Rites

Famous Hamar Brothers

It is said that the brothers Hamar and Jemor, who occupy this place, are infamous and cruel highway robbers. One values life more than money, and the other values money more than life. If someone is unfortunate enough to encounter them together, they will have neither money nor life. The security team warns passing caravans to hire enough guards and avoid this dune area whenever possible.

ID: 5002503

Type: None

Tips: None

Duration: 1 days

Waits For: 3 days

Marked as New Only on First Occurrence: 0

Starts Automatically: No

Triggers Result Automatically: No

Tag Tips: Physique, Combat

Tag Tips Up: Fight Result, Physique, Combat

Tag Tips Text:

Random Text:

Random Text Up:

Roll #1
The whereabouts of the Hamar Brothers have been exposed, but capturing them is not easy...
Type: Fight Result
Type Tips: The number of dice provided by your Combat and Physique is affected by the Brothers' corresponding attributes.
Low Target: 2
Low Target Tips: You need at least 2 Successes to catch them.

Actions When Wait Expires

Action:

Slots

Slot #1
Cunning Jemor

Locks: Yes

Is Key: No

Is Empty: No

Is Enemy: Yes

Conditions:

Pops: None

Slot #2
Ferocious Hamar

Locks: Yes

Is Key: No

Is Empty: No

Is Enemy: Yes

Conditions:

Pops: None

Slot #3
You can either go yourself or dispatch a strong enough follower to hunt.

Locks: No

Is Key: No

Is Empty: No

Is Enemy: No

Conditions:

  • Type = Character

Pops:

  • Condition: Action:
    • Self Pops:
      With your current [Physique] and [Combat] abilities, don't go looking for death.
  • Condition: Action:
    • Self Pops:
      If we have the support of [Intelligence], we will have a better chance of winning.
Slot #4
An extra companion, a better chance of ensurance.

Locks: No

Is Key: No

Is Empty: Yes

Is Enemy: No

Conditions:

  • Type = Character

Pops:

  • Condition: Action:
    • Self Pops:
      With your current [Physique] and [Combat] abilities, don't go looking for death.
  • Condition: Action:
    • Self Pops:
      If we have the support of [Intelligence], we will have a better chance of winning.
Slot #5
Some things might come in handy in the battle.

Locks: No

Is Key: No

Is Empty: Yes

Is Enemy: No

Conditions:

Pops:

  • Condition: Action:
    • Self Pops:
      With your current [Physique] and [Combat] abilities, don't go looking for death.
Slot #6
You can take this to break a Conquest Card of Silver tier or lower

Locks: No

Is Key: No

Is Empty: Yes

Is Enemy: No

Conditions:

  • Type = Sultan Card
  • Tag (Conquest) = 1
  • Rarity ≤ Silver

Pops: None

Activation Conditions

This rite has no activation conditions.

Outcome

Prior

This rite has no prior outcome.

Regular

Each brother has his strengths and weaknesses. You had one companion disguise as a miserly merchant leading a camel alone, enticing the greedy Jemor. Without his cunning brother, the reckless Hamar was no issue. You managed to separate and defeat them individually, tying them up and marching them back to town well before sunset.

Conditions:

Result:

You underestimated your enemies, or perhaps god’s favor was not with you today. As the blood-red sunset fades, the Hamar Brothers claim more lives.

Conditions:

Result:

Action:

Extra

The Sultan allows you to break this Conquest Card. In the following days, you hear that guards frequently come and go at the city gates, seemingly searching for the thief's treasure.

Conditions:

Result:

References

Referenced in Conditions

This rite is used in conditions for the following entities.

Events
Brainless and grumpy

Loot

This rite drops from the following loot: