Notices and Summary:
Sorry for being a bit late again, i was slow and had to do some catch-up.
TURNS:
(Naturegirl1999, Year 315.6)
The Foxfolk try eliminating the skinners, discover a compound in Karhan, Adventurers are sent in and are scarred for life by the horrors they witnessed.
The Skinners' leader escapes.
Several Foxfolk kids are rescued.
Foxfolk try to fight the Purple Leaf Disease but their traditional medicinal techniques are ineffective against the disease.
(TamerVirus, Year 315.7)
Kore is assassinated by P.M. Martin's hitman. His cult makes him a martyr and uses his death to legitimize their religion.
(TankKit, Year 316)
The High-Elves perform research into portals, lay the foundations for future "Portal Magic"
The Waterstone Clan colonises the two islands closest to it.
(Superdorf, Year 317)
The Crystal Egg continues to grow at a slightly accelerated pace, because Irahan is bored and has started singing songs of old Dragolia to it.
(Detoxicated, Year 317.2)
The Great Scar University has restarted research on the Aquatic Gondola.
The Sharkmen become a topic of interest in the University.
The Batpeople have built an observatory.
The shipsinking becomes a Sport for the Sharkmen.
(Unraveller, Year 317.5)
The Vasilikos have evolved further by consuming dragons and the Jahtari of the Jahtgaro Cult have begun to experience changes too.
The Vasilikos and the Jahtgaro Cult have begun to resent the Bleg.
The Jahtgaro cult has begun to slowly but steadily accumulate new members.
(King Zultan, Year 317.6)
The Bleg ask for assistance from Tahar's enclave, surprisingly, Tahar agrees, because the Bleg are too interesting to let die by giant snakes.
Tahar's emotions are impossible to decipher, so its unknown whether he was serious when he implied the Bleg's obligation to serve him and his enclave in exchange for his protection.
(If the Vasilikos attack the Bleg, an extra 100 point force of Aerial Rangers will be joining on the Bleg side.
Tahar will be a Legendary Aerial Researcher Unit with 100 points of health and +1 to all research. (Research works a bit like construction, it can be used to get Traits for the duration of a war.))
WARFARE:
(Chagatai's Black Sky-Legion attacked The Red Court dealing 8,5% damage and taking 12% damage in return. The Red Court has -8,5% army health remaining and Chagatai's Black Sky-Legion has 17,125% army health remaining. Chagatai's Black Sky-Legion has reclaimed a large chunk of the land taken by the Red Court. Chagatai has won two battles, and now provides a +1 Veterancy bonus, as well as "Leave caution behind", which grants +1 to attack and -1 to defence. The Remaining territory occupied by the Red Court is Encircled! They will gain -4 to both attack and defence when defending this territory!)
((Yes, i know, bonuses are incredibly powerful in this war. While i LOVE bonus stacking, MOST modifiers will be changed to +1 or -1, Including Aerial and attack styles. This does not include terrain modifers, Such as fort defence and captial defence which will remain +2 and +3 to both respectively.))
The Aetherial Cannon Artillery bombarded The Great Diplomatic Army with artillery, dealing -1% damage. The Great Diplomatic Army has 50,25% army health remaining. The Diplomatic Cannon Artillery, A new Artillery force has joined the conflict on the The Great Diplomatic Army's side with 1% health
The Black Qhanganate has begun to intercept enemy attacks.
(The Great Diplomatic Army attack on The Aetherial Cannon Artillery was intercepted by The Black Qhanganate, to whom they dealt 22,5% damage and took 2,5% damage in return from. The Black Qhanganate has 54,25% army health remaining and The Great Diplomatic Army has 47,75% army health remaining.)
(The Armies of Arghila and Karhan has been shattered due to Resupply failure)
(The Red Court has joined the side of THe Great Diplomatic Army. The Red Court's remaining occupied territory is no longer Encircled!)
WORLD STATE:
Zalalastan scorched earth wall against the Purple Leaf Disease has shrunk
The Purple Leaf Disease has grown in unmitigated regions, the disease has reached the Hamsterman Shamans
The Red Leaf Disease has grown
RollsFoxfolk try to eliminate the Skinners1d20=17
When they became aware of the Skinners' operations, the Foxfolk started laying traps and ambushes in hopes of catching out the Skinners. They succeeded in killing a group of bandits they thought were all of the Skinners, but when the kidnappings continued, they opted to capture the next group instead and extract the location of the Skinners' main hideout through torture. Although the Foxfolk normally would not sink that low, knowing what the Skinners do to their kids, it was well justified in their eyes. One of the bandits eventually revealed the location of the Skinners' main operation before dying, and it turns out that it was a full compound, walls and everything. It was small enough, easily taken out by a small military force, but the only problem, was that it was on Karhan lands, and they couldn't risk a political incident by sending an army into Karhan.
So, a small band of adventurers was sent to destroy the Skinners and rescue anyone that can be. The Skinners didn't pose much threat, being apparently just a bunch of poorly equipped bandits, easily dealt with by the much better equipped and experienced Foxfolk adventurers. They killed every Skinner they came across as they made their way into the heart of the compound, a large, rectangular building made of wood, the stench of death wafted from it.
Inside they faced horrors that scarred everyone that entered that building for the rest of their lives, except the Skinners apparently. Dead, skinless foxfolk children hanging from hooks with tubs full of blood and viscera beneath them. Mutilated bodies and bodyparts strewn about, chunks of meat, cut neatly and ready to be carted off and sold. They eventually reached the central chamber or room of this house of horrors and came face to face with the Skinners' apparent leader.
But this was no raggedy bandit, no, their leader was well-dressed and charismatic man with a smooth, commanding voice. His monologue consisted of him remarking that the foxfolks' discovery of his compound was "quite damaging" to his business and telling them to leave. Then there was the comment about how the Foxfolk population had become "too great" and how its "upsetting the natural balance of the land" that really angered one of the adventurers, she tried to take a shot at the man with her bow only to have him deflect the arrow, with a flourish of his blade.
The adventurers had been surrounded by the Skinners and by the time they managed to defeat every one of them, the man was nowhere to be found. This is surely not the last time the foxfolk would hear of the Skinners.
A few foxfolk kids were rescued from the holding cells of the slaughterhouse, the foxfolk adventurers covered the little foxfolks' eyes with blindfolds made of folded rags and carried them in their arms, hugging them tightly as they made their way out of the compound.
Foxfolk try to fight the Purple Leaf Disease1d20=6
The foxfolk do not have much luck fighting against the Purple Leaf Disease. It turns out that they rejected the usage of Vision Dust and instead try to fight the disease using their traditional medicinal techniques, involving rituals of little power and mundane herbs, all of which do little against the exotic and resilient Purple Leaf Disease. Although they've made little progress, they also have not significantly worsened the infection.
Kore's fight against the assassin.1d20=3
Kore Jonhara really was not a fighter but his assailant on the other hand, this was what he did for a living. Even though Kore tried to fight him off, drawing a dagger of his own, the hitman merely waited for Kore to take a stab at him, at which point he grabbed Kore's right forearm with his left hand, pulling him in close while at the same time bringing his dagger held in the right hand to his left shoulder with his dagger held in an icepick grip then drove the dagger hard into Kore's neck before pulling it out again and pushing Kore away, who fell backwards onto the stone road, bleeding profusely out of the wound. All of this took place over the course of three seconds.
His attacker merely turned and walked away, his job complete.
In a strange twist of fate, with Kore's death, he became sort of a martyr to the cultists, whose faith in the Crystal Egg had now only strengthened because it seemed like everyone was suddenly after the egg. To them, Kore was right all along, it was a divine artifact and his death affirmed it. The cultists strangely enough went public with their religion, using Kore's death to validate it and say that he had been killed for his beliefs and because he alone knew the truth, and someone wanted to silence him. It wasn't the truth of course, but it worked to turn the little cult into a legitimate religion.
The High-Elves study the idea of "Portal Magic"1d20=20!
Many theories rise up about the idea of portal magic, although the magical elements of Arcana and Chaos remain the foundation for the these theories, as magical elements are the foundation of magic. But the High-Elves look at ways of using these elements in a way that hasn't been used before for their portal magic. And despite the incredible success of the High-Elves and their research into creating portals of their own, portals remain perhaps the hardest thing to do magically, with each technique having its own downsides and weaknesses, there is no one universal solution that has no downsides. Regardless of that, the Elves have drafted up several ideas and conclusions regarding portals:
As mentioned repeatedly Arcane energy is able to create meta-stable portals that need no maintenance, but the portals need a central "Anchor", an incredibly powerful source of Arcane energy and all of the portals are linked together.
If the High-Elves wish to chase this line of research, they will need to find a way to create their own Arcane Anchor, to make a network separate from that of the University.
The High-Elves managed to independently replicate the Chaos Portals of the First Chaos Mage, now known to be named "Theyrn Elros". Although Theyrn could open these portals over vast distances, it turns out that his abilities are an anomaly caused by his close tie with Chaos, High-Elf magi were only able to open a portal if they saw the destination, no matter how far. The Portals of Chaos need constant maintenance by the way of energy being poured into them by magi, no way to create permanent Chaos portals has been discovered, but all Chaos Portals are point-to-point, they are not networked like Arcane portals. They also depend on "bouncing" the portal off of the "veil" of the Chaos Realm, basically creating a window for otherworldly entities to look straight into the world.
If the High-Elves wish to pursue using Chaos Portals as a basis for their portals, they will need a way to be able to see anywhere they want to open a portal to, and experienced, dedicated Chaos Magi will be needed to open and maintain the portals, lest they close.
There is an oft-overlooked theory that parallel to this world, exists a "spirit realm" or even many spirit realms. It is not impossible that if such planes exists, they may be used as a way to travel between locations by temporarily passing through one of these realms. To explain it, the magi created the "Crate Analogy": "imagine if you climb into a crate, the crate is then moved somewhere, and when you open the crate, you're in a different place, but the crate doesn't actually move, because the spirit realm is in all places at once and nowhere at the same time. In this case, the Gates are who transport you, The Spirit Realm is how you are transported". While everyone was confused by this explanation, what was understood was that such a method would depend on specific structures, so called "spirit gates" that are deliberately linked together by Spirit energy. These gates would be linked together, like Arcane Portals, but it would be much more defensible, because the gates are "keyed" in advance using spirit energy and if one doesn't know the key to an existing network, they can not add additional gates to it. The gates use the energy from the spirit realm to operate.
If the High-Elves are to follow this line of research, they will need to determine the validity of the "Spirit Realm" theory, discover a way to enter a spirit realm and also build spirit gates.
The weakness of this system is that if anything lives in the spirit realm used, they will be able to enter this world through the gates, which may either be an incredible risk or an incredible boon.
Once one of these ideas is developed further, the knowledge gained may be used to further advance the High-Elves knowledge of portals and develop a fully-fledged "portal magic".
For the first time ever, High-elves have looked into the possibility of combining Primal Elements, for their portal magic idea.
Arcane/Chaos seems almost paradoxical, but it is a thing that MAY be possible, it is not known what would result from such a union.
Arcane/Spirit supposedly already exists in the world, through Elysians. Result is a form of Arcane magic with a Psychic component, such as an arcane blast that can follow and track its target.
Chaos/Spirit may also already exist in the form of the Aetherials. This type of magic seems to be same as Arcane/Spirit, except its Chaos instead.
Several other portal related ideas are brought out. The idea of "Micro-Portals" is largely dismissed as their usefulness would be limited. An idea of some kind of "Far-Sight" using Spirit magic is thrown around.
The growth of the Crystal Egg1d20=12
If the Crystal Egg's crystalline shell is growing any faster than it was before, it only does so because of how Irahan, the Immortal Fire Dragon interacts with it. The great dragon is unsure why any of the magical crystals grow the way they do, not of the ones on his own back or those of the Crystal Egg. But he has figured out that the Crystal Egg seems to react most noticeably when he sings to it, not lullabies or something, mind you, he mostly hums hymns and songs of the old Dragolian Council times. It turns out that Irahan is highly patriotic and misses his homeland, but is also saddened by what it has become, if the lands of the dragons can ever be re-awakened, they would need a new, strong leader, the council to him, was always weak.
And if the Crystal Egg is growing structures that might look like something, it is by pure chance, rather than any directed process, although Irahan does think that the crystals on the shell might clipping a bit, they are getting quite large.
Kha'tra and the Jahtgaro Cult attempt to acquire more followers.1d20=15
For the longest time Kha'tra could not recruit or retain many followers, but with age, comes wisdom. Kha'tra has learned to "dress up" the Jahtgaro Cult a lot better, while many still reject her message. The message being of the Basileus being the "true emperor", those that do join are not exposed to the Cult's true nature, not before they are far too deep in to back out. And of course, if any do have second thoughts, an use can be found for them. Overall, the Jahtgaro cult is slowly but steadily accumulating new members.
The Bleg attempt to enlist the aid of Tahar's Enclave, in case of attack by the Vasilikos.1d20=20!
One cant really ask anything of the dragons of the Enclave without going through Tahar himself, the hierarchy of his enclave is probably the most rigid of all the known Enclaves, and no decision is made without him.
Tahar responded by stating that the Bleg are far more interesting than the Vasilikos, and could not let his favorite objects of study be swallowed by a giant snake. He shares the Bleg sentiment that the Vasilikos are little more than out-of-control animals that have become dangerous to civilized people.
Tahar has agreed, should it come to that, to provide military aid to the Bleg by the way of his dragons, but stating very clearly that the Bleg WOULD NOT be allowed to ride on their backs.
He himself will not join in any fighting, instead will provide assistance from the back by the way of battlefield research.
In exchange for his enclave's protection, Tahar has implied that he expects him and the dragons of his Enclave to be personally tended to by the Bleg, though it might have been a joke, but with Tahar's monotone voice, one can never tell.
(If the Vasilikos attack the Bleg, an extra 100 point force of Aerial Rangers will be joining on the Bleg side. Tahar will be a Legendary Researcher Unit with 100 points of health. (Research works a bit like construction, but it will grant bonuses till the end of a war.))
Warfare(This wont be here when there are no ongoing wars.)
(Updated)
The Red Court (Defensive Guerillas) (0%)
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%)
Armies of Arghila and Karhan (Army Coalition) (0%)
Viper Guerillas (Guerilla Spies (Defence)) (83%)
Kingdom of Karhan (Army) (0%)
The Great Diplomatic Army (Army Coalition) (47,75%)
(Kingdom of Streamland and Kingdom of Zalalastan)
The Diplomatic Cannon Artillery (Artillery) (1%)
vs.
The Black Qhanganate (Defensive Army Coalition) (54,25%)
The Aetherials (No territory) (Defensive Guerillas) (0%)
The Aetherial Cannon Artillery (Artillery) (39,375%)
Chagatai's Black Sky-Legion (Aerial Guerillas) (17,125%)
Kingdom of Thairmar (Army) (0%)
Chagatai's Black Sky-Legion attacks The Red Court, to the east
Guerillas deal full damage to each other.
Modifiers:
Chagatai's Black Sky-Legion:
Aerial: +3 Attack +3 Defence
Cautious Attack: -3 Attack +2 Defence
Chagatai's Black Sky-Legion 2d20=(17+0=17)+(7+5=12)
vs.
[s]The Red Court[/s] 2d20=(6+0=6)+(18+0=18)
Chagatai's Black Sky-Legion flew eastward with intent to retake the lands taken from them by the Red Court. The attack by the Black Sky-Legion was cautions and it is that caution that saved them this day, as little caution as one can instill into the Black Sky-Legion which is not much, they went in their typical form, hitting the enemy as hard as they could without worry for defence. However their enemy, the Red Court was on the defensive the entire time and managed to deal more damage to the Sky-Legion than they took, but they were still on the back foot and were slowly forced south, the Sky legion took the northern part of the remaining occupied territory, but it came at a high price.
(Chagatai's Black Sky-Legion attacked The Red Court dealing 8,5% damage and taking 12% damage in return. The Red Court has -8,5% army health remaining and Chagatai's Black Sky-Legion has 17,125% army health remaining. Chagatai's Black Sky-Legion has reclaimed a large chunk of the land taken by the Red Court. Chagatai has won two battles, and now provides a +1 Veterancy bonus, as well as "Leave caution behind", which grants +1 to attack and -1 to defence. The Remaining territory occupied by the Red Court is Encircled! They will gain -4 to both attack and defence when defending this territory!)
The Aetherial Cannon Artillery bombards The Great Diplomatic Army,
Modifiers
The Great Diplomatic Army:
Larger army +2 Defence
The Aetherial Cannon Artillery 2d20=(8+0=8)
vs.
The Great Diplomatic Army 2d20=(19+2=21)
((you know, i almost feel sorry for the The Aetherial Cannon Artillery at this point.))
The Aetherials are still struggling to properly wield their cannons and The Great Diplomatic Army is already well accustomed to their bombardment and this time the Aetherials did so little damage that they become utterly frustrated, deciding that dropping the cannons themselves on the enemy would be more effective than trying to bombard them... Several of the cannons survived the impact in usable condition and have been re-purposed by the The Great Diplomatic Army. Only time will tell whether the curse of ineptitude follows their artillery, too.
(The Aetherial Cannon Artillery bombarded The Great Diplomatic Army with artillery, dealing -1% damage. The Great Diplomatic Army has 51,25% army health remaining. The Diplomatic Cannon Artillery, A new Artillery force has joined the conflict on the The Great Diplomatic Army's side with 1% health)
The Great Diplomatic Army attacks The Aetherial Cannon Artillery, intercepted by The Black Qhanganate!
Modifiers:
The Great Diplomatic Army:
Cautious Attack: -3 Attack +2 Defence
The Great Diplomatic Army 2d20=(8+-3=5)+(17+2=19)
vs.
The Black Qhanganate 2d20=(10+0=10)+(2+0=2)
As the Great Diplomatic Army marched to attack The Aetherial Cannon Artillery, they were intercepted along the way by the defence forces of the Black Qhanganate. The Black Qhanganate's interception was a hasty and unplanned one, and they left themselves almost completely open to enemy attack but they went in with fury. However, The Great Diplomatic Army's cautious approach allowed them to mitigate the attack by The Black Qhanganate's forces, but at the cost of not doing as much damage as they could have, but they still dealt more damage to The Black Qhanganate than The Black Qhanganate did to them.
(The Great Diplomatic Army attacked The Black Qhanganate dealing 22,5% damage and taking 2,5% damage in return. The Black Qhanganate has 54,25% army health remaining and The Great Diplomatic Army has 47,75% army health remaining.)
Armies of Arghila and Karhan attempt to Resupply
1d20=5
((didn't get killed by Artillery, died to deserting))
After their humiliating defeat at the hands of the Black Qhanganate and the cowardice of the two kings, the remaining few refused to serve them any longer and deserted the "army", leaving the two kings standing alone, together.
(The Armies of Arghila and Karhan has been shattered due to Resupply failure)
The Great Diplomatic Army attempts an alliance with The Red Court(Trivial)
1d20=7
Despite general objection to the idea due to the The Great Diplomatic Army attacking them, the Red Court never even wanted to fight The Great Diplomatic Army in the first place. As such, the Red Court has reluctantly joined forces with The Great Diplomatic Army, whatever is left of the Red Court Anyway.
(The Red Court has joined the side of THe Great Diplomatic Army. The Red Court's remaining occupied territory is no longer Encircled!)
Auto-Combat:
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: (Offensive Only) 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.
- Build Morale: Attempts to increase attack bonuses for the next turn. Can change Attack 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. - Build: Attempt to build a structure. Needs a roll each turn to continue construction. Takes up the force's turn.
- Intercept: (Defence Only) Unit will intercept any attacks against forces in the same faction.
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.