As I mentioned, I will continue this as I wait for Drag.
Anyway, I've just checked my "Dragon secret stuff" text file recently, and I discovered that Dwarmin should have an item that he currently does not have. More details on his turn.
Also, Talarion and Repulsion have finally posted without a PM. Thank you. But don't think that you're off the leash: One turn of no-PM-needed will not suffice.
Anthramarux likes the second set better, she thinks-holding it up the light. They were pale blue, slightly reminiscent of her mothers eyes. That made her a bit sad, but she didn't dwell on it.
Much prettier, though it was pretty poor in comparison to her scales. She would have preferred purple clothes, naturally, but from what she gathered Purple was a color that only noble humans wore. Well, she would make do with this...for now.
She packed her things and flew toward the nearest city-there was a large one very close, she remembered. She decided to fly low, and find a sheltered place to change form to avoid prying eyes. No need to tip off the Humans too soon!
Action: Land a mile outside of the nearest large Human city, trying to stay out of sight-change form and clothes. Being incredibly vain, I would Prefer to do so by a source of water, so I can view my reflection.
Try and become accustomed to my new body before heading to the city-walking and talking and such.
You fly yourself a mile outside of the nearest city, hiding in a rock cropping with water in the center.
You put the ring out and you find yourself standing on two legs. The idea is alien to you, but you seem to balance yourself okay. Trying to walk around, you find that it's about the same as when you were a dragon, though you'll have to remember to stand on your two legs and avoid walking on four. And you'll want to avoid running, you might trip far more often than a normal human would
You then try being accustomed by touching yourself everywhere. Everywhere. I won't type any specifics in because I don't want to get banned, so think up the mental image yourself. Or don't. Your choice. In addition, you jump and run and twist everything until it starts hurting.
You then practice speech. Amazingly, besides different teeth, your voice and speech is exactly the same as when you were a dragon. It's as if... humans and dragons have the same voice boxes. Or, maybe the ring also transfers your voice. Hm.
You then start to feel cold and put on those clothes. They fit on well. They feel strange to you initially, but after a few minutes it feels less and less cumbersome and more like a second layer of skin. Strange, but tolerable and even somewhat comfortable.
You notice that your hair is disorderly, but thankfully it's easy to set in a flat hairstyle with a little water. You're unsure what the humans will think, but you feel like you look pretty. Of course, this is coming from a dragon.
One thing you don't understand about humans is why there are huge bumps on your chest. Oh well, you're sure there's some reason humans have those things.
You are now confident that you can go to town and are well disguised just as long as you act normal.
((Now, about that item I remembered. Remember back in turn 3? That statue? Yeah, you get that statue now. I suppose I should also tell you what it will do: If you offer it to any official, guard, or army soldier in Isrand, you will gain 3 Fame, 5 Trustworthiness, and lose 2 Cruelty. In addition, the form you gave the statue to Isrand in will become much more famous in the city you gave the statue to. That's in good fame. Oh, and, there's a 1/3 chance that Isrand's entire relations to dragons will improve.))
Human Form: HP=4+toughness bonuses/maluses. Unable to use standard dragon attacks. Breath attacks damage self. Cannot fly. Much better hiding ability. Can wear human armor and clothes. Can wield human weapons. Bounty against dragon form not in effect until discovered.
Go on a hunting spree in the mountains, gotta get some practice
You start going on a hunting spree.
You did not tell me
what you were hunting, though!
So, you try hunting anything you come across.
[3][2][5][3][2] Vs. [6][6][4][5][5]: Your attempts are failures with little success. You hurt but don't kill a bear, you miss a second, you kill a deer, and you hurt but don't kill a mountain lion and miss another.
Man, you suck. In addition, those two bears and two lions HURT.
-6 HP.
+1 Agility.
Nuvian flew down to the altar. To what god could such an altar belong? A god of decay? She had to find out. Action: Pick up and wield a small rusted weapon, then pray at the altar.
You fly down and pick up a rusty axe, then walk over to the altar, and pray very poorly.
...after about five seconds, you suddenly hear a very rough and warrior-like voice in your head.
"Eh? Someone is praying at this altar? Huh, I had thought-no,
known that this altar was forgotten for nearly... a hundred years or so... Anyway, mortal, what do you want, bothering the God of War from a remote altar? Come on, spit it out. I've got several thousand men fighting a long ways south of here, and I'm
very busy."
"Thank you mother... wherever you are. I'll try my best to make you proud."
Scientia, spirits greatly lifted, investigates the ruins.
You inspect the ruin. It's made of gray stone and extremely old remains of wood. However, it's wrecked and burnt somewhat and it's true function in the past is impossible to tell. Your best guess would be a castle of some sort.
There are some tunnels in the side of the mountain, inside the ruin. They are fairly large, but you are a little too big to go into them. Damn, that's one problem with being a dragon.
Alright then. Fly south until an interesting landmark or a town is in sight.
You fly south [1][1][3], unsurprisingly the plains are featureless besides a massive stalagmite that has nothing special about it besides the fact that it's just there.
You continue flying south. [3][6][1] You see another stalagmite and then you spot a very strange dirt formation on the ground.
Make note of the altars, then start searching around my new home for any other points of interest.
You continue searching for interesting stuff around your home, but you find nothing.
(you should start searching in a wider area. You are currently only searching a short distance from your home. There is only so much that can be right next to your home.)
Follow man.
You begin running with the man into the town. You ignore most of what is in the town, and just keep running. Eventually, both of you get to a small chapel and the man unlocks the door as quickly as possible. You both enter quickly.
"Stand over that circle." He points to a noticeable circle on the ground. With no other options, you do not protest and you walk up to the circle. The man walks next to you and looks up to the heavens, shouting:
"Oh Annia, goddess of our shining jewel in the sky, goddess who gives us embraces of warmth, I call you in urgency. A soul is suffering the foul influences of Inn'ahar, The Corrupter! He is crying for help, so please, help this poor soul!" He then runs out of the circle, to the side.
Suddenly, after nearly half a minute of silence, the doors close and a bright light appears in front of you. A female "human" voice speaks, with incredible might.
"...Young dragon, although I see possible darkness in your future, I have decided to save you from Inn'ahar, who is of a far greater evil. Prepare yourself."Suddenly, the same feeling you had when you got the corruption reappears and something is ripped out of you. It is extremely painful, but you feel a soft... "touch" that softens the extreme pain. Then, you hear noises behind you and, as you turn around, you see something HORRIBLE appear behind yourself. It's the corruption...
"...YOU BASTARD! YOU REALLY THINK YOU CAN GET AWAY WITH THIS?!" The corruption shouts at you.
"Foul creature, you shall harm this mortal no more. Now, prepare yourself, for oblivion!"Suddenly, a bolt of incredible light flies from Annia and hits the corruption, smiting the corruption, piercing through and creating a white fire that expands outward, slowly consuming the corruption.
"INN'AHAR WILL NOT LET YOU GET AWAY WITH THIS, MORTAAAAAA-..."The corruption disintegrates into white smoke, and something from somewhere "else" screams angrily at you. Then, all is silent.
"Mortal, Inn'ahar's corruption will no longer bother you ever again. Now, would you tell me of where you got this corruption?"The priest is shocked: You don't think he's ever summoned a god to the realm of mortals in (partial) person before. Heck, you don't think he's even ever heard a god before.
Lost:
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.
Gained:
Touched by Annia, Goddess of the Sun and Heat: You can detect the presence of Annia from now on, from her watching you to her blessings on an item. Annia is much more likely to talk to you or answer your prayers if you worship her. +5 Toughness.
Protected by Annia, Goddess of the Sun and Heat: You may protected from hostile attempts from another god against you as long as Annia is not angry with you.
Enraged Inn'ahar, The Corrupter: Inn'ahar is now extremely angry with you. You will be attacked without mercy around Inn'ahar's altars and temples. Followers will attempt to kill you.
Kin were used being yelled at, but never had someone as small and weak as a human ever started to rant as wild as this one. In hindsight Kin thought this was the first time he ever been yelled at by a human at all. Feeling ashamed for his action he wanted to apologize to the man.
Kin flew off, returning to his cave and broke of a good chunk of his precious material that he could lift and fly with and brought it back to the human.
You fly back to your home, the old man shouting at you.
You then break off a third of the metals, and lift it up and fly back to the city.
The man shouts at you until you start descending, then he stops shouting. You drop the metal in front of him.
"...This is for me? Well, I...
I guess I accept your apology. I guess this will pay for the money I had to give away. But you really honestly should apologize to the farmer, it was his cow."
The old adventurer seems to have calmed down significantly.
+1 Agility.
Cevitil shrugged. If this man could not help him, there was no sense attempting to pester him further. Instead, Cevitil would go say hello to a god or two...
Fly towards the nearest temple. Do try to not scare anyone with your flying, or anything similar. Be careful about accidentally visiting an evil god temple... although those might be interesting.
You fly over the town low, getting some confused looks and scaring the occasional coward. You arrive at gray temple. It has men wearing gray robes, most flaying their own backs with whips entering and leaving. Some of the men in gray robes aren't flaying themselves, presumably because they've earned a break.
Sneak down the tunnels.
[Agi:6]: You sneak down the tunnel like a snake and nobody notices you. The tunnel splits up into three directions. One leads to a dead end and an entrance to the surface, another leads to another dead end and then upwards to... somewhere. The last leads to... a mine?
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: 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.
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: 15/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 58. Recent: +1.
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: 70. Recent: +1.
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: 5/5.
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:
Gold bird memorial statue of the Battle of Manados Hill.
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.
Human Form: HP=4+toughness bonuses/maluses. Unable to use standard dragon attacks. Breath attacks damage self. Cannot fly. Much better hiding ability. Can wear human armor and clothes. Can wield human weapons. Bounty against dragon form not in effect until discovered.
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. Recent: 0.
Toughness: 72+5=77. Recent: 0.
Charisma: 70. 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.
Touched by Annia, Goddess of the Sun and Heat: You can detect the presence of Annia from now on, from her watching you to her blessings on an item. Annia is much more likely to talk to you or answer your prayers if you worship her. +5 Toughness.
Protected by Annia, Goddess of the Sun and Heat: You may protected from hostile attempts from another god against you as long as Annia is not angry with you.
Enraged Inn'ahar, The Corrupter: Inn'ahar is now extremely angry with you. You will be attacked without mercy around Inn'ahar's altars and temples. Followers will attempt to kill you.
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
Blue d: Hakia
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: 64, nothing.
Helten army 1 moves east, engaging Sarduk army 1.Attacker: The Helten Empire. First rolls are attackers. The Helten Empire gets +1 to Quality rolls for being 1 level higher, The Sarduk Triumvirate gets +1 to Numbers rolls for being 1 level larger.
[6][2]: The two armies return for another showdown. The Heltens approach from a mountain, while the Sarduks find themselves in a depression. The Sarduks are at an incredible disadvantage (+2 to Archery and Skirmish, +1 to all melee and cavalry).
[Qual+Num:6+1+2][Qual+Num:2+1]: The Helten archers rain death on the Sarduks. The entire Sarduk line takes huge casualties.
[Qual+Num:2+1+2][Qual+Num:6+1]: However, the Sarduks manage to just barely manage to return some casualties in a short skirmish despite being down a hill. Still, it's not even nearly enough to make up.
[Qual:1+1+1][Qual:5]: The Helten cavalry looses the fight, despite charging downhill, and the Sarduk has a small, but still effective cavalry force remaining.
[1]: The Helten commander does not notice this in time and the Heltens take a rear charge right as the melee is beginning to start. They don't lose much men, but it's demoralizing.
[Num:5+1][Qual:1+1+1][Num:6+1][Qual:5]: The Sarduks rush the Helten lines with extreme fury and push the Heltens up the hill, and cause notable casualties.
[Num:1+1][Qual:3+1+1][Num:1+1][Qual:3]: However, the Heltens stop their retreat and hold, causing slight casualties to the Sarduks.
[Num:4+1][Qual:1+1+1][Num:5+1][Qual:4]: Then, suddenly, the Sarduks push again, and the Heltens are again in retreat as the Sarduks inflict minor casualties.
[Num:3+1][Qual:2+1+1][Num:4+1][Qual:3]: The Heltens continue being pushed back but inflict minor casualties on the Sarduks.
[Num:1+1][Qual:1+1+1][Num:6+1][Qual:1]: The Heltens find themselves going back very, very fast. So they try to counteract it by killing Sarduks. They are moderately successful.
[Num:3+1][Qual:1+1+1][Num:5+1][Qual:2]: The Heltens are still being pushed back, but are still inflicting casualties.
((Jesus Christ Heltens, just because you've got the high grounds doesn't mean that you can just flail about.))
[Num:4+1][Qual:1+1+1][Num:3+1][Qual:3]: The Heltens once again stop and hold, but neither side manages to kill any of the other as they all hide behind their shields.
[Num:5+1][Qual:6+1+1][Num:5+1][Qual:1]: Suddenly, competence. The Heltens literally cut down the entire first, second, and third lines of the Sarduks, causing incredible casualties. The Sarducks are shaken.
[Num:4+1][Qual:1+1+1][Num:4+1][Qual:3]: The combat reaches a stalemate as neither side makes progress.
[Num:3+1][Qual:3+1+1][Num:4+1][Qual:2]: The Sarduks attempt to push, but the Heltens kill more of their men in the process. Casualties are high for the Sarduks, and they're about ready to give.
[Num:3+1][Qual:1+1+1][Num:4+1][Qual:3]: The Sarduks continue to push, and somehow no one dies in the process.
[Num:5+1][Qual:1+1+1][Num:5+1][Qual:1]: The fighting line holds and both sides engage in melee. The Sarduks lose more men, and they've decided that they've had it.
[6+1]: Or not. They continue fighting. They are really depleted, though.
[Num:2+1][Qual:3+1+1][Num:4+1][Qual:2]: The Heltens are pushed by the depleted Sarduk line, but it's not enough, and the Sarduks lose more men. Their morale is reaching a breaking point.
[2+1-1]: The retreat is disorderly, causing additional casualties, and what's left of the Sarduk army is but a few scattered survivors.
Attacker, The Helten Empire, wins! Victory is a Decisive Victory.
Sarduk army 3: Loses 95% strength and 90% morale.
Helten army 3: Loses 30% strength and 10% morale.
Heltens advance. Army is not tired.
Sarduks retreat. Army is Devastated and cannot fight for 5 turns.
Sarduk Horrific Defeat.
Sarduk Major Morale Defeat.
Helten Decisive Victory.
Helten Major Morale Victory.
The Sarduk Triumvirate gains 2 War Exhaustion. 15% manpower needed to restore all armies. Moderate 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 1st army. 8th army moves west. 3rd army moves east. 1st army moves east. 6th army moves northwest. 2nd army moves west. Swap 1st-3rd armies.
Helten: Restore 1st army. 6th army moves east, east, southeast. 7th army moves west. 3rd army moves west. 1st army moves northwest.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 5%. Morale: High, 10%/100%. Devastated 5 turns.
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: 80%. 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%.
8th Army ("Sarduk's Necromancers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 55%. No Conscription.
Equipment Stockpiles: Decently strained.
War Exhaustion: 9.5/20.0.
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: 70%. Morale: High, 90%/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: 55%. Morale: High, 40%/100%. Devastated 4 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: 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, 55%. No Conscription.
Equipment Stockpiles: Decently strained.
War Exhaustion: 5.5/20.0.
Winning/Losing: Notably winning.
War Goals: Cripple The Sarduk Triumvirate. Not met.
On another note, I think that after the war, I'll work out an actual army-on-army system, as the Sarduks' superior numbers doesn't....
really help so far. I need some actual rules.