Notices
Year 307.2 -A letter arrives on the desk of a prominent Hamsterman researcher based at Lake Scar University
No
Year 307.32-307.35
Yeah, a lot of rolls, I'll backfill this next update. And i mean, you can try anything, but im telling you right now, ya' cant build a tower to the moon, even if these rolls all crit.
Rolls
The Waterstone Clan continue digging1d20=3
The Dwarves, in an attempt to speed up the channeling work, bought some Blasting Powder from Dalai. However, their attempts at using the stuff ended in disaster, they used too much of the stuff and the resulting explosion caused a chain reaction that blew up most of the stores of Blasting powder, turning the shed they were stored in into a big flying bunch of shrapnel, killing many workmen and causing a landslide that filled in a previously dug out section of the trench, setting the work of the dwarves back considerably.
Arghila attemps to eliminate the outbreak in their lands1d20=18
Arghila pulled out all the stops used everything they had to eliminate the Purple Leaf Disease from their lands. The price paid was beyond any other so far, the supply of Vision Dust that Arghila had stockpiled was almost entirely used up to cure those that could be and vast amounts of gold were paid to powerful Fire magi to destroy those that could not be cured, without mercy. They sorched the infected, along with any trace of them, and then every piece of land that the disease had touched within Arghila's land turning entire towns and forests to ash, to a dead land.
The land will heal, but it will take many years.
Human Kingdoms attempt to purge the Way of the Leaf1d20=20!
Recognizing the incredible threat that the Way of the Leaf cult presented, an entire army of inquisitors was drafted to not just track down the Way of the Leaf, but to hunt them down wherever they might have been.
No matter what cave or abandoned structure the cult fled to were found in mere hours, as the inquisitors were always hot on their tail, went in with blades drawn and took no prisoners. By all accounts all that's left of the cult are rotting corpses and destroyed hideouts.
The Yardmowers attempt to destroy the Way of the Leaf1d20=17
The Yardmowers went out in full force to track down and kill any members of the Way of the Leaf cult, but every hideout they discovered was already torn to shreds and the members within it killed. The Yardmowers themselves were impressed with how thoroughly the job had been done, by whoever did it. There was no trace of any living members, none of the infected, nor any surviving plans for any lunatic to take and continue the work of the Way of the Leaf. The very few members that were missed, were done in by the Yardmowers.
The Way of the Leaf attempts to spread the Purple Leaf Disease1d20=11
With each cell of the Way of the Leaf dying to an enemy unknown, one who left not a single cultist alive, not even those that pleaded for their lives. The remaining cultists grew ever more desperate and knowing that their days are numbered, were preparing to cause perhaps the last outbreak the Way of the Leaf would. They were in the final stages of preparation, the infected were ready for transport. But it was too late! The ones who had killed all their Brothers and Sisters of the Leaf were already on the last cell's doorstep and were raiding their hideout. One of the cultists, one in charge of the infecteds' cages, upon being confronted by the attackers, released the infected hosts and one managed to get close enough to come in contact with one of the attackers. The cultist's throat was cut by a sword, but his last moments were filled with screaming, that is the screaming of the one who came in contact with the host as his comrades lit him ablaze with a ball of flame and he burned to death. The cultist died with a little smirk on his face and a warm feeling inside, and not just from the burning inquisitor.
The inquisitors that attacked that hideout began showing symptoms of the Purple Leaf Disease hours later. And by the time that the symptoms were noticed, it was already too late for all of them and they were soon overtaken by the disease. They were later killed by the Yardmowers, who had always been just a few steps behind the inquisitors.
Kore Jonhara's follower commits ritual suicide in his devotion to the Great Ruby1d20=16
Turns out that gutting oneself is an incredibly painful process that even the most devoted of the Kore Jonhara's cult wasn't prepared to handle. His shrieks and screams of pain were loud enough to once again awaken whatever slumbered within the Ruby Egg. Kore was staring intensely at the ruby and this time he happened to catch the eyes of the creature within opening its eyes briefly, yes, two little bright yellow/orange eyes.
Awake being perhaps the wrong word, its eyes were open for a little while, yes, but it wasn't really... aware. It's merely responding to stimuli, nothing more. Whatever is in the Egg is still clearly underdeveloped, even Kore could realize that... or maybe he can't and will instead see this as a sign that he should "feed" more lives to the Great Ruby to fully awaken whatever is within.
Whatever is within the egg hasn't developed at all since being found, and likely from long before that or it just develops so slowly that it would not even be noticeable... but its more likely that it is waiting for the right kind of spark to continue its development, the same kind that started its development in the first place.
Afterward, the egg does its usual routine of growing its crystalline exterior. the fact that this ruby was at one point even cut is hardly noticeable anymore.
YEAR 307.5
((Guess i lied a bit about the Elysian thing not being ready yet...))
The Great Scar University's project to construct an Elysian Habitat was completed less than 2 months ago, as a way to provide a comfortable and familiar environment for the University's Elysians to live in as well as a way to observe and research them. Known as the "Elysian Gardens" for now, it is a mini-Elysium made from a former stretch of unused and magically fertilized land, By the way of Nature magic. The hardest part of the whole process was getting the Elysians' favorite blue plants in there, as they do not respond as well to magical growth as other, normal plants.
Like Elysium, the Elysian Gardens are a forbidden place to most, in this case, so that Elysians wouldn't have to constantly deal with interrupting and disruptive oafs gawking at them and could live as they do on Elysium, making observing them in their natural habitat that much easier. This has resulted in another important discovery: When they're not in a playful or energetic mood, Elysians can be quite shy when it comes to other races, and in extreme cases, other Elysians, it depends on the Elysian, some are more brave than others. They somewhat prefer being amongst others of their kind. To prevent wanton loitering into the Elysian Gardens, the whole area has been walled off. Its not there however to keep the Elysians IN, however, as there is no way the wall will stop them, they can happily jump over it, and do, if curiosity strikes them and they want to explore the university and its surroundings. In fact, the existence of the Elysian Gardens has made the Elysians in the University that much more docile and unwilling to cause trouble, they now seem to almost have a "respect" for the things in the University and wont just do whatever with them.
Despite the Gardens only having been complete for a short while, thanks to it, those researching the Elysians have already made a groundbreaking discovery related to them... well somewhat. Its certainly a thing that had been puzzling them for a while: Three kinds of Elysians have been seen:
The ones with blue spots, who, for convenience's sake, the researchers call the "males", due to their larger size and more prominent observed guardian instinct.
The smaller ones with reddish/crimson or purple spots, who the researchers termed the "females", due to seemingly bing more "feminine" if such a term can be applied to Elysians, but they also show maternal behavior toward the other two kinds. Curiously, it is often the "females" that are more "assertive".
The third and smallest one, that lack any kind of marking at all, alongside lacking the Elysians' distinctive patagium altogether. These are assumed to be the "children" of Elysians, but again, nothing is certain with Elysians.
However, the Researchers have never observed an intermediary stage between any of these three, until now. They assumed that Elysians grow up over time like most creatures, in hindsight, they should've expected something abnormal, as is the norm with Elysians. One day, while the park keeper was doing his rounds around the Gardens when he stumbled upon a peculiar organic object... glued to the underside of a horizontal wooden beam supporting one of the constructed shaded areas in the Gardens, originally intended to serve as a place where people could spend time interacting with (willing of course) Elysians, on THEIR territory, where Elysains are much more comfortable.
Rather than do anything himself, the groundskeeper told the Researchers, the ones focused on Elysians, about it. They rushed to where it was found, and as soon as they saw it, they realized that they may have stumbled upon the "missing link", and were proven correct by using a trick usually used to determine the viability of eggs to determine the internal structure of the chrysalis.
Holding a light source, such as a candle, behind or below an egg causes some of the light to pass through the shell, that will then be mostly absorbed by anything within the egg itself. When this was done with the object, in this case using a Spirit Light, it revealed a small Elysian within, thus Elysians dont "grow" because they metamorphose, like butterflies. What they had stumbled upon, was an Elysian pupa, a Chrysalis, if you will.
Now it has been left there for a while, and it began to grow more transparent as the pupal skin was stretched, revealing the young female that is growing within.
There are many things that the researchers still don't know about the process, but they have theories covering certain aspects, although certain less... flattering components of the theories are always redacted by the researchers, possibly to preserve the "purity" of the Elysians, something talked about only on a need-to-know basis. The Researchers believe that the process of pupation is entirely voluntary to the Elysians. It is surmised by the researchers that the Elysian in question felt comfortable and safe enough within the Gardens to pupate. The Chrysalis is believed to be constructed by secreting a kind of "sap" from pores all over their body, that gradually hardens and becomes the Chrysalis. There is no indication before pupation whether an Elysian is, or maybe even becomes, a "male" or a "female".
Imagoes or the "adult" Elysians do not lose the pores that produce the sap, and thus, theoretically can make another Chrysalis at will, possibly to survive various dangerous circumstances. Elysians, being Elysians, it is not even impossible that Elysians might be able to REVERSE their form back to that of the "larval" stage. How the pupa actually got where it was is well, its one of those retracted parts, left to the readers of the theses to imagine. It is believed that in nature, the Elysians would attach the pupa to the underside of thick and strong branches, preferring shaded areas. The only place in the Elysian gardens deemed suitable was the aforementioned wooden beam. Since the first pupation there, the area has been completely enclosed and out of sight, and the entrance has been marked with a drawn picture of an Elysian pupa, thus has become the de-facto area for Elysians to pupate, a thing that is... infrequent to say the least, with that chrysalis there being the only one thus far.
When emerging from the Chrysalis, the Elysian first begins to secrete... something that weakens the chrysalis, thus freeing it from the chrysalis, it then flips itself over within the chrysalis, so that it is essentially sitting inside the Chrysalis and will then cut an opening in the upper tougher part of the chrysalis using either the crystal growing from its forehead or its teeth. The Elysian can then climb onto whatever supporting branch, or in this case, wooden beam the chrysalis hangs from. Pupating Elysians are essentially blind as their eyes are literally glued shut, the chrysalis however is permeable to air, thus they are able to breathe, and a special air pocket is formed around the nose and mouth, to ease breathing. It is believed that the Elysian spends most of its time in the Chrysalis asleep.
(TL;DR: Biology)
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) (73%)
Viper Guerillas (Guerillas) (99%)
Kingdom of Karhan (Army) (0%)
vs.
The Great Diplomatic Army (Army Coalition) (60%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Summary:
later
The vipers attempt to infiltrate the Red Court
Nigh-impossible (Wrong Unit Type: Is "Guerillas", should be "Spies")
Needs Crit to succeed
1d20=18
The Vipers attempt to infiltrate the Red Court, in hopes of securing the head of Valkyra. They had everything figured out, disguises and everything, or so they thought. They spent a while slowly inching themselves closer to the location of the supposed artifact. Bribing people, stealing documents and whatnot, until they thought they had figured out the location of the artifact. Apparently Queen Arythia had the head mounted on a wall in her office, so the Vipers snuck into the now-disused office. But when they got to where the head supposedly was, all they found was a piece of paper. One of the Vipers picked up the letter, it was unusually... coarse(?) under his fingers. He began to read out the message:
Told you there was no artifact here, never was. But you got this far, so you're pretty good. You would make good Shadowguards, you should consider joining, if you're still alive in a few moments.
The paper, you see, is coated with one of the nastiest contact poisons ever made. Mama Kirritha's own recipe.
You're probably wondering how we discovered you? One of you forgot to take off your "Vipers" mark, rookie mistake.
-Heartcutter
With the message delivered, the Viper who picked up the paper went as rigid as a statue and began foaming out of his mouth, he suffocated as his lungs were no longer able to do anything as they had been paralyzed, along with the rest of his body.
(The Vipers have lost 1% of their army health. Can now become "Spies")
The Kingdom of Karhan's army merges with Kingdom of Arghila's Army.
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)