Notices
Rolls
A mad dwarf attempts to build a tower to the moon4d20=12+7+6+18
Most in the University dismissed the dwarf's plan to build a tower to the moon as pure lunacy and rightfully so. However, a few more eccentric ones saw the potential in the dwarfs ambitious and grand plan and thus agreed to help him design and build a tower to the moon, or at least as high as they could. But dreams alone dont make for great towers, they needed materials.
No one would willingly give the madmen anything to build the tower for free, and the resources that the University was willing grant for the acquisition of materials for this lunatic plan were rather limited, thus the mad dwarf and his equally mad friends were able to acquire very few materials, not nearly enough to build a "tower to the moon", or even a very tall tower for that matter, with careful management and additional materials dug up out of the ground, it might reach the height of Elysium. That is, if they had a proper construction and mining crew, which they dont, its an insane plan that everyone they tried to hire dismissed as a joke, but of course, money talks, a thing that the mad dwarf and his mad compatriots had very little of after negotiating for their supply of materials, which will be supplied from the Jahtari Sultanate, due to its proximity to the construction site and also because they were cheap, probably mined by slave labor. Maybe the mad dwarf should've hired an accountant to manage the limited funds they had. Regardless, with the gold they did have, they enlisted the aid of a Jahtari slaver guild to build the tower. It seems like all great constructions by the Jahtari are built on the back of slave labor.
With what they had, they began to build their tower, with few hiccups. It seems that the Jahtari slaves are well disciplined, a lot more skilled and obedient than would be expected, but i suppose if a nation is built on slavery, they surely must have slavery down to a science. The tower, that is now being called the "Moon Tower", is nowhere near complete, even in relation to how high it will actually reach, which is as previously stated, about as high as Elysium... eventually.
The Dwarves of the Waterstone clan continue their digging1d20=17
It seems that the dwarves have caught their lucky break, with the constant setbacks and what not. The Dwarves are stubborn, yes, but despite their stubbornness even they needed to admit that they needed outside help to help with their digging efforts, it was then realized that they have a portal straight to the University, the mages will surely be able to help them, so they sent a dwarf that knows how to travel through the portal to the University to see if he could convince some of the magi there to help.
The Head Mage of the Chaos wing saw it as an opportunity for everyone in the Chaos wing to take their studies out of the classroom and put it into practice in the real world, and earn a bit gold for the University. Of course the dwarves were a bit wary of the help of Chaos Magi, knowing the damage that Chaos has done to this world, news of which have reached even the Dwarves. In the end the Dwarves hired the help of the Chaos Archmagi and their students to magically dig the channel.
To do this the Chaos magi used a spell known as "Entropy Beam", it replicates the little known effect of the Chaos rift (formerly Rifts) of (very slowly) destroying matter and concentrates it into a beam of energy.
While the spell does it MUCH faster than the Chaos rifts, and in a controlled manner, the process is still not all that fast, but with a bunch of Magi, they dig through the earth at an impressive pace.
The only downside of digging with Entropy Beam is that it does not leave any matter behind to be carted away. Because the Archmagi were often also teachers for the University, they would happily explain the fundamentals of Chaos magic to any curious dwarves, with some even succeeding in casting weak Entropy Beams themselves. Seeing the effectiveness of the Magi's efforts compared to their own, some Dwarves actually became quite interested in magic themselves. It was discovered too late that Earth or Arcane Magi would have been able to help them too, since either could just MOVE the earth, magically, using different techniques. Arcane Magi using "Telekinesis", and Earth Magi using "Command Earth", a spell that makes dirt or stones literally move by themselves and with a small Spirit kick, can become golems, which can then be ordered to dig, but Spirit Magi are generally rare and Earth/Spirit magi even more so.
(Sorry, theres only so many times i can write about dirt being dug before i lose my mind.)
The situation regarding Gharlor's health1d20=15
While the Gharlor leading the New Qhangante is getting a bit old and his health is beginning to reflect this, for the time being he has no serious or life-threatening illnesses and he is in generally good health, for an old man.
Perun causes stuff to rain on the BearwalkersIn order: the amount, the effects (Low=Bad High=Good), and the liquid itself (Low=Bad High=Good)
3d20=10+4+15
The amount of rain that Perun causes to come down on the Bearwalkers' territory is not much, its certainly no rainstorm, more like a light drizzle, except its not water. Whatever it is, its tasty, and fermented, yep its mead, its the bearwalkers' lucky day, or would be if even touching the cruel liquid didn't turn any spot on the skin it hits into petrified wood. Its not hard to guess what it does to one's insides.
Year 308.2
((Why do i get the distinct feeling that the Yardmowers will become this world's equivalent of the Umbrella Corporation? Oh wait, that's the Aetherials. Still, should i be keeping my eyes open for an "Kalbert Hesker"?))
The Yardmowers attempt to tackle the Purple Leaf disease in Thairmar and the Foxfolk lands2d20=9+18
The Purple leaf disease in Thairmar is too widely spread for the Yardmowers have a significant effect on, especially with only a small part of the whole Yardmowers' force. Despite their best efforts, The disease continues to spread faster than the Yardmowers can deal with it, or the Red Leaf Disease. It may be that the infection within Thairmar is beyond the critical mass needed to be effectively unstoppable, in fact that may be the case for the disease as a whole. and unless a revolutionary solution to the problem is discovered, the western continent may well be lost. And while the Red Leaf Disease will eventually theoretically infect all of the Purple Leaf disease carrying hosts, By the time the Red Leaves do so, there will be nothing left to save. And there is no guarantee than a strain of the Purple Leaf disease wont mutate that is immune to the Red Leaf Disease. Had the Third Crusade never started, perhaps everyone could cooperate and focus on curing the disease together, as there is no one that the Disease does not present a threat to.
Not everything is so gloomy however, as the Yardmowers headed to the Foxfolk Shamans land have demonstrated that it IS possible to fight back against the disease with concentrated effort, with ample supplies of Vision Dust that is, and magical fire. They have managed to significantly reduce the infected area in the foxfolks' lands and do so without scorching the land. The Upside: The land is usable, the Downside: the disease can still spread there.
The Third Crusade: The Desert Shades attack the Kingdom of Arghila occupied territory to the south.YEAR 308.6
Tragedy has struck the Elysian Gardens.
There are ever few devoted enough to journey across a continent to please their masters, but a zealous member of the Jahtgaro Cult who is always looking for new things to feed to his ever hungry masters, a Seeker of sorts. The mad dwarf, with his grand plans of the Moon Tower has brought knowledge of the Elysians to the south along with him. They were wonderful creatures after all, who could resist talking about them, and like that the word spread among the Jahtari about the Elysians, first to the Slaver Guilds, who were working with the Dwarf on the construction, and then from there to the rest of their nation, and soon enough, the word of them reached the ears of the Seeker.
Surely, they must be truly exotic delicacies, if only now they are being learned about. He hired a few less than moral trappers to aid him in his quest and they traveled all the way north, to the University and more specifically to the Elysian Gardens to capture a few, just a few Elysians and bring them south. Luckily for them, the Gardens are left largely unguarded, probably for the Elysians, getting in isn't too difficult, especially for Lizardmen. And Elysians, being the naive and curious creatures that they are, readily approached the poachers with friendly intentions, only to be restrained and shoved into a cage way too small for them.
While the Elysians attempted to free their captured friends by the way of magical attacks, it turns out that their natural magic is too weak to do significant damage and the Seeker along with the hired thugs made off with several cages with Elysians in them. For those that were captured, however, the nightmare had only just begun. They were carted all the way to the south, and given an excess of food along the way, The Elysians, being the optimists that they are, figured that they would probably become someone's pet, however, the reality is far more grim.
The Poachers eventually split from the Seeker, having done their job and went back to the Sultanate, blissfully unaware and unconcerned with what would become of the captured Elysians, although a lingering sense of guilt nibbled away at them, that perhaps they had condemned the little creatures to some horrible fate.
And such was the case, the Seeker brought them all the way south, to the Vasilikos' Twin Isles and before his masters. At first, the Vasilikos thought that it was some kind of joke by the Seeker. These creatures were far too small to be a decent meal, and were about to eat the Seeker himself, but the Seeker explained that these were special creatures, showing the small patch of burnt scales he received during his escape from the Garden. The Vasilikos didn't buy it, but figured that there was no point letting what was brought to them go to waste. This was the first time the Vasilikos and the Elysians had met each other and sadly for the captured Elysians, they were to be that day's dessert. Never has been an Elysian been more scared than when looking one of the great snakes in the eye and realizing what its fate was.
I will not go into gratuitous detail describing the horror that the little creatures were forced to face, but by the time only one of the Elysians was left, it laid there silently curled up, having accepted its fate, and only hoping that its end would be painless.
However in a strange twist, it is the Elysian that would have the last laugh, even though like all the others, its life ended in the belly of one of the snakes, it had instilled an emotion in the snake that she had never felt before: Regret. Shortly after consuming the Elysian, the snake fell unconscious as the memories of the little Elyisan filled her mind as visions. Playing in the trees, basking in the sun, running amok in the University, A childhood, innocence, something that the Vasilikos had no concept of. And then she was hit with the horrors that the Elysian had faced in its last moments, and as the playback of its memories caught up to the present, the very last memories of the Elysian were one with those of the snake.
When she woke, she discovered that she had undergone some rather extreme mutations, her scales were pale white, and as she peered at her reflection in the water surrounding the twin islands, she saw that she now had the hood of a cobra, decorated on the dorsal side with patterns not unlike those of the Elysians themselves, the patterns had a distinct crimson coloration to them. And soon she discovered that her venom had become infused with magical energies, venom that she could now spit like a projectile, effectively introducing magic to the Vasilikos for the first time. The White Cobra is the only one of the Vasilikos to undergo this mutation.
How this incident will affect the Elysians of the Elysian Gardens remains yet to be seen. Same goes for the Vasilikos.
After the attack on the Gardens, the panicked Elysians managed to adequately describe the ones who had captured their friends and the University's magi managed to figure out that the Elysians were describing the Lizardmen, and they told of this to the heads of the University, and they were furious, the Jahtari were enslaving Elysians now?! How low will the stoop they thought, the university launches an investigation into the incident.
Roll for whether the University discovers the truth1d20=13
The Sultan of the Jahtari, after being contacted with accusations by the University's mages, responded by stating that he didn't even know what these "Elysians" were, much less that if they truly are as small as they are, nobody would want them as slaves, pets maybe, but the Jahtari themselves make better slaves. The University tried to perform an investigation itself within the Sultanate, but sadly the territory was too large to investigate, but they could discover no evidence of any Elysians within the Jahtari Sultanate, but at least this cleared the Jahtari Sultanate itself of any accusations of kidnapping Elysians. Sadly, the investigators reached a dead end with their investigation. And could not discover the truth of what had happened to the Elysians.
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) (96,75%)
(Miragians(Guerillas) and the Shadowguard of Red Court(Spies))
Rheis' Paladins (Army) (0%)
vs.
The Black Qhanganate (Defensive Army Coalition) (66,75%)
The Aetherials (No territory) (Defensive Guerillas) (0%)
The Aetherial Cannon Artillery (Artillery) (24,375%)
Khagatai's Black Sky-Legion (Aerial Guerillas) (25%)
Kingdom of Thairmar (Army) (0%)
vs.
Kingdom of Arghila (Army) (42,625%)
Viper Guerillas (Guerilla Spies) (93%)
Kingdom of Karhan (Army) (0%)
vs.
The Great Diplomatic Army (Army Coalition) (60%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Summary:
The Kingdom of Arghila attempts to resupply
1d20=17
With the Dorathian Crusade finished and resources of the Dorathian Kingdom freed up, they are able to cart a fair amount of resources to the army of Arghila to aid their old allies in their war effort. However, they are still recovering from their own Crusade and thus unable to provide direct military aid.
(The Kingdom of Arghila's army has gained 10% army health.)
Viper Guerillas attacks The Aetherial Cannon Artillery
Modifiers:
The Aetherial Cannon Artillery
Artillery: -3 Attack -3 Defence
Viper Guerillas 2d20=(9+0=9)+(8+0=8)
vs.
The Aetherial Cannon Artillery 2d20=(7+-3=4)+(18+-3=15)
The Viper guerrillas snuck their way deep into the enemy territory to silence the cannons of the The Aetherial Cannon Artillery, their enemies could not be allowed to have such an advantage, a force that could attack without their enemies being able to attack back is a dangerous one indeed. But while the artillery is not intended to fight a direct confrontation, the siege pieces still had a guard escort, and with some effort, the cannons could be used against attacking foes. The guards of the The Aetherial Cannon Artillery were concerned with protecting the cannons first and foremost, with killing the attackers being a distant secondary priority, in either case, they were hampered by their limited numbers, as many of the Aetherials are needed to man the Cannons.
At the same time, the Vipers could not do much against the defence of the Aetherial guards, focusing mostly on surgical hit-and-run strikes on the forces, with limited success. Such attacks also frequently left the attackers exposed when attacking.
(Viper Guerillas attacked The Aetherial Cannon Artillery dealing 5,625% damage and taking 6% damage in return. The Aetherial Cannon Artillery has 14,375% army health remaining and Viper Guerillas has 93% army health remaining.)
The Great Diplomatic Army attempts to Resupply
1d20=9
The Great Diplomatic Army is big and so are its needs, while there is plenty to loot from the occupied lands, they could not loot a surplus of provisions, only enough to sustain the army as it currently is.
(The army health of The Great Diplomatic Army remains unchanged)
The Desert Shades attacks Kingdom of Arghila, from the north
<Bonuses>
The Desert Shades 2d20=(17+0=17)+(7+0=7)
vs.
Kingdom of Arghila 2d20=(2+0=2)+(1!+0=1)
The Kingdom of Arghila's forces had become quite a thorn in the Red Court's side, especially now that they had merged with that of Karhan. They had become a distraction that stopped the Rec Court from focusing on their real enemy, the Black Qhanganate. The Desert shades were sent to drive the Arghilans out of the Red Court's land. The combination of the Miragians' deadly capability for guerrilla warfare and the Shadowguards' now legendary espionage abilities, it was a match made in heaven. The Attacks upon Arghila's vast army consisted of night raids, with the Shadowguard feeding info to the Miragians regarding vulnerable targets.
The Arghilans were utterly unprepared to deal with such a threat, the night watch was a joke, easily eliminated by the shadowguard, and the attacking Miragians were always gone before the Arghilans could prepare a counterattack, a few unlucky Miragians were killed by Arghilan soldiers but it was a drop in the bucket compared to what the attacking forces did to the Arghilans, but it is true that the attackers focused on doing as much damage as possible over their own safety, but due to the near-ineptitude of the Arghilan forces against these raids, the Desert Shades did not suffer many casualties. The Arghilans however, in a terrible stroke of misfortune, saw their King, Ludicrous-Sales Halloween, assassinated in one of the raids, leaving the king of Karhan to lead the forces.
(The Desert Shades attacked Kingdom of Arghila dealing 40,375% damage and taking 3,25% damage in return. Kingdom of Arghila has 42,625% army health remaining and The Desert Shades has 96,75% army health remaining. The Kingdom of Arghila has lost its occupied territory. Ludicrous-Sales Halloween, King of Arghila has died in the fighting.)
Auto-CombatThe Red Court attempts to Fortify1d20=4
The attempts by the Red Court to fortify their defences has resulted in their defences becoming weaker instead.
(The Red Court has a -2 Defence modifer for the next turn.)
The Black Qhanganate attempts to resupply1d20=5
The attempts by the Black Qhanganate to resupply have caused them to lose some of their forces.
(The Black Qhanganate has lost 5% of its army health)
The Aetherial Cannon Artillery attempts to resupply1d20=19
The Aetherial Cannon Artillery has managed to acquire some additional cannons, and Aetherials.
(The Aetherial Cannon Artillery has gained 10% army health)
The Black Sky-Legion attempts to resupply1d20=13
The Black Sky-Legion has managed to acquire a few supplies.
(The Black Sky-Legion has gained 5% army health)
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.
Summary
Year 307.8, Detoxicated
Magification of the Batpeople society continues and many new proffessions are born as a result.
Year 308, TankKit
The Dwarves of the Waterstone Clan hire a bunch of Chaos magi to help them dig the earth using Chaos magic
Dorathine the 13th overextends the Dorathian Kingdom's territory to cover the eastern rivers.
Gharlor gets a medical checkup: Aside from age related problems, he's pretty okay.
Year 308.1, Naturegirl1999
Perun causes a light rain of mead that turns the skin of anything it touches into petrified wood, over the bearwalkers territory.
Year 308.2, Lidku
The Yardmowers attempt to deal with the other outbreaks of the Purple Leaf Disease.
Have little luck in Thairmar, but significantly decrease the reach of the disease in the Foxfolk lands.
Year 308.3, King Zultan
Minilla has been spotted again this time attacking ships off the coast of Steamland, sinking two merchant ships before disappearing into the deep again.
Year 308.5, Detoxicated
The University is researching new techniques of teaching Elysians language by the way of games.
YEAR 308.6, STRIK3R
Map and Legend(Updated)