Turn 2.1 : Year 0 of the Zethean Calendar ~Second Trimester~
Karc the Chained Wolffolk Alpha
Short turn
I - Diplomatic Visit :
The King needs armies so we may remain free from any who preach violence but not all are suited to fighting and he is wise enough to realize that monsters of all skills and types will be needed for a true kingdom.
If you could provide information, guides or assistance for my trips to the Hyalmenids and the Websivons it would be greatly appreciated. I would rather be able to convince them to join peacefully if possible
Continue to the Hyalmenids and Websivons leaders for peace talks.
Long turn
Same as above but recruit as I go along
(I'm going to say that Krac got some lessons in diplomacy from the King and if this keeps up I'm going to throw a feast as celebration.)
"We will provide you a guide to show you a safe way to the Hyalmenid Hives and the Websivon nests.
But I fear talks won't go as smoothly with them as it did with us. The Hyalmenids are fierce warmongers, and they claim a huge part of the Forests. They believe that might makes right.
Websivons are cunning predators with a strong instinct of self-preservation. They will never fight a losing battle. As such, they can be reasoned with."You left the Fays territories with two Fay guides. Chidea and Rilys.
Long Term Actions :
-Meet Hyalmenids and Websivons for peace talks
-Recruit - I - Onward to the Hyalmenids Hives :
Recruitment : [1]
Thanks to your two guides, the journey to the Hyalmenids controlled territories went without a hitch.
As you approached to your destination, you met some Hyalmenids Workers and Warriors, and attempted to recruit them to your cause.
Your choice of words and your reason outragedt these armored giant ant-like monsters coursing with elemental power.
Your words insulted their pride, and were perceived as an offer to break the allegiance to their hives.
Word quickly got out, eventually reaching the higher-ups. You could only hope it wouldn't tarnish the future diplomatic action...
- II - Diplomatic Meeting : [2]
You eventually arrived in front of the first Hyalmenid Hive. Constructed around and through a thousand-year old tree, the impressive structure was bigger than a human castle on the surface. Hundreds of busy insects flew and sprawled around, making the surroundings extremely noisy.
Suddenly a platoon of around ten Hyalmenid Warriors landed next to you. What appeared to be their chief moved forward.
"Move no further invader. Our scouts transmitted us your intents, and in the name of Kshiir our King, we order you to leave.
We won't bow before you. In the future, we won't show any mercy toward trespassers."Hyalmenids declared Open-Hostility toward Zethe
Eversor the Death Lord -Animated Armor-
"I shall give you another chance, Bartoros. Pledge yourself to Zethe... or perish."
Should they join, get the locations of any major leaders in the Plains from them. If they keep being stubborn, slaughter them.
Take some time to recuperate our wounds before venturing forth in our quest to subjugate the Plains. If we need the support of blacksmiths to fix ourselves, come back to Tartarus.
The Law of the Strong [Str4] : [1+4] [5]
The last Bartoros Elder, half his face disfigured by blood and wounds claimed with a defiant voice :
"You may have bested us, but you will never break the greater clans ! We will never bow !""Enough." said Esl and Arp, who stood their swords draw next to the Bartoros.
Plunging their blades in the neck of the elder, they severed his head in a swift and perfect motion. Half of the remaining Bartoros trumpeted in defiance, and were all silenced by the blades of your soldiers.
Only 6 remained after the executions. The six who didn't defied you like the others. Head bowed, look down, they said with a submissive tone :
"We pledge ourselves to Zethe."Those ones were more cooperative than their dead kin. They gave you the estimated location of all the major groups of Bartoros.
As a nomadic species, tracing them exactly was not an easy task.
Stand down and heal the wounded : [4]
Your soldiers injuries were nothing major, and they could regenerate over time, like living beings healed from their wounds.
You didn't know if this property belonged to their armors or to their souls.
Standing down for a moment, you gave time to recover to your troops. The Armors were soon ready for another fight, while the Bartoros recovered enough to journey once more. They were not at full strength, but were still in a good shape.
You also took advantage of this time to reflect upon the best way to approach the problem.
Would you have enough troops to deal with all the inhabitants of the plains ? Should you approach the problem differently ?
Animated Armors [15]
> Normal Soldiers [CR 15]
> Esl and Arp [CR 25]
Bartoros [6 / CR 10]
> Morale [Bad] Loyalty [Decent]
Leader : Eversor [CR~30]
Size : 21
Average Combat Rating : 15
Morale : Great
Loyalty : Unwavering
Distinguishing Features :
- Animated Armors [Animated Armors]
- Great Weapon Skills [Animated Armors]
- Individual Powers [Animated Armors]
- Incredible Strength and Resilience [Bartoros]
A Messenger from Tartarus :As you pondered this, Esl disturbed your thoughts.
"A messenger from Tartarus, sent by Azarian the Thoughbeast."You dismissed Esl and met with the messenger. A silver haired harpy named Phyr.
The petite girl with white feathers approached you, taking out a large scroll from her shoulder bag.
Opening the scroll, you read with great interest. Within it was compiled valuable informations about the inhabitants of the Plains of Wenat. Marvelous !
Deep Knowledge about monsters of the Plains obtained [It is assumed this scroll contain a huge amount of informations]Dominant Group: Bartoros (Main Threat to unification)
> Armor/Rage-mode
Other Groups:
> Flying monsters (Birds of prey mainly)
> Dragon-type monsters (Dangerous but not threatening)
>> Celestial-subtype
>> Hybrid-subtype
>> Terrestrial-subtype (rare)
All groups Nomadic. Resistant to the idea of unification.
Bloops the Entropic Slime
Bloops convinces his deserting soldiers to stay. He promises to take all his troops back to Tartarus for a while if they remain.
Nothing you could
say would change their mind. All that was left was beating some sense into them, as per the traditional way.
Bloops Arguments [Mag2] : [4+2] [6]
Deserters Arguments [Str0] : [3]
You blasted them away with well placed Destructive Blasts, making sure they understood the extent of your powers.
They were convinced by your way with words, and stayed in your group. This argumentation session also touched the common sense of the other slimes, raising their loyalty. The morale on other hand, plummeted a little further.
Except for Cyanure and Waste, whose morale raised.
Loyalty is now GoodDoesn't it feel good to be right ?
Only Slimes. Bar a lesser earth elemental.
Size: 10
Average Combat Rating: 4
Morale : Pretty Bad
Loyalty : Good
3 Green Slimes : [Partway between blob and puddle, CR4]
-Green > creative, hates fruits
-Slimy > ambitious, likes everything
-Greeny > very shy
1 Yellow Slime : [Partway between blob and puddle, CR4]
-Mellow > violent, short-fused
2 Green Blobs : [Uniform blob, CR4]
-Bloopser > silent, kind of dumb
-Leaf > bigger than usual, more gluttonous than usual
1 Brown Puddle : [Very Liquid, like a puddle, CR4]
-Sploosh > reckless, careful with food
2 Enormous Toxic Protoslimes : [CR 8]
-Named Cyanure and Waste
> Morale [Good]
1 Lesser Earth Elemental : [CR 1]
-Named Lopoil.
Distinguishing Features :
-Amorphous, Slimes
-Forest-subtype
-Prone to Friendly Fire (Toxic Protoslimes)
Azarian the Throughtbeast and Rin/Devourer the Crin
"Devourer, I am Azarian, and I am assigned to keep you out of trouble. I will attempt to answer any questions you have, but we will be departing immediately."
depart for the shores of zethe with the watchers, and the devourer. Have one watcher attempt to scout ahead for any large groups.
Light airy unbroken sounding clearer and less mangled then Devourer's thought's
....please help me.
The devourer shudders in slight anger at..... something? If you can read thoughts you'd have heard it most definitely.
"...Nghh Pestering First what are your capabilitys?"
Follow!
Endovar bade you goodbye, and wished you good luck. He acted as if Devourer/Rin didn't exist.
Long Term Actions :
-To the shores of Zethe
-Scout
-Unite the shores The journey to the shores was uneventful, seeing as they were close to Tartarus.
Eventually you began to smell the marine wind, carrier of salt. You sent a watcher ahead, on the lookout for large gathering of monsters.
With their hundred, maybe thousand eyes, Churateth carefully scrutinized the shores. Nothing escaped its sight, and it reported back pretty quickly through mind communication.
"Lord Azarian. Inspection of the designated perimeter revealed no group exceeding ten individuals. It is all within the data you gathered, inhabitants of the coast are not prompt to forming communities."992 individuals detected.
700 Crustacean-type
180 Fish-type / Amphibian-subtype
71 Beast-type / Turtle-subtype
34 Amorphous-type
7 Neritians
230 groups of less than ten.
2 groups exceeding ten.
Ogg Goreth Junger the Oogr -Magi-
GRAB HIS HEAD AND SMASH HIM AGAINST THE GROUND!!!
Skirmish -Round 2- :Ogg -Attack Enemy Leader- [Str2] : [1+2] [3]
Adult Green Ogre -Counterattack- [Str2] : [2+2] [4]
Roaring and shouting brainlessly, the two leaders threw themselves on the other, turning their fist duel into a pitiful on-ground melee.
Locked into an improbable wrestling situation, they couldn't make head or tail of what was happening, and just tried to hit or grab whatever felt like not belonging to their own body.
Ogg got the shortest end of the stick though, being under the Ogre and eating the ground.
The leaders credibility took a massive step down.
Green ogre groups morale down to Bad
Ogg group morale down to Feeble
Ogg group loyalty down to FeebleOgg's Troops : (2d6) [2+3] 5 + (CR) 14 - (Morale) 2 —
17Green Ogres Forces : (2d6) [2+5] 7 + (CR) 8 - (Morale) 4 —
11Everyone kept punching and whacking their enemies. But the Ogres attacks began to diminish in vigor, from their dwindling morale.
It could be said the same from Ogg's fighters, seeing their performance decreased.
Eventually,
1 Juvenile Green Ogre was taken down.Ogg's group morale rose slightly
Morale is now DecentOgres morale is going down the drain.
Morale is now Very BadGreen Ogres Morale Roll : [2]
Not able to take anymore of this, the remaining Green Ogres fled in terror !
"NO ! COME BACK !" shouted the wrestle-locked leader.
Realizing he wouldn't last long if he stayed, he released his hold of you, leaving you face first in the mud and fled.
You could pursue them if you wanted.
Skirmish OverOgres Casualties Status : [5]
The incapacitated Ogres got only punched hard enough to black out, but had no lasting injuries. Those two are at your mercy, still being in a semi-conscious state.
[+1 Adult and 1 Juvenile]
Terrain : Forest
Visibility : Decent
Time : Day
Adult Green Ogres [2 / CR 3]
Juvenile Green Ogre [1 / CR 2]
Leader : Adult Green Ogre [CR 3]
Size : 3
Average Combat Rating : 2 + 2 (Terrain)
Morale : Feeble
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
Rakar the Lryka
The scaled beast clad in his red armor slowly stands up looking at the messenger
"Tell the King im working on it."
Turning around towards the Mountain he begins walking
Go to the Mountain of Orotar
On the way to the Mountain of Orotar recruit any monsters willing to join the King's cause and for the many battles to come where they can become great legends that are told about for centuries to come of their might and strength!
Gather information about the Mountain of Orotar on the way there
Long Term Actions :
-Head to the Mountains of Orotar
-Recruit monsters on the way
-Gather Informations on the way
Along the way to the Mountains, you attempted to recruit monsters starting in the surroundings of Tartarus.
But you had some bad reputation among the current citizens of Zethe.
You were a strong quite capable leader indeed, and they respected you for that. But your troops were known for having a survival rate of 0%, due to your excessive warmongering tendencies. And many Zethe's monsters joined because of the prospect of living, not of dying.
Of course there were warriors dreaming of glory, but the ones you met weren't mad enough to join you.
Bad reputation discovered- II - Information Gathering : [5]
None joined you, but they still shared what they knew about the Mountains. They did't hate you after all, just lacked a wish of "immortalizing death".
It happens you encountered many monsters coming themselves from the region of Orotar.
The lower to medium ranges of mountains were inhabited by many harpies and other flying creatures.
Harpies lived in medium-sized communities, and competed with the Roc-like birds of the mountains.
Far into the highest reaches, unchallenged, lived Dragon-type monsters into clans. The strongest clan was known as the Thunderbreath Clan, led by a Celestial-subtype dragon named Bailas.
They were at peace with the Giants also living there.
Then near the active volcano known as the Gofentar lived mainly creatures made of magma. The salamanders also lived there, having a lot in common to harpies in term of organization.
There were many, many other species of monsters living there. Mainly Flying Beasts, some elementals, etc...
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 : Partially Controlled
> inhabitants : predominantly Beast-type, Insect-type and Plant-type monsters
Forests of Ylmeria Surroundings : Partially Controlled
> 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
> inhabitants : predominantly Flying Beast-type
> dominant powers : Dragons and Giants
Mountains of Orotar Surroundings : Uncontrolled and Rebellious
> inhabitants : predominantly Flying Beast-type
Frontier of Zethe : Uncontrolled and Rebellious
Shore of Zethe : Uncontrolled and Rebellious
> inhabitants : predominantly Crustacean-type, some Beast-type (Turtles)
> dominant powers : Neritians