Notices
Okay, time for a minigame.
As you can see, i've set up the battle system. The Damage an army takes in a fight is determined by the opposing army's roll, and reduced by their own. To discourage long drawn out wars, Even armies at 1% can fight at full efficency, There is a Resupply roll that can be done, but like all rolls, it can fail and decrease the army's health. I dont worry about bad sportsmanship, because there is nothing that can be done to screw over any of the factions, due to the relaxed nature of the game, but i suppose i can allow claiming of armies(1 claim per update).
(( I freakin' LOVE your low-poly models. It's been something I've dabbled in here and there, yet find that I have very little talent for it. I keep telling myself I want to make a n64-style looking game one day. But never seem to put in the effort to learn it proper. What Software do you use Strik3r? Blender? ))
Yeah, Blender. Truth be told, they aren't really THAT low-poly, i could probably push it a lot lower, if i had more skill. I've been trying to keep my skills sharp by making those small pictures.
Rolls
The Third Crusade
Karhan vs. Black Qhanganate, Eastern Fort.
Black Qhanganate
Fort Defence: +3
Karhan 1d20=7
Black Qhanganate 1d20+3=9+3=12
The armies of the Kingdom of Karhan approach the Black Qhanganate from the east, with the intent to take the fort. It stands there on top of the desert sands, made primarily of sandstone, but still structurally strong and sound. After a long trek to the front lines alongside the forces of Arghila, who had split from them to attack the Red Court, chasing some supposed artifact under the direction of their king. The forces of Karhan were left alone, and paid the price. Despite the Qhanganate forces' reluctance to come out of the fort, it was still easily defensible with numerous ways for the defending army to fire at the attackers. The forces of Karhan got exactly what they were hoping to avoid, a long drawn out seige with a slow trickle of casualties on both sides as attrition wore away at them. In the end Karhan still couldn't take the bloody fort.
The Army of Mages vs Khagatai's Black Sky-Legion
The Army of Mages
Infinite Provisions: +1, Immune to Encirclement
The Black Sky-Legion
Veterancy: +1
Aerial: +3
The Army of Mages 1d20+1=13+1=14
Khagatai's Black Sky-Legion 1d20+4=4+4=8
The Army of Magi marched toward the portal, supported by their infinite wellspring of water and food. Khagatai was forced to intercept the Army of Mages on the desert sands, lest they simply march through their land. But the price of this attack was high, The magi have many ranged spells of magic with which to shoot down Aetherial and Dragon alike, and the blades of their fighters were empowered, too. While surely the flames of the Dragons were fierce and claimed many lives, the Magi had defence even against that: The arcane barriers of Arcanists could stop the flames for a time or even deflect them. The Army has set up camp for the time being at the site of the battle following Khagatai's retreat.
(The Red Court has occupied a small, surrounded area of the Black Qhanganate's land. Note: Encircled occupied territory can not become permanent territory.
Also, a small field of Chaos Crystals has been created there.)
The Desert Shades look for an opportunity to assassinate Khagatai
1d20=12
Khagatai is rarely exposed, spending most of his time on the back of his Dragon since the war began, so when he WAS within reach, the Shades knew it may be the only opportunity. But he is still well protected, only a stroke of incredible luck would see them succeed.
(needs Crit to succeed)
1d20=20!
Assassination, the Shadowguards' specialty. 100 yards in a single step like a shadow. a blade through the heart, and before anyone could turn their heads, the assassin was gone again in a cloud of black mist. But this would not be the end of the Black Qhanganate and the Sky-Legion, someone will surely inherit Khagatai's title, if not his experience. The one who took his life shall surely become a legend in time.
(The Black Sky-Legion has lost its Veterancy Bonus)
The Great Diplomatic Army vs The Black Qhanganate, North.
(half damage to the Black Qhanganate, Anti-bashing protection)
The Great Diplomatic Army 1d20= 19
The Black Qhanganate 1d20=9
The Great Diplomatic Army marches in from the North east, the lands of Streamland, with the intent to force a peace treaty between all the nations fighting so that the Purple Leaf disease may be cured.
And they hit the hot desert sands in force and the Corrupted of the Black Qhanganate marched to meet them. Already battered by the fight with the Karhans over the Fort, the Defence armies of the Black Qhanganate fought cautiously, and perhaps that was their downfall, because the Armies of Streamland and Zalalastan showed the wretched beasts no mercy. Due to their cautious fighting however, the Black Qhanganate was able to limit the losses they took in the battle. The Diplomatic army has set up camp on the site of the battle, after the armies of the Black Qhanganate were routed, taking a large chunk of the land for themselves.
(The Great Diplomatic Army has occupied a large swathe of land in the northeastern part of the Qhanganate. If it ever becomes a permanent territory, it will have to be decided whose territory it will become.)
Kingdom of Arghila vs. Rheis' Paladins, in the Red Court, south.
Kingdom of Arghila 1d20=11
Rheis' Paladins 1d20=9
The King of Arghila and his forces attacked the Red Court from the south, having walked around the Black Qhanganate along its south border, after leaving its ally Karhan to deal with the eastern fort, while chasing after apparently some artifact supposedly held by the Red Court. The Paladins of Rheis were there to meet them, with blades drawn, having heard of Arghila supposedly harboring a Necromancer, whom they very much wanted dead. Unfortunately for the Paladiins, they had learned to fight the evils of the world, not regular troops, figuring they would learn as they go.
At the same time, the blades alone of the Arghilans had little purchase against the hardened knights wielding brilliant rays of light as weapons. In the end, the paladins retreated backward, not wanting to die not having killed a single Aetherial and the Arghilans took a small section of the Red Court's lands in the south.
Greenskins raid the Slugmen and attempt to take slaves, expand their territory
1d20=16
Indeed, the anger of Zornaraugh was great, and it is in this anger that he ordered the farmsteads of the slugmen to the south to be raided, burnt and their inhabitants to be brought back to the tribe's lands as slaves to toil and expand the greenskins' territories. Of course some tried to fight, but it did little against the horde of green-skinned monsters. Soon, families began to flee their homes in droves and head south in an attempt to escape this cruel fate that Zornaraugh had condemned them all to.
(All of The Greenskins' territory is strong again. and they've expanded further to the northwest.)
(Meanwhile, the HCE's Northern tip has become Weak, but it will be repopulated, in time.)
Year 300.3
Due to the high amounts of infection, those who are uninfected go to the very westernmost part of Thairmar, the hope is that if people no longer live near those who have it, it won’t spread
Unfortunately, due to the presence of Strain 6 of the Purple Leaf Disease, the migration away from the east does little to slow the spread, as that Strain readily infects wild and domestic animals alike, it merely makes THAT strain of the disease more prominent.
P.M. Martin launches an expedition for the Cleansing Star
1d20=9
A vague non-specific island somewhere far from any coast isn't a whole lot to go on. The expedition mostly sails around in circles, and although they find several uncharted islands, most too small to put on a map, none of them even has a hint of the Aetherials or the star. However, a few small treasures are found along the way, including another early, crude, pre-University Arcane Magic-Cannon mounted on a ship. It seems like a lot of those early ships intended to fight the sharkman invasions somehow ended up beached on uncharted islands.
However, a previously undiscovered island some ways south-east of Karhan is discovered, and this one is even big enough to put on a map.
Year 300.7
Ziani Cannons are now AVAILABLE, to ALL SIDES. They can be used to produce either powerful Anti-Air forces, or Artillery. (To do so, tell me the percentage of health that you wish the new force to have, and which force will supply that health. The new force will be on the same faction as the force that supplies the troops, and will inherit certain properties of the supplying force.)
Mordicus attempts to recruit Dragons to help with the crusade
1d20=1!
He can't. He really, really just cant. Ever since being inflicted with the curse of Star Talk, they have been unable to be on the Western Continent(which is still unnamed, for some reason), without the aid of Dragonstones. And slowly the ways in which these "Dragonstones" are made, are being forgotten, even by those that still make them. And for a good reason too. The will of the gods, will not be violated.
In using of even just ONE of these Dragonstones, makes the dragons... Mortal, and overuse shortens their lifespan further. Now every Dragon that has ever used a Dragonstone has an expiry date, and as such Dragons have largely stopped using them, to prolong their lives as much as they can. The children of these Dragons, are not spared the detremental effects of their parents' use of the Dragonstones either. Now only the few purists who have resisted the temptation for over two centuries to use them are the only true Immortal Dragons, left. This is only being found out about now because the Dragons have exceptionally long lifespans, even when it has been shortened by the Dragonstones, and the first of the worst over-users of the Dragonstones are just now starting to die of "old age"...
Now those few "Immortal Dragons" have started to look down on the others as lessers for giving into the temptation.
(Sorry, i just wanted to do something with the Dragons, they've been stagnant and dormant for such a long time.)
A skeleton with a cannon invades the University, demands tribute.
2d20=5+20!
The University does not respond well at all, at all. The skeleton is in fact, just a skeleton, a magical one, yes, but still a skeleton. The University laughs at its demands and locks it up to be studied later.
Whats more concerning for the University however, is where did said Skeleton come from? It wielded a weapon so new, that the University, which is several steps ahead of the world's technological progress had not heard of it yet. If it did indeed come through the portal, that must mean there is in fact a third portal somewhere, somewhere where such a weapon could be gotten. But how did the Skeleton know about the University's portal, since such knowledge is required to exit the portal at the University. This has resulted in two distinct hypotheses:
That some beings intuitively can "see" inside the portal network. Which means that there indeed is a third portal, somewhere.
or that the Skeleton simply... appeared on the university's land. But then there is no way to explain the Cannon.
There is no consensus, and a third hypothesis has been discarded, that this Skeleton is in fact not from this world. It was discarded because Arcane portals can ONLY transport things Intra-Dimensionally.
Wharg and the Fire
1d20=3
Despite the best efforts of the Wharg to maintain the first fire, as they did for so many months through harsh winds and raging tropical rainstorms, a particularly fierce and lengthy storm would be the one to extinguish the flame that they had kept alive for so long. As the days wore on, with no end to the the rains in sight, as all that they fed to the fire before became damp and seemed to only hasten the fire's demise when thrown onto it or held above it, the Wharg and the firekeeper that was appointed could do naught but watch as it grew smaller and smaller. When the storm was at its end, so were all the fires that the Wharg had cultivated, there was nothing left of them after but smoldering ashes and charcoal. As the the Wharg wept over the remains of the fires, the tears as they hit the still warm coals would turn to steam. The Spirit of the Fire had left them, they thought, or perhaps the one of Storms did not wish them to have the warmth and light of the fire, long had they known the Spirit of the Storms to be vicious and cruel.
The Moss Trolls and the Purple Leaf Disease.
2d20=3+17
Unfortunately it does turn out that the moss trolls are suceptible to the disease, especially so, possibly because they occupy a strange divide between plant and animal, and it affects them just about the same way as it does everyone else, with one notable exception. The Disease takes hold of them MUCH slower than members of any other race thus far. Those trying to cure the disease are still unsure what is the cause, whether its something that could be useful in some way, and whether the slower spread over moss trolls is a good thing, or a bad one.
The Researchers get a bit of a fright when they spot several Moss trolls with BLUE leaves on them, thinking its a new Strain of the Disease, until the Moss Troll assures them that its NOT the disease, and they've been slowly accumulating various blue plant-things on them over the last fifty or so years...
YEAR 301.2
The Third Crusade: After being beaten by the Magi of the Red Court and their allies and the subsequent loss of Khagatai, the Black Sky-Legion realizes its need to lick its wounds and regroup.
Resupply roll for the Black Sky-LegionEasy
1d20=16
Despite the beating dealt to them by the Magi and assassination of Khagatai having dealt a blow to both their numbers and morale. The Qhanganate still had the upper hand and the Legion was within its own borders, all they'd have to do is bounce back and pull some extra forces from the reserves, and they'd be ready to take on the invaders once more.
(The Black Sky-Legion has gained 10% health back)
After the Skeleton incident at the University, the mages researching the portal at the university are making preparations to open the remote portal to Elysium.
Roll for how long it will take to get the portal opened1d20=11
It is fair say that it will probably take a few years until the Researchers gather enough powerful Arcanists and get approval from the University to open said portal. After all, Elysium is unknown territory, something that no one has seen before, and no one knows what to expect from it.
SummaryYear 300.2, TankKit
The greenskins, frustrated by their prior failures, raid the lands of the HCE and take many of the farmers there as slaves to expand their territory.
Year 300.3, Naturegirl1999
Due to the high amounts of infection, those who are uninfected go to the very westernmost part of Thairmar, the hope is that if people no longer live near those who have it, it won’t spread
(yep, copied verbatim)
(Year!) 300.4, Lidku
After finishing their celebrations of the turn of a new century, the teams of Arch-Mages from Ukalia continue their attempts of curing the Purple Leaf Disease with their restoration magic.
YEAR 300.45, Strik3r
Rheis and his Paladins join the brewing Crusade
Year 300.5, King Zultan
The Bleg form a small militia due to the increasing reports of Giant Snake attacks, to defend against such attacks.
Year 300.7
the elderly Grand Mayor Eudes of Dalai remains neutral in the conflict.
Ziani cannons become available.
P.M. Martin launches an expedition for the Cleansing Star, does not even discover a hint of the Aetheirals or the star
but does discover a new island, and some ancient technology.
A hit has been placed on a certain irritable Alchemist...
Year 300.8, Lidku
Mordicus, son of the King of Arghila, attempts to get Dragons to assist them in the crusade, however, the Dragons are refusing to use the Dragonstones because they decrease their lifespan.
Year 300.95, IncompetentFortressMaker
What appears to be a walking talking skeleton with a cannon appears in the University, demands tribute and is promptly locked up for study.
The Magi could not reach consensus between two equally probably scenarios as to how the skeleton got there in the first place.
Year 301, 301.1, Unraveller
The Wharg accidentaly discover fire, are not able to create more fire and the fires that they keep burning for months are snuffed out by tropical rainstorms
The Moss Trolls sail to Streamland to help against the Purple Leaf Disease(?), some accidentally get infected and it is discovered that the Disease takes them over much more slowly than any other race.
YEAR 301.2, Strik3r (Update)
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.
1 move per player, per war, per update.
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) (89%)
The bandit Orc-Slayer and his bandits(Offensive Guerillas) (100%)
vs.
Coalition of the Lakes (Offensive Armies) (64%)
(Hamsterfolk Shamans and Slugman Duchies)
The Third Crusade
The Red Court (Defensive Armies): (100%)
Army of Mages (Offensive Armies) (88%)
(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) (59.875%)
The Aetherials (Defensive Armies) (100%)
Khagatai's Black Sky-Legion (Aerial Offensive Army) (68%)
Kingdom of Thairmar (Offensive Army) (100%)
vs.
Kingdom of Arghila (Offensive Army) (79.75%)
Kingdom of Karhan (Offensive Army) (61%)
vs.
The Great Diplomatic Army (Offensive Armies) (97.75%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Description of terms:
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.
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.
Aerial: This army/unit gets a bonus against ground units/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.
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.
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.
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
Bashing: Attacking an army multiple times per update. Every attack after the first only deals half damage to the attacked army 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.
Immunity: If a force is immune to something, any enemies will not gain that bonus when fighting them.
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.
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:
No moves within several updates.
No Faction is capable of attacking.
A Successful peace negotiation roll is made. "Successful" depens 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)