Notices
I apoligize if todays update is sloppy. I've got some real RL shit going on right now...
But it still, it shouldnt have taken THIS long.
Hopefully i got everything correct
also these two turns were retroactively fulfilled, i just forgot last time
302.15
The Batpeople have begun building Sound producing Monuments all over their Island chains. The distinctive magical music produced by the islands leads to a Higher magical resonance in the area. Interesting phenomena can be observed. Plants take in weird colourations and Form magical fruits and Pollen. The Sky Takes on differing colours depending in the mood of the Batpeople and the direction of the Wind blowing. Feral Beasts of weird Form and shape have begun appearing and even Rocks can be Heard whispering Strange tongues.
This leads to an alchemical Revolution AS the new plants and Materials can be applied in various areas. Furthermore the druids and mages have formed a Council to rule over the Lands. Abundance of food and medicine have Made the Batpeople Population explode.
The Land Ruled by the druids and mages has become known as the Grand Batpeople Magocracy. A palace Tower for the ruling mages has been planned and construction is on its way.
Year 302.31
The Moss Trolls continue spreading to the rest of their islands.
The High Elves attempt to expand further through the dungeon into the western island. (Roll for High Elf attempts at clearing out the western half of the dungeon and colonising it further.)
Rolls
The Waterstone clan colonizes a peninsula and experiment with turning it into an island.
1d20=18
The dwarves of the Waterstone clan come up with various ways to turn the peninsula into an island.
Digging is the obvious one, its what the dwarves are best at, and the land connecting the peninsula to the mainland is JUST thin enough that it may be possible to simply dig a channel through the land at the thinnest point.
It will take a lot of work still, but it may be possible, then the channel can be widened further over time.
Another may be to use magic to dig the channel, infact most solutions to the problem involve magic somehow... its not an easy problem to solve. Something like Chaos magic may be able to "eat" the land away.
A more exotic solution may be to move the peninsula, by the way of magic. Dwarves don't know much about magic, and it would take god-levels of power to do so, but with enough Arcane energy, it may be possible to simply rip the peninsula away from the mainland.
Greenskins raid the Slugmen with increased intensity.
1d20=15
Despite all the attempts by the Slugmen of the HCE to stop the greenskin raids agaisnt their territory, most of their efforts are in vain. The Orcs are just too numerous and Goblins just too crafty.
But the raids themselves are standard fare that the Slugmen have come to expect from the greenskins. Attack defenseless homesteaks, burn them to the ground and enslave anyone that is still alive afterward.
But a small shift that has happened in the Greenskins' strategy is that they seem to field larger amounts of Hellraisers, Orc Berserkers with an ability to wield fire magic, to a degree.
They've been turning up the heat on that front for a while now.
The King of Arghila attempts to persuade Thairmar to join forces.
1d20=5
Thairmar's conviction remains firm, to them, the goals of the two Armies differ far too much to accept such a proposal. The only way they would fight on the same side in this war, is if Arghila would be willing to fight for the Black Qhanganate.
The fate of the three survivors of the Lotham zombie outbreak
3d20=6+1!+15
The guardsman is an obvious novice, he is just a fresh recruit into the city guard and doesn't have experience fighting... anything. And he's just surviving thus far just barely. While he hasn't been bitten by a zombie YET, he is barely scraping by in terms of resources such as food or water. There are of course other survivors that need those things too.
The "Saur" although he might've been a powerful "Stand User", it seems that even those "Stands" have their limits. One act of heroism too bold, saw him overwhelmed by a horde of zombies and torn to shreds, the Saur wont be coming back, even as a zombie.
The Lizardman smuggler is perhaps the only one who is surviving and is faring better than anyone else, but even then, barely. Wielding a large glaive and well over the height of a human, he's naturally in a position to sweep the heads off of multiple undead at once. And no one dares mess with a six and a half foot tall lizard.
Sandpond tries to build a wall, also tries to enlist Mi'akl's help with it
2d20=17+14
Mi'akl agrees to help the dwarves build a wall around their territory, seeing Sandpond as a potential base of operations for him and his master. His exact words in response to Drilka was, after a bit of deliberation:
"As long as you don't mind a few demons running about" along with a grim smirk.
Even with the help of Mi'akl and some of his demons, build a wall around such a, what is still comparatively a large piece of land, at least when compared to a town, is no easy feat.
Thus far, only short sections of the wall are complete. The Dwarves started with the sections that would be facing any directions where a hostile army might come from.
The Scar's continued expansion.
1d20=5
It seems that The Scar and the cracking of Dragolia is progressing slowly. While small subterranean cracks are starting to form, for the most part, Dragolia is still fairly stable. At this rate of progression the northern half of Dragolia is unlikely to shatter before the second half of the century.
The negotiations between Dorathine the 13th and Kaiser Garidius
2d20=5+4
It seems like the negotiations for a temporary alliance and mutual military assistance go quite poorly for both sides indeed.
Dorathine dropped out of the negotiation under the guise of insufficient forces to aid the Kaiser with... in reality, he sees himself and his nation too far from the brewing greenskin horde for it to affect him, and is more than willing to let them continually decimate the Celestial Empire.
At the same time, he made utterly ludicrous demands of the Kaiser, such as ceding any lands occupied by the Kaiser in the Dorathian Crusade to HIM instead.
The Way of The Leaf attempts to spread the Purple Leaf disease in the foxfolk shamans' land.
1d20=15
Despite continually losing members to the Purple leaf disease the Way of the Leaf continues to operate and spread the disease. For now they've focused their efforts on the Foxfolk shamans' land. The method for spreading the disease hasn't changed much. Expose to the disease, Drug them, bag, transport and release. They've managed to transport several infected foxfolk to the other end of the territory and also encourage the disease's growth where it already existed.
The Third Crusade:
Rheis' Paladins Cautiously Attack the Aetherials' RiftYear 303.2
The Great Scar University's Magi debate, debate, and debate, over the issue of whether to try opening a portal to Elysium. They can't come to a conclusion, so they debate one last time, as a tie-breaker of sorts. Roll for whether the Magi decide to attempt to open a portal to Elysium.
((not worldbuilding: IIRC they considered opening a portal to Elysium at some point... right? if I'm wrong, well, I or the GM can change the destination location to somewhere else I guess.))
((no need for a roll, it was going to happen anyway. So might as well not put it off anymore))
After months of gathering the world's most powerful magi for a ritual to open a remote portal on Elysium, a place that nobody had been on before, they were ready to finally do it. For the first time ever, would humans and elves set foot on Elysium after it lifted into the sky, after the White Tree began to grow. Of course, the most powerful magi would not be going in first, no telling what was on the other side.
The ritual was lengthy and required concentration throughout. An unbelievable amount of Arcane energy was fed to the University's portal. As soon as the first packet of Spirit energy was sent in, the Portal began to glow white, almost as if confirmation that a remote opening of a portal was in process, and it was waiting for enough energy. And it took alot of energy. When the portal had finally eaten enough, it returned to its usual blue look. Figuring that the portal had been created, the explorers that were ready to go in, were sent into it and instructed to think about "Elysium", so that the portal would take them there. That's when the floating island earned its name.
They exited the portal on the other side, to find themselves in an almost dreamlike landscape, filled with plants never before seen, blue plants mostly. As they began to explore around, soon enough they would notice white shapes moving through the undergrowth and rustling in the leaves, Outsiders were about to make contact with Elysians for the very first time.
Roll for how Explorers react to the Elysians and how Elysians react to the Explorers2d20=14+16
When the first little Elysian had the courage to exit the undergrowth and attempt to interact with the explorers, the explorers were a bit wary at first of the little white... oversized bipedal sugar gliders? with four ears and small crystalline growths on their heads? Each with a unique pattern on their back. The world had never seen anything of this nature before... so the Explorers were understandably a bit cautious.
But the little Elysians were almost made of curiosity, the explorers were as alien to the Elysians as Elysians were to them. But they were far less cautious, coming up close to the explorers and doing all they can to make themselves look as non-threatening as possible, including drooping all 4 of their ears. They would sniff and poke at the explorers playfully. At times they would make curious chirping sounds at each other and at the explorers. And even though the explorers didn't understand their chirps and squeaks, one of them ran away to soon come back with a different looking Elysian, it was smaller and the spots and patterns on its body were much more red than the others, and the crystalline growth on its head formed a bit of a crest.
The crested Elysian was... Assertive to say the least. It grabbed the hand of the explorer in front of the group, firmly and began to tug, as if to lead him in some direction. After a bit of discussion between the present explorers, it was agreed that they would follow the Elysians, where ever they wanted to lead them, they seemed friendly enough after all. Soon it became obvious what they would be walking toward, it was clearly visible in the distance. Giant and standing tall and proud, The White Tree of Elysium. A thing which had been only seen from so far away, and now they would be taken all the way under its leaves. It was an incredible feeling. As they made their way toward it, the crowd of Elysians that walked alongside them gradually increased, filling the air with their ceaseless squeaking and chirping.
When they reached the trunk of the tree, they saw many more Elysians there, a few of them had crests just like the one that was leading the explorers, still by the hand. Some of them were small, completely white without any spots, and one, just one, had a crest much larger than any of the others. Most Elysians were very energetic, but the crested ones were generally much more mellow, especially the one with the big crest, the one that was probably the leader of all Elysians. It calmly looked up at the explorers, inspecting them. A thing that the explorers found humorous was that the Crested One carried around a stick, like a wizard would a staff, but it was just a stick, a white one, but still a stick, yet took itself dead seriously, apparently.
After spending some time on Elysium, spending their time in the company of constant chirping and squeaking, sampling the cuisine of Elysium (Fruit, Berries and Insects), the explorers successfully managed to tell the Elysians that they wish to be led back to the portal, and thus, back home. While the one that led them there was nowhere to be found, one of the (slightly) larger ones with blue spots led them back and they went back through, but they didn't do so without company. Some of the Elysians had decided to be the explorers for their race, it seems. The humans had seen their world, now it was time for them to see the human world.
But how? it looks like that the theory of some of the researchers was proven true. Some creatures CAN indeed look "into" the portal network.
Its also possible that some went to the Waterstone clan lands...
Warfare(This wont be here when there are no ongoing wars.)
(Updated)
Dorathian Crusade
Dorathhian Kingdom (Army Coalition) (35,25%)
The bandit Orc-Slayer and his bandits (Guerillas) (67,25%)
vs.
Coalition of the Lakes (Army Coalition) (0%)
(Hamsterfolk Shamans and Slugman Duchies)
Hamsterfolk Resistance Fighters (Defensive Guerillas) (0%)
The Third Crusade
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) (35,25%)
Kingdom of Karhan (Army) (32,75%)
vs.
The Great Diplomatic Army (Army Coalition) (72,5%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Summary:Dorathhian Crusade
Dorathhian Kingdom attacked Coalition of the Lakes dealing 73,5% damage and taking 39% damage in return. Coalition of the Lakes has -37,5625% army health remaining and Dorathhian Kingdom has 35,25% army health remaining. The Coalition of the Lakes has been shattered. An army of Guerilla fighters has formed to resist further efforts at taking their land.
The Third Crusade
Thairmar Army's army health has increased by 5%
(Rheis' Paladins attacked The Aetherials dealing 45% damage and taking 63,75% damage in return. The Aetherials has 35% army health remaining and Rheis' Paladins has -3% army health remaining.
Rheis' Paladins have been shattered...?)
(Army of Mages attacked Kingdom of Thairmar dealing 24% damage and taking 13,5% damage in return. Kingdom of Thairmar has -1,49999999999999% army health remaining and Army of Mages has 41,5% army health remaining. The Army of Mages has reclaimed the lands from Army of Thairmar. Queen Arythia of the Red Court has died in the battle. The Kingdom of Thairmar's army has been shattered.)
(The Aetherial Cannon Artillery bombarded Kingdom of Karhan with artillery, dealing 12,5% damage. Kingdom of Karhan has 48,5% army health remaining.)
(Kingdom of Karhan attacked Eastern fort of The Black Qhanganate dealing 3,5% damage and taking 15,75% damage in return. The Black Qhanganate has -3,5% army health remaining and Kingdom of Karhan has 32,75% army health remaining. The assault was a critical failure.)
Dorathian Crusade
The Dorathian Kingdom attacks The Coalition of the Lakes, Reckless attack against the Capital from the south.
Modifiers:
Dorathian Kingdom:
Reckless Attack: +2 Attack -3 Defence
Coalition of the Lakes:
Capital Defence: +3 Defence
Dorathian Kingdom 2d20=(19+2=21)+(8+-3=5)
vs.
Coalition of the Lakes 2d20=(15+0=15)+(6+3=9)
The Dorathian army marches north toward the capital, disregarding defence and going forth with only one goal in mind, take the Hamsterfolk Shamans capital.
"show no mercy." Dorathine the 13th said,"Disregard the losses", and his army followed the order to the letter. Wading into the enemy forces with no regard for their own lives and delivered a brutal assault on the capital city.
None were spared the blade. Despite the Dorathian forces losing more than half of their remaining warriors in the assault, they killed every Hamsterman defending the city and kept going long after there were none left to defend it.
The lands of the Hamsterfolk now lay open to them, theirs for the taking. But the war is not yet over, isolated pockets of resistance remain and will fight tooth and nail to prevent Dorathine from taking their lands.
Whether Dorathine the 13th will force peace upon the Hamsterfolk, content with what they've taken thus far, or continue his conquest until his army is in tatters remains yet to be seen...
(Dorathhian Kingdom attacked Coalition of the Lakes dealing 73,5% damage and taking 39% damage in return. Coalition of the Lakes has -37,5625% army health remaining and Dorathhian Kingdom has 35,25% army health remaining. The Coalition of the Lakes has been shattered. An army of Guerilla fighters has formed to resist further efforts at taking their land.)
The Third Crusade
Rheis's response to the King's letter
Once again, the falcon returns sometime later, with another letter from Rheis:
To the Esteemed King of Arghila, Ludicrous-Sales Halloween
For the time being, until the end of this war, our order remains under oath to fight against EVIL in protection of whomever summoned us, in this case it were the Shadowguard of, and representing the Red Court.
However when the war comes to its end, we will be freed from our oath, and free change allegiance. The only other way would be if the oath were to be rendered null and void, such as is if it would come to light that we've been summoned under false pretense.
However, i do have some supicions, regarding the artifact or artifacts in question... it is quite possible that either one or even both of us has been bamboozled. By all accounts and with what i've learned of the time period of the Second Crusade, all evidence points to there being only ONE artifact in the possession of The Red Court, but perhaps even that is not the case, perhaps The Red Court holds no artifact of great significance.
Regardless, we're sworn to fight EVIL where ever it may lurk, as such, our destiny awaits us. I bid you farewell should this be the last time your little messenger comes to me. For we are about to march into the very maw of Evil itself.
May the golden sun shine forever bright
-Rheis Veirn the Second
Thairmar attempts to Resupply
1d20=12
From the occupied lands and few farmsteads of the Red Court, the Army of Thairmar is able to scrounge up only a small amount of provisions and supplies. The University that the army holds is beautiful, built upon the ruins of the old, and even more grand, but it bears few resources needed to sustain a campaign.
(Thairmar Army's army health has increased by 5%)
Rheis' Paladins Cautiously Attack the Aetherials' Rift
Modifiers:
Rheis' Paladins
Cautious Attack: -3 Attack +2 Defence
Rheis Veirn the Second:
Veterancy: +1 Attack +1 Defence
Suffer No Evil: +1 Attack(against Evil)
Totals: -1 Attack +3 Defence
The Aetherials
Entrenched Chaos: +4 Attack +4 Defence
Fortification Failed: -2 Defence
Totals: +4 Attack +2 Defence
Rheis' Paladins 2d20=(19+-1=18)+(2+3=5)
vs.
The Aetherials 2d20=(13+4=17)+(8+2=10)
The Paladins had their sights set on the Aetherials' Rift, with an intent to close it for good, and with the Aetherials just slightly weakened, this was perhaps the only opportunity for the Paladins to attack and walk away victorious. But the Aetherials would not let that happen, the Paladins would not be leaving from the domain of chaos alive. The paladins attacked the Aetherial menace with zeal and despite their caution, they were utterly unprepeared to fight them. While the Aetherials were weakened by what can only be assumed to be a fault in their consciousness, the chocking aura of Chaos only empowered the Aetherials and made well up for their weakened attack. And with their collective knowledge of combat, even if it was temporarily hampered, still allowed them some measure of defence against the mortal races.
The battle was absolutely brutal for the Paladins, the Aetherials were countless and made more powerful still by the ambient chaos but the zeal of the Paladins was even more fierce and while Aetherials shed no blood, the brilliant spells of light of the Paladins turned the wretched bastards straight to ash, that was mixed with the bloodsoaked sand of the battlefield. In the end, it is not known what caused the Aetherials to retreat, because none of the paladins were left alive at the end, save for one. There he stood, among the ashen sands and countless bodies of his Paladins, his companions, his friends. The Lone Paladin, Rheis. His armor destroyed, his brilliant white cape torn to shreds and his body mortally wounded.
"There..." Rheis said, speaking to the little golden light that followed him and pointed to the Aetheiral Rift, seemingly a large, completely black orb with a crimson vortex around it. "The great wellspring... of Chaos energy. Go... Now... Before they start coming out it...", the little orb said nothing, despite being able to, instead doing as the paladin asked without question. "I'm just... going to sit here for a while", he said as he sat down on the edge of the Rift's crater, keeping his eyes locked on the little golden light as it flew toward the Rift. The Rift was massive, the size of a castle and the edge of the crater was about five hundred and fifty yards from it.
As the golden light entered into the Rift, it disappeared and Rheis squinted his eyes, waiting for something to happen. The Rift wouldn't let the little light through as it was now, empowered from the energy of countless Aetherials, ripped from their disintegrating bodies and turned into pure light. And that's exactly what the Paladins were banking on, that the Aetherials, that Azerth would rather close the rift than let something that feeds off of Chaos into the Chaos Realm, a place with endless Chaos energy.
And then it happened, at first there was a small bright dot on the orb where the little golden light entered the rift, but it quickly spread across its surface. In a bright flash, it turned the dark and ominous sphere into a what might well be described as a small golden sun. its light burning away the corrupted chaos crystals that it touched and turned the black sands bright again.
"You neved did get a name... Maybe you'll get one now."
(Rheis' Paladins attacked The Aetherials dealing 45% damage and taking 63,75% damage in return. The Aetherials has 35% army health remaining and Rheis' Paladins has -3% army health remaining.
Rheis' Paladins have been shattered...?)
Auto-Combat
The Third Crusade
The Army of Mages Attacks the Kingdom of Thairmar, attempting to reclaim
Modifiers:
The Army of Mages
Infinite Provisions: +1 Attack +1 Defence
The Army of Mages 2d20=(15+1=16)+(1!+1=2)
vs.
Kingdom of Thairmar 2d20=(3+0=3)+(14+0=14)
(Elevated)
While Arythia was away from her lands, the army of Thairmar had moved into her territory and she would not stand for it. The Army of mages marched into the occupied territory, with the intent to reclaim it, and the University. Can they never be in peace, it was blown up once and now occupied, despite having little to even do with the Red Court.
The Army of Mages attacked the occupying Thairmar army in blind fury and were it not for Thairmar army's battered state, it would have been their end.
But the Army of Thairmar was entrenched in deep, and were not willing to budge from their positions, preferring to fight cautiously rather than risk even greater casualties.
In the end, the Army of Thairmar was held out to the last man but they scored a greater victory than the Red Court did in reclaiming their lands. The Army of Thairmar, in their caution and patience managed to catch Arythia and a small squad of Magi out of position. Arythia, once the Red Queen of the Blood Dunes, her blood would now add to the unfathomable amount that already stained these sands from the many conflicts fought here.
(Army of Mages attacked Kingdom of Thairmar dealing 24% damage and taking 13,5% damage in return. Kingdom of Thairmar has -1,49999999999999% army health remaining and Army of Mages has 41,5% army health remaining. The Army of Mages has reclaimed the lands from Army of Thairmar. Queen Arythia of the Red Court has died in the battle. The Kingdom of Thairmar's army has been shattered.)
The Aetherial Cannon Artillery Bombards the Kingdom of Karhan
The Aetherial Cannon Artillery 1d20=20!
vs.
Kingdom of Karhan 1d20=15
(The Aetherial Cannon Artillery bombarded Kingdom of Karhan with artillery, dealing 12,5% damage. Kingdom of Karhan has 48,5% army health remaining.)
The Kingdom of Karhan Attacks The Black Qhanganate, the Eastern fort
Modifiers:
The Army of Mages
Infinite Provisions: +1 Attack +1 Defence
Kingdom of Karhan 2d20=(1+1=2)+(2+1=3)
vs.
The Black Qhanganate 2d20=(7+0=7)+(6+0=6)
(Kingdom of Karhan attacked Eastern fort of The Black Qhanganate dealing 3,5% damage and taking 15,75% damage in return. The Black Qhanganate has -3,5% army health remaining and Kingdom of Karhan has 32,75% army health remaining. The assault was a critical failure.)
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.
SummaryMap and Legend(Updated)