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  #126  
Old 09-15-2013, 02:25 PM
Shroombie Shroombie is offline

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Tree brothers. They sound awfully elfy.
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  #127  
Old 09-16-2013, 03:58 AM
Dithon1 Dithon1 is offline

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Tree brothers. They sound awfully elfy.
Indeed. Kill all elves.
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  #128  
Old 09-16-2013, 11:52 AM
Kir the Wizard Kir the Wizard is offline

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Well, if we are to expand, we conquer the closer neighbors. So Tree Brothers.
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  #129  
Old 09-17-2013, 07:49 AM
Yuber8900 Yuber8900 is offline

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Tree Brothers it is! Also apparently we lost one weaponthane somehow.


Sending the whole army out like this is risky, but we kinda need to this early. Also calling upon our allies in the Varmandi for some extra warriors.


Here's the war screen. Or would be if I hadn't forgot to screenshot it.

HEY LOOK ANOTHER THING I FORGOT TO SCREENSHOT!
This was supposed to be a battlefield event for the noble up top. I'll just choose on my own for these based on the Noble's stats. Loricron's our Best at Combat but he's only Very Good. I go with Option 2 here.


And it works out damn well! He'll be injured from this but may have given us the victory!


And he did very well! We can take a lot of things from raids. Our auxiliary patch up wounded but are extremely vulnerable to being captured in loses. We've cut the Tree Brother army in half with this attack, go us!


Unfortunately sending our our whole army meant we got cattle raided. But we gained more than we lost. Usually leaving behind a few weaponthanes is a good idea, but we only had the nine and couldn't afford to leave any behind.

ANYWAY TIME FOR ANOTHER RAID AGAINST THE TREE BROTHERS!

This time I remember to get my screenshot. Our last fight has put us pretty far ahead in terms of numbers, but those aren't everything. I didn't bring allies this time because I forgot because you get more loot for going alone.


Up top we can sacrifice to Orlanth or Humakt. Next to that is us being outnumbering them on Warriors, but have less weaponthanes. Are armies are essentially worth 245 warriors for us, 205 for the Tree Brothers. Use Treasure is for battlefield treasures which we have none of.

Objective
Plunder is loot as much as possible.
Burn steads throws some havoc unto their people.
Kill as many as possible is just as it says. It tends to piss everyone just a tiny bit though.
Destroy fortifications means we'll aim to destroy those in the order of least expensive to most.
Seize their land is tough, and we can't actually do that as we don't have a direct path to their tula.
Take captives to ransom or use as thralls.
Survival means to fight defensively.

Tactics
Skirmish is we use bows and ranged options to deal light damage.
Maneuver is attempt to place ourselves in an advantageous position.
Charge is attack immediately, and will often break any ritual to the Gods.
Evade is like survival and combining the two means we retreat.

I choose Plunder Charge!


Unfortunately things didn't go so well this time despite our advantage. Still, they suffered more than we did so it's not a total lose.


But this is.

And just in time for another event.

Two spirit-talkers seek audience with the rinf to see if you have any need of their services. Spirit-talkers are Orlanthi, but they wander around in the wilderness with no ties to a single clan. Their magic is a little different from the kind you're used to; they deal with spirits, not gods. They are Strangers, meaning that they are not of your clan, but can be trusted to follow normal customs or beliefs.

1. "Begone! You are strange and weird!"
2. "Heal our wounded."
3. "Protect us from the undead."
4. "Sell us a Spirit Fetch or two." (Spirit Fetchs are treasures that catch any magic we might lose.)
5. "We need no spirit-talking, but we shall feed you."



: Spirits are worthy of reverence, just as gods are. Gods are greater than spirits, that is all.

: Is injured and can't give advice!

: A Spirit Fetch is a magical item that replenishes our magic after we use it up.

: They are not quite like normal people, and not quite foreigners. We still own them courtesy and hospitality.

: Spirit-talkers aren't sorcerers or anything bad like that. They talk to spirits, including our own ancestor spirits.

: We can certainly afford to pay them for their services.

: They are sorcerers! Cast them out!
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  #130  
Old 09-17-2013, 08:18 AM
Kellick Kellick is offline

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Muh cows.

Anyhow, I get the vibe that kicking these sorcerers out of town would be bad news. How much would it cost to get them to heal our wounded?

Otherwise, I'd just offer 'em hospitality without soliciting their services.
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  #131  
Old 09-17-2013, 08:19 AM
Yuber8900 Yuber8900 is offline

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Dunno on the costs of anything. Trader didn't feel like speaking up on it.
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  #132  
Old 09-17-2013, 08:27 AM
Nazja Nazja is offline

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Hospitality.
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  #133  
Old 09-17-2013, 09:07 AM
BaronGrackle BaronGrackle is offline

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Hospitality. Though I love having Enothea on the council to hear her ideas.
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  #134  
Old 09-17-2013, 09:18 AM
Yuber8900 Yuber8900 is offline

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Hospitality it is!


This got us two points of magic. We're making progress!


Now we're in Earth season.

We only had three people wounded so it was good we didn't go that route.

Anyway, can't raid in Earth so here's our choices roughly.

Recruit more Weaponthanes. 9 is not a lot!
Go do some diplomacy.
Try our hand at some trading.
Explore the Tula.
Sacrifice to the Gods! Currently we only have Ernalda's Bless Crops, and Lhankor Mhy's Literacy blessings, so there's a lot to find! Specify which god if you wanna do this.
Build up some defenses. I'll start with the lowest one here.

Last edited by Yuber8900; 09-17-2013 at 09:52 AM..
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  #135  
Old 09-17-2013, 09:23 AM
Kellick Kellick is offline

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If no one can raid during Earth, this'd probably be a good time to either fortify or get more weaponthanes (especially seeing as we've already been raided twice).

I'm going to toss my vote for weaponthanes.
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  #136  
Old 09-17-2013, 09:34 AM
BaronGrackle BaronGrackle is offline

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Your use of the exclamation point leads me to believe there are good reasons to sacrifice to the gods. I choose that one.

Anyway, wait a second...



Is that you, poor Jarosar?



Is this what has become of your life, after losing your position on the council? A wanderer without a clan, following this crazy old man around? Here, have some food.
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  #137  
Old 09-17-2013, 09:37 AM
Nazja Nazja is offline

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I'm going to toss my vote for weaponthanes.
As will I.
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  #138  
Old 09-17-2013, 09:50 AM
Yuber8900 Yuber8900 is offline

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Four more Weaponthanes recruited.

No events, so take another action from above.

Also back in the giant death post I'll go and BOLD the God Blessing's we've learned.
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  #139  
Old 09-17-2013, 09:51 AM
Nazja Nazja is offline

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Let the gods have their cows.
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  #140  
Old 09-17-2013, 09:51 AM
Yuber8900 Yuber8900 is offline

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Specify which God you want to sacrifice to.

BOLD indicates we know the blessing/story.

Gods and Shrines

This is where you'll sacrifice to the sixteen gods for blessings and knowledge. Each god has a number of blessings available for to learn. Once we learn one, we can either sacrifice to have that blessing active for a year, or build a Shrine to continually provide that blessing. Though note, that some blessings can only be sacrificed too and not used in a shrine. Shrines take a certain amount of resources to maintain per year, and are taxed at years end. The progression for the shrines goes Shrine < Temple < Great Temple. A Great Temple is able to provide for three active blessings at once. Our clan god should never have their shrine be smaller than another god's, that makes people pissy. Certain gods also cannot make Temples, which is really annoying.

Quest, is where we sent a noble to the Godplane to reenact a fabled event from times of past. Meanwhile back in mortal land, the rest of the clan LARPs what happened out. Each Heroquest has a set of rewards. Heroquest too often and the chance of failure increases. Nobles can and will die during these. I'll add the Heroquests under the appropriate god. In order to even embark on a Heroquest, we first need to learn about it from sacrificing to the appropriate god.

So with that out of the way let's introduce our gods!
Ancestors: We revere our ancestors, all the way back to those who so bravely survived the Great Darkness. (well that's not really a god.)
Summons of Evil: Calls forth our ancestral enemy.
Protection: Defends against hostile spirits.
Divination: Answers questions.

Barnter: Barntar the Plowman is the peaceful farmer god, backbone of the clan. He is the son of Ernalda and Orlanth. His wife is Mahome, Goddess of the Hearth. A Barnter worshiper increases the amount of magic we can put into Crops. (His God-Icon resembles a bizarre hybrid of a T and J.)
Plowsong: Allows our oxen to plow more land.
Vigor: Lets our farmers work more productively.

Chalana Arroy: Goddess of Health and Healing, and one of the Seven Lightbringers. A Chalana Arroy worshiper increases the amount of magic we can put into Health. (Her God-Icon resembles three vertical lines, which are supposed to be bandages.)
Hope: Improves clan mood.
Resurrection: Brings back a slain noble in extremely specific circumstances.
Healing: Hastens recovery of wounded people.
Curing: Hastens recovery of sick people.

Chalana Arroy Heals the Scars
During the Gods War, Chalana Arroy conducted many great healings. This quest can heal the sick or wounded, mend a rift in the clan or tribe, make peace with a neighbor, make the quester wiser, or mend wounds faster in the future.

Elmal: God of the Sun. He was rescued by Orlanth, and married into the Storm Tribe. Elmal guarded the homestead when the Lightbringers departed.
Sun: Helps ripen crops. A Elmal worshiper increases the amount of magic we can put into War. (His God-Icon resembles a horse.)
Steadfast: Improves our chances when defending.
Shield: Reduces the number of deaths and wounds among the weaponthanes.
Horsefriend: Prolongs the life of horses.

Elmal Guards the Stead(Male Only)
When Orlanth left on the Lightbringers Quest, Elmal guarded his stead, driving off many enemies. This quest can strength our defenses, gain fine horses, strength our leaders or the quester, ward against chaos or reconsile the weaponthanes.

Ernalda: The Earth Queen, and our main goddess. As Orlanth's wife, and the mother of Barntar and Voria, she's also the Family Goddess, with a pantheon of household spirits. A Ernalda worshiper increases the amount of magic we can put into Children. (Her God-Icon resembles an empty square.)
Shrine
Swine Blessing: Improves the fertility of our sows.
Preserve: Helps preserve food against spoilage.
Bless Crops: Improves crop yield, especially of barley.
Bless Children: Increases the fertility of our women. (HAHAHHA NO.)

Ernalda Feeds the Tribe(Female Only)
During the Darkness, Ernalda rescued the bountiful deities who feed our people. This quest can bring back a treasure from the Underworld, increase crop yields, make peace with the elves, make our cows healthy, reconcile the farmers, or strength the quester.

Eurmal: The Trickster God, Fool, Outlaw, and Scapegoat, he is nonetheless one of the Seven Lightbringers and a friend to Orlanth. He brings trouble to those around him. An Eurmal trickster increases the amount of magic we can put into Quests. (His God-Icon resembles three dots.)
Eurmal is unique in that you cannot build a shrine to him, and can only use his powers if a Trickster is seated on the clan ring.
Curse: Curses another clan.
Bless: Blesses our clan.

Humakt: God of War and Death, and of all Endings. He is the patron of the severest of warriors, each whom has a list of stringent vows to uphold. A Humakt worshiper increases the amount of magic we can put into War. (His God-Icon resembles a cross which is really supposed to be a sword.)
Truesword: Weaponthanes fight with the strength of two. (This means a weaponthane now fights twice as hard. A normal weaponthane fights with the strength of five footmen, a Truesword weaponthane fights with the strength of ten.)
Oath: Seals bonds between clans.
Morale: Improves the ability of our warriors in battle.
Battle Luck: Improves our chances of winning a battle.

Humakt the Champion
When Humakt gained the power of Death, Orlanth tried to get it from him. They finally made peace, and Humakt gained a new status. This quest can gain a treasure, bestow Humakt's blessing in battle, defend against undead, reconcile the weaponthanes or strengthen the quester.

Issaries: The Talking God is the God of Trade and Travel, and also of Communication and Conciliation. He is one of the Seven Lightbringers.
The Issaries Shrines double as the clan market. The higher the level the more Trade Routes you can make and the more often the market makes a profit. A Issaries worshiper increases the amount of magic we can put into Trade. (His God-Icon resembles a H.)
Trading: Improves the profit of trading missions.
Spare Grain: Obtains extra food via trade.
Market: Improves the profit of the market.
Silvertongue: Helps traders and negotiators.

Issaries the Counciliator
During the Darkness, Issaries restored travel, trade and talking by bringing peace to two warring tribes. This quest can end a fued, improve relaions with others, enhance our trade, learn about Dragon Pass, learn new myths, or strengthen the quester.

Lhankor Mhy: The Knowing God, and God of Lawspeaking. He is one of the Seven Lightbringers. He is the patron of jurors and scholars. A Lhankor Mhy worshiper increases the amount of magic we can put into Diplomacy. (His God-Icon resembles a Y.)
Shrine
Literacy: Helps our dealings with other clans. (Yes, literacy is a blessing, one that the Marking Bone just gave us!)
Lawspeaker: Aids in legal cases, ensures the clan mood isn't soured by unresolved disputes.
Clan Lore: Helps divine the truth.
Divination: Answers questions.

Lhankor Mhy Finds the Truth
Lhankor Mhy made a voyage to regain the lost truth. This quest can learn new myths, make our leaders or the quester wiser, fight darkness, defend against chaos, or learn more about the land of Dragon Pass.

Malia: Mistress of Disease, Pestilence and Plague. She is one of the Unholy Trio.
As Malia is a Chaos Goddess and y'know, evil, we can't build a shrine to her. We can "sacrifice" to her however.
Immunity: Grants immunity from a plague.
Cause Plague: Sends a plague to another clan's tula.
Curing: Restores our sick people to health.

Maran Gor: Earth Shaker and Mother of Dinosaurs(yes really). She is Ernalda's grim sister. We cannot get worshipers of her.
Earthblood: Improves the fertility of our lands when people are killed on them. Also known as the best blessing.
Blast Earth: Ruins another clan's land.

Odayla: God of Hunting. He is a friend of the Lady of the Wild, and of Orlanth's brother Yinkin, the alynx god. An Odayla worshiper increases the amount of magic we can put into Hunting. (His God-Icon resembles weird reverse triangle.)
I think you can't build a Great Temple to Odayla but his blessings are ass so I rarely get them anyway.
Friend of Yinkin: Reduces food spoilage due to rats and vermin.
Sureshot: Improves hunting yield.
Tracking: Helps us find things.

Orlanth: King of the Gods, and our principal deity. He led the Seven Lightbringers to renew the world. He made the first clans and the first justice. An Orlanth worshiper increases the amount of magic we can put into War. (His God-Icon resembles a swirly thing.)
Woad: Reduces the number of deaths and wounds among farmers.
Thunderstone: Improves the effectiveness of our skirmishers. (Skirmishers are hunters, which are few in number at the best of times.)
Rain: Helps raise our crops.
Lightning: Deals out more wounds in battle.

The Making of the Storm Tribe
With Ernalda's aid, Orlanth made the first tribe by gathering his kin and allies. This quest can gain Orlanth's blessing for tribe-making, improve our reputation or political abilities, or make the quester a strong leader.

Orlanth and Aroka
To end a drought caused by a kindman, Orlanth slew a dragon and rescued Heler, the Rain God. This quest can bring rain, gain and treasure, strengthen the quester, make dragonewts fear us, or shield us from kinstrife.

Uralda: The Cow Mother, one of Ernalda's daughters, makes our herds prosper. Am Uralda worshiper increases the amount of magic we can put into Herds. (Her God-Icon resembles two triangles arranged like an hourglass.)
Milk Blessing: Increases the milk yield of our cows.
Calf Blessing: Increases the fertility of our cows.

Uralda's Blessing/The Slaughterhouse(Female only)
Uralda found a way to shelter her children with two-legged people. This quest will brutally murder whomever you send on it. The rewards are that it can make cows more valuable or healthier, gain a herd of cows or a magical cow, increase the cow knowledge of our people or the quester, protect our cows from bad fortune, or gain dominion over bulls and bull-headed people.

Urox: The Storm Bull is unruly and lawless, but his powers are indispensable in the fight against chaos, which he hates more than anything. An Urox worshiper increases the amount of magic we can put into War. (His God-Icon resembles a reverse triangle with horns.)
Smite Chaos: Improves our chances of fighting against chaos.
Sense Chaos: Helps warn against chaos incursions.
Berserker: Increases the chance of victory, with more deaths and wounds on both sides.

Vinga: Adventuress. She is the patron of women born with the heart of a warrior. A Vinga worshiper increases the amount of magic we can put into War. (Her God-Icon resembles a siwlr from three directions.)
Vingans count as Orlanth for the purpose of Clan Chief Deity Worship as well as acting separately for the purpose of Ring Deity Diversification.
Vinga can only have a shrine.
Pathfinder: Enhances explorers.
Fyrdwomen: Allows women to defend the tula.

Last edited by Yuber8900; 09-28-2013 at 01:15 PM..
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  #141  
Old 09-17-2013, 09:54 AM
Anansi Anansi is offline

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Orb of Venom

I kinda lost track of this awhile ago. Is Hades an option? Hades is pretty chill.
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I was probably just upset about the Horde fleet in the Second War.
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  #142  
Old 09-17-2013, 09:57 AM
Yuber8900 Yuber8900 is offline

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I kinda lost track of this awhile ago. Is Hades an option? Hades is pretty chill.
Unfortunately we can't sacrifice to the Goddess of the Dead, but we can sacrifice to the God of Death.
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  #143  
Old 09-17-2013, 10:03 AM
Nazja Nazja is offline

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Hmm, Elmal?
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  #144  
Old 09-17-2013, 10:42 AM
BaronGrackle BaronGrackle is offline

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Humakt. Lok'tar ogar!


EDIT: Wait, can we build that shrine thing so we don't have to renew our crop blessings?
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  #145  
Old 09-17-2013, 10:46 AM
Yuber8900 Yuber8900 is offline

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Originally Posted by BaronGrackle View Post
Humakt. Lok'tar ogar!


EDIT: Wait, can we build that shrine thing so we don't have to renew our crop blessings?
Ernalda's our main god so we already have a shrine to her.
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  #146  
Old 09-17-2013, 11:36 AM
BaronGrackle BaronGrackle is offline

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So new children take 16 years before becoming viable members of the community. And you've told us that, if we blitzkrieg this game, leaders who are in their early 20s could survive to see the end.

I can naturally see why the 16-years-until-useful is a major blow, in regard to the quick game strategy. But out of curiosity, does the game have viable longterm strategies, like building up a China-sized population and then overwhelming the world through military or industry?

Last edited by BaronGrackle; 09-17-2013 at 12:12 PM..
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  #147  
Old 09-17-2013, 12:01 PM
Yuber8900 Yuber8900 is offline

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Originally Posted by BaronGrackle View Post
So new children take 16 years before becoming viable members of the community. And you've told us that, if we blitzkrieg this game, leaders who are in their early 20s could survive to see the end.

I can naturally see why the 16-years-until-useful is a major blow, regard to the quick game strategy. But out of curiosity, does the game have viable longterm strategies, like building up a China-sized population and then overwhelming the world through military or industry?
Mass children was exactly the plan I'm running with the game I started roughly in parallel with the SoL game. Even though I'm up to the years where the children boost start getting initiated, I'm also running out of land to till to feed the tribe. I keep getting tribal events to split people off, but doing so would ruin my small herds of cows.

Normal overwhelming can just be done without hoarding up Children. If you desperately want kids you can just Recruit more Farmers and they'll bring kids with them who have some actual age on them.
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  #148  
Old 09-17-2013, 12:50 PM
Euphemialibritannia Euphemialibritannia is offline

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How bout Orlath?
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  #149  
Old 09-18-2013, 08:41 PM
Yuber8900 Yuber8900 is offline

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Based on the three votes I went for the God with the most useful overall package. In this case it was Humakt.



Dammit.

Event time!

Note, these are the guys who helped us on our raid.

: Our friendship with Kulbrast's clan is strong; even if we refuse him, it will not make too big a difference.

: (Still bloody injured.)

: Better to tell them stories than to have to give them cows.

: We owe them a favor, but need not grant them exactly the favor they request.

: If we teach them secrets, they will prosper in the realm of the gods, and may bring back powerful weapons. Make sure they are our allies, and will not use these weapons against us. (This isn't even a heroquest myth ya dumb broad.)

: It costs us nothing to tell a sacred secret.

: First, tell them that they must roll in cow-dung before we can let them in on the secret. Then, when they do this, refuse them.

Forcing the vote since I have to sleep.

Neat or something.

Anyway we're in Dark. Snowstorms usually prevent visits to other clans. Anyway back to voting for our free timey stuff.

Sacrifice to the Gods! Currently we only have Ernalda's Bless Crops, and Lhankor Mhy's Literacy blessings, so there's a lot to find! Specify which god if you wanna do this.
Build up some defenses. I'll start with the lowest one here.
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  #150  
Old 09-23-2013, 07:11 AM
BaronGrackle BaronGrackle is offline

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Sacrifice to Issaries. For diplomacy!

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