Colchis - 831.M30
The journey to the site of the battle with Haraq stretched out, a relentless trek through rugged terrain and unforgiving elements. By your side, Haraq walked, a stalwart companion whose very presence was a testament to the indomitable spirit of your tribe. His words were a tapestry woven with threads of valor and tenacity, recounting the clash of warriors and the dance of blades in the throes of battle.
He spoke of the unity that had fortified your tribe, a fortress of resolve against the tide of invaders. The air resonated with tales of desperate stands and cunning stratagems, of warriors fighting not just for survival, but for the very essence of their existence.
As you approached the battlefield, a hallowed ground soaked in the blood of heroes, the weight of the past and the magnitude of the present bore down upon you. The landscape bore the scars of conflict, a silent witness to the ferocity that had unfolded there.
The remnants of war lay scattered like forgotten dreams, shattered weapons and sundered armor testament to the fury that had consumed the combatants. Yet amidst the wreckage, you sought clues, a lone seeker amidst the debris of history.
With Haraq at your side, you combed through the detritus, your eyes keen, your mind sharp. Each artifact told a story, a fragment of the epic narrative that had unfolded on this battlefield.
And then, amidst the chaos, a single clue beckoned, a piece of fabric clinging to a jagged edge. To the untrained eye, it was a mere thread of cloth, inconsequential amidst the carnage. But to you, it was a beacon, illuminating the path to truth.
As you examined the fabric, your heart clenched with recognition. Stitched into its very fibers was the emblem of a tribe once allied, now estranged. Memories surged forth, of bonds once unbreakable, now fractured by the cruel hands of fate.
Your sister, a bridge between tribes, had perished, leaving behind a legacy of sorrow and a son destined to lead. The once-united tribes now stood apart, torn asunder by grief and misunderstanding, the promise of peace shattered like glass.
Memories surged forth, painting vivid images of a time when your tribes stood as one, bound by blood and marriage. The union of your sister to their chieftain had been a beacon of hope, a promise of lasting peace and unity between your peoples.
Yet, fate's hand had dealt a cruel blow, snatching away your sister in a tragic twist of events. Her untimely death left behind a young son, now poised to ascend as chieftain. In the wake of her passing, the ties that once bound your tribes together began to fray, eventually unraveling as they turned their backs on you, casting you aside like a forgotten relic.
As your gaze fell upon the emblem emblazoned on the fabric, a torrent of emotions flooded your being. Anger at the betrayal of former allies. Sorrow, for the loss of your sister. And a burning desire for justice, to right the wrongs that had been inflicted upon you and your tribe.
You realized then that the attack on your tribe had been no random act of aggression, but a calculated betrayal orchestrated by those who were once kin. With this revelation, your resolve hardened, steeling your determination to uncover the truth and deliver retribution to those responsible.
With a solemn heart, you carefully stowed the fabric in your satchel, a somber reminder of the treachery that had befallen you. Standing tall, you vowed to your sister's memory that you would not rest until her death had been avenged, and your tribe's honor restored.
Yet, amidst thoughts of vengeance, your mind drifted to your nephew, the young chieftain-to-be of the tribe that had turned against you. A complex mix of emotions stirred within you as you contemplated his actions.
Love, deep and unyielding, for the boy you had helped raise and nurture after his mother's passing. You remembered the joy and laughter he had brought into your life, his innocence a stark contrast to the darkness that now clouded your world.
But alongside that love, there was also disappointment and betrayal. Your nephew, now a grown man, had forsaken the bonds of kinship and succumbed to the allure of power and ambition.
Despite this, you could not help but feel compassion for him. You understood the weight of expectation that rested upon his shoulders, the burden of leadership and the desire to honor his mother's legacy.
In stark contrast to your nephew's choices, your love for Lorgar burned bright and unwavering. He reminded you of the goodness that still existed in the world, a beacon of hope in the midst of turmoil.
You vowed to protect Lorgar at all costs, to shield him from the darkness that threatened to consume your nephew. You would impart upon him the values of honor and loyalty, preparing him for the challenges that lay ahead.
As you stood amidst the remnants of conflict, you knew that difficult decisions lay ahead. But you were resolved to face them with courage and determination, guided by your love for both your nephew and Lorgar, and your unwavering commitment to justice and truth.
RESOURCES:
- A Magic Oasis protected by Magic. It grants any people who drink from it, the TDC mutation.
- A size 3 Battlegroup, consisting of almost one hundred people. It has max discipline and 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.
- Archmagos Thalassa and her retinue
- People with the TDC mutation, reducing the need for food and water while being adapted to the desert.
- An alliance of convenience with an Archmagos of the Mechanicum.
MAIN QUESTS
Main quests are things that are important and to be completed. They are long term quests and will take multiple projects and a lot of turns to complete.
- Main Quest: Resurrect/remake the World Soul. The World Soul is dead and the people are at the mercy of Warp predators. Remake the World Soul for fun and profit.
- (OPTIONAL) Main Quest: Find the technology of the Ancients. Nuff said. The DAoT was a crazy age filled with sun snuffers and continental killers. Let's see how deep this rabbit hole goes.
SUBQUEST
Sub-quests are things that, while important, are less than that of a main quest. They generally take only a few Projects and turns to complete.
- Unite the Tribes. You need to unite the Tribes if you want to rebuild the Men of Stone. For this you need to find a way, by sword or by word, to unify them.
- Enter the Wound and Conquer its secrets. Gather Supplies, Train yourself and your team, seek guidance, scout the area and much more. You will need it.
- (OPTIONAL) Settle the Wound. Settling the Wound is dangerous but it would be the best option for your people as it can be turned into a land of plenty, where your people would not have to worry for want of food and water. It could also be offered up as a bond price to challenge the other tribes.
PROJECTS
You have a total of 7 Action Points to spend on tasks by default.
Companions: Unavailable
Circle Members Can take on ONE (1) Project each. They do not need AP, and you can assign them one Project they are suited to.
Lorgar: By Virtue of being a Primarch, he can take on any project but excels on Social Projects.
Archmagos Thalassa: Can take on tech and uplift projects. Doing so would count towards her debt.
Projects Currently Available: (each sub choice is 1 AP except where stated)
NOTE: None of the below are Guaranteed to succeed. You can make the attempt but success will depend on a. If it is possible, b. How well you roll and c. What sub choices you make.
VOTE IN PLAN FORMAT
CHOOSE : Action Points: 7
[] PLAN
-[] Uplift the Tribe (0/4)
--Convert the caravan into a Foundry.
–There are a few craftsmen in your tribe, teach them the skills necessary to be of use.
--Gather and refine Material. You need quality material to forge the technology.
– Ensure that there is a steady supply of modern goods.
-[] Strengthen your Tribe. (0/4)
--Augment your warriors. See how this can be done, either combat stims or implants.
–Craft the Weapons and armors or commission the same.
--Drill them to be comfortable with the new weapons.
--Refit the sand bikes and Grox with weapons and armor.
-[] Learn a new Sorcery. (0/1)
--Spend a few days training yourself in Maelstrom Sorcery.
-[] Speak with the Archmagos (0/1)
–The Archmagos possess the technology to safely enter the Wound. Bargain with him.
-[] The Golden metal (0/2)
– Examine the strange Golden metal that made up Lorgar's pod.
– See if you can refine it further. It seems……incomplete.
-[] Investigate the rival tribe (0/1)
– This is personal but perhaps you should parley with the rival tribe and see what is going on there? Perhaps your nephew is not completely lost?
-[] Protection of Faith (0/2)
– Try and teach the tribe the faith that Lorgar has just written down.
– Try and carve amulets and symbols so that the same can be used to ward away evil.
-[] Supplies and equipment (0/4)
– Find out what supplies would be needed in the wound.
– Prepare ways to safely store supplies in the Wound
– Provision and acquire supplies for the Wound
– Prepare ways to safely transport the supplies to and from the Wound.
-[] I AM ROBOT (0/2)
– Choose someone to receive the Savant Background for the Dominus Specialization.
–Seek out the secrets behind the robot that you found in the caravan. See how much you can improve upon the Mechanicus's automata and battle-automata.
-[] Write in a Project or Action. (0/??)