Gods are Watching – POC Edition
Hello Bay12! I’ve been following many games on the forum, especially the famous SPAMKINGDOM series (from Haspen, who by the way created recently
a game on the same concept), though never created an account to participate.
Today I’ve created the said account to offer you a game where players act as divine entities (plus, the godgames seem to be trending on the forum these days.)who influence the world, observing empires rise and fall, and where nothing is assured except death and laughter of the evil gods (most probably you).
But today is not this day.
To be sure my system is functional, I need a Proof of Concept of it, which is why we will play for a time on a small peninsula of the world.
Here is our small corner of the world, which will be soon drowning in blood, for sure.
Brownish orange is for mountains, while brighter orange is for hills. Bright blue is for tundra. Brownish green stands for boreal forest, and green is for plains and scattered forests.
The rulesSo how do one play ?
Each
turn, or
10 years, I, the gamemaster, will pick a few random events to liven up the turn.
For every single event of the game, I will throw
two D6 dice : one for the country and one for his opponent from the event. This opponent, depending of the context, can be another country, a part of its own population or the plain entropy.
The winner is the one with the highest die, with a victory proportionate to the gap between the scores. Event is concluded and the world evolve following the results.
The country who wins get +1 power (I’ll explain that), the one who loses get -1 power.
And that’s it. We roleplay based on that.
Yeah, but how do I play ?Before each new turn, each player can allocate a
bonus or a
malus. You can use one of them, or not at all (which allows you to skip turns and come back later, or join / leave the game at any time).
If the country you gave a bonus / malus has an event during the turn, it gets a +1 / -1 on his die. If nothing happens, the country get +1 / -1 in his “power pool” (which I’ll explain later).
Every
five turns, or
50 years, instead of assign a bonus and malus, you will give your own event to a country.
Amongst the possible events, here is the list.
I will extend it if I have new ideas, and I would be happy to heard your proposals.
War: Make your country enters in war against another neighboring one. You must give the goal of the war (total or partial conquest, overthrowing the current ruler, establishing a client-state…), and the casus belli if you can, for RP purpose
Negotiations: Can be used between two countries in war to start peace negotiations. Can be also used between two countries in peace to establish trade routes, alliances, or other mutually beneficial agreement
Insurrection: For a reason or another (economic, cultural, religious, political motive…), a part of the country’s population enters in revolt against the government. A new country is created and declares war against its former country
Cultural shift: A culture gradually changes, gaining new features. You can change or add characteristics to a known culture, or start from scratch if a culture is bland enough. You can also create a new culture as a branch from an already existing one, if it’s big enough
New religion: A new religion emerges, gaining followers. You can choose where it starts, and must describe your religion, explaining what distinguish it from the others.
Expansion: The targeted country has a growth impulse, launching expansion on bordering wildlands if there are, colonization if it has coast access, and a diaspora of its population excess
Artifact: Create an object and drop it in the world. You need to describe what the artifact is, his material(s), in which country or place you drop it, for who (king of the country, his child, a vassal lord, a random peasant…) and which effects do you give to the artifact. There are no limitations for them, but overpowered artifacts are the less interesting and fun. A curse of the size of the bless spices things up, and is a good rule of thumb
Godbuild: Create or modify a relatively small area. You can simply create remarkable nature place, or a devilish tower, or just a bunch of huge black rock menhirs, go nuts. You cannot add inhabitants to it though during its creation, and you cannot either use this power in already constructed places, like towns. The place can purely be aesthetical, or have powers inner to the place. Place with huge powers will rise attention of the countries around it, but it does not need to give massive benefits to be interesting
Entity molding: You create an unnatural being and drop it into the world. The only condition is that this being is a one-of-a-kind, and cannot reproduce. To counter this, they have really long lifespan, and can’t (and most probably won’t) die of old age before multiple centuries. The entity can be intelligent or be a beast, can be as huge as a dragon or as small as a turtle, being just a human with extra features, with terrifying breath attacks or nothing at all. Just check the forgotten beasts from DF Wiki if you need some inspiration
Bear in mind that the more you detail the lore of your actions, the easier it is for me to build the event around. This is especially true for the first 6 actions of the list.
Every
50 turns, or
500 years, instead of doing each you own action, you will vote for a
cataclysmic sized event, which will most probably disrupt the world for the next half-millennium to come.
I will not tell too much for now, to keep the surprise.
A quick note about the concept of “power” As I said above, countries have the statistic of “power”.
When they win an event, they get +1 power. When they lose, they get -1.
Also, when a player gives to a country a bless or curse who are not used in an event, they +1 / -1 go into their “power pool”.
But then, what’s the use of the power pool? Well, let’s say that once their power pool is high enough (let’s go for an arbitrary +10 / -10 for now), the country will receive a positive / negative event that shows its strength or demise momentum.
Its power pool will then drop to +5 / -5, and the event rolls up.
Also, as this mechanic makes it quite easy for a group of players to spam blesses or curses on a country, I reserve some funny shenanigans for this kind of situation.
Okay, but what is the goal of the game? How do I win? You can’t really win. You can mold to your taste the world, or a part of it… Or at least try, as every player will do the same. Or just enjoy creating chaos, or see the world suffering, and well… Playing god.
You can focus on a country, a group of country, a culture, create your own religion with people worshipping you (or your avatar, at least), or just actively sabotaging any form of order. You set your goal.
You can see this as an interactive indirect worldbuilding. Or at least that sounds good.
Oh, and last thing before we start: you probably guessed it, but I am not a native English speaker, so sorry for the numerous mistakes and wrong spelling.
Hope you will enjoy the game despite this.
Year 1000 AD
Meet the
Hyrun Peninsula. We are in the year 1000 AD (After Dislocation). Centuries ago, the king Udrul I “The Great” unified under the kingdom of Hyrun the peninsula, apart for the tundra and northern forests.
A millennium ago, this great kingdom imploded, facing internal turmoil and external invasions.
A thousand years after the Dislocation, the peninsula is utterly divided.
Since the dawn of time, tribals live in the northern misty boreal forests of the peninsula.
South of them reside the numerous nomad clans, roaming in the tundra. Since the fall of Hyrun, they returned to their ancestral lifestyle, trading and plundering with their sedentary neighbors.
In the southern tundra rule the goblin hordes. Coming from the north-west, they faced the wood elves living in the great western forest, before finally entering in the peninsula. They took part in the downfall of the kingdom. A millennium after, only two tribes are left of those terrible, nasty and vicious little foes.
The island of Grodel was part of the kingdom, unlike the island of Egorash. However, both were built upon ancient ruins, probably built by ancestors, or at least cousins of the wood elves from the west. Smaller ruined cities are scattered on the coast of the peninsula, the capitals of Vidunese and Larinise kingdoms are well-known for being built upon elvish ruins.
The major left part of the peninsula is occupied by the numerous heirs of the broken kingdom of Hyrun. Some are still tying to their name under the kingdom, while some others are fancying themselves as kingdom, even when they not really deserve it. A few others were created after the fall, vying for power.
The rest of the lands is either unoccupied, in ruins or with too few inhabitants to pretend being a serious political entity.
The economy is mainly agricultural-based, with a functional metalworking network. The Poris Federation has a few metal mines in its northern hills, and Wania kingdom has gold, and copper of great quality, although the road to the coast following the river is made dangerous by the goblins and nomads.
The real driving force of the peninsula’s economy is slavery. Slaves are sent in fields, mines, or as domestics and courtiers. Many are sent to the south, towards the mythical empires of the Inner Sea. With too few natural resources on its own, the Hyrun Peninsula is reduced to monetize sweat and blood of its inhabitants.
Though goblins make terrible slaves, they are often used as fools in noble courts, or to entertain crowd in arena fights, for example facing wild bears. Nomads are sturdier, but slave raids usually provoke a counter-attack from their clan some times later. Slavers mostly take nomad captives by buying them from rival clans who took them prisoners during their endless tribal wars.
Northern tribals make the most of the slaves. The Kewith Serene Republic is the hub of the slavery in the north of the peninsula, launching many coastal as well as land raids to capture slaves, which are then conveyed in the southern cities. This led the tribes to fall back from the coasts, sinking deep into the foggy forests of the north.
Seldom, a forsaken wood elf is caught. Renowned for their lengthy lifespan, their tallness and divine grace and beauty, an enslaved wood elf is worth a fortune on the slave markets.
On the political scene, the kingdoms of Larinise, Briven and Vidunese, aside with the Principality of Tirodal are the major pretenders to the kingdom of Hyrun, due to the fact that they have the most important populations of the peninsula. The Briven’capital is also the ancient capital of the kingdom of Hyrun, and is the subject of many confrontations with Larinise and Tirodal since centuries.
Religions on the peninsula is a mess. Nomads and tribals have their own ancestral gods, while goblins got bloodthirsty ones.
Little is known of the wood elves far in the west, as they are very reclusive and hostile to those who cross their borders. It is believed they have a connection to the trees of the forest they live in, mutually protecting the others from danger.
For the heirs of the Hyrun kingdom, this is however far more complicated. There are three main religions: Gunnar, Shadar and Vendhar. All of them are from the same faith, so old that its very name was forgotten through millenniums. Outside of those three, hundreds, if not thousands of minorities and cults more or less successfully coexist.
The Gunnis gods are a pack of cruel and selfish gods and goddesses, mainly worshipped by merchants, farmers and craftsmen. Their worshippers are also the most numerous. Next are the Shadars, brutal and authoritarian deities mostly popular in the martial social standing, and the Vendhars, often considered as the most ancient and royal faith, worshipping the higher pantheon, especially the “God of gods”, ruler of the many, many gods venerated in the peninsula. Vendhar is the religion of the rulers, nobility and clergy.
If you need some indications from the map :
The four tribes in the north = tribal people, did not much evolved since the rise of the Men. Suffer of regular raids from slavers.
The clans of the tundra = nomad tribes, in constant bickering between each other. Raid and trade with neighbors, depending of their mood
Tribes of Gooldtooth and Blood Claw = Goblins tribes, very aggressive. Often leave their tundra to raid weak and vulnerable villages.
Ilyanoris and Yn Antheas = Wood elf realms. They are intertwined to their forests, and divine actions will have peculiar reactions.
Warband = Gathering of bandits, under the precarious control of a warlord.
Chiefdom = A ancient feudal state, tribalized at some time after the Dislocation. Unity of the country mostly rely upon the charisma and authority of the ruler.
Federation = Coalition of reduced states, mostly cities and lower nobility’s territories allied to not get gobbled by more powerful neighbors.
Duchy / Principality / Kingdom / Republic = Successors of the Hyrun Kingdom, built from the ashes of the Dislocation or decades and centuries after (except Egorash, who was never part of the kingdom).
We are currently in the bronze age, to situate the era.
You can start now by giving a bless or a curse to the nation of your choice.
We won’t start by special actions, or a cataclysm. Throwing some gods-players in this small world is already a cataclysm big enough.
Oh, and because of
scenario motive unknown magic, you can’t act or view beyond the map.
Have fun !
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Summary
Year 1010
Year 1010 AD
Year 1004 : The chief of the
Khusil Chiefdom try to negotiate taxes for safe travel on his land for gold and copper caravans from
Wania Kingdom, who are following the path of the river.
3 v 3 = Draw
Khusil chieftain put some pressure, but the Wania king refuses to give in. The chieftain chose to not insist further, and both parties left unsatisfied.
Year 1006 : War ! Infuriated by the snacking of their borders by the
Vidunese Kingdom, the
Logura Federation declares war and gathers its troops.
5 v 5 = Draw (again!)
Initially pushing deep into vidunese territory, the loguran forces are progressively rebuffed on their side of the frontier. After the fall of a loguran coastal city, a precarious truce is negotiated. Both states tend to their wounds for the second phase of the war.
Year 1007 : A disagreement between the elvish queen of the
Ilyanoris realm and a vassal lord degenerates into an armed conflict. The rebellious faction, called
Sen Oldis, quickly launches a full-blown attack on Ilyanoris capital.
3 v 1 = Ilyanoris (pyrrhic) victory
After a brutal slaughter which leaves the capital devastated, the loyalists forces pushes back the rebels. When the ilyanorians soldiers finally enters rebels' city, they found it empty.
The surviving rebels had fled out of the ilyanorian territory, south-west of it. They start engaging a low-intensity war with their former overlord.
Year 1009 : The
Qasian Principality try to establish a trade road between them and the
Kewith Serene Republic, intending to obtain their own share of wealth from the slave trade.
3 v 5 = Kewith victory
Kewiths shipping slavers manage however to sabotage the project, bribing enough qasians officials to ultimately bury the entire project.
Year 1020
Year 1020 AD
Year 1011 : In an unprecedented move, the more clever than usual goblin chief of the
Goldtooth Horde offers to its neighboring
Blood Claw Horde a trade deal, to make peace between the two goblin clan who bicker with each other since centuries, when they do not raid human towns.
6 v 3+1 = Goldtooth victory
Thanks to their steady raids on gold mines of the Wania Kingdom, the Goldtooth Horde definitely get the upper hand in the trade balance with their fellow goblins. An effective first step in the goblins' union on the peninsula.
Year 1014 : A little revolution happens in the
Vedinar Federation. A blacksmith called Somos discovers a new method to shape bronze, making it more strong and less breakable. His apprentices soon try to spread the "somosian method" in the region.
2 v 2 = Draw (are those dice loaded ?)
However, cults of the metal gods, patron saints of the blacksmiths, exerce a lobbying to keep traditional practices. The somosian technique has hard time to pass over vedinar's borders.
Year 1018 : Disappointed by the Kewith Serene Republic, the
Qasian Principality turns its eyes towards the
Kharid Kingdom, and try to have some benefits through diplomatic means.
5 v 1 = Great Qasian success
With the support of talented negotiators, they managed to get as a dowry for diplomatic marriage a sizable piece of Kharid's territory.
Year 1030
Year 1030 Year 1022 : After a decade of recovery, the
Logura Federation finally break the truce with the
Vidunese Kingdom to get its coastal city back, and more if they get on.
1 v 6 = Smashing Vidunese victory
Turns out they do not. Cornered between the vidunese troops and the walls of the city they were besieging, Loguran army is all but slaughtered, aside the totality of the federation's representatives.
In disarray, many loguran cities swear fealty to the approaching vidunese army, or proclaim independence only to be conquered a few months later. By 1024, the Logura Federation is no more.
Year 1024 : After decades of interfamilies marriages and diplomatic work with chiefs of the
Rodol Nomad Clan, the duke of
Baewen Duchy finally offers a peaceful integration into his realm, one of the most ancient state of the broken kingdom of Hyrun.
3 v 5 = Rodol refusal
The nomads are however still attached to their freedom, and declined the offer. Not so bad, considering the duke's envoy came back with all his limbs.
In a gesture of appeasement, the duke give to the nomads his tundra lands, which are scarcely populated and quite worthless anyway.
Year 1027 : Seeking guarantees in the wake of vidunese's conquest, the duke of
Dalguri Duchy manages to marry his daughter to the son and heir of the
Vidunese Kingdom, to the great displeasure of the rival kingdom of Divusene.
3 v 6 = Marriage in favor of Visunese (which apparently is full of pep this turn)
Dalguri's duke will later kick himself for this, as the marriage did not kept the duchy's independence, but instead firmly attached it inside Visunese's sphere of influence. Officially an ally, the duke is more like a vassal... To his king.
Year 1030 : War has broken out between
Larinise and
Briven kingdoms, for the control of the old Hyrun's capital, Selentia ! Both kings immediatly gather soldiers, but larinise ones cross the border first.
4 v 1 = Larinise first victory
Trapping the Briven's forces, the larinise army manages to deal a crippling blow to their foes a few days of walk from the capital. The Briven king is able despite this to get back to his capital.
The siege of Selentia begins.
Year 1040
Year 1040 Year 1031 : In reaction to the invasion of Briven Kingdom by the
Larinise Kingdom, the
Tirodal Principality launches an attack to stop the larinise advance.
6 v 4 = Tirodal victory
As the larinise army is besieging Briven's capital, the tirodalians successfully invade the eastern part of the kingdom
Year 1032 : Selentia, capital of
Briven Kingdom, finally fall. The army of the
Larinise Kingdom prepare for conquest of Briven hinterland.
1 v 6 = Outstanding Briven victory
The king of Briven, locked in his own dungeons managed to escape and rise the rabble against the occupiers. The larinises piteously retrait, and offer to recognize their defeat to Briven and Tirodal.
Having already lost thousands of soldiers, the Briven king accepts the treaty's advantageous terms, as do Tirodal Prince to keep the power balance in the region.
Year 1035 : Exceeded by the slavers of the
Poris Federation, the
Black Leaf Tribe retaliates in a raid on the bordering villages of the federation.
1+1 v 3 = Minor Poris victory
Despite the surprise, Poris' superior military saves the day and pushes back the Black Leaf tribesmen back to their forests. But did the Poris well received the tribals' message ?
Year 1037 : Feeling threatened by the rise of Vidunese Kingdom, the
Vedinar Federation moves its pawns and send troops to
Ridhel Chiefdom.
6 v 2 = Major Vedinar victory
After a brief battle won by Vedinars, the Ridhel chief chose to surrender. Vedinar council decide to seize part of ridhelian territory and making the chiefdom their tributary.
Year 1039 : To enforce strengthen its forces between the Viduneses and the Vedinars, the
Divusene Kingdom try to take control of Shadars military orders on its territory.
1 v 4 = Shadars refusal
This go quite terribly, as the orders shouted to blasphemy. Even worse, those who did not moved abroad combined forces as the
Shredded Orderto depose the divusene king. The considerable means of the orders are used to force him if necessary.
Year 1050 :
Year 1050 Year 1041 : After two years of small skirmishes, the
Divusene Kingdom send his army inside the
Shredded Order controlled territory.
1 v 5 = Brutal Shredded Order victory
It... Does not go quite as expected for the divusene king. He is captured in battle, and next forced to surrender.
The Shadars Orders does not stop here, however. After having taken control of the divusene lands, they put the king in trial for heresy, and burn him on the stake. The royal family flee the country as the Shredded Order take complete control of it.
Year 1044 : In the
Vidunese Kingdom is found an untouched elvish ruin, with inside a beautiful golden necklace, of the finest craftelfship. The king immediatly orders the necklace to be brought to his palace.
4 v 1 = Necklace is now vidunese pride of the kingdom
The elvish necklace is successfully delivered to the king, which uses it as a proof of wealth and refinement for the kingdom.
Year 1048 : Taking advantage of the turmoil in the
Larinise Kingdom, the
Grodel Republic launches a naval raid on its coasts !
4+1 v 4 = Narrow Grodel victory
Though weakened, the larinise potency is not to be underestimated. It is barely thanks to their superior ships that Grodels manage to take back the sea with their holds full of slaves and riches.
The Larinise Kingdom, despite their honor safe, will lack those men and wealth.
Year 1060 :
Year 1060 A strange spring emerges in the lands between the goblin hordes of the
Goldteeth and the
Blood Claws. The trees yield head-shaped fruits of various races of the peninsula, except the goblins.
6 v 5 = Ambiguous step towards unity
It does not take long for curious gobelinoid explorers of each clan to grab some fruits to eat and bring them back to their tribe. Those who eat them soon start rambling about the "goblin civilization" and why all goblin clans of the tundra should unite. These wishes would have been threw away by goblin leaders if the tasters did not also start to compete with chamans, by using some weak magic powers.
Much to the displeasure of chamans, who take a dim view on those attempts to "play gods", both clans send regular expeditions to grab more fruits. It turns into skirmishes once they try to hold the ground, where small magic artillery become common.
An old cult is brought up to date in the
Grodel Republic, thanks to a group of reckless young clerks. As the "Student" - the name of the god - starts gaining worshipers in the knowledge sphere of the island's population, high priests of the Gunnar cult soon criticize the Student as too universal in his understanding of the universe, thus threatening the delicate balance maintained by the other gods.
5 v 2 = Strong Student hold on the island
These warnings are not listened, and the Student quickly gains popularity among the Grodels. Many Vendhars began to share a part of their prayers' time for the Student, as the intellectual emulation he provided is especially appreciated in the noble and high clergy circles.
The Republic is soon famed for the quality of his theologian-philosophers, and libraries start competing with continental ones.
Somewhere in the forests of the
Blind God Tribe, a chaman has a dream which affects him as a revelation. In a reinterpretation of the ancestral tales and of the four Tribes' founding, he announces to his tribe how it is the duty of all tribes to repel the slavers to the sacred lands they inhabit.
6 v 6 = Strong proselytism face fierce opposition
Although the chaman is able to convince his own tribe, the three other tribes are not convinced. They distrust the Blind God Tribe, fearing this reinterpretation to be a pretext for ruling all the tribesmen of the forest.
Though awaken, it seems that the Blind God tribesmen will have to lead this fight alone.
While their northern neighbors were wearing themselves out in war, the
Engdal Duchy kept all is ressources, planning the extensions of the free lands south of his own.
5 v 4 = Partial Extension
As the duchy started to fund pioneers, it turns out that the bountiful hills were not so bountiful, and that the fertiles plains were not as promising as they sounded. Though colonization happens thanks to the large efforts of the Engdal Duke, it does not attract as many settlers as he might have wished.
In an abandoned elvish temple deep into the forests of the insular
Egorash Kingdom, six dragon eggs crackle, revealing six young dragons, who soon exit the temple.
3 v 3 = Dragons are source of chaos
The dragons are found in a field by a peasant, who quickly call for his local lord. Said lord give five dragons to the king, keeping the sixth as his prize. Not taking umbrage of it, the king accept the gift, distributing them to his family. However, they prove unable to tame them, and dragons become targets court plots, as prestigious pets for courtiers. The situation worsens with years, as the dragons' size grow. If some of them are successfully bound to someone, two of them proves too wild to be kept and start roaming on the island after escaping the palace and making a nest back in the old temple.
A conscious cloud take form in the sky of the
Grodel Republic, a being soon called "Zapcloud" by its inhabitants. Although the yellow cloud can appears menacing with the electricity inside it, the Zapcloud does not seems hostile towards humans, mostly curious. He is often seen roaming high in the streets at night, only launching stunning shocks when feeling attacked.
6 v 6 = Fierce theological debates in Grodel population
The theologians eagerly take the case, and start passionate debates about the Zapcloud. While believers of the gods of sky and thunder defend it as an expression of their gods, and Student's worshipers are fascinated about this unknown and apparently peaceful being, others are worried about letting a sentient cloud gas freely flying around the island. Minor violences break on the island as Zapcloud's supporters and opponents clash.
Way more evil than the Zapcloud, a dragon skeleton is revived in the land bordering the north of the
Vidunese Kingdom. Bonewing, as he calls himself, is a terrifying creature, spewing a unholy blue fire, of the same color than what is inside carcass. After turning into undead and bending to his will the animals and the few villagers around him, Bonewing found his lair near the Vidunese border, and plans his next move.
3 v 4 = Short Bonewing victory, at the expense of the Vidunese Kingdom.
Seeing populous settlements south of his lair, Bonewing quickly extend his influence around, either submitting cities or turning their dwellers into more obedient undeads.
A green cloud is seen moving in the tundra of the
Enoa Clan. Some of those reached by the fog begin to have various, more or less severe diseases and symptoms.
5 v 1 = Enoa Clan manages to repulse the cloud
Enoa Clan quickly move to escape from the green poisonous fog. With help of their shamans, they are able to somehow push the fog to the north, towards the forest.
Apparently hurt, the fog start traveling to the north, to the Black Leaf Tribe.
Year 1070 :
Year 1070 Year 1062 : The
Green Fog arrives inside
Black Leaf's territory. After he made the first casualties, the tribesmen quickly grasp the gravity of the situation.
3 v 4+1-1 = Black Leaf Tribe manages to move away the Green Fog
Gathering their chamans and the few 'blessed' tribesmen, the tribe is able to push back the Green poisonous cloud, who retreat towards the east.
Year 1063 : After consolidating his realm,
Bonewing starts pushing south into
Vidunese Kingdom, leading his minions. The vidunese king calls the duke of Dalguri to help him facing this terrible foe.
3+1 v 1 = Unquestionable Bonewing victory
After a decisive battle, which saw Bonewing reanimating freshly killed vidunese and dalgurian soldiers to win the fight, much of the old logurian territory fall into his domain.
This great achievement however raises alarm for the rulers of the peninsula, who are mildly appreciative of a giant necromancer bone dragon. Coalition is under way.
Year 1066 : After a decade and half, the skirmishes for the Divine Spring between
Goldtooth and
Blood Claw goblin hordes finally degenerate in a full scale war. The Blood Claw goblins are the first to massively assault gathering expeditions from the Goldteeth for the head-fruits.
2+1 v 2 = Magical trench warfare between the two clans, advantage to Goldtooth
Consequences of the new magical powers for head-fruits eaters on warfare were however underestimated by each leader. After a series of battles, a frontline is finally establish, where each side use magic bombardment to dissuade the opponent to launch an offensive. The Divine Spring become the epicenter of the war, and as such is heavily devastated. Due to sheer number of goblinoid artillery, the Goldteeth are despite all able to gain some ground.
Year 1067 : Years after the birth of the
six dragons, the latter have finally grow enough to reach a war-suited size in the
kingdom of Egorash.
6+1 v 2 = King is able to tame dragons for his interests
After years of court anarchy, where dragons were in the hands of the most influent courtier of the moment, the king and his heir are finally able to keep all dragons under their grasp. Courtiers who are already bounded become loyal by a mean or another, and the two wild dragons are at their turn tamed by royal family relatives. The vassal with his dragon, who discovered years ago the dragons, proves wise enough to stay in the rank behind his king.
With six dragons under his command, the king and his son start drawing great plans for the future of the insular kingdom.
Year 1080 :
Year 1080 Year 1073 : Now with domesticated dragons, the
Egorash Kingdom launch a brutal naval invasion of the
Grodel Republic island.
1+1 v 2-1+1 = Failure of Egorash invasion, only gain a foothold on island
Dragons, however, prove not enough. Superior Grodel fleet make the egorash ships suffer greatly, until the dragons finally turn the tides. Landing on the island does not mean the end of the troubles for the invaders, as they are welcomed by cunning traps and complex siege engines crafted by followers of the Student. Worse : while the king was riding his own dragon above the island, he met the Zapcloud. His dragon immediately breathed fire, which caused the being to explode into burst of fire. Both the dragon and the king were caught in the explosion.
The spectacular death of the king marked the end of the invasion, the egorash soldiers holding their hard-earned ground. For now.
Year 1074 : As the
Green Fog continued his travellings to the west, the fog finally entered into the
Qasian Principality. The pattern repeats itself, and the first hundreds casualties lead to a quick response. After a terrifying failure by ordinary means, desesperate slavers finally throw slaves with shamanic background to repel the Green Fog.
6 v 2 = Green Fog prevails
Forcing slaves to do shaman work turns out as an horrible idea. Some are too weak, others are too rebellious to correctly face the Green Fog, and everyone is contaminated at the end of the day. The Green Fog settle in the principality, and neighbors see massive influx of qasian refugees in reaction to authorities failure for stopping the entity.
Year 1076 : As
Bonewing starts a new campaign south inside Vidunese Kingdom, a coalition from the east forces him to postpone his plans. Troops from
Baewen, Briven and Larinise march together into the bone dragon's domain.
1-1+1+1 v 6 = Clear coalition victory
At the general surprise, the coalited armies managed to get a swift victory, even managing to wound Bonewing in the process. As the magical being retreat into his lair, the three states start sharing the spoils as the loguran cities try to get back their freedom.
Year 1077 : Probably feeling the wind turning, the Vidunese king launches his army to get back his lost lands before eastern kingdoms get the totality of it. He soon clashes with what is left of the undead Bonewing's army.
5 v 4-1+1+1 = Stalemate
Even wounded, Bonewing proves to be a more powerful opponent than first thought. After first successes, vidunese and dalguri soldiers are forced to a halt, being too few to manage the undeads.
Year 1079 : The relentless war for the Divine Spring between the Goblin Hordes of Goldtooth and Blood Claw continue.
2 v 3 = Blood Claw gaining ground
In the magical trench warfare, the initiative is taken back by the Blood Claw, who advances a few kilometers, taking back the Divine Spring. Hundreds bodies are added to the growing pile of casualties from the war
Year 1080 : Taking advantage of the war between Bonewing and their Vidunese overlord, the duke of Dalguri try to get back his autonomy !
2 v 5 = Dalguri victory
During campaign in the Bonewing's Domain frontier, Dalguri duke abuses of vidunese's army precarious situation to ask for independence. Having to choose between his army and a rebellious vassal, the vidunese king agrees. Dalguri army quickly get back to his lands, abandonning the Vidunese Kingdom to its fate.