Turn 1.4 : Year 0 of the Zethean Calendar ~First Trimester End~
Azarian the Throughtbeast
Long term actions: Research the peoples of the shore instead, since my original objective has been taken by another.
Obviously the next step would be to unify the coastland if possible.[/b]
Long Term Actions :
-Research monsters of the shore
-Unify coastland - I - Information Gathering : [6]
Knowledge is power, preparations are keys in a campaign. Holding this credo in high esteem, you thought at the foolishness of your comrades, who rushed what you would call recklessly in the unknown.
But the king had faith in them, so they probably had some skills.
You dove once again in deep research, accumulating all the information you could about the monsters of the shore.
Many weeks passed, and eventually months had gone. It was already the third month of the year !
However, this time wasn't spent idly. You accumulated a good deal of intelligence about the inhabitants of Zethe's shores.
Zethe's shore were controlled by a numerous species of the sea called the Neritians. Not really united, but pacific toward their own kind, they were a species of beings made of liquid close to a slime body.
They were composed of an external "hard liquid" carapace, green to yellow colored due to being photosynthetic in nature. Then the interior of their bodies was made of "soft liquid", that they could manipulate and turn into many forms.
Few info on their view of Zethe, or even their propensity to join the kingdom was available. The kingdom was in dire lack of marine fighters.
Competing with the Neritians were many other species, mainly of Crustacean-type [Crabs, Hermit Crabs...], though some competitors were of the Reptile-type [Great Turtle-like monsters mainly].
The other monsters were even less united than Neritians, and as such a display of great strength was advised to make them join Zethe. Casualties may or may not be expected, depending on the success of the strength display.
Diplomacy or dialogue was ill-advised as counterproductive, as convincing each individuals would probably lead to a needlessly long campaign.
All this intense Information Gathering made you better at, well, Information Gathering.- II - To the Coastland : [6]
Before you could properly leave for the coastland, you received a written message from Endovar.
"Azarian, I heard you were doing well. I applaud your careful demeanor, your intelligence gathering won't go forgotten.
I have a special assignment for you. We captured a monster deemed dangerous to the kingdom, but his highness Radeus seemed to have a plan in mind.
It is a Devourer, with the peculiar characteristic of having absorbed a human. Maybe we could put it to use, but I believe you are the best suited to keep an eye on him. Your fragmented consciousness should render you impervious to the Devourer.
Come see me if you accept my mission."Mission got: keep an eye on Devourer (AbstractTraitorHero)
Ogg Goreth Junger the Oogr -Magi-
Continue trying to bring monsters under my control
Short term: Look for small/weak groups to Attack, and Bridges to hold.
Long Term: You should know already.
Long Term Actions :
-Recruit
-Hold bridges / Attack weak groups Thirsty for battle, you looked for easy foes. Thus you left the peaceful surroundings of Tartarus, delving closer to the Forests of Ylmeria.
As for bridge, you didn't find any. Such infrastructure was impossible to find in the savage lands, and only in the lands around Tartarus were bridges started to be built.
The Green Ogre had an idea. He led you to a smaller clan of his kin, explaining you that if they were beaten into submission, they would surely join you.
And after some days of searching, you found their dwellings in a part of the forest. Wasting no time, they came out of their homes to attack you.
Skirmish Initiated !Terrain : Forest
Visibility : Decent
Time : Day
Adult Green Ogres [3 / CR 3]
Juvenile Green Ogre [2 / CR 2]
Leader : Adult Green Ogre [CR 3]
Size : 5
Average Combat Rating : 2
Morale : Good
Distinguishing Features :
- Only humanoids
- Forest-born
A Red Troll and a Green Ogre [CR 3]
Leader : Ogg [CR ~15]
Size : 3
Average Combat Rating : 7
Morale : Good
Loyalty : Decent
Distinguishing Features :
- Only humanoids
Bloops the Entropic Slime
Attempt to improve morale by invigorating the troops with hope for the future. They may have had a boring past, but that shall all end now.
Long Term Actions :
-Travel to Orotar
-Recruit preferably slimes
-Train Troops and Self [2]
You attempted to rouse the slimes by telling them of the many great things to come, of a future brighter than they could imagine.
You said this passionately, as they digested some fruits and dead plant matter lying around.
Morale Unchanged- II - Training on the way to Orotar : [5]
You devise an ingenious, efficient and effective training program as you walk toward the mountains.
You think, the journey is going to be long, might as well make the most out of it.
So you ordered the slimes to travel while carrying heavy and unbalanced trunks, boulders and the like.
To motivate them further, the first one would get priority on the next meal.
Taking into account the characteristics of your troops, you adapted the training daily. Furthermore, seeing their own progress increased their morale !
Troops Combat Rating increased by 1
Morale is now Very GoodAs you progressed onward to the Mountains of Orotar, you met some strong slimes who accepted to join you.
Enormous Toxic Protoslimes, deemed savage and aggressive for slimes, they are known to usually attack anything organic to further increase their poisonous potential.
Named Cyanure and Waste.
Seeing them joining your troops made the other slimes feel uneasy, lessening their morale.
Morale is now Decent
Size: 12
Average Combat Rating: 4
Morale : Decent
Loyalty : Decent
4 Green Slimes : [Partway between blob and puddle, CR4]
-Green > silent, likes shrooms
-Green > creative, hates fruits
-Slimy > ambitious, likes everything
-Greeny > very shy
1 Yellow Slime : [Partway between blob and puddle, CR4]
-Mellow > violent, short-fused
1 Deep Brown Pudding Slime : [Tall and large blob, CR4]
-Pudding > friendly, peacemaker
2 Green Blobs : [Uniform blob, CR4]
-Bloopser > silent, kind of dumb
-Leaf > bigger than usual, more gluttonous than usual
1 Pink Amoeba : [Many small flagella-like appendages, uniform body, CR4]
-Candy > outgoing and cheerful
1 Brown Puddle : [Very Liquid, like a puddle, CR4]
-Sploosh > reckless, careful with food
2 Enormous Toxic Protoslimes : [CR 8]
-Named Cyanure and Waste
Distinguishing Features :
-Amorphous, Slimes
-Forest-subtype
-Prone to Friendly Fire (Toxic Protoslimes)
Eversor the Death Lord -Animated Armor-
((Guess I forgot to mention that Wave of Death was intended to be used with STR, since it's the sword's magic, rather than Eversor's. Eh, it's fine this way too.))
((And yeah, Animated Armor soldiers are even better than I expected. That 16 combat rating is awesome. And there's 15 of them.))
"To the death, then!"
He armored himself up, eh? Then change my grip on the sword and execute a murderstroke.
((Noted your intent, will see how I handle it later.))
Ongoing Battle :Eversor -Mordhau- [Str4]: [6+4] [10]
Swapping your grip, you rose your sword above your head.
And with a swift and powerful blow, you landed a shattering strike on your opponent's skull with the pommel of the blade.
But the impact was so strong that even your own body shook in response.
Part of your pommel broke off, and you felt yourself trembling, stunned and in great pain.
The backlash was unusually strong, as if this strange armor reflected back damage to you.
Hanor fell, his skull caved in.
You lifted your sword high, as proof of your victory.
Immediately, the furious roars of the Bartoros rose on the plain. They charged toward you and your group, ready to avenge their leader.
Skirmish Initiated !Your troops prepared for the fight, waiting for orders.
Terrain : Plains
Visibility : Perfect
Time : Day
Adult Bartoros [35 / CR 10]
Elder Bartoros [3 / CR 20]
Leader : Elder Bartoros
Size : 38
Average Combat Rating : 10
Morale : Great
Distinguishing Features :
- Armor-mode
- Rage-mode
- Herd
- Masters of the Plains
Only Animated Armors
Size : 15
Average Combat Rating : 16
Morale : Great
Loyalty : Unwavering
Distinguishing Features :
- Animated Armors
- Great Weapon Skills
- Individual Powers
Peculiar Individuals among Eversor's Troops :Name: Esl
Species: Forsaken Animated Armor
Combat Rating : 25
Species Traits :
- Animated Armor
- Great Weapon Skill
- Wield an artifact sword
Special Skills :
- Merge with Arp
- Solar Slash
Name: Arp
Species: Forsaken Animated Armor
Combat Rating : 25
Species Traits :
- Animated Armor
- Great Weapon Skill
- Wield an artifact sword
Special Skills :
- Merge with Esl
- Lunar Slash
Karc the Chained Wolffolk Alpha
Head out to go parlay with The Fay
Long Term Actions :
-Go to meet the Fay- I - Diplomatic Visit : [5]
You travel to the territory of the Fays. The forest there is noticeably different, with plant-life brimming with life and vigor.
The trees, the grass, everything seems to be observing your group as you walk through. Eventually the Fays show themselves to you.
Petite humanoids not taller than a young human, they had glossy skin, some lime, some pale green, some white...
They floated with their dragonfly-like glasswings, and a group of them approached you.
"Hi, what do you want in our woods ? If this is blood that you seek, search elsewhere. We don't seek troubles, and only long for harmony."
Newcomers
Meanwhile, back at Tartarus..In a pure black room stood a shifting being of blackness. Sometime, his figure became small and humanoid.
A voice echoed in the room, directed at the being :
"Why do you want to join Zethe ? Answer, Devourer."The being didn't know whose voice it was, but it was cold and commandeering.
[AbstractTraitorHero may post]
World Status
"Bring all monsters of Zethe under our banner.
And if you can't, crush them according to the law of the strong."
Tartarus : Controlled and Pacified
Tartarus Surroundings : Controlled and Pacified
Forests of Ylmeria : Uncontrolled and Rebellious
> inhabitants : predominantly Beast-type, Insect-type and Plant-type monsters
Forests of Ylmeria Surroundings : Uncontrolled and Rebellious
> inhabitants : predominantly Beast-type, Insect-type and Plant-type monsters
Plains of Wenat : Uncontrolled and Rebellious
> inhabitants : predominantly Beast-type, some Dragon-type and Flying monsters
> dominant powers : Bartoros
Plains of Wenat Surroundings : Uncontrolled and Rebellious
> inhabitants : predominantly Beast-type, some Dragon-type and Flying monsters
> dominant powers : Bartoros
Mountains of Orotar : Uncontrolled and Rebellious
Mountains of Orotar Surroundings : Uncontrolled and Rebellious
Frontier of Zethe : Uncontrolled and Rebellious
Shore of Zethe : Uncontrolled and Rebellious
> inhabitants : predominantly Crustacean-type, some Beast-type (Turtles)
> dominant powers : Neritians