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October 14th, 2004, 04:34 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: MP Game - Yarnspinners
All nations except Mictlan are still alive and kicking. Atlantis has just been taken over fairly recently, and both Vanheim and Caelum lack time to submit yarns.
I will, one of these days, submit my own yarns, but it has been fairly hectic for me as well. The current schedule in on Thursday evening and Monday afternoons, due to a delay during Last turn. I will put notices when a turn runs on this thread for your own convenience (or simply send you a mail).
So turn 11 has been sent one hour ago, and turn 12 will be sent on Monday afternoon.
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October 16th, 2004, 05:04 AM
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Sergeant
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Join Date: Mar 2004
Location: London, UK
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Re: MP Game - Yarnspinners
Ok, points for turn 9 yarns: Arco 2, Ermor 1, R'lyeh 1
Scores after turn 9:
Abysia 14
Arco 18
Atlantis 2
Caelum 4
Ermor 17
Machaka 10
Man 10
Mictlan 6
R'lyeh 9
Vanheim 4
Glad to hear that people are still playing, even if they aren't writing every turn. Plenty of scope to resume yarns at any point.
Points for turn 10 yarns on Monday.
Best,
CC
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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October 16th, 2004, 09:40 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: MP Game - Yarnspinners
A not-so great yarn, as I made the mistake of confusing "Save changes" with "Discard changes" when saving the first edition of that yarn.
Man - Turn 10:
“And by the shade of Avalon, I bless these woods, the Grove of Ilneoa.” The voice of Flacal, the Prophetess, had the eerie tone of the ones immersed in the trance. Her mind between the earthly world and these lands of Beyond, the Priestess communed with both her Goddess of the Tempest and the older powers of the Kingdom. The blood of the Fae-touched was still running strong in the veins of many of her Sisters, and traces of their heritage could be seen in the land. A ruined castle wall here, fragments of pottery in a cottage, cumbersome blades made of fabled cold iron; such were the presents of the Old Folk. Only in lore did their name remain, fading away as the ways of Man changed.
“Deep within the Grove are a haven from the outside world, where the peacefulness of the land allows you to reflect upon your own actions. Ilneoa cares little for empty boasts and idle claims; only acts do matter, for they reveal the contents of your hearth. A place to meditate in harmony with Earth; such is the gift of Ilneoa.” Slowly Flacal left the divine world behind her, awakening in the grove she had blessed. It was filled with the typical yew trees of Man, dotted by the Last crimson leaves of autumn. Only the occasional flight of birds and the rustle of wind in the trees disturbed the peacefulness of the woods; a place to meditate away from the world.
Such a bucolic land, so different from the turmoil surrounding Ilneoa. A handful of knights in glittering armour stood before her, the Last defenders of the rebel Earl of Valogda. They were accompanied by their squires and overeager lads, a ill-suited army to stop her advance. Shielded in their pride and honour, they charged against her, lances twinkling in the sun. How graceful they were, until they broke away once her fury was unleashed. Ilneoa herself landed in their midst, her hands spreading thunder to all foolish enough to stand close to her. The few knights not having taken leave of their senses attempted to flee; too late for them. Not one warrior left the battlefield alive.
A satisfactory victory, but the Earl himself was nowhere to be found. Surely one of her soldiers had too free a tongue over a mug of ale, or a merchant's purse had grown fatter overnight. The display of her might should act as a reminder of what happens to rebels and traitors alike; who would dare to challenge such a powerful being as herself? And once the Earl had fallen in her custody, another example would be made, for the common good.
Her Tempest was rising in the east, with both her own arm striking down her foes, and her armies securing the borders of the Realm. The days when Avalon would remain a mere observer of the world were gone; only supremacy will be adequate for her purposes.
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October 16th, 2004, 03:44 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: MP Game - Yarnspinners
Caelum is not dead... It's just that I ran out of time/inspiration. But I
will keep playing.
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No good deed goes unpunished...
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October 16th, 2004, 10:19 PM
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Corporal
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Re: MP Game - Yarnspinners
Turn 11, R'lyeh
At Last a decent meal. As I sucked life from the faces of the hastily gathered militia who had gathered in the fog, I felt my own mind returning. I have wandered, I fear, these past months, through the dark paths of madness and semi-awareness. Now I am well again, and I have a foothold above the waves. I shall fortify one of these sunlit shores, but perhaps not this one. It still reeks of humans.
To my west, there are hordes of undead, waiting to be dead again. They will not provide as full a meal as these militia, but 'tis enough. Perhaps I can find some sites of dark magic power, pitiful in comparison to my own, but still... I will move to take one, and send my lackeys against the other. There, ah, it pains me to think on it, but we were rebuffed by the shuffling hordes in our first attempt, and my warriors fled. They will not fail again.
My scouts wander the waterways throughout the world, bringing me tidings of distant things. Fire and Death cling to my shores, but I have seen the pitiful remnants of the Atlantian empire in the shallow seas. They seek a place for themselves in the world—it is under my thrall.
Far to the east, my scout has chanced upon a strong race of humans who, in their foolishness, appear to worship trees and the air. Perhaps I will sit in this shallow lake and watch their efforts, for they are numerous.
Cthugul sends word that his summoning has been successful again. Monsters, never before seen in this world, will soon be running amok, terrorizing these mortals in broad daylight rather than confined to the world of dreams.
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October 17th, 2004, 10:16 AM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
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Re: MP Game - Yarnspinners
Ermor: Turn 11
The citizens of the haven of Bandar-Kadek apparently are very unruly. A minor uprising has destroyed some valuable equipment and depleted my treasury with repairs. This will not be tolerated. I will increase my efforts to turn them to the blissful oblivion already shared by their brothers, there will be no more dissent.
I assume that the closeness to the fiery wastelands is the reason for their unruliness. On this, I will ponder. First, however, other tasks take priority. I finally have the manpower to allow Simith, first of my Elders, to cease his endless searching through tomes to magically search for sites of power and death. It is about time, the land around my tomb seems to be depleted of magic. This I intend to change.
Angmar's army is ready again. The priest accompanying them has brought true existance to a sufficent number of farmers again, swelling the ranks a hundredfold. He is to move slowly towards a site of immense magical power and securing it. While I do not yet know what the site's power is exactly, I have no doubt that it will be of great use to me.
For I am Noth, and I shall wield the true power.
__________________
Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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October 17th, 2004, 10:18 AM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
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Re: MP Game - Yarnspinners
Okay, I am off for the Spiel 2004 and back next week. Cainehill will take over my turns for me, though I'll catch up with the Yarns when I am back.  Oh, and a big welcome to the newlings here. Great writing, Sedna!
__________________
Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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