Turn 3.3: Year 1 - Month of Gast [End]
ACTIONS
Duke Gul'Athur (0/0/2/4) and Unipent (4/1/0/1): On Expedition to Unnamed Jungle (Distance 2)
A horizon of deepest green. Thick, concentrated life, a kingdom of savagery. The natives call this land the Rishalian Jungle.- Personal Request Interaction Continued"Your concern touches us, Duke Gul'Athur! We of Territory Planning will keep doing our best for the Kingdom. Ah and another thing! We have studied your request and tried to come up with something that may help you in your future construction endeavors."
Outcome suggestions for the Personal Request:
- 1 Squad of Engineers (+2 to Construction when in an Army)
- 1 Lesser Magical Item (+1 to Construction)
- Scouting: Rishalian JungleAttribute: INT 2 MAG 1
Bonus: Sylvaran Skirmishers (2)
Goal1/Goal2/Goal3: 8/16/32
Roll [3d6]+[2d6]: 2+[13]+[6]= 21
After a journey through several Regions, the Duke and Unipent and their forces reached the Rishalian Jungle where they immediately started their reconnaissance work. The Sylvaran proved very useful, some of them being natives from Rishal. The regions was extremely savage, and three dominant groups warred for supremacy:
- The self-proclaimed Arachnastinian Kingdom of chitinous centaurids.
- The ruthless Elmanopteran Hive of elemental hornet-like monsters.
- The recently organized Makralian Horde of crocodilian apes.
Regarding the resources, the jungle overflowed with plants with high alchemical potential. Among them, Unipent found certain species of trees produced a thick, sweet sap that was incredibly rich in magical energy.
In the distance, one tree stood above the rest. It was called the Mountain-Tree, for it really did dwarf smaller mountains. Although they couldn't confirm it, rumors told that an all-healing fruit would grow at the heart of the Mountain-Tree.
Biome: Jungle
Savagery: High
Allegiance: Unknown
Resources:
- Wood
- Magic-rich Sap
Points of Interest:
- Mountain-Tree
Region Characteristics:
- Fertile
- Overwhelming Life
Population:
Dominant: Arachnastinian, Elmanoptera, Makralian
Minor: Sylvaran
Squad Slots: 5/5
Squads List:
#1 - Sylvaran Skirmishers 1/1 (1d6)
#2 - Far'Gloen Veterans 2/2 (1d8)+1
#3 - Far'Gloen Infantry 2/2 (1d6)+1
#4 - Far'Gloen Harassers 2/2 (1d6)+1
#5 - Far'Gloen Harassers 2/2 (1d6)+1
Name: Far'Gloen Veterans
Description: Monstrous humanoids with a gaping vertical mouth and many eyes. These ones are veteran combatants.
Health: 2
Combat Dice: 1d8
Traits:
- Weapons: +1 CR
- Leather Armour: +1HP, fragile
- Trained: this unit was trained, potentially modifying its base characteristics.
Name: Far'Gloen Elite Infantry
Description: Monstrous humanoids with a gaping vertical mouth and many eyes.
Health: 2
Combat Dice: 1d6
Traits:
- Weapons: +1 CR
- Leather Armour: +1HP, fragile
- Trained: this unit was trained, potentially modifying its base characteristics.
Name: Far'Gloen Harassers
Description: Monstrous humanoids with a gaping vertical mouth and many eyes trained to use ranged weapons.
Health: 2
Combat Dice: 1d6
Traits:
- Ranged Weapons: +1 CR
- Leather Armour: +1HP, fragile
- Trained: this unit was trained, potentially modifying its base characteristics.
Name: Sylvaran Skirmishers
Description: Unarmoured plantmen of the forests used to hit and run tactics.
Health: 1
Combat Dice: 1d6
Traits:
- Forestfolk: +1 to CR in forests
- Trained: this unit was trained, potentially modifying its base characteristics.
- Trained in Far'Gloen: this unit counts as a Far'Gloen for tactics.
Squad Slots: 2/2
Squads List:
#1 - Great Shadow Cobras 2/2 1d6
#2 - Flametongue Cobras 1/1 1d6+1
Name: Great Shadow Cobras
Description: Giant Cobras surrounded by a cloak of shadow.
Health: 2
Combat Dice: 1d6
Traits:
- Ambushers: +1CR when Ambushing
- Shadow Advantage: +1CR in Caves
Name: Flametongue Cobras
Description: Monstrous cobras with fiery scales capable of spitting and breathing fire.
Health: 1
Combat Dice: 1d6
Traits:
- Fire Resistance: +3CR when defending against fire attacks.
- Fire damage: +1CR
Eversor (4+1/2/0/0): Downtime in Tartarus
- Research: New TacticAttribute: STR 5
Bonus: Born on the Battlefield (4)
Goal: 14
Roll [6d6]: 4+[19]= 23
To take off his mind from the unconclusive training of the Tartarian Guards, Eversor sought new insights and decided to relive his memories of the battlefield through wargames with his troops and available officers of the Royal Guards. He thought, if only there was a way to draw the attention on himself while taking full advantage of his innate weakening power...
Working from the basics, Eversor took the tried and true [Follow the Leader] tactic and improved it: on the battlefield, fear was the mind's enemy, and Eversor was able to induce targeted fear by projecting his incredible aura. The utter despair of those afflicted would cause them to try desperately to kill him at all costs, often unaware that their own fear made them weaker.
New exclusive prepared tactic:
- Witness True Strength [STR 2]: Eversor awakens the survival instincts of its enemies, drawing attention on himself. Eversor becomes the target of all unfocused enemy attacks, and he gains +1CR per STR above 2 when attacked.
Squad Slots: 1/1
Squads List:
#1 - Tartarian Guards 3/3 (1d10+2)
Name: Tartarian Guards
Description: Spirits of ancient warriors sealed in enchanted armors of unknown origin found in eponymous Tartarus. Skilled and few in numbers, they serve as royal guards.
Health: 3
Combat Dice: 1d10+2
Traits:
- Superior Armours: +2HP
- Superior Weapons: +2CR
- Base Defenders: +1CR when defending a Base
Roll (3/2/1/0): On Expedition to Falmasar Desert
Scorching sands. An exsanguinated land. In Falmasar, there is but the tyranny of the sun.- Scouting: Falmasar DesertAttribute: INT 1
Bonus: Veteran Scout (4)
Goal1/Goal2/Goal3: 8/16/32
Roll [2d6]: 4+[6]= 10
Roll and his troops arrived in the Falmasar Desert, a place that to many would be unbearable to dwell in. But for them, it felt comfortable and breezy, and saturated in magic. A cheerful mood animated the Magma Elementals and the Wheelie as they shifted through burning sands.
As they progressed deeper into the desert, Roll and his elementals started finding protruding crystals amidst the dunes and rocky wastelands. These crystals seemed to hold a faint trace of magic. There was still more to discover.
Squad Slots: 1/1
Squads List:
#1 - Lesser Magma Elementals 1/1 (1d4+1)
Special Supplies:
- Alchemical Medicines: use on an Expedition to heal 1HP to all Squads.
Name: Lesser Magma Elementals
Description: Hot-headed, animated chunks of magma and elemental energy.
Health: 1
Combat Dice: 1d4+1
Traits:
- Fire Resistance: +3CR when defending against fire attacks.
- Fire damage: +1CR
Gnarl (0/4/1/1): Downtime in Tartarus
- Gnarl's Opportunity: Discussion with FeniaFenia paused for a moment, then looked at Gnarl with a thinly veiled dumbfounded look.
"Oh, it was not a jest. You- Incredible. I can hardly believe it. Lord Gnarl, as I should now call you. Let me explain to you how gendered races produce new offspring. In detail."Fenia then explained, in minute details and with drawn examples, the means through which sexual species reproduced. Gnarl left with this newfound knowledge enlightened maybe, or confused perhaps. Or both.
- Project/Request: "Experts required to develop a Magical Forge"Attribute: MAG 4
Bonus: Fey Caster (4)
Goal: 16/20
Roll [5d6]: 4+[20]= 24
Gnarl heard of the ongoing efforts to build a Magical Forge for the Lords use, and went to check on it. It is said he barged in all of a sudden, yelled at the smiths some incomprehensible technical terms, fixed the forge and the enchantments, and left.
Request "Experts required to develop a Magical Forge" Completed!
Favour earned: Giant SmithNEW: Unipent's Magical Forge: +4 to Crafting attempts, and favourably affects such Tasks. Open up superior tiers of equipments if resources are available. Max 1 Lord per turn.Squad Slots: 1/2
Squads List:
#1 - Gremlin Bandits 1/1 (1d4)
#2 - None
Name: Gremlin Bandits
Description: Short humanoids whose life of banditry led them to develop useful skills on the battlefield.
Health: 1
Combat Dice: 1d4
Traits:
- Gnarl Brood: +1CR when fighting for Gnarl.
Ot'Ku Bo (4/0/2/0): On Expedition to Unnamed Wasteland (2)
A vast wasteland that has rejected all life long ago, cursed by an unknown force. A realm fit for the undead: the Abyros Deadland- Scouting: Abyros DeadlandAttribute: INT 2
Bonus: None
Goal1/Goal2/Goal3: 8/16/32
Roll [3d6]: [8]= 8
Ot'Ku Bo and his troops progressively saw the vegetation dry up and die, the skies to turn to gray, and the land to take on an ashen taint as they approached the rumoured Wasteland. They felt a visceral chill, a disgust in their bones. This place was a land of the dead, an infamous Deadland.
The place was dominated by the Mistwatchers, secretive but powerful individual monsters who saw the Deadland as their playground.
Biome: Deadland
Savagery: High
Allegiance: Unknown
Resources:
- Unlife Energy
Region Characteristics:
- Saturated with Unlife
Population:
Dominant: Mistwatchers
Minor: Unknown
Squad Slots: 1/1
Squads List:
#1 - Parabes Ogre Warriors 3/3 1d8+3
Name: Parabes Ogre Warriors
Description: Mountain Ogres from Parabes, incredibly hardy and determined.
Health: 3
Combat Dice: 1d8
Traits:
- Restored Parabes Weapons: +3CR
- Light Armour: +1HP, fragile
- Mountainfolk: +1CR in Mountains
- Trained
ADVISORS
Azarian (0/3/2/1): Downtime in Tartarus
- Research: Blue Blood Needle (Royal Favor Used)Attribute: MAG 3
Bonus: Arcane Scholar (4)
Roll [4d6]: 20+[4]= 24
Azarian used a Royal Favor to study the Blue Blood Needle, summoning all Advisors versed in ancient lore and magical enchantments. With their combined knowledge and expertise, the Needle soon yielded its secrets: the Blue Blood Needle was an ancient artifact closely related to one of the first sons of Idna, the Azure Nightlord of Blue Blood. This legendary figure was said to be the progenitor of the ancient Azure Demons, who are said to have all died in the War of the Gods.
Now the Needles were artifacts created and used by the Azure Demons to forge powerful pacts between themselves and their servants, granting to their servants the power of Blue Blood in exchange for their servitude. Some particularly devouted and magically talented servants could even be transformed into Azure Demons.
Azarian and the Royal Advisors were confident they could use the needle to turn someone into an Azure Demon. Otherwise, they could also alter the Needle using the power of the King to suppress its curse. This research also gave useful insights into rituals that could be used to increase the magical power of the troops.
Rama (2/0/0/4): Downtime in Tartarus
- Building: Magic Workshop (From Personal Request)Attribute: LEA 4
Bonus: Capable Organizer (4)
Goal: 14
Roll [5d6]: 4+[19]= 23
Rama heard of the personal request from Gnarl, and set off to speed up its completion. Thanks to his capable leadership and skills as an organizer, the Magical Workshop was completed in a few weeks.
NEW: Gnarl's Magical Workshop: +2 to Research attempts, and favourably affects such Tasks. Max 1 Lord per turn.Request "Training Regiment Example" Completed!Favour earned: Mudo the Minotaur Militia Captain
PERSONAL REQUESTS
Duke Gul'Athur: Something to boost construction (2/3)
Ot'Ku Bo: Find a second in command? (1/3)
/!\ This request will not allow you to control more Squads than your Leadership allow. It will likely lead to one of your squad gaining a Trait thanks to the presence of a notable officer.
Roll: None
Gnarl: None
Eversor: A Wargame Room to develop tactics and strategies. (1/3)
Unipent: Set of Scale Armor for Snake-Monsters (2/3)
REQUESTS
Royal Request#2:Name: Uncover all Distance 2 Regions
From: Lord Endovar
Description: Before proceeding further, it is necessary the Kingdom gathers information about the lands that surround us. We will be counting on you.
Guaranteed Reward: Royal Favor.
The Kingdom has issued no new request.
Request "Understanding Nigredine and Albedine":
Name: Understanding Nigredine and Albedine
From: Polite Mister Golem of the Royal Forges
Description: "The black and white metals of Tartarus have incredible properties, but are hard to extract and work with. The road ahead is long, but unlocking the secrets of these ores would be a great boon to Zethe!"
Guaranteed Reward: Favor from the sender. Equipment of Nigredine or Albedine.
Request "Magical Materials":
Name: Magical Materials
From: Annoyed Scholar of the Arcane Research Branch
Description: "Everyone seems to find various rare ores, rare crystals, rare whatever... but it's always in too scarce quantities to reliably increase the might of Zethe. So here we are. Anyone who will do something about that will have our gratitude."
Guaranteed Reward: Favor from the sender. Opportunity for spell development.
Royal Request#1 "Expanding Zethe's Influence": COMPLETED BY EVERYONE ON TURN 2.2
From: King Radeus
Description: His Majesty requests the regions directly bordering Tartarus be brought under Zethe's control.
Guaranteed Rewards: Royal Favor. 1 Squad of Tartarian Guards or other elite troops.
Request "Need ingredients!": COMPLETED BY ROLL ON TURN 2.2
Name: Need ingredients!
From: Crazy Independent Alchemist
Description: "There's been a lot of work related injuries recently, and we are about to run out of medicines! I need alchemical ingredients. How much? A lot! More more more more!"
Guaranteed Reward: Favor from the sender. Supplies of medicine.
Special Request "Convince the Forest Guardian": COMPLETED BY GNARL AND EVERSOR ON TURN 2.2
Name: Convince the Forest Guardian
From: Ako, the Log'Headed Forest Guardian of Grenvud
Description: "Show us a proof of what can your kingdom bring to the Forest."
Tips: Build an infrastructure, or teach or resolve a problem there may be in Grenvud.
Guaranteed Reward: Favor from the sender. Grenvud Forests allegiance will change to Zethe.
Request "Find new sources of food": COMPLETED BY DUKE GUL'ATHUR AND RAMA ON TURN 2.3
Name: Find new sources of food
From: Overworked Head of the Hunger Prevention Division
Description: "Our food stores can last us a few months, but securing more sources and varieties of food would never hurt, especially with all the new monsters coming in! I'm getting lost with all these diets!"
Guaranteed Reward: Favor from the sender. Supplies of morale-boosting food.
Request "A Migrant Problem": COMPLETED BY EVERSOR AND AZARIAN ON TURN 2.3
Name: A Migrant Problem
From: Serious Chief of the Department of Immigration
Description: "With the recent conquest of the nearby lands, Zethe has received a new influx of migrant monsters, with some being even less civilized than beasts all because they think themselves strong. We could use a hand in giving them a little... reality check."
Guaranteed Reward: Favor from the sender. Opportunity for new recruits.
Request "Explore the depths of Tartarus": COMPLETED BY EVERSOR, UNIPENT, AZARIAN, AND RAMA ON TURN 3.1
Name: Explore the depths of Tartarus
From: Motivated Commander of Archeologists
Description: "We can always use some help to explore the depths of Tartarus! With the help of a Lord, we would make tremendous progress!"
Guaranteed Reward: Favor from the sender. Possible treasures.
Request "Training Regiment Example": COMPLETED BY OT'KU BO, DUKE GUL'ATHUR, AND RAMA ON TURN 3.2
Name: Training Regiment Example
From: Bored Militia Captain
Description: "We have been tasked with coming up with new ways to train the milita and guards. Would an eminent lord with experience in battle or tactics be willing to show us their own training regiment with their troops?"
Guaranteed Reward: Favor from the sender.
Request "Let's Get Researching!": COMPLETED BY GNARL AND AZARIAN ON TURN 3.2
Name: Let's Get Researching!
From: Cheerful Demon Mage
Description: "There has been an influx of items and works to study and research. We would be honoured if a Lord versed in magical arts or in culture would be willing to assist us."
Guaranteed Reward: Favor from the sender.
Request "Experts required to develop a Magical Forge": COMPLETED BY GNARL ON TURN 3.3
Name: Experts required to develop a Magical Forge
From: Rough Giant Smith
Description: "Got some real' tough request from the snake lord Unipent. Magical Forge they said. Nice and all, but us smith' are no mages. If you think you are up to the task, you know where to find us."
Guaranteed Reward: Favor from the sender. A Magical Forge is constructed.
REGIONS DATA
Distance:- Vertical Movement: using the below table, moving from one row to the next counts as 1 unit of distance.
- Horizontal Movement: using the below table, moving from one column to the next counts as 1 unit of distance.
- Capital Exception: moving from the capital to region only cost 1 unit of distance per column. Row movement has no cost from the capital.
| | D0 | | D1 | | D2 | | D3 |
D1 | | Zethe | - | Latze | - | Ergant | - | Unnamed Coast |
D2 | | | - | Grenvud | - | Unnamed Swamps | - | Bamli Forest |
D3 | | | - | Parabes | - | Unnamed Wasteland | - | Swamps Nunsung |
D4 | | | | | - | Unnamed Desert | - | Several Unknown Regions (min 3) |
D5 | | | | | - | Unnamed Tundra | | |
D6 | | | | | - | Unnamed Jungle | | |
Capital: Fortress-Capital Tartarus
Expedition Range: 3
Notable Inhabitants:- Tartarian Armors: animated armors of unknown origin found in Tartarus. Few in numbers, they serve as royal guards.
Resources:- Ore from Parabes
- Redsang from Latze
- Wood from Grenvud
Territories:---Mountains of Tartarus---
---Plains of Latze---
---Parabes Mountain Range---
---Grenvud Forests---
- Mountains of TartarusBiome: Mountains
Savagery: Civilized
Allegiance: Zethe
Resources:
- Black Ore Nigredine [Max Medium Sav / Request] [Unexploited]
- White Ore Albedine [Max Medium Sav / Request] [Unexploited]
Points of Interest:
- Fortress-Capital Tartarus
- Underground Ruins (Labyrinth, 5/? levels unlocked)
Region Characteristics:
- Highly Magical
Population: countless and too diverse to detail
Infrastructure:
- Duke's Barracks: +2 to Recruit attempts. Max 1 Lord per turn. Up to 2 Squads can be stationed here. (2/2)
Squad#1: Carakk Cavalry
Squad#2: Hill Lizardmen Warriors
- Ot'Ku Bo's Armory: +2 to Outfit attempts. Max 1 Lord per turn. Weapons and armours to outfit up to 2 Squads can be stored here.
- Ot'Ku Bo's Library of Stories: +2 to Information gathering attempts, and favourably affects such Tasks. Max 1 Lord per turn.
- Eversor's Training Camps: +2 to Training tasks, and favorably affects Training. Max 1 Lord per turn.
- Unipent's Forge: +2 to some Crafting tasks, and favorably affects Crafting. Max 1 Lord per turn.
- Unipent's Mouse Farm: +4 to Recruit attempts for certain type of monsters. Max 1 Lord per turn. (2/2)
- Unipent's Magical Forge: +4 to Crafting attempts, and favourably affects such Tasks. Open up superior tiers of equipments if resources are available. Max 1 Lord per turn.
---Latze Plain---
---Greenvud Forests---
---Parabes Mountain Range---
- Plains of Latze: vast fertile plains home of the Bartoros herds.
Biome: Plains
Savagery: Low
Allegiance: Zethe
Resources:
- Redsang Grass [Medium req / Easy Task] [Exploited]
Points of Interest:
- Redsang Fields
- "Twelve-Fingers Village", Bustling Farming Village
Region Characteristics:
- Fertile
- Redsang Exploitation
Population:
- Dominant: Bartoros Herds
- Minor: Carakk, Nature Spirits of the Fields
- Grenvud Forests: lush forests inhabited by a wide mix of creatures, but mainly known for its Treefolks.
Biome: Forests
Savagery: Medium
Allegiance: Zethe
Resources:
- Wood [Medium req / Easy Task] [Exploited]
- Quality Wood [Medium req / Hard Task] [Unexploited]
Points of Interest:
- Treefolk Grove
Region Characteristics:
- Fertile
- Treefolk Wood Exploitation
- Wood Workshop
Population:
- Dominant: Grenvud Treefolks
- Minor: Grenvud Harpies
- Parabes Mountain Ridge: inhospitable mountains home of its eponymous Ogres and Dalith Crusters, crustacean monster of rock.
Biome: Hills and Mountains
Savagery: Low
Allegiance: Zethe
Resources:
- Ore [Medium req / Easy Task OK] [Exploited]
- Rare Ore [Medium req / Hard Task] [Unexploited]
- Corite (Rare) [Exploitation Reqs Unknown] [Unexploited]
Points of Interest:
- Cave Network
- Mountains Hearts
Region Characteristics:
- Vast Underground
- Parabes Mining Village: unlock Ore extraction (not Rare Ore)
- Officer of Parabes: an officer sent to keep the order in Parabes.
Population:
- Dominant: Parabes Mountain Ogres
- Minor: Dalith Crusters, Fire/Magma Elemental
---Ergant Forests---
---Unnamed Swamps---
- Abyros Deadland: a wasteland afflicted by a death curse.
Biome: Deadland
Savagery: High
Allegiance: Unknown
Resources:
- Unlife Energy
Region Characteristics:
- Saturated with Unlife
Population:
Dominant: Mistwatchers
Minor: Unknown
- Falmasar Desert: a fiery expanse of rock and sand with barely any vegetation.
Biome: Desert
Savagery: High
Allegiance: Unknown
Resources:
- Magic Crystals
Region Characteristics:
- Extreme Heat
- Magic Saturation
Population:
Dominant: Spathan Draconid Tribes, Radiant Formicant Legion
Minor: Unknown
---Unnamed Tundra---
- Rishalian Jungle: a great jungle overshadowed by the Mountain-Tree.
Biome: Jungle
Savagery: High
Allegiance: Unknown
Resources:
- Wood
- More unknown
Region Characteristics:
- Fertile
- Overwhelming Life
Population:
Dominant: Arachnastinian, Elmanoptera, Makralian
Minor: Sylvaran
---Unnamed Coast--- (Unknown)
---Bamli Forest--- (Neutral)
---Swamps Nunsung--- (Neutral)
---Several Unknown Regions (min 3)---