Nominated roleplays: The Prophet, DLPi Louis Shirley, C09's moderator, deserves a comment for his amusing mockery of older versions of warlords. His turn message read: Turn (#), game C09 was driven over and hand delivered to (player's name) on (date). Please submit your completed turn on (date), or else you risk becoming a fossil you old dinosaur! Classic indeed! :P This had the markings of an uneven game, judging by the rankings: Name Color WW2L Ranking The Prophet Red 9 Professor Patrick Green 43 Dark Lord Pi Blue 47 KlownKiller Black 50 In Red lands, a prophet appears to lead the land of Aerolandia away from sin and toward both religious and military salvation. The land is currently dominated by masters and their slaves and monsters. The Prophet hoped to change that. Green begins by building giant bats in two of three cities, to aid transport in that forest land. His lands are those of academe. Blue's roleplay will live up to what we have come to expect from Dark Lord Pi. It is absolutely impossible not to love a roleplay by DLPi (as groupies on the prize committee have taken to calling him). It can be neither shortened nor exerpted. Therefore, I will only refer to this roleplay when DLPi interacts with others, avoiding all comments about the giant silver "G", the reappearance of the Ninja Assassin, the fact that items of DOOM! are not even mentioned until turn 16, or the quirky grammar and spelling that are the sign of a true cult hero. (I can't help but point out that even Microsoft Word was uniquely affected by DLPi's report, giving an error that I've never seen before -- by turn 8, no less: "There are too many spelling or grammatical errors in C09 to continue displaying them." Clearly MS Word does not appreciate the subtlety of DLPi's style!) The evil BlackAdder rises in the northwest for the KillerKlowns. He said little but fought valiantly, and with good sportsmanship when the winds of war shifted. Red develops his tale: > The events that took place last time, became news to the masters that > control the land. Some that were present at the sermon of The Prophet > in the now taken and renamed town of The Temple, mocked and rejected The > Prophet and his message. Those damned ones, are the slaves that are > spared from the Carnage Feast, in return, they serve the masters and > their lives are spared. > > In the Carnage Feast, the masters gather to drink and feast for > amusement. There in a field of broken terrain, people > of the land which the masters invaded their land with their powerful > monsters, are put in this field and told to run for their lives, for the > monsters are to be left loose in the field to feed on whatever they can > find. This feast always eliminates any resistance from the people, and > it keeps the monsters fed for anthoer invation of more land. The masters and their monsters challenge the new faith to prove itself, and the Messenger arrives just in time with the holy Datil's Sword to utterly defeat the foes. Red, Green, and Blue build griffins, while Black builds elephants. Only Red does not take a second hero, though later he is able to build minotaurs. On turn 3, Black kills the Green demon. On turn 4, when the Red Messenger frees the devil Yinni, he learns that Yinni had been in the place of The Prophet hundreds of years ago. Yinni reveals that he refused to follow the gods of Aerolandia because they insisted that he kill for them. Upon his refusal, they changed him into a beast that could not survive but through killing. Yinni agrees to join the Messenger, however, since he holds Datil's Sword. Soon, Red attacks Blue, even though the two had exchanged words of agreement. It was inevitable, as the two dueling religions could not be expected to coexist. Red kills Politician A, also known as Mr. A and Esiwald Ocama, in what may be one of the best hero-slaying roleplays of the round. Green then suggests a three-way alliance against Red, and builds a second griffin city. Blue and Red both have their say, but in the end Black rejects the treaty proposal and agrees to terms with Red. His fear was that he would be caught between Green and Blue at the end of the game. Instead he was caught between Green, Blue, and Red in the middle of the game! Perhaps the most interesting thing about the holy war between Red and Blue is that, although Blue loses militarily, Red begins to talk more and more like him as time went on. One has to wonder whether the magic of the Master is working even upon Gods of Aerolandia. By Turn 9, Blue is down to 2 cities, and Red has 23. The rest are split fairly evenly by Green and Black. Black, however, has killed Green's last hero, and the Red/Black union begins to look invincible. But then Red does something unexpected. He declares a civil war upon himself and adopts a split personality. As the demon Yinni dies, The Messenger discovers that the gods had, in fact, acted as cruelly as Yinni had claimed so long ago. He vows to avenge the unjust treatment. This is one of the few games where roleplaying becomes meaningful militarily, with maneuvering going on between the two Red sides. In fact, a blue infantryman befriends the Red hero and they go off walking and talking together for some time. Red distinguishes between forces of the two sides by leaving a movement trail pointing in the direction of the enemies so that the other players can click on a unit and see whether it is friend or foe. Disappointingly, after a brief standoff between the Red forces, the Prophet and the Messenger decide to reunite the kingdom once again, this time under the military guidance of the Messenger. Red now joins in a 3-on-1 battle against Black, who must surely be wondering now why he did not join in the anti-Red alliance not too many turns ago. He is still fighting well, however, sacking one of Green's griffin cities and taking other Green cities every turn. But then on Turn 14, Green deals him a devastating blow, taking the Black capital and three other cities. After this, and a losing battle of attrition to both the Green and Red forces in Black's strongest city, it becomes clear that Black cannot hold. On Turn 17, The Messenger (Green) is greeted by one of the gods he so hates, and they explain to him the immense power of the items of DOOM! that the blue hero ne Bob is now searching for. Red, who controls two (the silver G and Datil's sword), unifies them into the Silver Sword, and makes it his quest to unify the five items himself. He does not have time to get the two items held by the hero of the KillerKlowns, but he decides to meet ne Bob at the rocky spire where the fifth item of DOOM! is said to reside. Professor Patrick, however, destroys Black's final stronghold on turn 20, and gives the final two items of DOOM! to Red's Messenger as a tribute, though he admits to not understanding the purpose of his actions. Clearly, he is being led by forces beyond his control. And what transpired on that dragon's rock? For the answer, you will have to read the game. Militarily, C09 was an odd game, as the only player eliminated had fought extremely well throughout the war. But as roleplaying it was spectacular, with much interaction between Red and Blue -- so much so that the two become good at mimicking the other's style.