Zeffer snarled as he bashed an attacker with his baton. He wasn't sure if the troll was a royalist or just a squatter, but they certainly weren't too happy with the way he was planting his explosives. The base was big, though, and would need more charges than he'd estimated at first. The initial blast had mostly done the job, but there were still a few areas that needed to be taken care of.
As he rounded the corner, another squatter came at him, and he treated them to a similarly brutal attack, the electricity from his batons humming sinisterly.
Group Progress: Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3] Defenders on Standby: 0 Result of Action: attacking mansion peaks, 5 damage done
He had done it. Mansion Peaks was in shambles thanks to his handy work, and the adrenaline gained from the little victory helped him to hurry back to the lighthouse. It certainly hadn't been perfect, though. Blood dripped from a cut on his head; he hadn't been careful enough in taking cover before initiating the last blast, and had got clipped by a piece of debris.
"We can cross that piece of s**t off the list." He announced as he swaggered back into the lighthouse, all covered in soot and grime and dripping his own blood everywhere. The room in which they had set up for themselves spun, but he ignored his dizziness, smirking at his yellowblooded friend. "You should go find more places to ******** up. I need to go restock on supplies." He commented, sitting down hard next to Aprife.
Group Progress: Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3] Defenders on Standby: 0 Result of Action: attacking mansion peaks. 12 damage done, mansion peaks base destroyed.
Group Progress: Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3] Defenders on Standby: 0 Result of Action: unlocked [5,2]
Head down, Aprife was going over his map, comparing what he had to a few scribbled notes he'd taken at some point and shoved thoughtlessly into his pocket. So intent was his focus in that moment, that when his friend came parading back into the room of their self-proclaimed personal base, he didn't even look up right away. "s**t, nice!" he exclaimed at the news, making one last mark on the map before finally giving the blueblood the time of night. As his head ambled up lazily, his eyes were quick to shoot open in obvious contradiction. "Woah dude, you're a ******** mess."
It probably wasn't that bad, not really, but it was the worst he'd seen so far from Zeffer's exploits alone across the battleground. There was little hesitation when he reached up to rub at the dripping of blue around Zeffer's head, brow furrowing as it coated his fingers. For a moment he lingered, but eventually made a disbelieving noise at himself and pulled his hand away. Of course Zeffer was fine, it was minor and he was tough, and he thrived on this kind of stuff, didn't he?
"Don't wear yourself out too fast or you won't be able to wreck all the s**t you want to." He was grinning, but still he grabbed a rag (hopefully it was at least somewhat clean) off the floor and handed it over. "Here, I already found you somewhere else to check out." Along with the rag, he also offered up his copy of the map.
"There were some squatters, nothing I couldn't handle." He said as Aprife fussed over him. He couldn't help but smirk as Aprife touched, shutting his eyes for a moment as the room spun again. It was more annoying than anything, but he probably would take a bit of a breather, if only to get a bite to eat and shake off the battle rush. "It's just a scratch, no need to get your nips in a twist." Zeffer snorted, and perked up as Aprife mentioned a new location.
"Already?? ******** yeah." He looked over the map, and accepted the rag, pressing it to the bleeding gash in his head. "On top of things as usual. These assholes just raise bases without even leaving any defense around. I wonder how many of those squatters were actual military..." He wondered, squnting his eyes before his shoulders lifted in a shrug. "<******** it. I'll rest up a while before I head back out. You eat yet?" He grinned, sticking his tongue out. It would be nice if they could just chill for a while.
Posted: Thu Aug 21, 2014 11:50 am
DAILY REFRESH!
It's a new day! While the Royalists struggle to keep their ground against the rebel threat, the rebels realize true danger in up close combat. Open fighting has ceased as the rebels decide on a sneakier strategy, and it seems as though the peak of the outward conflict has passed (hopefully).
With the capture of rebel trolls, many trolls within the Phoenix Initiative have realized the gravity of the situation. An impressive amount of coordination and resource pooling has established a new, simple form of cohesion and stealth between the rebels. In each rebel base, simple black hemoanonymous uniforms are given out. A simple mask accompanies the outfit, to hide the troll's face. A prototype outfit for the rebellion. Rebel trolls are encouraged to not be identified, and elude capture at all costs. A note on the attire reads: "Whatever happens after this conflict, if you're branded as a traitor, the worst will happen. For you, and for the rebellion. Keep your identity safe. Protect yourself.
Today's Happenstance: A rogue Surf Gang has taken coordinate [6,6], The Bungalows. These gnarly trolls are not only radical, but have stocked their stores with enough goods to last through an apocalypse! It's a party over there! Building a base on The Bungalows will reward double points and cannot be attacked today.
Members of the Royalist Teams can roll 1D6 once every hour in the Coastal Base thread to assist the wounded in the medical bay. The corresponding number will subtract from the number of wounded, and at 0 this effect will go away. If a 6 is rolled, a new action can be taken. These posts must be accompanied by RP text.
There is a medical station set-up at the rebel base, for those who would like additional RP in the Wooded Sanctuary.
Each troll is refreshed and ready to go with 2 available actions.
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
Hivestuck Captain
Alien Datemate
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saedusk Crew
Dedicated Bunny
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Posted: Thu Aug 21, 2014 7:27 pm
"Is that so?" The yellowblood's eyes were narrowed as he leaned back against the dusty old wall of the lighthouse. "Pretty good scratch since you're bleeding all over the damn place." It was an obvious exaggeration from the tone in his voice, playful and mocking as it was, but still there was a deep rooted edge of seriousness somewhere in there, too. He couldn't help worrying, at least a little. Zeffer was his best friend, after all, one of his only real friends, and that was saying something considering how easily Aprife left others behind as if they didn't actually matter.
Growing up had given him a bit more perspective on life and he found he rather enjoyed having a constant companion. At times like this he realized especially, he was lucky he wasn't alone.
"Nah, I haven't eaten yet, lemme get us something." Grabbing a pack off the floor, he dug through it. It was slim pickings through nothing very tasty sounding to speak of, but it was food and it kept them going at least. Well, they better eat something at least sort of filling. "Sandwich okay?" he asked, but he'd already pulled one out regardless. Whatever the insides were, he wasn't actually sure, but maybe it was better not to know.
saedusk rolled 1 6-sided dice:
5Total: 5 (1-6)
Posted: Thu Aug 21, 2014 9:10 pm
Group Progress: Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3], [5,2] Defenders on Standby: 0 Result of Action: [6,2]: Lighthouse fortified by 5
As Aprife chewed slowly on his sandwich (it didn't taste all that great, but at least it was food) he had a thought. "Hey, maybe we should stick around here a bit and fix the place up some?" It sounded like a good idea at least.
Group Progress: Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3], [5,2] Defenders on Standby: 0 Result of Action: [6,2]: Lighthouse fortified by
saedusk rolled 1 6-sided dice:
6Total: 6 (1-6)
Posted: Thu Aug 21, 2014 9:19 pm
Group Progress: Coordinates Unlocked: [2,5], [6,2] , [5,3], [6,5], [5,5], [2,3], [1,1], [3,6] [1, 3], [5,2] Defenders on Standby: 0 Result of Action: [6,2]: Lighthouse fortified by 6
words
saedusk Crew
Dedicated Bunny
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Hivestuck Captain
Alien Datemate
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Posted: Fri Aug 22, 2014 12:34 pm
DAILY REFRESH!
It's a new day! The fighting has slowed; the forces on each side are becoming tired in spirit and resource. Captain Puchen has made it her duty to visit each team in the field to "raise morale".
"Attention, troops! Your attempts at quelling the rebels have been pathetic! Surely you see that their numbers dwindle, compared to us? So why, I ask myself, are we LOSING GROUND?"
She stalks in front of your group, shooting icy eye contact in every direction. "This is unacceptable. A disgrace to the Alternian Military. The rebellion should be a smear on the ground. I want to see each of you in the base or on the field, working your nubs off for the glory of Alternia. Do you hear me, recruits? No more of this messing around. Take them out, now."
Today's Happenstance(s):
Mapuye's Warcry applied to Royalist Troops today only: 1: Gain 1 additional action per troll, and 1 additional action per extra page. 2: Add 1D6 to all construction rolls 3: Add 1D6 to all demolition rolls 4: Add 1D6 to all recruiting rolls 5: Pick any coordinate on the map to unlock. This effect can be used once per page. 6: You can mobilize troops from one friendly coordinate to two coordinates (friendly or enemy) at once with one action. (The effect rolled in this thread only applies to the team the thread belongs to)
Members of the Royalist and Rebel Teams can roll 1D6 once every hour in the Coastal Base or the Wooded Sanctuary thread to assist the wounded in the medical bay. The corresponding number will subtract from the number of wounded, and at 0 this effect will go away. If a 6 is rolled, a new action can be taken. These posts must be accompanied by RP text.
Each troll is refreshed and ready to go with 2 available actions.
ALSO:Trolls with the journeytroll intelligence ability: Since so many coordinates have been unlocked, many re-rolls have been necessary to get a unique coordinate. But no more! The new ruling on the journeytroll intelligence ability is this:
Each re-roll will increase in numbers by 2D6. So, if you don't find a coordinate on your first 2D6 roll, roll 2D6 again. If there are no unique numbers, roll 4D6. Then 6D6, etc. The FIRST unique coordinate unlocked will be considered the new coordinate. So: Bobbie rolled 4D6 and got 2,2, 5,5 and both sets of coordinates are unique. She ONLY unlocks [2,2].
IMPORTANT:The last official day of the Territory Game will be on Sunday. Come Monday's refresh, the mechanics of the game will cease as the scores are tallied, the threads are reviewed, and we prepare for the final phase of the meta. You will still be welcome to RP in the team threads, but please plan your actions accordingly!
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll. Each re-roll will increase in numbers by 2D6. So, if you don't find a coordinate on your first 2D6 roll, roll 2D6 again. If there are no unique numbers, roll 4D6. Then 6D6, etc. The FIRST unique coordinate unlocked will be considered the new coordinate. So: Bobbie rolled 4D6 and got 2,2, 5,5 and both sets of coordinates are unique. She ONLY unlocks [2,2]. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
Hivestuck rolled 1 6-sided dice:
5Total: 5 (1-6)
Posted: Sat Aug 23, 2014 10:56 am
DAILY REFRESH!
It's a new day! A push by the royalists, inspired by Captain Puchen, has caused a significant power shift. The undermined rebellion will not stand for this. A last push of desperation has spurred the rebellion to fight, and fight hard.
Today's Happenstance(s):
Phoenix Warcry applies to Rebel Troops today only and is based off of the mule's D6 roll: 1: Gain 1 additional action per troll, and 1 additional action per extra page. 2: Add 1D6 to all construction rolls 3: Add 1D6 to all demolition rolls 4: Add 1D6 to all recruiting rolls 5: Pick any coordinate on the map to unlock. This effect can be used once per page. 6: You can mobilize troops from one friendly coordinate to two coordinates (friendly or enemy) at once with one action. (The effect that your team receives will be rolled in this post, and only affects the team that this thread belongs to. Royalists will not receive a buff; yesterday's warcry has worn off.)
Members of the Royalist and Rebel Teams can roll 1D6 once every hour in the Coastal Base or the Wooded Sanctuary thread to assist the wounded in the medical bay. The corresponding number will subtract from the number of wounded, and at 0 this effect will go away. If a 6 is rolled, you receive an extra action for use in your team thread. These posts must be accompanied by RP text.
Each troll is refreshed and ready to go with 2 available actions.
ALSO:Trolls rolling for the journeytroll intelligence effect are welcome to roll up to 20D6 so as to not spam their threads.
REMINDER:The last official day of the Territory Game will be on Sunday. Come Monday's refresh, the mechanics of the game will cease as the scores are tallied, the threads are reviewed, and we prepare for the final phase of the meta. You will still be welcome to RP in the team threads, but please plan your actions accordingly!
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll. Each re-roll will increase in numbers by 2D6. So, if you don't find a coordinate on your first 2D6 roll, roll 2D6 again. If there are no unique numbers, roll 4D6. Then 6D6, etc. The FIRST unique coordinate unlocked will be considered the new coordinate. So: Bobbie rolled 4D6 and got 2,2, 5,5 and both sets of coordinates are unique. She ONLY unlocks [2,2]. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
Hivestuck Captain
Alien Datemate
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Hivestuck Captain
Alien Datemate
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Posted: Sun Aug 24, 2014 11:28 am
DAILY REFRESH!
It's a new day! This evening, everything is quiet in anticipation. The rebels gave a strong push, but the royalists are beginning to retake control. Tonight will be the deciding factor for the Battle of Old Hemisect.
Today's Happenstance: Actions taken today will result in double points.
Each troll is refreshed and ready to go with3 available actions.
REMINDER:Today is the last official day of the territory game. Come Monday's refresh, the mechanics of the game will cease as the scores are tallied, the threads are reviewed, and we prepare for the final phase of the meta. You will still be welcome to RP in the team threads, but please plan your actions accordingly!
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll. Each re-roll will increase in numbers by 2D6. So, if you don't find a coordinate on your first 2D6 roll, roll 2D6 again. If there are no unique numbers, roll 4D6. Then 6D6, etc. The FIRST unique coordinate unlocked will be considered the new coordinate. So: Bobbie rolled 4D6 and got 2,2, 5,5 and both sets of coordinates are unique. She ONLY unlocks [2,2]. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from a friendly base. Defenders must be deployed to a base before they can assault an enemy base and cannot attack directly from your standby.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
Posted: Mon Aug 25, 2014 12:17 pm
CEASEFIRE
A whisper amongst the trees tells rebel trolls to return to the Wooded Sanctuary, while a blaring command instructs royalists to return to the Coastal Base. The fighting has ceased momentarily so that each side may attend to their wounded.
From the course of the battle, it is clear that both sides are evenly matched in spirit. While the royalists outnumber the rebels significantly, the hard-fought battle was certainly not in vain. Captain Puchen herself has reportedly been active during the day, finding sleep elusive over the threat of the rebels.
What was supposed to be a construction project has fallen into messy conflict. Young trolls have been pushed into their first taste of war through the ill-advised conversion of the restoration of Old Hemisect into a temporary ousting of the rebels, and a great price has been paid for the rebellion's counter-attack.
However, although the rebel threat was severely underestimated, the royalists regained and held their ground. The fate of both sides is yet to be seen.
At this time, the mechanics of the territory game have ceased. Trolls can continue to post and roll in the training ORPs until 12:00 PM PST of the 27th, when the final phase of the meta will begin. Trolls are welcome to keep RPing in team threads until the 27th as well.