Notices
If you dont like the names for the Immortal Dragons, feel free to change them lol, i wont mind.
Dead serious, im bad at names anyway, so i welcome anyone to give the things i name, better names.
Rolls
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314 Plyzu - Ivumn
King Zargoss of Zalalastan hears reports about the wonderous development of Sky-Ships and is very intrigued. While his neighbors were out on Crusade, he was only content to peacefully development portions of his Kingdom while wasting unnecessary manpower and resources. With his projects free of doing, he decides to draft up the various local mechanics and his own native court engineers to begin construction of his own Sky Ship and Dock.
(Construction started. Sky-ships take a while to build, more than 10 years, typically)
Healers' continued attempts to fight against the Purple Leaf Disease1d20=8
Due to a hiccup with a supply caravan that resulted in an entire shipment of Light Crystal being intercepted and stolen en-route by bandits, The healers were forced to tap into their reserves of the Light Crystals that are meant for emergencies, to keep the disease at bay, however, a few of the healers have been infected by the disease, putting the rest in a difficult position morally, whether to leave their friends and continue to fight the disease, or to cure their friends and allow the disease to spread.
Due to their hopefully temporary supply issues, the healers could not make any progress against the disease's spread. However, this could mark the beginning of a disturbing trend of these shipments being raided by those who don't care about the disease, only about wealth, after all, the Light Crystals, whose supply is tightly controlled are incredibly beautiful and exotic in their looks, looking almost like partially transparent white gold and emitting gentle golden light.
P.M. Martin's opening of the The Grand Puffin2d20=20!+17
The opening day of
The Grand Puffin was an incredible one, with fliers posten all over Eudenland and this being the land's largest leisure establishment, it drew people form all over Eudenland and some from Nordica for
The Grand Puffin's grand opening ceremony. There were many, many guests on the first day, so many infact that it got rather crowded in the estate and the surrounding areas. It probably helped that for the first day there was a DISCOUNT on many things within, while it did reduce the profit margins, its a day that'll be remembered for many years to come by those that were there. And those that weren't, they curse themselves for not being there.
With the amazing opening day that
The Grand Puffin had, its no surprise that word spread quickly of it.
The Grand Puffin, being as grand as it is, has grand needs in terms of goods, thus imports a great amount of things. Various suppliers in Nordica are struggling to keep up with the demands of not just
The Grand Puffin, but Eudenland as a whole.
(Eudenland's borders have grown)
Kore Jonhara's cult attempts to track down, subdue and sacrifice an immortal dragon!
1d20=4
Tracking down an Immortal Dragon is not that hard of a feat, They have enclaves all over Dragolia, and most of them, it is known where they are, or at least their locations are suspected, so it didn't take much for Kore Jonhara and his cult to track down one's nest. However, subduing and killing one, is a matter even beyond the Great Snakes of the south. Even if they somehow had managed to subdue one, no dull dagger or other implement of theirs would likely even go through the scale, let alone seriously wound the gigantic creatures. And if they were hoping to burn it, most dragons are highly resistant to fire, especially fire dragons, like the one Kore went after.
Because there was no way The Cultists could transport an Immortal Dragon, they had to carry the Ruby Egg to the dragon's lair and perform the sacrifice there, but the Cultists even lacked a plan for subduing the dragon, after all, how would a human subdue a dragon? Nothing that they would use against a human would work: Poison? Would need a whole barrel's worth of the strongest stuff. Blunt Trauma? Only if they could somehow drop tons of rocks on them. They had no plan, and to make matters worse, only moments after the cultists caught sight of the Immortal's lair, were they themselves caught, by one of the enclave's lesser dragons, a female. She quite literally herded the cultists into her master's lair to face him. Explaining to him that she had found them trespassing, the great red dragon, lazily and apathetically turned his head to face toward the Cultists, but as soon as he saw the Great Ruby that Kore was holding, his eyes lit up, and he mockingly remarked that the cultists must have brought him tribute and ordered him to gently place the gemstone down on the ground
After a few threats of burning the cultists alive, Kore finally complied. Inspecting the "Ruby" the Immortal Dragon quickly realized that it is in fact not a ruby at all, but rather a cluster of the same kind of crystals that grew from his back: Fire Crystals, that served as an eggshell for whatever is growing within. With the cultists' "tribute" delivered he ordered them ejected, remarking
"Whatever your intentions in coming here, i wont stain my pride by killing something as pathetic as you. Leave.". The cultists were escorted back out by the same female that herded them there in the first place. On the way out, they heard various remarks from the great dragon, his booming voice could be heard from afar, even when he tried to whisper.
"It is ill-fitting for a male to incubate eggs, nor are you a dragon, but still a child. And one of fire no less, thus a child of mine and like me in many regards, i suspect." It did not come as a surprise to the dragon when the egg responded to his booming but gentle voice by growing a few more little crystalline growths.
Indeed, Irahan, the Immortal Fire Dragon, would have much time to spend with the little crystal egg while he waited for a worthy opponent to rise and meet him in battle. He's had nothing to challenge him for what must be a century now and he's been growing more disinterested and apathetic to the world ever since, but the cultists accidentally bringing the crystal egg to him may have lifted his spirits and made him care a bit more for the world again. WHile Irahan is a warrior at heart, who seeks to challenge and defeat the mightiest that the world has to offer, he also has a soft spot for those much weaker than him, seeing himself as something of a guardian to those too weak protect themselves from the greatest horrors of the world.
Lunatic Dwarf goes mad with a pickaxe
1d20=16
The Lunatic Dwarf goes wild with the pickaxe, swinging at anything and anyone within reach. Due to his self-caused injury he cant see all that well anymore, but one doesn't need good eyesight to swing a pickaxe around wildly. Anyone attempting to stop and restrain him gets smacked in the head with a pickaxe, often fatally. He wasn't exactly in the best state of mind considering that he failed to recognize that swinging a bloody(literally) pickaxe at the thing you're trying to build does not help in its construction, whatsoever.
Multiple large stones will have to be carefully replaced at the very bottom of the tower due to the Lunatic's tantrum. He only stops his tantrum when he hears the voice, the very very angry voice of an old friend, one he he hasn't heard in a long time. Some say that he is actually the sanest dwarf in the world, and that he caused an entire tribe of orcs to go to war, with itself. But no one knows for certain who he is, only that he is: The Angry Babbler... to most.
The Angry Babbler was just returning from the south from his little vengeance trip and had reached the almost started Moon Tower, when he spotted his old friend swinging around a pickaxe wildly and in his typical Angry Babbler fashion, began yell profanities and run at super-dwarvenly speed at him, grabbing the pickaxe out of his hand and scolding him. It is not exactly known what the Angry Babbler said to the Lunatic Dwarf, but it is believed to be something akin to "Ya' bloody moron, 'ave ye forgotten how to use an hammer?!"
Sharkmen attempt to sink ships sailing over their territory
1d20=9
The Sharkmen do not really have a lot of luck sinking any ships, a few small schooners perhaps, however, the several large trading vessels were damaged by the attacks, requiring lengthy repair that will surely slow down the trade between the Western continent, The Moss troll islands, Eudenland and Nordica, and Refugio Guerra by a bit. Refugio Guerra in general is an interesting case, as trade from the western continent to
RG has decreased somewhat due to the Jahtari Sky-Ship.
Lynfindel Siddenburgh, a Dwarven archivar of the University, Calls for an expedition to find The Cleansing Star
1d20=17
The Cleansing Star is a thing of which stories have come up somewhat infrequently but still constantly, throughout the world. Thus many Scholars are quite interested in discovering the truth about the artifact, some of them with rather deep pockets. Many of them think that perhaps by pooling their resources together, they might have a greater chance to find it now, where others have failed before, by preparing a proper, large scale expedition to find it. They have agreed to meet up at the University to plan out the Expedition.
The Bleg attempt diplomacy with their local Draconic Enclave
1d20=4
It turns out that the dragons living on roofs of the Blegs' largest structures are a bunch of stuck up, self-righteous bastards that view themselves as so far above the Bleg that the Bleg are but rodents, scurrying about, to the dragons. If the Bleg understood the dragons correctly, they have decided to live on top of the Bleg because they view the Blegs' worship of The Monolith as fascinating, like one would find a monkey attacking its own reflection in a mirror "fascinating".
It mostly stems from their leader, an Immortal Black Dragon, named "Tahar", who views himself above all mortal races and believes that they all should be subjugated under one ruler, under him.
As his title would imply, his scales are black, and he's a dark dragon, although he does have some green highlights, here and there.
However, he isn't really violent, but rather views his role as more of that of a "father" to those of mortal races, someone that needs to discipline them when they step out of line.
His personality is largely calm, cold and assertive, and views the world through the eyes of scientist looking down on an experiment, and himself as the "catalyst" for that experiment.
He doesn't like it when lesser races try to go against his will, but he is generally amicable to those under him, even if he does tend to belittle everyone else, aside from other dragons, Immortal or Lesser.
He's not really hostile nor does He hinder the Bleg, but ejecting him will probably not earn the Bleg much favor with him.
YEAR 315
Recently, incredibly good and large fox pelts have been arriving in the western part of Karhan in astounding numbers, which has driven the price of fox pelt so far down that it has made it unprofitable for trappers and fur traders to keep operating and many have been forced out of business trying to compete with this. The enraged merchant guilds have demanded that the town guard investigate. Upon investigation, it turned out that they are not fox pelts at all, but rather foxPEOPLE pelts, and small ones, possibly to not make it totally obvious. A man who was caught selling these pelts was arrested and questioned. He denied any knowledge of this, saying that he just buys the furs from a band of trappers.
The perfection with which these pelts are prepared is disturbing, there is absolutely no damage on them anywhere and they're always full pelts and the numbers in which they come in mean that this isn't the work of a single person, but rather a group of disturbed individuals who are kidnapping young foxfolk and... skinning them, alive.
Thus, this group is called the "Skinners" for now, by the authorities, and they will continue to monitor the market stalls for these atrocities, but until the Skinners themselves are caught, these horrifying acts are unlikely to stop, as they will just move onto selling to other regions.
Warfare(This wont be here when there are no ongoing wars.)
(Updated)
The Red Court (Defensive Army Coalition) (35,0625%)
Army of Mages (Army Coalition) (0%)
(
Arythia's Chaos Magi and Magi of the University)
The Desert Shades (Guerilla And Spy Coalition) (74,25%)
(Miragians(Guerillas) and the Shadowguard of Red Court(Spies))
Rheis' Paladins (Army) (0,001%)
vs.
The Black Qhanganate (Defensive Army Coalition) (76,75%)
The Aetherials (No territory) (Defensive Guerillas) (0%)
The Aetherial Cannon Artillery (Artillery) (39,375%)
Khagatai's Black Sky-Legion (Aerial Guerillas) (43,75%)
Kingdom of Thairmar (Army) (0%)
vs.
Armies of Arghila and Karhan (Army Coalition) (0,625%)
Viper Guerillas (Guerilla Spies (Defence)) (83%)
Kingdom of Karhan (Army) (0%)
The Great Diplomatic Army (Army Coalition) (54%)
(Kingdom of Streamland and Kingdom of Zalalastan)
The Great Diplomatic Army attempts to Resupply1d20=13
From their somewhat recently occupied lands, the Great Diplomatic Army is able to scrounge up some extra supplies, although most of it is relatively barren or already stripped bare of resources by battles before.
(The Great Diplomatic Army's army health has increased by 5%)
Armies of Arghila and Karhan attacks The Black Qhanganate, attempt to take the capitalModifiers:
he Black Qhanganate:
Capital Defence +3 Defence
Armies of Arghila and Karhan 2d20=(8+0=8)+(4+0=4)
vs.
The Black Qhanganate 2d20=(13+0=13)+(17+3=20)
The worst mistake of the war so far, was by the combined armies of Arghila and Karhan, was thinking that their enemies had been defeated with the death of the Black Qhanganate's war council and leisurely waltzed into the Black Qhanganate's capital, the old golden city, not so golden anymore, covered only in dust and red crystals now. The Black Qhanganate let them believe this too, letting them just walk into the city... before springing the trap! The two armies were surrounded and their guard was down, they had the entire force of the Black Qhanganate, bearing down on them. The Black Qhanganate had prepared everything, and they suffered not a single casualty in the battle, but the warriors of Arghila and Karhan were utterly massacred, even if those of the Black Qhanganate were not at their peak, their enemies were so utterly and hopelessly disorganized that it didn't matter.
The kings of both nations, of Arghila and Karhan made it out of the slaughter alive, sacrificing almost all of their men in the process. They shall forever be branded as cowards from here on out and they will never stop being mocked, nor will their children or their grandchildren. Their lineage is TAINTED and can never be redeemed!
Like the Golden Light said:
"The war is in its last days" the part no one willing to hear was:
"But who will be the one left standing, is yet to be decided."
The only bit of mercy the tattered remains of the armies received was to not be humiliated in being killed by artillery fire.
(Armies of Arghila and Karhan attacked The Black Qhanganate dealing 0% damage and taking 52% damage in return. The Black Qhanganate has 76,75% army health remaining and Armies of Arghila and Karhan has 0,625% army health remaining.)
///Requisite action failed, move sequence canceled///[/left]
Auto-Combat:
The Aetherial Cannon Artillery attempts to Resupply
1d20=20!
The Aetherial Cannon Artillery has been busy acquiring a lot of new cannons.
(The Aetherial Cannon Artillery's army health has increased by 20%!)
The Black Sky-Legion attempts to build morale
1d20=12
After a few aerial flight drills, The Black Sky-Legion is now slightly more prepared for combat.
(The Black Sky-Legion gains a +1 to attack for the next turn.)
The Black Qhanganate attempts to build morale
1d20=9
Try as they might, The Black Qhanganate just cant seem to be able to rouse its warriors.
(The Black Qhanganate gains a -1 to attack for the next turn.)
The Red Court attempts to Resupply
1d20=10
The Red Court is unable find much of anything when scouring for supplies.
The Viper Guerillas enter Overwatch
(they will interecept any enemy attacks for the next turn.)
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: (Offensive Only) 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.
- Build Morale: Attempts to increase attack bonuses for the next turn. Can change Attack 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. - Build: Attempt to build a structure. Needs a roll each turn to continue construction. Takes up the force's turn.
- Intercept: (Defence Only) Unit will intercept any attacks against forces in the same faction.
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 314, TankKit
Heartcutter assassinates half of the Black Qhanganate's war council in the middle of the night.
314.2 , Lidku
Healers continue to heal the Purple Leaf Disease, but due to a caravan being raided by bandits, they had a lapse in supply and could not make progress against the Disease.
Zalalastan begins building its own Sky-Ship and Dock, it will probably take many years.
A Zalalastan priest has created a calendar.
Year 314.6, TamerVirus
P.M. Martin opens The Grand Puffin, Eudenland's greatest leisure establishment with a grand opening that has caused Eudenland's trade with Nordica to grow greatly
Kore Jonhara and his cultists attempt to track down, subdue and sacrifice an immortal dragon, but said Immortal Dragon just takes their Ruby egg and tells them to go away.
Year 314.75, IncompetentFortressMaker
The Lunatic Dwarf goes mad with a pickaxe, killing several and damaging the developing structure of the Moon Tower, before being stopped by The Angry Babbler.
Year 314.8, Detoxicated
Sharkmen attempt to sink ships passing over their territory, however, they are unsuccessful in destroying any ships of significance, however, several merchant vessels are damaged in the attacks.
YEAR 314.9, Strik3r
The Magi of the University have created Portal Stones as a ticket system to the developing Portal Network, and as a way to hide Elysium's existence.
Year 315, King Zultan
The Bleg make contact with the dragons living in their territory, said dragons turn out to be completely full of themselves.
YEAR 315(2), Strik3r
The Skinners have been selling Foxfolk pelts to fur traders in Karhan.
Map and Legend(Updated)