Right. Drag's time is up and he will be automated. He has two more chances to post an action before he is kicked. Hopefully he'll come back before then, but I worry that Drag may never come back to the forum as he's been gone for a while without notice.
Also, Talarion and Repulsion are one PM away from automation without PM now. I'm only counting up to the PM in the 29th last year in December, so be thankful, because Repulsion would have otherwise hit his limit by now.
Finally, on an unrelated note, the list of gods is half complete, and I am now making a list of cities who's names and/or state have been discovered like a sensible person would, rather than just trying to remember it.
Oh, and I just realized that back in turn 20 the Western Alliance should have lost relations towards dragons, but I forgot. It is now fixed.
"Yes, I'll buy it, but I believe that will be the last thing I'll buy."
Test the Danger Room 2000, hopefully get a bit stronger or more durable.
"Very well, thank you for your purchases, good luck with using them."
He plucks five scales from various points on your body. It's painful, but nothing serious. Then he hands you the spell scroll.
SPELL NAME: Medium Physical Shield
TYPE: Energy, Defensive (physical), Moderate difficulty, Mostly safe.
SKILL NEEDED: Definitely skill with casting a physical shield of any power is recommended.
Further, it is good to have skill in just plain casting spells in order to use the magic needed more efficiently, otherwise there will be a lot of wasted mana.
DESCRIPTION:
Once upon a time, an adventuring mage was visiting a ruin.
This mage was not very strong, and swords hurt him severely. He knew some basic shield spells that he created himself.
However, when a maul broke through his shield and broke his leg, he called out to Olden "Oh please, lord of magic, teach me how to make better shields!"
His wish was granted, and his next shield was mightier and deflected the maul blow. He survived to tell of his tale... and how to cast this better shield.
The shield works ONLY ON PHYSICAL DAMAGE.
CASTING METHOD:
Concentrate on a position on the ground. Think of how large you will want the shield. The larger it is, the less effective per square inch it is. Next, think of your intent, and shout the magic words.
INTENT:
Protection is the best intent, followed by making a barrier. If you are about to die, survival is the absolute best, as your shield will be far better than normal.
WORDS:
Shea-Mos-Phe-GNASS -- Sh-ea, M-os, Ph-eee, G-naaa-sssss.
PRECAUTIONS:
The shield will deflect items hitting it without slowing them down. Shooting arrows at the shield has killed people before. Don't do it. Don't hit it with a weapon, either. That has also killed.
Casting the shield on a place where a person is standing will cause strange effects. Further, casting directly on yourself is a VERY, VERY BAD IDEA.
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.
However, it is against good conduct in many places to cast this spell without reason.
COPY FROM:
Mage's City, Senitance, The Western Alliance.
VALID READS:
Unlimited reads from same person(s), max of 5 people may have read this. Overreading will ignite scroll.
READ BY:
Scratch this line out if used before and add your name below.
You test out the room. As you open the box, time slows down and eventually reaches a pause. Then, you are teleported into some strange blank stone room with holes all over the ground.
Suddenly, spears that hurt severely, but don't wound, start jutting out of the floor. Almost against your will, you attempt to dodge them.
This continues for a few hours if you'd have to guess. By the time you're done, you're about ready to fall down due to exhaustion. Then, the world warps back.
The man is in the same position as he was before you started, and you are not tired anymore. However, you move with a certain... grace, compared to what you used to move like.
Gained item: Partially read scroll of Medium Physical Shield.
+5 Agility.
Satisfied with the state of the cave for the moment, Scientia turns her attention outwards.
Explore the contents of my territory.
You explore your territory. It's a low but large mountain range, with a fairly alpine climate. Interesting rolls:[3][2][5][3]. The most prominent feature around is a large ruin of some sort. Human make, hundreds of years old. Next, are a few strange groves with a magical aura about them. Lastly, There is a very large and old tree sitting on a hill, but there is no magical aura near it.
You eat the pill. Suddenly, you feel as though something is hugging you... mother...
She tells you that you don't need to fear the humans, they aren't all bad people and they aren't all that strong. Despite how non-comforting the words are, you find your fear of humans lifted as though something directly removed your fear.
Lost status: Deep Fear of Humans.
So pretty-
This will have to do temporarily. Set up inside, stash the mirror in a safe place so I can stare at myself every night.
You set up in your dirty cave. You hide the mirror behind a dirt lump at the entrance, to the side. The only way anyone would notice it is if they were hiding from you and thus standing right next to it.
Nuvian ate of the charred animals for a few minutes, then headed off west. She was determined to see what she could find.
You eat the poor boars then head west to check out what's around. [1][5][1]: Everything is pretty average, besides a huge clearing to a strange structure which appears to be... an altar of some sort. And a fairly impressive one at that. It's definitely not human, elven, or dwarven in make. The clearing is covered with bones and rusted weapons on top of lush grass.
Anthramarux didn't know what she had done to warrant divine intervention-aside from being a horrible daughter and killing lots of crabs...but, it was interesting all the same.
She had heard her mothers stories of her father-how he had travelled among the Humans as one of them, and played pretty music...and, though she never said it out loud, Mother had hinted she had might even have been a complete Human herself long ago. Granted, they had never discussed that in depth.
Aside from the obvious benefits, there was opportunity to be gained from being able to talk to Humans without looking like a Dragon.
Maybe they wouldn't shoot arrows at her now, and she could walk into buildings without destroying them and angering the owners. She knew, since she had tried.
Anthramarux figured she needed clothes, first-if only to deny Tarran God some erotic excitement from seeing her Human form bounce and stumble around suggestively. On that matter, she wondered what her Human form would look like. Would it be her own Dragon soul reflected as a Human? Would she able to consciously choose? Would she have feelings like a Human, or a Dragon?
The answers all pointed to adventure!
Anthramarux shook off her grief and took to the sky, roaring viciously and happily. She was sure someone around here was in need of help. In fact, most of the time she tried to help people they just couldn't stop themselves from helping her in return! Surely someone could spare a pair of pants. Humans only needed pants, she remembered.
Helping people was fun!
When they paid her.
Action: Anthramarux does some favors for local farmers in exchange for a set of clothes, bags and other Human things to wear, or monetary aid.
Of course, My Dragoness form implies I will melt their homes and eat them all if they don't reciprocate. Not that she would do that. Yet.
[4][1][2][3]: You try to help out four families of humans. One is too scared to even talk to you and just hides in their home, one tells you they have nothing they need done, one has needs which you do, for a reward of a few miserly bags and clothes, while the last gives you a good high-end lower-class clothing. Yay! Also some well-off bags. Oh, and some silver coins. But most of the pay was in the clothes.
Gained items: A bad set of dirty patchwork female clothes. A great set of lower-class female clothes. 6 bags. 10 silver.
Raikonai snorted at the voice in his head, ignoring it for now. For now, what was this strange book? He'd have to read it.
Then, he'd give the voice a smug "Who's the coward now?" as he began walking the long way around the lake towards the village. Oh, the pretty voice didn't want a healer? THEN HE'D GIVE IT A HEALER!
Read book, then walk around the lake the long way, making for the village.
You quickly glance at the book. The images that appear as a result of your invasion are WAY too much for you to handle for more than a few seconds. However... something...
sticks to your mind. You feel as though you can do something that you did not know how to do before.
You then start walking across the lake. You make it to a river crossing, and begin feeling somewhat tired. After swimming across, you are exhausted. [Tou:2+1] You can move... perhaps a little further, but you've about reached your limit. It's a large lake, and the previous physically-intense actions in the past have taken their toll. [6]: Suddenly, a large group of humans walk by you, before one notices you and everyone looks at you. They are wearing silly clothes and hats, all similar as if they are going to a festival. They don't approach you; instead they wait for you to make the first move.
It's about this time that you realize that you never really practiced your speech much since you left your parents early, and you will likely have difficulty telling them what you want from them.
As Kin kept flying he had an internal struggle going on. On one hand the humans had a lot of the very fed cows, they probably wouldn't miss one. On the other hand if they did notice one gone they would most likely suspect the fly-by dragon that were seen just a moment ago.
"Gah, if there's a cattle thief coming by they are still going to suspect me. Just as well." Kin picked the fattest cow he could find and when he were sure no one was looking he swooped by, stuffed himself with glorious cow and flew away. The perfect crime.
[Agi:2+1]: You swoop down on a fat cow, but someone sees you nab it and shouts. At least you've got it.
[Agi:2+1][Old Adventurer Agi:4]: You suddenly hear a whiz and find yourself unable to move as your muscles seize up. Oh man, Paralysis arrow. You plummet to the ground. Thankfully, the cow softens the landing, but it's ruined.
As you lay there unable to move, the man who shouted at you when you first flew over the town walks up to you. You slowly regain feeling and you are able to move as he just gets to you. You're still numb though. The man is old and black colored.
"I said, don't cause any trouble or I would put your head up yo' ass! I'm getting old
goddammit, I don't have much more time to deal with cattle stealing. Oh
goddammit, the cow's dead. See, look at what you made me do. I am fugging
tired of paying farmers for livestock that I accidentally kill for one reason or another. I am also fugging tired of dealing with thieves. I am also godfugging tired of dealing with you 'drags. Do you know how how freaking old I am? Do you know how tired I am of helping people from punks who have stolen something from them? Do you know how tired I am of just plain having to help people because a small fugging fugg minority people take advantage of them? Goddammit, get out of here or I will cut your insides up into ropes for the children to play skip-rope. Next time, just ask someone or do something for them if you want to get one of their cows. It's not that fugging hard. I've had farmers pay me in fugging cows before. Don't be a jackwipe."
...Wow, that man just... wow.
You notice that two knights and several farmers were also watching and listening to his rant. They are about as speechless as you. However, one farmer looks at you with murderous intent. You assume it's the guy who owned the cow.
Investigate the new area.
[5]: There is apparently a large cluster of somewhat worse-for-wear altars of various gods right above your cave. That's interesting. Apparently this was a sacred place to a people. They are all in a language you cannot understand, so you'll have to try the altars one by one to figure out what is what. There are about 13 altars still good enough that they glow in a way, and 8 more that are pretty wrecked and do not glow.
--Repulsion, see post above--Sneak down the tunnel.
[Agi:3]: You make it a long way down the tunnel before you stumble and make several loud scratching and clanging noises. The people of the town are aware of something strange happening inside the sewers now.
((I would have made a more interesting turn, but since he's being automated I'd rather not spend much time working on his turn))
HP: 35/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 55. 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: 45. Recent: +5.
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.
Partially read scroll of Medium Physical Shield.
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.
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.
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: 57. 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).
Magical Mirror: +5 Charisma on shattering. Shows state of own body (Good for RP).
HP: 19/27.
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.
Ring of Dodging: +1
Ring of Human Form.
A bad set of dirty patchwork female clothes.
A great set of lower-class female clothes.
6 bags.
10 silver.
Note from Tarran, god of gods: On the use of human ring.
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.
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
Bluish-purple D: Dwarmin
Light blue D: KineseN
Gold D: Digital Hellhound
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: Mildly Friendly: F-2 H-4.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: Distrusted: F2 H3.
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: 54, country: 3, Gridhard.
Gridhard has recently seen a large, powerful dragon burning down their villages. While not really scared of it, it is giving them a fairly good smack on the rear end. In retaliation, one of their armies have been sent against the dragon and any other dragon that gives them trouble.
Relations deteriorate between dragons and Gridhard. Now Distrusted (F2 H3).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.
[2][4]: The Heltens approach the Sarduks from plains. The Sarduks are on a hill.
[Qual+Num:3+1][Qual+Num:1+1]: The Helten archers, despite being on a plain, are outshooting their enemies.
[Qual+Num:2+1][Qual+Num:5+1]: However, the light melee in skirmishing shows the exact opposite. The Heltens are having hell as their skirmishers simply are not matching their foes.
[Qual:3+1][Qual:6]: Calvary units on both sides charge, but the Sarduks have much better cavalry and carry the day. However, their forces are rather small for fighting. Still, they can cause serious trouble.
[5]: The Helten commander realizes this and sets up a line of spear infantry. The Sarduks aren't stupid enough to charge it, and are forced to sit on their horses and pout.
[Num:3][Qual:3+1][Num:4+1][Qual:6]: The Heltens rush the Sarduks, but the Sarduks counter-charge and in the chaos the Heltens lose some men and are pushed back.
[Num:1][Qual:1+1][Num:6+1][Qual:6]: Suddenly, the orders sent to the Helten troops are screwed up as the sergeants panic at the counter charge and, in the chaos, the Helten line is shattered and the Heltens lose a lot of men.
[Num:3][Qual:4+1][Num:1+1][Qual:1]: However, as the orders start normalizing the Heltens cause equal losses to the Sarduks with another charge and they push forward slightly.
[Num:1][Qual:1+1][Num:5+1][Qual:6]: Again, the Heltens get mixed orders and lose a lot of men. The Heltens are starting to get weary.
[Num:6][Qual:5+1][Num:5+1][Qual:4]: The fighting then picks up extreme speed as both sides engage in massive combat. The Heltens end up killing more Sarduks than what they lose.
[Num:3][Qual:4+1][Num:5+1][Qual:4]: The Heltens are suddenly pushed back by yet another Sarduk counter-charge. The Heltens still kill more, but they are moving backwards.
[Num:6][Qual:6+1][Num:2+1][Qual:6]: The Heltens suddenly make yet another charge and the Sarduks are surprised. The Heltens again get a higher kill:death ratio than 1:1.
[Num:5][Qual:1+1][Num:1+1][Qual:4]: The Heltens push yet again and the Sarduks are now moving backwards fast. However, the Heltens lose a bunch of men in doing so.
[Num:6][Qual:2+1][Num:2+1][Qual:6]: The push continues and the Heltens are losing their already depleted lines faster and faster. The Heltens are starting to get weary again.
[Num:2][Qual:3+1][Num:4+1][Qual:5]: The Sarduks hold and push back at the depleted Helten lines. The Heltens lose slightly more men than the Sarduks.
[Num:5][Qual:2+1][Num:6+1][Qual:5]: The Sarduks start cutting into the Heltens further. The Heltens are about to break.
[Num:1][Qual:5+1][Num:5+1][Qual:3]: The Heltens suddenly retreat, but continue fighting all the way. The Sarduks are forced into one-on-one combat, where the Heltens start creating casualties on the Sarduk side. However, the Helten line is in chaos as a result of the retreat.
[Num:1][Qual:6+1][Num:5+1][Qual:3]: The Heltens keep getting more scattered, but cause incredible losses on the Sarduk side. The Helten morale is now solid and firm again.
[Num:1][Qual:3+1][Num:1+1][Qual:4]: Lines on both sides dissolve and fighting is now chaotic. Deaths are equal on each side.
[Num:4][Qual:1+1][Num:2+1][Qual:6]: The Heltens try to reform the line, but lose a lot of men in combat. The Helten morale and numbers have just about had it.
[Num:2][Qual:4+1][Num:4+1][Qual:4]: The Heltens' line is suddenly shattered again, as a result of he larger Sarduk line reforming in close proximity. However, the Heltens combatants are winning slightly.
[Num:6][Qual:3+1][Num:6+1][Qual:5]: The lines reform, and the Heltens are consistently pushed backwards at a loss in combat. The Heltens are once again at the brink.
[Num:2][Qual:1+1][Num:3+1][Qual:6]: The Helten line collapses as they lose a lot of men in a short charge.
[2+1]: Someone shouts "Retreat!" and everyone retreats in a disorderly manner. The Helten army is a shadow of it's former self.
Defender, The Sarduk Triumvirate, wins! Victory is a Minor Victory.
Sarduk army 3: Loses 70% strength and 20% morale.
Helten army 3: Loses 95% strength and 80% morale.
Heltens retreat. Army is Devastated and cannot fight for 5 turns.
Sarduks hold in place. Army is Exhausted and cannot fight for 3 turns.
Sarduk Minor victory.
Sarduk Major Morale victory.
Helten Minor defeat.
Helten Minor Morale defeat.
The Sarduk Triumvirate gains 1 War Exhaustion. 5% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
The Helten Empire gains 2 War Exhaustion. 10% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
Actions:
Sarduk: Restore 3rd army. Swap 1st-2nd armies. Swap 1st-3rd armies.
Helten: Restore 3rd army. Swap 1st-7th armies. Swap 1st-3rd armies.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
3rd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 30%. Morale: High, 80%/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%.
8th Army ("Sarduk's Necromancers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 70%. No Conscription.
Equipment Stockpiles: Moderately strained.
War Exhaustion: 7.5/20.0.
Winning/Losing: Losing notably.
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, 100%/100%.
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: 5%. Morale: High, 20%/100%. Devastated 5 turns.
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: 80%. Morale: Medium, 90%/100%. Exhausted 1 turns
8th Army ("Helten's God-callers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 60%. No Conscription.
Equipment Stockpiles: Decently strained.
War Exhaustion: 5.0/20.0.
Winning/Losing: Notably winning.
War Goals: Cripple The Sarduk Triumvirate. Not met.