Look Upon My Works - Fire
[X] The Hunters Keep Their Masks
[X] Aid the Raid

Fire


The masks are fearsome. Demons in the shape of wolves, carved of wood and affixed with pelts and fur and horns, to strike terror in the hearts of men. Air entered the underworld upon a great journey into the lifeless world of dust and worms below, and in return, the demons that live there have come to live in the hunters in times of battle. When the hunters strike the spears against each other, roar with ferocious screams and dance wildly in the intoxicated haze of the battle rage that sometimes takes men, only those who are strongest of will can stand and watch them instead of break and run. In battle, you know they will be like the demons that have taken home in them, they will strike like threefold men, each and everyone.

The men of the Land of the Gods - the black-headed people, as they call themselves - are duly impressed by your ferocity. They say that you resemble the Ithimmoene - demons - of their home, that hunt down the men who walk alone and slay them with knives of black stone, and hunt invisibly on the wind, screaming as they swirl the sand. You tell them that they are merely like wolves, which are the destroyers of all good works, as they serve the Lonely Ancestor, named Wolven Dream who resides out far away where there are no hills or mountains, and there is only tall grass and the baying of wolves. You tell them of the journey of Air into the underworld, and how the demons that live there have come to rest in the hunters to grant them great power.

The sound of their marching feet is almost hypnotic. They march in the same tact, to the same tone, listening to the sound of a well-strung drum, for when to step and when to sing a song in their native language, full of complexities that elude you still. You have decided to follow them, as the backing of another people - especially a great one like this - can hardly be harmful to you, and in return their leader, Lugalkam has already taught you a great many things, such as how his people make leathery sandals from animal hide, by skinning them and tanning them; or how they weave reed and grass into angular shields that protect them from arrows, stones and spears.

He either can not, or will not teach you the secrets of the shiny material on the tip of his spear, and in the strange, sharp implement hanging from his belt, which he names "shuhathachu", translating simply to a "supremely strong and bright weapon". He says that it has magic powers, and lets him strike any one man down with even a single stroke of it, and cut straight through even the hardest shield, and that it was given by the goddess named Ahrazchechal, to the mother of his father's father, who was a priestess. It came from the heavens, fully formed and the man whom she wedded used it to subdue all the peoples that lived by the river, except for the southernmost people, who had strange powers at their command. He says that you will see it for yourself in battle, for drawing on its powers when not needed could offend the goddess Ahrazchechal, who rules the underworld and all the five gates that lead to it.

Trusting him at his word, and thankful for the other secrets he has taught you, you and your hunters go with them, although at significantly more pain to your feet than theirs, towards the offending people who live downstreams. Conversing with him, you learn that these people have raided against him and his for years, and that this time they have breached one of the "aluene", or Great Camps, and made off with many things of value, as well as a priestess, which is very harmful as it risks the anger of the sky god Merthoch that protects that Great Camp from harm.

The sun rises and sinks, and after five of such risings, Lugalkam stops the journey, informing you and his own men that they are merely a day from the offending people. He says that his own men will form a loose block of men that is ten men wide and four men deep, lifting their wicker shields to cover their own bodies and holding their spears in between and above the shields. They will advance as one, but leave plenty of opportunity for each man in the block to achieve his own glory and show his prowess, after which Lugalkam will dole out rewards to the fighters based on the greatest demonstrations of glory.

How Will The Kin to Air Fight?
This vote will influence the Kin's general combat style.
[ ] Advance Like Soldiers - Form lines and enter into a formation, imitating the men of Lugalkam. Although you lack shields, you will advance in orderly formation and use your spears to impale the enemies while stepping forward one step at a time, slowly but surely winning the battle.

[ ] Charge Like Demons - Scream and shout, bay and bellow. Wake the wolven demons that rest in you, and dominate them with the vulpine blessing of Fox. Charge the enemy and take no heed to them, they will scatter and if they don't, your overpowering strength will crush them until their bones can scatter like they should have.

[ ] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.

[ ] Pioneer Like Ancestors - Think up a new tactic, like the ancestors of your ancestors did when they came to the valley. There is wisdom to be found in the actions of the elders, and by emulating their acts of daring innovation, you too can exalt yourselves above what is expected. Or break in the process. Write-in option.

Lugalkam wishes to attack by daybreak, for that is when the light is with them and when the people are still asleep and far from their weapons. He says that he only wants to retrieve the stolen goods, and make off with the priestess before it is discovered that she is gone, for if that were to happen, she could be declared "huarthum", which you don't understand, even after several explanations; how could a woman be like a rock or a stick or a hut? It does not make sense to you that a woman could be traded with, but Lugalkam simply laughs and tells you that it is the will of the sun-god named Zemez, who is also the highest judge among the gods, and has deemed it so. You do not question this, and deem Lugalkam wise in the ways of their foreign gods, strange as they are.

You advance towards the home of the people, where Lugalkam has told you they live. It is a little spot downstreams, where a group of people make their living in mud huts structured around a now-extinguished fire. You can see several small, wooden rafts tied with rope to stakes driven into the ground, floating in the river, as well as a large field of symmetrically growing golden plants, which you have not seen before. A few animals can be seen grazing in an enclosure made by stringing together rope between wooden poles, all driven into the ground in a circular formation. No people are awake, as it is still early dawn, and you have taken time to quieten yourself. Here, it is you who shine, for unlike the click-clack sound of the shoes of Lugalkam and his men, your feet are naked and move silently over the earth while the sun creeps shyly up the horizon, seduced by the beauteous ancestor step by step, once again.

When will the Kin attack?
This vote will massively influence the Kin's performance in the upcoming battle.
Calm Preceding Storm - You will strike after Lugalkam and his men make their attack.

Lightning Following Rain - You will strike before Lugalkam and his men make their attack.

Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.

Nota Auctoris: Sorry for all the time it took to get this update out, it's not very long, but it'll manage. I can promise that the next update will be more than enough to make up for it, however.
 
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[X] Pioneer Like Ancestors - Think up a new tactic, like the ancestors of your ancestors did when they came to the valley. There is wisdom to be found in the actions of the elders, and by emulating their acts of daring innovation, you too can exalt yourselves above what is expected. Or break in the process.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.

We're more practiced at skirmishing. Line combat takes drill we never did and berserk charges are intimidating but costly.

Let the lines form and slam into each other before picking at their flanks.
If going berserk, we should let them strike first then hammer in
 
[X] Pioneer Like Ancestors - Think up a new tactic, like the ancestors of your ancestors did when they came to the valley. There is wisdom to be found in the actions of the elders, and by emulating their acts of daring innovation, you too can exalt yourselves above what is expected. Or break in the process.

Right, sorry for clarifying that. The pioneer option is the write-in option, as I have just edited the segment to clarify.
 
Right, sorry for clarifying that. The pioneer option is the write-in option, as I have just edited the segment to clarify.
Ah, that makes more sense. I thought it was the option for unorthodox warfare specialization.

[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.
 
The masks are fearsome. Demons in the shape of wolves, carved of wood and affixed with pelts and fur and horns, to strike terror in the hearts of men. Air entered the underworld upon a great journey into the lifeless world of dust and worms below, and in return, the demons that live there have come to live in the hunters in times of battle. When the hunters strike the spears against each other, roar with ferocious screams and dance wildly in the intoxicated haze of the battle rage that sometimes takes men, only those who are strongest of will can stand and watch them instead of break and run. In battle, you know they will be like the demons that have taken home in them, they will strike like threefold men, each and everyone.

The men of the Land of the Gods - the black-headed people, as they call themselves - are duly impressed by your ferocity. They say that you resemble the Ithimmoene - demons - of their home, that hunt down the men who walk alone and slay them with knives of black stone, and hunt invisibly on the wind, screaming as they swirl the sand. You tell them that they are merely like wolves, which are the destroyers of all good works, as they serve the Lonely Ancestor, named Wolven Dream who resides out far away where there are no hills or mountains, and there is only tall grass and the baying of wolves. You tell them of the journey of Air into the underworld, and how the demons that live there have come to rest in the hunters to grant them great power.
Sounds like Lugalkam has tribes of nomads in his homeland as well, or at least did before they were exterminated, and what we've done is create the beginning of a berserker tradition. That will be important in the vote choices for fighting.

I wonder how much of this is coming across for them.

The sound of their marching feet is almost hypnotic. They march in the same tact, to the same tone, listening to the sound of a well-strung drum, for when to step and when to sing a song in their native language, full of complexities that elude you still. You have decided to follow them, as the backing of another people - especially a great one like this - can hardly be harmful to you, and in return their leader, Lugalkam has already taught you a great many things, such as how his people make leathery sandals from animal hide, by skinning them and tanning them; or how they weave reed and grass into angular shields that protect them from arrows, stones and spears.

He either can not, or will not teach you the secrets of the shiny material on the tip of his spear, and in the strange, sharp implement hanging from his belt, which he names "shuhathachu", translating simply to a "supremely strong and bright weapon". He says that it has magic powers, and lets him strike any one man down with even a single stroke of it, and cut straight through even the hardest shield, and that it was given by the goddess named Ahrazchechal, to the mother of his father's father, who was a priestess. It came from the heavens, fully formed and the man whom she wedded used it to subdue all the peoples that lived by the river, except for the southernmost people, who had strange powers at their command. He says that you will see it for yourself in battle, for drawing on its powers when not needed could offend the goddess Ahrazchechal, who rules the underworld and all the five gates that lead to it.
Oooooo meteoric iron which you can work with over a camp fire. The shoes and shields will be useful.

Trusting him at his word, and thankful for the other secrets he has taught you, you and your hunters go with them, although at significantly more pain to your feet than theirs, towards the offending people who live downstreams. Conversing with him, you learn that these people have raided against him and his for years, and that this time they have breached one of the "aluene", or Great Camps, and made off with many things of value, as well as a priestess, which is very harmful as it risks the anger of the sky god Merthoch that protects that Great Camp from harm.

The sun rises and sinks, and after five of such risings, Lugalkam stops the journey, informing you and his own men that they are merely a day from the offending people. He says that his own men will form a loose block of men that is ten men wide and four men deep, lifting their wicker shields to cover their own bodies and holding their spears in between and above the shields. They will advance as one, but leave plenty of opportunity for each man in the block to achieve his own glory and show his prowess, after which Lugalkam will dole out rewards to the fighters based on the greatest demonstrations of glory.
Sounds like large towns, though not cities.

How Will The Kin to Air Fight?
This vote will influence the Kin's general combat style.
[ ] Advance Like Soldiers - Form lines and enter into a formation, imitating the men of Lugalkam. Although you lack shields, you will advance in orderly formation and use your spears to impale the enemies while stepping forward one step at a time, slowly but surely winning the battle.

[ ] Charge Like Demons - Scream and shout, bay and bellow. Wake the wolven demons that rest in you, and dominate them with the vulpine blessing of Fox. Charge the enemy and take no heed to them, they will scatter and if they don't, your overpowering strength will crush them until their bones can scatter like they should have.

[ ] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.

[ ] Pioneer Like Ancestors - Think up a new tactic, like the ancestors of your ancestors did when they came to the valley. There is wisdom to be found in the actions of the elders, and by emulating their acts of daring innovation, you too can exalt yourselves above what is expected. Or break in the process. Write-in option.

Advancing like soldiers is a bad idea for us. Our people do not know it, it does not fit their minds or muscle's memory for fighting. Imitation is good, but this reaches too far to cultural features we do not have.

Charging like demons synergizes very well with the mask option and going in first. I worry some what it will make us over do it but the confusion will greatly aid Lugalkam and likely push this beyond exactly what he wanted though it will be over quick. I think. This is berserker route which is a route for warriors, and a powerful one for nomads like us. We should either go first or go with, perhaps go later if we want all the loot.

Harry like hunters is our natural thought on how to fight. Fight like what we are, hunters. We will be of some aid but not a lot, depending on when we go. Don't go first with this one, go with Lugalkam. It is also a good way for nomads to fight, particularly when means of mobility arrive like chariots and eventually horses.

Lugalkam wishes to attack by daybreak, for that is when the light is with them and when the people are still asleep and far from their weapons. He says that he only wants to retrieve the stolen goods, and make off with the priestess before it is discovered that she is gone, for if that were to happen, she could be declared "huarthum", which you don't understand, even after several explanations; how could a woman be like a rock or a stick or a hut? It does not make sense to you that a woman could be traded with, but Lugalkam simply laughs and tells you that it is the will of the sun-god named Zemez, who is also the highest judge among the gods, and has deemed it so. You do not question this, and deem Lugalkam wise in the ways of their foreign gods, strange as they are.

You advance towards the home of the people, where Lugalkam has told you they live. It is a little spot downstreams, where a group of people make their living in mud huts structured around a now-extinguished fire. You can see several small, wooden rafts tied with rope to stakes driven into the ground, floating in the river, as well as a large field of symmetrically growing golden plants, which you have not seen before. A few animals can be seen grazing in an enclosure made by stringing together rope between wooden poles, all driven into the ground in a circular formation. No people are awake, as it is still early dawn, and you have taken time to quieten yourself. Here, it is you who shine, for unlike the click-clack sound of the shoes of Lugalkam and his men, your feet are naked and move silently over the earth while the sun creeps shyly up the horizon, seduced by the beauteous ancestor step by step, once again.
So the concept he is trying to tell us of at this point is the idea of people being made into objects, which is the base root of slavery. And considering the context, I think the priestess is related to Lugalkam or is his lover. Probably related. And there seems to be some kind of purity and abandonment shtick with their beliefs. Which, hey, ain't that odd when you get a society like this that seems to be recovering from a massive doom in their past.

[X] Charge Like Demons - Scream and shout, bay and bellow. Wake the wolven demons that rest in you, and dominate them with the vulpine blessing of Fox. Charge the enemy and take no heed to them, they will scatter and if they don't, your overpowering strength will crush them until their bones can scatter like they should have.

[X]Lightning Following Rain - You will strike before Lugalkam and his men make their attack.

Go first and break them, scatter them for Lugalkam to do what he wilt, and give me berserker beginnings.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.
 
Go first and break them, scatter them for Lugalkam to do what he wilt, and give me berserker beginnings.

Uh...berserkers are better AFTER the battle lines engage and lock. It means the shock of berserkers hitting the flanks can cause a line break, allowing our allies to roll them up.

Berserkers charging a proto shieldwall will bounce off
 
Uh...berserkers are better AFTER the battle lines engage and lock. It means the shock of berserkers hitting the flanks can cause a line break, allowing our allies to roll them up.

Berserkers charging a proto shieldwall will bounce off
Yes, but we won't be doing that since we'll be sneaking in based on the last line of the update and have the element of surprise if we go first. Waking up to a bunch of men screaming to the high heavens sounds like the start for a terrible day to me.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.

As cool as berserkers sound, I rather take after the cunning fox than the wolf.
Uh...berserkers are better AFTER the battle lines engage and lock. It means the shock of berserkers hitting the flanks can cause a line break, allowing our allies to roll them up.

Berserkers charging a proto shieldwall will bounce off
I have to agree with Bungie on this, we are doing a surprise strike. If it were a predetermined battle or such, then it would be a bad idea.

Also, it is our allies that have the proto-shieldwall. All we know of this group is that they are raiders.
 
[X] Charge Like Demons - Scream and shout, bay and bellow. Wake the wolven demons that rest in you, and dominate them with the vulpine blessing of Fox. Charge the enemy and take no heed to them, they will scatter and if they don't, your overpowering strength will crush them until their bones can scatter like they should have.

[X]Lightning Following Rain - You will strike before Lugalkam and his men make their attack.

If you have already partaken of the Wolven Dream, let its inhabitants ride among you, you might as well let them take control for a little bit, yes? :V

The time for linebreakers and unpredictable action is the moment between the charge and when first blood is spilled!
 
[X] Charge Like Demons - Scream and shout, bay and bellow. Wake the wolven demons that rest in you, and dominate them with the vulpine blessing of Fox. Charge the enemy and take no heed to them, they will scatter and if they don't, your overpowering strength will crush them until their bones can scatter like they should have.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.

Our hunters are wolf like, all in when we have enemy at disadvantage. Light nibbles doesn't do jack against encamped enemies.
 
[X] Charge Like Demons - Scream and shout, bay and bellow. Wake the wolven demons that rest in you, and dominate them with the vulpine blessing of Fox. Charge the enemy and take no heed to them, they will scatter and if they don't, your overpowering strength will crush them until their bones can scatter like they should have.

[X] Calm Preceding Storm - You will strike after Lugalkam and his men make their attack.

Standard hammer and anvil.
 
Here's the thing: We're skirmishers. Skirmishers usually attack first. However, that would mean undue losses for us.... unless we make a strategy out of it.

[X] Pioneer Like Ancestors
- Think up a new tactic, like the ancestors of your ancestors did when they came to the valley. There is wisdom to be found in the actions of the elders, and by emulating their acts of daring innovation, you too can exalt yourselves above what is expected. Or break in the process.
---Work together with the Godlanders. You will creep up on the enemy like hunters creep up on prey, and you will harry the enemy like prey, hitting them with spears and stones, and when the enemy will turn to fight you, you will turn as well and run, leading the enemy right into the orderly formation of the Godlanders.

Hence:
[X]Lightning Following Rain - You will strike before Lugalkam and his men make their attack.
 
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[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.

Skirmishers go very well with a shield wall.

Also berserkers sound nice, but in the end it just makes you into a projectile magnet. And there is also the fact that most people are killed when routed and not in the shield wall. And skirmishers are best at harrying fleeing foes.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Lightning Following Rain - You will strike before Lugalkam and his men make their attack.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.

Our Hunters are not Soldiers, we need them alive to actually feed our nomadic tribe.
 
[X] Harry Like Hunters - Attack from a secure hiding spot and remain in the shadows. Stay in the distance and harry them with your spears and stones, slowly break their will to fight while Lugalkam's men crush them in the melee. Flee when they fight back and pelt them while you run, ensuring the least amount of physical confrontation.
[X] Wind Simultaneous to Hail - You will strike while Lugalkam and his men make their attack.
 
Within a generation.
Yep. Its a very simple concept for any culture with a professional warrior class and shield(which anyone who can make baskets, or work leather can invent). Its easy to learn as tactics go, though theres a lot of refinement possible, the basics is to stand in the line, keep your shield forward and STAY in the line.

It greatly cuts the power of archers and spear throwers, which in turn means your raiding force doesn't break and run before they make contact because dudes are being picked off.
 
Yep. Its a very simple concept for any culture with a professional warrior class and shield(which anyone who can make baskets, or work leather can invent). Its easy to learn as tactics go, though theres a lot of refinement possible, the basics is to stand in the line, keep your shield forward and STAY in the line.

It greatly cuts the power of archers and spear throwers, which in turn means your raiding force doesn't break and run before they make contact because dudes are being picked off.
Until siege weapons come into play, or good enough horses.
 
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