Notices
Year 303.7
((It's WAAAAAAAAAGH time!))
((*Engages Microsoft Sam Voice* well fuck
Its my fault, i should have never made that joke in the first place. Also, im not actually that big a fan of Warhammer, not my cup o' tea.
Im gonna assume you want another war... Can we wait till the other two are resolved? There will also be a small delay as i refine the rules of the wargame further.
Which side will you be playing in the coming war between the greenskins and HCE?
Also, please don't go too crazy big with your turns, especially with an excess of rolls. I do have to write out every one. As such, i'll only be writing shortly about the outcomes of all the rolls in your turn.))
Due to there being so few turns this time around i spent a bit of time expanding further on the Elysians.
Rolls
The Waterstone clan attempt to make an island.1d20=7
The digging of a channel long enough to seperate the peninsula from the mainland is a massive undertaking that will take a long time, especially with the setbacks that the dwarves are encountering, including leaks in their barrier walls/dams, hard bedrock and other annoyances.
The Kingdom of Thairmar tries to quell unrest1d20=9
With the Purple Leaf Disease ravaging their lands and the failure of the army in the war, the tensions are running high in the Kingdom of Thairmar, what is left of it. With everyone in the kingdom fleeing to the western tip of it, it has caused a bit of overcrowding and unrest, as refugees from the east are suffering in poor conditions, are being accused to carrying the disease, and there isn't enough food to go around for everyone. The officials are doing their best to quell unrest, but its a battle they are slowly losing.
Dorathian Kingdom and the Coalition negotiate for peaceDifficulty=Trivial
1d20=16
The Hamsterfolk shamans and the rest of the coalition is in no position to refuse the demands of the Dorathine, and all occupied lands have now formally become the territory of the Dorathian Kingdom.
The remainder of the territory not taken by the Dorathian Kingdom remains as the Hamsterfolks' territory, at least officially, but the Dorathian Kingdom will almost certanly be harrassing what remains of the Hamsterfolk Shamans for tribute. The Orc-Slayer bandit has taken his pay for his part in the war, and has gone off to do whatever he was doing before. Its probable that he will show up again, in the surely brewing siege of the HCE.
The war is over. Whether conflict was worth it for Dorathine remains yet to be seen.
((i love that the timespan of the war actually makes sense, about 3 years or so))
HCE attempts to fortify a fort to a fortress1d20=20!
The threat of the greenskins was a very apparent one, The Kaiser mobilized all his forces and resources into fortifying a small fort to the north, not much more than a watchtower, into a powerful fortress that may be the only way to stem the green tide. The construction was finished in record time, turning the once small fort into a fortress meant to withstand an assault by any force in a mere few months.
The acting leader of the Great Diplomatic Army finds a mysterious letter on his field desk, it is written with an unsteady hand:
Go west. They're too spread out to hold the lands. You'll have your channel. The golden orb will give you what you need, protect it.
Do not waste the lives of your men needlessly. Peace is on the horizon. Hold out.The letter is unsigned.
YEAR 303.9
Since the opening of the portal to Elysium, some Elysians have "joined" The Great Scar University. Well "joined" is a bit of a wrong word. They just came through the portal and began to run amok inside the University.
They don't really cause much damage to the University, at least not intentionally. But being the overly curious creatures that they are, they often disrupt research work and classes while young magi are trying to learn magic, they also have done an impressive amount of damage to the landscape of the University city's great gardens by digging their dens despite there being only a few Elysians in and around the university. Elysians are seemingly innately drawn to the most dangerous or fragile things on the University grounds, The University's mages have to constantly be alert for Elysians trying to play with or eat anything dangerous or important that they can get their hands on. And if the Magi yell at the Elysians, they just get scared and drop whatever thing they're playing with, often with disastrous consequences for both the University and the Elysian in question. And if the Elysian in question isn't hurt, they just droop their ears and stare at the Mage with puppy eyes. At least the mess has resulted in some valuable information regarding Elysians: They do in fact seemingly have a sense of guilt, it doesn't help much, but at least that much was learned.
It has in fact resulted in an internal review of the University's safety protocols, and now potentially hazardous objects in the University have hazard signs, prominently featuring Elysians on them. In fact in some ways, Elysians are slowly becoming the mascot for the University, with their boundless curiosity that should be an inspiration to all magi, as well as their discovery being perhaps the crowning achievement of the University.
But while it has helped the issue, it would still be a lot better if the Magi could communicate with the Elysians properly. And its not as if they couldn't speak, they're more than capable of mimicking speech, they just don't know what the words mean.
Roll for the University's attempt to develop a way to communicate with the ElysiansAt the same time, a bunch of Elysians have also found themselves in the Dwarven halls of the Waterstone Clan.
Roll for how the Dwarves respond to the Elysians
the University attempts to develop a way to communicate with the Elysians1d20=11
With a little bit of effort, the Magi of the University have developed a simple language that is easy to teach, and can convey most concepts with with a combination of words. The language was developed largely FOR the Elysians in a way that matches their nature, the words of the language are as short and as simple as possible and sound bright and cute. Despite that, it is incredibly difficult to teach the Elysians... Anything, at least in an organized fashion, they're just not capable of sitting still long enough to be taught anything. Thus far they've managed to teach the language to ONE Elysian. And even that had to be done through drastic measures, that the magi are afraid that they may have traumatized the poor creature with.
((If you want to get a rough idea, look up "Toki Pona"))
It was possibly one of the least ethical experiments performed in the university thus far, but it bore results. A single Elysian was caught and collared and was put on a chain that was anchored to the ground inside a locked room. The Elysian was given a few days to adjust to its situation before starting their experiments. The Elysian wailed and cried for a while but eventually calmed down. It did show some aggression toward the Magi, but not being able to reach them on the account of its chain being too short caused it to quickly cease its futile attempts to get at the Magi... that, and the hunger.
While the magi tried their best to maintain the innocent creature's dignity, their experiment soon began to depend on metering out food and entertainment to the Elysian. When the Magi gave it plenty of food and and small, sometimes magical baubles to play with, it would refuse to learn, probably out of spite. So the only way was to take away its toys and reward it with food and toys for learning, to create a positive feedback loop. All that, just to teach an Elysian to speak, but of course, in the end, they succeeded... at teaching just ONE Elyisian to speak a simple and limited language.
A curious thing however that they did notice, is that as that as the Elysian was learning the language, the small crystalline growth on its head began to grow and eventually form into a small crest. The first one of the ones with blue markings to have a crest. The Elysian could not adequately explain it to the magi. Not because it didn't know, but because the language was too limited.
The Dwarves' response to the Elysians1d20=16
Since the Dwarves never saw any of the Elysians exit the portal, they just assumed that it was some barely-sentient and thus far unknown cavern creature when they appeared in their halls. They seemed to harm nobody and while they were stubborn and overly curious little troublemakers, the dwarves found some kinship with them in that especially after it was discovered that they can dig through dirt incredibly well with just their bare hands. Not to mention their shared love for food, with which the Elysians could be easily lured with. Although it was discovered that drunk-Elysian singing... well its actually a lot less singing and more... Howling... whatever it was, it is incredibly unpleasant.
Overall, the Dwarves mostly just let the few Elysians that roam their halls be and do whatever they want. Although they do find the one that sleeps on top of the statue of a former king that stands behind the throne... somewhat disrespectful, but the Elysian doesn't really know anything about the history of the dwarves, to it, its just the highest place in the halls, so its an ideal place for napping on.
Warfare(This wont be here when there are no ongoing wars.)
(Updated)
The Red Court (Defensive Army Coalition) (41,5%)
Army of Mages (Army Coalition) (55%)
(
Arythia's Chaos Magi and Magi of the University)
The Desert Shades (Guerilla And Spy Coalition) (100%)
(Miragians(Guerillas) and the Shadowguard of Red Court(Spies))
Rheis' Paladins (Army) (0%)
vs.
The Black Qhanganate (Defensive Guerillas) (0%)
The Aetherials (No territory) (Defensive Army Coalition) (35%)
The Aetherial Cannon Artillery (Artillery) (20%)
Khagatai's Black Sky-Legion (Aerial Army) (56,75%)
Kingdom of Thairmar (Army) (0%)
vs.
Kingdom of Arghila (Army) (40,25%)
Kingdom of Karhan (Army) (32,75%)
vs.
The Great Diplomatic Army (Army Coalition) (72,5%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Summary:
The Red Court responds to Arghila's message
The response is delivered by a carrier pigeon, apparently magically guided:
To King Ludicrous-Sales Halloween
Yes, we've already heard of what you seek. It is unfortunate for you that you've fought this entire war for naught.
We do not hold what you seek from our lands, we do not keep random bodyparts laying about, unlike a certain king. "Divine" or not, we have no use for such things, we're Magi of Chaos, we do not court with Necromancers, again unlike a certain king.
And even if we did, and still served the Lord of Chaos, as you like to delude yourself into thinking to justify this war, we would have destroyed it, feed it to the Rift of Chaos, long ago to prevent any power-hungry maniacs, once again like a certain king, from getting their hands on it and completing the collection.
And if you do not believe the words of the Red Court, attack us further then, and see your faltering army reduced to ash.
Farewell.
-The Court of Chaos Magi
Kingdom of Arghila attempts to resupply
1d20=11
With the Dorathian Crusade concluded, and even though they are unable to join in the Third Crusade, the Dorathian Kingdom are able to get some additional supplies to Arghila's forces.
(Kingdom of Arghila's army health has increased by 5%)
Guide to the Art of War(Updated)
How to playPost what forces you want to do what. Fluff can be added but make sure the intent is clear.
Each force 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 force is not played in several updates.
Otherwise follows the rules and is played like the rest of the worldbuilding game. As long as an force is not claimed, it may be played by any player.
Known Actions
These are Actions that are known to be possible but as the game has no true fixed mechanics, don't be afraid to experiment.
- Attack: Attacks a force, territory or a structure. Can be prefixed with an attack style:
- Reckless: +2 Attack, -3 Defence
- Cautious: -3 Attack, +2 Defence
- Raze: Only available when attacking territories or structures. Instead of occupying territory, it is reduced to ruins. Structures are destroyed. The territory ruined is smaller than would be occupied.
- Resupply: Resupplies an force. Can increase force health by either 20%, 10%, 5%, 0%, -5% or -10% depending on the success of the roll. The resupply roll can be easier or harder, depending on circumstances.
- Fortify: Attempts to increase defence bonuses for the next turn. Can change Defence by either +3,+2,+1,-1,-2 or -3 depending on the success of the roll.
- Covert Ops: (Spies Only) Attempts to hinder an enemy force in some way. Effects vary. Known Ops:
- Assassinate: Attempts to kill a Hero(must have Veterancy), thus removing the Veterancy bonus. Dangerous operation that can seriously damage the spies.
- Sabotage supplies: Either decreases the force's rolls next turn or the spies take damage.
- Bombard: (Artillery Only) Attacks an force or a structure with long range artillery. Structures' Bonuses are removed for the next turn. Only the enemy will take damage, depending on the Artillery's attack roll and the target's defence roll. Can not take territory.
- Split: Can be used to split an force into two. The new force will have the force health specified, which will be taken out of the donor force. 50/50 by default if no percentage specified.
Produce: If a trait is specified in the move, the new force will have that trait, and other traits are inherited from the parent force. Some restrictions apply, such as Guerillas turned into an Army will have half health.
Known Traits:
Like actions, don't be afraid to try and create new ones:
- Aerial: This Army/Unit gets a +3 bonus against ground forces. Forces are implied ground unless otherwise specified.
- Anti-*: When a force is "Anti-" something, it will gain a bonus equal to that what the enemy with that trait would gain when fighting them, and the enemy does not.
- Artillery: A specialist force that can Bombard without taking damage in return, however, they are not capable of capturing territory, and do not count as an offensive Army.
- Army: The standard force. Nothing special about them.
- Coalition: a single force composed of multiple armies. Can be split into their constituent parts. Gains a +2 bonus against single armies, but any damage taken is taken equally and in full by all armies
- Defensive: Typically Army. Can not take any Offensive actions. This force will fulfill a special function(Such as defence or granting bonuses) if the territory it is associated with is attacked. If there is no Defensive Army to defend a territory, a normal Army will be defending instead. It should be noted that a Defensive Army/Coalition can not die, they will merely become Guerilla if their health is at 0.
- Guerilla: A small specialized force. Other types of forces do not gain any bonueses against them, but their damage in combat is halved.
- Immune to *: If a force is immune to something, any enemies will not gain that bonus when fighting them. Can also appear as a bonus, sometimes.
- Offensive : This army can move and attack any territory. A war is lost if a faction has no territory and no Offensive Army/Coalition that can attack. A force is implied Offensive unless specified otherwise.
- Spies: A small force specialized in covert operations but poor in direct combat. Covert ops can not deal damage to forces, but can grant bonuses or remove them from other forces.
- Legendary * Unit: A single individual capable of taking on an entire Army by itself, such as a god. Typically have exotic bonuses or traits. Many have disadvantages, too.
Did you know? Anti-Encirclement is the rarest trait in the wargame aside from Legendary.
Glossary:
- Bashing: Attacking an force multiple times per update. Every attack after the first only deals half damage to the attacked force to discourage this.
- Encirclement: Any territory, Occupied or permanent, surrounded by enemy territory, again, permanent or occupied. Any attacks against such territory gain a massive bonus.
- Force: Anything that can take an action and has traits.
- Hero: Typically leaders of armies. Can grant bonuses to whatever force they are leading. Can be Assassinated. All Heroes grant at least +1 Veterancy bonus.
- Splitting: A way to create a new force by using a percentage of an existing army's health.
Conditions for war conclusion:
ANY of these conditions being true will conclude a war:
- No Faction is capable of attacking.
- 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.
Summary
Year 303.7, TankKit
The Dwarves of the Waterstone Clan attempt to turn a peninsula into an island but the work is progressing slowly.
The Kingdom of Thairmar attempts to quell unrest, but the increasing spread of the Purple Leaf Disease is things harder.
The Dorathian Kingdom forces the Hamsterfolk Shamans into a peace.
The HCE builds a fortress in record time. I guess the threat of a greenskin horde on their doorstep really got them motivated.
Year 303.9, Strik3r
The Elysians get into all sorts of trouble at the University.
The Magi attempt to teach an Elysian how to speak, and manage to teach overly simple language to one Elysian, through unethical means.
Elysians have also made contact with the Dwarves of the Waterstone Clan for the first time. They seem to get along well.
Map and Legend(Updated)