Bring The Fire

The United Goch Clans will would to note we plan to secure both Madeira and Agadir: the former a matter of trade security, the latter to safeguard a holy city of the One Who Dances that lays inland.

Other than that our focus will be on securing our isles and ensuring expansion through the channel.
 
Apologies about the double post but it is time for a declaration

Attention peoples of this world! We would to announce that the Dragon Gods and Huehuecoyotl are to have followers unite with the worshippers of Coyotle to be in a spring of dance and song, for we have cometh to a realisation of the needs of securing our peoples from harm's way.

Today we wish to declare that the Tehuan Alliance has been formed, ensuring mutual defence between the United Goch Clans, Magayo, Daylamite People's Republic and the KPCR.

We hope this alliance will also trade intrigues, research and interests into magic.

We look forward to working with our allies.
 
Re: religious conversion

Some players might consider switching gods to take advantage of the benefits.

When you switch gods, all heathen provinces have a 50% chance of joining the new state faith, all heretic 33%, and all state 25%. Realistically, your new faith will be the minority in your territories and your Faith growth rate will suffer accordingly, but you'll also get the benefits of a new deity.

Short of a new player joining (for anyone lurking, yes, you are still able to join), Set would not mind the attention!
 
Spoiler :


"Anansi the Just. Commonly seen as the "leader" of the Hexarchy due to his role in creating the natural and moral laws of the world, even though it is believed Coyote is more powerful. Like all the Hexarchs, Anansi has natural shapeshifting ability, but his preferred form is that of an anthropomorphic African Wild Dog. Note the choice of "preferred" over "true": Anansi's true form is said to have had catastrophic effects on the mental well-being of everyone who has beheld it, so he chooses something, to use the vernacular, "cute and fluffier."

But appearances can be deceiving even for the most good-natured of gods. Anansi is a fierce warrior, a patron to all oppressed peoples around the world; his emphasis on justice rather than war for its own sake is generally used to contrast him with the more bloodthirsty, vengeful Set. But Anansi is hardly a well-intentioned extremist, instead practicing a system of ethics that saves violence for times when it is proportionate and a last resort.

What those who have gazed upon Anansi have found most peculiar is the presence of an eyepatch over his left eye. Explanations for its presence vary: some think he is hiding his other seven eyes under there, being unable to get rid of them despite his shapeshifting skill. Some think an arcane, dark magic removed the eye and has left a scar that even his powerful magic cannot heal. Others think perhaps he removed his eye to gain true sight, for Anansi is known for his omniscience, particularly his ability to understand all the thoughts and emotions in the hearts of others; it is this omniscience that allows him to determine who is just and unjust in the world, and to whom he lends his strength in times of need."

-Hexarch Historia
 
Courtesy reminder that orders lock in about 48 hours!

In the event of no orders received, automation will be based on prior orders if applicable.
 
Last edited:
Spoiler :
AP Expansion. 50% chance of religious conversion. 50% chance of heathen.

The Empire of the Holy Flame – 10. 5 convert.

KPCR – 21. 11 convert.

The United Goch Clans – 3. 2 convert.

The Daylamite People’s Republic – 5. 3 convert.

Magayo – 19. 10 convert.

Valfian – 15 in Somalia. 8 convert.

New England – 5. 3 convert.

EP Expansion. Every 1 EP spent = 20% chance of annexing 1 province and 25% chance of converting. Always state or heathen.

The Empire of the Holy Flame – 71 EP into 23 territories in Pontus. 16 claimed. 12 convert.

The United Goch Clans – 50 into 25. 9 claimed. 3 convert.

The Daylamite People’s Republic – 60 into 20. 12 claimed. 7 convert.

Magayo – 33 into 11. 7 claimed. 5 convert.

MP Expansion. Each attacked province randomly assigned 1 to 5 MP. 10% chance of conversion. 8% chance of rival faith. 50% chance of heathen. Neutral province loss equation: Loser’s percentage of battles won * provinces fought in / 4, rounded down

The Empire of the Holy Flame

80 MP led by Kenar invade 14 provinces of Calabria. 110 vs 51. 9-5. -1 MP. +2% to Kenar’s Command.

1 converts, 3 heretic.

KPCR

117 MP led by all 3 demigods attack 70 provinces. 294 vs. 138. 40-30. Reroll! 42-28. -7 MP. +2% to demigods’ command.

4 convert, 16 heretic.

The United Goch Clans

90 MP led by Gogrum to conquer 20. 141 MP vs. 52. 18-2. +3% to Aeron’s command.

2 convert, 7 heretic.

The Daylamite People’s Republic

112 MP led by The Spectre of Communism attack 50 provinces. 147 vs. 138. 21-29. -7 MP. +1% to Spectre’s Command.

2 convert, 9 heretic.

Magayo

101 MP led by all three demigods blitz 30 territories. 166 vs. 149. 16-14. -3 MP. +1% to all demigods’ command.

2 convert, 6 heretic.

Valfian

100 MP led by King Tormak invade 40 territories in Western Madagascar! 121 vs. 132. 17-23. -5 MP. +1% to King Tormak’s Command.

2 convert, 6 heretic.

New England

116 MP led by Veers attacks 38 provinces. 165 vs. 165. 23-15. -3 MP. +3% to Veers’ command.

2 convert, 9 heretic.

Religious Conversion

84 into 42 provinces. 25 conversions!

Demigod Rolls

The Empire of the Holy Flame

Vaskus meets priests of Anansi in the Holy City and discusses stray thoughts and memories from the Temple Expedition with the priests. 15. Vaskus’ meeting with the priests goes very well. They come to the conclusion that, as a messenger of Anansi and having been in perhaps the holiest of Anansi’s Temples, the great, wise spider was helping him along. The Temple presumably felt familiar because Vaskus was there at some point in the distant past, likely in a previous life.

They also have something else of importance to tell Vaskus. (+2 Wisdom)

Sarah explores Jerusalem’s ruins, hoping to find something of value. 9. Much like Rome, Sarah does not do much besides get some sightseeing in.

KPCR

All demigods on offensive.

The United Goch Clans

Aeron commands a military to expand.

Gogrum challenges the leader of Madeira to a duel to determine sovereignty. 20. Gogrum yeets the Madeiran leader so far across the ocean that the resultant shooting star-like event causes several settlements to pledge allegiance. (+3 Strength, +5 Territory)

Ariel handles counterespionage.

The Daylamite People’s Republic

Mazdak and the Red Amesha on counterintelligence.

The Spectre of Communism leads the military.

Magayo

All demigods on offensive.

Valfian

King Tormak helps the military.

Asmadi studies the magical arts with an interest in wisdom. 2 (3). Even the Poseidon of India sometimes looks at the wrong sources. (-1 Wisdom)

Valikid responds to a cry for help in a tropical underwater town; he wards an Alaskan Bull Worm back to Alaska. 11. Well. Nobody will question Valikid’s strength ever again. The good people of the town give him some money for his trouble, too. Fortunately the worm retreats to the Alaskan wastes and does not complicate relations with the KPCR. (+1 Strength, +1 EP)

New England

Veers helps the military, and uses a bonus action for counterespionage.

Faye helps the Inquisition. 20. Faye does not disappoint as Grand Inquisitor, to put it mildly. +20 Reynard provinces. Grand Inquisitor Perk raised by 5%. +1 to Conversion Rolls.

Kerrigan helps the Inquisition. 18 (20). Kerrigan makes up for prior failures considerably, mass converting parts of the Dominion but also inspiring Reynardine faith beyond its borders. +20 Reynard provinces. +1 to Conversion Rolls. Reynard Faith area created in Quebec.

Peaceful Expansion (from Faith)

The Empire of the Holy Flame – 3

KPCR – 3

The United Goch Clans – 3

The Daylamite People’s Republic - 3

Magayo – 3

Valfian – 3

New England -3

Boons Received

Anansi – EHF. 12 provinces, 2 MP.

Coyote – KPCR. 12 provinces, 2 MP.

Huehuecoyotl – Magayo. 17 provinces, 3 MP.

Huxian – Valfian. 12 provinces, 3 MP.

Reynard – NED. 12 provinces, 3 MP.

Set – #ForeverAlone


Turn V

Map


The world has shrunk. Dramatic expansions of territory, populations and economies all work to bring the people of the world closer together, with every nation having some array of colonies that feed resources back to their home territory. Only the Daylamite People’s Republic does not possess a considerable thalassocracy, though this is attributed to people being afraid to colonize beyond the Persian Gulf due to Valfian’s curse upon the Indian Ocean.

Ascension!

Huehuecoyotl has grown considerably in power as a result of dedicated states the world over. His power now grants +33% instead of +25% Faith from heathen and heretic provinces.

Death! Destruction! …Adventure?

The air is choked by poisonous gases, the land is scorched by fire, the river is poisoned by toxic ash. A massive volcano has erupted in Egypt, though the damage has fortunately not spread far beyond it. However, a giant lake of lava now boils in the center of the region, a single island exactly at its center. And upon closer inspection… a temple? What could be inside?

The last time a temple spontaneously appeared, it seemed those affiliated with Anansi and who had considerable Wisdom fared better than others. What sort of dangers – and rewards – await those who step foot in this new, fiery Temple?

GM Notes

EP, MP, Provinces, Faithful provinces, have all been expanded while retaining their proportionality.

Hidden modifiers are now in play. This is a courtesy announcement so all players are aware they exist. You will be made aware if you have a hidden modifier.

The area of the Indian Ocean affected by Valfian's Whirlpool Elementals is now clearly marked.

Orders will lock the night of July 31st.
 
AP Expansion. 50% chance of religious conversion. 50% chance of heathen.

The Empire of the Holy Flame – 10 into Sicily and Italy. 5 convert.
The United Goch Clans – 8. 4 convert.
The Daylamite People’s Republic – 11. 6 convert.
Valfian – 9 in Somalia. 5 convert.

EP Expansion. Every 1 EP spent = 20% chance of annexing 1 province and 25% chance of converting. Always state or heathen.

The Empire of the Holy Flame – 115 into 38 around the Mediterranean, focus on Egypt/Gibraltar. 24 taken! 18 convert.
KPCR – 91 into 30 provinces, to connect Alaska and the Pacific Northwest. 20 taken! 16 convert.
The United Gosh Clans – 50 on 25 provinces. 9 taken! 5 convert.
The Daylamite People’s Republic – 63 into 21 provinces. 14 taken! 11 convert.
Magayo – 54 into 18 provinces. 13 taken! 10 convert.
Valfian – 99 on 33 provinces in Malaysia. 21 taken! 16 convert.

MP Expansion. Each attacked province randomly assigned 1 to 5 MP. 10% chance of conversion. 8% chance of rival faith. 50% chance of heathen. Neutral province loss equation: Loser’s number of battles won / 4, rounded down

The Empire of the Holy Flame

85 MP led by Kenar marches on Rome, aiming for 20 provinces. 117 Vs. 51 MP. 13-7! -1 MP. +2 to Kenar’s Command.
1 State, 5 Heretic.

35 MP stationed in Egypt.
5 MP sent to the Temple of Set.

KPCR

60 MP sent to the Temple of Set.

The United Goch Clans – 100 MP conquer 20 provinces. 100 vs. 40 MP. 12-8! -2 MP.

1 State, 5 Heretic.

2 MP is set to assist demigods in Egypt.

The Daylamite People’s Republic

121 MP target 35 provinces. 121 vs. 140 MP. 15-20! -5 MP.
2 State, 6 Heretic.

Magayo

119 MP led by all three demigods target 40 provinces. 191 vs 153 MP. 19-21. -5 MP. +1 to all demigods’ command.
2 State, 7 Heretic.

Valfian – 100 MP capture 33 provinces in Madagascar. 100 vs 74 MP. 19-14. -3 MP.
2 State, 8 Heretic.

New England – 134 MP led by Veers storm 40 provinces in Quebec. 196 MP vs. 86. 31-9. -2 MP. +3 to Veers’ command.

The 20-province Quebec Faith Area is annexed. 1 State, 4 Heretic.

Religious Conversion

New England – 134 EP into 134 heathen provinces. 52 converted.

Demigod Rolls

The Empire of the Holy Flame

Kenar aids military expansion.

Vaskus and Sarah go to Egypt.

KPCR

Imnek is sent to Egypt.

The United Goch Clans

All three demigods are sent to Egypt.

The Daylamite People’s Republic

Mazdak focuses on counterintelligence.

The Red Amesha continues Ambrosia research, having considerably expanded their intelligence. 13 (12).

The Amesha’s adventures in the Temple of Anansi seem to have granted them inspiration. Ambrosia production has surged, and more people are able to absorb it than ever before. Playing With Fire is removed, and Ambrosia Chef now grants +3% instead of +1%.

The Spectre of Communism arrives at the Temple of Set.

Magayo

All demigods on military duty.

Valfian

Asmadi and Valikid venture to the Temple to find artifacts and recipes, respectively.

King Tormak extols the virtues of Huxian, like infinite economic expansion, in an attempt to convert Valfian’s diverse populace. 8. In spite of how well Valfian has prospered under the Huxianite religious denomination, Tormak doesn’t seem to gain any traction. He actually inspires a little bit more attraction to the hedonistic Huehuecoyotlists, who are rapidly becoming a sizable religious minority. (+3 Huehuecoyotl provinces)

New England

Veers aids counterespionage and leads the Quebec Campaign.

Kerrigan probes to find any spy rings in New England. 18 (20). Kerrigan does not find anything significant in the way of foreign agents, but she does certainly leave a strong secret pol- er, “concerned citizens” network in place. (New England gains modifier Zersetzung, which adds +10% to defense against foreign espionage)

Faye continues the Inquisition across the Dominion. 1 (4). Has the Inquisition run its course? Faye is finding leftover heathens are a little less easy to mold towards the ways of Reynard, and in fact, seems to be inspiring resistance. (Lose Preacher modifier, +15 Anansi provinces)

Up next: The Temple of Set
 
The Great Temple Expedition II: Electric Boogaloo

Act One: Prologue

Spoiler :

On the edges of the lake of fire that has ravaged much of central Egypt, the scene is almost comical. Asmadi, one of the most powerful sorcerers in the world, finds all her water bubbles burst from the heat of the pit. The Empire of the Holy Flame goes for a more ingenious route of coming from the air but… Sarah’s helicopter nearly melts as it approaches, forcing a landing on the edges of the sea of fire, while even Vaskus - famous from generating an absurdly hot fireball to protect himself from drowning not too long ago - finds himself unable to fly close enough; clearly, the fire of this lava is unnatural... cursed, even. And finally, the skilled sorcerer Aeron from the United Goch Clans tries to use cold magic to create some path across for his comrades – Imnek and the KPCR Army, Gogrum and Ariel from the Clans, and the Spectre of Communism from the DPR - only for that to not bear fruit either. Aeron ends up deciding the easiest answer is usually the right one, so opts to use a teleportation spell.

To their surprise, when they come out of the magical wormhole, they are… right beside the demigods of the EHF and Valfian. Ariel suggests that trying to teleport such a massive group – the KPCR has sent a considerable continent of troops – may have overwhelmed the spell and kept them on this side of the shore.

Asmadi points out her magical skills are just as great – if not greater – than Aeron’s, however, so clearly he must have teleported himself and his group there somehow… perhaps as part of an ambush. While Aeron suggests such a notion is preposterous, Asmadi reminds Aeron that he’s got Imnek and the Spectre of Communism, the two strongest warriors in the world (Valikid's Self-Esteem -1), as well as a huge military, behind him!

Tensions flare, guns and magical shields are readied, and for a moment, it looks like some battle of epic proportions might erupt between the Tehuan Alliance on one side and the Holy Flame and Valfian on the other. They only disperse when Vaskus, the wise and compassionate Phoenix of the Holy Flame, reminds them of whose territory they are in… Set, the archrival of Anansi, and a god of strife, discord, war. This is quite likely one of his ruses.

All present are surprised when they hear a thunderous clap, and equally thunderous laughter, catching them off guard… but not as much as what they see next. Wading out of the boiling lava as if it were gentle waves licking the beach, comes a figure covered from head to toe in black fur. Lava rolls down his muscular form as if it were mere water, as piercing red eyes set behind a curved snout stare all of them down. The mysterious beastman steps onto the beach, clawed hands ceasing their applause, ears wider at their tip than their base perking at the sound of everyone’s weapons pointing towards him instead.

Of course, he only smirks, going so far as to puff out his chest and put his arms to his sides, leaving himself vulnerable, “If all you warriors think yourself capable of taking down a war god, by all means, I invite you to try!”

Vaskus is quick to speak Set’s name. Some in the crowd let out quiet gasps, but most are filled with understandable anxiety being in the presence of such a bloodthirsty god.

“You forgot the ‘Lord,’ how impolite!” Set wags a finger, but Vaskus gives only a mocking acknowledgement of his “error.” While Set may be more powerful than everyone present combined, all their respective deities are far more powerful than him at this point. Set has gone from a war god feared worldwide to someone only scattered opportunists cling to for power. Regardless, Imnek gives the signal for the KPCR’s troops to stand down. The Holy Flame and Goch Clans’ representatives follow suit. Nobody will gain anything from a fight here, that is obvious.

Set shrugs, placing his hands at his sides, “It’s for the best, I suppose. I would rather not cause any needless death.”

Sarah inquires as respectfully as possible about the likely numerous number of people killed from Set’s volcanic eruption, but that just prompts the god to laugh, before shrugging again, “You know how it is… you have to break a few eggs to make an omelet.”

Set hits himself on the forehead, “Oh, I’m getting distracted. You’re all here for the Temple, not for me, of course.” He gives a mock sigh, before all his sharp teeth are on display, “See, that bleeding heart Anansi beats around the bush. I’m going to be straightforward with all of you. Inside this Temple, there are tests of strength and endurance. I think your ideals mean nothing without strength behind them.” He pauses, “…how ironic considering my current situation, a god without a single nation to his name…” He shakes his head, “Anyway. Your strength, skill, and perhaps a little bit of luck will all be tested inside the Temple. Whoever performs the best… there is something of considerable value to you.” He glances at the champions of the various nations and alliances… then at the military grunts behind some of them.

“Of course… the Temple only has enough room for demigods to run its gauntlets.” As he speaks, his claws seem to sharpen, his fingers flexing as if reaching for something, “So, on the subject of making omelets.”

The soldiers did not get a moment to even think about pointing their guns at him. A wave of surprised gasps later, and the countless soldiers the demigods brought with them have all collapsed.

In the blink of an eye, a giant wolf is upon Set, pinning him to the ground, before suddenly regaining the form of a more humanoid wolf. Imnek had flung into an uncharacteristic rage, perhaps as a result of seeing almost half the KPCR’s military apparently wiped out.

It looks like Imnek might rip Set’s throat out, but most know nobody there is that strong. And indeed, Set is simply smiling, not showing any discomfort at being in a supposed chokehold. It’s no surprise when he squeezes Imnek’s arm and casually lifts it from his throat, before red eyes stare the werewolf down, “None of your soldiers are actually dead. At least… not if you play my game.”

Imnek is quick to get off of Set, knowing that doing as the god wants may be the only way to save countless lives. He keeps his temper in check as the god annoyingly snickers, getting back to his feet.

Dusting himself off, Set speaks, “Any of you who have brought a military force with you have been endowed with your soldiers’ strength. You will need it in the Temple’s trials, I assure you. When you are finished, their essences will leave you, and they will be restored to life. …that is… if you make it out alive, of course.” Set gives a sinister smirk, knowing fully that even all the demigods together do not hold a candle to him.

An awkward silence follows, and Set continues, “Well, I guess we should get going. Follow me, champions of the world.”

Set steps into the sea of lava once again, but this time, his step causes it to rapidly cool and harden. As he walks further in, the area of cooled down lava spreads, forming a large, floating island next to the shore. He beckons the demigods, and while they are initially hesitant, they all follow. No sooner has the last demigod stepped on does the island break away from the shore, rapidly traversing the fiery sea, though a magical barrier thankfully keeps them all from being thrown into the lava from the sheer speed at which they travel.

…the barrier doesn’t stop them all from being flung forward when the supernatural barge crashes into the central Temple island, however. The barge quickly slips beneath the lava, but Set gracefully jumps off and lands ashore.

“And with that, my Temple awaits!” Set motions towards the large block in the middle of the island. He produces a staff from out of nowhere, and with a few gestures, the block starts to rapidly crumble… it quickly takes on the likeness of his head. Another one of his strange dance-like moves, and the entrance is revealed… the statue’s sharp, jagged jaws open. There is a doorway a little bit further inside.

Asmadi’s eyebrow raises, “… Nice allegory to how death probably awaits us inside.”

Set does a graceful bow, “As I said, I’m far more transparent than Anansi with this sort of thing. Will my Temple quite possibly kill you? Absolutely! But will it be worth it if you make it out? Most certainly! Now, off you go!”

None of the demigods get a chance to respond before a powerful gust sucks them all into the doorway and the interior of the Temple, further underground. The Temple’s entrance seals shut… and then quickly melts into the rock. Whatever awaited them all inside, the only way they could go now was forward.

Set slowly steps back towards the edge of the island, a hand on his chin as he thinks, “Forming an alliance to overcome everyone’s differences in the hopes of harnessing the powers of the gods… fascinating. How clever!” His razor sharp teeth curled into a smirk, “…how naïve.”

And so, Set leaped back into his sea of lava, disappearing beneath its boiling waves.


Act Two

Spoiler :
The demigods regain their bearings. Asmadi and Valikid are in one group, Sarah and Vaskus in another, and all the Tehuans in a third. They are all separated from each other. For some this brings relief… for others it brings some dread.

As the various demigods carefully wander the halls, they search for caches of anything that may be useful… whereas Anansi had littered his Temple with riddles that bestowed wealth and wisdom to those who solved them, Set is more… pessimistic. Around the Temple are caches of military hardware and lists of curses. Like Anansi’s Temple, touching them causes them to disappear and turn up in the demigod’s capital city.

Sarah – 16 (18). Sarah is finally vindicated after lackluster performance in Rome and Jerusalem. +4 MP.
Vaskus – 13 (15). +3 Strength.
Imnek – 5 (14). +2 MP.
Spectre – 15 (19). +5 MP.
Aeron – 13 (14). +2 Strength.
Gogrum – 1 (4). Turns out Set’s a jerk. The hardware Gogrum touches is rigged with explosives. -3 HP.
Ariel – 7 (10). Somehow, Ariel found gold. Nobody knows how. +1 EP.
Valikid – 5 (8). He probably should have left pronouncing those funny words to Asmadi. She would have appreciated not being puked on from the sudden bout of illness. -1 HP.
Asmadi – 14 (15). +3 Strength.

Set’s voice, sounding unearthly in its echo, resounds through the Temple, “That’s enough sweets, children. Now it’s time for some exercise.”

Across the Temple, regardless of where the demigods are, creatures slip out of the darkness. The creatures can only be described as having the heads of a crocodile, the forelimbs of a lion, and the hind of a hippopotamus. Those with access to Egyptian lore would recognize them as being made in the likeness of Ammit, the Devourer of Dead Souls. Each Ammitite has 10 HP, 10 CON, and 12 STR.

“All ideologies are meaningless without strength to back them up. Show me how strong your hearts are. Or let my little friends devour them. It makes no difference to me.”

Vaskus and Sarah are approached by 2 of the creatures! Team Tehua is approached by 5! Valikid and Asmadi are appoached by 2!

For these fights, every 10 Strength, Intelligence or Wisdom (whichever is higher) grants +1, every 10 Dexterity grants +1. Your characters will use the highest of their STR, INT, or WIS to attack, but will use all three if they roll 18 or above.

Vaskus (+4) and Sarah (+2) vs. 2 Ammitites

Vaskus and Sarah are perhaps the most vulnerable of the fighters here. They are more agile than the Ammitites, however, so that gives an advantage!

Sarah and Vaskus go on the offensive! 8 (10) and 8 (12). Sarah’s attacks are ineffective, but Vaskus is able to single one of them a little at least. One of the Ammitites loses 5 HP.

ROLL TO DODGE! Sarah rolls 8 (10) and Vaskus rolls 7 (11). They escape with minor injuries, -1 HP each.

One more time! Sarah rolls 7 (9) and Vaskus rolls 16 (18). Seeing Sarah in imminent danger, Vaskus summons an enormous ball of phoenix fire. He deals 11 damage, incinerating one of the Ammitites and dealing 6 HP damage to the other.

The Ammitite sees who is the MVP here, and goes for Vaskus.

ROLL TO DODGE! 15 (19). Vaskus not only gets away, he manages to get a small round of fire off on it, lowering its CONST to 8!

Sarah and Vaskus attack together! 15 (17) and 10 (14)! Sarah is a late bloomer as always, but together the two wise warriors of Anansi utterly annihilate Set’s last monster.

Net Result: Vaskus and Sarah lose 1 HP. As a result of absorbing the life force of the slain Ammitites, they each gain +2 HP, CON and STR.

Asmadi (+2, additional +1 due to Magic bonus) and Valikid (+3)

Asmadi and Valikid go on the offensive together. 15 (18) and 10 (13). Asmadi attacks with the full weight of her magic, 50, and Valikid with 21.

It’s over as fast as it begins, the two Ammitites having been effortlessly obliterated. Each one gains +2 HP, CON, and STR.

Imnek (+9), Spectre (+4), Gogrum (+2), Aeron (+5) and Ariel (+2) vs. 5 Ammitites.

Full offensive. 17 (20), 3 (7), 6 (8), 12 (17), and 14 (16). Imnek turns into a massive wolf and savagely tears an Ammitite to pieces. Aeron inflicts 7 damage, and Ariel deals 1 damage. Spectre discovers that Ammitite saliva is corrosive, as does Gogrum (-1 HP).

The leftover Ammitites have 10, 10, 9 and 3 HP. Perhaps sensing that Imnek is the greatest threat to them, they all gang up on him.

ROLL TO DODGE! 15 (20), 16 (20), 14 (20), 19 (20). No wonder Imnek is considered the greatest commander in the world. He not only dodges them all, he manages to strike devastating blows on each. The crunching sounds form a symphony. All Ammitites lose 3 HP, with another one of them slaughtered by Imnek.

Everyone goes on the offensive against the remaining 3 Ammitites with 7, 7 and 6 HP.

5 (14), 14 (18), 18 (20), 16 (20), and 12 (14). Magic. Fangs. Wrecking balls. They all come together in spectacular overkill to annihilate Set’s little pets.

Net results:

Imnek gains 4 HP, CON, STR.
Spectre gains 2 HP, CON, STR. -1 HP.
Gogrum gains 2 HP, CON, STR. -1 HP.
Aeron gains 2 HP, CON, STR.
Ariel gains 1 HP, CON, STR.


Act Three

Spoiler :
With minimal damage to all parties and plenty of gains, they all advance deeper into the Temple. All three hallways eventually meet up in a single antechamber, though there are several other hallways from the same direction, indicating Set had apparently planned for separate teams from every nation.

There are nine short pillars sticking out of the ground, reaching to waist level. Above each is a brilliant flame.

“There is a chance at least one of you will not be returning home in one piece.” Set’s voice resounds through the Temple with clearly supernatural origin, “As a consolation, have one last gamble to strengthen your nations. But of course, to make things fun… you might activate a trap.” Gogrum and Valikid shiver as they hear that, “Once all nine of you have swiped your hand through the flame and received your reward or penalty, the next room shall open. You'll just have to see what awaits you inside.”

Some of the demigods exchange uncertain glances, but know they must proceed for the good of their various nations.

Sarah - 2 (4). “Bzzt! What a shame!” Set’s voice rings out, and a supernatural burst of black flame engulfs Sarah for a few short moments. -3 HP.
Vaskus – 15 (17). +3 MP.
Imnek – 12 (20). +5 MP.
Spectre – 16 (20). +5 MP.
Aeron – 11 (12). +1 MP.
Gogrum – 20. +5 MP.
Ariel – 4 (7). “Better luck next time! …if there is one!” Ariel is consumed by black flame, but it’s fortunately out quickly. -1 HP.
Valikid – 14 (17). +3 MP.
Asmadi – 13. +1 MP.

“Well… that was fun. Now, for the main event. Proceed, demigods. Let us see if any of you are worthy of my treasure.”

As Set finishes speaking, the large stone doors in front of them slide out of place, revealing a dark, foreboding hallway… which soon lights up with torches that give off an ominous glow. Against their better judgement, all nine demigods proceed.


Act Four

Spoiler :
The hallway eventually ends, opening to a large, central chamber. It is… positively morbid. The whole floor is littered with skeletons. Like this was some massive sacrificial pit. What is particularly noticeable is that towards the center, the skeletons cease to be human… and instead became distinctly more avian.

“Falcons. It figures.” Aeron speaks as he quickly notices the piles of bones. He is all too familiar with the legends of Set versus Horus.

“Smart boy!” Set’s voice, by now a point of annoyance, once more rings throughout the Temple… but now it’s… clearly closer.

And indeed, perched atop a large statue in the middle of the room, an obsidian, abstract statue that coils around many times over, akin to a massive serpent, is Set, idly twirling his Was scepter in his claws. He glances down at the nine demigods, standing up, his arms outstretched as if he just now noticed them all, “I am so ecstatic you all could make it!” He starts pointing his claws at all of them in succession, clearly counting them, “Let’s see… one… two… nine? You all really did make it! …how boring.” Set mutters the last part under his breath, before crimson eyes glance back at them all.

“Just tell us what you want.” It is Imnek who speaks up, once more not really tolerating the devilish chimera’s shenanigans. But his attitude simply makes Set’s many sharp teeth smile.

“Very well, very well, so quick to rush the ending!” Set sets his scepter in front of himself, leaning on it, “One last test. All of you get to take it. Whoever performs the best gets to take home a wonderful prize! Something that will make your military the envy of the world…” He wiggles the claws on one hand, in an attempt to act all mysterious and ominous, “Oh, right! The test itself… those creatures you all fought? They were little more than larvae compared to this last one…” His voice becomes more menacing as he talks, revealing his true, savage nature.

“Oh gods you’re going to summon Apep aren’t you?” Aeron speaks up, using his knowledge of Egyptian lore to make a guess. Set was standing on top of a giant, serpent-like statue… and he had heard the stories of how the Temple of Anansi’s final test went. Going by the theme, Set’s next move seems obvious.

Set scratches the underside of his chin, “You know… funny story about that. I had considered making that my final test, but… you see, I’m a trickster. And tricksters? We’re full of surprises…” Set produces a replica of his scepter, and with a quick wave through the air, Imnek, Aeron, Ariel, Gogrum, Vaskus, and Sarah all fall to their knees for a moment, though Imnek is eventually on all fours, as intense pain courses through all of them… and the replica scepter glows. Soon, the pain fades and everyone is able to get back on their feet, but they all feel… emptier.

“Your Army buddies have been helping you through the whole Temple in spirit… but I think I’ll have them help me now; I am the god of soldiers, after all! If you wish to free them… defeat my Champion. Now as I was saying… tricksters are full of surprises.” His smile grows as he sees Imnek in particular angered at his toying with the trapped souls of soldiers, “…and me in particular? I don’t get angry… I get even.” Set’s claws flex as he talks, his brow furrowed, clear anger and malice in his whole demeanor.

Set soon stabs the replica scepter right through the head of the snake he’s standing on; the scepter soon melts and melds with the statue. Cracks form all over its body, glowing with light… Set, meanwhile, bursts into black flame, his whole form slowly flaking away like ash, “Let’s see if my son will make up for his treachery after all these years, shall we?”

“Watch out!” Vaskus seems to take the initiative to warn everyone as the bones in the room start lifting off the ground and flying towards the statue, as if by magnetism.

(Act Four’s boss battle has begun. Set has nullified many prior bonuses. When dodging, each character gets +1 for every 10 Dexterity. When attacking, each character gets +1 for every 10 of their highest stat: STR, WIS, INT as well as +1 for every 10 DEX. If a character rolls 18 or higher, they activate the full value of their STR, WIS and INT in an attack.

Sarah: +1 on defense, +2 on offense
Vaskus: +1 on defense, +3 on offense
Imnek: +1 on defense, +3 on offense
Spectre: +1 on defense, +4 on offense
Aeron – +0 on defense, +3 on offense (magic bonus).
Gogrum – +1 on defense, +3 on offense.
Ariel – +1 on defense, +2 on offense.
Valikid – +1 on defense, +3 on offense.
Asmadi - +0 on defense, +3 on offense (magic bonus).)


ROLL TO DODGE!

Sarah – 19 (20). Sarah is clearly more battle-competent than thought. +1 Dexterity.
Vaskus – 9 (10). Vaskus is grazed. -1 HP.
Imnek – 11 (12).
Spectre – 15 (16).
Aeron – 15.
Gogrum – 7 (8). Gogrum is smacked upside the head by several bones. Good thing he’s got a thick skull. -1 HP.
Ariel – 2 (3). Ariel gets perforated by one of the flying bones, but fortunately Aeron is able to quickly patch him up and avoid lethal damage. -2 HP.
Valikid – 20. Who knew such a massive crab could be so graceful? +1 Dexterity.
Asmadi – 9. Asmadi is grazed. -1 HP.

The various skeletons in the room have all attached to the statue and they… melt into it. Each one adding more and more mass to the snake, which itself begins to melt and contort… becoming more anthropomorphic, canine… bedecked in golden jewelry, its glowing red eyes stare down the various demigods as it stands upright, now free to move around the room after the various annoying tinies it has been tasked to slaughter.

“…Anubis.” Aeron quickly pieces together what – or who – Set’s chosen champion appears to be. Could other old Egyptian deities have survived the world’s destruction, and been enslaved by the vengeful Set? …something to consider at a later time, considering currently Anubis is trying to murder them all with an ankh-khopesh!

Boss: Anubis (70 HP, 20 STR, 20 CON)

The Spectre of Communism makes the first swing at the creature. 13 (17). 6 damage inflicted!

Anubis swings at Spectre! Roll to Dodge! 15 (16). Anubis not only fails to hit, its blade is chipped a little on the massive wrecking ball’s tough exterior. -1 STR for 2 turns.

Aeron attacks! 3 (6). He was not expecting Anubis to swing his spell back at him Ganondorf-style. -3 HP.

Anubis swings at Aeron, hoping to eliminate the annoying mage! ROLL TO DODGE! 14. Aeron makes a quick comeback. Anubis loses 1 HP.

Imnek goes all out! 17 (20). The full fury of an Amaroq comes out once more. Anubis loses 8 HP. His CON drops by 3 for 3 turns.

Anubis matches golden wolf against Alaskan wolf. ROLL TO DODGE! 16 (17). Imnek is about as skilled on defense as offense. Anubis loses 3 HP.

Desperate to keep Asmadi from falling to the wrathful Egyptian god, Valikid strikes next. 11 (14). Anubis loses 3 HP.

Anubis moves to squish the crab. ROLL TO DODGE! 13 (14). Again, Valikid is nimble for a giant crab. He also snips Anubis good. Anubis loses 1 HP.

Vaskus tries to muster phoenix fire against the monster. 5 (8). To the phoenix’s horror, Anubis grabs him by the wing, threatening to break bone. Vaskus -1 HP.

Anubis moves to crush Vaskus. ROLL TO DODGE! 3 (4). Vaskus is unable to get out of Anubis’ grip, but fortunately Sarah is able to patch him up. Vaskus -3 HP.

Asmadi sees an opportunity, and leaps into battle! 6 (9). Asmadi is caught in Anubis’ grip. Turns out naga make great stressballs. Asmadi -1 HP.

Anubis goes to squeeze Asmadi to a pulp. ROLL TO DODGE! 5. Asmadi -4 HP. Asmadi is left inches from death.

Gogrum goes for broke! 14 (17). He inflicts 1 Damage!

Anubis retaliates against the orc. ROLL TO DODGE! 7 (8). Fortunately Gogrum is pretty hardy. Gogrum -1 HP.

Ariel puts his adventure skills to the test! 6 (8). Anubis is pretty agile, he catches Ariel midair. Ariel -1 HP.

Anubis slams Ariel into the ground. ROLL TO DODGE. 3 (4). Well that crack was kind of gross. Ariel -3 HP. One more hit, and Ariel is a goner.

It’s Sarah’s turn now! She scores a direct hit to Anubis’ eye! 16 (18). She inflicts 7 damage!

Anubis goes for a slash with his khopesh. ROLL TO DODGE! 2 (3). Sarah -2 HP.

Turn One Results:

Anubis is down to 52 HP. Spectre 21 HP. Aeron 7. Imnek 19. Valikid 19. Vaskus 8. Asmadi 2. Gogrum 7. Ariel 1. Sarah 7.

**

Spectre tries again! 17 (20). Spectre deals 7 damage! More importantly, Spectre cracks Anubis’ armor just as Imnek did, but now it’s more substantial and will lower his CON by 5 for 5 turns.

ROLL TO DODGE! 8 (9). Spectre’s surface cracks just a wee bit. -1 HP.

Aeron attacks! 14 (17). Aeron deals 5 damage!

ROLL TO DODGE! 4. Aeron takes a hell of a hit. -4 HP.

Imnek attacks. 11 (14). Imnek deals 5 damage!

13 (14). Imnek recovers, and deals 2 damage!

Valikid strikes! 4 (7). Anubis was ready. Valikid -2 HP.

20. Was that a feint?! Valikid slices one of Anubis’ arms off. Anubis’ STR -5.

Vaskus attacks! 2 (5). That could have gone better. Anubis grabs Vaskus. Vaskus -2 HP.

18 (19). Phoenix fire to the face. Vaskus deals 7 damage.

Asmadi is too weak to attack, but Anubis comes for her anyway. ROLL TO DODGE! 3. It looks like the end… but then there’s a disturbing crunch. Asmadi opens her eyes to see Valikid has stepped in to take the blow. His normal sturdiness still keeps him relatively safe, but having to intervene has caused more damage than normal. Valikid -3 HP.

Gogrum goes on the offensive. 12 (15). He deals 3 damage!

ROLL TO DODGE. 13 (14). He deals 1 more damage!

Anubis regains his full Constitution!

Ariel, similarly to Asmadi, stays out of this. That doesn’t stop Anubis from trying to crush him. ROLL TO DODGE! 1 (2). But just like Asmadi, he is saved by a friend: Gogrum. Like Valikid, Gogrum’s quick leaping into action means his full Constitution cannot help him. Gogrum -3 HP.

Sarah knows this has to be her moment. 10 (12). Sarah deals 1 damage.

ROLL TO DODGE! 16 (17). Sarah deals one more point of damage.

Turn Two Results:

Anubis is at 20 HP, 20 CON, 15 STR. Spectre 20 HP. Aeron 3. Imnek 19. Valikid 14. Vaskus 6. Asmadi 2. Gogrum 4. Ariel 1. Sarah 7.

**

Spectre once more has the honors of a first strike! 13 (17). 6 Damage dealt!

ROLL TO DODGE! 6 (7). Fortunately, Spectre is rock solid. -1 HP.

Valikid strikes! 17 (20)! 4 Damage Dealt!

16 (17). Valikid deals a pretty harsh hit. Anubis -1 HP.

Imnek strikes! 18 (20)! 9 Damage Dealt!

Imnek morphs into wolf form and punches a hole clean through Anubis’ chest. The demonic death god falls backward, hitting the ground with such an impact it explodes, sending all the constituent obsidian and bones flying everywhere. Some particularly sharp shards fly at high speed towards Aeron and Ariel, and it looks like the United Goch Clans might soon be short two demigods…

…but the shards abruptly slow, and fall to the ground harmlessly. The reason why becomes apparent: Asmadi, after a poor showing in the fight, reminds people why she’s the Poseidon of India, having conjured thick walls of water in the air that have slowed the projectiles to a harmless speed. The various bones and obsidian all collapse to the floor, as does Asmadi’s wall, coming down on the victors like rain as the water sorceress passes out, having exhausted the last of her energy to prevent any further bloodshed.


Act Five: Epilogue


Spoiler :

A moment’s peace is quickly disturbed, as Set soon reappears in a cloud of black flame. Some of the demigods feel fear at his presence, curious what his next trial might be after they barely survived that one… but most are filled with anger at how close many of their comrades are to death. The fact he maintains that toothy smile is not helping matters.

Set counts the demigods with his claws, and grimaces, with a sigh. “Still all nine of you? Don’t you know part of fighting a god of death is, well… DYING?” The warrior god is clearly frustrated, but inhales and exhales, “Very well. My word is kept. One of you has received my scepter, with all the power it entails.”

Seeing a mouth begin to open, Set anticipates a question and wags a finger, “No no. It’s a surprise who has it. I have to have SOME fun!”

Set glances at his wrist, as if looking at a watch, “Well, that’s all the time I have for today. This sure has been fun! One of you will receive another gift from me, oh, and… Aeron was it?”

As Set stares Aeron down, the mage is admittedly a bit anxious at what the god is up to.

“…the reason I didn’t choose to make some incarnation of Apep my champion? This world is already full of chaotic serpents ready to strike at your weakest moment.” Set’s eyes narrow as he looks over all the demigods, before he puts on a façade of joviality, “Tata!”

And so Set was gone as quickly as he came.

“… I don’t get why soldiers of old would have worshipped that guy. Maybe he put a blade to their throats?” Imnek speaks up with disapproval of Set’s demeanor, being a fine soldier and officer himself. His comment gets a little laughter, but… it’s still a very tense moment. For all the aid each side had shown the other, only one of them walked out of this with whatever Set’s treasure is.

A coughing noise comes from the center of the room, causing everyone to immediately ready for battle, as Anubis rises once again! …well, a much smaller version of him, if taller than the typical mortal. His eyes a more regular bright green, both his arms restored, as he glances around… blinking as he looks at all the warriors ready to fight him.

“Did anyone happen to notice who was sailing the yacht that hit me?” Anubis stretches, rather nonchalant considering he was just trying to kill them all moments ago. It is only after a few moments pass that he begins to get some foggy idea of what just happened.

**

“It’s not much, but it should help… I’m terribly sorry my father sealed me inside that monster.” Anubis sighs, having finished using his magic to help heal some wounds. As a god of death, who specializes in pushing people over the edge, he can actually pull them back from it too.

(Everyone has recovered 3 HP)

Proper apologies would have to wait, however. The Temple begins to rumble… and it does not take long before those decorative lava fountains one could make out around the edges of the Temple seem to be flowing with lava at a MUCH faster rate. The Temple is apparently collapsing into its sea.

While everyone else mutters on some type of escape plan, Anubis’ eyebrow twitches, “Even as one of the main gods of an entire world, you are STILL the biggest jerk, Dad.” Hearing everyone talking over each other, Anubis roars. That gets their attention, as he smiles and holds out his hands, “Thank you for your attention! As the wards around this place are my father’s doing. As I am of his blood, I believe I may be able to teleport past them… if you will all hold onto me, please.”

Anubis is grateful he doesn’t need lungs when everyone squishes around him, but he manages to muster just enough energy to warp out of there.

**

It was a gamble that Anubis could get out of the Temple, but it pays off. He and the demigods watch from a distance as the central island collapses into the ocean of lava… and notice the lava slowly darken as it begins to cool. Set has left his mark on the world, and has left so-called gifts with several special people in that world.

For a moment it appears Set had lied about restoring the fallen soldiers, but with a flex of his hands, Anubis is able to restore them all, having been imbued with all their souls, which he is happy to return. The process of releasing countless captive life forces does seem to age him considerably, however… he’s clearly a god with very little life left in him, ironically enough.

The Goch, EHF, and KPCR armies reunite with their demigods (though the soldiers can’t even remember losing consciousness). As they all gear up to leave the site, many offer Anubis a place in their nation, but he declines the offer, feeling he has much work to do with a land so destroyed by his father’s behavior; its balance of life and death needs fixing! But he does give them all a parting gift… he even manages to conjure up a list of long lost Egyptian recipes for Valikid to take back home.

The Temple of Set saga closes. But will its consequences make for a brighter world, or a darker one?

(All characters gain +2 Constitution. All nations that participated in the Temple have received a scrap of Ambrosia recipe from Anubis, and get +1% to their EP growth.

For great performance, Set has given a small boon to the Daylamite People’s Republic: it now gains Faith at 100% from Set provinces

A mystery nation has received Set’s artifact. Full details will be PMed.)


Peaceful Expansion (from Faith)

[suspended this turn due to size of update; everyone has received converted provinces instead]

Boons Received

Anansi – EHF. +15 distributed across demigod stats.
Coyote – KPCR. +15 Stat boosts.
Huehuecoyotl – DPR. +23 in Stat boosts.
Huxian – Valfian. +16 distributed across demigod stats.
Reynard – NED. +17 in stat boosts.
Set – “As fun as an idea as it is to give my boon to the DPR that would just be gamebreaking.”
 
Turn VI

Map


Despite some close calls in the Temple of Set, there has been no major shift in the balance of power, and most of the participating soldiers and demigods are making a full recovery. It almost feels like a bad dream… well, except for the massive pit of death that is the cooled down magma sea. Fortunately, the death god of old, Anubis, is working hard to restore the area.

New England is the most religiously homogenous nation on the planet, with 83% of its people following the state faith. The closest, the Empire of the Holy Flame, is only up to 50%. While analysts do note the growing power of Reynard, New England’s isolationist policies lead many to think it is unlikely to disrupt the global balance of power.

Valfian remains the most prominent power in economic and overall terms, but it lags behind the KPCR and New England militarily.

GM Notes

Orders will lock the night of August 7th.
 
The UGC is focusing on claiming Navarre, followed by the rest of Iceland and then it will go further into France.

We also like to take the opportunity to thank our allies in our co-operation in handling the Temple of Set, for our comradeship gave of us of our alliance the road to victory.
 
Attention: the Tehuan Alliance has a official symbol, a flag for usage and a banner of our unity.

Tehuan Alliance.png
 
In a grand announcement, Mazdak has declared that as the DPR has spread beyond the area traditionally known as Daylam, and that as socialism is a fundamentally international ideology, the Daylamite People's Republic shall henceforth be known as the Socialist Union of Huehuecoyotlan Republics.

The SUHR is to be further subdivided into 3 member republics; the Daylamite People's Republic, the Tigris People's Republic, & the Kurdish People's Republic. More member republics will be incorporated as the SUHR expands.
(I am not splitting my nation, the member republics are like states in the US or SRs in the soviet union)
 
Update:

At MartinLuther's request, Magayo has been turned into an NPC.

But, BUT, before anyone shows fear at this. There are some strict rules in effect to prevent Enerjak Syndrome:

The state will focus solely on expansion and defense. There will be no spy missions undertaken, nor aggressive action, nor player-level diplomacy.

In the chance of diplomatic interaction - say, honoring the Tehuan Alliance - it will be decided by a D20 roll. It will more or less be at the mercy of the dice, rather than having the autonomy of NPCs in prior games of mine.
 
Spoiler :
AP Expansion. 50% chance of religious conversion. 50% chance of heathen.

The Empire of the Holy Flame – 10 into southern Anatolia. 5 convert.

The United Goch Clans – 10. Navarre, then Iceland. 5 convert.

SUHR – 1. 1 convert.

Valfian – 30 into Malaysia. 15 convert.

EP Expansion. Every 1 EP spent = 20% chance of annexing 1 province and 25% chance of converting. Always state or heathen.

The Empire of the Holy Flame – 139 into 46 provinces around Marseilles, Liguria, Catalonia. 29 annexed. 19 convert.

KPCR – 105 into 35 provinces. 21 annexed. 15 convert.

The United Goch Clans – 50 EP into 25 provinces. Focus on Navarre, then Iceland. 11 annexed. 6 convert.

SUHR – 63 into 21 in the Persian Gulf. 14 annexed, 11 convert.

Magayo – 15 into 5 provinces. 3 annexed, 3 convert.

MP Expansion. Each attacked province randomly assigned 1 to 4 MP. 20% chance of conversion. 10% chance of rival faith. 30% chance of heathen. Neutral province loss equation: Loser’s number of battles won / 4, rounded down

The Empire of the Holy Flame

100 led by Kenar invade 25 provinces of Italy. 140 vs. 87.

18 won! -1 MP. 4 convert, 10 heretic.

KPCR

155 led by all three demigods invade 70 provinces. 341 vs. 94.

55 won! -3 MP. 11 convert, 27 heretic.

The United Goch Clans

108 MP led by Gogrum invade 20. 157 vs. 40.

17 won! 4 convert, 10 heretic.

SUHR

131 MP invade 35. 131 vs. 61.

24 won! -2 MP. 5 convert, 12 heretic.

Magayo

119 MP led by 3 demigods invade 50 provinces. 226 vs. 123.

37 won! -3 MP. 7 convert, 17 heretic.

Valfian

100 MP into conquering 33 Madagascar provinces. 100 vs. 95.

16 won! -4 MP. 4 convert, 9 heretic.

Religious Conversion. For every 1 EP, 25% chance of converting a heathen and 10% chance of converting heretics.

New England puts 85 EP into converting 85 provinces. 59 heathens and 26 heretics.

25 heathens and 12 heretics converted.

Valfian spends 118 to convert 118 heathen provinces.

29 heathens converted!

Demigod Rolls

The Empire of the Holy Flame

Vaskus and Sarah go to Tunisia, discussing the peaceful integration of the region into the Empire.

10 and 13.

Perhaps it’s the fact he’s a phoenix, but Vaskus cannot seem to get more than stares from the locals.

Fortunately, Sarah’s much more persuasive. Tunisia accedes to the Empire, desiring access to its markets and protection. Many had been amused (and angry) at Sarah’s inability to deliver any returns to the Empire on her prior adventures, but she’s the one who is laughing now. (+50 provinces)

The United Goch Clans

Aeron consults with the dragon queen who originally gave him his powers. He seeks to increase his wisdom and carry out any requests she has for him. 2. The dragon queen imparts much magical knowledge on Aeron. Problems only start when he goes to put it all in motion… the spells are apparently not something for non-dragons to play with lightly. …if he thought the Bug Incident had put his name all over the news, the Fire Elemental Dragon Incident REALLY puts him everywhere. (-4 EP, -5 MP, +3 WIS)

Ariel explores the Centre Pompidou in Paris for anything of value, if nothing else, the artwork. 15 (16). Ariel not only finds some pieces of artwork to bring back home for safekeeping, but finds a cache of valuables. (+1 to Treasure Hunter ability, +2 EP)

SUHR

The Red Amesha attempts to construct a bridge through the divine realm to connect the SUHR to Nigeria. 8. The Red Amesha is used to breaking eggs to make omelets. In this case, the role of the egg was played by a small contingent of troops who got warped into the middle of the ocean when the bridge proved unstable. That’s a lot of lost hardware. (-2 MP)

Spectre and Mazdak conduct counterespionage.

Valfian

Asmadi searches for knowledge in Malaysia to increase her wisdom. 10. Seems Malaysia was full of empty promises. Fortunately, Asmadi is too wise to fall for any amateur magical wisdom, even if it leaves her with nothing to show regardless.

Valikid attends an underwater wrestling championship to dethrone the current champion. 4. Valikid is monstrously strong, but his giant squid opponent was much stronger. He suffers no major injuries from the fight, but he does have seriously wounded pride. Oh. All the people who were betting on him back home are out their money, too. (Lose Celebrity trait, -5 EP).

DEFENSE ROLL! An assassination attempt is made on Valikid! 15. Valikid is able to move just in time to keep a bullet from causing serious damage. As he’s tended to, medical experts say that the bullet would have come very close to killing him if not for his lucky moves (they are aware his “quick” thinking was really just him tripping at the right moment). While experts deduce the bullet was magical in nature due to how it cannot be found as well as how it was able to penetrate his tough skin, they receive nothing from the assassin who fired it, who bit into a poison capsule in their mouth to avoid capture. (-4 HP)

Tormak tries to create a large submarine that has a drill on it that can be used to puncture ships from below. 3 (4). For being the King of the most powerful nation in the world, Tormak just can’t seem to get many good engineers. He is fortunately savvy enough with weapons technology to prevent a disaster like the Death Magic ship, but the current project is hardly worth the scrap that’s left of it. (-3 MP)

New England

All three demigods focus on the Inquisition. Veers uses a second action to protect against espionage.

Kerrigan 7 (10), Faye 1 (3), Veers 19 (20).

Kerrigan is actively getting tomatoed. Faye is almost taken hostage by resistance against the Inquisition. Veers has ample security forces to crack down on any uprising before it can gain traction, but… the religious situation is still deteriorating. Veers is able to use blades, not words, to force many new converts to the Reynardine faith, but many are also embracing another particular deity…

(Faye’s Grand Inquisitor ability weakened to 10%. +25 Reynard provinces, +20 Anansi provinces)

Boons Received

Anansi – EHF. +3 MP, +3 EP, +11 provinces.
Coyote – KPCR. +3 MP, +3 EP, +10 provinces.
Huehuecoyotl – UGC. +3 MP, +3 EP, +22 provinces.
Huxian – Valfian. +3 MP, +3 EP, +11 provinces.
Reynard – NED. +3 MP, +3 EP, +14 provinces.
Set – #ForeverAlone


Turn VII

Map



While Valfian remains the dominant power of the world, it has had what many consider its annus horribilis: not only did all of its champions see setbacks in their projects, but an assassination attempt has seriously wounded the eccentric powerhouse Valikid. Rumors are swirling around of who could be responsible, with most believing nobody without serious resource backing could have made a weapon capable of wounding Valikid.

But finding an exact culprit may have to wait. An absurdly lush garden has consumed much of the Rhineland… and a letter has arrived on the desk of each of the world’s 21 demigods. The letter contains an invitation to each of them to attend a banquet in the center of the gigantic garden, where some have been able to spot a palatial estate rising from the ground. The letter promises prizes, entertainment, and a really grand prize for one lucky winner at the end.

The letter says guests are encouraged to bring treasure (that is, EP) as tribute. It also sternly warns against bringing military forces to the area; only those specifically invited may attend. The letter is signed Lord Reynard.

The Palace of Reynard quest is now available for all demigods to undertake.

GM Notes

Territory has once again been dramatically expanded.

In light of the fact I will be absent in Philadelphia for 5 days starting the 14th, orders will lock the night of August 12th.
 
The United Goch Clans would like to make the following declaration: as we ensure the unity of Iceland we will move beyond. For the sake of peace and prosperity we intent this session of expansions to bring forth the southern Moroccan city of Tantan into the fold. We will also secure the areas around. We hope you all respect our plans, for the joy of Huehuecoyotl and the Dragon Gods.

As for Reynard: Ariel will require a vegetarian menu, Aeron likes all manner of fish and Gogrum would fall in love with thee for some salted caramel desert. We plan to attend this banquet for the blessing of the Clans.
 
Spoiler Rolls :

AP Expansion. 50% chance of religious conversion. 50% chance of heathen.

The Empire of the Holy Flame – 19 to connect Marseilles and Catalonia. 10 convert!

The United Goch Clans – 2. 2 convert!

SUHR – 4. 3 convert!

Valfian – 44 into Malaysia. 23 convert!

EP Expansion. Every 1 EP spent = 20% chance of annexing 1 province and 25% chance of converting. Always state or heathen.

The Empire of the Holy Flame – 75 on 25, France, Catalonia, Andalusia.

20 annexed! 17 converted.

The United Goch Clans – 50 on 25.

15 annexed! 9 converted.

SUHR – 42 into 14.

12 annexed! 11 converted.

MP Expansion. Each attacked province randomly assigned 1 to 3 MP. 20% chance of conversion. 10% chance of rival faith. 30% chance of heathen. Neutral province loss equation: Loser’s number of battles won / 4, rounded down

(No MP losses for this turn)

The Empire of the Holy Flame – 100 MP against 62 provinces, trying to reach the River Po. 100 vs 65.

38-24. 9 converted.

KPCR – All demigods lead 158 MP against 100 provinces. 381 vs. 199.

67-33. 15 converted.

The United Goch Clans – 108 MP against 20 provinces. 108 vs. 51.

15-5. 5 converted.

SUHR - 137 MP invade 70 provinces, led by the Spectre. 203 vs. 160.

42-28. 11 converted.

Magayo – All demigods lead 126 MP against 65 provinces. 274 MP vs. 137.

45-20. 9 converted.

Valfian – 100 MP against 33 provinces in Madagascar. 100 vs. 48.

24-9. 7 converted.

Religious Conversion. For every 1 EP, 25% chance of converting a heathen and 10% chance of converting heretics.

The Empire of the Holy Flame – 50 EP on 50 heathen provinces. 14 convert!

New England – 37 spent to convert 37 heathen provinces, 37 spent to convert 34 heretic provinces.

15 heathen and 9 heretic convert.

Demigod Rolls

The Empire of the Holy Flame

All demigods to the banquet. Kenar is under close watch so he doesn’t say anything stupid to the Hexarch.

The United Goch Clans

All demigods to the banquet.

SUHR

Mazdak attends the banquet. He brings 103 EP worth of Communist literature with him for any servants at Reynard’s estate.

The Red Amesha is on counterespionage.

Valfian

All demigods attend the banquet.

New England

Veers supervises the Inquisition (via military efforts) and conducts counterespionage.

18 (20). Veers uses the sword against those who words would not convince. It’s a fantastic success. 20 heathens convert. The success elsewhere is dependent on a battle roll.

247 vs. 42. 25 convert. Only 2 heretical provinces are left.

(Net result: +45 Reynard provinces. -5 EP. Gain Unam Sanctam, increasing the odds of newly-acquired territories being of the state faith by 10%).

Faye and Kerrigan attend Reynard’s banquet.


Up next: The Banquet of Reynard
 
The Banquet of Reynard

Spoiler :
The Gochs present 25 EP.
Valfian presents 100 EP.
The EHF presents 42.
SUHR presents 103 EP.

New England sends Faye and Kerrigan. The Tehuans send Mazdak, Ariel, Aeron, and Gogrum. The Holy Flame sends Sarah, Kenar, and Vaskus. Valfian sends Valikid, Asmadi, and Tormak.

Act One

Lord Reynard, once merely Reynard the Fox, is rather infamous for his savagery. So as the great people of the world all descend upon his Rhenish palace, they are amazed by its beauty. To say nothing of the many people of slightly less greatness strolling and conversing in the garden. It seems many powerful people the world over are all here. As the various demigods make their way towards the palace, they can feel a little less on edge.

Well, except for Mazdak of the SUHR. Seeing such excess and elitism in one place is understandably disgusting to him.

The interior of the palace is even grander than its garden. Gold and jewels. Artwork no doubt pilfered from around the world via a mixture of tribute and confiscation. And then… a rather ornate dining hall.

For those whom it is applicable, most demigods have opted to dress their best, it being such a formal dinner… and not wanting to offend their host. Set is famous for being vindictive, but his vengeance often takes the form of uncontrolled warfare. Reynard… his revenge is very personal. So everyone thought it good to dress nicely and be on their best behavior.

…and then there’s Mazdak, wearing his very plain preaching robes as always. He sticks out like a sore thumb. And that’s before he takes the opportunity to argue with other guests about the superiority of Communism.

A valet invites them all to sit, though states that New England’s representatives, being worshipers of Reynard – and doing a damned fine job of making sure everyone else is to – get to pick where they sit first.

The political alignments quickly manifest at the table. Faye and Kerrigan sit at the far end of the table, a testament to the Dominion’s distrust of outsiders. Mazdak is invited to sit next, and takes a place off center to be polite, being slightly close to New England, but leaving space for those who clearly wanted to be alone. When the United Gochs are invited, they sit next to Mazdak, as expected of the Tehuan Alliance, and thus claim the center of the table.

The Holy Flame sits down right next to the Gochs, showing friendliness but also a lack of intimidation; the Empire and the United Clans have had moderate tensions over the exact demarcation of lands in Western Europe. For security, though, Vaskus and Sarah ensure that Kenar is wedged between them, to insulate him from any international incidents.

Valfian’s delegates sit at the other end of the table, perhaps wanting to avoid Mazdak’s Communist rambles. Perhaps understanding slight tensions between Valfian and the SUHR on the basis of geography, Valfian’s enchantment upon the Indian Ocean hindering the SUHR’s expansion efforts, to say nothing of their different religious and political ideologies. The industry of Huxian and the egalitarianism of Huehuecoyotl tend to be at odds, after all.

It is not long before a valet at the back of the hall calls the attention of the whole room with a powerful blast of magic into the air.

“Ladies and gentlemen, mortals and demigods, please welcome Lord Reynard.”

As the valet opens the door, he is in a dignified bowing position… and then, for the first time ever, the demigods of the world lay eyes upon Lord Reynard.

The red fox is a common species around the world. But their “red” tends to be a more rusty, orange-like color. This was not the case with the anthropomorphic fox of average height who steps through the doorway. His fur is… an extremely rich, deep shade of red, one you would seldom find in nature.

But it’s his eyes that steal the show. They are slitted like the typical fox’s, adding to the unease he brings to people… but they are a deep, bright green. Those are no doubt unnatural to the usual fox’s amber.

He is dressed in an outfit the science-based peoples would find dated, but to those who use magic, he fits right in, looking like he walked straight out of early colonial times. Comfort and practicality be damned, Lord Reynard is dressed to look fancy, strolling down the hall with grace befitting of a deity.

Is this really the shameless mass murderer, cheater, and – to be blunt – villain of tales of old?

Everyone naturally moves to stand – Mazdak is noticeably slower than the others, and Kenar has to be nudged by Sarah and Vaskus to rise – and bow before the god as he approaches. But all they soon see is a paw extending, and waving in a dismissive notion, “Now now, none of that! This is a party, not a day at church! You are my honored guests!”

While it takes a moment and some exchange glances, everyone slowly sits back down.

Reynard soon strolls into the empty center of the semicircle table, placing his paws – his claws are clearly well-cared for – on top of the single chair there, glancing enthused between his many guests, “12 of 21… still a decent turnout! I’d introduce myself but… I assume no introductions are necessary.” Reynard counts the number of demigods who showed up to his impromptu party… and makes it quite clear how familiar they all are with each other.

Reynard shrugs, “Well, it’s their loss. I have many gifts for you all today! Oh, but first…” Reynard’s eyes flare, his face looking more avaricious for a moment, perhaps hinting at his true nature, “…have you brought any gifts for me?”

Nobody gets a chance to talk. Reynard claps his hands, and everything the various demigods brought materializes right on the table, regardless of where it had been. Reynard reaches into his coat, pulling out a magnifying glass (even though his eyesight is likely far superior to any mortal’s) and examining everything before him… beautiful artwork, currency, specialty dishes… there is a moment of anxiety as the god looks over his tribute, but as he cracks a smile – unnaturally sharp teeth becoming visible – they can all breathe a sigh of relief.

What’s most peculiar is the giant stack of small books and pamphlets that has landed in front of Mazdak. It’s enough to make even Reynard blink with surprise as he examines them all, “…Communist literature?” He looks to Mazdak for an explanation.

“Not to sound too much like Anansi, but it is the only just way of handling matters.” Mazdak speaks with monotone, seemingly not too happy at being here, but nor is he fearful of Reynard being feet away from him.

There is some tension. Silence as people are curious what Reynard might do the insolent Mazdak. …but then Reynard simply cracks up with laughter, setting a book in his paw back down, and pointing a single digit at Mazdak, “You show no fear and stand up for what you believe in. I like you.”

Reynard having found joy in Mazdak’s unorthodox offering, everyone feels safe once more.

But then he gets to New England. Their spot on the table is completely empty. The tension returns.

“…This is… not what I was expecting. The one nation that venerates me has brought nothing?” Reynard places a paw over his chest in shock that New England would have no tribute. His lips curl as his brow narrows, “Let me guess… your gift is your undying loyalty?” He’s clearly not pleased anymore. And given Reynard’s reputation, many assume he might do something terrible to Faye and Kerrigan despite their status as his worshipers.

Faye bows her head, and slips Reynard a piece of paper… with her lightsaber on it. No words need pass between them… Reynard casually glancing at the paper and smiling. He gently pushes the lightsaber back towards Faye, as he grabs the paper. He strolls around the gap in the table, looking it over.

“You all know the expression regarding warfare, I’m sure? How it costs ‘blood and treasure?’ Well it seems Faye Starwind, Grand Inquisitor of New England, has spilled ample amounts of that in my name.” He lowers the paper to glance around at the crowd, noting the many nervous faces, “There is seldom any deity’s name uttered in the whole of New England except my own! Why, had I summoned Faye’s gifts here, this whole room would likely be drenched in blood, sweat, and tears, hahaha!” His laugh is… disturbingly jovial at his morbid subject matter.

Reynard’s stomach growls, breaking his speech, “Ah yes. All those things would… hardly do much for our appetites. Let us move along!”

A clap of his paws, and a sealed envelope has appeared in front of each demigod. Veterans of the Set and Anansi Temple adventures already have an idea where this is going, so there’s some anxiety in the room.

Reynard grins, clenching his fist around the list Faye provided him with… and it just disintegrates. He circles around, “Before we get to our food… a gift from me to each of you! Worry not, there are no traps! You have my promise! Open your envelope, and see what you have received!”

His promise does not do much to convince people, but… everyone slowly but surely opens their envelopes. Reynard motions for New England’s delegates to start, and work their way down.

Faye – 9 (14). +7 Faith.

Kerrigan - 15 (20). +12 Faith.

Mazdak – 12 (17). +9 Faith.

Gogrum – 1 (6). +3 Faith.

Aeron – 3 (8). +4 Faith.

Ariel – 2 (7). +4 Faith.

Vaskus – 11 (13). +7 Faith.
Kenar – 7 (9). +5 Faith.
Sarah – 18 (20). +12 Faith.
Tormuk – 1 (5). +3 Faith.
Valikid – 16 (20). +12 Faith.
Asmadi – 1 (5). +3 Faith.

No explosions. No sense of something being horribly wrong. Just a feeling that every single one of them got stronger as they look over the contents of the envelope. It’s fairly crude, but they get the message. Somehow, Reynard has strengthened the bond between people and their faith.

Reynard claps his paws after Asmadi finishes opening hers, clearly able to feel something none of them can due to his nature as a deity, “I know it is not much, but I do hope you’ll appreciate it! Now, onto dinner!”

Act Two

Reynard’s paws clap together. The offerings disappear into thin air. And with another clap, they are replaced with… well, whatever meals those in the nearby chairs desired. Ariel receives a vegetarian menu, Gogrum a salted caramel desert… it is obvious that some way or another, Reynard is in the heads of every person present. It’s a bit unsettling, but… at least it has perks like this.

“I think it goes without saying that you all may eat as much as you like! Should you be left wanting more, the table is enchanted to summon more of whatever you desire, like so.”

Reynard taps his knuckles on the table, as if playing a game of blackjack. But instead of a dealer dispensing a card, a thoroughly seasoned, premium cut of steak materializes on a plate before him. He is quick to grab his fork and knife, and begin to carve it like a gentleman.

The Tehuan party is perhaps the most interesting to watch. While the heroes of the United Goch Clans are clearly checking for poison… Mazdak is quick to be the first one to eat his food.

Reynard is intrigued at Mazdak’s eagerness to eat his food with so little caution! Mazdak casually replies that he knows that if Reynard had wanted to kill any of them, poison would be an extremely boring way to do it.

Reynard and Mazdak share a laugh! …the others perhaps muster a nervous chuckle.

**

Dinner is… surprisingly uneventful. Mazdak is left only really able to discuss Communism with his allies, as an attempt to get closer to Faye and Kerrigan simply causes the former to grasp her lightsaber menacingly. Ever the gentlemanly ruler, he does not press the issue.

Vaskus and the UGC party are obviously unable to conduct any official diplomacy, but they do still appreciate the idea of ensuring their nations resolve their border issues peacefully. King Tormak and Sarah are able to find much common ground on the subject of weapons design, having a debate on the merits of Tormak’s numerous weapons experiments versus Sarah’s more traditional arsenal which protects Athens.

Then there’s Lord Reynard himself. He is… a remarkably amicable host. His chair is not much more ornate than any of his guests… and it is designed to magically wheel across the floor as he wills it. This allows him to gracefully move around the table and engage in conversation with them all. It is strange… but the fear does gradually begin to fade.

Yes, Reynard is infamous for sociopathic tendencies. But he’s just as famous for being quite the charmer. It’s actually fairly easy to forget who he is as he goes around the table. He congratulates New England on its military victories and establishing religious uniformity, has some light debate with Mazdak over the merits of Communism in the grand scheme of reality, discusses magic with Aeron and adventuring with Ariel, admires Vaskus’ quick thinking to save himself from drowning in Anansi’s Temple, and showers praise on Valikid for some of the recipes he has sampled incognito. He points a clawed finger at Asmadi, giving his approval at so sneakily ensuring Valfian’s dominance over an entire ocean with her magic… it’s kind of hard for any of the other guests to top that!

At one point Mazdak does probe Reynard on the subject of Ambrosia – the food of the gods, which the Red Amesha is in the process of engineering for widespread consumption – and while Reynard does call Mazdak “naughty” in a tone that is both appreciative and critical, he does state that while gods like him feed upon ambrosia for sustenance, they can still eat mortal foods for pleasure. Reynard sulks when he says his divine anatomy has made it so alcohol no longer affects him, however.

For a change, everyone is actually able to laugh. Some of the more ambitious at the table take note of Reynard’s implication that at one point, he was not divine.

Despite Vaskus and Sarah’s best efforts, there is… a rather gross sound at the table. Everyone – even Lord Reynard – glances at the sudden noise. It is Kenar, who has avoided saying anything dumb to the god as instructed… but who has grown bored with sophisticated table manners, and is eating like a complete barbarian.

In the presence of a god like Reynard, there is naturally fear among Kenar’s companions.

…but Reynard simply shrugs, and tosses his silverware behind him (there’s a muffled yell in the distance that indicates he might have stabbed someone with it), “Eh, you’re right Kenar, I suppose formality does get boring at some point.”

Reynard is digging into his food savagely too after that. Some of the less intellectual at the table follow suit. Some more sophisticated individuals like Mazdak decide they’ve lost their appetite and set their utensils down.

**

The music is a delight to the ears, and Reynard’s banquet – made possibly by the nigh-infinite resources a deity can bring to the table (literally) – is a delight to the palette.

But most of the demigods are savvy to where this is probably going, and do not eat too much. And how right they are soon to be proven.

Reynard, having shed semblance of civility after Kenar’s display, dabs his muzzle with a napkin, even though there are all kinds of stains over his fancy outfit now. It is a comical sight… but what more can one expect from one of the great Hexarch tricksters?

Then, his emerald eyes glance across the table at all his guests… and he smiles. Much more broadly than before. Much more sharply, too.

“I am quite glad you all seem to have enjoyed your meals! It warms my heart… just like how I can tell you that the night’s festivities have only just begun! I believe you all remember how I promised entertainment after dinner was over?”

More than one of those at the table suppress an urge to mutter, “Heeeeere it comes.”

Reynard claps his paws, and all the various dishes and their food disappear… as does the table and its chairs. Kenar’s the only one noticeably disappointed by the feast’s abrupt end, everyone else having already been content with their fill.

Reynard places his arms behind his back; the fact few can see his hands does not put many of the guests at ease, “And entertainment there shall be! A fair warning that it will of course be… rather dangerous.” His eyebrows flare as he finishes, and already some of the demigods are preparing themselves for whatever he has in store. Magic, weapons, or just brute strength, everyone here is very capable of defending themselves.

Reynard extends a paw to gesture them all to hold on, all while shaking his head, “No no, not up here. I like my ostentatious palace and would rather it not be damaged. I’ve prepared something else for you all.”

…Reynard’s heels clap together, having the same effect as him clapping his paws. At first it appears nothing has happened… and then everyone realizes they are sinking right through the floor, into some abyss below it.

Any of them looking up can see Reynard’s beaming face just as they fall through, his smile positively maniacal now. He really is the psychopath of legends.

Act Three

Everyone gets their bearings. Everyone has landed inside some kind of stone chamber, with an unnaturally soft landing. The room is perfectly square.

One room has Faye and Kerrigan. Another has Valikid, Asmadi and Tormak. A third has Sarah, Vaskus and Kenar. And the fourth: Team Tehua. Members of the team are confident their victory is assured due to having more members than any other team, but Aeron warns that there’s no telling what Reynard has in store.

Of course, that’s why Reynard chimes in, in the supernatural fashion that all the deities can. His voice blares like some sports announcer, “Ladies and gentlemen, welcome to the first ever Reynardine Games! Where we will see many of the world’s finest heroes (?) use all their strength, wits and will to survive the gauntlet I’ve laid before them! The Games are simple: each team has been presented with a series of rooms. Many of these rooms are filled with deadly traps, but since I’m a good sport, the very first room they are in right now is completely safe. Whoever manages to reach the central room connecting them all will be eligible to receive the grand prize! …that is, if any of them do.”

And just like that, Reynard leaves each team in contemplative silence. The various teams go over their skills, discussing strategies and trying to get a vague idea of what’s in store.

The door to every team’s second room opens, interrupting conversation.

“I should mention that I stretched the truth a little. If you stay in one room for too long, another, far deadlier, far less avoidable trap will be activated. I suggest you all get moving. Oh… and you’re probably planning to use your most dexterous members as the first one in. I’ve wired every room so that traps will only activate if all party members have entered. Good try, though.”

With the premise of certain death if they do not keep moving, every team tries its luck.

(The Gauntlet of Reynard is a series of trap rooms. First, a D20 is rolled to determine whether or not there is a trap; the size of one’s offering has a hand in this roll. The lower the trap roll, the worse the damage. If one activates, characters are granted a defense roll to determine if it hits. Every 5 Dexterity grants +1 to the defense roll.)

Team 1: Mazdak, Gogrum, Ariel, Aeron (+5)
Team 2: Vaskus, Sarah, Kenar (+2)
Team 3: Valikid, Tormak, Asmadi (+4)
Team 4: Faye, Kerrigan (+5)

(11 to 20 avoids a trap. 18-20 grants XP.

1 to 10 creates a trap dealing a level of HP damage proportionate to how far it is from 10.

Room One

Team Tehua – 14 (19). No traps are activated. There’s a magical med kit for Gogrum. Gogrum HP +1.

Team Flame – 20. No traps are activated. They also find a magical healing kit for Vaskus. Vaskus HP +1.

Team Valfian – 8 (12). No traps activated.

Team Dominion – 1 (6). Panels open, and a series of small cannons begin to fire projectiles.

Faye rolls 3 (10). As fast as Starwind is with her lightsaber, it’s still not fast enough. -4 HP.

Kerrigan rolls 3 (10). The Queen of Blades doesn’t do too well either. -4 HP.

Room Two

Team Tehua 12 (17). No trap activated!

Team Flame 7 (9). A soundwave generator opens. With enough time listened to, it will cause damage.

Vaskus rolls 7 (11).

Sarah rolls 15 (19).

Kenar rolls 16 (20). Kenar smashes the generator. Simple, but effective.

Team Valfian 14 (18). Valikid +1 HP.

Team Dominion 14 (19). Faye +1 HP.

Room Three

Team Tehua 20. +1 to Ariel HP.

Team Flame 8 (10). The room floods with electrified water. But, there are gigantic platforms that rise from it.

Vaskus rolls 15 (19). It helps to be able to fly.

Sarah rolls 11 (15).

Kenar rolls 2 (6). Sarah and Vaskus can at least be grateful it’s only a minor jolt. They don’t know how he fell in the water regardless. Kenar -1 HP.

Team Valfian 14 (18). +1 to Valikid HP.

Team Dominion 15 (20). +1 to Kerrigan HP.

Room Four

Reynard’s voice announces as each team gets closer to the second door, “Halfway there! Now that you have an idea what this entails… time to change things around a little. First, I will be making the traps deadlier. And for two… the door to the next room will not open if a trap is activated. You will have to leave and re-enter for a new trap. But I’m a fair sport. All previously-visited rooms will remain deactivated.”

Team Tehua – 4 (9). Blades shoot from the walls in a predictable pattern.

Mazdak rolls 19 (20).

Ariel rolls 14 (20).

Aeron rolls 14 (20).

Gogrum rolls 10 (18).

Team Flame – 15 (17).

Team Valfian – 15 (19). Valikid +1 Intelligence

Team Dominion – 3 (8). Moderately-sized rocks fall from the ceiling.

Faye rolls 10 (17).

Kerrigan rolls 15.

Turn Five

Team Tehua in Room 4. 9 (14).

Team Dominion in Room 4. 11 (16).

Team Valfian in Room 5. 16 (20). Tormak +1 Strength.

Team Flame in Room 5. 16 (18). Vaskus +1 Dexterity.

Turn Six

Team Tehua in Room 5. 18 (20).

Team Dominion in Room 5. 19 (20).

Team Valfian in Room 6. 7 (11).

Team Flame in Room 6. 5 (7). Most of the tiles on the floor give way to pits of death.

Vaskus rolls 14. Again, flying!

Sarah rolls 12.

Kenar rolls 11.

Turn Seven

Valfian emerges into the next room while the other teams are left behind in room six.

They can’t be too surprised to see Lord Reynard himself there, wearing a far more… modern, punkish getup than he had up above. Boots, jacket and all. He is occupying himself, fumbling with a dagger. As he notices them, he comically fumbles the blade in his paws, but is quick to catch it, returning to attention as he casually tosses it between his claws.

“Expecting your prize, I assume?” Reynard poses the question.

The silence gives an affirmation, to which Reynard laughs, “Yes, this is the room with the grand prize… but I worded it very carefully. You are eligible to receive it if you are here first… and when I said you were halfway there, I meant halfway to this final test.”

Reynard carefully balances the dagger on its tip, right on the end of his index finger. It humorously resembles a crucifix, though there is a glowing, bright green gem embedded right at the hilt. Its light seems to course through the whole blade.

“This is… no ordinary dagger. Its powers would greatly augment whoever holds it. Complete idiots would become the ones who cure every disease. Lumbering monstrosities would become shadows in the night. This dagger… represents possibilities.” His eyebrows narrow, “Opportunity.”

He just as quickly pulls it back behind him, as if worried one of the three Valfiani would make a move for it. “These tests… they are more or less a red herring. I knew the moment I sent you into my labyrinth it was unlikely any of you would face real danger. The only thing really impacting anything… was fate. And this dagger? It will put you one step closer to controlling that fate.”

Reynard beams, “So… convince me you are the one I should give it too. Hurry now, before your friends make it out of that sixth room!”

King Tormak, as the most charismatic of his team, steps forward.

(The Final Test of Reynard nullifies the bonus from earlier tribute. Instead, every 5 Charisma increases the roll by 1.)

7 (10). Reynard seems interested in Tormak’s argument… but then shakes his head. He’ll have to try again.

Room 6

Team Tehua. 9 (14). Team Tehua advances!

Team Flame. 2 (4). Toxic gas fills the room.

Vaskus rolls 16, Sarah rolls 12, Kenar rolls 16. Vaskus uses precision fire magic to neutralize the fumes. If nothing else none of them are hurt from this.

Team Dominion. 16 (20). Team Dominion advances! Faye +1 Dexterity.

Final Room

As Team Dominion and Team Tehua make their way into the room, Reynard silently acknowledges them, but his emerald eyes focus on Tormak once more, “This is probably your last chance, Tormak…”

Tormak pauses, thinks… and he speaks…

20. Tormak’s ability to give a passionate, cerebral speech on the spot makes many realize how he became King of such a vast domain. He puts his knowledge of Lord Reynard’s past to good use, appealing to his libertine tendencies and convincing him that giving the dagger to Valfian would best serve this.

He goes so far as to stroke the god’s ego, kneeling before him, pleading with dignity that the great Reynard bestow his gift upon the Kingdom of Valfian.

Reynard smiles, as he takes Tormak’s hand. With his great strength, he easily lifts Tormak back to a standing position… and then places the dagger in the King’s hand.

“With this weapon, Tormak, I am confident you will be able to achieve all of your goals… its full power will be revealed to you shortly.” He glances over at the rest of the gathering crowd… a clap of his paws opens the door Team Flame are trapped behind, allowing them to proceed without another test.

“I am likewise confident that possession of the dagger may fill those present with envy… the green gem is appropriate.” The fox laughs, then looks over at them all, “In the interest of being a good sport, however… I invite you to convince me to give you a grand prize as well. I already had a consolation planned for everyone, but… I think I could arrange more. All of you from the other nations, please press your luck!”

Vaskus – 11 (13). +2 Strength.

Sarah – 18 (20). +5 Dexterity. Gain Blessed by Reynard, which grants +1 to all rolls.

Kenar – 9 (11). +1 Dexterity.

Aeron – 9 (11). +1 Constitution.

Gogrum – 18 (20). +5 Dexterity. Gain Blessed by Reynard, which grants +1 to all rolls.

Ariel – 3 (6). Reynard just moves on to the next person while Ariel is mid-sentence.

Mazdak – 4 (10). Reynard says he’ll give Mazdak a small boon, but just because he feels so sorry for the twiggy preacher. +1 Strength.

Kerrigan – 16 (18). +4 Dexterity. Gain Blessed by Reynard, which grants +1 to all rolls.

Faye – 10 (12). +1 Dexterity.

Reynard finishes dispensing his boons, and claps his paws, a normal, friendly smile on his face, “Thank you, thank you, for providing me with so much entertainment! Rather shameful nobody died but… perhaps I need to tweak the system for the future…” He rubs a paw under his chin, which puts some at the audience on edge.

But Reynard shrugs, “Well, it’s getting late, and I’m sure we all have things to do. Allow me to give you all the express way home!”

Reynard claps his paws, and everyone is magically catapulted back to from where they came. Reynard posits that perhaps he should have perfected the teleportation a bit before doing it to such a large group.

He shrugs once again. He’s a busy fox. Like how he needs to send some of the other, non-superpowered guests through the gauntlets next…

(Everyone loses 1 HP. Everyone gains +3 to each stat.)

Epilogue

Reynard relaxes, overlooking his garden on one of his luxurious balconies. His palace magically teleported all the time, often being in a dimensional plane not reachable without sufficient magical prowess (oh, it was always fun when some newb sorcerer accidentally ended up only halfway in when the portal closed), but the grounds were always as beautiful as ever.

“I’m surprised you didn’t make this into more of a bloodsport.” A voice speaks up from behind Reynard, which the fox acknowledges with some mild irritation, mostly due to being surprised. It is… something that has taken some time getting used to.

Reynard shrugs, “Ehhh… I could have probably killed one or two of them easily, but things feel a little less… meaningful, these days.”

“Clearly, considering your own loyal worshippers had quite a bad bit of luck.” The unseen voice has to suppress some laughter at the irony that the fox, who bestows good luck on his followers, did not rig the game in Faye and Kerrigan’s favor.

Reynard gives the slightest smile, shrugging once more, “A story’s better with a few twists. You’d know that better than anyone. Though you also know the truth of the Monarchy would probably shatter way too many people’s minds.”

“I know I’ve said more than once that I don’t really care for that title.” The voice has some mild annoyance.

“Sorry, it’s just catchy, you know?” Reynard softly chuckles.

“Anyways… I assume everything went as planned?”

“More or less. I had admittedly been rooting for New England – of course – but Valfian and the Tehuans really went for broke with their offerings. That turned this into a real tossup. But yeah. Valfian has the artifact.”

“Good… so we’re halfway through phase two.” The voice has clear happiness, but has become more ominous.

Reynard smirks, knowingly, “Indeed we are.” As he glances back behind him, his expression becomes more neutral, curious even, “…so… what’s phase three, exactly?”

The one Reynard calls “the Monarch” is really filled with joy now, being quick to answer, “That’s the other reason I’m here… I wanted you to be here for the moment. I am going to give you, and the whole world, a taste of phase three.”

With that, the Monarch snaps his fingers. There is no dramatic surge of energy or anything but… there is a sense that something has drastically changed.
 
Turn VIII: Brand New World

Map


The Banquet of Reynard proved more anticlimactic than anticipated, with those in attendance suffering minimal injury, though many had rich rewards.

The states of the world have consolidated their positions on a scale no one could have anticipated. Valfian is the dominant economic power, but it cannot hold a candle to the KPCR’s raw military might.

New England’s Inquisition has achieved fruition, with barely any religious dissidents remaining in its heartland. And now, a fully-experienced and prepared Inquisition can be deployed against newly-acquired territories.

As Valfian’s grip on the Indian Ocean consolidates, the SUHR seems to have turned westward, and it now has forces within reach of the Mediterranean coastline. While the Empire of the Holy Flame boasts the greatest defenses in the world, will it choose “Mare Nostrum” over the Mediterranean and armed conflict, or negotiate a compromise with the SUHR? Only time will tell.

The KPCR has completed its long campaign to unify Alaska, and now all eyes are on it, curious if it will seek to turn eastward and conquer more of North America, or look across the Bering Strait and reclaim old homelands.

Magayo has sunken into splendid isolation (despite a formal alliance with the KPCR, UGC and SUHR), but continues to have a stable, prosperous society, controlling the Caribbean.

The Gochs have made serious headway into France. While the United Clans seem most interested in making a move on the Holy City of Huehuecoyotl to secure its riches for the Clans, the possibility for border tensions with the Empire of the Holy Flame is sure to make the way the Empire handles its border dispute with the SUHR – an ally of the UGC on the other side of the Empire – a delicate situation.

Times are among their most promising, but also their most anxiety-inducing.

Ascension!

Anansi (Ascension Level 1) now grants +30% to defense.
Coyote (AL 1) now grants rerolls of bad military and hero rolls, a random power each turn, and no longer gives a turn where their player is powerless.
Huehuecoyotl (AL 2) now grants +33% from heathens and heretics AND an extra 1% to EP growth.
Huxian (AL 1) now grants 80% cost EP, and +1% to economic growth.
Reynard (AL 2) now grants +3 to character actions (+4 if underhanded), and an extra character action. +10% to Faith Growth.

GM Notes:

The map and rules have been overhauled.

Expansion is no longer into hexes, but entire provinces. Each province has a “polity” (or P) value on the map… this is the equivalent of hex provinces under the old system.

When you invade a province, half that polity value will defend it, as raw MP. So a 100 P province has 50 MP, 200 P has 100 MP, and so on.

Any territory – islands, essentially – without a P value can be assumed to have only 1 MP defending it, and only adds 1 to your Polities.

The exact number of neutral polities, when the province is partially taken over, is indicated as a percentage by a number drawn over the province. Example: if a province has 200 P, but there is a 95 drawn over it, that means there are 200*0.95, or 180 neutral polities in the whole province. With 180 polities in it, any defense will be equivalent to 90 MP.

Combat is the same as before, but there is no longer any MP loss from fighting neutrals. Send as little or as many troops as you like into battle; this saves me the need to calculate losses and you the need to calculate just how brutal a battle will be.

Due to the change in polity numbers, everyone has been expanded to be where they were after orders were processed, proportionally. New territory was treated as if it was annexed via EP to determine religious affiliation.

Everyone’s MP has been doubled to account for increased defenses in neutral territories.

AP and EP can still be used to expand as before into areas, under the same rules as before (just the “provinces” are now “polities”). However, if you use them on the same province as your MP, they will remove that number of polities from the defense, making it easier to overrun the whole area. So let’s say there are 100 neutral polities in a province. You send 50 MP; the province defends with 50 MP. But if you used 25 AP and 25 EP on it, that will remove 50 polities from play… meaning you’ll only be facing 25 MP. Combining your diplomatic and military efforts in a single province will yield the best results.

Orders will lock the night of August 23rd.

NEW PLAYERS: In the event a new player joins, they may claim up to 1800 polities. Discussion may be made with me to partially claim provinces. New states will be assigned EP, MP, and allotted demigod points so as to not displace current players too much.
 
After a few very productive meetings the UGC ambassador to the Holy Flame, Seesvin Foteinmanía, and the Holy Flame ambassador to the UGC, Marius Rynton, can declare the following concurrences between two mighty powers.

The United Goch Clans and the Empire of the Holy Flame have officially agreed in the divide between their territories in Morocco and Hispania.

We have agreed in Morocco to split our territories by provinces:

Divide between the Goch and the Holy Flame.png


The Holy Flame will process the Moroccan provinces from Tangier to Oujda; the Goch will process the lands south, as the Holy Flame is content in Morocco for provinces that secure the Mediterranean. Fez, which will lay in the Goch side, will be taken in opportunity to be a centre of trade between the Clans and the Empire.

As for central Hispania: the Goch will have Madrid while the Empire the more coastal half of the province.

Other than that we have no current border issues of concern that is time (France is naturally set already), with hope this will enshrine a peace of prosperity between the dragon and the phoenix.

As for central Hispania: the Goch will have Madrid while the Empire the more coastal half of the province.

Praise Anansi, Huehuecoyotl and the Dragon Gods!
 
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