Notices
Please dont be afraid to mess with the Dragonic Enclaves, they were specifically created as blank slates so that everyone could do things with them.
Rolls
The Waterstone Clan's continue to dig, and also pray to Perun for help.2d20=12+7
the dwarves continue to make slow but steady progress, with numerous setbacks as before, the digging of the channel is a massive undertaking where the work only seems to increase as they inch closer to completion.
One of the greatest problems the dwarves seem to be facing is one of manpower, there is no denying that extra hands would never hurt.
However, they have dug up enough dirt and stone and carted it northward to increase the size of the peninsula by a tiny amount.
Perun sadly does not help the dwarves in their endeavor aside from offering a few vague words of wisdom about change and upheaval.
Way of the leaf attempts to spread the Purple Leaf Disease in the eastern KingdomsIn Order: Zalalastan, Arghila, Karhan
3d20=9+17+2
The Way of the Leaf succeeds in transporting a few infected hosts into the capital city of Zalalastan, however, the cultists are discovered, and escape from the clutches of Zalalastan authorities. The crates were accidentally opened, causing a small outbreak in the capital city, but it was quickly snuffed out with liberal application of Vision Dust, causing a dip in Zalalastan's supply of the stuff.
Arghila however, being in the middle of another crisis, was not able to discover the cultist's attempts and they managed to transport an large number of infected hosts into the very heart of Arghila, it has caused an large zone of infection. it has effectively become the second large outbreak of the disease, that is poised to take all 3 of the human kingdoms if not stopped fast.
For what its worth however, Karhan was able to catch onto the cultists incredibly quickly, both the cultists and the hosts they were transporting were burnt to ash with magic fire.
Kha'tra attempts to recruit followers into the Jahtgaro Cult.1d20=3
The efforts of Kha'tra go almost entirely unsuccessfully, most potential recruits and members backing out upon learning of the cult's dedication to a bunch of giant snakes who eat eachother... and them.
And when they do escape, they inevitably alert the city's guard of the existence of the cult, reports that are starting to slowly pile up on the desks of guard captains.
If Kha'tra does retain any members, they are only the most gullible or the most insane, one way or another. Not even her beautiful song could mesmerize them.
It seems that in many ways, the Jahtari(yes, the name's LITERAL translation would be along the lines of "Great Lizard", but the "ari" component has no equivalent in other languages and thus what its real meaning is, is not known. A bit of a misnomer nowadays, when compared to the Vasilikos at least, but it shows that the Jahtari have at least some degree of respect for the great snakes.)
Are in many ways the opposites of the Vasilikos.
YEAR 305.6
After it was discovered by the Dragons that the usage of the Dragonstones not only made them mortal but also weakened their power with each use, a number of dragons who abstained from the usage of the Dragonstones, the self-titled "Immortal Dragons", began to see themselves as superior to the the ones who had used the Dragonstones and thus damned themselves to mortality as "Lesser Dragons".
Due to growing and often bloody tensions between the numerous Lesser Dragons and the incredibly rare Immortal Dragons, the Immortal Dragons have begun to retreat from the greater lands of the Elder Council of Dragolia and begun to form enclaves, along with whatever Lesser Dragons worship them and see them as the idealized versions of themselves. They have settled in either unsettled wilderness, in the less populated regions of the Elder Council of Dragolia's lands or within other nations on Dragolia, with most nations having one enclave, the exception being the Jahtari Sultanate, which due the Lizardmen's continuing undeservedly favorable view of the dragons as a whole, has three known enclaves.
It's not impossible that more enclaves will form in the future. The Immortal Dragons' enclaves are not directly a benefit nor a hindrance to the nations they inhabit, but their favor or ire may be gained, depending on each Dragon's personality and goals.
Currently the Enclaves are undifferentiated, but they will each surely grow into their own culture and personality, to align with whatever goals their leading Immortal Dragon or Dragons, in some cases, have.
Each of the Immortal Dragons has an elemental affinity, which is often reflected in their forms, as aspects of their elements begin to manifest themselves on their bodies.
As mentioned, the Immortal Dragons are highly limited in number, and each has a different goal they want to achieve. Some see themselves as the rightful owners of Dragolia, some as the protectors of it and everything on it, others desire to cure themselves of the curse that had been afflicted on them so long ago.
The Immortal Dragons are much more powerful than their lesser cousins, having avoided the use of the Dragonstones and being "pure" in that sense, but still not free of the curse. Any dragons born to two Immortals ARE Immortals themselves, however, the only problem is, that dragons generally mate rarely, and now, the Immortal Dragons are sure to do so even more rarely, and if they do, it'll be a historic event. But they wont be in a hurry. However, as a result of the Dragonstones' side effect, the Lesser Dragons are likely to begin breeding more.
Warfare(This wont be here when there are no ongoing wars.)
(Updated)
The Red Court (Defensive Army Coalition) (96,5%)
Army of Mages (Army Coalition) (0%)
(
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 Army Coalition) (71,75%)
The Aetherials (No territory) (Defensive Guerillas) (0%)
The Aetherial Cannon Artillery (Artillery) (20%)
Khagatai's Black Sky-Legion (Aerial Guerillas) (20%)
Kingdom of Thairmar (Army) (0%)
vs.
Kingdom of Arghila (Army) (40,25%)
Viper Guerillas (Guerillas) (100%)
Kingdom of Karhan (Army) (32,75%)
vs.
The Great Diplomatic Army (Army Coalition) (60%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Summary:
The Great Diplomatic Army attacks the Black Qhanganate, to the southwest.
The Great Diplomatic Army 2d20=(8+0=8)+(15+0=15)
vs.
The Black Qhanganate 2d20=(20!+0=20)+(4+0=4)
The Great Diplomatic Army marched to the southwest and out of their occupied lands, into the lands of the Black Qhanganate. They had intended to secure a source of Chaos Crystals. However as soon as they entered the Black Qhanganate's land, they were set upon by vicious assaults and ambushes of the remaining defenders of the Black Qhanganate. Despite holding firm, the Great Diplomatic army could not make any progress into the unoccupied lands and were constantly on the defensive, having little opportunity attack the Black Qhanganate's fighters back. And although the fighters were scattered and disorganized, there was nothing that the Great Diplomatic army could do to them that wasn't already done ten times over by other forces in the war. It is only due to the limited numbers, the disorganized nature of the Black Qhanganate's fighters and the Great diplomatic army's constantly defensive stance that saw them take as little damage as they did, but they were still forced back where they came from. Thankfully, the Black Qhanganate was content to merely drive them back to the occupied lands and didn't pursue them further.
(The Great Diplomatic Army attacked The Black Qhanganate dealing 16% damage and taking 12,5% damage in return. The Black Qhanganate has -16% army health remaining and The Great Diplomatic Army has 60% army health remaining. The Great Diplomatic Army did not succeed in occupying any land.)
The Black Qhangante has consolidated both the remaining Aetherials and The Black Sky-Legion back into a defensive army, leaving only a small Aerial Guerilla force as the only remaining offensive force.
Red Court has merged the Army of Mages with Red Court's defence army, leaving the Desert Shades as their offensive force.
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.
SummaryYear 304, TankKit, Naturegirl1999
The Waterstone Clan's continue to dig, and also pray to Perun for help. Progress is still slow, and Perun is unhelpful. The dwarves have slightly increased the size of the peninsula.
304.2-3, Lidku
The King of Arghila doesn't believe the message sent to him by the Red Court.
Also hires a band of Guerillas, known as "Vipers"
Year 303.85, auzewasright
The Great Diplomatic Army sends messages to Karhan and The Black Qhanganate, neither seemingly recieves a response.
Year 303.9, King Zultan
The Way of the Leaf, continues their efforts of spreading the Purple Leaf Disease.
Only in Arghila do they succeed in causing an outbreak.
YEAR 305, Strik3r
The golden light has formed a Crystal Field (Light) around itself
Year 305.2, Lidku
The high-elf Archmagi dedicate themselves to curing the Purple Leaf Disease. The group dedicated to curing the disease calls itself the "Yardmowers".
Year 305.4, IncompetentFortressMaker
A nondescript dwarf, in traveling clothes, with an overly long beard, staggers into the Great Scar University. A few days later, he is reported to have exploded. It seems he got his hands on the skeleton's cannon and... misused it.
Year 305.5, Unraveler
Kha'tra attempts to recruit followers into the Jahtgaro Cult without success.
YEAR 305.6, Strik3r.
Draconic Enclaves, headed by Immortal Dragons have begun to form.
Map and Legend(Updated)