
Welcome to the camp of Antarmur'ss. In wars past, Antar has always held his own camp, displaced from the other gods and swathed in decadent tents. This time his camp is more harshly fitted, the usual flair of grace and elegance has been replaced with the roughness of necessity.The tents are uniform in shape, if not in color. Black, blues, and purple tents are lined up in neat close rows. Just large enough for two pockettu to share, with little to no spare room for the usual everyday comforts. Antarmur'ss own tent is sorely lacking in decor and comfort. A single room made of harsh black material. A purple banner baring his holy symbol struck to the peak pole is all that serves as ornate decor. The tent flaps remain tied back just enough for wandering pockettu to see that the interior of the tent lacks the furnishings and godly comforts that had been present in the last two wars. A cot draped with rumpled cotton blankets and a singular wooden chest currently are all that any can glimpse.
A open air mess hall of sorts has been arranged. With simple rope wrapped around metal posts serving as the boundaries of the food area. Vat's for cooking group meals are settled over fire pits. Sadly there is no seating here, as there has been no time to set up anything more then the basic functions for cooking and cleaning of the dishes.
Cages dot the perimeter on the western side of the camp. Large enough for the biggest of pockettu prisoners, but all currently empty at this time.
The only speck of brightness amid this camp comes from the white healers tent. Only here has time been taken to set up more then just the basic functions. Cots are separated by cloth stalls created by hanging sheets over metal bars. Healer supplies are stocked to the point of bursting in cabinets placed strategically all around the large circular tent.
(Second Week Update)
The tents meant to serve the followers at their rest are larger now. Each equipped with a chest for supplies and a small Darkbeast growling around inside to serve as a tent guard dog against any potential sneaks creeping into the camp. The outdoor mess hall, while set up in a similar fashion as before, now hosted seating for the many hungry followers. Antarmur'ss own tent was still a singular one of plain black material. But within a more appropriate sedan draped in silks and pillows provided him a place of rest, a table with glasses and wine rests nearby for his use following his battles. The healers tent proves to be the only one that remained unchanged due to it's well prepared state previously.
(Fourth Week Update)
*** WARNING! Antarmur'ss will Curse any follower of his that ends this battle week with less victories vs. their own losses. This is not against their total wins/defeats tally. Just on battles that occur this week.***
At Synraehl's urging, Antarmur'ss has rescinded his threat of cursing his own followers. Instead he is implementing a reward system based on the amount of victories won by his followers between the dates of 8/30 to 9/13. The announcement post can be found on Pg 3
(Fifth Week Update)
The followers of Synraehl may now join the Camp and aid in it's defense.
With the forces of the Cursed pushing the army of Antar back to the gates of his city, the war camp is now located within the confines of the city. Antarmur'ss has asked his followers for their input on whether or not he should seek aid from Venezia and Hexynia in the protection of their home. (Available only until 9/9. Rules on PG 3)


Warrior: Your the one who rushes out onto the field to engage the enemy. In addition to this role, you are the one who raids the enemy camp, seeking to rescue your captured comrades or take down the enemy Healers. Warriors may Attack anyone they choose. If a Warrior winds a battle, they have a 4 hr cool down period before they can attack again. If a Warrior loses a battle they have a 24 hr cool down period before they may attack again. This cool down period may be halved by engaging a Healer in a 5 post (per person) rp.
Healer: You stay behind the lines and tend to the wounded. By focusing on one patient at a time, you help your fellow pockettu recover more quickly. So they can get back to helping the war effort. Healers may not Attack, but they can be attacked. If a Healer has been attacked and loses, they can not tend to the wounds of another pockettu for 24 hrs from the last battle post made. This cool down period may be halved if another Healer tends to your wounds! The rp must be 5 posts per person.
Guardian: You take up arms to protect the campsite. In addition to patrolling the camp, you also guard any Prisoners that there may be captured. Guardians do not get to Attack the enemies and must be challenged by a foe. If a Healer is challenged by a enemy, they may call out to a Guardian to step in and answer the foe's challenge instead. If a Guardian loses a battle they have a 24 hr cool down period before they may Defend again. This cool down period may be halved by engaging a Healer in a 5 post (per person) rp.











