Devils on the Throne

[X] Send soldiers to the world Pisces
[X] Send the Disciple the Mouth of Tartus (Quest)


Let's hope this goes well.

I apologize, I got caught up and forgot to explain. You currently just have one sphere, which is basically what you use to do anything. So you could send soldiers to the world of Pisces, or the Disciple to the Mouth of Tartus. In the future you'll gain the ability to do more than one task at a time with more spheres.
 
[X] Send soldiers to the world Pisces

You rise above Olympus, through the mists and out into the vestiges of Creation. Below you the pillar planets sparkle as they ring the mortal realm. You gaze about. You are aware of other Greater Spirits. One even serves the sister of your God. That matters little in the grand scheme, but you wonder at the other pantheons. If you have been summoned, others may as well.

Your sphere is plummeting through the mists back towards Olympus. You allow yourself to float back down into the mists, entering back into Creation proper.

The planet Pisces rapidly rises up underneath you, until you are falling through the clouds and come to a stop in a vast field. Your sphere falls behind you, dropping off the Eternal Hoplites. Icuran, Captain of the Hoplites, walks over to you. He is mute, as are most of the Eternals. He simply bangs his weapon against his chest.

In answer, you extend a smokey limb out across the fields. Large figures stalk towards you.

The Hoplites about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For soldiers, 7 and above is successful combat. Soldiers must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.

With your singular orb, you are able to boost one of the Hoplites's rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Soldiers or opponents' dice, then rolling 1d10.

So, the order of actions is, pick a roll to modify, roll 1d10, then roll 3d10
 
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Okay. So I guess I will modify my first roll? Here goes nothing. Dice gods please don't fuck me!

EDIT: Well then. I'm glad I modified my own roll. Fucking dice :$ Average for 3d10? 16.5. My total was 4.5 less than that :$
Albany threw 1 10-faced dice. Reason: Modify my first roll Total: 8
8 8
Albany threw 3 10-faced dice. Reason: Combat Rolls Total: 12
3 3 6 6 3 3
 
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Okay. So I guess I will modify my first roll? Here goes nothing. Dice gods please don't fuck me!

EDIT: Well then. I'm glad I modified my own roll. Fucking dice :$ Average for 3d10? 16.5. My total was 4.5 less than that :$

Your hoplites fan out silently among the fields, rushing past stalks of colorful grain and grazing beasts. Their battle line solidifies as the looming robots come into view.

You float a ways up, taking in the entirety of the two sides. There are only a few robotic creatures, but it is enough to be a problem.

The leading robot pauses its approach. Its head piece opens up in a wide yawn, and a beam of light emits from it. The beam sweeps across three soldiers. Two have their shields up. The third's was not high enough. The Hoplite's head turns to ash and he collapses.

Your hoplites unleash a swarm of rockets, which impact against the robots, rocking them greatly. The tall creatures reel backwards, then steady themselves as the Hoplites crash into them. Their glowing spears pierce air and metal as they drive their weapons again and again into their foes. The robots are brought down, and then the warriors finish them off.

You lower yourself down into the field. The Hoplite captain comes to you and bows his head. You breath in, inhaling the Soul Auro from the felled creatures.

You now have 5 SA, as well as the fields of Arteries. With land comes the ability to build yourself a Temple of Operations, as well as other structures that will lead to more soldiers. You have Sphere with which you may do one of the following, as well as 1 extra battle Sphere for the next battle.

[] Build Temple of Operations (10 SA)

NOTE: Only 1 Greater Spirit may build a Temple of Operations in any one location.

[] Send out the Eternals to hunt in the fields of Arteries (Pisces)
[] Send the Eternals to the City of Troy (Pisces)
[] Send the Eternals to the Citadel of the Titans (Pisces)
[] Send the Disciple to the world Pisces
[] Send the Disciple to the Mouth of Tartus (Quest)
 
@Lop Do I have any clue on the difficulties and rewards of each option? Like, would the Citadel be more dangerous but more valuable than hunting, or vice versa?
 
@Lop Do I have any clue on the difficulties and rewards of each option? Like, would the Citadel be more dangerous but more valuable than hunting, or vice versa?

Hunting is definitely the easiest way to go if you just want to rack up SA, but to be honest every factions' "First World" locations are pretty easy all around. At least one location on each world may hold a Hero-type opponent, or something else unique. But again, First World versions of that will be fairly tame in comparison to the others.
 
[X] Send the Eternals to the City of Troy (Pisces)

Current Goal is to get 5 more SA, so I'll go with the (hopefully) balanced, middle option.
 
[X] Send the Eternals to the City of Troy (Pisces)

Current Goal is to get 5 more SA, so I'll go with the (hopefully) balanced, middle option.

Alright, this will be a pretty touch-and-go quest since we're all working on different time zones, but when it's time for updates, I'll really try and crank them out for everyone.

And as always, more players are welcome. Or at least, two more.


(Intermission Comic since we're probably hitting a time zone lull while we wait for everyone to reply)
 
Alright, this will be a pretty touch-and-go quest since we're all working on different time zones, but when it's time for updates, I'll really try and crank them out for everyone.

And as always, more players are welcome. Or at least, two more.


(Intermission Comic since we're probably hitting a time zone lull while we wait for everyone to reply)

I'm about to head to bed, so I wanted to get that one vote out before lol.
 
@BanTheFairyKing Well hello there fellow olympian! I wish you well in your endeavors!

@Lop Can we coordinate with other players from the same faction or send support?

[X] Send the Twins to the Mouth of Tartus (Quest)

Heyo, and same to you! Low-key salty because when I saw the thread I wanted Artemis, but I decided working with her would be the second best option after I saw you had chosen her. I do NOT want to get involved with Apollo right now, so Ares was the best choice left!
 
Heyo, and same to you! Low-key salty because when I saw the thread I wanted Artemis, but I decided working with her would be the second best option after I saw you had chosen her. I do NOT want to get involved with Apollo right now, so Ares was the best choice left!
Well, I have the title 'Huntress' on my profile so I thought Artemis the name of the Goddess of Nature and the Hunt would be appropriate.
Even tho I took that title because I like playing with a bow in Skyrim and a fan of Aela. :whistle:
 
Does it mean that the faction that has more players has advantage over the others because each of them get separate armies/orbs, which I would assume would lead to more actions? Are their resources pooled or separate?

Mildly concerned here, since my faction is at war with Olympus. Though I suppose I am on the opposite end of the map, so it's not like a big factor.

Then again, maybe that is the kind of thing that is supposed to facilitate alliances and diplomacy with other, less populous factions.
 
Does it mean that the faction that has more players has advantage over the others because each of them get separate armies/orbs, which I would assume would lead to more actions? Are their resources pooled or separate?

Mildly concerned here, since my faction is at war with Olympus. Though I suppose I am on the opposite end of the map, so it's not like a big factor.

Then again, maybe that is the kind of thing that is supposed to facilitate alliances and diplomacy with other, less populous factions.

This is a very, very good question. As is this one

@BanTheFairyKing Well hello there fellow olympian! I wish you well in your endeavors!

@Lop Can we coordinate with other players from the same faction or send support?

[X] Send the Twins to the Mouth of Tartus (Quest)

The team with two players, as opposed to one, will be at an advantage. Not only can you coordinate, but obviously you can work twice as fast. I was hoping to get three more players (@RandomDwarf where you at man)

LUCKILY, should those players not appear, I am absolutely the king of Auto-Balancing. Mechanics wise, everything in this quest works off a formula, so if I just tweak it a bit everything will balance no matter how many players.

But to answer, if we do get more players, and you get more people on your teams, absolutely coordinate.

Update coming soon btw
 
okay I came as soon as I got the message, what's up and what's left?

Much appreciated, though no worries if the setting doesn't call to you. If you're down though, we need a patron for Arthur or Morganna Le Fey. Or one for Lalicota or Heutec, Or one for Kali or Rakshasa. So there's 6 possible gods you could choose from.
 
Alright time for Arthur to get out of his tomb/from under his tree and pick up Excalibur again...and dammit where's Lancelot!?!
(might be a little nutty, but he means well!)

as well as get news from Merlin on WHATS GOING ON HERE?!?
 
Alright time for Arthur to get out of his tomb/from under his tree and pick up Excalibur again...and dammit where's Lancelot!?!
(might be a little nutty, but he means well!)

as well as get news from Merlin on WHATS GOING ON HERE?!?

Welcome to the team! I'm going to get everyone's turn 2 update done, then I'll make about 3-4 posts for you to catch up to turn 2
 
Turn 3
[X] Send Feya to the Last Arch of Avalon (Quest)

Feya inspects the spear, balancing it gently on her hand. She gives it a spin, then stops it, then brings it to bear.

"It is a true weapon," Feya says, bringing it back to her side. "Thank you Great Spirit,"

You do not answer. You nod your smokey head towards a distant, singular arch. Feya sees where you nod, then turns and gazes at the arch as well.

"Why is that one all by itself?"

The words "last arch" slip out of your mouth, though you imagine the words sound hollow.

Feya understands, bends her knees, and propels herself into the air. She shoots out towards the arch. You follow.

You catch up to the hero as she lands on the final arch, sending up a cloud of dust. You land next to her.

Standing in the middle of the top of the arch is a strange creature with armor. It points a gun at you.

"Spirit not of this world," It croaks. "What do you want,"

You do not answer. You rarely engage with things in this world that are not part of the pantheon. You gesture at Feya, and she begins to spin the spear.

The Magician's Apprenctice is about to engage in combat, represented by 3d10. The hero will be rolling against her foes, who will also roll 3d10. For heros, 5 and above is successful combat. Heros must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.

With your singular orb, you are able to boost one of the Assistant's rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. The order then is 1d10, then 3d10.


[X] Send the Pale Ones to the world Loka

Beam them down Scotty!

If this is also allowed.

[X] Send Nahna to the Valley of Cities (Loka)

Is it close by? Walking distance? (Attempts to find charts)

You watch as Nahna busies themself by cleaning their weapon. You raise your hand, and your sphere shoots into the atmosphere. You are summoning more soldiers.

It doesn't take long for the Pale Ones to arrive. They fan out from the Sphere, bringing up their rifles and sending out drones. No sooner do they begin their maneuvers, but several dust clouds pop up in the distance. Nahna stands, coming over to you.

"I extend my apologies," Nahna says, slinging their sword over their shoulder. "I thought I killed them all,"

You indicate it is not a matter of clearing the lands of enemies, but of collecting Soul Auras. Nahna seems to understand as best they can.

"And Soul Auras will aid Lord Shiva's wrath?"

You nod. They will indeed.

The Pale Ones are about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For heros, 7 and above is successful combat. Soldiers must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.

With your singular orb, you are able to boost one of the Heroes rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. So to clarify, first pick a number 1-3, then roll 1d10, then roll 3d10.

[x] Send Serpent Prince to the world Incata

The prince gazes out at the view the temple peak gives him. He turns back to you, eying the black sphere that now hovers around your head.

"You are close to the Gods, are you not?" The Prince says. You nod. "Can we win what Lalicoti has begun?"

You smile, despite your inky form. Lalicoti broke through the veil protecting the mortal realm. You indicate the prince should take comfort in that, as well as her clever and strong brother-Gods.

"Of course," The prince says. "Then, what would you have me do next,"

Your Sphere envelopes him, then whisks him away. You take one last look at the jungle, then follow after.

The planet Loka rises up before you. You plummet through the clouds, coming to a step in a large crevice running through the surface. The Prince is already there, as are a group of soldiers. The soldiers are slowly fanning out and circling the prince.

The Prince is about to engage in combat, represented by 3d10. The hero will be rolling against his foes, who will also roll 3d10. For heros, 5 and above is successful combat. Heros must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.

With your singular orb, you are able to boost one of the Prince's rolls, or lower that of your opponents. With your black orb, you can choose to roll your modifier dice before or after your 3d10 dice. Or save it for a reroll.


[X] Send the Eternals to the City of Troy (Pisces)

Current Goal is to get 5 more SA, so I'll go with the (hopefully) balanced, middle option.

You throw out your sphere and it sweeps up the Eternals. You then glide across the fields, faster and faster, your sphere singing behind you as it struggles to keep up. The land rushes past underneath you, until the Mega City of Troy appears in the horizon.

Appears is the wrong word. The city IS the horizon. Buildings as tall and wide as mountains. Spire that poke through the heavens. And thousands of tiny pricks representing ships.

You're impressed, you certainly don't have such super-cities in your old world. At least not yet. The sphere deposits the immortals behind you. The captain walks up, viewing the city alongside you.

The sounds of sirens fills the air, as well as war cries. You see several air-barges full of warriors coming towards you.

Raiders, by the looks of it.

The Eternals are about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For soldiers, 7 and above is successful combat. Soldiers must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.

With your singular orb, you are able to boost one of the soldiers' rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. So to clarify, first pick a number 1-3, then roll 1d10, then roll 3d10.


@BanTheFairyKing Well hello there fellow olympian! I wish you well in your endeavors!

@Lop Can we coordinate with other players from the same faction or send support?

[X] Send the Twins to the Mouth of Tartus (Quest)

You watch as a Great Spirit serving the Brother-God of your own God arrives on the planet with a company of soldiers. This makes sense. It was only a matter of time before all the Gods roused their servants. You watch as the Spirit directs its forces straight for the city of Troy. If that is the case, you have matters you can attend to elsewhere.

You transport yourself back to Olympus, your sphere in tow. You appear in a tower, one that is at the edge of the capital city. It pokes lonesomely into the sky. You pass through the walls into the top chamber, where to small figures rest on recliners.

"Oh! Sister! It's the spirit!" One of the figures says, popping up.

"I see that sister, what do you think they want?" The other figure says, also popping up.

In answer you point your sphere at them, sweeping them up. You then take yourself and the sphere to Tartus, the mouth of Hades.

The twins appear forth from the sphere, rubbing their heads.

"Oh, sister," The first says, gazing at the giant cave. "I think the spirit wants us to fight,"

A roar emits from the mouth of the cave.

"Yes sister," The other says. "I think so too,"

The Twins are about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For heros, 5 and above is successful combat. Heroes must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.

With your singular orb, you are able to boost one of the Heroes rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. So to clarify, first pick a number 1-3, then roll 1d10, then roll 3d10.
 
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