For hundreds of years Goria and Vunico have hated eachother. Each country desires the land, resources, and riches that the other possesses, so much so that they'd gladly kill the other. Unfortunately for these sworn enemies, trecherous seas and impassible mountains have kept them apart. No army could possibly cross the rough mountains, the terrain is too steep and rough, and the ancient dwarven traps and indigenous monsters don't make it any easier. The sea isn't any better either. Rocks seem to move into the paths of boats, and monstrous leviathans swallow ships whole. Indeed, there is no way your glorious army could reach the cowardly Vunicos hiding across the mountain range. But now thats all changed. An entrance to a vast underground dungeon has been discover. Its tunnels stretch deep into Gorian territory. Finally, the righteous nation of Goria will defeat those evil Vunicos and claim the north.
You are the righteous and proud people of Goria. The Goria soldiers are well suited to the wide open plains and deserts of their homeland. Your armies are seemingly endless numbers of nomads, tribesmen, and various other men and women of the plains. Each armed with a wicked curved sickle and a hide shield, they march into battle behind falcata wielding officers riding dragalos. Your army has only begun formal training in the last few months, but almost all of your recruits have spent their lives hunting the wild plains and fending off bandits. A very small portion of your soldiers are proficient with the atlatl, a wooden dart throwing device. More deadly than any arrow or spear, these atlatlers are an elite force, capable of killing the south's largest and most dangerous beasts, the dragalo. Some captured dragalo have been trained as war beasts and are capable of roasting a man alive while charging full speed into battle. Your army may be new, but the fiery passion of patriotism burns in their hearts.
To play for this glorious side, post here. You can only play for either Vunico or Goria, so choose wisely. Out of respect for the other team, stay out of their thread. Post banter and such in the core thread.
To begin with, players should vote on which boss monster and set of minor monsters they'd like to begin with.
To play, during the Design Phase either post a design for a new item or summons, or quote someone else's design and add a +1. You can only design or support one design, so if you change your mind go back and strike out your earlier post to make my life easier when totting up votes.
Vuncio Homelands: 4/4 Vuncio
Boiler Wing: 2/4 Vuncio, 2/4 Goria
Mushroom Caverns: 2/4 Vuncio, 2/4 Goria
The Expanse: 2/4 Vuncio, 2/4 Goria
Frozen Tunnels: 2/4 Vuncio, 2/4 Goria
Goria Homelands: 4/4 Goria
War sickle: A curved sickle, previously used in the fields. Inexpensive. Requires little training.
Atlatl: A small device used to launch darts over long distances. Deadly, but requires a lot of training. Expensive.
Padded armor: Cloth armor made out of layers of dragalo wool and reinforced with leather. Not incredibly durable, but keeps the elements at bay. Inexpensive.
Hide shield: A shield made out of leather. Inexpensive.
Dragalo: A large animal that has the upper body of a buffalo and the lower body of a dragon. Native to the southern half of Relt. Its large curved horns are typically used to headbutt other dragalo, but are equally as capable of ramming Vunicians. Breathes fire. Expensive.
Ring mail: Officer armor. A set of interlocking metal rings in the shape of a long shirt. Expensive.
Falcata: A really dangerous-looking single-edged sword with a heavy forward-curving, i.e. concave blade. Officer weapon. Expensive.
Summoning Circle: A magical device located at the entrance to your dungeon (from your country). Allows you to summon creatures to aid in the war effort.
Each country starts with one boss monster and one set of minions. Each player gets one vote for each of these. Note: Both summoning circles can summon anything you design, this is just what they were set to when you found them (and thus what you start with).
Goblin Summoning Circle
Goblin Fighters: Small, quick, and ruthless goblins. Not the smartest, or the strongest, but there are a lot of them and they are mean. Inexpensive.
Goblin Archers: These cruel fellows use poison arrows to make sure they get the job done. Expensive.
Goblin Pyromaniacs: Goblins + fire magic = death. These goblins can hurl fire at the enemies from afar. Very expensive.
Ocean Summoning Circle
Flying Leeches: A swarm of leeches with wings. Inexpensive.
Wolf Shark: Sharks with the legs of a wolf. Incredibly ferocious. Expensive.
Whale Warrior: Ten foot tall whale-like human in armor. Incredibly strong. Very expensive.
Undead Summoning Circle
D(r)ead Knight: Undead cannon-fodder, they're slow and weak, but incredibly durable. Inexpensive.
Ghoul: These gaunt pale humanoids can heal themselves on the corpses of enemies (and allies). Expensive.
Shadow: Semi-transparent wisps of smoke in human form. Can turn into a cloud of smoke at will. Almost invisible in the dark. Very expensive.
Slime Summoning Circle:
Slime knight: Small humanoid riding on a teardrop shaped slime. Surprisingly dangerous. Inexpensive.
Flying slime: Jellyfish like slime with wings. Its tentacles have a powerful sting. Expensive.
Wizard Slime: These slimes shoot balls of slime at the enemy. It hurts more than you think, and it slows down enemies. Very expensive.
Plant Summoning Circle
Mushroom man: Squat humanoid mushrooms. They continue fighting until they're chopped to bits. Inexpensive.
Man Eater: Large venus flytraps which walk on four stem-like legs. Can also spew acid. Expensive.
Hanging Trent: A giant humanoid made of trees. Dozens of hanged corpses dangle from its branches. Very expensive.
Beast Summoning Circle
Giant bats: A swarm of bats each the size of a housecat. Inexpensive.
Sasquatch: Powerful humanoids accustomed to cold climates. Expensive.
Unicorn: Magical armor piercing horn, unnatural speed and stamina, and highly intelligent. Very expensive.
Enchanted Summoning Circle
Mechanical spider: Mechanical spiders the size of small dogs. Inexpensive.
Sentient Sword: Magical floating weapons that fights on its own. Expensive.
Flying carpet: Magical carpets capable of flying continuously inside of the dungeon. Very expensive.
Holy Summoning Circle
Defenders of the faith: Angels with bows that shoot holy arrows at a fairly close range. Inexpensive.
Battle Priests: Healers who go among the troops and heal them during combat. Expensive.
Paladin: Heavily armored holy knights. Very expensive.
Bosses:
Dragon: A large firebreathing dragon. A national effort.
Golem: A giant golem made out of rock and steel. A national effort.
Ice wyrm: A relative to the true dragon, used to cold, breathes an icy breath. National effort.
King slime: A giant slime (with a crown) capable of devouring squads at a time. National effort.
Master of disguise: A monster which can look like other monsters or people. National effort
Three Headed Troll: A giant troll with three heads. Very strong and tough. National effort.
Kraken: A floating giant squid. It has many many small tentacles capable of holding weapons, and two larger tentacles for smashing enemies. National Effort.
Spiderqueen: A giant black and green spider capable of biting fully armored men in half and shooting webs over whole squads. National effort.
Ancient mummy: A resurrected ancient pharaoh. It can curse enemies, causing them great fear and panic. National effort.
Forest guardian: A magical centaur with moose antlers. It can summon thorny vines to impede and injure the enemy. National effort.
Giant hamster: A hamster the size of a large semi-truck. Its keen senses allow it to locate enemies at a distance and avoid traps. National effort.
Fell Lord: A large demon. It glows with black and green fire. Its presence intimidates enemy troops and bolsters your own. National effort.
Pack of robot hyenas: Ancient dwarven constructs shaped like hyenas, they're made of dwarven steel, have a powerful bite, and shoot beams from their eyes. A national effort.