Thinking hard about the groves, Scientia comes to the conclusion that the monoliths are too big an unknown to brazenly approach the larger one. She sets her sights on the duller looking one, determined to find out what exactly they are.
To the larger but duller grove!
You land in the duller grove. And inspect the monoliths. They appear to radiate magical energy, like the the one in your cave. These ones, however, are depleted of magic and are much more stable than the one you had. Also, they are much larger.
Besides that, the only other interesting stuff is the slightly chaotic plants. Nothing else is interesting.
Unearth the metal. If its an ore or something like that that I can't dig out, unearth as much of it as possible, then try clawing it.
You unearth massive amounts of the metal. It seems interconnected, and nearly clean of impurities.
Suddenly, you unearth a massive... face. Of some sort. Or, more accurately, a metal shaped like a face.
This appears to be a massive... machine? Left behind from a long time ago. Attempts to claw a bit off are met with pain and failure. This metal is very stiff and strong.
--Repulsion, see an above for your turn (AKA Your laziness is met with my laziness)--Her eyes opened thusly, Anthramarux drew new insights. Firstly-there were a lot of Humans. If this city was large, and she knew there many cities in the world both bigger and smaller, the amount of them had to be quite staggering.,.and there were more every day-she had seen many more children than the old ones. And the children annoyed her, following and tugging on her skirt, saying things-like "Your eyes are weird" and "Whats wrong with your shadow" and "Why are you walking so funny"
Oddly, the Older and middle aged humans didn't seem to notice anything 'odd' about her. They just smiled in an odd way, nodding their heads whatever she said, as if they had trouble looking directly at her face, and their gaze tended to fall downwards. Was it something about her feet? Anthramarux thought her feet looked wonderfully perfect, like the rest of her.
...Secondly, Humans were very impatient. They did everything so fast-saying hello and saying goodbye and kissing and fighting and buying and eating. She supposed it was because of their short little lives-barely a hundred years, if they were extremely lucky. Poor Humans.
Which begged a certain paranoid thought-was her own Dragon age accelerated in Human form? Would a year spent as a Human (shudder the thought) take out a 1000 years or more off her life as a Dragon? A terrifying concept-she would have to ask Tarran God about that. Or maybe he already knew...
At one point, she had sat down in an 'Inn'-the place had a sign with a stylized green dragon outside of it, so it looked promising to her-and watched the patrons as they ate and drank. Of particular interest to her was a random couple gathering together-a Human man and a Human woman, who bumped into each other accidently, began talking, and courting each other all in the space of ten minutes-her Mother had said Dragons courted over decades, or even centuries...and these Humans coupled barely even before they knew each others name.
Then the couple had left together, went up the 'stairs' and promptly vanished. Probably to count their treasures together, she guessed, like Dragons did. What else?
Also-Stairs, an odd concept, but useful if you didn't have wings. In fact, the whole concept of buildings was somewhat odd to her. They were not roomy or cavernous like caves-very cramped, as if Humans liked to be forced together-and in fact she could barely see how Humans trusted their lives to feeble planks of wood to hold up the 'roof'.
Thirdly! This place was confusing-without wings, she could only tramp along, possibly going in circles. She had been wandering-literally-for hours, and she had no idea where she was. Every place was different, and new-no two Humans seemed to favor the same place to live, work or play, and they had no marks she could identify. There were these 'signs' everywhere, but she had no idea what they meant-some had arrows, others letter, numbers or pictures.
On top of that, she was hungry and thirsty-and she knew for a fact, that her dragon meal should have kept her full for a few days, at least-it had only been a scant few hours since the tasty mudcrabs. She felt like...meat, naturally. And she wanted to try those other drinks humans had-not merely water, but whatever it was seemed to make them happy.
Humans congregated at these 'pubs' and 'inns' to eat, drink and carouse, she noted-so she thought to go there, and get some direction to the cities major sights. Boning up on her Human manners couldn't hurt either.
----------------------
Action: Anthramarux heads into the nearest pub and orders some meaty food and ale. She tries to strike up a conversation with a Human for directions around town.
She asks about the locations of major sights-historical landmarks and places where one can study magic and train combat ability.
After obtaining said information, she'll head to a magical college, if it exists.
[1]: You head into the nearest pub and order food and ale. The bar is made of blank, partially rotted wood, and the cups and dishes are made of wood. The bartender is a muscular, plain man. The food looks somewhat second-rate, and some other people cough and gag slightly when drinking the ale. You then try to talk to the man next to you, who is horribly drunk. You then ask about directions in town.
"Hehehhh... h-... how about you show me y-*Hic*-our booty? Ehhhh? I've got... a want to..."
You then back away instinctively. Huh. Strange.
You then ask another drunken human for locations of major sights.
"How about... those five sights... on you, ehh babby?"
You back away instinctively again. Finally, a non-drunken man in leather armor walks by you and stops. He speaks, in a dark voice.
"I think you're out of place, ma'am. This place is where lowlifes go to drink and commit adultery. Unless you've got business with the guys in the back rooms, or want to get laid by lowlifes, this is a very bad place for a woman to be. A nicer location would be 'The Drunken Sailor', and even that is considered a low end inn. This one is the bottom of the barrel."
The bartender then puts down your food and drink on the table with a blank expression. The man who had talked to you walks out and into the crowd outside. Something tells you that he's right and this is a bad place for a woman to be. Perhaps looking for a better establishment would be a better idea. Suddenly, you notice your pocket is heavier. Strange, the man put a dagger in your pocket... and without you even noticing. Impressive.
Search for the power, then.
You look around for the power. [5]: You find the source: A skeleton holding a magic staff. The magic staff is made out of thick, solid wood, and has a magic crystal embedded in the top which glows blood red. The skeleton has a tattered black robe, and likely was holding the book which is on the ground behind him. The book is black, and the letters on front say "Necromancy: Books for Masters. CAUTION: DANGEROUS SPELLS, DANGEROUS IMAGES, AND DANGEROUS TEXT."
Jargon stretched as he listened to the first person he ever met speak about things he barely understood. He assumed that she was important, but storytime isn't making his belly full.
Jargon uses 'baby dragon cute' eyes on his mother to try and get food.
[Cha:5+1]: You make direct eye-eye, mind-mind, and soul-soul contact with mother. Your charms are irresistible. Your want to nom on something obvious.
"You're hungry? Oh, hmmm... Jomas!" Your mother shouts out down the cave.
A human in green robes runs down to the room. "Yes, mistress?" The human responds in a calm, learned, young voice.
"Do you know any spells that make food?"
"...Ummm... maybe, I'll have to check my spellbook memos. Why? Oh!" He looks at you. "Your child is finally born?"
"Yes, and he's hungry. So can you check your spellbook?" "Sure."
The man pulls out a book, which he folds out several times and it becomes much, much larger. He then flips pages multiple times.
"Set fire, no... Polymorph Toad no... Scare Soul no... Ahh! Minor Meal! Or is that Minor Heal? The M looks weird, I think I might have gotten some sap on it. Bah, whatever, no harm in using it. Ful-Min-XOS!"
Suddenly, your stomach feels fuller. The man repeats the spell several times, and you are now very full. The man is quite tired looking, though.
"Thank you Jomas, you may return to trying out Polymorph Drake." "Thank you mistress. If you hear any screams it'll likely be coming from me." The human smiles as he turns to leave.
+3 Charisma.
((Alright, I decided to let you get a late-christmas gift. List the top 3 things your character wants or would want later in life. Alternatively, if you're a cheap roleplayer, list the top 3 things you want. I will decide, with dice and my own opinion, what you will get. The things you wish for must be an object or something that can be given by an object.))
Inspired by the chat about gods yesterday, Semakhet sets out to find a shrine and strike up discussion with a god!
You set out to find a shrine.
However, considering Othem is atheist, finding a shrine that actually works is very difficult. You find 6 shrines which have either been desecrated, or are run down, before you come across one hidden very tightly in the mountains. It glows with a... dark energy. You try to get a conversation with a god, and amazingly you hear a response.
"...What are you calling me for, mortal? What is so important that I, goddess of the night and cold, would care?" You hear in a cold, female voice. The voice is nearly emotionless.
Something tells you that she likely is not interested in petty talking.
"Ah, my mistake. I am young, and unversed in the ways of the gods," Nuvian tilts her head. "I will return when the necromancer has been subdued."
Fly off to the south looking for the necromancer.
"Before you go..." Salar interrupts you before you leave. "...I have something which may help you."
A scroll appears on the altar. "This scroll contains a single spell which will send a single undead, of any strength, back to my realm. Keep it. Should you find yourself against a tough undead of any sort which you cannot handle, use it against them. I would not be pleased to see you in my realm.
Oh, wait, I didn't get to tell you..." You don't hear Salar as you go looking for the necromancer after picking up the scroll.
UNFORTUNATELY YOU DID NOT ASK FOR FURTHER DIRECTIONS. So you're flying without
any idea of where the necromancer is besides that he's just in the general area... Good luck trying to find him in the forest hurp. [4]: Well, you find the graveyard, but no-one's there. Plenty of graves are desecrated, though.
"Thank you... sage. This has been most helpful."
Head northwest. As in, far northwest.
You go as far northwest as you can, flying as fast as possible. You notice the sun shines slightly dimmer on you as you fly. Hm, perhaps you should be smarter at choosing your enemies. Regardless, you fly as far as you can before you exhaust yourself. You need a rest, badly. You land in the forest, panting heavily.
+3 Agility.
Tired: Cannot fly for 3 turns.
After his talk with the old man Kin felt a bit better and was about to fly back to his cave when he thought of something.
"I never asked but what is your name? I am Kin."
After asking for the old mans name Kin flew back to his cave and started to collect more of the precious material.
The man smiles. "Urvran. John Urvran. Nice to meet you, Ki
d." He grins after making a poke at your name and at the same time making an appropriate sentence. Clever.
You then fly back to your cave and try to collect more metal. There is none, you already knocked all of it out.
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: 0.
Intelligence: 56. Recent: 0.
Toughness: 66. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 49. Recent: 0.
Cruelty: 49. 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: 63. 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: 30/30.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Child.
Strength: 70. Recent: 0.
Agility: 43. Recent: +3.
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.
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: 73. Recent: +3.
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
Dark gray d: IronyOwl
Gray D: Talarion
Pink D: Dermonster
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 1 moves east, engaging Sarduk army 2.Attacker: The Helten Empire. First rolls are attackers. Heltens get +2 to Quality rolls for being two levels higher. Sarduks get +1 to Quantity rolls for being one level higher.
[3][1]: The Heltens are unlucky and only manage to find flat ground. The Sarduks... aren't so lucky. See, they end up with their army split between several rivers and ragged rocks. -1 to Sarduk Quantity rolls.
[Qual+Num:4+2][Qual+Num:2+1-1]: The Heltens cause huge casualties to their Sarduk foes with massive vollies.
[Qual+Num:2+2][Qual+Num:3+1-1]: They also win the skirmish battle by a slight margin.
[Qual:2][Qual:2]: The cavalry on both sides is fairly inept and the cavalry annihilates the other. Just like the last battle. Who the hell trains these idiots.
[Num:4][Qual:4+2][Num:6+1-1][Qual:6]: The Sarduks rush the Helten lines and push hard. Neither side gets the chance to exchange blows.
[Num:1][Qual:1+2][Num:4+1-1][Qual:4]: Somehow, the Sarduk push collapses the Helten line. The Heltens, as a result, suffer minor casualties.
[Num:4][Qual:1+2][Num:1+1-1][Qual:3]: The Heltens reform a line and all of a sudden the Sarduk line collapses. Neither side inflicts casualties.
[Num:4][Qual:2+2][Num:3+1-1][Qual:1]: The Heltens suddenly start hitting their enemies with pointy things which makes a lot of people visit Salar.
[Num:5][Qual:4+2][Num:3+1-1][Qual:1]: More Sarduks visit Salar. The remaining ones do not seem very happy.
[Num:5][Qual:4+1][Num:1+1-1][Qual:1]: The Sarduks suffer even more casualties and their morale utterly collapses.
[5+1]: Yet, they hold on and keep on fighting!
[Num:1][Qual:6+2][Num:5+1-1][Qual:5]: The Helten line collapses and much violence ensures. The Sarduks are on the receiving end of most of the pokes being dealt and their morale is collapsing yet again along with their numbers.
[Num:3][Qual:3+2][Num:6+1-1][Qual:4]: The Sarduks are desperate and try pushing the Heltens back hoping to gain momentum. All they gain is holes in their bodies.
[Num:1][Qual:2+2][Num:2+1-1][Qual:4]: The fighting slows as both sides slug it out in 1v1 melee.
[Num:2][Qual:2+2][Num:1][Qual:6]: The Sarduks somehow start turning the fight around, as Heltens start getting lots of holes.
[Num:3][Qual:1+2][Num:6+1-1][Qual:4]: The Sarduks start pushing the Heltens back with the deaththreat. The Heltens back away slowly, while some who didn't take the threat seriously die. The world mourns.
[Num:1][Qual:3+2][Num:1][Qual:5]: Both sides batter the other with their shields instead of their swords. Nothing gets done obviously.
[Num:2][Qual:5+2][Num:4][Qual:1]: Suddenly, the Heltens have enough and utterly rip through the Sarduk line.
[2+1]: A disorderly retreat is ordered. The Sarduks run for the hills since they aren't really interested in seeing Salar at the moment.
Attacker, The Helten Empire, wins! Victory is a Absolute Victory.
Sarduk army 2: Loses 90% strength and 100% morale.
Helten army 1: Loses 10% strength and 10% morale.
Sarduks retreat. Army is Devastated and cannot fight for 5 turns.
Heltens advance. Army is not tired.
Sarduk Horrific Defeat.
Sarduk Devastating Morale Defeat.
Helten Absolute Victory.
Helten Absurd Morale Victory.
The Sarduk Triumvirate gains 2 War Exhaustion. 10% manpower needed to restore all armies. Moderate amount of supplies needed to restore armies.
The Helten Empire gains 0 War Exhaustion.
Actions:
Sarduk: Restore 2nd army. 1st army swaps with 3rd, 2nd army moves east 3 tiles.
Attempt ceasefire.Helten: Restore 1st army. 3rd army moves southeast. 7th army moves east. 8th army moves east.
Discuss ceasefire.Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 100%. Morale: High, 70%/100%. Devastated 3 turns.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 10%. Morale: High, 0%/100%. Devastated 5 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: 70%. Morale: Medium, 70%/100%. Tired 2 turns.
8th Army ("Sarduk's Necromancers"): Quality: Great. Numbers:Small. Type:Mage army. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 35%. No Conscription.
Equipment Stockpiles: Very Strained.
War Exhaustion:
12.5/20.0.Winning/Losing: Losing fast.
War Goals: Crush The Helten Empire. Not met.
The Helten Empire:
1st Army: Quality: Advanced. Numbers:Decent. Type:Main Army, mountainous. Strength: 90%. 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: 100%. Morale: High, 100%/100%. Devastated 2 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: Winning fast.
War Goals: Cripple The Sarduk Triumvirate. Not met.
I hope I got everything! It's one of the few times in a while that I've updated in less than 5 days so I'm not sure if I've got everything.