Colchis - 830.M30
As the sun dipped below the horizon, casting a warm glow over the desert sands, you sat in your tent with your son Lorgar and your advisors, celebrating a momentous occasion. Lorgar had just returned from a successful hunt, capturing around thirty Grox, a feat that would ensure your tribe's survival for many years to come. Combined with the recent cleansing of the Oasis, which had restored its purity and abundance, your spirits were high and the mood in the tent was joyous.
Around you, the flickering light of torches illuminated the faces of your advisors. Haraq, with his weathered face and wise eyes, raised a horn of mead in toast to Lorgar's success. Siobhan chanted a blessing for the captured Grox, thanking the spirits for their bounty. Raheem regaled you with tales of ancient heroes and their triumphs.
As the days passed after the transformation of the Oasis, you noticed a change in the demeanor of the tribe. People seemed to move with a newfound energy and purpose, their steps light and eager. They no longer walked the desert sands; they danced upon them, their laughter and songs carried by the wind.
In the light of day, when the sun was at its peak and the heat was most intense, you observed members of the tribe running along the dunes with gusto, their faces turned upwards towards the sky. They seemed invigorated by the power of the Oasis, their spirits lifted by the promise of a brighter future.
You watched as children chased each other through the sands, their laughter echoing across the desert. Elders sat in the shade of tents, their voices raised in song and storytelling.
But all was not well, word of Lorgar's existence began to spread across the desert like wildfire. Tales of his feats and his connection to the Oasis traveled from tribe to tribe, carried by traders, travelers, and storytellers.
Among those who heard these tales were the priests of the Covenant. As whispers of Lorgar reached their ears, they claimed to have received visions of the young man, visions that spoke of his destiny and his role in shaping the future of the desert.
The priests, believing Lorgar to be a chosen one, a figure of great importance, began to move. They sent out emissaries to the tribes, seeking information about Lorgar's whereabouts and his intentions. They spoke of prophecies and omens, claiming that Lorgar was the key to unlocking a new era of prosperity and peace.
But as the night wore on, you cared not as you feasted on roasted Grox meat, the savory aroma filling the tent. Lorgar, his eyes shining with pride, recounted the hunt in vivid detail, describing how he had tracked the beasts for days across the desert, using his keen senses and knowledge of the land to outmaneuver them. He spoke of the thrill of the chase, the adrenaline rush of the kill, and the satisfaction of providing for his tribe.
As the feast continued, you reflected on how far you had come since the dark days of the Oasis's decline. But now, with the Oasis restored to its former glory, it was clear that your efforts had not been in vain.
As the night grew late and the fire burned low, you sat in contented silence, savoring the warmth of the fire and the company of each other. In that moment, surrounded by your son and your advisors, you felt a deep sense of gratitude for the blessings you had received and the strength of your tribe. And as you looked at Lorgar, who had grown from a boy into a man before your eyes, you knew that your tribe's future was bright, guided by the wisdom of the past and the promise of tomorrow.
"We stand on the precipice of greatness," Haraq's voice cut through the air like a blade, his words carrying the weight of centuries. "The Oasis, restored to its former glory, is not just water and life. It is a beacon, a testament to our resilience. We must wield it wisely, use it to unite the tribes under our banner."
Siobhan, her eyes gleaming with a fierce determination, added her voice to the discussion. "The Oasis is more than a mere water source. It is a sacred site, a symbol of the spirits' blessing upon us. If we offer its protection and abundance to other tribes, they will flock to our side."
Raheem, his words filled with a fiery passion, painted a vivid picture of the future. "Imagine the stories we could tell, the legends we could become," he exclaimed. "We could be the tribe that unites the desert, that brings peace and prosperity to all. Our names would be sung by bards for generations to come."
You, ever the voice of reason, spoke up next, your tone calm yet resolute. "We must tread carefully," you cautioned. "We cannot force the tribes to join us. We must earn their trust, show them that we are allies, not conquerors. We must prove that we offer not just protection, but friendship and cooperation."
Lorgar, who had been listening intently, spoke with a newfound resolve. "I will take the lead," he declared, his eyes ablaze with determination. "I will journey to the other tribes, offer them the shelter of the Oasis and the friendship of our tribe. I will show them that we are not a threat, but a beacon of hope in the desert."
But you raised a hand, halting the conversation. "While uniting the tribes is a noble goal, we must not forget the dangers that still lurk in the shadows," you reminded them, your voice a steady anchor in the midst of excitement. "There are threats out there, ancient and powerful. We must remain vigilant, prepared for whatever may come."
"And what of the wound, the place spoken of by the Spirits?" you continued, your gaze piercing. "Perhaps we should seek out the secrets of the Ancients. They were said to possess great knowledge and power. If we could uncover their secrets, we might find a way to heal the wound and safeguard our future."
RESOURCES:
- A Magic Oasis protected from Magic. It grants any people who drinks from it, the TDC mutation.
- A size 3 Battlegroup, consisting of almost one hundred people. It has max discipline/training and has a bonus when performing its signature tactics due to TDC.
- Sorcerer auxiliary and Sand bike skirmish units.
- 30 Grox, out of which 15 act as a stealthy Heavy Armor division.
- 3 Adult Ambulls and 6 juveniles, with the Adults acting as stealthy super heavy Armored units and a Dread Ambull, that acts as a Size 1 Battle Group in addition to the normal classification. All Ambulls have the deep strike capability.
- A modern Caravan capable of carrying many goods and large amounts of water.
- Stockpile of food, medicines and water. Enough to last for the initial settlement of the Wound or as a bond for the Tribal challenge.
- Guns and other weapons. Steel Melee weapons.
- A Primarch, Lorgar.
- People with the TDC mutation, reducing the need for food and water while being adapted to the desert.
COVENANT ON THE MOVE
The Covenant know about Lorgar and are actively seeking him out. Grow powerful and end the threat of the covenant once and for all.
CHOOSE YOUR FOCUS FOR TURN 2:
[] Seek out the fire of the Ancients and settle the Wound.
[] Unite the Tribes, crown yourself or Lorgar as the Great Chieftain.
NEXT TURN
Next turn is the xp turn where you decide what you want to spend your xp on. Since this vote determines what Turn 2 will be about, I figure that putting this vote here would help you narrow down what Charms you want to purchase next turn.
Charms still need editing and the final list will be available tomorrow.