Notices
Combat
Dorathian Crusade
Dorathian Kingdom vs. The Coalition of the Lakes
Bonuses
Dorathian Kingdom
Reckless Attack +2 Attack, -3 Defence
Dorathian Kingdom 2d20= (18+2=20)+(19-3=16)
vs.
The Coalition of the Lakes 2d20= 4+16
The Dorathian Kingdom's army continues its march forward, toward the capital of the Hamsterfolk Shamans. Continuing along the valley and the alongside the great river, they marched once more into enemy territory to find their enemy entrenched deep. Dorathine the 13th attacked the Coalition forces with a wild, reckless attack but much of the attack was mitigated by the Hamsterfolks' almost clairvoyant defence of their land. The Hamster folk returned little in the way of damage, instead opting to hold their ground against the oncoming tide and only exploiting the few openings that the enemy's recklessness caused. In the end, the Coalition Retreated backward as the casualties began to pile up.
(The Dorathian kingdom Occupies more of the Hamsterfolk Shamans' land)
The Third Crusade
Kingdom of Arghila attempts to Resupply
1d20=11
The forces of Arghila loot the land they occupied but the small southern section of land they took from the Red Court bears few resources, and certainly not enough for a sustained campaign. They've had to supplement their income of supplies with ones brought in by their old allies, the Dorathian Kingdom, what little they could supply them.
(the KIngdom of Arghila's army health has increased by 5%)
The Thairmar army vs. Red Court's defensive armies, Eastern attack
Bonuses
Red Court's defensive armies
Larger Force +2 attack, +2 defence
The Thairmar army 2d20=10+9
vs.
Red Court's defensive armies 2d20=(16+2=18)+(16+2=18)
The Thairmar Army attacks the Red Court's lands from the east, intending to capture their capital. The Red Court's capital city is in middle of the desert sands, still bearing the scars of previous conflicts fought on this soil. But when last time the city was attacked it marked the end of a nation, this time the defence held firm. The army of Thairmar attempted to besiege the city but they are far from home and in unfamiliar lands and around unfamiliar people, where their enemies had the advantage in every regard. The army of Thairmar took great losses in attempting to take the city and were still sent into a retreat back into the Black Qhanganate's lands and the Red Courts garrison took almost nothing in the way of casualties.
The Black Sky-Legion vs. The Army of Mages, Occupied lands.
Bonuses
The Black Sky-Legion
Aerial: +3 Attack, +3 Defence
Reckless Attack: +2 Attack -3 Defence
The Army of Mages
Infinite Provisions +1 Attack, +1 Defence, Immune to encirclement
The Black Sky-Legion 2d20= (14+5=19)+(17-2=15)
vs.
The Army of Mages 2d20= (12+1=13)+(11+1=12)
The Black Sky legion attacked the occupied lands where the Army of Mages had set up camp with a reckless attack. The black sands still covered with the red crystal that marked the attack of the Legion.
The Death of Khagatai filled the Legion with rage and they held nothing back in the attack. The Army of Mages was unprepared for the onslaught and were decimated in the attack, their encampments burnt and their forces driven out of the Qhanganate's land. The Army of Mages could do little against such a violent assault and the few successes they scored were because of the enemy's recklessness.
(The Red Court has lost the occupied lands)
Rolls
Arghila's security investigation
1d20=19
After a large amount of cross-referncing and consulting with his advisors, the King of Arghila manages to root out Yarlac Drem, the crime-lord. However, they are unable to verify whether he does infact possess Necromantic power or not. Still, a sneaking suspicion remains: What is a major crime lord from Arghila doing in a crusade pretending to be a healer. However, it is largely irrelevant, because Yarlac is still a criminal with a bounty on his head in Arghila, as such, he was locked up and bound in chains, waiting to be transported back to Arghila and probably executed. His apprentice was left untouched, as he is considered a nobody.
Dorathian Kingdom attempts to improve the Ziani Cannon
1d20=20!
The Cannon's design is generally relatively simple, with some alterations to the design, a smaller even more portable cannon has been experimentally trialed. These "Hand Cannons" are wieldable and fireable by single person, barely. Although they fire smaller cannonballs which are especially designed for it, the damage these weapons deal is still staggering, far outclassing any bow or crossbow.
However, such weapons are probably far off from actual production and even then they would be specialist weapons.
Greenskins attempt to raid the Slugmen AGAIN...
1d20=15
The Attempts by the slugmen to fortify their lands against further greenskin invasions has had some effect of slowing and stopping their raids, however it is not enough and the greenskins just keep raiding and taking slaves to further their own expansion. However, someone still needs to keep watch over the slaves too lest they run away and they can not be sent into the wilds alone to settle further territories, for obvious reasons. As the Greenskins' numbers are still somewhat stretched thin, they've been unable to further expand their territory for now.
University attempts to Interrogate the Skeleton.
1d20=14
The attempts by the University researchers to interrogate the Skeleton only results in the skeleton in question only becoming more agitated and spit out even more profanities at the researchers, mostly because it is frustrated by the fact that it itself has no idea how it got there, either.
University attempts to copy the Skeleton's cannon.
1d20=20!
The problem isnt with the cannon, the cannon itself is incredibly simple, almost trivial for the researchers to replicate, the problem is with the blasting powder it needs to fire. Namely, it is expensive and hard to get, especially on Dragolia, with the only supply coming from Refugio Guerra. While supply is expected to improve once the Jahtari complete their Sky-ship, the Magi have come up with an ingenous solution to the problem: Why not fire MAGIC out of the cannon? Crawling through some older plans and prototypes of the humans and their warships. The Magi of the university believe they can miniturize the Arcane cannons, and make them small enough to be used by a single operator and simple enough that even the dumbest oaf can fire one. The resulting prototype is a magical device that looks like a smaller cannon at first glance but actually contains an Arcane crystal that it draws power from to fire, a "Mana Blaster" if you will. The cannon is small enough to be wielded and fired by a single person, barely.
A working production model is probably far off, and even then it will be a specialist weapon.
YEAR 301.6
The Third Crusade: After their failed attempt to find and kill the necromancer, Rheis' Paladins instead focus on their main objective, and begin marching toward the Aetherials' Portal. But first they intend to take back the occupied land that was lost with the Defeat of the Army of Mages with furious, zealous attack.
Rheis' Paladins attack the Black Qhanganate from the Red Court and toward the portal with a Reckless attack.Rheis' Paladins vs. Black Qhanganate, from the red court toward the portal.
Bonuses
Rheis' Paladins:
Reckless Attack: +2 Attack -3 Defence
Black Qhanganate:
Larger Army: +2 Attack +2 Defence
Rheis' Paladins 2d20= (15+2=17)+(20!)
vs.
Black Qhanganate 2d20= (19+2=21)+(4+2=6)
Rheis' Paladins marched out of the Red Court's lands with a bitter taste in their mouths and a thirst for blood unquenched by the previous battle. Everything within the Black Qhanganate hated and feared them, even the black sand seemed to attempt to avoid them as the paladins' steel boots landed on the sands. It took mere hours after stepping into the Black Qhanganate's lands for its defenders to assault them in mass, and the numerically inferior Paladins slaughtered the corrupted monsters in droves, their wretched flesh and twisted armor offered little defence against the light of the Paladins or their blades. The Attack of the Black Qhanganate was one of a ferocity and scale never before seen in any war, but no weapon of the Qhanganate could even so much as scratch the armor of the Paladins, whether it was the magical barriers of light or some greater force was watching over them, not a single Paladin fell in the battle, despite being attacked from all sides. Soon the defenders of the Black Qhanganate finally realized their mistake and retreated. Legends would soon spread of the Warriors of Light being invincible among the Qhanganate's ranks.
(The Red Court has occupied a large section of the Black Qhanganate, Taken by Rheis' Paladins.)
With the hull and the skydock of the Sky-ship well and truly done, the Jahtari need just one last part before the Sky-ship is complete:
The lift system, something to bring the airship into the sky and keep it there and also to descend.
The Jahtari Sultanate asks the University for help with the Sky-ship1d20=13
The University's apparently having manpower problems, what with the war going on and numerous other projects, however the Jahtari are able to convince some of the Magi who originally worked on the Aquatic Gondola to help them make a propulsion system for the sky-ship. However, it will likely still take a while before the sky-ship is truly finished and can finally take flight, at last.
Auto-Combat
Dorathian Crusade
The Orc-Slayer bandit and his bandits Attack the Hamsterfolk Shamans, Along the eastern side of the great valleyThe Orc-Slayer bandit and his bandits vs. Coalition of the Lakes, from the south, east side of the great valley.
The Coalition of the Lakes takes half damage, Anti-Bashing protection.
Bonuses
The Orc-Slayer bandit and his bandits 2d20=8+13
vs.
Coalition of the Lakes 2d20=17+11
The Orc-Slayer and his bandits do not succeed in taking any territory from the Hamsterfolk Shamans. They deal little damage and recieve a lot in return.
Coalition of the Lakes attempts to Resupply1d20=2
instead of looking for provisions, some of the Coalition of the Lakes' troops desert the army, instead.
(The Coalition of the Lakes has lost 5% army health)
The Third Crusade
It is not known how, but The Aetherials seem to have somehow aquired a bunch Ziani Cannons and split off 20% of their forces to turn into an Artillery force.The Desert Shades attempt to sabotage the supplies of the Kingdom of Arghila's army1d20=12
The Desert Shades succeed in depriving the Kingdom of Arghila's army of some supplies.
(Kingdom of Arghila gains a -1 debuff to both attack and defence for the next turn)
Kingdom of Karhan attempts to resupply after its failed siege on the Black Qhanganate's fort1d20=7
Despite trying their best to find extra supplies, they could come up with none.
(Karhan gains no army Health)
The Great Diplomatic Army attacks the Black Qhangante toward the south westThe Great Diplomatic Army vs. Black Qhangante, from the northeast
The Black Qhangante takes half damage, anti-bashing protection.
The Great Diplomatic Army 2d20= 16+7
vs.
Black Qhangante 2d20= 9+10
The Great Diplomatic army takes some land further to the southwest in the battle. The Great army does a lot of damage to the Black Qhanganate and takes little in return.
The Black Qhanganate attempts to Resupply after the massive beating its taken1d20=2
Instead of looking for provisions, some of the Black Qhanganate's troops desert the army, instead.
(The Black Qhanganate has lost 5% army health)
The Army of Mages Attempts to Resupply1d20=12
The Army of Mages succeeds in recruiting some additional forces
(The Army of Mages gains 5% army health)
The Red Court attempts to fortify their positions1d20=1!
Somehow, in an attempt to shore up their defences, the Red Court has made its defences far weaker than they were before
(The Red Court gains a -3 Defence debuff for the next turn)
Summary
Year 301.2, Lidku
The Army of Arghila investigates the reports of a necromancer in their midst. Discover Yarlac Dram and lock him up.
Year 301.3, Naturegirl1999
The Host comes in contact with the Red Leaves.
Year 301.4, TankKit
The Dorathian Kingdom attempts to improve the Ziani Cannon, and score a critical success. Producing a prototype "Hand Cannon"
The Greenskins attempt to raid the Slugmen AGAIN, this time the slugmen have put up some fortifications, it doesn't do much.
Year 301.52, IncompetentFortressMaker
The University attempts to interrogate the skeleton, only cause it further agitation as it is unable to figure out where it came from, itself.
The University attempts to copy the Skeleton's cannon, and score a critical success. Produce a prototype "Mana Blaster"
YEAR 301.6, Strik3r
Combat
Dorathian Crusade
The Dorathian kingdom Occupies more of the Hamsterfolk Shamans' land
he Orc-Slayer and his bandits do not succeed in taking any territory from the Hamsterfolk Shamans. They deal little damage and recieve a lot in return
The Coalition of the Lakes has lost 5% army health in an attempt to resupply
The Third Crusade
The Red Court has lost all its occupied lands.
The Red Court has occupied a large section of the Black Qhanganate, Taken by Rheis' Paladins. The Paladins take NO damage in the fighting
Kingdom of Arghila gains a -1 debuff to both attack and defence for the next turn due to the Covert Ops of The Desert Shades.
Karhan gains no army Health from resupplying
The Great Diplomatic army takes some land further to the southwest in a battle. The Great army does a lot of damage to the Black Qhanganate and takes some in return.
The Black Qhanganate has lost 5% army health in an attempt to resupply
The Army of Mages gains 5% army health from resupplying
The Red Court gains a -3 Defence debuff for the next turn in an attempt to fortify
Ongoing Wars(Updated)
How to play
Post which army you want to do what. Fluff can be added but make sure the intent is clear.
Each army can only take 1 action per update.
I will handle the rest including all the rolls
Claimed armies can only be played by the player that claimed them. A claim is lost if the army is not played in several updates.
Otherwise follows the rules and is played like the rest of the worldbuilding game. As long as an army is not claimed, it may be played by any player. No, im not worried about bad sportsmanship
Dorathian Crusade
Dorathhian Kingdom (Offensive Armies) (85.5%)*
The bandit Orc-Slayer and his bandits(Offensive Guerillas) (70.25%)*
vs.
Coalition of the Lakes (Offensive Armies) (31.5625%)*
(Hamsterfolk Shamans and Slugman Duchies)
The Third Crusade
The Red Court (Defensive Armies): (95%)
Army of Mages (Offensive Armies) (55%)*
(Arythia's Chaos Magi and Magi of the University)
The Desert Shades (Guerilla Spies) (100%)*
(Miragians and the Shadowguard of Red Court)
Rheis' Paladins (Offensive Army) (69.75%)*
vs.
The Black Qhanganate (Defensive Armies) (4%)*
The Aetherials (Defensive Armies) (80%)*
The Aetherial Cannon Artillery (wtf? lol) (Artillery) (20%)*
Khagatai's Black Sky-Legion (Aerial Offensive Army) (51.75%)*
Kingdom of Thairmar (Offensive Army) (50.5%)*
vs.
Kingdom of Arghila (Offensive Army) (84.75%)*
Kingdom of Karhan (Offensive Army) (61%)*
vs.
The Great Diplomatic Army (Offensive Armies) (68.5%)*
(Kingdom of Streamland and Kingdom of Zalalastan)
Glossary:
Aerial: This army/unit gets a bonus against ground units/armies
Anti-: When a force is "Anti-" something, they will gain a bonus equal to that what the enemy with that trait would gain when fighting them, and the enemy does not.
Armies: a single force composed of multiple armies. Can be split into their constituent parts. Gains a small bonus against single armies, but any damage taken is taken equally and in full by all armies
Artillery: A specialist force that CAN attack without taking damage in return, however, they are not capable of capturing territory, and do not count as an offensive army.
Bashing: Attacking an army multiple times per update. Every attack after the first only deals half damage to the attacked army to discourage this.
Defensive Army: This army is the defending army for any attacks against territory, unless an offensive army is defending instead. It should be noted that Defensive Armies can not die, they will merely become Guerilla if their health is at 0.
Encirclement: Any territory, Occupied or permanent, surrounded by enemy territory, again, permanent or occupied. Any attacks against such territory gain a massive bonus.
Guerilla: A small specialized force. Other types of armies do not gain any bonueses against them, but their damage in combat is halved. Guerillas do not count as an army for the purposes of sustaining a war, meaning a war is lost if a faction only has guerilla forces remaining.
Immunity: If a force is immune to something, any enemies will not gain that bonus when fighting them.
Offensive Army: This army can move and attack any territory. A war is lost if a faction has no territory and no armies that can attack, note that Guerillas do not count as an army for this purpose.
Spies: A small force specialized in covert operations but poor in direct combat. Covert ops can not deal damage to armies, but can grant bonuses or remove them from other forces.
Splitting: A way to create a new force by using a percentage of an existing army's health. The new army will have the same percentage of health as was donated by the donor army. shhh... defensive armies cant attack, but they can be splitl
Conditions for war conclusion:
ANY of these conditions being true will conclude a war:
1. No Faction is capable of attacking.
2. A Successful peace negotiation roll is made. "Successful" depends on who is winning, based on remaining forces and territory.
Once a war is over, all occupied territories will become permanent territories. In some cases when it isn't obvious, it should be noted WHOSE territory it will become.
Map and Legend(Updated)