Christmas gift turn is a go. Everyone may get presents, if they answer this question:
What would be the top 3 things your character would want?
I, or the RNG, will choose which one you get. If all are past what I'm accepting, I'll just give you a money bill instead.
You will not get presents at all if you do not answer this question before the next turn, because you don't deserve a present if you don't read the entire turn or at least the top. Deal with it.
Take down one of the boars using the element of SURPRISE.
[Agi:4]: You smash down on the head of one of the boars. It dies with a quick scream.
The other boars roar at you angrily. On closer inspection they are rather large boars with large tusks that could hurt you severely.
Agree to the trade, I have to start somewhere after all. Ask what other spells he has of use after attempting to cast it somewhere outside of his building.
You agree to the trade.
"Alright, if you say so. Stand still; this might hurt. I'm not a dragon so I couldn't say, but I'd imagine it would be like plucking a hair--err, not that you would know what that's like, because you're not a human."
As soon as he stops speaking, he plucks a scale from your tail. OW! Painful!
"Alright, thanks. Here's a scroll that details the spell."
SPELL NAME: Alchemy Heating Flame
TYPE: Fire, Alchemy, Basic, Safe.
SKILL NEEDED: None.
DESCRIPTION:
Typically, you see a fire heating up alchemy ingredients. Some times, this fire may start a house-fire or burn the ingredients.
Thus, one day a mage (sadly, his exact name has been forgotten) invented a spell to solve these two problems.
The resulting spell has the good parts of a fire, but none of the bad parts.
The spell is easy to cast and, should you fail, should cause little to no side-effects.
CASTING METHOD:
Concentrate on a limb you wish the fire to shoot out of, aim the limb, think of your intent (preferably starting a fire for this spell), and shout the magic words.
INTENT:
Fire is the best intent, followed by making your potion, and lastly the weakest intention: causing light. Better intention, better chance for the spell to succeed.
WORDS:
Vu-Das-VEECKS -- V-ooh, D-as, V-eeeck-s.
PRECAUTIONS:
While the fire is mostly harmless and doesn't burn, it can make things pretty hot if left alone.
For example, it can boil water, make someone hot, make metal red-hot, etc. Remember, the fire isn't HARMLESS, it's "SAFE".
LOCAL LAWS: No known cities ban the use of this spell as far as we know of. And we have people all over the world.
That's not to say you should be casting this everywhere, people may not like you if you cast this left and right.
COPY FROM:
Mage's City, Senitance, The Western Alliance.
VALID READS:
Unlimited reads from same person(s), max of 10 people may have read this. Overreading will blank scroll.
READ BY:
Scratch this line out if used before and add your name below.
You then try to cast it outside. [Int:1+1] The spell fizzles out before you, causing a small flame on the ground of almost no significance. How humiliating.
You then ask him about any other spells of use he has. He shrugs. "Care to be more specific?"
Anthramarux-obeying some strange order in the back of her mind-gargled the salt water from the pit and spit it back out, cleaning that foul stink from her mouth. Freshness!
She catalouged everything in her mind. This would be a fine cave, a little bit smelly, but probably very safe. Ahh, there was one thing to do though...she hoped Mother hadn't been worrying about her, or starting doing something rash.
Action: Head back to Mothers cave-remembering the route and landmarks so I can travel between the two easily enough.
If I get there with no interruptions, it's time we had a talk...
You fly back to your mother's place, following the local landmarks and such. Basically back-tracking but with a shorter path.
When you get back home, you hear an intense verbal argument between your mother and a human woman. On closer inspection, the woman is Janette, and she has at least 20 knights with her, likely for protection. As, well, she is talking to your mother, a dragon. Janette is also wearing heavy armor.
"You knew that we needed that money for taxes to pay for the recent Sore-eye disease vaccine debts we've been piling up. Yet you took it anyway!" Janette shouts out.
"You would have never got any of the money at all if the dragon had reached your village." Your mother responds.
"We had some of the best guards in Isrand protecting that convoy. Including THREE known dragon slayers. They could have easily handled that dragon!""He was an old dragon, possessing strength and knowledge that would have made it a one-sided fight.""We had top of the line equipment, of Mithril and Ebony, and several dozen archers, and a dozen mages. There's no way he could have made it past them. Now, stop trying to argue with me, I remember your tricks two months ago with that young dragon.""He was a reborn dragon, reborn from one of the mightiest of our kind, and he kept all of his memories including his magical knowledge.""I had five of our best mages check him out, and we did not see anything out of the ordinary with his soul's Aftertouch or magical abilities.""You're arrogant and stupid, like the rest of your race. He was a reborn dragon. I checked him myself, Only us dragons can detect how old another dragon's soul is!""You're lying, greedy, and evil, like the rest of your race. He was nothing but a young dragon picking on things mightier than him! This conversation, is over."Janette gets her horse walking away.
"You are pushing my patience, Talathraxis. Do not continue your tactics, or someone will pay in blood." Then Janette makes her horse run. Her knights follow. She passes a angry glance at you. The anger is that of deep suppressed anger through many years.
You land on the ground. Your mother looks both angry, somewhat scared, and questioning of herself for a split second before she sees you again. "Anthramarux! Where have you been?!" And her emotion promptly turns to pure anger.
Grab a handful of rocks, throw at the crystal, and run like hell.
[Agi:5+1]: You throw a rock at the crystal. The crystal breaks. You run.
...Nothing happens.
While Kin could go all day long hauling the precious metal, something of a higher importance made itself clear. He was hungry and could eat a horse if he had one. But he didn't. It was time for some hunting.
Since there would be little to hunt for this high up Kin decided to try his luck down at the forest, a hunting ground he spent years looking for food.
Your stomach growling, you fly out over the woods, looking for something to eat.
[3]: You see a lot of young deers, foxes, and a few wolves, but nothing very filling.
Fly. Quickly. Make my way back to the first craggy area impassable to foot traffic, preferably a cold craggy area.
You lift off the ground, and try to fly away.
Like a bolt of lightning, you're gone in the blink of an eye.
Goliath screams "Cowaaaaarrrd!" as you fly away.
You hide on the top of a rock outcropping several miles away.
You now notice that your neck is bleeding at a worrying speed, and you may get infections even if you don't bleed out. You need to see some help, quick.
Fly away
Screaming in pain, you fly as hard as you can. [Agi:6] You find the ground passing by at an extremely fast speed and you smack into the side of a hill, hurting yourself somewhat, but it's nothing serious.
You're safe, at least. However, your heart and lungs feel poorly.
-1 HP.
+1 Agility.
WRETCH! FILTH! Raikonai screamed inside his own head. MINE MINE MINE MINE MINE!
Attempt to swim across lake.
[Str:1+1][Corruption OVERWRITE]: As you try to swim across the lake, you find that you are fighting a losing battle. Your head is sinking under the water way too much. When, suddenly, your legs seize and you start sinking. Oh crap...
I warned you. You will be punished severely once you die. There, you will be unable to resist me in Inn'ahar's realm and your suffering will be legendary.Drowning Slightly: You are cut off from air and stuck underneath a liquid. Roll Toughness each turn drowning, with a -1 penalty every turn. Roll a 2, and lose 10% max HP. Roll a 1, and lose 25% max HP. Roll less than 1, and lose 50% max HP.
Attempt to look for a Mage, a Wizard, or something other that is magical.
I think that dragons are magical, right? They have associations with them... and then there are the old tales.
You look around for a mage of some sort. After walking around for a few minutes, you find a building with a old man in awfully mage-looking robes fiddling around with his front sign, which says "Salvon's General Magical Assistance".
You walk up to him, and poke him. He turns around, looks at you closely... then mutters "I must be seeing things", and rubs his eyes.
Still in disbelief, he overs his eyes for five seconds, turns around three times, and looks at you again. He has a confused look on his eyes.
He then pokes you several times, before finally believing that you are real.
"Uh... errr... apologies, but we don't see dragons around here all that often, especially inside the city. so I thought I had been hallucinating. So, what can an old mage do for you?"
Ask him about magic. How, and why it works?
"Magic still causes us to scratch our heads to this day, but we do know a small amount of the question you ask."
"Magic works by turning a energy into another energy of the caster's energy. The energy being converted specifically is the energy of one's soul. The conversion causes no ill effects if you do not push
or are not pushed too far past your normal limit as the energy us usually excess energy. However, if you push yourself pr are pushed by someone else too far, part of your soul might be converted into energy, and when you die, your soul may be 'broken', causing a range of effects from being unable to leave your body, to being unable to enter the heavens or hells. Or possibly even worse. Converting part of your soul may also lead to personality loss, loss of ability to control or even use magic, chaotic emotions, loss of self-identity, and other nasty stuff.
"Magic works because it's Oldon's gift to all creatures everywhere. As to why he gave the gift, he says we couldn't possibly understand. But, the other gods seem content with magic, so we can only assume it has a good effect somehow."
HP: 35/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 55. Recent: +1.
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.
Partially read scroll of Alchemy Heating Flame.
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 2 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: 0.
Agility: 69. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 66. Recent: 0.
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: 9/36.
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: 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: 0.
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.
Drowning Slightly: You are cut off from air and stuck underneath a liquid. Roll Toughness each turn drowning, with a -1 penalty every turn. Roll a 2, and lose 10% max HP. Roll a 1, and lose 25% max HP. Roll less than 1, and lose 50% max HP.
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.
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
Gold D: Digital Hellhound
Bluish-purple D: Dwarmin
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.
Helten army 3 moves east, engaging Sarduk army 3.Attacker: The Helten Empire. First rolls are attackers. The Helten Empire get's +1 to Quality rolls for being 1 level higher, The Sarduk Triumvirate gets +1 to Numbers rolls for being 1 level larger.
[5][4]: The Heltens quickly find themselves on a steep hill, overlooking the much shorter hill the Sarduks have taken.
[Qual+Num:3+1][Qual+Num:1+1]: The Helten archers launch deadly volleys at the Sarduks, while the Sarduks return lackluster volleys, forcing the Sarduks to advance.
[Qual+Num:2+1][Qual+Num:6+1]: The Sarduks advance with deadly skirmishers, slaughtering the Helten skirmishers and inflicting serious casualties on the Heltens. Forcing them to advance. Both armies advance as they could pincushion the other down to nothing if this continues.
[Qual:3+1][Qual:5]: Calvary units on both sides engage in nasty combat, and the Sarduks ultimately win, but with few cavalry units left. They are basically out of the fight, having a few dozen left out of a couple hundred.
[Num:5][Qual:1+1][Num:5+1][Qual:1]: Both armies flail against each-other with absolute lack of skill. At the very least, they are making a song out of the sound of shields battering.
[Num:1][Qual:4+1][Num:2+1][Qual:6]: The Heltens suddenly find themselves losing slowly but surely. The clang-clang-clang-clang has turned into clang-clang-clang-slice.
[Num:5][Qual:1+1][Num:4+1][Qual:5]: The Heltens continue their downfall.
[Num:5][Qual:3+1][Num:3+1][Qual:2]: The Heltens push back, returning back to fighting condition. Maybe they can salvage the fight.
[Num:2][Qual:4+1][Num:3+1][Qual:6]: The Sarduks start pushing the Helten line up the hill and killing more. The Heltens are getting weary.
[Num:6][Qual:6+1][Num:5+1][Qual:1]: The Heltens stop, and promptly smash the Sarduk lines with an immense push. Before the Sarduks can reform, they lose a significant portion of their forces. The fight is nearly even again.
[Num:3][Qual:3+1][Num:1+1][Qual:3]: The fighting slows down significantly, but the Heltens continue pushing.
[Num:5][Qual:3+1][Num:2+1][Qual:2]: The Heltens push the Sarduk army down the hill. They kill many, turning the fight around. The Sarduks are now losing.
[Num:1][Qual:6+1][Num:1+1][Qual:4]: The Heltens are halted, but the Sarduks pay a price to hold the Heltens in place. They're losing a lot of men.
[Num:5][Qual:1+1][Num:6+1][Qual:5]: The Heltens suddenly lose a lot of men and are being pushed back.
[Num:2][Qual:4+1][Num:6+1][Qual:6]: The Sarduks push the Helten line and it barely holds. However, they are being pushed back very, very fast and are still losing more men.
[Num:3][Qual:5+1][Num:4+1][Qual:6]: The Sarduks continue pushing the Heltens up the hill even more. The Heltens are weary again.
[Num:6][Qual:2+1][Num:3+1][Qual:3]: The Sarduks are surprised to see that, despite them losing, the Heltens push the Sarduks down the hill!
[Num:1][Qual:4+1][Num:1+1][Qual:5]: The Sarduks suddenly stop the Heltens, and hold them in position. The Heltens lose more men.
[Num:4][Qual:1+1][Num:6+1][Qual:4]: The Sarduks shatter the Helten line with a heavy push, despite how hard the Heltens try to hold that line. The Heltens start panicking.
[5+1]: The Heltens are seriously stubborn, however, and hold in place.
[Num:4][Qual:1+1][Num:1+1][Qual:6]: The Heltens reform the line, but are cut down. Their line is getting severely thin...
[Num:3][Qual:6+1][Num:6+1][Qual:5]: The fighting is fierce and the Heltens' line is shattered again. The Heltens are nearly out of it.
[4]: The Helten general orders a retreat, which causes a few extra losses but the retreat saves the lives of the rest.
Defender, The Sarduk Triumvirate, wins! Victory is a Major Victory.
Sarduk army 3: Loses 70% strength and 50% morale.
Helten army 3: Loses 90% strength and 80% morale.
Heltens retreat. Army is Exhausted and cannot fight for 3 turns.
Sarduks hold in place. Army is Very Tired and cannot fight for 2 turns.
Sarduk Major victory.
Sarduk Major Morale victory.
Helten Major defeat.
Helten Minor Morale defeat.
The Sarduk Triumvirate gains .5 War Exhaustion. 5% manpower needed to restore all armies. Small amount of supplies needed to restore armies.
The Helten Empire gains 1 War Exhaustion. 10% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
Actions:
Sarduk: Restore 3rd army. 2nd army moves southeast. 3rd army moves east. 6th army moves southwest. 7th army moves northwest. 8th army moves southwest.
Helten: Restore 3rd army. 2nd army moves west. 3rd army moves northwest. 7th army rushes east, then southeast. 7th army moves northeast.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 100%. Morale: High, 50%/100%. Heavily Exhausted 2 turns.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 60%. Morale: High, 50%/100%. Exhausted 2 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, 75%. No Conscription.
Equipment Stockpiles: Slightly strained.
War Exhaustion: 3.5/20.0.
Winning/Losing: Approximately Even.
War Goals: Crush The Helten Empire. Not met.
The Helten Empire:
1st Army: Quality: Advanced. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 60%/100%. Exhausted 1 turn.
2nd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
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, 75%. No Conscription.
Equipment Stockpiles: Slightly strained.
War Exhaustion: 2.0/20.0.
Winning/Losing: Approximately Even.
War Goals: Cripple The Sarduk Triumvirate. Not met.