A Lost Soul (Warhammer 40k/Isekai)

[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
I'm a bit concerned about the canon fodder option looking so popular, even with the numbers advantage that mob's going to get shredded by 25 acolytes, not to mention the primus dotted in the crowd turning against them the moment it's clear the mob won't deliver them into the keep as planned.

To be fair, it's less about using the crowd as fodder and more trying to halt the wild panic while we still can. Having to go against a stampeding horde of people blind with fear is extremely difficult. This way we could calm people down and rally them.

[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
To be fair, it's less about using the crowd as fodder and more trying to halt the wild panic while we still can. Having to go against a stampeding horde of people blind with fear is extremely difficult. This way we could calm people down and rally them.

[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.

I mean, the reason behind calming them is to then get them to fight the opponents that massively outmatch them, and effectively surround them because of the infiltrators within the crowd.

Yeah, it calms them down, but that's kind of cold comfort when the second part of the plan is likely to kill half of them; doing absolutely nothing and letting the infiltrators be herded into the keep would probably have slightly higher casualty numbers counting the effects of sabotage, but I'm not confident there'll be a striking difference in the tally.


The problem, as I see it, is that we don't have nearly enough numbers to deal with this in a clean way.

We can stop the crowd, cleanse the infiltrators, then let the rest through while blocking the acolytes, resulting in the crowd being decimated from back forward, after which our troops would get a mauling for stopping them killing the now-useless crowd.

We can stand at the front of the crowd and try to rally it while we pick off infiltrators, if we even get them to stop and fight, this off-loads most of the dying to the crowd, but a great deal of them will die before our (slightly) more hardy troops can get to the back to reinforce them.

Or, we can try to pick off the infiltrators while allowing the mob to run straight past us, with the danger being missing some, and being mulched by the acolytes following behind because we don't have any ablative fodder to soak wounds for us.

Not to mention the possibility of the crowd not listening to us, which basically turns A and B into C, with the crowd running past us.


We can't try to kill as many infiltrators as we can, then leave, because then the acolytes who were pretending to be slightly slower than the crowd to herd it would stop pretending, and they'd tear the fleeing civilians to shreds.
 
I mean, the reason behind calming them is to then get them to fight the opponents that massively outmatch them, and effectively surround them because of the infiltrators within the crowd.

Yeah, it calms them down, but that's kind of cold comfort when the second part of the plan is likely to kill half of them; doing absolutely nothing and letting the infiltrators be herded into the keep would probably have slightly higher casualty numbers counting the effects of sabotage, but I'm not confident there'll be a striking difference in the tally.


The problem, as I see it, is that we don't have nearly enough numbers to deal with this in a clean way.

We can stop the crowd, cleanse the infiltrators, then let the rest through while blocking the acolytes, resulting in the crowd being decimated from back forward, after which our troops would get a mauling for stopping them killing the now-useless crowd.

We can stand at the front of the crowd and try to rally it while we pick off infiltrators, if we even get them to stop and fight, this off-loads most of the dying to the crowd, but a great deal of them will die before our (slightly) more hardy troops can get to the back to reinforce them.

Or, we can try to pick off the infiltrators while allowing the mob to run straight past us, with the danger being missing some, and being mulched by the acolytes following behind because we don't have any ablative fodder to soak wounds for us.

Not to mention the possibility of the crowd not listening to us, which basically turns A and B into C, with the crowd running past us.


We can't try to kill as many infiltrators as we can, then leave, because then the acolytes who were pretending to be slightly slower than the crowd to herd it would stop pretending, and they'd tear the fleeing civilians to shreds.

common people get the shittier end of the stick in warhammer,more news at eleven.

the thing is that this option plays our strengths (moral bonuses,saving our forces strength untill the the time is rigth to hit,bonuses to people rallied by us),and while i agree is gonna be a massacre,is going to be one with porpuse and one wich at least gives them the chance to bite back and thin out the genestealers so we have an easier time finishing them off
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.


As much as I hate using civilians as Flax Thuxru, its probably for the best. It will save the most people in the end, and as the cold calculus of war states, that is the best option.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.

This is the best option. The first one risks too much civilian casualty, the third one risks we missing some Genestealer. Besides, farming for XP and achievements is always welcome
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.

Spend civilian life to preserve Mechanicus' life.
I realize that I didn't choose the 'cold' because of bad PR more than utilitarian calculus. White Flame does not burn the innocent, after all. This myth matters.
Also, white flame bow allows to shoot the infiltrators through the crowd, which I like.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
[X] Don't risk the civilians, have Feysac inform the Mechanicus troops and yourself of the infiltrators and you'll simply target them from the start. A lightning strike hoping you got as many as you could before engaging with the Hybrids rapidly approaching.
 
[X] Don't risk the civilians, have Feysac inform the Mechanicus troops and yourself of the infiltrators and you'll simply target them from the start. A lightning strike hoping you got as many as you could before engaging with the Hybrids rapidly approaching.
 
A Kind Old Man
A Kind Old Man
Epsilon Theta 3895474-M Major, Habitable Planet, Designation: Resource Rich, Mining World Depleted, Hive World. Known to the locals and it's sub-sector by the name Cariburg, seat of the Cariburg family's power and a world petering on the edge of ecological collapse. Centuries of planetary scale mining left the land barren and the earth depleted of all but the most abundant of resource and even those have begun to grow scarce. It survives now as the center of trade for the neighboring systems and a small scale manufacturing hub processing a great number of lesser items. As the decades past and the resources dwindled the planet had grown ever more prosperous, entire mountains formerly delved for minerals were converted into sprawling cities that pierced into the sky even as factories sprung up around their base.

Now, looking at it from orbit, one sees a planet shrouded in sickly grey clouds with the tips of awe inspiring metal mountains peaking out from within where the most wealthy in the system reside. Diving down past the pristine tower palaces of the affluent and powerful, through the thick layer of smog threatening to choke the world and it's people to death, you find a sprawling city of stone and steel. Here the people reside as thralls of the noble families, protected only by the most simplistic measures from the harsh hell the world has become. Passing even deeper through the sprawl of hab blocks, factories, administratum offices, factorums, and highway tunnels leads one to the Underhive.

The Old City, the Depths, the Dark. It goes by many titles, a sprawling settled ruin of long abandoned mining tunnels, towns, and ancient cities. Here those that humans who live face monstrous beasts adapted to survive in a dying world, abandoned and decaying machinery, and the savagery of their fellow scum. Yet, they have freedom unlike any other for the power of even the Imperium wanes here in this dark place for all but the Emperor's Angels would find themselves hesitant to enter such a forgotten place.

Here in the Depths resides a withered old man, skin clinging tightly to his bones while the absence of the sun has turned it the most pallid white shade. Covered in dirt and oil, the man slowly makes his way through a crumbling stone building that once stood a dozen stories tall, or so he claimed. In the heart of it all rests towering bookshelves rigged together from scraps of rotting wood and rusted metal in precarious, twisted shapes. All along side them run a web of ladders, crude bridges, and rolling sets of stairs upon which a troop of children scurry about with books clutched tightly in their arms. In stark comparison to the old man's threadbare robes the children wear clothing that seems almost new, stained simply by the dust that seemed ever present here.

Clinging to a staff nearly twice his height, it's length covered by a creature that had long become indistinguishable over the years as it began to rot. A soft, wheezing sound came from him as he navigated the piles of scrap lying around seemingly at random. His steps pause as cries of joy come from up ahead, the children scampering about the library suddenly rushing down to meet him excitedly. A smile broke out on his face at the sight, a shine in his eyes as he listened to them yelling excitedly,

"Grandpa! Grandpa's back everyone!"

"What did he bring us this time?"

"Gramps, we missed you!"

Despite the sheer cacophony they kick up, the sounds echoing from all around, he could distinctly hear every word the children uttered. As they swarmed down from above it quickly became apparent that each of them were different, not just different from each other but different from those who lived above. To the last they all bore some mark of mutation: A third arm here, a tail there, slightly enlarged limbs there, scales covering their skin, etc.

All of them were abhumans, more commonly called mutants or even filth by those above and even many that resided untainted in this dark world. He didn't care, his smile only growing wider as he removed a hand from his staff to embrace the first child in a hug.

"Indeed, I have returned. Did anything happen while I was away?"

His voice like gravel, his speech slow and exaggerated as he gave each of the kid's a hug while making his way through the crowd. When he had hugged each of them at last the man strolled over to a crude wooden chair set at the center of the library, bones creaking as he slid into his seat with great care while gasping for air.

"Wiz lost a book Gramps, she says she never touched it but I saw her take it! It was one of the ones you tell us not to touch too!"

A small child with scales cover their face yells out, their tiny legs clattering against the stone floor as they rush over to the old man's side before pointing back into the crowd. Following where the child pointed one would find a nervous ogryn child dressed in grey robes fidgeting where she stood, her figure standing out amidst the crowd as her over sized hands pressed anxiously together.

"I, I, I j-just wan-wanted to s-see what w-was in i-it. It just... j-just d-disappeared."

Gramps stared at her in silence for a few moments, face impassive as his hand dug through his robes looking for something until finally pulling out a mass of wires and miniscule machinery covered in oil and rust. A smile appears on his face as he holds it out, his other hand resting his staff against the chair as he ushers her over.

"No need to worry little one, all of the most important things in this library return to where they should be when they should. If you wish to study anything within these walls you merely need to ask, you are ever so curious Wiz and I wish to make that spark of curiosity all the brighter. Still..."

He pauses as Wiz takes the machinery from him with the utmost of care, overly large hands delicately lifting the machinery from the old man's hands. Gramps' face turns stern as he stares into Wiz's eyes,

"We must always remember that curiosity is a boon, but also eternally dangerous. Our family's safety comes first, do you understand little one?"

Wiz's eyes go wide at the new expression upon the man's face before she lowers her head in shame, tears pouring from her eyes as she begins to sob. Sighing, the old man reaches a hand out to gently pat her head,

"No need to cry, everyone is safe and sound. Why don't you take that to Elder Brother Mikael? You can help him do the repairs. As for the rest of you, isn't it time for dinner? Run along, I'll follow you all shortly."

Wiz's face brightens up and the children let out excited yelps as the chatter picks up again as the run off to enjoy this dinner Gramps had spoke of. Sitting in silence for a long moment, the old man kept his head tilted to the side for a long moment before letting out a long and exhaustion laden sigh as he pressed a hand against his stomach. He could feel the warmth spreading across his hand and the wet sensation seeping through the tattered cloth to stain his hand.

Holding his hand up showed it to be stained with blood, drops pattering off and onto his robes as the crimson color shimmered in the half light of haphazardly placed lights above.

"So, that's why the lines were broken. Wiz, my dear Wiz. Curious, perhaps even more than I was. It can lead you to greatness little one, but it can also damn you... I only hope I can guide you away from it all."

He simply sat there staring silently at the blood on his hand before reaching out to grab his staff, an ever so dim flash of multi-colored light flicking from it's tip as the blood turns to ash and floats away leaving him apparently as good as ever. Just as he begins to rise from his chair he halts in place, head snapping to the left as his hand clenches around the staff as another dim brilliance flashes out from the top,

"So long as they remain within my embrace you will never harm my children..."

The old man muttered as he collapsed back into the chair, eyes closing as his breathing turned into a nearly imperceptible inhale.

Perhaps, if one could see the library from far above they would notice that all of it seemed to connect together in an off-putting, mind twisting manner. Ramshackle bookshelves, walk ways, and stairs weaving together into a jumbled mess of shapes as the random piles of junk and rubble stretching out from them carved out lines connecting the building and beyond. It all stretched for miles, only one capable of seeing through the tunnels and layered stone, metal, wiring, and mesh of the world above could see the massive ritual circle that existed below.
 
[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.
 
Or he could be the bird time bomb who don't know he been aiding the great enemy.

He could someone who Will power is so great that he is currently imprisoning a deamon inside his staff.

That the 2 guesses i came up after reading the chapter.
 
Chapter One, Battle for Nortrain, 03 - Up Against the Odds
Battle for Nortrain

[X] Head into the center road and let loose with your bow, using the appearance of the white flames and your own words perhaps you can calm and then inspire them. There is no choice in this kind of war, they either fought or these creatures would slaughter them to the last. What you can do is give them a chance to fight.

Swiftness Roll:
71 + 3 (Increased Speed) + 5 (Legacy of the White Flame) - 10 (Gravely Injured) = 69

You enter the road swiftly and before anyone can notice, unleashing two attacks rapidly before attempting your speechcraft.

Your Attack Roll 1: 68 + 10 (Bow) + 10 (Surprise Attack) + 5 (Legacy of the White Flame) - 10 (Gravely Injured) = 83
Your Attack Roll 2: 4 + 10 (Bow) + 10 (Surprise Attack) + 5 (Legacy of the White Flame) - 10 (Gravely Injured) = 19

One arrow kills two of the interlopers, a small burst of flame leaving all but the infiltrators unharmed. The other crashes harmlessly through the crowd without injuring a single thing.

Inspire Roll: 75 + 15 (Witnessing the White Flame) + 5 (A Ruler's Air) = 95

Your words are clear for all to hear and despite the dark truth lurking within them they are met with fervor, hope burning in the witnessing civilians as all but the most young and elderly turn to meet their killers.

You settle on your decision with ease, grateful for the tampered emotional state the System had granted you as you knew your own emotions would be tearing you apart at the actions to come. Even if it was a cruel truth of this world, one you so hated when feelings could twist your thoughts...

In moments you are dashing out into the street as the pain from your old injuries fades from your mind, fingers tightly grasping the string and ears twitching at the sound of those following close behind you. Your actions are beyond what you should be able to achieve as unbeknownst to you, small tendrils of flame begin to burn along your body. One arrow is drawn, flame twisting into shape before the string and your will sends it diving into the crowd to slice through a pair of genestalers hidden within. Another follows, a trail of white passing harmlessly through much of the crowd before dissipating in a small burst of faint white embers.

Standing before the crowd, bow still raised before you as the string vibrates slightly, your words echo down the street and seem to cut through the noise all around.

"Run if you must, but death is behind you. You may die hiding, or you may fall fighting for a chance! Either way, I stand here for you all, a flame in the dark!"

You are unaware of the awe inspiring scene you cast before them. A figure clad in black and gold, a cap fitted firmly at their hip as wisps of fire curl along their limbs and dance across the bow in your grasp. A figure spoken of in tones more fit for a saint than a common person as their form seems to occupy the road before them in their minds. They had heard the stories, but to see you as you were now seemed to drive within them the same hope the soldiers had clutched to back then. Dozens among the crowd come to a halt, hands pushing the most unfit and at risk among them down the street as they turn to face the horrific biological death machines that had simply been pretending to hound them.

Rallied Civilians Roll: 54 + 5 (Flash of Inspiration) + 5 (Numbers on Their Side) = 64 vs 5 + 25 (Hybrid Combined Bonus) = 30

A people long backed into one corner after another are turned loose upon an enemy they have no real choice other than to face. Ten of them are torn apart with ease, but it doesn't deter them as the remaining rallied commoners latch upon their granted chance and tear three of the Hybrids to shreds with bare hands, pieces of furniture, and cookware.

Feysac's Ranged Roll: 66 + 25 (Base Combined Bonus) + 10 (Effective Surprise Attack) = 101 vs 3 + 8 (Primacii Combined Bonus) + 15 (Pressing Crowd Cover) = 26

With eerily perfect accuracy, or a complete disregard for human life, Feysac blasts into the crowd and slaughters three of the infiltrators within without harming a single citizen.

Shocklance Skitarii Roll: 32 + 20 (Base Combined Bonus) + 10 (Effective Surprise Attack) + 5 (Numbers on their Side) = 67 vs 86 + 8 (Primacii Combined Bonus) = 94
Combat Servitor Roll: 8 + 5 (Base Combined Bonus) + 10 (Effective Surprise Attack) + 5 (Numbers on their Side) = 23 vs 6 + 8 (Primacii Combined Bonus) = 12

Without pause the Mechanicus forces under your command burst forth into the crowd, Skitarii and Servitors splitting up as they strike out against every identified Genestealer cultist hidden within. It goes abysmally, one of your Shocklance Skitarii is beheaded by an ax only for their attacker to be torn apart by servo enhanced arms. In total three more among the infiltrators are killed.

Sense Roll: 31 + 3 (Heightened Senses) = 34 vs 32 + 10 (Cover of the Crowd) = 42
Genestealer Cultists Attack: 99 + 8 (Combined Bonus) + 10 (Crowd Cover) + 5 (Numbers on their Side) = 122 vs 99 + 5 (Town Guard Bonus) + 5 (Flash of Inspiration) = 109

As the battle well and truly settles into it's opening stretch you are ambushed from among those still fleeing towards the Keep, ten genestealer cultists leaping forth from the crowd to attack Liz's guard unit who are currently clustered tightly around you and Feysac. In an instant two town guards fall, but not before they manage to bring their lone attacker with them. Driven by a fit of rage Liz lashes out and lances another through the throat.

There is no time to react as you watch the Tyranid creatures toss aside their prey and leap towards the wall of bodies forming before them, the charade coming to an end as their speed almost double and their attacks go from toying with their kills to outright slaughter. It takes seconds for the first few to arrive, clawed digits tearing through flesh like paper and crushing bone while their armored exoskeletons hidden partially by broken layers of skin turns aside the blows that rain down upon them. Every attempt you make to draw the bow is a futile attempt as your arms twitch in place and unmoving, muscle spasms tearing through them from that brief moment of over exertion. For the first time you since you left the Mechanicus' command center you feel something, a flash of overbearing rage shattering the cold rationality in your mind for a few sparse moments as you witness nearly a dozen people dying in a bloody instant.

However, your words inspired something in them that may well have been dwelling deep within after years of being forced back and back. After all any animal is a dangerous thing when they have nowhere left to run, and you witness that very truth first hand as groups of ten begin to systematically suppress and dissect the arriving hybrids all while letting out desperate, rage filled cries. You personally see two be torn apart by the crowd before the Mechanicus forces under your command draw your attention, well oiled movements easing their path through the fleeing citizens as they strike out at a dozen different cultists in hiding. Balls of green fire fly into the press of bodies, the intense hissing and sickening smell of ozone telling you that Feysac had acted with a probably unnerving decisiveness.

Sadly, you do not get to witness the outcome though you strangely sense it going disastrous, as figures leap from the people all around you with weapons clutched in hand and long distended fangs poking out from deformed throats. Liz, standing on your right side as she is, spins just in time to slam her spear point first in her would-be killer's throat, a sickeningly red fountain of blood exploding out of it as it's bestial cry comes to an abrupt, strangled halt. It does nothing to stop the rest, one in particular pouncing from the crowd with an ax in each hand that cut relentlessly into the two guards at your front even as a spear tears out of a hand to catch the beast in the chest. You feel the warmth of blood, smell the distinctive coppery tang of blood, and sense the remaining cultists gathering around you without even the slightest change in expression, the flames upon your figure burning all the brighter as your mind races in search of a solution.

You can feel your muscles beginning to ease and calm even as the pain lancing through both of them crashes into you like a truck, thoughts blurring for a faint moment. You need to act, adapt... but how?

What do you do?
[] You came out here to save people and you will be damned if these creatures think they can distract you. Allow Feysac and the Town Guard to handle them, focus your attacks on dealing with the Genestealers currently endangering the civilians you roused to arms.
- [] Target the Hybrids as they hold the highest threat.
- [] Target the infiltrators in the hopes of thinning them enough for your own forces to move up and assist.
[] Turn your bow on your failed assassins, there's no need to worry about friendly fire after all.
[] Replace the bow and take your electro-staff in hand before moving to...
- [] Take out the cultist tearing into your guards.
- [] Join the fight at the front, draw the Hybrids attention to yourself in the hopes limiting casualties.
[] Write in.

Do you attempt to have Feysac ferry new orders to the Mechanicus forces?
[] No, the infiltrators are too dangerous to let loose for you more than the Keep at this point.
[] Yes...
- [] Direct them to support the citizens currently embroiled with the Hybrids.
- [] Call them back to help finish off the failed attempt at your life and in order to regroup.
- [] Write in.

Gained 6 Tokens of War.


Intelligence: Moderate
Morale: Shaken

Current Location: On the main road between the North-Eastern and South-Eastern portions of Nortrain.

Pete's Rest: Unoccupied, safe.

Current Battlefield
Your Forces:

Yourself
Feysac
[Plasma Pistol, Integrated Armor, Heavily Augmented, Experienced, Archive Malevolus] (+25 Bonus, +15 to Morale Rolls and Resisting Mental Influences)
10 Combat Servitors [Assorted Melee Weapons, Limited Augmentation, Unthinking] (+5 Bonus, Unaffected by Morale Rolls and Mental Influences)
4 Shocklance Skitarii [Shocklances, Flak Armor, Augmented, Experienced] (+20 Bonus, +10 to Morale Rolls and Resisting Mental Influences)
3 Town Guard [Spears, Staves, and Clubs. Green. No Armor.] (+5 Bonus)

Allied Forces:
~120 Nortrain Citizens

Enemy Forces:
~20 Fourth Generation Genestealers
17 Genestealer Hybrids - Acolytes

The rest of Nortrain
Enemy Forces:
~500 Fourth Generation Genestealers

Allied Forces:
~150 Vanguard
~75 Town Guard
~50 Shocklance Skitarii
~45 Skitarii Hyspasists
~75 Combat Servitors

General Situation
North-eastern portion of Nortrain has devolved into complete chaos, citizenry are fleeing enmasse to the Governor's Keep.
South-eastern portion of Nortrain has established a strong resistance and any panic has been promptly crushed.
North-western portion of Nortrain has fallen into a stalemate as allied forces do their best to calm the citizenry while combating the cult's infiltrators.
South-western portion of Nortrain has been completely pacified by allied forces and they are currently sweeping it for any remaining genestealer forces.
Genestealer Cultists blended in with the panicking citizenry, number and locations largely unknown.


Primary Goal: Bring an end to the panic in Nortrain as a beacon of stability and hope.
Secondary Goals:
Save Nortrain citizens (5/15,000)
Win the Battle for Nortrain
Survive

Status
Name: ???
Monikers: Augustus the White Flame
Age: 24
Race: Human (UDC Earth)

Domain Points: 0
Protagonist's Determination: 2

Rank: Peasant - One step up the social ladder, a lowly figure who owns land and has great aspirations though they have not the power to achieve them.
Holdings: Pete's Rest (Size 16, Pop 17)

Thrones: 3,990
Fealty: 21
Wood: 26
Stone: 30
Food: 20

Seeds: One plot of Dandia Bean seeds.

Things of Importance
Two Plots of non-system Farmland near Pete's Rest - {Crop: Grey Tubers [Output of 1d10+4 Units + 2 (Your Management) - 2 (Exhausted Soil)], Harvest Time: 3 Months (8 Weeks Remaining), Farmers: 2/2, Worked by Farming Servitors}

Traits
Gravely Injured
(You suffered severely from your battle with Rokkrumpa, dozens of bones were broken or shattered and even the best efforts from Rowena's medical staff can't fix it in a short time. -10 to any actions involving strenuous physical activity or combat)[/I]

False Blank (When Pete possessed you some fraction of what he was remained and his memories of that part return to you as dreams constantly. Your presence unsettles the Warp and psychic presences around you, a reminder of the Reality that should exist there. Weaken psychic powers, daemons, and the like near you. Resistant to Chaos taint. Your presence does not unsettle those around you due to your new nature.)

Eerie Calm (A side effect of your arrival in this universe and actions led to the system erasing most major emotional markers from your memory. You still understand emotions, still feel them, but they're all dulled quite significantly. +15 to Morale Rolls, anything attempting to manipulate you through emotions will be challenged, and your behavior can be unsettling to some people at times.)


Farming Knowledge (You spent two weeks reading the contents of a rather extremely in depth tome on farming aboard the space hulk and using Line Triarchy crops. When you spend time managing farms aboard the space hulk their final production has + 2 units produced added to it.)
[/I]
Possessions
Peasant of the White Flame's Bow - +7 Bonus to Ranged Combat Rolls. Quiver holds thirty arrows and generates a new arrow every thirty seconds. Can attach one of your Legacies to the weapon for interesting effects. Can be improved when reaching higher Ranks. Attached to the King's Legacy - The White Flame. When used in defense of others this bow no longer needs arrows, every draw of the string shall create an arrow formed of pure white flames which will do harm only to those it's wielder intends to harm. Each flame arrow will set aflame anything not decently resistant to fire. Bonus is replaced with +10 to Ranged Combat Rolls when used to defend others.
Forgotten Soldier of the Mound's Lasgun - +8 to Ranged Combat rolls. +10 against unarmored biological targets. Forty-Eight shots left. +3 to Stealth rolls when carrying. Weapon cannot be corrupted by Chaos taint, provides some resistance to it's wielder.
Laspistol - +6 to Ranged Combat rolls. +8 against unarmored biological targets. Full power cell, 79 shots. One handed.
Electro-staff of the Reborn - +10 to Melee Rolls when wielded, +15 when Electrified. A walking staff formed from the tank turret that was used as Rokkrumpa's club and designed to be a variant of an Electro-staff. Fully charged internal battery. Can be wielded one-handed with your strength, it is surprisingly light. Contains a fledgling Machine Spirit fueled by the remnant will of one bent on protecting Humanity and savagely destroying the Emperor's enemies.

Combat Knife - +3 to Melee Combat Rolls. One handed.

Commissar's Overcoat - Small resistance against conventional weaponry and explosions. Appear badass.
Commissar's Hat - A symbol of rank. A symbol of service to the God Emperor. Also, it's kind of badass. Hung at your waist.
Signet Ring of the Redeemed - +3 to Morale Rolls. This ring cannot be corrupted.
Tattered Guardsman Backpack - Can store things and assist in moving about with numerous items. Full. Contains: Five Rifle Charge Packs (100 Shots), Three Pistol Charge Packs (80 Shots), Micro-bead, Multi-Compass, Magnoculars, Commissar's (and Acolyte's) Datapad (Meticulous Care applied, +3 to relevant rolls), Five Canteens (Full, 1 Day of Water), Corpse Starch Rations (7 Days Worth), Skull Lighter, Small Pot, Deed to the Farm (Copy, Attached Documents)

Seven Day Newbie Protection Scroll - When this is used the user's Holding will be protected by the power of the System, no hostile creature may enter these lands and all who stay within may not commit any act of harm or treachery. Last for seven days or until your territory is left, automatically destroyed when a second Holding is founded if not used.

Laying around the farm

Eight sets of Farming Equipment
Eight sets of Logging Equipment


Items left in the cavern can be reclaimed at a later date, but will no longer be listed here.
[/I]
Quests
A Few Specks of Dust in the Vast Galaxy, Part One - COMPLETED
Description:
You are currently the lowest of the low across the entire galaxy with no lands to call your own, no wealth to spend, no followers to speak the virtue of your name, and no achievements by which to claim glory. Alone, buried deep within a mass of land made from centuries of debris drifting through the void of space, how could one ever hope to rise through the ranks and become worthy of a crown? Surely there must be others here, the first followers with which to found your future kingdom.
Goal: Find and recruit ten others to follow you thus laying the foundation for your path to the throne.
Rewards: One Domain Point, Small Resource Pack


A Few Specks of Dust in the Vast Galaxy, Part Two
Description:
You have found civilization and along with it gained land, followers, and wealth with which a great change could perhaps one day be brought about. In the depths of a Space Hulk declared by it's denizens as the Triarchy a few among the lowest have gathered beside you, a small flame burns now on the edge of being put out at the slightest disturbance. Tend to it well and let it grow into a conflagration that will burn the madness from the galaxy.
Goal: Bring the population of Pete's Rest to 100.
Rewards: 100 Fealty, One Domain Point, Small Resource Pack

Challenge: None Shall Die While the King Stands

Description: Death stalks the place you call home in a hundred forms, it seeks to end the race known as mankind in all it's forms and even now it is winning. A true King will suffer none in his fledgling nation to die whilst he still draws breath.
Goal: Complete A Few Specks of Dust in the Vast Galaxy, Part Two without a single follower dying.
Rewards: 100 Suits of Plate Armor, 100 Shields, 100 Swords, 1000 Fealty

Challenge: The Metaphorical Bread Basket
Description:
A great amount of sway can be held over foreign powers, allies, and even enemies with a rather simple thing: food. Whoever controls the source of food for an area is King, and you endeavor to prove that very fact by bringing into existence a realm that could feed all who come.
Goal: Grow 1500 Units of Food Crops before completing A Few Specks of Dust in the Vast Galaxy, Part Two
Rewards: 200 Units of Food, 500 Fealty, Unique Construction Option - Fields of Gold

Challenge: An Alliance of Cog and Crown

Description: Once within this world there was a failure of a King who strode forth from his world claiming to unite Humanity and bring it to heights they could not even imagine, and yet turned from his own beliefs in the grip of anger, paranoia, and madness. You may yet walk the road He once did, but the question is... Shall you fall to the same fears that plagued the failed King?
Goal: Form an alliance with the Mechanicus Temple before completing A Few Specks of Dust in the Vast Galaxy, Part Two
Rewards: Necklace of Cog and Crown, 100 Units of Metal, a Land Crawler

Challenge: No False King Shall Stand In Your Presence
Description:
Even now the masses of the galaxy pay an inconceivable and harsh worship to a failed King trapped upon a mockery of the Throne. They wallow in ignorance, bear chains the priests call faith, and stare blindly into the dark looking to a corpse for salvation. No longer! You shall be despised by many and reviled by far more, but no longer shall the masses be enslaved to a heartless doctrine of faith in one who has failed their people.
Goal: Free Nortrain of the Imperial Cult, bring the God Emperor's Church crumbling down in ruin, and set yourself on a path to free the galaxy of misguided faith and fear. All before completing A Few Specks of Dust in the Vast Galaxy, Part Two
Rewards: Gain the Legacy - Breaker of Faith, 10,000 Fealty, Two Domain Points

Challenge: An Industrial Revolution Draws Near
Description:
Cries of Ork WAAAGH!!! ring from the depths of the space hulk Triarchy, the shadowed figures of the Broods flit around in imagined secrecy, and in the center of it all lay a Human civilization bordering on technological recession. It cannot be allowed to stand, by your order the lands shall be turned to work and forges shall be built. Let the hulk know that even now technology is not lost to Humanity.
Goal: Advance Pete's Rest to Renaissance tech level before completing A Few Specks of Dust in the Vast Galaxy, Part Two
Rewards: 100 Flintlock Rifles, 30 Units of Flintlock Munitions, Dueling Pistol of the Revolutionary

Challenge: An Outstretched Hand to an Outcast People
Description:
Marginalized, downtrodden, and despised are those that live at the edges of Imperial Society. They are hated for that which they cannot control and oppressed for they are different yet they are human as surely as any other that walks these lands can claim to be. Do not allow this madness to carry on, raise yourself high and declare that you welcome all beneath your rule.
Goal: Obtain at least twenty abhuman or mutant subjects/followers, and bring an end to oppression of mutants and Abhumans before completing A Few Specks of Dust in the Vast Galaxy, Part Two.
Rewards: Gain the Legacy - Compassionate, 1,000 Fealty, One Domain Point

Even the Lowest Need a Home - COMPLETED

Description: Even those with nothing to their name need a place to call their own, a shelter from the cruelties of the world beyond and a place to lay their head when they grow tired. Using the Starter Pack: Lay the Foundation of your first Holding, a place of safety and rest for you and yours.
Goal: Use the Starter Pack and found your first Holding.
Rewards: One Domain Point, Rank Upgrade, 7 Day Newbie Protection Scroll


An Expanding Hold
Description:
A Holding must grow with the times, expanding to take in ever greater quantities of those seeking a better life as your followers and subjects and it is a King's duty to care for their people. Expand the realm, grow your influence, and forge the core from which change can be wrought upon this universe.
Goal: Increase the unnamed Holding's Size to 25
Rewards: One Domain Point, 100 Fealty

Readying Yourself for the Sword
Description:
Knights would long ago train those they deemed worthy to join their ranks, giving them the title Squire and teaching them the Codes of Honor and Warfare. A King follows a similar path, their knowledge and skill tempered by the road they walk alongside their followers, managing their growing followers and leading wars to gain the recognition needed to take one more step upward.
Goal: Recruit and train 10 soldiers, and win a battle.
Rewards: Two Domain Points, Rank Upgrade, 50 Units of Metal, 100 Units of Food

A Prospering Land
Description:
It is both the duty and of great benefit to every King to Be for their lands to flourish, growing rich in resources and wealth under their wise guidance. Your Holding is a small thing now, but with time and effort it could become something truly inspiring.
Goal: Construct 1/2 Farmland, 3/4 Housing, 1/1 Logging Camp, and 0/1Stone Quarry.
Rewards: 50 Units of Wood, 25 Units of Stone, 50 Units of Food, 50 Fealty

To Wear the Crown, Part One
Description:
The User of the King's System should seek to stake their claim in the galaxy and the first true step on that road is to rise high enough to wield the right of Nation Founding. With a crown upon your brow and loyal followers at your back even the terrors of the galaxy will find some pause before you, walk proudly to the throne!
Goal: Reach the Baronet Rank and found your Nation.
Rewards: Ten Domain Points, Basic Nation Management Tools unlocked, Baronet's Crown
Diplomacy
Faction Relations
Northern Line Region - Humanity

Common-folk:
Friendly, (20/100)
Administratum: Friendly, (30/100)
Ministorum: Apathetic, (10/100)
Mechanicus: Close Ties, (40/100)
Abhumans: Apathetic, (0/100)
???: Intrigued, (-10/100)
Genestealer Cult: Extremely Hostile, (-/-)

Northern Line Region - Orks
??? Clan:
'e looks like 'e kould give a gud scrap!, (25/100)
??? Clan: 'e looks like 'e kould give a gud scrap!, (25/100)
??? Clan: 'e looks like 'e kould give a gud scrap!, (25/100)
Squig'erderz Clan: 'e looks like 'e kould give a gud scrap!, (25/100)

Personal Relations
Cadius:
Sergeant of the 14th Squad of the 5th Company, Friend (4/10), "Augustus is right, we live regardless of the God Emperor's grace. I simply have to do all that I can, and in doing so my Sisters may one day be redeemed."

Ace: Ratling criminal living in Nortrain's Abhuman district, Acquaintances (1/10), "He means well, but what good does that do?"

Marie: Wife of Trooper Charlie, a Clothier by Trade, Acquaintance (2/10), "He kept my sweet Charlie from doing something stupid and having to beat the God Emperor with a table until he let me kill the idiot again myself."

Harry: Shopkeeper of Harry's General Goods and Veteran, Acquaintance (2/10), "Reminds me of my daughter in a way, but he lived...."

Cassandra: Biologis Apprentice and Daughter of the Mechancius Temple's Genetor, Close Friend (5/10), "It all makes sense. The Empyrean is often an unstable place and time displacement is not unknown, to think an ancestor of the modern human genetics would one day assist me in my studies..."

Charlie: Trooper of the 14th Squad of the 5th Company, Friend (4/10), "He says he isn't an angel and that it was the God Emperor's work, but I ain't seen Him helping us. Augustus shone so bright, that light soothed the soul... Why do we pray?"

Pete: Trooper of the 322nd Galdirian Infantry and True Blank, One and the Same (MAX), Dead, "We both know I can't meet ya up there like ya said Arcadius, but it's fine. Tell 'em I said hi won't ya? It's fine if ya can't hear, the kid will remember me at least. It's why I'm leavin' it to him."

??????????: H̵̬̝̟͍͛̈́͆̕m̶̨̞͔̩̿̏̍̑m̶̡̥͕̯̺̺̈́͋̓͌̑͝m̴͖͓͒͑̃͝ḿ̴̻͙͚͎͍m̶̨̛̟̘͔̫̎͌̃̏m̷̖̟̞͓͙̫̍͌̓̑͝m̴͕̞̰͛m̴̻̻̟̖̋m̵̢̛̼̞̟̳͓̎̎̓͐,̷͖͇̼̿̄͝ ̶̡̥̻͖̎i̶̞̹̩͈͚͋̀́̆̇̐n̴̹̹̤͊̑̍͜ť̷͕̦̳͇̟̇͠r̴̹̓̒͂͌̔̕i̷̡̹̦͓̱̒g̵̻̏͂͒̍̀u̸̢̼̼͕̻̎͑̿͌́̀í̵̭̦̺͐̂n̴̛̲͇̦̯͖͂̀͐g̵̭̭͛͑̎̚.
Holdings
Pete's Rest
Population:
17/17 (You, Julius, Ariadne (Builder, Smart, ?), Kal (Unskilled Weaver, Kid), 4 Ogryn (Untrained/Unskilled, 2 Skilled Farmers, 2 Unskilled Abhuman Workers, 2 Unskilled Workers, and 3 Kids | Fully Employable Pop: 6/12, Limited Employable Pop: 0/4 (Kids))
Size: 11 out of 16
Technological Level: Medieval
Production: 16 Fealty per Turn, 1d10+13 Units of Dandia Beans per Season, 5 Units of Wood per week
Upkeep: 2 Units of Food and 60 Thrones per Week OR 260 Thrones per Turn
Structures:
Farm House - A building made to house a family of five. [Provides 5 Housing, Size 1]
3x House - A building made to house a four of your subjects. [Provides 4 Housing, Size 1]
Farmland - A neatly arranged farm plot, ready to be worked and fields left bare. [0/2 Farmers, Crop: Dandia Beans [Output - 1d10+8 + 2 (Your Management) + 2 (Kings Govern the World), Harvest Time: 9 Weeks (3 Months), +1 Unit to Harvest Rolls, Size 4.]
Logging Camp - A small camp set about for your subjects to chop down trees and process the resulting logs into lumber through rudimentary process. [0/10 Lumberjacks, Output: 1 Unit of Wood per worker every week. Size 3]
Military:
You, called Augustus the White Flame.
Defenses:
None.
Assets:
Two Farming Servitors (Skilled Farmers, Each can work One Plot by themselves, Cannot build System Structures)
Construction
Expansion
Land Expansion: Expanding the land of their Holding to match their growing followers and further support the people of their lands is the most basic job of every ruler, and the system was designed to help with that.
Effect: Increases the size of a Holding by 1.
Cost: 5 Fealty

Housing
House: A place for your followers and subjects to live, a comfortable home made to house a family or group of workers.
Effect: Provides 4 Housing, Size 1
Cost: 5 Units of Wood, 5 Units of Stone, 5 Fealty, and 1 Laborer

Production
Farmland: A piece of land specifically set aside and prepared for your subjects to farm.
Effect: Produces whatever is planted when worked for one season by two workers. +1 Unit of whatever is planted here on top of the seasonal production. Offers 2 Farmer jobs, Size 4.
Cost: 10 Fealty, and 2 Laborers
- Irrigated Fields: Irrigated fields bring forth more from the lands than simple labor and care.
Effect: +2 Unit of whatever is planted in the field added to Seasonal Harvest.
Cost: 15 Fealty, 1 Laborer

Mill: A structure built to help process crops that your lands bear with the aid of water power.
Effect: Applicable crops can be processed here and bear a +2 Unit increase to the final output. Offers 4 Miller jobs, Size 6. Requires a decently strong flowing water source to power.
Cost: 20 Wood, 10 Stone, 25 Fealty, and 3 Laborers.

Logging Camp: Built to supply your subjects a place from which to gather a rather basic requirement for every nation. Lumber, and in great quantities.
Effect: Produces 1 x ((number of workers) units of Wood per turn. Offers 10 Lumberjack jobs, Size 3. Requires source of lumber.
Cost: 15 Units of Wood, 5 Units of Stone, 10 Fealty, and 2 Laborers

Bowyer's Workshop: A small workshop stocked with all the tools needed to craft bows and arrows.
Effect: Produces 10 x (Number of Bowyers) bows per season. Offers 4 Bowyer Jobs, Size 2. Uses 2 x (Number of Workers) Units of Wood every season.
Cost: 20 Wood, 10 Stone, 30 Fealty, and 2 Laborers.

Carpenter's Workshop: A small workshop loaded with all the tools a carpenter could need to create fine crafts from wood and even furniture.
Effect: Produces 1d10+(Number of Workers) Units of Carpentry Goods per season. Offers 4 Carpentry Jobs, Size 3. Uses 1 x (Number of Workers) Units of Wood every season.
Cost: 25 Wood, 10 Stone, 25 Fealty, and 2 Laborers.

Stone Quarry: A quarry built to bring stone into your realm, made to be worked by your subjects.
Effect: Produces 1 x (Number of Workers) units of Stone per week. Offers 5 Quarry Worker jobs, Size 4. Requires source of stone.
Cost: 25 Units of Wood, 15 Fealty, and 3 Laborers

Defensive
Palisade: A defensive structure made from logs that is designed to surround your lands and fend off invaders.
Effect: Acts as a wall that keeps out enemies, requires fairly heavy medieval siege equipment or an incredibly strong figure to break through.
Cost: 10 Units of Wood, 1 Fealty, and 1 Laborer per Size that you want the wall to surround.

Watchtower: A tower meant to allow anyone defending your lands to have a bird's eye style view of the surrounding lands and to act as a defensive emplacement from which to throw back invaders.
Effect: When manned provides a +5 to any rolls to spot incoming forces and provides a +5 bonus to defenders using it. Size 1.
Cost: 15 Units of Wood, 5 Fealty, and 1 Laborer.

Small Barracks: A stout structure of stone built to act as both a defensive position and as home to the soldiers of One Who Wishes to Be King, quite the cozy home for a small number of soldiers.
Effect: Allows the recruitment of twenty soldiers, increases the stamina recovery rate of soldiers who sleep here, and acts as a small holdout if needed. Size 2.
Cost: 20 Units of Stone, 5 Units of Wood, 15 Fealty, and 3 Laborers.

Small Training Field: A specially arranged place complete with weapon racks, flattened earth, and simple training targets for the drilling and teaching of soldiers as well as tending to their own physical conditioning.
Effect: Allows up to forty soldiers to train at a time, allows soldiers with the Green Quality to improve to Trained without any danger. Size 5.
Cost: 5 Units of Wood, 10 Fealty, and 2 Laborers

Storage
Small Warehouse: A stone building meant to store the resources gathered by your realm in one place and provide some protection against the elements, raids, or accident.
Effect: Provides a place to store up to two hundred and fifty units of resources. Size 3
Cost: 10 Units of Stone, 5 Units of Wood, 20 Fealty, and 2 Laborers

Small Granary: A stone building meant to store the food and crops your domain gathers throughout it's existence thus shielding the lifeblood of your subjects from unneeded danger.
Effect: Provides a place to store up to two hundred units of food/crops. Size 3
Cost: 10 Units of Stone, 5 Units of Wood, 20 Fealty, and 2 Laborers
Domain
The Ruler's Domains
These Are My Lands
(Beginner): A King's rights are in a way divine and their lands are the inviolable territory they have sworn to protect. A true King bears a deep connection with their realm and all who set foot on it are subject to their gaze.
Cost: One Domain Point

All Hear the Lord's Call (Beginner): When a King speaks their subjects listen and no obstacle can stop their words as long as one stands within their realm.
Cost: One Domain Point

Kings Govern the World (Beginner): A keen mind and constant thought, long nights spent as the candles burn low toiling over papers and conversations. It is through these efforts that a King brings prosperity to their realm and even the most ruined of lands may yet see themselves bringing forth great bounties to fuel the kingdom.
Effect: All structures that produce resources in your territory gain +1 Unit to their output, and any industry you directly have a hand in managing produces a further +1 Unit.
Cost: Two Domain Points

None Lie Before the Throne (Beginner): Even the most cunning minds will find themselves pressured when speaking before the throne, and for those loyal to the Crown they have nothing of their thoughts to hide from a worthy King. Lesser rulers have fallen for they did not hold to the clarity of their seat, but you shall not.
Effect: It is a difficult task to lie to a ruler and you act to live up to that very fact. You gain a +5 to rolls trying to detect lies or intentional falsehoods in others speech when outside of your domain, and +10 to the same rolls within your domain. You easily notice any lies put forth by your subjects in topics related to the well being of your lands.
Cost: Two Domain Points

A Ruler's Air (Beginner): A King is more than one who sits upon a throne, more than one who safeguards their realm, more than a final voice in the direction of a nation. Your very existence is a light that can lead them through the darkest nights giving bravery to those who can no longer see hope. It is carried with you always for even beyond their lands a King is still a King.
Effect: All non-opposed sentient creatures feel somewhat in awe of your presence making interactions with them easier. Subjects and followers are inspired by your presence, any of their failed morale rolls are re-rolled once a battle.
Upgrade Cost: Two Domain Points

The Conqueror's Domains
Long Live the King
(Beginner): All through the history of Kings a common phrase can be heard resounding through throne rooms and halls, Long Live the King. So long as a King's nation remains their legacy will not easily end for a destined ruler dies with their nation.
Cost: One Domain Point

Sword of the Realm (Beginner): Where the King's sword points is where the nation's blades shall fall, the spirits of King and nation alike crying out for victory. All that awaits those beneath the sword is death.
Cost: One Domain Point

Shield of the Realm (Beginner): Where the King rules they hold a sacred duty to defend their lands, to protect their people from the horrors of a world that would see them devoured, and thus the King's shield is held aloft. All that awaits those who turn sights on the realm is an unyielding shield.
Cost: One Domain Point

The Pioneer's Domains
Eyes on the Horizon
(Beginner): A nation should always look outwards for only by expanding can it gain the power to protect itself in the face of innumerable threats and thus a King's eyes look to the horizon. In time they will know what lies beyond and remember it well, calmly waiting for the day it would join the realm.
Cost: One Domain Point

Treasures Lay Beyond (Beginner): A nation sates itself with the bounty of wealth they forge within it's borders, but a King knows that beyond lay great troves of knowledge, power, and wealth the likes of which have never be seen. They shall be found in time, and they shall be taken.
Cost: One Domain Point
King's Legacy
The White Flame
Description:
In the year 831.M41, aboard an unnamed Space Hulk, one called Augustus strode out to face an Ork WAAAGH!!! led by the Warboss Rokkrumpa who had spent a decade waging war on the Northern Line Region. Clad in white light and bearing only the weapons of Man, a furious battle unfolded that would change the course of history, for a mere Human dared to face the very thing thousands spoke of in hushed tones ripe with terror. Augustus struck a number of blows upon the Warboss only to be overpowered and struck down by a single unlucky blow.

Every human gathered looked on in horror as the man that was their hope was killed, a disfigured form cast to the far side of the tunnel as Rokkrumpa urged his army to charge forth and finish it's slaughter. As they watched in despair, the Ork force stirring to break through already failing defenses, the figure they thought had fallen seemed to deny the embrace of death itself. With a bestial cry, Augustus stood up and charged forward in a primal fury and as the two clashed once again the light that once shrouded him turned to fire.

Augustus the White Flame was born that day, body clad in righteous anger for the being that would dare to massacre those he wished to protect. In an instant the Warboss seemed to disintegrate, a mere knife tearing an arm to shreds before at last taking the hated enemy's head. Holding it aloft, the flames began to fade from his body even as the Orks began to flee in terror.


Effect: Grants the User the Ability - White Flame when conditions are met.
Conditions: When defending others against overwhelming odds, lost if all those who believe in the Legend of the White Flame die.
King's Ambition
Every King climbs to their throne and dons the crown with ambition, desire, and certainty to guide them. It is those beliefs that grow to define them and from that defining is one marked as either a Savior or a Tyrant. Perhaps it is not wish to save the world from itself, to show all that live a chance for a better life and yet can a Tyrant's actions always be deemed wrong for their brutality? No matter the road you choose to walk to the throne, all you need hold close to heart is that ambition that drove you towards it.

Some day the galaxy may applaud you as a Savior as you rule over the ashen remains of civilization, or maybe your domain shall stand as it once did though every inch bearing the mark of the blood shed to keep it standing. Let them call you what they will and remain unmoved by it for the future you dream to create is what truly matters.


Salvation: 10 | Tyranny: 0

Ambition:
To secure the safety and rights of the abhumans of Nortrain, as peer to the human population of Nortrain.
Completion Reward: 1,000 Fealty, 2,000 Units of Food, 10 Salvation, and gain the Legacy - ???

Milestones:
Gain Abhuman/Mutant Subjects - Stage Two
Goal:
Have a total of 20 Abhuman Subjects
Reward: 35 Fealty, 50 Units of Food

Improve the Common Folk's View of Abhumans and Mutants - Stage One
Goal:
Moderate Improvement in how at least five percent of the Common Folk of Nortrain view mutants and abhumans.
Reward: 50 Fealty, 1 Salvation

Improve the Quality of Life in the Abhuman District
- Stage One
Goal:
Bring a notable improvement to the daily lives of in the Abhuman slums.
Reward: 25 Fealty


- - -

Weaken the Anti-Mutant Sentiment of the Imperial Cult - Stage One
Goal:
Convince at least ten members of the local Ecclesiarchy of the flaws in their anti-mutant dogma.
Reward: 30 Fealty,
1 Salvation

OR

Weaken the Control of the Imperial Cult - Stage One
Goal:
Using connections, potential alliances, etc. to suppress the power of the Imperial Cult in Nortrain and thus lessen their grasp on those you want to save.
Reward: 75 Fealty, 2 Tyranny

- - -

Ally with the Cult Mechanicus
Goal:
Achieve an alliance with the Cult Mechanicus to give more weight to your own words thus easing the process of bringing Abhumans/Mutants up as equals to humans.
Reward: 50 Fealty, an Alliance with the Cult Mechanicus is also it's own reward.

Ally with the Administratum
Goal:
Achieve an alliance with the Administratum to give more weight to your words and thus ease the process of bringing Abhumans/Mutants up as equals to humans.
Reward: 150 Fealty, an Alliance with the Administratum is also it's own reward.


Salvation Boons
10, Voice of Kindness -
Your voice carries a weight to it, a kind and gentle weight that puts others at ease and aids you in conversing truly with others. However, it does not aid you in acts of deceit and falsehood. (+3 to Rolls when telling the truth.)
25, Unknown

Tyranny Boons
10, Unknown
War Ascension
Current Tokens of War: 23

Peasant
Increased Strength:
A peasant grows strong from working the lands and turning the gifts of nature into tools to ease their lives. Yet, it is in times where they must rise to defend themselves and their Kim that such strength can truly shine.
Effect: Additional +2 to Melee Combat Rolls. You are approximately twice as strong as the average human and are nearing the peak of base line human strength.

Deft Hands: A steady hand brings great works into the world as surely as it can bring death to the many dangers a land owning peasant may face.
Cost: 30 Tokens of War

Increased Endurance: Hard labor and endless toil is the yoke of the common folk, one they should be free from under a true King, but it is not all for nothing. A life of struggle brings an enduring nature that few can match.
Effect: +3 to all Health related rolls. You are more resilient, have more stamina, and are somewhat more resistant to disease or infection than the average human.

Meticulous Care: Few are the things are those peasants can call their own and yet a great joy can be found in caring for those things they hold as truly their own. Even the most dazzling blade of master craftsmanship might not shine as brightly as a farmer's treasured scythe.
Effect: You may choose one weapon or tool, it gains a boost to it's effectiveness so long as you carry it with you at all times. For weapons this grants a +2 to combat roll bonuses and for tools it either increases the output by +1 Unit or grants a +3 to related rolls.

Landless Peasant
Increased Strength:
Without home or land there is but one thing a peasant can rely on, strength of arm with which to work the lands and fight back against threads. From strength is a road built aiming for a better life, let those who deny it pave the road.
Effect: +2 to Melee Combat Rolls. Stronger than the average human.

Increased Speed: Perhaps it is cowardice, but the desire for survival rests in all humans waiting to break out and give them strength. With swift feet can danger be avoided, and more so can quick feet lead to a home at last.
Effect: +3 to Rolls when escaping from danger, when rolling for Reactions, and the like. You are slightly faster than the average human.

Heightened Senses: Without a place to rest their head the lowest of humans wander the wilds making a living by the weapons in their hand and the bounty waiting to be discovered.
Effect: +3 to Sense Rolls. Eyesight and Hearing are better than the average human. Slightly better sense of Smell, Touch, and Taste.

QM Note: Here we go, hopefully I put enough detail into all of this. Redid a few sections to try and make everything flow better while steal making the situation appear what it is, a chaotic mess. You've inspired a lot of the fleeing civilians to fight with you, but a decent portion of the crowd were either too old to be of assistance or the children who the adults didn't want to risk their lives which gave the assassins a chance to take you out, one that what likely to occur with any vote though. Hope you all enjoyed it!
 
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[X] You came out here to save people and you will be damned if these creatures think they can distract you. Allow Feysac and the Town Guard to handle them, focus your attacks on dealing with the Genestealers currently endangering the civilians you roused to arms.
- [X] Target the Hybrids as they hold the highest threat.

[X] No, the infiltrators are too dangerous to let loose for you more than the Keep at this point.
 
Those rolls were ok at the beginning, but went crazy fast


[X] You came out here to save people and you will be damned if these creatures think they can distract you. Allow Feysac and the Town Guard to handle them, focus your attacks on dealing with the Genestealers currently endangering the civilians you roused to arms.
- [X] Target the Hybrids as they hold the highest threat.
[X] No, the infiltrators are too dangerous to let loose for you more than the Keep at this point.
 
[X] Turn your bow on your failed assassins, there's no need to worry about friendly fire after all.
[X] No, the infiltrators are too dangerous to let loose for you more than the Keep at this point.

3 remaining guards aren't enough to kill those trying to kill us. We have to focus on defending ourselves.
 
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