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View Full Version : Empire 6: Sikar Round 8 Event- The First Great Silver Sport



DoomHat
2020-10-19, 05:48 AM
Sitting upon his high throne, blightbone spear raised high in one hand, a cup of root wine in the other, Highchief Ragna addressed the assembled teams...

"Your chiefs have no doubt relayed to you the message I have sent them, so surely you must now understand the stakes, and the rules I have set forth for this competition, but for the sake of ritual and worthy formality, I shall speak them again.

Each of you has assembled a team of five to represent your people in this contest, who have in turn been assigned a starting camp along the inner edges of this arena. At the center of the arena, upon a high pillar of stone, rests your prize, The Argent Heart.

Between you and the Pillar we have erected a twisting labyrinth. The goal is simple, surpass the labyrinth, and overcome the opposing teams to reach your prize, and carry it back to your starting camp. The first to keep the Argent Heat in your camp, untouched by any other team to my count of 10, is the victor, and has by hospitality to travel safety from the lands of the Thunderpeople with your prize in hand.

My people shall act as a neutral adjudicators in this, as I have no desire to see a situation in which the prize remains any longer than necessary in my home.

The game shall begin the game upon the first strike of the Sporting Drum.
On your marks.
Get set.'
GUH-DOOM


[OOC- In order to win the prize, please confirm your participation with at least a non-action in your round post, and include the results of a 2d6+Military roll

Please also post in this thread with the following information...


Team Name:
Team Description: (any uniforms, notable names among them, distinguishing traits)
Team Tactics: (Please give a sense of the sorts of strategy they'd employ in an effort to best the competition. Bonus if you can elaborate on a specific play you imagine they'd use on an opposing team.)]


You may also post any drama and pre-game interactions you like, but your first post MUST contain the above details in a visible [QUOTE] box.]

EDIT: Addendum
Though more than a generation has come of age in the Truedawn Age, the concept of beast ridding is still somewhat foreign to the Thunderpeople. After considerable debate, the Mosschief Council for this event decrees that each team may be allowed a maximum of three "pets".

Horses are still of limited practical use in the Labyrinth however, as only a select few routs toward the center are wide and consistently horizontal enough to adequately accommodate them. Many of the feasible routes toward the center involve a considerable amount of climbing, or discovering and navigating the network of below ground tunnels hidden throughout the arena.

Further notes:

The Thunderpeople do not currently possess the technology to adequately dome an arena of this size. It is open air.
Considerable debate was had over what weapons to ban, or if the death of an opposing player would be disqualifying. It was ultimately ruled that the teams shall take their own honor into their own hands. Before the contest begins, the Thunderpeople publicly ritually abjure from themselves of all responsibility in such matters. If a team wishes to spark a blood feud with another people by way folk-slaying and other such desperate conduct, it is their burden to bare.

D&D_Fan
2020-10-19, 06:01 PM
Soreni have rolled and got a 13, I will add fluff to this.
Ok, so I didn't understand all of the rules, I think I have to reroll, and will so soon.

The Silver Vanquishers
The team consists of five Soreni athletes and the team is coached by none other the the queen herself, as she happens to not only be an unmatched tactician, but a sports fanatic as well. Many of these athletes are former warriors, and have experience with many theats.
The team colors are silver and maroon, the classic Soreni colors, and it is hard to see bloodstains on maroon, as an added bonus.
Stategy: The Vanquishers will go in a straight line to the pillar at the center using the fastest route possible destroying any walls or barriers in necessary, and when they get the Argent Heart, they will go back through the path they have already made.
They do not plan to incite violence, but any other team actively attempting to attack them with violence will be swiftly killed (but don't take it personal. Or maybe do. If you allowed your team to attack people, you probably deserve it.)

Epinephrine_Syn
2020-10-20, 02:48 AM
The Silver Sport Submission



Team Name: The Moonshine Guild
Team Description: The primary team is composed of Liyae, Javerei, Kiese, Jayerei, and one full-face-covering keffiyeh and shawl wearing elf who keeps their identity a secret and communicates through writing. There is a retinue of diplomats and other elves along for the ride, notably including Nephni and Wyelde, but they aren’t competing. At least not openly.
Team Tactics: First, figure out if mounts/horses are allowed or if the race is to be on-foot, and what weapons, if any, are allowed into the arena. That will significantly change how tactics are played out.

The general idea would be:
Approach the Argent Heart at a breakneck speed.
Find a way to get Liyae holding the ball.
Toss it with *great* strength in a toss all the way back to land within the camp, probably with at least one person nearby to pick it up and bring it within the designated area (or catch it outright) if it doesn’t land there.

This general strategy of course depends on if at least the pillar is open roofed to the sun, and/or if the labyrinth itself doesn’t have sufficient roofing in areas.




Kiese (3/4ths Night Elf, 1/4th Human)
One of the great granddaughters of Melose, a headstrong tomboy who loves fighting and brawling. Liyae is her idol and she’s spent many weeks mud wrestling with the boys to learn such strength and heroism. Has a tendency to get herself into trouble, but is so honest and blunt you can’t blame her for acting like a shone protagonist (despite not quite having the Hero Power to back it up).

Javerei (Half Night Elf, Half Alondite Elf)
A grandson of Melose, he’s performed well to become an officer. Knows how to ride a horse expertly and is a wonderful spear thrower. A prime gentleman, albeit with a hedonistic lustful and flirty side.

Jayerei (Full Night Elf)
A grandaughter of Melose and younger sister to Javerei and once she felt outshined by her brother in every way. In recent years her exceptional ability to see in the dark and better finesse in Horse Lacrosse have given her a niche where she feels like a proud warrior woman. She shares here brother’s hedonistic lustful and flirty tendencies, so watch out.

Nephni (Full Night Elf)
Ran away from slavery in the far south where she was rendered a mute, and has now become one of the premier acrobats in the HYD regions. Leads the Lunar Circus which performs at the Mondernte twice each year. Has a playful attitude, and a kiss on the nose means she’s really into you.

Edit: Rolled a 16, (https://forums.giantitp.com/showsinglepost.php?p=24762595&postcount=684) which if you change the ruleset to be "higher of Military or Hero score", will become an 18.

DoomHat
2020-10-20, 04:44 AM
Adding the following to the main post...


First, figure out if mounts/horses are allowed

Though more than a generation has come of age in the Truedawn Age, the concept of beast ridding is still somewhat foreign to the Thunderpeople. After considerable debate, the Mosschief Council for this event decrees that each team may be allowed a maximum of three "pets".

Horses are still of limited practical use in the Labyrinth however, as only a select few routs toward the center are wide and consistently horizontal enough to adequately accommodate them. Many of the feasible routes toward the center involve a considerable amount of climbing, or discovering and navigating the network of below ground tunnels hidden throughout the arena.

Further notes:

The Thunderpeople do not currently possess the technology to adequately dome an arena of this size. It is open air.
Considerable debate was had over what weapons to ban, or if the death of an opposing player would be disqualifying. It was ultimately ruled that the teams shall take their own honor into their own hands. Before the contest begins, the Thunderpeople publicly ritually abjure from themselves of all responsibility in such matters. If a team wishes to spark a blood feud with another people by way folk-slaying and other such desperate conduct, it is their burden to bare.

Nefarion Xid
2020-10-21, 03:06 AM
Still wary of such frivolous athletics pursuits, the sultan initially dismissed the idea of competing. Only at the insisting of his little brother Rashed did he relent, persuaded by Rashed having nothing better to do with his talents and the possibility to deny the Heart to the Ashir's rivals, friendly or otherwise. Amir Rashed, a wiry man in his mid twenties, attends with four of his mates. They wear the simple white tunic and bloused pants of most Ashir riders and have brilliant orange sashes tied at their waists. Rashed has never seen a battle, but his friends Jadat and Dawud are from Zidan's elite personal retinue. Jadat lost an eye to a slinger and wears a leather patch on the right side. Dawud has several scars on his left arm where arrows had to be cut out of him. Having understood the competition to be non-lethal, they bring with them twelve-foot long palm wood poles to use as climbing aids... and likely to jab the physically superior orcs and soreni. As the rules seem to not forbid merely climbing over the walls of the labyrinth and then vaulting between segments with their poles, the Sandvipers do exactly that with great skill.

Lt-Murgen
2020-10-22, 12:01 PM
The Fffolkkk were not explicitly invited, but they sent a team anyway.

Team Name: The Bbrume

Team Description: 5 large turtle folk, painted a pale white from head to toe. Even their harnesses and hats are the colors of the sea mist. They carry 10-foot long billhooks. Iirum the Relentless, Fffolkk Champion, leads the group. She is anxious to see the varying Shaylles in action. The other four- Galiidi, Uuaruu, Plupput, and Sit- are close friends and experienced scouts. When asked about their name, they tell the fire-side story of the Brume. A living, obscuring fog that consumes those, lost and alone, that wander into it. It is a lesson to all Fffolkk to be cautious and never too far from others

Team Tactics: All of the Bbrume are fffolkkk who are experienced MazeRunners. Navigating the twisting canyons and arroyos to find resources and water is second-nature to Iirum and the others. The bill hooks are weapons, yes, but also a common item used to assist climbing sheer cliffs, and probing dubious-looking ground. Their native language is deep and drum-like, and carries well around and through obstructions. It is such a low frequency, it is hard for others to hear, or speak. Their plan is to split up and constantly relay their results to each other. One intervals determined by Iirum, they regroup and decide the best course forward.
In addition, before the match they spent a great deal of time talking with Thressss, the Fffolkkk captive to the Thunderfolk. Thressss has spent years studying the ruins the Tunderfolk call home. Iirum believes that ruins will be incorporated into the maze somehow, particularly if there are underground tunnels. Knowing the difference in architecture between ruins and new works from the Thunderfolk may be an advantage.

DoomHat
2020-10-22, 01:33 PM
The Fffolkkk were not explicitly invited, but they sent a team anyway.

The Fffolkk's insistence on fielding a team caused considerable consternation among the Mosschief Council. While some initially insisted on outright refusing them entry, a different consensus was ultimately reached.

It was deemed that 'The Bbrume' will be allowed into the arena to participate, but because their people were not among the heroes of The Great Hunt to secure the Argent Heart, the prize unfortunately remains Unworthy of them.

Should 'The Bhrume' manage to secure the prize in their starting camp, they will be lauded for their valor and skill, but the Highchief will not count them out to victory. Instead it will be the task of the Victory Eligible teams to prove their worth by securing their prize from the Fffolkkk team's camp in order to continue the game.

The Thunderpeople (with disoriented trepidation) thank the Fffolkkk for their unexpected (and wholly unasked for) volunteerism, and willingness to act as an additional obstacle of the labyrinth.

OmnivorousOgre
2020-10-29, 12:00 PM
As it was Kethix of Ippathaka who participated in the slaying of the Argent Mother, so too are the members of the Glorious Greens from the Ippathaka clan. Young and untested, they seek to make up with youthful fervor what they lack in experience. Their game plan is simple, like most Koxrrit plans are: Make their way to the center and fight all the other teams there. Once the opponents are too exhausted or injured to continue, take the prize to the base.



Team Name: Glorious Greens
Team Description: Five young orcs from the Ippathaka clan. As is usual for the Koxrrit, they don't share their given names with foreigners. They've all braided their hair the same way on the left side of their head.
Team Tactics: 1. Make way to center 2. Outlast everyone else in a fight 3. Take the prize to camp.

Lt-Murgen
2020-10-29, 07:40 PM
For reference, the FFFolkkk'2 roll was 9 (http://https://forums.giantitp.com/showsinglepost.php?p=24777364&postcount=720)