Notices
(( Certainly not a professional, I wish I had the personal drive to pursue that some days, but I realize that I'd never complete a work. All in all I just like writing and language. Possibly another reason I enjoy this concept a lot, every post and every update is a new interconnected prompt from which to bounce off of.
Also! Don't put yourself down dummy, all that you've put together has certainly had a good effort in it. I especially like your in depth look at the Elysians whenever it comes up.
And the cult thing is probably pretty tropey, but I still like the idea, great minds think alike and all. ))
You like the Elysians? I thought they'd be too unapproachable and too alien as most things that come out of my mind are. Well if you like them, then i hope i'll get some inspiration and a chance to do some stuff with them soon.
Rolls
Dorathian Kingdom vs. Coalition of the Lakes, the first battle
Dorathian Kingdom 1d20=16
Coalition of the Lakes 1d20=11
((Thank you for giving me a chance to trial the Occupation system))
The Dorathian kingdom, intending to unite all of hamstermen under one banner, marched straight north, intending to take the capital of the Shamans in one fell swoop, but the Shamans had foreseen this and coalition of the lakes formed between the Hamsterfolk Shamans and the Slugman Duchies were waiting just beyond the border, the fighting took place in the prairies west of the great valley. There the blades of the two hamsterfolk nations would meet for the first time and it would mark the beginning of the
Dorathian Crusade proper. Despite the coalition matching the Dorathian Kingdom in number, they did not match them in training. Where the Shamans were largely peaceful and the Slugmen unconcerned, the Dorathian kingdom's troops' training was bordering on obsessive.
And it is this training that saw them occupy the area west of the the valley, but it was not without blood being spilled on both sides, but more of it of the Shamans and their slugman allies, yet they fought fiercely regardless, stopping the Dorathians far before their their capital.
Greenskins attempt to expand further north
1d20=3
In the wake of their previous large expansion, the primary resource the greenskins need to expand, manpower, had been stretched thin, they could not muster enough of orcs to expand further north without leaving other parts of their territory undefended.
They tried to anyway and all attempts to gain new territory failed, and some of their recently taken territories have become too sparsely populated to consider "their territory"
(A part of the northern part of the Greenskins' territory has become Weak, meaning it can be taken without conquest)
The Magi of the university attempt to further research the portal
1d20=17
(sorry about being over-long with this one, but i absolutely love writing stuff like this.)
Thanks to their consistent and persistent research into the portal and its operation, the Magi of the University believe they have further unlocked the portal's secrets. Normally, the creation of portals is not the domain of Arcane magic, as spatial displacement and similar odd hyperdimensional topology is more the domain of Chaos magic but by exploiting quirks in the properties of Arcane energy, it is possible to "Superimpose" two or more locations on top of one another( the "room"). However to do so, requires an "Anchor", a powerful source of Arcane energy that can feed all of the portals at once and tie them to itself. While both the creation and maintenance of the portal require RELATIVELY little energy, The Anchor itself has to be an incredibly powerful source of Arcane energy, it would require a theoretical "Arcane Reactor", a pipe dream, something far beyond the University's resources to make or to maintain.
The opening of the portal requires a burst of Arcane energy to "tether" to the Anchor, by exploiting said quirks to "entangle" that point in space with that of the Anchor. The travel between portals depends on a previously undetected component of Spirit energy to select the destination. "The portal KNOWS where you want to go, but if you don't neither does the portal"
The only way that the University could make its own portal, is that it will have to be tied to the existing Anchor, and they've got a pretty good hunch on what that is. The only source of Arcane energy ANYWHERE on the world powerful enough, is sitting on the floating island to their south, on Elysium. There, The White Tree, and the blue... star of Arcane and Spirit energy she carries between her branches. The White Tree has been there for a long time now, always silently there, like a beacon of light that shines anywhere one goes. Did the White Tree make those portals, and if so, was it intentional, or is the Tree causing anomalies within the fabric of reality?
Once the method by which the portal could be made was discovered, the making of the test portal was a relatively easy, merely requiring the most powerful Arcane mage of the University to perform the spell to open the portal, which requires a big part of his energy reserves to do so. But with it, they confirmed their hypothesis and the White Tree is IN FACT the original portals' anchor, as they could travel to the Waterstone Clan's lands from their newly made portal. They also discovered how to close these arcane portals, requiring about just as much energy to close as it takes to open. The closing of the portal exploits the Pendulum effect to drain the portal of all of its energy in an instant. No energy, no portal.
Creation of remote portals has been discovered too, by feeding the Arcane energy THROUGH the portal network along with a small packet of Spirit energy to tell the Anchor where the second portal should go. However, this requires far greater amounts of Arcane energy than creating a local portal, again due to the Pendulum Effect and the rapid degradation of the energy within the "network", likely requiring the cooperation of multiple very powerful Arcane Magi to produce.
Regardless, the Magi researching the portal have put forth a proposal to open a remote portal on Elysium, something that has always been there, but always has been out of reach, until now.
The Alchemist's obsession with the ruby
1d20=20!
The Alchemist has become completely obsessed with the Ruby and unlocking whatever secrets it holds. So obsessed that he poisons every guard in the museum and steals the ruby on the night before the two adventurer ships are to sail out in the morning. He set up the plan perfectly, preparing everything in advance to get the Great Ruby, and himself out of Dalai aboard the
Vivaldi. He had a crate on a horse drawn cart out front, he put the Ruby in there and rode off toward the harbor and placed the crate among the last that would be loaded onto the ship in the morning before it would set sail and then hid himself in there along with the ruby. He would spend the trip hidden in the hold, and would get off once the ship reaches Refugio Guerra to stock up on supplies, there he could continue his work on the Ruby.
Along the way, the Ruby was his only companion and he would whisper to it frequently and even quietly sang to it. The Ruby would respond only by growing yet more little crystalline growths on itself, with the little songs and whistling seemingly causing the biggest growths.
(The Ruby has been moved to Refugio Guerra)
Dragolia's ongoing cracking.
1d20=15
(ha ha this is actually something that has been in the plans for a long time, but it kinda got sidelined)
Somehow, it never occurred to the Magi of the University that the Scar their University is on the edge of, is a symptom of something much worse. Unbeknownst to said magi, the northern half of Dragolia has been slowly accumulating subterranean fissures with the Scar as the centerpoint. It is not known WHEN it will happen, but it can be said with certainty that it will: Dragolia's northern half will split into several seperate floating islands. It is not yet even known how big the islands will be or how many of them there will be. It will happen within the coming century, but the exact date can not be predicted.
SummaryYear 299.1, Naturegirl1999
Thairmar starts sending troops to assist the Black Quagnate, and sends more herbalists to Dalai to assist with Vision Dust production.
(copied verbatim from turn. I dont mind it, but you dont HAVE to post summary-length turns.)
Year 299.4, TankKit
The Dorathian Kingdom kicks off the Dorathian Crusade by occupying a territory of the Hamsterfolk Shamans in their southern half, west of the valley.
The Greenskins attempt to expand to the north again, but in the attempt, their previous expansion becomes sparsely populated, too sparsely.
Year 299.5-299.55, IncompetentFortressMaker
The Sandpond clan bids to aid the Hamsterfolk shamans, including taking refugees.
The Magi of the university further research the portal, producing a complete thesis on its operation and manage to replicate it.
Propose a remote portal to Elysium.
Year 299.6, TamerVirus
As the Kingdom of Nordica expands, so does Eudenland.
P.M. Martin funds an Adventurers' Guild expedition to the east consisting of two large ships, the Vandino and the Vivaldi.
The Irritable Alchemist becomes completely obsessed with the Ruby, stealing it and stowing away on the Vivaldi, to escape to Refugio Guerra.
Year 299.7, Lidku
The King of Arghila begins making plans for the brewing 3rd Crusade.
The bandit orc-hunter joins the Dorathian Kingdom's Crusade as mercenary.
Yarlac Drem, joins the Arghilan forces as a "Mage Medic", to further his research into Necromancy.
299.8, auzewasright
Kingdoms of Streamland and Zalalastan band together to form the The Great Diplomatic Army, a plan to force a favorable peace treaty between forces to ensure a reliable supply of Vision Dust for defeating the Purple Leaf Disease.
Year 299.9, TankKit
Dragolia's northern half is accumulating subterranean fractures and will split within the 4th century.
Year 300, Unraveller
(dont skip over it and just read it.)
Year 300.1, Lidku
The Wi'ali race is discovered by Hamsterfolk explorers.