TNES VI - The Mythopoeia

Just to warn you, I am probably going to be very averse to the Warlord due to Terres' bubbling antitheist tendencies and using conquest to put an end to borders and war as opposed to expanding them. I imagine that any Warlordist empires will most likely be very much in conflict with Terres.

If you're ok with this, then so am I, I guess.

Nah, Warlord would love Terres. So many borders! So much hatred! So much "Us vs Them!"
 
Unification at the tip of the blade, redefining the world through conquest. That's the Warlord's way.
 
Spoiler :


Condottiere Felipe of the Ilote Band: The First Daring Escape


The executioner's foul breath filled the carriage. It stank of trout and wine, two scents quite alien to Felipe's nose until about a month ago, when he first embarked on the journey to Duart.

Felipe was the son of a farmer of the Upper Dakh, born to the outreaches of the Empire, where the twins' authority existed but mostly in the form of their minted faces. Where men spoke freely of the sea, for cynical irreligion more than malice, but did not expect to see it in their lifetimes. In his home region, wine was a delicacy for aristocrats and trout was a custom for foreigners. But in the Petty Kingdom of Duart, the strongest polity on a barbarian isle of the Udyns, fish and wine were staples of the common man's diet. This now familiar stench first greeted Felipe the moment he led his troop off their leased ship, the Emma Paloma, and into a tavern nearby the port village's makeshift dock. It was in this bar Felipe became accustom to the smell and, now, in the carriage meant to carry him to his death, he was surrounded by it again.

Despite the blindfold over his eyes, Felipe sensed a stillness in his cabin mate that could mean one of two things: either the "King" of Duart had some half-breed drow in his employ as a hangman, or his captor was asleep. Betting on the latter option, Felipe took the chance to pick the lock on his shackles. In the center of his right palm he had stowed away a pin from the jacket of the King's wife, and he worked diligently to unclasp his cuffs. Just as he heard the slight click, and felt the loosening on his wrists, that meant his hands were free, the cart slowed and came to a stop.

Not a moment too soon, Felipe thought to himself.

After a minute or so at rest, Felipe heard two-- no, three-- sets of footsteps surround the cart, and after another minute the carriage doors were thrust open and Felipe was pulled roughly by the left arm out of the carriage. The suddenness of this movement caught him off guard, and he nearly let his shackles fall off, but his nimble fingers managed to catch them just in time, allowing him to maintain the illusion of imprisonment. He took the fall on his left shoulder, feigning incapacitation and allowing the guard who had pried him from the carriage to lift him to his feet.

Felipe heard one of the other guards implore the man in the carriage in a mixture of the local creole and the common tongue of the empire: "Oi! Rodney, ye kata up-kup! Te narava, ye kata yob doro!"

A grunt told Felipe the executioner was awake, and a thud told Felipe he was a man of great mass.

Felipe was herded... north, he was fairly certain... towards a sound he had not been expecting: that of a crowd, holding their breaths. This was not to be the confined, personal execution he had been expecting. It was to be public.

Oh well, thought Felipe, I can manage nonetheless.

What came next, Felipe was certainly not expecting. He was herded, next, onto what felt like a wooden stage, and his shackles were removed. The guard who did so seemed to suffer some small confusion, but made no scuffle about it, likely worried he would be blamed for what must have surely been faulty shackles. However, before Felipe could act with his arms, he was grasped on both sides by fingers with iron grips. His blindfold was removed, and he was temporarily blinded by the sunlight. When the spots cleared, he was greeted with the sight of a stockade-- not, as he had been expecting, a noose.

This is bad, he thought.

Felipe realized as he gathered his surroundings that the thud he had heard from the man in the carriage was not, in fact, the footsteps of a giant, but rather the thumping of an enormous axe, now resting at the shoulder of the executioner, who was clad in black. Before him, standing at a podium separate from the main stage where the execution was to take place, stood one of the King's thugs, dressed like a priest, reading from a script. His audience was all the citizens of Duart, likely gathered here to witness a show of strength by their warlord. Among them were crying women and children, gruff and silent patriarchs, pirates and scoundrels who likely composed the King's court, and armed guards, maintaining the complicity of the crowd.

"Felipe Navarre," read the pirate-priest with an accent underdeveloped enough to betray his mainland origin, "you stand accused of robbery, theft, and larceny, the appropriation of goods belonging to the King, and the illegal acquisition of royal property including but not limited to one silver coin, two gold earrings, a loaf of bread, a horse, a retinue's sword, and a chicken of the King's coup; of illegal mention of deities and royalties outside polite society's consciousness; and of insult to the King in the form of fornication with his wife."

As the pirate-priest spoke, Felipe investigated his surroundings further. He appeared to be in the pitifully named town square of the Petty Kingdom's capital keep, which was little more than a collection of wooden shanties surrounded by a stone wall of no more than three feet, easily to be traversed by any manner of siege-makers. It was beyond this wall, among the hills around the "city", that Felipe searched for the siege-makers he hoped would be there soon. And just as the pirate-priest neared the end of his speech, Felipe saw hope: a brown sailor's cap, adorned with a white feather, peeked around a tree trunk atop a hill perhaps ten yards out from the wall, and darted behind again as soon as it had come. Felipe allowed himself a smile.

"You stand accused of these crimes by King Walthorn of the Udynian Kingdom, Emperor of the East, Lord of Death, Bread, and Security, and Undying Steward of Humanity. The sentence for your transgression is death by beheading. You are guilty; prepare to face your punishment. Any final words?"

At the center of the crowd, Felipe's shifty eyes found the gleam of a golden crown: the King. Felipe stared directly into the man's unsettling eyes, black as coal, as he was led towards the stockade by his flanking guard. Then: just behind the bleachers hosting the congregation, Felipe saw a familiar face grinning down at him.

"Yes, your honor. I speak to you, the people of the Emperor of Duart or whatever, with truest and deepest repentance in my heart. I am deeply sorry I have turned your immortal God-King into a ****old, and I fear that, if he truly lives forever, so too will his shame in this respect."

The crowd grew restless. Men turned to one another, with the hints of repressed laughter breaking their stoic faces. Tears stopped. Whispers, even, began to replace them. In the center of it all, the King clenched his teeth; one gleamed in the light, as golden as his crown. Felipe continued to talk, one eye always on the shanty window where he saw an arrow poised to strike, waiting for a moment of stillness to secure a clean shot.

"I wish only that I would have had a chance to apologize to the Queen herself. Not for my own love; but for the evidently lacking love of her husband, whose package is small enough to necessitate so much golden compensation."

At this, laughter began to erupt in the crowd, small at first, then raging, growth like a wildfire. The King rose to his feet. This prompted the guards to tense. This allowed two arrows, each originating from the shanties on either side of the bleachers, through the air and into the foreheads of each of Felipe's guards. Their tense turned slack for just a moment-- just a moment was all they needed.

Felipe wrenched free of his captors before the Kingdom could react, using their bodies as springboards to launch himself into an arc through the air. Backwards, he leaped onto the chest of his would-be executioner, winding the man and knocking him on his ass. Felipe bound from the stage just as his band swung down from the shanties into the crowd.

It was a glorious sight: each of his five compatriots fell behind a guard on the top row of the bleachers, and just as quickly the mens' throats were slit, and the Ilote Brotherhood continued to the next level. The guards at the bottom level set about charging up the stands, but were interrupted by the fleeing civilians, who jumped from the bleachers, ran down their stairs, or otherwise disrupted the ascension of the guards. This prompted the guards to react brutally against the crowd, beating and bludgeoning even the smallest children, thus igniting a full-blown peasant revolt by the gruff men who had found their families under the rough demesne of Duart.

And at the center of it all: the King. The real target of Felipe's mission, too infamous for his own good. Felipe made his way towards the king, carrying the discarded shackles as a weapon and resolving to larcenize one last possession: Duart's fabled Golden Crown of Invulnerability.

With one last leap, Felipe confronted the King.

"ASSKANI YE?!" bellowed the monarch.

Felipe gave no pause and swung his chain into the man's face, knocking out several teeth and dislodging the crown.

All at once, the battle in the stands went silent, as the wind around them was sucked into the King's gasping lungs. All at once, the attention of every guard in the stands turned towards Felipe. All at once, weeks, years, decades, and perhaps even centuries heaped onto the shoulders of the man before Felipe, his skin giving way to bone and then to dust, a partially decomposed skeleton all that eventually remained of the King's regal stature. In the ashes, a Crown, a golden tooth, and a scepter. Quickly, Felipe's fingers snatched up these three trophies, and even more quickly, he jumped from the stands onto the street and sprinted towards the docks.

"To the Emma Paloma!" he bellowed, and his crew followed behind. The six men attracted a furious following of guards, and even the priest-pilot gave pursuit; these men were, in turn, followed by hundreds of angry villagers, some armed with sticks, stones, bottles, and whatever else could kill.

The seventh crew-member of this band of mercenaries, himself a mercenary-mercenary of a kind, made ready the ship. Captain Sherman of the Emma Paloma cut ties with the dock as soon as the last of Felipe's men was able to land on the deck, and with haste the seven men left port, leaving behind ruin, wreckage, and revolt on the Isle of Duart: another job well done by Condottiere Felipe and the Ilote Band.

[Hero (Condottiere Felipe): 2 Magic to the creation of the Golden Crown of Invulnerability, 2 Civilization to the loyal Ilote Band of mercenary-rogues, 1 Civilization to the retainer of Captain Sherman and the Emma Paloma.]

Named Places and Worldbuilding:

  • The Island of Duart, and its resident Petty Kingdom of Duart, is the southeastern- most island in the Udyns. It is one of many pirate kingdoms in the islands, and hosts a relatively large port for the area, with a population of a few hundred to a few thousand depending on the time of year and the maritime traffic. The Udynian population features an ethnic mix of humans as well as some non-human races and their mixtures; human supremacy is a de facto part of life here, though non-humans still live generally unbothered. The majority of the island's sentient races speak a creole mix of the Imperial common tongue and northern dialects.

  • The Upper Dakh is the southwestern stretch of the Dakh river, and while a de jure part of the Empire, it does not see much direct imperial administration. This region is known for its fertile soil and farming output, and rural human lifestyle.

  • Drow, dark-elves, are only rumors for most of the world, said to live in the mountains east and north of the Amethyst. Some prominent Court Assassins and Spymasters for both the Empire and prominent polities throughout the world have been rumored to be Drow, as the race is known for its cunning and intelligence.

^Rejected and scrapped
 
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Hi inthesomeday,

This is a good start, but for now I can’t incorporate your submission until certain things are changed. Part of this is because the cultural aesthetic doesn’t quite fit with the region, and the names and characters are sort of a hodge-podge of real world tropes with no consistency, which I highly look down on. For example, how could we have a character named Filipe without a Philippos name analogue, which is impossible without a Greece and so on. For an accurate internal history, these types of things need to be considered.

As a general guideline, things in the South should have a generally Mesopotamian/Ancient Near Eastern aesthetic. While, culturally, the East is more diverse, another potential issue is technology: We're still at a fairly primitive level in the East; you should think something along the lines of 1000 BC in the Mediterranean. Of course, magic makes many technological leaps (or leaps over technology) possible, but it's something to consider.

However, I appreciate the effort, and the idea of an adventurer running around in the periphery of the Empire is a good one! But we would need to work more closely on that. It is, of course, on me for not clarifying submission guidelines more clearly.

I may incorporate some of the udyn stuff; I will write slightly more about them in the coming update. But any modifications to the Empire’s background need my approval, and we will not have drow. I encourage players to use their creativity in fantasy writing rather than simply copying something someone else has made. Certain common tropes (like dragons) are somewhat unavoidable, but specific intellectual property of modern-day games companies should be avoided. :p Does that make sense?

Another example. If someone wants to write about elves, or more broadly, fae, that’s quite fine, but they should put in effort to differentiate them from Tolkien-standard elves, just as Tolkien put in quite a lot of effort to differentiate his elves from the elves of Western European myth. This is mythopoeia, not mythographia.

We can perhaps discuss this on #nes, or you can discuss it with others on there to help improve your work.
 
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Hi inthesomeday,

This is a good start, but for now I can’t incorporate your submission until certain things are changed. Part of this is because the cultural aesthetic doesn’t quite fit with the region, and the names and characters are sort of a hodge-podge of real world tropes with no consistency, which I highly look down on. For example, how could we have a character named Filipe without a Philippos name analogue, which is impossible without a Greece and so on. For an accurate internal history, these types of things need to be considered.

As a general guideline, things in the South should have a generally Mesopotamian/Ancient Near Eastern aesthetic. While, culturally, the East is more diverse, another potential issue is technology: We're still at a fairly primitive level in the East; you should think something along the lines of 1000 BC in the Mediterranean. Of course, magic makes many technological leaps (or leaps over technology) possible, but it's something to consider.

However, I appreciate the effort, and the idea of an adventurer running around in the periphery of the Empire is a good one! But we would need to work more closely on that. It is, of course, on me for not clarifying submission guidelines more clearly.

I may incorporate some of the udyn stuff; I will write slightly more about them in the coming update. But any modifications to the Empire’s background need my approval, and we will not have drow. I encourage players to use their creativity in fantasy writing rather than simply copying something someone else has made. Certain common tropes (like dragons) are somewhat unavoidable, but specific intellectual property of modern-day games companies should be avoided. :p Does that make sense?

Another example. If someone wants to write about elves, or more broadly, fae, that’s quite fine, but they should put in effort to differentiate them from Tolkien-standard elves, just as Tolkien put in quite a lot of effort to differentiate his elves from the elves of Western European myth. This is mythopoeia, not mythographia.

We can perhaps discuss this on #nes, or you can discuss it with others on there to help improve your work.

Okay! Sure thing. I’ll just go ahead and scrap the current skin on my hero then, he was built with the (mistaken) impression that Math’s Republic was of the north Italian Renaissance variety as opposed to the Athenian variety. Given this new information I’ll try and brainstorm something else. A question for you: is the cultural aesthetic in the entire continent restricted to Mediterranean/south European, or is there someplace I could mess around with southeast Asian/Filipino cultural tropes? Alternatively, if it’s more fitting, I’d be happy to do something with Norse culture, probably in the mountain range. Of course either of these ideas would be based on civilizations that existed as they’d be portrayed sometime in the IRL CE, but, with the exception of iron tools, they weren’t so much more technologically advanced than the 1000 BCE Mediterranean, and they could easily just be given bronze weapons.
 
Not to worry, it's entirely okay, and I'm enjoying what you're working on. Currently I've think we've kinda going Finno-Ugro-Slavic for the North, Indo-European for the East, and Semitic for the South and parts of the East. But exceptions and isolates are totally fine. :)

However, the far islands of the East would be really well suited for pan-Pacific ideas. Another interesting/good place would be the western shore of the inland sea, that area is totally empty at present. In particular, the Udyn are kind of built with a Pacific Northwest vibe. Additionally, with sufficient magic you can create (or reveal) new land in which you can have totally separate cultures going on.

And now for a little something to entertain while you wait for the update. I will add to this as people make/we discover new creatures and beings.

Bestiary:

How did you find this? In what language is it written? Oh, this will make you a very wealthy woman. Very wealthy indeed.

Marid – A being of questing flame given human flesh by ancient spell. Their slave-king is Afrakt Ghul, the Fire, bound god and ex-husband of Azzatar. Both Afrakt and his marids have coupled with humans, and their descendants are the lion-priests, and more distantly, the orange-eyes. Their half and quarter-blood children, the lion-priests, hold the leashes of their parents. Marids are inherently rebellious beings, and only those who have fire within them can wield their power. In addition to their destructive power, they are known for being able to see extremely long distances. They take both male and female forms. Seventeen are known to live in the South.

T’namar Half-Marid – Afrakt Ghul coupled with a human long ago, and this half-human demigod herself coupled with a marid, bearing T’namar. His demigod mother joined a rebellion against her father Afrakt several centuries ago, leading to her father killing her. The infant T’namar was lost in the struggle, and grew up in a human family before gaining the attention of the lion-priesthood. He was then adopted as a surrogate son by Afrakt, his long-lost grandfather. Needless to say, it is a complex relationship.

Orange Eyes – Humans with a small portion of marid ancestry. They serve as the warrior caste of Anis-Natar, commanding common slave soldiers or operating together in elite units. They can endure long marches with little water, and many can work modest magics of fire. They train rigorously to restrain their hot-headed nature enough to hold formations. They are carefully watched by the purple cult, and there is certainly a measure of factional distrust between the two pillars of the Empire.

Gill-Caste – Hairless amphibians descended from humans, with no mouths but gill-slits that filter oxygen. Their green skin allows them to make their own food from the intense sunlight of the South. Even so, daylight is not enough, they must sleep in wet chambers with an ever-burning flame to continue to photosynthesize at night. That they quickly starve without special care makes them a low risk of rebellion. They hunt seafood and shellfish from the Past for the Empire, protecting it from heresy. They speak in sign language and seem content with their lives, but who knows.

Udyn – Long, curve-backed, otter-like beings who can stand and fight upright but prefer to lie on their backs and to swim. They prefer to live on islands close to the water and are not well-suited for long overland journeys, but they live and sleep on land in caves and rock huts. Their diet is mostly seafood, but they also eat kelp, birds, and the occasional human. Their civilization has fire and stone tools and weapons, mostly spears and slings. They are stronger than the average man, but their traditional culture is declining in the face of superior human technology and competition. They mostly venerate the kelp-spirits, a culture hero adventurer named Nukir, and an udyn water goddess named Laka who rules currents and whirlpools.

Giant-Oracles (Kadanon/Kadano) – These rumored beings live atop great mountain peaks in the East, mostly across the Past. It is said that they are extremely solitary creatures because of the plague of memories that killed off most of their kind. Not much is known of them in this age.

Eyohoi: The pack-hunting terror birds of the central plains, north of the Empire and south of the squabbling humans on the seacoast. Eyohoi are large, dangerously fast carnivorous flightless birds, slightly larger than ostriches, with colors ranging from dun to bright gold to camouflage them in the long grasses. Their wickedly sharp scythe-beaks snap forward on long necks of stiff protective feathers to slice the jugulars of their prey in one swift motion. Few have gotten close enough to the eyohoi to study their culture, such as it is; but it seems they have primitive language. They have been heard singing from a distance, especially around births and deaths, and they often bury their dead under piles of rocks. They also can throw rocks to wound or distract prey, standing on one claw to do so. They defend their fuzzy, golden chicks with ferocious intensity; the best thing to do if you stumble upon a nest is run.
 
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The Mohabef were not so different from my own Gahadi tribe. My father disliked them, and I suspect feared them, but in truth they lived with us. I was brought before their elders, and told them what I had been told, just as I had before. They introduced me to a girl my opposite, Halid, who showed me their lands and their ways, and was my close companion and confidant. I shared with her my loneliness and how I missed my family. She cried a great deal.

As time passed, the Mohabef grew to trust me more. They called me a hostage, but I was increasingly treated as a welcome guest. They enjoyed season upon season of abundance with the help of the green wheel, which remained my frequent companion. In time, I convinced them to invite my own people for a great feast, in a show of their wealth and success. I was delighted to learn that the Gahadi accepted, and was soon able to meet my parents for the first time in years. Both mother and father wept to see me, their boy already on the cusp of manhood, as they continually reminded me, and I was delighted to see that my lessons had been learned well, for the Gahadi brought nearly as much produce as their own contribution to this feast of peace.

Perhaps this was the secret of the green wheel- it desired to bring about peace, an end to want and strife. Or perhaps this was my own efforts. Regardless, the great celebration happened, unlike anything I had encountered before, or had heard of in stories. Many marriages were made, and Halid kissed me for the first time- I didn't understand.

The wheel visited me again, the night afterwards, and I woke with a sense of understanding. I gained an audience with the elders, and told them that I would need to travel again. The Mohabef did not want me to leave, and my own Gahadi wished for me to do nothing but come home. I reassured them that I would return, and that the leafy circle's knowledge would continue to take care of them. Reluctantly, both of them let me go, but each insisted on sending one skilled traveler to aid and protect me. Halid too insisted on traveling with me. This, I knew, was not normal, but the elders humoured her request and allowed us to travel as a group of four. And so did we set out, traveling further and further afield. The green wheel's presence was rarely missing, as it directed me to new plants of interest. I kept with me a bag with many divisions, and carefully collected and protected many of them, to someday bring home. And as our little company- Halid and myself, and Gologind and Mastin, our protectors, traveled, we found more people to share with. Tribes who were increasingly less known from father's tales: the Girahid, the Manahize, the Rotofar, and more. Rumours of the greenspirited boy had already reached them, in many cases, and to each I shared the wheel's plantlore, as freely as it had shared its wisdom with myself. And what it had shared with me grew by the day. Some plants hid their food stealthily underground, others came and went in cycles complex and simple. Some plants were of little use for food, but could salve a wound or cure an illness, others brought sleep or alertness, or could induce wild dreams and flights of fancy in even the wakeful.

Seasons and years passed. On occasion, our guardians protected us from those who sought to harm us, but more often than not the younger two of us were able to defuse these conflicts. Our quartet grew very close, none close than Halid and myself. I saw her grow into a young woman, as I imagine she saw me becoming a young man. I understood now, in a way that I hadn't as a younger child, why the Mohabef had conspired to pair us together. I suspect that she understood this long before I had the faintest inkling, but never felt the need to ask directly. Suffice to say that she and I were as close as a young pair could hope to be.

And so, at the cusp of our coming of age, a yearning to return home came over us, and our quartet set out to return to our homes, to learn what had passed in the interceding years.
 
3 points to the Spinning Green Ring of Leaves, Constantly Growing and Withering. It teaches Haadulf the lore of growing things, which he in turn shares with the different tribes living around him, with the help of his closest companions.

1 point to enjoying life, because existence without simple pleasures is not life.

1 point to the application of Haadulf's knowledge by those who he contacts, who are able to grow food with greater success and regularity, heal wounds and cure ills with the revealed secrets of the Green Circle.
 
Fear Not,

Your journey has come to an end. Everything will go dark, and someone will take your hand. You will be pleased, not unhappy. You will enjoy moments of incredible brightness.

You were looking for me, just like everyone else. I'm coming to get you.

I? When the first war began, I was the Warlord. When the first head was divided from its shoulders, I was the Executioner. When the first kings divided the first continent into nations between them, I was the Mapmaker. When the first ocean broke the first world into continents, I was there, and I cleft the coast and cliffs into boundaries. When the first eyes opened, I was there, and my light divided what was not and what was. And when you die, I will be there to divide your life from your corpse.

Everything will go dark, and I will be there for you. I will help you see the world in wondrous edges and definition.
 
Mortals, and those who would be less,

Two days remain until the gates of finality close, leaving your loved ones on the other side. Most of you have prepared for this journey, but I suspect we have some stragglers. Shadow, please confirm how you’d like to spend your points. I know we discussed some options.

For most of you, your parts are already complete, or near complete. For you others, you know who you are. You also know what you must do to complete the passage. And you do not have much time.

Edit:

You've brought me more? Oh, how wonderful! Hm. The payment, will, of course, be smaller...

Eyohoi: The pack-hunting terror birds of the central plains, north of the Empire and south of the squabbling humans on the seacoast. Eyohoi are large, dangerously fast carnivorous flightless birds, slightly larger than ostriches, with colors ranging from dun to bright gold to camouflage them in the long grasses. Their wickedly sharp scythe-beaks snap forward on long necks of stiff protective feathers to slice the jugulars of their prey in one swift motion. Few have gotten close enough to the eyohoi to study their culture, such as it is; but it seems they have primitive language. They have been heard singing from a distance, especially around births and deaths, and they often bury their dead under piles of rocks. They also can throw rocks to wound or distract prey, standing on one claw to do so. They defend their fuzzy, golden chicks with ferocious intensity; the best thing to do if you stumble upon a nest is run.
 
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There are many strong peoples in the north. These are not them.
There are many great rivers in the north. They are not here.
There are many sacred tales in the north. This is a start.

Creeks, too thirsty to be rivers, splash lustily from the hills, too bowed to be mountains. There lived people, too humble to be tribes. The people had names, but they were merely people.

Much can be said and few changes known, until the great serpent-ram Nathrum visited their damp shores. Then their histories, dominated so long by meaningless passings of friendship and rivalry, became a repository of terror. For Nathrum and it’s iridescent scales were invincible to the hapless people. Yet that life was all they had known, so they stayed.

Then came another, a monster who was once a woman. The hunteress Vyndra, who carved a merciless path southward. No beast nor being survived her onslaught, born of unspeakable grief or rage or madness. And the people despaired.

Every generation, this people, like any other people, produce a few souls who shine brighter than the rest. Some died young. Others died meaninglessly. Some were polished by ambition, then polished off by stupidity. Others dimmed, at first for camouflage, and later from regret. But one Atami’s eyes still shone bright with insight. And he saw the people’s attachment to this homeland weakening - and opportunity for change. His change.

It is suffice to say, Atami led them far away, away from namelessness, away from mundanity, away from the space between the lines. And the huntress Vyndra passed through the emptied lands, dipping her red harpoon into the waters of the sea. There, great horns emerged, once more announcing the arrival of the great serpent-ram Nathrum.

The stage seems to be set for a great battle. But it was not so. Did Vyndra tame the great serpent-ram? Did Nathrum find one worthy to speak for it? Did their ferocity break each other’s madness and thirst for destruction? Regardless, the two joined forces, sailing away from the now emptied shores towards the East.

No one could have foresaw this. No one… perhaps.
 
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Other cultures do often mock us for our punctuality, it is true. But did they invent steam engines and atomic clocks? I think not.

You have 12 hours from this posting time to submit any last minute materials. Otherwise they will not make it into this update. 1 PM EST should do the trick.

I would like to update today, and with the current time difference that would be difficult unless I set the deadline relatively early.
 
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Swamped with work, so stories still coming.

We talked about this before.

Stag God of the North Woods, bearing a brooch of throbbing silence.

The Smith, bound by chains of song, hammering endless the iron at his forge.

The one begot the other. But why?

God: 0 civ, 5 magic

-3 create hero: the Smith
-1 prophecy of the chains of song, for the Smith

1 banked
 
We have talked about it. I would encourage you, for the other players’ sake, to write up a short descriptive post of a few paragraphs that mostly replicates that discussion. As you said, then you can write stories when you have time.
 
DRAMATIS PERSONAE

ARTHMAELIX ab BRIAC - Former King of the Carns

MORVAN ab ARTHMAEL - Son of Arthmaelix

JUDOCIX ab BRIAC - Brother of Arthmael, Current Co-Ruler of the Carns

TANGUYIX ab BRIAC - Brother of Arthmael, Current Co-Ruler of the Carns

ARGANTIX ab BRIAC - Brother of Arthmael, Current Co-Ruler of the Carns

MAELIS - Wife of Arthmaelix, Mother of Morvan

CADORIX - Ruler of the Ambei, a neighboring kingdom.

Spoiler :


1 Civilization Point establishing a Royal Court

4 Civilization Points establishing a Grand Fleet

The three brothers of Arthmael will rule jointly as king, even as they plot against each other. They will lead the fleet in raids of neighboring tribes, extracting tribute and plunder.


Except

TANGUYIX: A grand fleet they say, to challenge heaven
for dominion over this flooded world.
But how grand can a fleet be, divided as
it is into three parts? Not grand, say I.

And so my dear brother's deed goes to waste
and where there was one great host there are three,
albeit marching under matching bann'.
Each great triumph divided into small thirds.

Except 2

CADORIX: Alas, my mast is shattered and my kin
float, dead, facedown in the bloody water.
I am come to pay homage to your King,
tell me, now, great lords, where can I find him?

JUDOCIX: You can find royal here, and there, and there,
for in each of us is contained kingship.
Thrice you must kneel and pay fealty for peace.

CADORIX: Do you mock me? I am undone but once,
but thrice you would have me grovel before you?
What kingdom has three kings, each so meek and
acquiescent to the others desires that
they have but one set of royal jewels?

JUDOCIX: Watch close your tongue and speak carefully,
lest I take your regalia from you
to support that you say we are lacking.

None of us are greater than the other
and as such, none of us can receive feaf
that his kin do not receive in their turn.

Such is the fresh compact of our great house
laid forth on our father's bones such that we
shall bring all the east into our dominion.


Except 3

ARGANTIX: What was divided must again unite,
As what was united divided before.
So our brother commanded us at death,
that we shall rule in pious harmony.

It is a tragedy disguised as farce,
for all the humor of our condition,
our mutual desires contradict us.
While three sit on the throne, there is no throne.
 
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*the audience roars with laughter, appropriately, at the sexual puns*

Well done, all. You will be given a great reward, oh yes. A few more hours we'll give to the last few stragglers working on their applications, but there's no harm in waiting until the next turn. It's not like you really want the attention of the gods, unless you're insane.
 
We have talked about it. I would encourage you, for the other players’ sake, to write up a short descriptive post of a few paragraphs that mostly replicates that discussion. As you said, then you can write stories when you have time.

It was late when I wrote it, but I meant stories/descriptions to be more or less the same in this context. Apologies for lack of clarity.
 
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