Times For Heroes: Chapter 1, Origins

Indeed about Diplomacy, as well as Mysticism; both underrated and may well cost people in the long run with a rise in magic. Making good progress on the update, I can safely say, this has been one of the most fun updates i've done in a long time.
 
Indeed about Diplomacy, as well as Mysticism; both underrated and may well cost people in the long run with a rise in magic. Making good progress on the update, I can safely say, this has been one of the most fun updates i've done in a long time.

This sounds like good news. The Kelhitsum have high Mysticism and decent diplomacy. :D Hail the Roagim Emperor!

I look forward to the update. Most of the NESes I'm in haven't updated in a while, not to mention my own NES. :p
 
You should probably change the name of your nation- you're really immitating Warcraft here. Referring to Leifmara as the earth mother is something straight out of the Tauren book.

Note that I'm not trying to say this in a mean way, but I feel that it cheapens the setting to bring in something directly from another well-known source, both for you and the rest of the players. Of course, EQ's the ultimate judge of this, so that's just my opinion.

On another note, has anyone noticed that Diplomacy seems to be everybody's dump stat?

Well considering that EQ insisted I name the Minotaur nation Mulgore...
 
I like the Tauren :-P , they deserve some sort of nod for them. It's just the nation name more than anything else.
 
Minotaur Unique Units

Druids-Minotaur heavy infantry, as well as being servants of the Earth Mother, serving as spiritual guides and magic users

Doko Riders- Warriors trained to ride the large, fearsome beasts of the plains into battle
 
The Story

Introducing a world in tatters, as a new age dawns. This is the world known as Azmenaal, a realm of a plethora of creatures and beings large and small. From humble beginnings in the ruins of the world of the Gods, the more cunning races have risen to form the first true civilizations and nations bringing a semblance of stability to an otherwise chaotic land. Heroes and kings alike wander through the lands, taming the earth and starting new lives for their people. Once more, introducing Azmenaal…

The snakelike Naga of Anantnag are rarely approached by neighboring races, which choose to avoid the whirring blades and adobe cities of these water based creatures. Only the vicious and evil centaur of the Great Plain Lands dare to raid the lands of the Naga, riding into the outer villages and towns. However, the multi-storied buildings often prevent the centaur from causing any severe damage to the people or homes, as ladders are easily pulled into the upper levels where the centaur cannot reach. Only a few human traders from Ronra have attempted to approach the Naga, and more often than not, they do not return.

Few outsiders have traversed the ancient streets of the Amonomo, a ordered race of warriors, feared by the orc clans which they have scattered across the lands. Resting in their walled city of their former masters, the Amonomo have committed themselves to their defense against any resurgence of the Bakeomo orcs. They remain constantly on alert, and as the orc tribes in the country side grow in strength and power, the Amonomo may soon find themselves once more at war.

The people of California are frequently considered shallow and superficial by outsiders, more concerned with wealth than for the well being of their own kind. This has made them easily exploited by the Gil’Galeth to the north, who constantly abduct the Californians, for their own designs. Californians have frequently been fooled by the ruses of these beings and others, succumbing to the least flattery due to the power of their arrogance. Despite these traits, the Californians have established one of the more prosperous realms in Azmenaal. Many Californians are dim-witted and enjoy the smell of their own farts as well as being distracted by shiny objects. Despite this when they are smart, they are very smart indeed. In recent times California has been placed into a state of fear. Few dare to walk the streets at night as people have begun disappearing. The beasts of Bramberlose, the Tsai, have begun plaguing the cities, and stealing the citizens. Few know what these beasts do to the people.

Few know if the orcs of the Deff Clan are related to those who once ruled the lands of Bakeomo. It is easily said that the orcs are a very long ways away from their ancestral homes and no one is quite sure what brought them to migrate to the far eastern ends of Azmenaal. Some argue that it was an ancient dispute between the clans which led to a nearly disastrous civil war. Nonetheless, the orcs have arrived and they press out from their new homes violently. The local villages of Hill Dwarves and some remote Envalen towns have been overrun in the orc advance to the south. Some believe that a large war could erupt, as the orcs seem to show no interest in taking prisoners or simply subjecting other races to their rule.

The dwarven nation of Dvergar rests along the great Lake Arauglor, where the ships of the dwarves ply across the waves. Much of the lands along the lake now pledge allegiance to the kings of Dvergar, promising fealty and renouncing their former leaders. Gnomish towns have also joined the nation, relieved in the security of their newfound lands. Attacks by the centaur have caused trouble for the people of Dvergar has they have for all the nations on or bordering the Great Plain Lands. To the south, the roving ships of the Peit'hom have found their way into interfering with the trade of the north, occasionally pirating weaker Dwarven ships and coastal villages. The creation and expansion of the Peit’hom kingdoms of the south have also driven many of the Hill Dwarves and gnomes of that land into the realm of Dvergar. War on the lakes could soon ravage both these kingdoms.

The Empire of The Roagim Dynasty is an unusual nation to say the least. This nation is the sole lands of the frog people, the Kelhitsum. They have had very little contact with other races, being on the very periphery of the civilized world. Some minor conflicts have been had with the nomadic jungle tribes of the Bakeomo orcs, who continue to move through the jungles searching for some land to rest and live within. The Kelhitsum harass these orcs mercilessly, preventing them from having any shelter in these lands.

The nation and race of Envalen rests closer to the evil Toata than any other group in Azmenaal, besides perhaps the Naga. These creatures, believed by some to be a warped version of the gnome are infrequently seen in the lands of Envalen, occasionally waylaying travelers and sometimes even kidnapping beautiful women from small villages. Few Envalen know what these monstrosities may do with these women, but all are sure that it bodes poorly. To the north the Deff Clan presses into small Envalen villages outside of the main confederation territory. Few survivors have been seen from these advances and many call for a march north to put a stop to the orc threat. Envalen is a nation of cities which rest in hills and mountains, usually blending in with the cities which rest there. Outside of the above mentioned warfare, the only contact is limited with the nearby Hill Dwarves and Humans to the north and west, respectively. Some humans are even known to settle down with the Envalen, away from the urban lands of Ronra.

Within the dark forests and mountains of Gil’Galeth rests great evil. Even the centaurs now keep their distance from these lands, choosing to raid less intimidating foes. The few which have attempted to raid these lands now rest as the slaves of the people of Bramberlose. They rest enslaved both in mind and body to the Gil’Galeth, serving as their soldiers in times of war and in times of peace as not much more than draft animals. The tendrils of the Gil’Galeth are believed to have been felt as far east as the lands of the Mountain Dwarves and even in the prosperous cities of California.

The cities of Hek’Hekath rest under the mountains and forests of the far north where the Drell forge their weapons and armor, sometimes from their slain enemies. The bitter cold and unending winter of the far north does not daunt the Drell, who thrive in the barren climate and lands. Besides the various tribes of Drell few creatures inhabit these lands, only a few centaur tribes call this land home, as do a few small towns of Mountain Dwarves and Ourim. The ruler of Hek’Hekath has shown his desire to be the ultimate leader of the cold north, and only the fates will show if the others will join in arms against them.

The halls of the Mountain Dwarves of Khazador echo constantly with the talk of the great engineers and designers of these lands. The great forts and citadels of the lands of Khazador stand unrivaled by any other race. The centaur have proven their determination against these walls and gates, as they wage unrelenting war upon the dwarves. Great heroes have risen in this war, as both sides strike against one another. The kings of Khazador have placed a bounty upon these beasts, and several victories have been won by the heroes of the plains and mountains. Despite this, the dwarves may have a new foe. In the most dark of tunnels, shadows move of their own accord, and people have begun to disappear. Some believe that the Tsai may well be haunting the halls.

Though the centaur have attacked many across the continent, none have felt their wrath greater than the cenatan nation of Lakola. The southernmost villages of Lakola have been razed by the marauding hordes, leaving little but rubble and bodies in their path. Even the southern cities have been raided by the centaur. Many call for a stronger defense against their lost brethren, though some believe that the centaur could possibly be saved from their bloodlust and brought into the light alongside their cenatan cousins.

From the depths of swamps in the southernmost reaches of Azmenaal, the Toata of Merlee plot and scheme, corrupting the very lands in which they live. A pale fog rests persistently over the land, keeping these dark people in shadow. Not much is known about this race to the rest of the world as those outsiders who come to explore or trade simply do not return. There are rumors from small villages of humans and Envalen in the south lands of abductions by the Toata, for sinister and ominous motives.

The minotaur of Mulgore were mostly nomadic tribes until recently, roaming the plains, constantly battling the equally nomadic hordes of centaur. Only recently the tribes of Mulgore have begun settling down into organized cities, as trade and influence from the human kingdom of Ronra and the dwarven kingdom of Khazador grows. The minotaur have kept friendly with these two nations, building ties against the common threat of the centaur raiders.

Resting in the lands of the far east, the Hill Dwarves have established the kingdom of Nad’Omzak, literally carving out lands to farm and live upon. Though they do not live within the mountains as do their mountain and marine brothers, the Hill Dwarves usually build their homes from the earth itself. They usually keep to themselves, though some are concerned about the various other communities to the west which have been overrun by orcs and Peit’hom. Most travelers can find safety among these friendly folk.

This has been a period development of Peit'hom society among the the Three Kingdoms of the Second Alliance of the Peit'hom, with Reipoh'viy at the centre. Reipwa'viy has expanded into a naval power along the shores of Lake Granac and the Rei'orc'yi have expanded westwards against gnomes and dwarves to form a land-military state. Reipoh'viy has expanded along the central trade routes of the region and as a cultural power. Expansion has lead to conflict with those other folk living in the valley between the ridges called the Crossar by the Peit’hom, including Gnomish and Dwarvish remnants, some human encroachers, other Peit'hom villages and even Centaur raiders.

The human kingdom of Ronra is the only region where humans have managed to assemble a working and powerful government and society. Humans are believed to have arisen from disillusioned members of Californian society, establishing a strong trading post. From here, the humans of Ronra have been seen across the entirety of Azmenaal, trading and selling goods between various other nations. They have been seen to help the minotaurs of Mulgore and the dwarves in their struggles against the centaur tribes, which many view as a great threat to stability and order.

The Elves of Warden are elusive towards other races and only their friends and servants the Ourim retain any significant contact with them. Even human traders remain absent from the court of the elves, easily showing their isolation from the other races of Azmenaal. At the moment the elves live in utter peace and prosperity, as the ugly face of war has yet to make it to their lands.

“My good friend and respected war leader Achilles, I present you with this gift from us, the grateful people of Irvine,” spoke the mayor of the town. The town had gathered for this beleaguered hero for his stunning defeat and utter annihilation of a clan of orcs which had raided deep from the far south. The mayor handed him a hefty shield, larger than the average Californian type round shield or police riot shield. Emblazoned upon it was the emblem of Irvine, in solid gold. “May this guard you no matter what horrors or trials you face…” Achilles turned, rising above the platform was a white figure of light, forcing many to turn away and some even to run. Undaunted, he stood his ground, and stared directly where the being’s eyes should rest. “What are you?” he inquired of the creature. “I am a servant of Thudd, and I give to you his tool of destruction, you need only to speak his name.” As the creature spoke, he faded quickly away, and Achilles felt his pack grow heavier as though something had been placed there. Reaching into his pack, he felt the hilt of a sword. Not much seemed special, a mere bit of steel, but no blade. “What is Thudd playing at I wonder?” As he asked himself, he felt heat as a blade of fire rose from the hilt of his weapon.

Achilles gains the Shield of Irvine and the Dragon Sword

“I know the darkness which rests inside of you Dexter Swift. We shall turn this to the good of Rehtu, rather than the shadow of Bramberlose. A born killer does not need to be evil. I shall give you the book which will guard you. When in darkness, it will give light. When ill, it will give health. When you have fallen, it will give life where there had been none. Follow the codes of Rehtu to guide your hands and you will be invincible…” Dexter woke up in a panic, looking at the table, he saw a shape, that of a book. It was entitled, “The Code of the Lightbringer…”

Dexter Swift gains the Book of the Code

The centaur were quizzical
While always physical
But as they were getting ready to go
Along came an echo
Bang bang, Maxwell’s silver hammer came down upon their head.
Bang Bang, Maxwell’s silver hammer made sure that they were dead.

Grothmag Ironhelm climbed up onto the saddle of his donkey, and ran his ass all the way back to Khazador, to collect on the centaur bounty, drink a pint, and find out what was new back home. The avenging centaur tribe, angered at his recent successes, poured from the hills of the Plains led by a beast four times the size of the stalwart dwarf in the figure of a centaur. As the centaur surrounded the lone dwarf as he ran for the shelter of Khazador, the flight slowly faltered. As he realized his predicament, Grothmag dismounted in order to take a few of the horse monsters with him before he fell in battle. Instead of attacking, the great leader strode forward, waving a massive glowing axe shouting in their guttural language. “Yer got the stones to fight me a maner a maner, eh? Bring it pony!” The centaur lunged forward with his axe, and Grothmag, apparently standing firm against the assault. He ducked low and in between the front legs of the beast, narrowly dodging a sweeping blow. He brought up his, much smaller axe, cutting deep through the body. The beast let out a roar, running forward and turning around to once more face the dwarf. He drove forward once again, nearly dragging the monstrous blade on the ground to avoid the same movement again. Grothmag leaped a foot above the head of the centaur, jumping on the back, as the centaur attempted to turn its upper body around, a clean sweep of the Ironhelm blade went through the neck, shattering on the bone. The centaur lord fell, and as he did, his tribe scattered before the dwarf as he landed upon the ground. Reaching for the blade of the fallen lord, he felt a surge of strength as he touched it. Grothmag read the words inscribed upon the massive hilt: “This is the axe Moorcleft, shearer of life as formed in the forge of the Earth Lord.”

+1 Strength for Grothmag, Gains the legendary weapon Moorcleft.

Watcher Yelloweyes is one of the strongest of his species both physically and mentally. Naturally many demanded that he should become leader of the Ourim but he refused and disappeared off deep into the forests. Even with the Elven helping them the Ourim never found him. Now ten years on he has returned and he has pledged to serve leaders of the Warden to the best of his capabilities. These leaders have charged him with a duty, given him a staff and ordered him to defend it, claiming that it is believed to have been used by some of the very first leaders of Warden when the Elven nation was first established. Few Ourim have been given task and honor by the elves in the history of the nation.

Watcher Yelloweyes gains the Staff of the Ancients


These heroes and leaders of nations, while scattered across the lands of Azmenaal all have something in common. At once an oracle appeared before each of them and gave them all the same message:

“Before the Gods warred, they lived in the white city of Notnisaw, where they rested in peace after the creation of the world. When the Celestial War began, the great city was the first casualty, sinking into the earth from the weight of the battle. All that rests there now is a swamp, called Camtop by the gods themselves. Within this city rests a portion of the power of the gods, which could make a being immortal and level cities. This power can only be unleashed by one who brings the twelve artifacts of the gods to the site of the city. The home of the gods then will rise from the waters to its glory once more. The artifacts already are in Azmenaal, resting or moving with the mortal races:”


“The artifact of Leifeimara lived and grew until it died, and now it kills. It now rests in the hands of her loyal servants.”

“The artifact of Rehtu rests under the lights of all colors. It rests where light shine both the longest and shortest.”

“The artifact of Semiv hides in the cage of justice, providing freedom to those who use it while trapping those who do not. It rests in a city of those who are surrounded by anarchy.”

“The artifact of Vigaliana rests in all beings and is ever moving, but never changing. Only when brought out will it serve its purpose.”

“The artifact of Crezth has been torn from its home and has landed with his favored children. It roams empty lands, always seeking to feed its lord.”

“The artifact of Dibbler rests where the god is most at home, among the children of his blessings. Surrounded by friends, it is the greatest of them all as they look down upon rough waters.”

“The artifact of Jainah rests in her domain. None of her own can retrieve it in this realm bereft of her kind, it rests in the shallows and spreads a blight far away from the life of her rule.”

“The artifact of Lowkey rests in the land of his birth among hills and above sunrise seas upon the rocks. It is always changing and will only reveal itself to one who has followed his own path.”

“The artifact of Bramberlose rests in her home of old. It looks upon all through their own eyes.”

“The artifact of Rorshack remains in his realm by his side. Only the fallen will retrieve it from his right hand.”

“The artifact of Sahtra rests in the heart of plague. The land which once surrounded it has died, leaving a barren land. Yet around this island of death rests a sea of teeming life, surrounding the tool of his strength.”

“The artifact of Thudd serves his purpose. Only the strong can wield it and the weak will fall before it and all will know its fury before the end.”


“The strength of gods lies waiting to be found, only a people or person of great strength and cunning will unearth it. They that find it will shape the world.”

OOC

@Adrogans, Haseri: I’d appreciate names for your cities, but they are not required. If you don’t want to, I’ll bring names myself soon enough.

@Ninja Dude: You said 15 cities and gave 10 names, therefore all names have been kept.

Remember only one tech a turn can be researched per nation.

In regards to updates: they are the amount of time that is nessacary, but I don’t imagine them to be more than year.

Of all the updates for this series of NESes, chances are this will be the longest. We are after all introducing a completely new world with a wide variety of races and nations. From here on out, things will be much shorter and simpler. Look for the real updates in the stories of the players.

While much of the map may be white, the areas outside of your lands are still likely populated with various indigenous peoples, including members of all races. Some of these are specified in your various sections. Also regarding the map, I’ll have a key for various regional names and which nation is which soon after the update. Unfortunately I’m photoshop incompetent and if someone better than myself at that sort of thing cares to, they could place the names on the map itself.

For any of you who care to go after the big quest, as a warning, you might want to keep the locations and answers to yourselves if you can. There can be only one. If some random idiot posts what he thinks it is, be warned, it could be a clever trap, or it could simply be wrong.
 
Brilliant update! A few things: 1. Why is my city (and the cities the other members of the alliance should have founded) not present on the map?, 2. I am the southeastern of the three, correct?, 3. Why are my people portrayed as so aggressive? The intent was for them to be hobbit-like, peaceful folk who had little care for the outside world, excepting trade (thus the low diplomacy attribute).
 
@Israelite9191: well, you wanted a military land power, those tend to be aggressive. Originally i had thought you were the northern one, but i guess we can leave that up to you. Plus you said tolerate the other races in only small communities. Sounded militaristic to me.
 
@Israelite9191: well, you wanted a military land power, those tend to be aggressive. Originally i had thought you were the northern one, but i guess we can leave that up to you. Plus you said tolerate the other races in only small communities. Sounded militaristic to me.

Military land power to fight off the Centaur invaders, not to go around raping and pillaging. Hmm, yes, that second part wasn't weel thought out, was it.

As to the location, I had intended to be centred around Appleton, Wisconsin squeezed between an eastern state along lake Michigan centred around Green Bay, Wisconsin and a Western state centred around Fond du Lac, Wisconsin. I can redraw the borders (within the area shown as Peit'hom) if you want to reflect that, as well as placing the cities I specified.
 
Yes, if you want to redraw go ahead, shouldnt hurt or change much. And you don't have direct control over your allies anyways, they may well take a different course here and there.
 
Yes, if you want to redraw go ahead, shouldnt hurt or change much.
Very good then, will do.
And you don't have direct control over your allies anyways, they may well take a different course here and there.
Of course, of course. It has more to do with the nature of the race. I do, however, see how over time the Rei'orc'yi'ez might evolve into a more militant variant, or how the Reipwa'viy could evolve a more aggressive trade policy.
 
Here is the edited map. I also added the three cities that should have been built this turn. Because of the much larger amount of Peit'hom territory than I expected, I've reoriented Rei'orc'yi around OTL Mineral Point, Wisconsin, rathern than Fond du Lac, Wisconsin.
 

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alright, I've updated my own files with that one, thanks for using the full size map for that. made my job much easier.
 
OOC: EQ, could you change the first word in the Toatan description from 'Gnomes' to 'The Toata'. They were orginally going to be Gnomes, based on the Gnomes from my own fantasy world, except land based. I changed when I'm not good at human-looking creatures on Spore.

The following is an extract from the journal of a human captured by the Toata. It's resting place is a hovel in one of the slaveries in the empire. People who read who still ahve the ability to write are encouraged to continue it. Spelling errors are translators best to the translator's ability.

I apologise in advance to any unlucky enough to be reading this. There are no dates. The slave drivers kept us in darkness most of the time, and when we were let out, I suspect it was night.

We were captured sometime in the late fall. I had returned to my home village from my teachings in one of the big cities. I forget which one. They had just finished the harvest and were having a celebration. During the Feast of the Apple, I think. You can't think clearly here.

They attacked half-way throught the feast. The village had no real defences. They over whelmed the militia. They attcked first with spears, thrown from some way away. They then attacked with axes. Some had flaming torches, burning the houses down. It was weird, it was almost as if they were keeping the casualties to a minimum, but burning things so we'd have no where else to go.*

I was knocked out. I awoke some hours later in a cart. we were all crammned in there, like we were produce to the market. We were stripped bare, whiche was quite embarassing, considering there was the girl I had a crush on before I left for higher education. All grown up.

They had placed us in seperate carts. The children in one, the elederly in another. I was in the one where those in the prime of their life were kept.

The cart travelled for days. They were pulled by these weird horse like things**. They didn't ride them, but they drove them. Some walked beside the cart. They were quick for such small things.

Almost a week*** after the raid, we stopped. We were closer to Toata territory than most people who returned had been. I peered out of the canvas. The toughest looking Toata were talking in their harsh language.

One of them was reading a message. A smaller one, an attendant maybe, was holding a hellish bird creature**. After they talked, the biggest took a quill, jabbed it into that weird growth on his chest and wrote in the pus a message back. It quickly stopped oozing. He tied it up to the bird's leg and it flew away.

I am hesitant about what happend next. The carts were covered in canvas, which was water proofed with some material from their swamps. They unhitched the beasts and put them on the other carts. We then rode away, leaving the cart there. I think, no, hope, what they did next was out was out mercy. They set fire to the cart. I can still hear the screams. I say mercy because they were sure to die some other, long, drawn-out way. If they were left there.

It was several days before we stopped again. A Toatan who knew our language forced us to get out. The children's cart didn't stop. It just trundled on. We were at the gates of a large city. I later learned that this was Kadhnuadh, the top military city on the very border. It was ironic, really, as kadh nuadh means 'good peace'. Guess they like that sort of humour.

We were brought through the city in chains. Thousands watched with those staring eyes. Males, females and juviniles. I refuse to give these creatures the benefit of 'men, women and children'. The juviniles didn't have those sacs the adults have. I thought at the time that they come through at their version of puberty. The reality was much worce.

We were taken to this huge building in the middle of the city. At the centre was a huge, stagnant-looking pool (tnsltrs note: think Roman baths but a lot darker and no bathers). It was then I realised that in the pool were the sacs. We were lined up in rows of five. A foreman was counting us. 'Daxo, dov, dovdaxo, dvadovk, dvadovkdaxo, dhloodovk, dhloodovkdhloo' is the best representation of what he was saying.

He shouted the last word across the room to a Toata by the pool. He was fishing for them. He knew we were coming. He fished the last three out. The first of us was bought forward. Valto, his name was. he was scared stiff and screaming when he saw he was first. They'd have to clean up the floor later. One of the sac things was bought to his stomach. It immediately latched on. He fell over, bringing everyone to the floor. He stopped breathing. Then he started again. One of the Toata said something like 'Nuavko dhoav khairk urr kvoor kavv.' We were forced onto our knees.

One by one we were given the sac****. They didn't seem at the time to do anything to us, except it made us feel full. One girl, Rayen, tried to pull it off. She failed, and was greeted with a smack on the head. We had to pull her unconsious body back through the streets to the cart.

Again we traveled for days. We finally stopped. We were at the edge of a lake. A lake known as Akoodhakoo. Across we could see another city, Rakol, meaning 'free'. Another irony, as it was where most children ended up, in one of their 'research areas'. From across the lake we could see them working on offensive boats.

So this is where I am now. A 'Slaviary', is the translation. It has no name, just a number. I'll hide this book, so none can find it. Maybe I'll write more in it. If you have found this book, feel free to continue it, the same way I did, by stealing paper. They won't miss it.


*This appears to be a tactic of a Toatan raid. It feature the main warriors of the Toata at this time:
Kdavo Uvok: Armed with stone axes, the main warriors of the army.
Drunavk Daldhok: Armed with flaming torches, these are to make sure escapees aren't coming back.
Dhlavavk Kkoulk: Armed with spears designed for throwing. Not as strong or effective as archery though.

**Two of the creatures native to Mirlee, the horse-like Naivd, and the bird-like Kakkoav. Spore versions of these creatures to come.

***To the translator's best guess. Unsure of how long a week is he decided it was: 'More than a few revolutions of the planet, but less time for a major satellite to orbit it.'

****The sacs appear to be a variation of the Nankao sac. They are slow working, instead of killing them instantly, it kills them over time. This allows the Toata to use them as slaves before they die. The instantaneous version is used on those they belive would be a problem.
Nankao: Your average, slow moving zombie. The brain is dead, the body controlled by the Nankao sac. A unit of these are controlled by a Nankao Priest

That's not the only story in the journal. There is another, which I will tell later, of a trip from the capitol Sahtradadav to Rakol, which was made on foot. It'll feature one of the most dangerous creatures in Mirlee territory, the Vard. And another of the latter years of childhood speant in the work houses of Rakol. Plus many more.
 
Could I as a non American have a colour key so I could tell who is who? I'm sure the other non Americans would also be thankful.

As to the location, I had intended to be centred around Appleton, Wisconsin squeezed between an eastern state along lake Michigan centred around Green Bay, Wisconsin and a Western state centred around Fond du Lac, Wisconsin. I can redraw the borders (within the area shown as Peit'hom) if you want to reflect that, as well as placing the cities I specified.

For instance, I know where lake Michigan is, but I have no idea about the rest :p
 
OOC: Well, that first update was quite good. What I had thought of for Warden wasn't exactly what was posted, but it was interesting nonetheless. I think that I already know some of the positions of the 12 artefacts.

@EQ: does it matter if two different nations of the same alignment share the burden of searching for the artefacts? will they be able to use "the power" at the same time? And how are we going to handle the diplomacy? Also, I'm with Masada, a colour key would be most helpful for those not familiar with North American geography.
 
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