) 28 gold
Blacksmith crafting materials
Three pieces of iron are necessary for a standard quality metal equipment piece, logic is the same for other materials. You can mix and match the materials to create middle ground items such as a studded leather armor, and be creative and craft new gear, as well as add or remove materials for experimentation.
Disassembling an item grants one appropriate crafting item of your choice.
1 &#8211; Iron (used for crafting) 13 gold
2 &#8211; Iron (used for crafting) 17 gold
3 &#8211; Iron (used for crafting) 15 gold
4 &#8211; Iron (used for crafting) 14 gold
5 &#8211; Leather (used for crafting) 15 gold
6 &#8211; Leather (used for crafting) 17 gold
7 &#8211; Obsidian (used for crafting) 14 gold
8 &#8211; Adamantium (used for crafting) 51
9 &#8211; Svartsteel (used for crafting) 101 gold
10 &#8211; Wurm Scales (used for crafting) 99 gold


The Laboratory
Laboratory goods
1 &#8211; Pyroblast Powder (special item. consumed as an attack action to perform a burn attack. if used at immediate range, the attack works on self as well. burns, great might, poor speed, immediate-short range) 32 gold
2 &#8211; Flintlock Pistol (weapon. maims, heavy weight, normal might, great speed, short-far range) 29 gold
3 &#8211; Dark Device (a strange mechanical artifact found somewhere in the locked away tunnels of The Monster. made of tiny gears, screws and black glass, it seemingly reassembles over and over again. it also smells very strange, like springs flowers, even if having no organic parts) 18 gold
Laboratory crafting materials
Most laboratory creations are experimental and may not yield helpful results at all. However most pistol-like items can be assembled for two metal pieces and one sack of gunpowder.
Disassembling an item grants one appropriate crafting item of your choice.
1 &#8211; Gunpowder (used for crafting) 15 gold
2 &#8211; Gear (used for crafting) 15 gold
3 &#8211; Screws (used for crafting) 13 gold
4 &#8211; Saltpetre (used for crafting) 5 gold
5 &#8211; Saltpetre (used for crafting) 7 gold
6 &#8211; Whale Oil (used for crafting) 31 gold
7 &#8211; Nightshade Oil (used for crafting) 51 gold
8 &#8211; Chimeric Acid (used for crafting) 98 gold
9 &#8211; Ground Dragon Excrement (used for crafting) 102 gold


The Library
Library goods
1 &#8211; Papyrus of Fire Wall (special item. consumed as an attack action to perform a burn attack. this attack prevents the opponent coming closer for one round. burns, normal might, poor speed, immediate-short range) 29 gold
2 &#8211; Papyrus of Cover of Darkness (special item. consumed as a move action to perform a special ability. grants significant bonus to evasion for one round) 42 gold
3 &#8211; Scroll of Arcane Shivers (weapon. burns, light weight, normal might, normal speed, short-far range) 30 gold
4 &#8211; Tome of the Veil of Meggewroth (weapon. allows two different attacks. 1: maddens, medium weight, normal might, normal speed, short-distant range, miniscule chance to craze. 2: hexes, heavy weight, great might, normal speed, melee-short range) 100 gold


The Slaughterhouse
Slaughterhouse crafting materials
Most laboratory creations are experimental and may not yield helpful results at all. However most pistol-like items can be assembled for two metal pieces and one sack of gunpowder.
Disassembling an item grants one appropriate crafting item of your choice.
1 &#8211; Night Owl Feathers (used for crafting) 4 gold
2 &#8211; Night Owl Feathers (used for crafting) 5 gold
3 &#8211; Iguana Spit (used for crafting) 5 gold
4 &#8211; Dead Albino Mouse (used for crafting) 4 gold
5 &#8211; Sallasc Sac (used for crafting) 5 gold
6 &#8211; Sallasc Sac (used for crafting) 5 gold
7 &#8211; Poisonous Mullosc Powder (used for crafting) 7 gold
8 &#8211; Superb Poisonous Mullosc Powder (used for crafting) 18 gold
9 &#8211; Strange Fleshly Leftovers (used for crafting) 3 gold
10 &#8211; Femur Bone (used for crafting) 4 gold
11 &#8211; Heircalbosc (used for crafting) 14 gold
12 &#8211; Formaldehyde (used for preservation) 10 gold (Infinite stock)


The Asylum
The Asylum is currently closed.


¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤​

Battle Schelude said:
Week 1
(Reminder: There are plenty of fights each week. I will list only fights of named NPCs and players.)
Duel: Gerard VS Glutton Greg

Week 2
Duel: The Deserter VS Draven

Week 3
No relevant fights.

Week 4
Victim Play: Tahn vs Tim
 
It came much to Kalvu's surprise when his fallen foe approached him in the barracks the day after his beating.

"Hey", he said without preamble, "You're the one who defeated me in our battle yesterday"

It wasn't a question. Kalvu nodded his head slowly unsure of where this would lead. He could tell this man was too much a warrior to hold a grudge over his victory, but that didn't mean his intentions were good.

"How would you like to join me for a drink in the common room? It's on me I swear. I have a proposition I would like to talk to you about."

Kalvu simply followed the warrior mutely down the hallways. When they were halfway to the common rooms, the warrior paused then whirled to face Kalvu.

"It occurs to me" he said, while offering his hand, "That if we are to have any kind of long term relationship, it would be good to learn your name. I am Pastaille de Saul."

Kalvu shook the hand, then said, "I am Kalvu of...".

He paused mid-sentence. He really couldn't call himself of the Kulvuru tribe anymore could he? Not after the slavers had skinned his tribal tattoos off of him.

"Just Kalvu", he finished lamely, hoping Pastaille didn't notice how half hearted and sad his smile was. If he did, Pastaille made no remark and Kalvu supposed that half hearted and sad was common in the arena.

The common room was a lively place fueled by alcohol and the underlying desperation of these people's lives.

Pastaille lead Kalvu to a table with two rough looking men, one without limbs, and another who barely seemed human.

"Here's the solution to our lack of ranged capabilities I was talking about" Pastaille said, and the two men looked up from their conversation.

"Kalvu, this is my band the rough necks. Rough necks, this is Kalvu."

The limbless one let out a wheezing laughter and wiped tears of mirth from his eyes. "You can't be serious. Where's the real guy."

Pastaille frowned and said, "This is him", initiating a hushed argument between the two men. However, Kalvu was busy paying attention to other things. A fly was buzzing around the limbless one's cup, and came to a rest upon it. Within a fraction of a second Kalvu's knives were out from his sleeves, and in another fraction of a second, the knives were embedded in the fly and the limbless one's cup. Kalvu teleported both objects back to his hands and held the knife up to show off the dead insect.

While the distance had been small, perhaps ten feet max, it was still enough to impress the limbless one and Pastaille. The hulk showed no emotion, and Kalvu did not really expect him to. He didn't seem human enough to be impressed.

The limbless one moves his shoulders in a pantomime of clapping and says, "I take back my words, this one can stay".

Kalvu simply grins and says, "In my homeland, a child of six can do this".

But Kalvu wasn't done there. A mischievous thought crossed his mind. He learned from his travels with his master that most soft skins seemed to believe people from the jungles ate bugs. This was a misconception that came from the various festivals dedicated to the insect gods and goddesses where priests would offer said insect as ritualistic food to warriors, to honor the god or goddess and persuade them to give the warriors those creature's strengths. It was never a part of their diet. But still, he learned non jungle people had a strong aversion to eating bugs.

So Kalvu licked the fly off his knife and swallowed it, and enjoyed the limbless one's and Pastaille's grossed out expressions.

To Be Continued...
 
2 &#8211; Magnus, one of the blacksmiths, is offering to improve upon metal weaponry. He only has time for one equipment piece, and only for one champion. Fee is 25 gold.

hey I'm totes reserving this ok
 
1 – A janitor in the north section of The Monster needs help with cleaning up after a broken sewage pipe. Only wants one champion, and one that can use a broom. He will pay the champion 5 gold for the service.

2 – Rancor Bronnon, an intermediate champion with a hunched back and a rotten arm hanging out of his mouth, is looking for male company in his bed. Whomever presents himself must do whatever Bronnon asks him to, otherwise he won’t compensate you. He’ll pay 24 gold.

I am reserving these actions
 
Am I allowed to apply to join the roughnecks even if I'm fighting in the first week?
 
Are you actually able to reserve this stuff? :p I just thought you would put it in your orders and then see how it pans out if it's conflicting.

You aren't able to reserve things, but it is a good idea to mention your activities in the thread in order to evade conflicts. Anyone can still try to contend the activities in the orders, or say that they want to do it as well, make deals with each other, etc. Also, when someone states in the thread they want to do something, they don't actually have to follow up in the orders.

The champion with best relations with the provider and best overall prestige has the highest chance to get the service, but the underdog also has a chance to get the service.

Am I allowed to apply to join the roughnecks even if I'm fighting in the first week?

Sadly, no. There is some randomization in the available services. There will most probably be other opportunities though. Another thing that isn't available this week is guaranteed magical enhancement of gear. (Most of the services that are available has to do with body modifications or lets the institutions choose what to magically deform.)
 
Are you allowed to be in multiple bands and can you just leave a band whenever you like?
 
Are you allowed to be in multiple bands and can you just leave a band whenever you like?

You can't be in multiple bands at once (Although you can try, it's just against tournament rules), but you can leave any time you'd like. Leaving will probably cost prestige unless you have a reason to, which is particularly important when joining another band, seeing that they probably want to have members that commit.
 
Back
Top Bottom