Really? Well, if you say so. Hakia gets in this turn. After-christmas bonus might come depending on how I'm feeling.
Anyway, in my boredom, I created several new breath weapons (which are gifts from the gods) and a few other misc stuff.
New stuff:
Non-sharp claws: Your claws are as sharp as a human's claws are to a dog's. Your claws, with effort, can cut, but they are much duller than normal. -5 Intimidation, half claw damage.
(Tail) None: A mutation that is widely considered negative. +10 Agility for being a smaller target, cannot use tail, -20 Charisma, -10 Intimidation.
Tarran's Gift: For some reason, you have been birthed with the gift of life from the god of life himself. Your breath heals 25% of the max HP of those you use it on each time. Can be used every 3 turns. Cannot use on self. Cannot use if Tarran is angered or you are very evil. -20 Cruelty.
Ona's Gift: Same effect as above, but from a different god, the goddess of Healing. Cannot be used if Ona is angered.
Grandar's Justice: For some reason, the god of justice has given you the ability to do his work for him. Your breath causes different damage on people who have committed crime without the word of justice and have not been punished. It does not punish those who have only committed minor crimes or those who have not committed crime at all. Can be used every 5 turns. If evil, or if Grandar is angry at you, this breath cannot be used.
Salar's Gift: The god of the Underworld has given you the ability to breathe the undead to the underworld, where their souls should be. Your breath instantly kills undead of any strength. Has no effect on the living. Can be used every 10 turns. Cannot be used if Salar is angry at you.
Banther's Whip: The god of Pain and Punishment has given you the ability to cause great pain. Your breath makes enemies roll their toughness, and at rolls of 4 or below the enemy is stunned completely for 3 turns. Can be used every 5 turns. +5 Cruelty. Cannot be used if Banther is angry at you.
Karlos' Wealth: The god of Wealth wants you to be rich! Or someone else. Regardless, you have the ability to turn a single object made of valuable metals into metals of higher wealth. You can only transmute up one level of metal, so transmuted metals cannot be 'muted into an even higher level. Can be used every 20 turns. Cannot be used if Karlos is angry at you.
Mai'vah's Tears: The god of Weather has given you the ability to breathe compressed air at your enemies. The air does not hurt enemies, but has a 1/2 chance to knock each out, and temporarily disarms them for a turn regardless. Can be used every 5 turns. Cannot be used if Mai'vah is angry at you.
Pahhosag's Curse: The god of Chaos has given you the 'curse' of breathing raw Chaos. This stuff is wildly unpredictable... and effects the user slightly every use. Dragons that are known to have this are very disrespected. Can be used every 5 turns. +10 Evilness. Cannot be used if Pahhosag is angered.
Saharia's Cold: The god of Night and Cold has given you the ability to freeze your opponents solid. It does no damage, but forces enemies to roll dodge rolls, and if they are below 3, they will be instakilled. Can be used every 5 turns. +5 Evilness, +5 Cruelty. Cannot be used if Saharia is angered.
Pringos' Decay: The god of Plague and Decay has given you the curse of being the bearer of some of his worst creations. Your breath either causes decay (constant HP damage of 1-8 for 3 turns but cannot kill in the first turn), or plague (enemies get negative statuses until they are cured). Dragons known to have this breath are alienated from any good or neutral being. Can be used every 5 turns. +15 Evilness, +5 Cruelty. Cannot be used if Pringos is angry at you.
Now, I understand it's unfair that those of you that are already in cannot change it. So, if you want to change your breath weapon either for roleplaying or so you can have the breath weapon you wanted at the start of the game, you can go to the shrines/altars of the god who's gift you want (which should be very easy to find, since there are shrines and altars everywhere), and the god will give it to you if you have requested it. I will only do this once, so make sure that you want to change before you do so. Tail and claw changes
for the current players are not allowed at the moment, I don't want to go overboard with changes.
In a later state of the game, I may, so people can roleplay, add multiple new sections entirely. From soul age to scale type. I'm currently weary on it though, so it might not be for a while. However, if you really like to customize your character, feel free to tell me.
In that case, begin searching further and further away from my home.
You search the tile to the east, in the low mountains. Which was where you were previously trying to live.
As you have already searched a section (near home), your search will find less stuff.
[5][1][5]: You find a temple that, while impressive, is very old, decayed, and rusted. It still glows of something powerful, though. In addition, you feel a certain powerful energy, though you have no idea where it is located. You would have to search for it.
Investigate magical groves.
You investigate the groves, but without landing at one of them you cannot make out all the details.
They seem to radiate with magic, and various strange magical plants and fungi grow there. The water is not a standard blue, but slightly purple. There are a few magic monoliths radiating magic into the surrounding area.
One is much larger than the other, but has far less monoliths, and the monoliths it does have are looking somewhat... dull.
The other is small but packed with monoliths all round. The plants are chaotic and weird. There's also something... special about this grove.
[Int:5+1]: You are curious about what kind of plants you could find, but you fear that the monoliths' magic is dangerous.
Checkout the dirt formation, then continue south if theres no point to the dirt formation besides being odd.
You check out the dirt. It looks as if it's in a strange shape. You dig, and discover that not far underneath the dirt there is a strange metal in a smooth shape.
Lick my wounds and go rest in the cave
You lick your wounds, which do not help at all, and go to sleep in your cave.
You awake, rested and your wounds are moderately healed. Still scars, though.
+6 HP.
Anthramarux thought she looked perfect, because of course she was.
She marveled at her own reflection, the only thing that impressed her-shiny perfect 'hair', dark brown with a few stripes of the darker purple, like that coloring her scales-soft pink skin-and such fine dexterous legs and fingers-and those bumps on her chest were shapely, if a bit awkward to carry around, always bouncing about. Most interesting was her eyes, since they looked almost the same as they did in her Dragon form, if a bit less...hard. All in all she felt much softer and less mean, and frankly it wasn't a bad feeling. It was like a vacation from her usual diet of Draconic rage and anger.
She wondered if the Human mind was interfering with her Draconic soul to make her feel this way? No matter. But she reminded herself-Mother had said shape change magic's worst danger was loss of self...
Anthramarux packed up her things-wow this stuff was sort of heavy now!-and made her way toward the city. Repressing the urge to drop to all fours and whomp forward like Dragons are supposed to, she started...walking...but it was too slow! How did Humans ever get anywhere like that? She decided hopping was better.
The Dragon turned Woman started skipping down the path carelessly, clearing a foot with every hop. When she was no one was watching her, she began to sing in her Human voice, which certainly carried a better tune even if it lacked the power of the Dragons roar...it had been a secret wish of hers, for so very long, to sing and make music like her Father had. She never knew him, but he figured if his spirit was watching, he might be proud. It wasn't a song with words, right now-it was just a happy, lighthearted feeling, expressed like... 'La la la...la, la laa la la..."
Action: Skip and sing my way toward the City!
Once there, mingle with the Humans, and learn their ways-also, look for a Church of the Tarran God.
You skip and sing like a girl who just got a great toy. And you did get a great toy, in fact. You sing and skip for a long time, attracting the passing eyes and attention of various farmers, who all grow a smile as you pass.
Eventually you make it to the city, incredibly tired from skipping with such a heavy load. It is of moderate wealth. Most buildings are made of log housing, but most are wealthy enough that the wood looks in good shape, and some are even made out of stone. The city has large expanses of free space, and the main road leading to the castle has rows of well kept trees. There are hundreds or thousands of people in the city, and most seem to be happy and friendly even to strangers. You begin watching people and how they act. Amazingly, it doesn't seem even remotely alien to what you'd accept. They seem pretty similar to dragons in many ways. How they greet, positions in society, bartering, partying, courting, all seem to be familiar concepts to you, it's just the frequency that sets them far apart from you and your fellow dragons. It seems that they do social and friendly actions far more often than dragons, and violent humans often get angry glances or, if they commit a "crime", they are sent to "jail". [5] You learn a lot of various techniques from the many hundreds of humans.
You then ask various people where a shrine to this "Tarran" god is, but all of them tell you that there are none in the city. Eventually, however, you get a response.
"Tarran...? I don't think he has an altar here, but I've read a book that says he has an altar on the top of that mountain there..." He points to the tallest mountain on the island. "Not many people know of him these days. Very few still visit his altars. Considering he is God of Gods, God of Emotion, and God of Life he must be pretty sad."
+2 Charisma.
((On another note, I forgot to move your location onto the city. Argh))
"Sounds wise. Thank you for your assistance, mortal."
Find this Agnet the Elder. Inquire about geography, politics, and other tools necessary for escaping in a graceful manner.
The priest looks confused at why you called him mortal. And you are too, because you're a mortal too.
You then ask around the town for Agnet, the elder. After only a few people, you get a direction and go that way.
You arrive at Agnet's house. You knock on the door. Agnet opens and is surprised to see a young dragon in front of him
You ask about geography, politics, and similar. He gives you a color-coded map with a list of colors and explains the local area. He points on the map where you are currently. He also explains the concept of north, south, east, and west to you.
Dark Blue: The Western Alliance
Dark Green: Kingdom of Axlehand
Dark Cyan: Gridhard
Dark Red: Solari Federation
Brown: Othem
Light Gray: City of Sharoon
Dark Gray: The Sarduk Triumvirate
Blue: Kingdom of Rihosis
Green: Kingdom of Iberia
Cyan: Caliphate of Hiatar
Red: Kingdom of Grathos
Purple: Province of Kobland
Yellow: Merchant Republic of Isrand
White: The Helten Empire
((Ask more specific questions if you want more specific answers, you're being
extremely vague))
Action: Head to Salar's altar. Pray to Salar.
You fly to the altar of Salar, which smells of... not decay, but... something dead. Souls? Ehhh. It's also fairly filled with cobwebs, but the Altar still looks in fine shape.
Anyway, you pray to Salar, and wait for a response. You suddenly hear an upset, impatient, old woman's voice.
"Mortal, what do you want? Be quick, I've got hundreds of souls I need to distribute to the other gods or imprison for memory wiping, and the war to the south is not done yet."
Pace carefully and slowly into the temple, looking around as to absorb as much information as possible, such as what this gods name is. If I find out the name, and he/she is not an evil god: Attempt to find the altar, and when I do kneel before it, praying:
"Great [INSERT GOD'S NAME HERE], I ask of you to aid me with your divine providence, so that I may find the power and the will to find and kill the men who murdered my father."
You inspect the temple, and find out that the god is a 'male', is neutral, and his name is Banther.
You approach the altar, and pray, asking for help. Almost immediately, there is a response.
"So you're looking for justice? Well, friend, I'm afraid I can't do that, justice belongs to Grandar, god of... well, justice. I'm the god of punishment, I only deal out punishments. I don't decide
if the punishment needs to be dealt, Grandar does." You hear in your head in a demonic, but somehow-non-evil, and even somewhat kind voice.
"Our temples are usually close to another, so check out the area to your right as you exit the temple. I'll tell him that you're coming. Good luck with Grandar, uhhh... Cevitil? Yes, I think that's your name. Sorry, busy dealing with a 105-time murderer. He's got a lot of punishment ahead for him, I'm sure you can understand. Well, bye, I can't afford to talk anymore, tight schedule especially with you mortals talking to me from around the world."
Then, the voice stops.
Repenting his actions, Kin took off again and flew over to the group of farmers, circling in the air. He did remember that one of the farmers did give him a furious glare but as he circled the group of farmers he couldn't see that particular farmer. All he saw was a panicked bunch running around like headless chickens. Kin flew back to the old man asking him to point out the farmer he had slighted.
"I am ashamed to say that I've not come across many humans so I have a hard time to remember your faces. I hope you could help me point out the owner of the cow."
If the old man agree to help Kin, Kin flies off towards the farmer and apologize. Then he will return to the old man.
If not, Kin tries to apologize without the old mans help and then return home.
"You can't recognize our faces? Well, here's a hint: It's not just the faces you should remember short term, it's the clothes. Short term, clothes are much easier to recognize than faces. Anyway, I last saw him tending his cows. He's not even remotely happy."
You know the place, and fly off towards where you had got the cows before. You arrive, and the farmer is not happy indeed. You try to apologize. You get a cold stare instead. "Just leave me." he says and he walks away.
You fly back to the old man, rejection clearly obvious on your face. "He told you to go away? Ehh, don't let it bother you. Be fair, you did try to steal his cow, and likely would have ate it I assume? He has every right to be angry. Just let him calm down, he'll get over it in a few days, or a few weeks at worst. You did the right thing by at least trying. People respect that, and Grandar tends to be more merciful if you apologize."
-1 Cruelty.
-1 Trustworthiness.
Be born.
Place of birth: 11, Kingdom of Grathos.
[5]: You've been in here for a long, long time. Hours? Days? Months? ...Years? You do not know. But you do know that your time here is at an end. As you run out of yolk, and get bigger still, you realize that your time of complete relaxation is coming to an end. But you do not leave in fear, you leave with a brave attempt. You set your legs against one end, and push against the other end, cracking your egg and sending you flying out.
A figure stands over you, silent and motionless. Suddenly, she speaks. "Well, aren't you eager to see the world? Hah, well, I suppose you're looking for a name, aren't you? Hmm... how about... Jargon? Yes, that sounds appropriate. Welcome to the world, son."
[2]: "If only father were still around. He would have been overjoyed to see you born. Alas, his roguish and assassin ways lead to his demise. I always told him that the humans were determined and would get him if he wasn't careful..."
+5 Strength, Agility, Intelligence, and Toughness for le 5 roll.
Disappear.
One moment you are there, one moment you are not. Even the god of the Underworld does not know what has happened to you, but neither your soul nor your body remain after a split second.
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: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 58. 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: 70. Recent: +1.
Intelligence: 56. Recent: 0.
Toughness: 66. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 49. Recent: -1.
Cruelty: 49. Recent: -1.
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: 63. Recent: +2.
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: 30/30.
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.
HP: 18/18.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Baby.
Strength: 70. Recent: 0.
Agility: 30. Recent: 0.
Intelligence: 55. Recent: 0.
Toughness: 80. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
Godly Protection: Take half damage (round down) from other players until Teenager.
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
Blue d: Hakia
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.
Helten army 6 moves east, engaging Sarduk army 6.Attacker: The Helten Empire. First rolls are attackers.
[4][5]: Both armies line up on hills. The Sarduks have the higher hill, and stick their toungs out at the Heltens.
[Qual+Num:5][Qual+Num:6]: Both sides fire heavy vollies. Both sides take heavy casualties. The Sarduks win by a slight margin, however.
[Qual+Num:2][Qual+Num:5]: Then, the Sarduks turn the tide. Their skirmishers make the Heltens suffer small casualties.
[Qual:2][Qual:2]: The cavalry on both sides is fairly inept and the cavalry annihilates the other.
[Num:2][Qual:5][Num:6][Qual:4]: The Sarduks rush the Helten lines, battering them. The Heltens, however, manage to kill a small amount of Sarduks.
[Num:2][Qual:5][Num:1][Qual:4]: The fighting somehow, on both sides, degrades to man-on-man combat much to the surprise of generals on both sides. The Sarduks suffer some more casualties.
[Num:1][Qual:2][Num:3][Qual:2]: The Sarduks try to form a line, but fail. The Heltens don't even try to form a line, and they are ineffective. Both sides suffer equal casualties.
[Num:6][Qual:6][Num:6][Qual:2]: Suddenly, both sides reform the lines. Then the Heltens start killing far more Sarduks than before.
[Num:1][Qual:1][Num:3][Qual:6]: Of course, all it takes to turn the tide around is an idiot who died by not putting his shield up and caused a small crack in the defenses. The Sarduk line cracks, and the Helten lines shatter as fighting returns to one-on-one combat. The Heltens suffer enough losses to put them back at square 1.
[Num:3][Qual:5][Num:4][Qual:2]: However, the Heltens are not done. They reform a shitty line and kill a bunch more Sarduks who had just started repairing their line.
[Num:1][Qual:4][Num:3][Qual:2]: Anyone who ever said "Hold the line" is now facepalming, as the Heltens break their line once again and engage in 1v1 battle. They win a majority of the fights.
[Num:4][Qual:1][Num:2][Qual:3]: The Heltens try to be good people and reform a line. They do so, at the cost of a good chunk of their men. At least the Sarduk line is shattered.
[Num:1][Qual:3][Num:5][Qual:4]: Yet again, the Helten line shatters at the mere touch of the Sarduk line. Someone ought to give them a slap on the face. Anyway, they lose a few more men.
[Num:5][Qual:4][Num:6][Qual:1]: The Heltens make a serious attempt at a line, and smash it against the Sarduk lines which, while they held, have lost a lot of men.
[Num:3][Qual:1][Num:4][Qual:5]: The Heltens put up a pitiful attempt to fight only a few minutes later. They lose a lot of men.
[Num:5][Qual:2][Num:5][Qual:2]: Both sides make angry stares at another as they push against one another with their shields.
[Num:5][Qual:2][Num:1][Qual:3]: The Heltens crack the Sarduk line, while taking minor casualties.
[Num:6][Qual:6][Num:5][Qual:5]: The fighting suddenly increases tenfold as both sides engage in ferocious combat. The Sarduks, while fighting extremely well, lose slightly more men.
[Num:1][Qual:2][Num:3][Qual:6]: The Heltens suddenly falter as the Sarduks press even harder. The Heltens suffer many losses. Morale for the Heltens is wavering.
[Num:5][Qual:4][Num:6][Qual:6]: Once again, combat suddenly increases drastically as both sides engage in nasty combat. The Heltens, this time, come out noticeable losers.
[Num:5][Qual:2][Num:1][Qual:1]: Suddenly, the Sarduks tire and their line is shattered. The Heltens kill slightly more than they lose in the process.
[Num:3][Qual:6][Num:1][Qual:4]: The Heltens press on with their advantage and the Sarduks take noticeable losses.
[Num:4][Qual:5][Num:6][Qual:5]: The Sarduks suddenly reform and push harshly and the combat pitches again. Neither side is the victor. Both armies are very tired by now.
[Num:4][Qual:2][Num:1][Qual:4]: The Sarduks once again have their line shattered. However, the Heltens once again end up losers.
[Num:1][Qual:1][Num:3][Qual:6]: Suddenly, the Helten line breaks and the Sarduks kill A LOT of Heltens. The Helten morale is shattered.
[1]: The Helten army SURRENDERS!
Attacker, The Helten Empire, loses! Defeat is a Painful Defeat.
Sarduk army 6: Loses 80% strength and 60% morale.
Helten army 6: Destroyed.
Sarduks hold in place. Army is Tired and cannot fight for 3 turns.
Sarduk Major Victory.
Sarduk Major Morale Victory.
Helten Painful Defeat.
Helten Major Morale Defeat.
The Sarduk Triumvirate gains 1 War Exhaustion. 10% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
The Helten Empire gains 3 War Exhaustion.
Actions:
Sarduk: Restore 6th army. Swap 6th-2nd armies.
Helten: 1st army moves southeast. 3rd army moves east. 7th army moves east. 8th army moves southeast.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 55%. Morale: High, 40%/100%. Devastated 4 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: 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: 20%. Morale: Medium, 40%/100%. Tired 3 turns.
8th Army ("Sarduk's Necromancers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 45%. No Conscription.
Equipment Stockpiles: Strained.
War Exhaustion:
10.5/20.0.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: 100%. Morale: High, 70%/100%. Devastated 3 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%.
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: 8.5/20.0.
Winning/Losing: Notably winning.
War Goals: Cripple The Sarduk Triumvirate. Not met.