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The era will be remembered as one of Chaos progress.
Outside of the crack and the petty squables of Hunter against promised extinction, Jupiter secures the gains made at Grassgreen expanse by engaging in huge infrastructure work.
Walls are mounted to protect the holiday resort from the howling winds, land is gained upon cliffs, stone and mortar is set.
The use of the Architect's talent is not wasted. Both the western peak colony and the original hamlet of the Jupiter tribe turns in the biggest, densest cities of Hunterkind displaying marvelous feats of Crackaforming to gain more and more Vertical Space.
>Each "conquered" tile will give you your favored terrain bonus.
Every Hunter having the chance to visit your territory stand in awe. This please your god, as you finally fulfilled the long-term objective given eons ago.
>Tzeench favor : double action next turn.
In the crack, BurningGrass and Cerulean mount a conjoined pincer manoeuver against the rot.
This work partially. While both of the Hunter make gains, a Juggernaut of impossible sheer size and might carve a putrid path in the Hunter-dominated land.
However, the scholar of both nations are not idle. Using Rear Dahu Plates and Fatty Glue supplied massively by BadBack, a contraption of a size challenging the gargantual demon is put together. First, in the heart of Badback's land, to prove feasibility near the raw material. Then, at the heart of the frontline, on Cerulean and BurningGrass side. The twin warfare engine and an ample amount of BurningGrass keen strategic mind and bravery, let you finally slay the beast.
East, Whitemane launched a new selective breeding project. All was going well, until all the breeded Dahu started to born with the wrong number of limb and a tendancy to spread rot. The selected cattle have to be culled, and Whitemane sweared revenge on the allfather. Revenge ongoing by paying for the Badback's mercenaries.
Said Mercs are having a real close fight against the demons of the North. A fight that is lost by a bare margin.
Until the Grassgreen's Cursed Warrior strolls by.
Years, Era, Eons of bad luck cristalised in a handful individues. Around them, wall collapse, thunder strikes, ropes snaps, limbs break.
They are not lucky enough to be affected directly. Bad Luck makes them struggle but somehow protect them in the most vexxing, unexpected and sufferingfull ways.
>Cursed Warriors : debuff a roll per turn by giving it -9
You can point the Cursed Warriors wherever you like. Yourself (unadvise) any other Hunter (for revenge purpose), or Chaos (in case the curse warrior turn a close miss into a win, you'll get the tile)