As much as i hate doing this, it seems like Lord_lemonpie is apparently busy thus unable to do updates, i have taken it upon myself to
temporarily fill in for him. Even though i cant update the OP i can still update the map, roll dice and write what happens. Sadly, i have no idea how he does anything or how to run forum games in general, but i feel i can handle this. That said, this update is still probably gonna feel different, even if only because i'm doing it and everyone does things a bit differently. This update is also still unoffical, so feel free to undo it and do it better at your discretion, Lord_Lemonpie.
Treasure hunters hunt for Ki-artifacts:(OOC: i'll assume you wanted this rolled since you bolded it.)
1d20=7
While the treasure hunters do find Ki infused artifacts, most of said artifacts are small baubles without much power and any artifacts of significant power have seemingly been hidden beyond any treasure hunter's ability to find.
Godkill War
Vahucci Cult 3d20=14+10+6=30
Velodryn Kaas 3d20=13+7+12=32
Early on in the war, both sides are about equally matched with neither edging out any sort of advantage against the other. However after a year or so of the clandestine war, the Vahucci Cult score a number of small successes against Kaas and his minions mostly due their somewhat superior numbers and connections. But the overall balance of power was still inconclusive until Kaas's minions got a big break and succeeded in dislodging many of the Cult's connections and damaging their command structure, causing the cult's efforts to become disorganized, making it easy for Kaas to fend off most the attacks from the cult and eventually drive them off and thus maintain the possession of the Godkiller Scroll.
The Bleg pray to the monolith:
1d20=3
The bleg prayed to The Monolith fruitlessly for months yet the great stone stood still and silent, almost as if it was expectantly waiting for something. Some of the bleg would even pray for entire days and then return home in the evening to sometimes find some of their posessions missing, Stolen, unbeknownst to the Bleg, by the same Lizardmen that they pray for protection from.
Archdemon Chaos attempts to spread disarray amongst the Aetherials
1d20=15
It turns out that keeping a bunch of Chaos-born Aetherials in line is a delicate balancing act and a proper push, in the form of Demonic Chaos influence can send the collective into disarray.
While The demon did not succeed in causing widespread mayhem and infighting, the interference has caused delays in their projects as Aetherials would often get into VERY heated arguments, often involving Chaos fireballs, over how they should accomplish their goals, or what said goals should be.
It seems as a result of this, some Aetherials are showing a greater degree of independence from the Aetherial Consciousness and thus, from Azerth.
The Aetherials attempt to gain some Sharkmen followers.
1d20=20!
The large disunity caused by the Archdemon Chaos seems to have worked out in the Aetherials' favor in the sense that it has made them consider strategic opportunities they hadn't before.
In a random spark of genius, An Aetherial suggested trying to recruit Sharkmen, who had thus far been ignored by the Aetherials, into the Chaos Coalition.
It was hard to argue against upon realizing how similar the two races actually are and how well the Sharkmen would fit into the Coalition.
All it took, was a single envoy offering any and all Sharkmen a safe harbor within the tainted waters that no one dared enter, near the coast of the Chaos Domain, for the invitation to spread amongst the Sharkmen tribes and for them to swarm to the Coalition's shores in droves.
The invitation was of course extended under the condition that the Sharkmen join the Coalition and thus undergo Chaos corruption. However, it seems that did nothing to dissuade them and the shores of the Chaos Coalition are now almost crowded with corrupted sharkmen.
The Archdemons attempt to spread Revolution and disarray throughout the world
1d20=17
The Archdemons find great success in causing chaos and unrest within the nations of the world and many people have begun showing discontent, often quite vocally, for their ruling class, no matter whether it be king, queen, emperor, khan or god. All the rulers of the world respond to the crisis differently; some have chosen to do nothing and wait for the problem to sort itself out, some of the more militiaristic ones have deployed militiaries to quell the unrest and others such as the Sandstone Qhanganate hope for public events and celebrations to reunify their people. Overall, it's complete pandemonium and nations will be recovering from this mess for years to come.
"Refugio Guerra has called all nations to Set Up embassies within the cities borders." (OOC: The wording here is unclear.)
1d20=18
In the midst of the ongoing chaos, all the
nations, aside from those not open to diplomacy; The Chaos Coalition and both the Brudines and Lokhunds, have heard Refugio Guerra's call for stronger diplomatic relations between nations and have thus begun setting up embassies in Refugio Guerra, seeing it as a possible neutral ground between nations.
((I want the sharkmantribes to intersect These squids to see how many we're able to Spy. Afterall they have giant squids themselves and Control the oceans))
((Intersect? Im going to assume the word you meant here was "Intercept"))
1d20=1!
It turns out the initial assumption that these mutated giant squids are "Spies" is a mistaken one and it's simply the case that every once in a while a giant squid escapes from the sharkmen tribes and ends up in the waters of the Chaos Domain, gets corrupted and swims back out and one just happened to be caught by a fishing boat. The Aetherials having no control over these creatures and no interface with them, thus not learning anything about the world through them.
The Sharkmen likewise spent a great deal of time following around random giant squids for seemingly nothing.
Gojira attacks coastlines:
1d20=16
The attacks by the giant fire-breathing monster are devastating and the nations of the world have no defence against it. Ruined harbors and coasts littered with destroyed ships are a common sight in the wake of the monster's attacks. Some smaller towns and villages on the coasts are reduced almost entirely to rubble and its firebreath sparks many wildfires in some of the more forested coastal regions that turn the regions into wastelands of ash covered ground and charred trees. After its rampage, the overgrown lizard monster retreats back into the ocean and below the waves, probably crawling back into whatever marine trench it came out of.
The Battle of the Blackened Sky:
Advantage: Hagtai
+3 Sky Ambush (first roll only)
Hagtai's Black Sky-Legion 3d20=(6+3)+17+19=45
Sandstone Qhanganate 3d20=1+3+19=23
While Hagtai and his army descended from the sky with little planning, it didn't matter; The shock of the initial attack sent everyone including the most hardened warriors into a frightened panic as they all scrambled to get away and save their own lives! It was a complete slaughter that lasted for days, with anyone that offered even a modicum of resistance either being burnt by the accursed flames of the Chaos Dragons, torn from limb to limb by their claws or sliced in two by an Aetherial's crystal blade. At the end of the initial assault the capital of the Qhanganate was largely ruined, air filled with black dust, bodies littering the streets and large red crystal clusters growing from many surfaces.
But this was not the end.
The scattered forces of Qhanganate's military near the capital attempted to retake it but every one of their attempts at a counterattack were easily thwarted by the Hagtai's Army, adding to the piles and piles of bodies of foolish defenders that seemingly refused to admit defeat. But little did Hagtai know, elsewhere the main bulk of the Qhanganate's military was rallying for an all-out assault to retake the capital and its surrounding lands.
And when the Qhanganate's army did arrive, Hagtai and his army of horrid flying monsters, flew toward them and met them on the field of battle, the final confrontation had begun. It was a battle that would be sung and told tales about in epics for centuries! A battle impossible to adequately describe with words. Chaos dragons burnt vast swathes of Qhanganate's finest warriors, if not outright burnt to ash, their bodies would be skewered on large crystal growths along with the spiders they rode. At the same time, many chaos dragons found their end by the Cleansing Star that would burn their putrid flesh to ash, many more died by being piereced with hundreds of arrows, the ground shook as the dragons' lifeless corpses plummeted to earth and hit the ground, crushing anything that they landed on. The Aetherials matched the Slugmens' blades and bows with claws and fireballs, as the battle wore on, the ground had become covered in ash, ichor and corpses.
In the end though, it was Hagtai and his Aetherial army that won, through sheer attrition. Qhanganate were fighting against an enemy that did not need rest, felt no fear or remorse and never relented.
When at last, when both armies had been worn down and the Qhanganate saw no hope of victory did they surrender and cede the throne of the Sandstone Qhanganate to Hagtai who had sworn his loyalty to the Aetherials.
In the wake of the battle, the Sandstone Qhanganate as it was, is no more and the land is now ruled by the chaos-corrupted Hagtai, The
Gras Qhangan Hagtai, and would become known as the "Black Qhanganate", named so to always remind of the great battle that earned Hagtai the Qhanganate's throne. The Aetherials, in light of Hagtai's success opened a Chaos Rift within the lands of the Black Qhanganate to reinforce his battered forces.
Jothgar gets lost in caves:
1d20=8
Confronted with the possibility that he is lost in the cave networks, Jothgar has become rather depressed and hopeless about his situation but is still holding on to his sanity... for now.
The Slugmen duchies undergo a Rebellion:
Rebels v. State
Rebels 1d20=8
State 1d20=14
Kaas's men v. State(Vahucci Cult)
Kaas' men 1d20=14
State(Vahucci Cult) 1d20=5
At first, the rebels have little success against the Slugman Duchies' leadership backed by the Vahucci Cult, however the tables quickly turn when Kaas' minions arrive to back the rebels up.
The rebellion only succeeds in decreasing the Vahucci Cult's power within the Slugman Duchies and eventually the rebellion dies down.
YEAR 183
Gracfall's meddling in Lizardfolk society has had profound effects on their thus far non-existent social structure. Up until their introduction to Gold, Lizardfolk society was more like one big family, with everyone on roughly the same social standing and contributing equally to the tribes' wellbeing and success.
When Gracfall introduced gold and instilled its importance in the Lizardfolk, it caused a divide in their society between those who had it, and those that did not. Suddenly, the elders of the tribes began hoarding the precious metal and adorning themselves with it.
The society of the lizardfolk had quickly become a very stratified one with a number of castes. The Demon's interference also resulted in trade and bartering in the Lizard culture, but also crime, namely theft. And among Lizards, everything could be bought and sold, even people.
The Lizards' attempts to dig for the precious metal have thus far ended in failure due to underground water reservoirs and a persistent aquifer due to their territories proximity to the great lake.
As such, they have expanded south-east, away from their lake in search of drier land and a place where they can dig deeper into the earth.
(OOC:I have made some small alterations to the map's presentation, specifically i wanted to get rid of the ugly red vortex icon of the Aetherials' rift and replace it with something that fits the style better and also lay some groundwork for future map icon work. So stuff related to nations are red and other map icons such as rifts are marked in cyan/dark teal
If there is anything you dont like something that im doing, please do tell me.