Urgh, 9 days since the last update. Horrid. Ah well, distractions distractions.
Hopefully next time I'll PM everyone sooner and actually write turns while waiting instead of being a moron and not writing until everyone's actions are done.
There was no way Nuvian was getting out of this one alive. She simply lacked combat skills, and wouldn't have stood a chance against these villagers. Nuvian bids the leader and villagers a good day, and the flies off to the west in search of food.
As you leave, the village leader shouts out: "That's it? You're leaving just like that? What a waste of my time!"
You then fly around west in search of food. [6] You stumble upon a herd of a pack of wild boars. They are fairly large.
Collapse the gemstone room, and then throw some rubble from that at the big chaos crystal, preferably from as far away as I can manage. Plug the river leak with some of that cloth and ceiling rubble.
You poke the ceiling of the gem room. [6] It collapses faster than you expected. A rock smashes and bloodies your face.
You pick up that rock and throw it at the crystal. [Agi:1+1] The stone flies off into the back of the room, missing the crystal.
You then try to plug the leak. [Int:5+1] You plug the hole completely. There's still cracks, though. Rocks and cloth cannot fix cracks.
"HAH! THAT WENt well." The ringing in his ears stopped but he was a bit sad that he didn't find anything better.
Kin had decided to start moving in most of his treasure from the cliff face into the cave now that he knew no other groups of monsters were inside. He hoped.
[Str:4+1] You throw a boulder at the metal. The metal fails to break. Instead, all the dirt and rock around the metal breaks off, leaving a
huge cluster for you to drag back to your cave.
[Str:2+1] You struggle to haul the bulk of metal. You make it halfway to your cave before you get tired. [Tou:4+1] You suck up the tiredness and continue your attempt. [Str:6+1] You drag the cluster all the way back into the cave. It partially breaks, but you pick up a large majority of the pieces.
You grin. So shiny...
+1 Strength.
+1 Toughness.
Try and fly behind it and assault it with my claws! If that fails, fly away. Fast.
[Agi:5][Creature Sight:4]: You make an aerial sneak attack as the creature tries to observe the sound of the intense flapping. You end up behind the intense glow. The faint feeling of magic is extremely strong.
[Agi:2][Creature Agi:2-2][Diff 2, no bonus][5 out of 3d2, 75% damage, 4 damage]: Your claws find themselves flying wildly in the air. Any competent dodger would have come out of this unharmed. However, the creature is sluggish and, in the face of your surprise attack, found itself unable to move any notable distance. Strange, sticky blood flies in all directions. The glow decreases in intensity greatly, revealing a pale ghostly humanoid...
thing with very little features about it.
[Creature Sight:6][Agi:3]: The creature once again stares directly at you with pitch black eyes. Intense pain starts again in your chest!
Creature HP: -4
HP:-4
Anthrmarux hummed happily to herself as she went to the task of cleaning up HER new cave. She was hungry, sure-but there was plenty of meat here...she needed to start marking out areas. Maybe some pretty things on the wall...here, oh and here! Shinies everywhere! Dragon Squeee!
Action: Crack open a few mud crab shells and feast on the tasty meat within, or eat the rest of the mudcrab eggs. Save the Shells as trophies.
Afterwards, start tossing the mangled corpse parts into a pit like area (which will be the general refuse dump from now on), and look for a nice defensible sleeping chamber she can call her own.
You start eating mudcrabs. They taste good, but boy, they do stink. Remember to rinse your mouth when you're done, lady!
You then toss them into a pile without even thinking of the lives you just ended. Oh the many. You save the shells. You then look for a place you can sleep and defend at the same time.
[4] There's a dead-end room with a lower section and a moderately higher section. The entrance is in the lower section. There's a "ramp" up.
Cevitil wanders slowly through the city, curiously looking around.
He takes care to try not to offend anyone, although he knows nothing of the customs of this place.
Be careful of shady people.
You wander through the city slowly, attracting the attention of basically everyone that could see you.
The city seems to have everything. Markets, temples, baths, anything and everything.
The city streets are smooth rock. Some stones are hundreds of years old. Some are brand new.
The buildings are 2 stories high minimum unless it's a special building. Maximum is a whopping 5 stories high. Some sections of the street obviously only see a few hours of daylight a day.
((Kind of a waste of an action, not looking for anything.))
Ask what Vu-Das-*VIX* is supposed to be, and what he wants for it.
"It's an alchemy spell. It heats up things without burning them like a real fire. It's as effective as a real fire, yet much safer and requiring less attention. I'm not sure what use you could make of it, but it's a fairly simple spell, and I would part with it for a single scale. You should also be able to cast it from the get-go if you have any magical talent."
Explain I want to talk to a scholar and ask if he's free.
"I'm... uhhh... free. What do you wish to talk about?" He rubs his eyes, disbelieving the current situation.
"THIS IS MINE YOU WRETCH!" Raikonai screamed inside his own head. "MINE MINE MINE MINE MINE SUFFER WRETCH WRETCH WRETCH WRETCH MINE!"
Not entirely sane, he gazed down at the village with a deranged gleam in his eyes. He was going there.
Right now.
Raikonai had never received any formal training in how to fly, of course, but he knew he was able to. In theory. That didn't matter, though- what mattered was that he was charging full force off the cliff and then either gliding to the village or diving into the lake.
Attempt to fly down cliff to village. Worst case, land in lake like a boss.
You have an internal battle with your corrupted quarter. You then try flying to the town. [Agi:1] Your desperation makes your wings utterly out of sync and you plummet into the lake.
[2] You fall onto a shallow part. [6] butt first, better paralyzed waist-down than dead. [Tou:4+1] The water largely breaks your fall, thankfully, and you only suffer bruises.
You REALLY do NOT feel like trying that kind of stunt ever again. You could have died!
You have no idea what I am capable of doing to you. You don't want to do this. I will give you one more chance: Turn back now, or I will make your life a living hell.[1] You're on the wrong side of the lake... crap. What's worse, this side is totally unpopulated and there are no boats so no one can help you.
+2 Toughness.
...
.....
.........
Stupid useless cattle.
Find the next bandit in line for command, kill him, intimidate him, do whatever is needed to become leader of the sorry band of soft little cowards.
You attempt to persuade the most experienced looking one. [Cha:4][Difficulty:6][Eathuman:Spotted] You try to convince the human and his band to join you. You're not skilled at speech, the bandits certainly aren't in the mood to stay bandits, and they see hunger in your eyes, so it's fairly obvious that you failed. "Stay away from us, we're done being bandits, and we're definitely not going to be subordinates to you."
Alright, so both Persuasion and Intimidation are now off-limits. Let's try killing him. [Str:5+2][Bandit Agi:2][Diff:5, +100%][7 out of 3d3, +100% -50%=10.5, round up, 11][Bandit Armor: Resist 2, HP 4/4] You lunge at the bandit, catching him off-guard and killing him with a titanic bite.
One of the other male bandits shouts out "JAAAAAAACOB!" Suddenly, all five other bandits draw weapons.
Hm, perhaps trying to convince battle-weary, friends-to-each-other bandits to join you by killing one of them was a bad idea. This could go really badly. While you could kill a few, they could do some serious, serious damage to you.
HP: 36/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 54. Recent: 0.
Intelligence: 43. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 42/42.
Male.
Mother: Rianixia.
Father: Arxonis.
Age: Teen.
Strength: 56. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 68. Recent: 0.
Toughness: 71. Recent: 0.
Charisma: 55. Recent: 0.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
Items:
~50 silver in a bag.
Blessed Ring of Air Creature.
HP: 30/30.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Teen.
Strength: 54. Recent: 0.
Agility: 73. Recent: 0.
Intelligence: 75. Recent: 0.
Toughness: 54. Recent: 0.
Charisma: 80. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 25.
~30 gold in hands.
Tired: Cannot fly for 3 turns.
Mother Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Sister Trauma: Roll against a 2 when talking to a girl that has a sister when their sister is around (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Deep Fear of Humans: Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 30/30.
Male.
Mother: Mevith.
Father: Litril.
Age: Teen.
Strength: 53. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 50. Recent: 0.
Toughness: 51. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
~50 gold in hands.
Father Trauma: Roll against a 2 when talking to fathers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Slightly Regenerative: You regain 1 HP per 2 turns.
HP: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 56. Recent: 0.
Intelligence: 58. Recent: 0.
Toughness: 35. Recent: 0.
Charisma: 93. Recent: 0.
Fame: 10. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 40. Recent: 0.
Intimidation: 55.
Items:
Strange golden amulet (around neck).
HP: 27/27.
Female.
Mother: Savamin.
Father: Eluuvian.
Age: Teen.
Strength: 41. Recent: 0.
Agility: 50. Recent: 0.
Intelligence: 65. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 60. Recent: 0.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 51. Recent: 0.
Intimidation: 60.
HP: 36/36.
Male.
Mother: Terranizaia.
Father: Algorm.
Age: Teen.
Strength: 64. Recent: +1.
Agility: 69. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 66. Recent: +1.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 36/36.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Teen.
Strength: 38. Recent: 0.
Agility: 26. Recent: 0.
Intelligence: 95. Recent: 0.
Toughness: 61. Recent: 0.
Charisma: 61. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Bracelet of Air Creature.
HP: 36/36.
Male.
Mother: Midrayal.
Father: Halnon.
Age: Child.
Strength: 90. Recent: 0.
Agility: 45. Recent: 0.
Intelligence: 25. Recent: 0.
Toughness: 90. Recent: 0.
Charisma: 40. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 65. Recent: 0.
Intimidation: 70.
Godly Protection: Take half damage (round down) from other players until Teenager.
Has eaten Human once: You have eaten a human at one time in the past. And in a way, you now view humans as food if need be. Your eyes tell the humans this too. This gives you a 1/6 chance each turn for a human to see the hunger your eyes and end the conversation abruptly. Eating more humans will give Intimidation bonuses against them, but also increase the penalty.
Deep Fear of Humans:[/b] Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 28/28.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Child.
Strength: 70. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 47-10-15=22. Recent: 0.
Toughness: 72. Recent: +2.
Charisma: 70-20=50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 75. Recent: 0.
Intimidation: 75.
Items:
Dice of 3s: Use once, guarantee a 3 roll, does not factor in penalties or bonuses.
Godly Protection: Take half damage (round down) from other players until Teenager.
Moderately corrupted soul: Soul is more fragile. Magic casted by you is decently unpredictable. -10 Intelligence.
Soul Invaded: Corrupted soul will get worse each life stage. Insanity will also get worse. Slight chance (will increase as you grow up) for the invader to overwrite your action. Body may warp horribly as corruption spreads beyond soul (though it will only be notable after the teen stage).
Moderate insanity: -15 Intelligence, -20 Charisma.
"Blessed" by Inn'ahar: Unknown powers might have been given to you. Cannot remove Soul Invaded as long as you are blessed. Can only be removed by other gods or their priests. Inn'ahar will treat you as one of it's children.
Dead- Jacob: HP 0/5
Stats:
+1 Intelligence.
+1 Toughness.
Inventory:
Steel Two-handed Warhammer (use str, 2d4 damage).
Iron Plate Armor (2/4 health, absorbs up to 2 incoming damage, deflects damage <=1).
Iron Helmet.
Iron Legging.
Steel Gauntlets.
Hard Leather Boots.
Vrenwic: 4/4 HP
Stats:
+1 Strength.
+2 Agility.
Inventory:
3 Iron-tipped Throwing Spears (use str, 1d4 melee damage, 2d6 throwing damage).
Iron Dagger (use agi, 1d3 damage, Attacker bonus doubled).
Leather Armor (2/2 health, absorbs up to 1 incoming damage).
Steel Gauntlets.
Iron Leggings.
Soft Leather Boots.
Alden "Goliath": 6/6 HP.
Stats:
+2 Strength.
-2 Agility.
-1 Intelligence.
+2 Toughness.
Inventory:
Ebony Two-handed Warhammer (use str, 2d7 damage).
Iron Mace (use str, 2d3 damage).
Steel Plate Armor (6/6 health, absorbs up to 3 incoming damage, deflects damage <=1).
Steel Gauntlets.
Steel Leggings.
Steel Boots.
Covered Steel Helmet.
Aynee "Windcutter": 3/3 HP
Stats:
+2 Agility.
+1 Intelligence.
-1 Toughness.
Inventory:
Longbow (use agi).
20 Iron arrows (1d3 damage).
Iron Dagger (use agi, 1d3 damage, Attacker bonus doubled).
Leather Armor (2/2 health, absorbs up to 1 incoming damage).
Leather Gauntlets.
Iron Leggings.
Hard Leather Boots of Minor Swiftness (+1 to agility rolls from running).
Douglas: 4/4 HP
Stats:
+1 Strength.
+1 Agility.
+1 Intelligence.
+1 Toughness.
Inventory:
Steel Longsword (use agi, 1d8 damage).
Iron Shield (2/2 health).
Steel Plate Armor (6/6 health, absorbs up to 3 incoming damage, reflects damage <=1).
Steel Gauntlets.
Iron Leggings.
Hard Leather Boots.
Sten: 4/4 HP
Stats:
+2 Strength.
+2 Agility.
Inventory:
Spiked Steel Gauntlets (uses str, 2 attacks of 1d2 damage, Attacker bonus doubled).
Leather Armor (2/2 health, absorbs up to 1 incoming damage).
Soft Leather Leggings.
Soft Leather Boots.
Vengeful Child Forest-spirit: 2/6
Stats:
-2 Agility.
Inventory:
Nothing.
Special:
Transform Into Tree: 4 damage per turn looking at an enemy, 5 consecutive turns in sight insta-kills. Killed enemies become trees.
Large information dump:Player locations, from top to bottom, from left to right, in user names (because I'm pretty sure you can remember your character's name):
White D: Freeformschooler
Black d: Draignean
Black D: Repulsion
Pinkish-purple D: Aklyon
Bluish-purple D: Dwarmin
Gold D: Digital Hellhound
Light blue D: KineseN
Gray D: Talarion
Pink D: Dermonster
Dark gray d: IronyOwl
Yes, there are a lot of overlapping colors. It's your own damn faults, guys, don't blame me.
1: Dark Blue: The Western Alliance
2: Dark Green: Kingdom of Axlehand
3: Dark Cyan: Gridhard
4: Dark Red: Solari Federation
5: Brown: Othem
6: Light Gray: City of Sharoon
7: Dark Gray: The Sarduk Triumvirate
8: Blue: Kingdom of Rihosis
9: Green: Kingdom of Iberia
10: Cyan: Caliphate of Hiatar
11: Red: Kingdom of Grathos
12: Purple: Province of Kobland
13: Yellow: Merchant Republic of Isrand
14: White: The Helten Empire
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Large Friends: F-3 H-5.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: In The Way: F1 H2.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
The Sarduk Triumvirate: Resources: F-1 H0.
Kingdom of Rihosis: Hated: F2 H8.
Kingdom of Iberia: Indifferent: F0 H0.
Caliphate of Hiatar: Mortal Enemies: F2 H10.
Kingdom of Grathos: Distrusted: F1 H2.
Province of Kobland: Utter Terror: F8 H8.
Merchant Republic of Isrand: Mixed Disliked: F0 H1.
The Helten Empire: Indifferent: F0 H0.
Western Alliance Casus Belli: Province of Kobland, Kingdom of Iberia.
Province of Kobland Casus Belli: Everyone.
Kingdom of Iberia Casus Belli: Everyone. Province of Kobland. Othem.
Caliphate of Hiatar Casus Belli: Merchant Republic of Isrand.
Merchant Republic of Isrand Casus Belli: Province of Kobland. Caliphate of Hiatar. Othem.
Kingdom of Grathos Casus Belli: Kingdom of Rihosis. Merchant Republic of Isrand.
Othem Casus Belli: Everyone.
Kingdom of Rihosis Casus Belli: Kingdom of Grathos. Othem. Helten Empire.
Solari Federation Casus Belli: City of Sharoon. Othem.
Helten Empire Casus Belli: Sarduk Triumvirate. Kingdom of Rihosis. City of Sharoon.
City of Sharoon Casus Belli: Potentially everyone. Solari Federation.
Kingdom of Gridhard Casus Belli: Kingdom of Axlehand.
Kingdom of Axlehard Casus Belli: Kingdom of Gridhard.
Sarduk Triumvirate Casus Belli: Helten Empire.
Uses 1d100.
1-15: WAR!
16-35: Tensions increase.
36-45: Tensions decrease.
46-55: Dragon terrorizes country, provokes hunters.
56-60: Dragon helps country. Improves relations.
61-95: Nothing.
96-100: TOTAL WAR!
Selected: 93, nothing.
Sarduk army 2 moves west, engaging Helten army 2.Attacker: The Sarduk Triumvirate. First rolls are attackers. The Sarduk Triumvirate gets +1 to Numbers rolls for being 1 level larger, The Helten Empire get's +1 to Quality rolls for being 1 level higher.
[3][6] The Sarduks arrive in a really bad spot. They find their enemies literally on a tall hill (+1 to Archery and Skirmishing). At least they're not in a ditch or something like that.
[4][6] Both armies quickly set up. The Heltens show amazing discipline and set up in a third of the time it takes the Sarduks to set up.
[Qual+Num:4+1][Qual+Num:2+1+1] Both armies engage in a archery duel. The Sarduks slowly start taking out the Helten archers faster than they lose theirs.
[Qual+Num:3+1][Qual+Num:4+1+1] Both armies send skirmishers to engage in light combat. They throw javelins and shoot arrows, cutting down their foes. The Heltens start winning quickly, and begin targeting the main Sarduk battle-line.
[Num:4+1][Qual:2][Num:1][Qual:1+1] Both armies clash. The Sarduk Triumvirate quickly appears to have the advantage of huge numbers and the Heltens fight absurdly poorly.
[Qual:3][Qual:2+1] Both sides send their cavalry to engage the flanks. Cavalry on both sides meet equal foes, and the numbers on both sides disintegrate.
[Num:5+1][Qual:2][Num:3][Qual:6+1] The Sarduk numbers start pushing back the Heltens. However, the Heltens are now fighting with heroic vigor as if guided by angels and cut down the Sarduks about as fast as they push forward.
[Num:1+1][Qual:1][Num:6][Qual:2+1] Out of nowhere the Heltens start pushing the Sarduks back extremely hard. Most of the time the Sarduks don't even get to throw an attacks as they're pushed back very quickly. The morale for the Sarduks is plummeting.
[4+1] However, they do not waver, and stand firmly in place under the Helten's angelic fighting.
[Num:3+1][Qual:3][Num:4][Qual:4+1] Both sides continue to grind, the Sarduks are still being pushed down the hill.
[Num:4+1][Qual:1][Num:1][Qual:6+1] Once again the Sarduks push. Once again the angels guide the Heltens. Both sides by now are tired, and the Sarduks are getting rather demoralized.
[Num:1+1][Qual:3][Num:6][Qual:3+1] The Heltens make one mighty push against the depleted Sarduk lines, shattering them.
[6+1] The Sarduk general gets off his horse and personally starts fighting. The Sarduks hold in place outnumbered and outsword/mace/axeed.
[6] The Sarduk general orders an orderly retreat, using archers to cover the scraps of his main battle-line.
Defender, The Helten Empire, wins! Victory is a Crushing Victory.
Sarduk army 1: Loses 90% strength and 70% morale.
Helten army 1: Loses 40% strength and 20% morale.
Sarduks retreat. Army is Exhausted and cannot fight for 3 turns.
Heltens hold in place. Army is Tired and cannot fight for 1 turn.
Helten Crushing victory.
Helten Morale victory.
Sarduk Horrid defeat.
Sarduk Major Morale defeat.
The Sarduk Triumvirate gains 2 War Exhaustion. 10% manpower needed to restore all armies. Small amount of supplies needed to restore armies.
The Helten Empire gains .5 War Exhaustion. 5% manpower needed to restore all armies. Small amount of supplies needed to restore armies.
Actions:
Sarduk: Restore 2nd army. 2nd army moves east. 3rd army moves west. 1st army moves south-east. 7th army moves west. Finish recruiting magic users. NEW ARMY: Sarduk's Necromancers.
Helten: Restore 2nd army. 2nd army moves northwest. 3rd army moves southeast. 1st army moves southwest. 7th army moves northeast. 6th army moves southeast. Finish recruiting magic users. NEW ARMY: Helten's God-callers.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 60%. Morale: High, 30%/100%. Heavily Exhausted 3 turns.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 10%. Morale: High, 30%/100%. Exhausted 3 turns.
3rd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
4th Army: Quality: Decent. Numbers:Many. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
5th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
6th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
7th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
8th Army ("Sarduk's Necromancers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 80%. No Conscription.
Equipment Stockpiles: Needs met.
War Exhaustion: 3.0/20.0.
Winning/Losing: Losing noticeably.
War Goals: Crush The Helten Empire. Not met.
The Helten Empire:
1st Army: Quality: Advanced. Numbers:Decent. Type:Main Army, mountainous. Strength: 50%. Morale: High, 40%/100%. Exhausted 2 turns.
2nd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 60%. Morale: High, 80%/100%. Tired 1 turn.
3rd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
4th Army: Quality: Good. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
5th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
6th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
7th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
8th Army ("Helten's God-callers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 85%. No Conscription.
Equipment Stockpiles: Needs met.
War Exhaustion: 1.0/20.0.
Winning/Losing: Winning noticeably.
War Goals: Cripple The Sarduk Triumvirate. Not met.
Right, time to get this thing back on rails for Christmas.