Notices
Since i missed the update window yesterday, i decided to take some extra time to make sure the update is as good is it could be.
Rolls
The Angry Babbler attempts to exact vengeance for the kidnapping of the Elysians1d20=17
The Angry Babbler followed the Seeker's
cart wagon all the way to the Vasilikos' twin isles on his own two feet, doing as he usually does, subsisting off of whatever he can catch as he made his way south, following the wagon's tracks.
He managed to catch the Seeker just as he was leaving the isles again, immediately recognizing the Seeker as the one who had driven the cart with the... Cat-Monkeys? or whatever they were, The Angry Babbler screamed profanities at the Seeker from far away, interspaced with something about cat-monkeys, loud enough that it could be heard all the way to the twin islands. The Seeker only had a brief chance to make a confused lizardman face before the angry dwarf running toward him at breakneck speed reached him and tackled him straight to the ground, and proceeded to pummel his ugly lizard snout with fists as hard as rock.
The skull of the Seeker must've been shattered into little bits by the time the Angry Babbler was done with him and drowned him in the waters surrounding the Twin Islands. But the Babbler Wasn't done yet, oh no. The Babbler didn't know whether there was a bridge onto the islands, but he didn't care, he just jumped in and began to swim. One almost has to feel sorry for the Vasilikos that THIS was the first dwarf that they would meet. But this is one they would not get to eat.
Several of the Vasilikos died in the attack by the Angry Babbler on their home, some in some rather confusing ways. One died with one of its own fangs driven through its eye, another was skewered on a large, sharp, very tall boulder, one was killed by its brethren after it somehow got tied in a knot in such a way that it could no longer move, one died to starvation as it could no longer eat after its stomach was destroyed, from the inside, and a few other, less notable deaths happened too.
Even though the Angry Babbler could never find the Cat-Monkeys that were kidnapped, he felt that vengeance had been adequately served and swam off the island.
After he got off the island, the Angry Babbler was hungry and in an ironic twist, one of the Vasilikos would serve as his meal, well a part of one anyway, one's tail, more than enough to keep a dwarf fed and still have enough left over to share with others, but the Angry Babbler was alone, and continued to babble angrily.
((If you cant tell, this one is a bit less serious than most of the stuff i write.))
militarily inclined Waterstone dwarves attempt to train Elysian soldiers1d20=19
Getting the Elysians to wield and use a spear was the easy part, getting them over their aversion to fighting, hurting others, getting hurt themselves AND teaching them to not misuse that knowledge all at once was the hard part. Teaching all that to an Elysian, with who they could not properly communicate, seemed to be a task even beyond the stubborn dwarves, especially over a short timespan. The dwarves realized that they might have the wrong approach to the situation, that they should look for something that already exists inside the Elysians themselves, and they immediately recognized the guardian instinct as a potential way to get Elysians to fight. After all, that's exactly what its there for, to protect their home, the tree and their friends. It worked, if an Elysian felt threatened, even if the threat was a simulated one, such as an image painted of a monster on wood, even though the Elysians clearly recognized it as such, as just an image, it could still be used to stimulate (and simulate) their threat response. The Elysians would readily attack it, but as before, they really didn't have their heart in it.
The dwarves recognized that something was missing from the equation, and dwarves being dwarves, to them it was: Anger. The dwarves are really, REALLY good at getting angry and worked up. All they had to do, was show the way, and after a few tries, it took hold. And even though the dwarves at first thinking that they had failed again when the Elysian dropped the weapon that it was givem, only when they saw a ball of magic form in its hands did they realize what was going on. The Elysians still preferred magic over steel and the results were... Devastating...
(if anyone's asking if the three featured are a "family": Only insofar as ALL Elysians technically being children of the White Tree, but beyond that, no.)
In it's anger, it turned the wooden boards with a monster painted on it into a pile of scraps and splinters with a single blast.
The Dwarves and Elysians had discovered something together that even the researchers of the University could not: The magic of the Elysians comes from their hearts, it's power is dependent on the Elysian's emotions and how strong the emotions are.
An angered Elysian it turns out, is a fearsome thing. While the Elysians have no distinct spells, instead they seem to draw upon and manipulate pure energy with their mind and heart alone.
Thus the Dwarves did not need to worry about teaching the wrong lesson to the Elysians, the Dwarves merely unlocked something that was within Elysians already, something that just needed to be found, and from there, their own instinct, threat assessment and morality will take over. Outwardly, The Elysians haven't changed a bit as a result of the Dwarves' actions, generally still being the chipper little creatures that they always were, but woe onto those that would try to take their friends or hurt them.
Of course, the Elysians were taught to handle all manner of conventional weaponry too, it just turns out that they prefer magic. Armor is a problem, Elysians generally can not wear... anything, due to their Patagium getting in the way. There is only one thing that the Dwarves had no way to teach them, was how to face down the fear of death, so it is unlikely Elysians will ever enter into a war willingly, but they will fight if they have to.
The Dwarves also seem to have accidentally also solved another problem the Elysians of the Garden were having: Ever since the raid on the Gardens, a kind of an emotional "rot" has been spreading through the Elysians of the Gardens, they were slowly starting to become more withdrawn and apparently "depressed". However, blowing off some steam seems to have helped with the situation greatly.
Another curious side effect of the Dwarves interaction with them, is that Elysians in the gardens have been spotted playing a bit more roughly with each other, on multiple occasions the researchers have spotted Elysians pouncing on each other, play-fighting and wrestling, and it seems like none of them seem to come out of any of it worse for wear. Perhaps in a sense, the Dwarves taught more to the Elysians there than just how to fight, they taught them hope, along with it. As well as how to get really angry and fired up.
((if anyone wants to know what a really pissed-off Elysian SOUNDS like: They produce loud, ear-piercing high pitched screeching noises that are only partially audible to humans, the other, inaudible part is in ultrasonic frequencies. Something similar, but softer is used to find each other over long distances. Even if this world has no concept of sound frequency, the hearing of Elysians goes up to around 58kHz. Part of the reason most other races will never be able to "speak" the Elysians native "language" is because part of their communication is in ultrasonic frequencies, though most of it still near the human range of hearing.))
The Dwarves of the Waterstone Clan attempt to learn magic1d20=17
The dwarves, having seen how useful magic can be, had become interested in it and the Archmagi of the University were proficient teachers, and so a large number of Archmagi were hired to teach the dwarves magic, the largest number of them were Earth Magi, but in the bunch were also magi of other schools, such as Fire, with dwarves recognizing the potential in fire magic to be a boon to smithing. Water, because they ARE the waterstone clan, it would make no sense if they had no water mages. Light, because even a Dwarf needs to see underground and a flameless light is often useful when there are potentially volatile gasses in the air, that, and many Cavern creatures hate the light. Arcane, for its predictable, mathematical rigidity appealed to many dwarves. The rarest of the Archmagi were those of Spirit and of Darkness.
Perhaps the single most notable Archmage was a Light/Spirit one, he was followed around by creature a bit smaller than a dwarf, that the likes of which some of the dwarves had seen before in their halls but didn't know what they were, an Elysian. This one had deep red patterns on its back and the mage told that the little creature had bonded to him after the raid on the Elysian Gardens months ago, remarking that she was exceptionally small for a female.
The dwarves had already hired many Chaos magi to aid with the digging work, but some were reassigned to teach the Dwarves Chaos magic. "Entropy Beam" of course seemed the obvious holy grail of Chaos magic to the dwarves, for its use in digging, but they were soon taught that Chaos could transmute existing metals into those exotic and at times, out of this world. Dwarves were... intrigued to say the least. But one must be careful, the magics of Chaos are the most unpredictable of all.
The Earth magics were the ones the Dwarves were obviously the most interested in, they lived in and around earth, to them earth was everywhere, so Earth magic was an obvious choice, but learned that Earth magic is more than just pulling rocks out of the ground and hurling them at enemies, Earth is also the magic of nature, it could make things grow, it could heal, it could poison, depending on who was the one doing the teaching.
Indeed, Earth is perhaps the school of magic with the greatest variety, even Chaos magic barely comes close to Earth Magic's versatility, but that also means that there was a lot to learn. Thankfully, it seems as if Dwarves took to Earth magic naturally, they quickly got a grasp on Earth magic.
For a long time, a debate has raged in the University over which school of magic the dark art of necromancy falls into, while its largely a moot point as Necromancy is unlike any other magic, the Magi in their endless effort to categorize everything have struggled to "find a home" for Necromancy.
Some people think that it is Dark magic, however Darkness largely deals with shadows and perception and does not touch topics even related to Necromancy.
Others think it is Chaos, however, Chaos' main domain is Improbability and Entropy. It is too chaotic to do something as willful as controlling the dead.
a few more eccentric people think that Necromancy is actually Earth magic, due to Earth magic's relation to healing, whos to say it could not animate the dead?
However, it is generally agreed that Necromancy is a "Dark Form" of Spirit magic, as spirit magics are the ones that deal with Will, Dreams, Animation and Thoughts. And it is with Spirit magic that the dwarves underestimated as to how many students it would have. They expected limited attendance, however, there were not enough Magi to teach all the Dwarves that wanted to learn it. After all, there is nothing that Spirit magic doesn't make better. From simple Spirit Lights to enchanted minecarts that move themselves to mechanisms that operate themselves, it was all within the purview of Spirit magic. Where Earth magic had the greatest versatility, it was Spirit magic that had the greatest potential, but it requires creativity and mental fortitude of its users to use it's full potential. The Dwarves were largely uninterested in the Dream Manipulation and Psychic parts of the Spirit curriculum, focusing mostly on the Animation aspect and imposing their Will on the nonliving world.
Light Magic is almost always taught nowadays as a companion to Spirit Magic, because Light alone is highly limited in scope and it is unknown whether there is much new pure Light magic left to discover. Almost all of Light deals with offensive spells, aside from the few utility ones like magical lights, most of all the Spirit Light spell, a simple spell that can be taught to anyone, which almost EVERY mage knows, regardless of their actual school of magic, and even many Non-Mages who are in contact with magi on regular basis, even kids can be taught this spell. There were rumors at one point of an order of magical knights that wielded exotic, complex Light magic.
Fire is well, fire. Fire, like light, is mostly made up of offensive spells with a few utility ones mixed in. Fire magic is highly popular right now in light of the Purple Leaf Disease that is worsening with every day so teachers for fire magics are a bit hard to come by. Like Earth magic, Dwarves seemingly take to fire magic almost naturally.
Arcane magic was surprisingly boring for the dwarves. Arcane magic's scope is highly limited but that doesn't mean there aren't useful things there, Arcane Blast is the most obvious, an offensive spell. But Arcane magic also contain arcane barriers and Telekinesis. Its another type of magic where its power comes from the creativity of its users rather than the variety of spells. There have been talks of opening an university branch in the Waterstone Clan's lands, but as one of the Magi explained, the University is right next door to the great hall of the waterstone clan, but also far away at once. The dwarves had difficulty making sense of the confusing explanation.
The Vahucci Cult attempts to steal Valkyra's corpse parts from Arghila, again.1d20=3
Ever since the last attempt to steal the corpse parts by the Vahucci Cult, it seems that the security of the vault has been tightened considerably, Vahucci Cults' infiltrators got barely to the section of the grand castle where the vault was, before they tripped an alarm by stepping on a pressure plate.
The guards' response time was in seconds, and before the Cult's members could do anything about it, they were surrounded by guards, recognized as Vahucci Cult members, and put to the edge of a blade.
The lunatical dwarf continues to build their tower1d20=4
"Or try to" is the correct wording here. The Dwarf has been spending an excessive amount of time just holding a random tool, and just staring at what he's supposed to be doing. Worse yet, at times he seems to forget what tool is used for what, when he does try to do work. Its less of problem when he messes up a few hammers by banging them on rocks, but its outright dangerous when he goes to MINE the tower they're building with a pickaxe.
The lunatic dwarf seems to have become more of a liability to the construction effort than help. But his slightly more sane compatriots have largely taken over managing the construction.
The White Cobra attempts diplomacy with the Bleg1d20=8
Despite coming to the Bleg with seemingly friendly intentions and insisting that the Bleg were not the prey of the Vasilikos, said catpeople wanted nothing to do with the Vasilikos, of course the Bleg were as polite as they could be, one has to be when facing down a giant snake that could swallow them whole, but the message was clear. Even if Επιστάτα, The White Cobra, was the gentlest and most beautiful of her kind, the Bleg still saw the Vasilikos as little more than monsters, but one of them coming to the Bleg in peace shook them, so they at least were willing to hear what she had to say, even if nothing that would be considered friendly relations came from it.
For just a moment, dark thoughts, like those that ruled over her before her transformation, swam through her mind, but the train of thought was broken by a soft voice in her mind, thoughts that weren't quite her own.
"Be humble" were the only words that the voice said. While these were not truly her own thoughts, neither were the other, dark ones, not anymore.
The Third Crusade: A strange, hooded man has been spotted loitering around the Kingdom of Arghila's camps, apparently without any weapons.
YEAR 310
Both of the skydock of the Kingdom of Streamland, and the sky-ship of the Jahtari Sultanate, the first sky-ship in the world have been completed almost simultaneously and the Skyship of the Jahtari will now begin making regular rounds between the two skydocks, it is by far faster than sailing by sea.
The Sky-ship is used by the Jahtari to export expensive silk, gold and other things from Dragolia to Streamland and to the western continent, bypassing Refugio Guerra and its taxes, it is also capable of taking aboard a truly impressive number of passengers each trip.
At the same time, the Sky-Ship takes goods from all over the western continent transported to Streamland and take them to Dragolia. Rumors of the Jahtari using the Sky-Ship to transport slaves from the Western Continent are as of yet unconfirmed.
While the Sky-Ship is nowhere near as fast as walking through a portal is, the portals can not be used to transport large quantities of goods and are still hard to operate.
Warfare(This wont be here when there are no ongoing wars.)
(Updated)
The Red Court (Defensive Army Coalition) (53,875%)
Army of Mages (Army Coalition) (0%)
(
Arythia's Chaos Magi and Magi of the University)
The Desert Shades (Guerilla And Spy Coalition) (74,25%)
(Miragians(Guerillas) and the Shadowguard of Red Court(Spies))
Rheis' Paladins (Army) (0,001%)
vs.
The Black Qhanganate (Defensive Army Coalition) (76,75%)
The Aetherials (No territory) (Defensive Guerillas) (0%)
The Aetherial Cannon Artillery (Artillery) (19,375%)
Khagatai's Black Sky-Legion (Aerial Guerillas) (31,75%)
Kingdom of Thairmar (Army) (0%)
vs.
Kingdom of Arghila (Army) (42,625%)
Viper Guerillas (Guerilla Spies) (83%)
Kingdom of Karhan (Army) (0%)
The Great Diplomatic Army (Army Coalition) (49%)
(Kingdom of Streamland and Kingdom of Zalalastan)
Summary:
Viper Guerillas attacks The Desert Shades, <summary>
Modifiers:
Guerilla forces deal full damage to each other
Viper Guerillas 2d20=(10+0=10)+(15+0=15)
vs.
The Desert Shades 2d20=(8+0=8)+(13+0=13)
With The Desert Shades' devastating attack on the Kingdom of Arghila's forces, the Vipers were sent out to eliminate them. However, there wasn't much fighting going on between the two sneaky forces. Always when one of them tried to make a move, the other was seemingly already prepared for the other's attack, seemingly having ample forewarning of the attack. Neither could do much damage to the other and the raids and attacks on each other gradually became rarer and rarer until eventually, both sides just stopped attacking the other, with neither making much progress. The Desert Shades came out of these battles a bit more battered than the Vipers, possibly due to their smaller numbers.
In some ways its possible that the Vipers and the Shades don't consider each other enemies that much.
(Viper Guerillas attacked The Desert Shades dealing 17,5% damage and taking 10% damage in return. The Desert Shades has 79,25% army health remaining and Viper Guerillas has 83% army health remaining.)
Khagatai's Black Sky-Legion attacks The Red Court, to raze the south.
Modifiers:
Successful Raze grants an Enhanced Resupply roll.
[s]Khagatai's[/s] Black Sky-Legion:
Aerial: +3 Attack +3 Defence
The Red Court:
Fortification Failure: -2 Defence
[s]Khagatai's[/s] Black Sky-Legion 2d20=(10+3=13)+(19+3=22)
vs.
The Red Court 2d20=(11+0=11)+(1!+-2=-1)
((This is officially the freakiest bit of combat in this war, yet.))
The Black Sky-Legion raided the southern Red Court lands from the air with the intent to raze the towns and farmlands to the ground. The defenders of the Red Court were utterly unprepared for the attack from the skies, their forces utterly disorganized. Whatever strength in numbers the Red Court might've had, it didn't matter, because the raiders of the Black Sky-Legion seemed to be utterly invincible to the Red Court's attempts at counterattack.
The few who recognized the futility of fighting the raids laid down their arms and willingly surrendered, those who didn't, were killed. It is not certain what became of the ones that surrendered, whether they were tortured and killed for fun, used or somehow recruited into the Black Sky-Legion's forces, the Black Sky-Legion has seemingly become stronger as a result.
(Khagatai's Black Sky-Legion attacked The Red Court dealing 34,125% damage and taking -2,75% damage in return. The Red Court has 62,375% army health remaining and Khagatai's Black Sky-Legion has 27,75% army health remaining. A section of the southern part of the Red Court's lands has become ruined. Normally, rolling a 1 on defence would kill an force's leader, but the Red Court has no leader, for now.)
Khagatai's Black Sky-Legion razes the The Red Court's lands
1d20=4
The desert lands of the southern Red Court were sparsely populated and there isn't much to sustain a campaign, but the Black Sky-Legion have taken what little there is for themselves.
(Khagatai's Black Sky-Legion has gained 4% army health from the razing of The Red Court's lands.)
The Great Diplomatic Army attacks The Red Court, to the west.
Modifiers:
The Red Court takes half damage. (anti-bash)
The Great Diplomatic Army 2d20=(19+0=19)+(9+0=9)
vs.
The Red Court 2d20=(4+0=4)+(10+-2=8)
The Great Diplomatic Army marched west with the intent to take the occupied lands held by the Red Court, thinking that if they helped the Qhanganate defeat the Red Court, the Qhanganate would settle for peace and help them. The two armies met eachother on the pure golden sands, the Golden Light of the Desert visible from afar and Crystals of light growing from the bodies of fallen warriors all around them. The Great Diplomatic Army went in full force, largely disregarding their defence in favor of dealing with their enemies as quickly and brutally as possible. The Armies of the Red Court were disorganized and already on the back foot, and thus fought cautiously, preferring to muster what little defence they could over killing as many foes as possible. The forces of the Red Court were slowly forced out of the occupied lands, taking severe losses along the way.
After the battle was over and the Defenders of the Red Court driven from the Great Diplomatic Army's newly occupied land did the Golden Light speak to the warriors of the army, her words were as thus:
The message must have reached you at last for now you are here.
The war is in its last days but your enemies will not rest.
Even now they gather their forces to deliver the killing blow to your armies and betray you when you are at your weakest.
You need not make abhorrent deals with the Black Devils to the south, for all you need to defeat the plague that ails your lands lay all around me.
But please remember that when you pluck the stones of light from the dead and grind them to dust, you take the memories of the warriors that lay here too.
If you seek my father, search here and you will not find him, but he will sit on the golden throne of this land.
If not today, then tomorrow.
(The Great Diplomatic Army attacked The Red Court dealing 28,5% damage and taking 11% damage in return. The Red Court has 33,875% army health remaining and The Great Diplomatic Army has 49% army health remaining.
The Great Diplomatic Army has taken a large chunk of the Red Court's occupied lands for themselves. The Great Diplomatic Army will now gain a -3 to both Attack and Defence when attacking and +3 to both when defending.
The Field of Light Crystals around the Golden Light have grown.)
Summary:
The Red Court attempts to Resupply
1d20=20!
The Red Court has acquired great numbers of additional supplies and provisions
(The Red Court's army health has increased by 20%!)
The Black Qhanganate attempts to Resupply
1d20=18
The Black Qhanganate has acquired a fair number of additional supplies and provisions
(The Red Court's army health has increased by 10%)
The Aetherial Cannon Artillery attempts to Resupply
1d20=5
The Aetherial Cannon Artillery has lost some cannons in their attempts to repair them.
(The Aetherial Cannon Artillery has lost 5% army health)
The Desert Shades attempt to sabotage the Supplies of the Kingdom of Arghila
1d20=3
The Desert Shades got discovered in their attempts to sabotage the supplies of Kingdom of Arghila and have lost some members.
(The Desert Shades has lost 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.
SummaryYear 308.7, Superdorf
The Angry Babbler follows in the tracks of the Jathgaro Cult's Seeker's wagon exacts bloody vengeance upon the Seeker and several Vasilikos, for the kidnapping of Elysians.
Militarily inclined Waterstone dwarves attempt to train Elysian soldiers and while they didn't explicitly teach them to be soldiers, they did help them explot anger to amplify their magical attacks.
Year 308.9, TankKit
The Dwarves of the waterstone clan learn some magics, Mostly Earth and Fire.
Dorathine the 13th 'The Warrior', turns his attention to the Purple Leaf Disease growing throughout his northern lands. Cutting off the affected areas from the rest of the kingdom
Year 309, Lidku
A new King of Arghila is crowned.
The zombie infested city in Arghila is slowly being cleaned up. But zombies still lurk in some, sealed off areas of the city.
The Vahucci Cult attemps to steal the Corpse Parts from Arghila, again. Fail miserably.
Year 309.2, IncompetentFortressMaker
The Lunatic Dwarf that planned the Moon Tower has been repeatedly found staring at various things, or doing the wrong job at the wrong place, Causing a setback to the construction.
Year 309.5, Unraveller
Επιστάτα, The White Cobra attempts diplomacy with the Bleg, but they are unwilling to do diplomacy with the Vasilikos. But at least nobody died.
Year 309.95, Detoxicated
The upgraded Aquatic Gondola comes back from its first expedition with news of a posible civilization of sharkmen.
Map and Legend(Updated)