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Turn 13

Somewhere in Mitsura

A procession walked through the great jungle of Mitsura, heading straight for the capital. Hordes of hoshi chittering at each other. Most of them were childlike in their behaviour, kept in line by the Swarm leaders, their more intelligent older siblings. They could be violent, but it remained to quick bites, slashes and kicks, weapons or death were not a part of the equation.

Still, the hundreds of tiny bids for dominance scared the dwarven captives. They were tightly bound together with thick cords of some kind of braided together animal hair. Some of the more resourceful dwarves had kept concealable weapons on them that had escaped the notice of the hoshi. Every time they thought it would go unnoticed, they used blades and arrowheads to cut away at the ropes, bit by bit they managed to wear the cords down.

“What are these monsters going to do to us?” A scared dwarf whispered.

“Something terrible no doubt. Traitors! When I have the opportunity, I am taking as many of them with me.” A wounded warrior snarled.

“We have to escape.” A third dwarf said. Both her eyes were bruised, but that had not diminished the fire in them.

“How? There are thousands of them!” The scared dwarf from before hissed, his eyes wide with panic.

“Shut up! Remember your training! Look who is here to celebrate the destruction of our people!” She shouted and pointed. The dwarves that could hear her followed her finger and saw a group of dwarves wearing red glowing armour.

“I am a carpenter.” The scared dwarf whispered, kind of hurt.

“Not anymore, welcome to the resistance soldier. I am your commanding officer, you just follow my orders, understood?”

“Who even are you?” The formerly scared, now mostly outraged dwarf asked.

“My name is Hildr and I am the last remnant of the old nobility.” She waited for a second for dramatic effect, which was sort of ruined by a hoshi grinning its nasty teeth two inches from her face.

“Let me tell you my plan and you can decide after whether it is going to work or not.” She explained it to them and they in turn explained it to the people behind them, who did the same and onwards. Dwarves are much better at remembering exact phrases than your average people. When working deep in the dark mines, mistakes concerning gas simply could not be made, or it would cost lives. Much like gas the enemy was all around them.

“They sure are stupid, no wonder they were turned so quickly. They are not a sword length away and they can’t even see the rebellion we’re planning.” The wounded warrior chuckled nervously.

“There are intelligent ones among them. Make no mistake, we were betrayed by intelligent beings, these oath breakers will not be spared the Allfather’s wrath!” Hildr spit.

They entered a clearing and the enormous procession broke up into smaller groups which searched for fruits, nuts and insects. The dwarves in their red armour assigned themselves to watch Hildr’s legion. She watched as her people were sat down in sloppy rows, then left alone. She tried to stand, but immediately the enemy dwarves started shouting aggressively. She sat down again, was given a blade and started cutting at the ropes.

“Hildr, question, how are we going to take those assholes out?” The formerly scared, then outraged, now loyalist dwarf asked. Hildr grinned and lifted her overshirt. Underneath it two bandoliers were strapped over her undershirt in an x-shape. The bandoliers contained canisters, a dozen each.

“Gecko gas!” The now devout loyalist gasped.

“Yep, condensed, so that it disperses quickly. We’re going to gas those assholes and then take their place. These things can’t tell us apart, I bet they will let us walk straight out of this fucking forest and into Zanzir.”

There was a round of chuckles as the dwarves continued to cut the rope.

It took a few hours before the focus of the possessed dwarves slipped. They had marched through the humid heat of Mitsura’s endless jungles for hours, fully clad in armour. Dwarves were sturdy, but even their constitution had limits. Limits they had just reached by sitting down in a field of poisonous flowers, which looked beautiful, but secreted a toxin when touched, that made it feel like one’s skin was on fire.

Hildr didn’t wait for them to catch their bearings. She sprinted towards the red dwarves, her bonds cut, her anger righteous. She pulled the rings from two cannister as a gecko had once showed her. She threw the cannisters in an arc, right into the centre of the already confused possessed dwarves.

When the screaming started, she however did not stop. More and more cannisters she threw at the enemy, until it looked like a sudden fog had descended on the clearing. Then, she stalked the edges of the fog kicking back in the dwarves that tried to crawl out.

The great, great, great granddaughter of the Allfather did not have mercy that day.


^
A few hours later and a couple of miles west

A Swarm Leader halted as a group of dwarves approached his supply line. “Greetings”, it shouted to the dwarves as they came within hearing distance. “The swarm may make camp, get me some of those big moths, I saw a few of them on a few trees in that area.” He pointed and the hoshi around it jumped to its commands.

The dwarves were friends, something the Swarm Leader knew because they wore the armours with rubies. The Swarm leader did not think much of the rubies. It had a small sliver, like every hoshi, but it did not desire more. The ruby sliver sometimes made it deeply uncomfortable and it had noticed that the hoshi that wore them became more vicious. These days the Swarm Leader took care not to touch it with its bare skin and it took the sliver off when it could.

Finally, the dwarves arrived. It was a small company, but then that was always the case, no matter their numbers. The Swarm Leader took a moment to appreciate its own joke, before focusing on the strangers. “Greetings dwarven friends, what news do you bring of the war.”

“It is over, we won.” The dwarf responded curtly. Direct communication then, the Swarm Leader was glad, it had no experience with dealing with outsiders.

“Excellent, what can we assist you with?”

“We need guides to Zanzir, we’re reinforcing them against the invaders.”

The Swarm leader tilted its head. “I thought we were going to talk with the invaders.”

The dwarf shrugged. “I’m just following orders.”

“Fair enough.” The Swarm Leader said. “My second here will guide you to the Zanziran border. Safe travels.”

“May fires warm your hearths.” Hilder said, her lips curling into a predatory smile behind her visor.

And so, to the Zanziran border the last true dwarves went.

Actions turn 13:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 1 moves 1 tile south east
  • Army 2 moves 1 tile north west
  • Army 3 moves 1 tile south west
Free actions:
  • Lord Borage grows forest tile, 1 tile east of Steel City
  • Dwarven captives are brought to capital (GM decides how many pops)
  • Army 3 explorers: focuses on putting out the fires that prevent Asphodel from being a level 2 military settlement.
  • Acquires cape of infinite strength from Zanzir -10 resources
  • Conquered dwarven settlement is returned to the dark dwarves
  • -40 resources are given to Zanzir for the war effort

Actions:
  • Starts building wonder: The World Tree. 1/6 turns 3/18 actions, 20/150 resources
Continuing processes:
  • Complete Policy: Growth of a new forest tile, caves on the south west coast, location army 2. 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi)
  • Inventor Hekron creates a new invention 2/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete Borage uses action to grow forest tile 1 tile east of the Steel city 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)
  • Quest for the dark one: Surround the Steel City with forest 4/6 tiles covered
  • Unification of the dwarven kingdom and Mitsura 1/4 turns

Tables

Income Resources this turn Resources expenses this turn Resources next turn Population this turn Population next turn Population expenses
Settlements +8 - +8 +16 +16 -
Trade +6 - +6 - - -
Other +70 - 70 - - -35
Overall 43 -70 57 82 63 -35


Weaknesses Effects Location
Sunlight Units in deserts or snow tiles have -1/-1, +2 to fire weakness Empire wide
Sub-Kaminoki trees If a Kaminoki tree is destroyed, all units in that tile and surrounding tiles lose the bonus they receive from Strong Magics. Those not under the affect of the tree have a -1/0 Empire wide


Bonuses Effects Location
Natural Woodsmen Double movement for units on forest or swamp tiles +0/+1 while in forest Empire wide
Population Growth Population growth +2, Max pop +5 Empire wide
Strong Nature magics Units have +1/+1 in settlements Empire wide
The Inventor’s workshop While residing in its workshop Inventor Hekron creates and invention in 3 turns instead of 4. Seicho
Forrest Irrigation 2 when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. Empire wide
Tomb of Growth 3 Population can be turned into resources at ratio of 1:2 Empire wide
Blood Pits +1 order and the Kaminoki is empowered by blood sacrifice (up to gm’s discretion) Seicho
Poisoned weaponry Yari and Ite troops have +1/+0 Empire wide
Place of exchange Enables trade Empire wide
Dangerous Flora I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Dangerous fauna I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Insect and Arachnid Pheromone Control Whenever a Mitsuran army fights in a forest tile, before the battle starts, great insect swarms harass the lines of the enemy. Three random enemy units lose attack first, or if they didn’t have it, gain attack last. Heroes and Leader units are unaffected. All forest/swamp/jungle tiles connected to the kaminoki
Fog of dreams -1 movement for enemies on swamp or forest tiles All forest/swamp/jungle tiles connected to the kaminoki
Guerrilla Warfare Friendly units on forest or swamp tiles are stealthed. All forest/swamp/jungle tiles connected to the kaminoki
Hall of the Niwashi Recruiting new Niwashi only costs 1 action Seicho
Specialized Warrior Breeding pods When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources. Seicho
Specialized Warrior Diet Yari Troop units get +0/+1. All forest/swamp/jungle tiles connected to the kaminoki
Mist makers Yari Units a 9+ save while in the forests and swamps. All forest/swamp/jungle tiles connected to the kaminoki
Spore growth decreases Seedlings on Asphodel to 6-10 Range and ups it to 2 Seedlings per success. Applies only to Asphodel
Consolidated pantheon All hoshi convert to the faith of the Dark Ones (better name pending). The Kaminoki, Uthredal and the Dark One gain divine status in this faith. Unifications with nations and factions who worship a dark one now become possible. Empire wide
Ruby Priesthood Enables recruitment of elite unit Ruby Priest. Empire wide
Hidden roads Enemy units cannot use roads within Mitsura. The hidden roads of Mitsura grow beneath one’s feet only when one holds no ill intention towards the nation. Empire wide


The locations of the armies are filled in after the moves of tits turn have been completed

Army Units Location Stance
Army 1
  • Hero unit Borage
  • Elite unit Niwashi
1 tile neast of the Steel City Borage uses growth ability.
Army 2 Elite Niwashi Unit 1 tile northwest of Caves on the southwest coast Explorers
Army 3
  • Leader Unit Iemitsu
  • Hero unit Dark Disciple
  • 6x Troop Yari
  • Troop Ite
  • Hero unit Large Wolf
  • Troop Flaming Shrubbery
1 tile North West, 1 tile West of Capital Siege and occupy
Army 5
  • Hero unit Hekron
  • Hero unit the Golem
Capital Specialist tasks
Army 7
  • Troop Yari unit
Steel City Siege and occupy dwarven capital
Army 8
  • 2 vehicles of unholy fire
  • Hero unit Asphodel
1 tile North West, 1 tile West of Capital Static, level 2 military settlement, -1 level for fire.


Gear Effect Unit
Helmet of Mana Strength: Attack spells deal an extra 2 Damage Weakness: -1 HP Iemitsu
Sword of Isis +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks. Weakness: None
Cape of infinite strength Strength: Roll a d10 before battle 1: 0/+1 2-3: +1/+1 4-5: +1/+2 6-7: +2/+2 8-9: +2/+3 10: +3 HP, +1 Attack Weakness: On a 1-5 gains attack last
 
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Actions:
  • Train 1 Xiron Class Beasts in Farming settlement (2/2)
  • Hire 6x Takrian Avenger Mercenaries in Capital
  • Army 9 continues building Great Wall (2/2)

Free Actions:
  • Army 1 moves East 1 Tile
  • Begin peace talks with Western Alliance

Ongoing Diplomacy:

Takrian & Zanziran collaboration: Due to joint efforts made to restore the Xenosis laboratory, Zanzir has promised Takria equal shares of all rewards gained from the lab. (All knowledge and the ability to recruit units from the lab are shared with Takria. Units will appear on the lab’s tile.)

Stats:

Black Market Items:

  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Sold!
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP
  • Sword of Isis Strength: Sold!
    • +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks.
    • Weakness: None
  • Cape of The Infinite: Sold!
    • Strength: Roll a d10 before battle
      • 1: 0/+1
      • 2-3: +1/+1
      • 4-5: +1/+2
      • 6-7: +2/+2
      • 8-9: +2/+3
      • 10: +3 HP, +1 Attack
    • Weakness: On a 1-5 gains attack last
  • Gauntlets of Strength: Costs 10res
    • Strength: +1 Extra Damage
    • Weakness: -1 HP
Cities:
  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops
    • Xenosis Laboratory

Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res
Expenses:
  • Recruitment - 18res
Treasury:
  • Balance: 99 - 18 = 81
  • Next Turn: 81 + 21 = 102
Military:

  • Army 1
    • 1x Spy
  • Army 2
    • 3x Infantry
    • 1x Giroj Class Jumper
    • 1x Xiron Class Beast
  • Army 8
    • 1x Infantry
    • 1x Giroj Class Jumper
    • 6x Takrian Avengers
  • Army 9
    • 1x Infantry
 
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A New Year Dawns
~ 1st Quarter, 51AC ~


  • While Summer may be a time of great rejoicing for the other peoples of the Continent, it is for the Regalians a time of hardship and rememberance of darker times, with the ever rising light of the Heavens reminding all of their eternal tormentors. While the Revolution was launched in the Winter, it did not end with the death of the King. The Revolutionaries underestimated the spite and determination of the zealots, believing falsely that without their leader that the theocrats would quickly crumble. But the civil war dragged on, the theocrats, both aristocrats and their zealot attack dogs, did not surrender nor strive for peace. They continued the war, ceaselessly and without restraint, leading to the horrific bloodpaths that came in the following summer months.

    Immediately following the King's death, much of the city remained in the hands of theocrats. The Aristocrats controlled the Central Circle, while the zealots held vast areas throughout the slums of the city. The Revolutionaries expected for the Aristocrats to at least attempt to negotiate. After all, the Royal Army had been defeated and their King had been killed, along with several aristocrats that fought with the King against the Revolutionaries. And with magic on the Revolutionaries side, it seemed to all that the Kingdom had been lost. But rather than diplomats attempting to come to an amicable arrangement with the Revolutionaries, they received only death.

    The zealots organised and engaged in a campaign against the Revolutionaries. Not attacking the Revolutionary Army, but the people instead. They would infiltrate sections of Revolutionary territory and massacre entire neighbourhoods. Men, women, and children. No one was spared. In one particular attack, the zealots entirely depopulated one neighbourhood, and even had time to place the severed heads of those killed on pikes outside each residence. The Revolutionaries responded by tightening security, but this only went so far. When bloodpathes by the blade could not be accomplished, it would be done by subtler means. Another incident saw people in another neighbour inexplicably die within a matter of days. Mage healers that investigated discovered the cause, poison, that had been introduced to the neighbourhoods wells. These incidents, and others, occurred all over the city. Many people died, and many more were left grieving. As for the Revolutionaries, there was only one thing they could do to stop it. Obliterate the theocrats, one and all, root and stem.

    The Revolutionaries did not shy away from meeting barbaric slaughter with their own. A bitter war was waged, from street to street and building to building, cutting down the theocrats and pushing them back. As the Revolutionaries took ground, the zealots changed tactics, stealing Revolutionary uniforms and infiltrating ranks, assassinating mages as well as officers, even disguising themselves and hiding within groups of civilians before leaping out in teams to attack Revolutionary platoons. Zealots, at one point, even used children. They would give children knives tipped with poison, and tell them that their Goddess demands the blood of the heretics. There was no tactic too perverse that the zealots would not use, and these dirty tricks made the Revolutionaries harsher and ever more paranoid.

    But those that suffered the most were the civilians. Caught in the middle, used as pawns and personal shields, unable to do anything to protect themselves from either side.

    Those summer months were the worst and most bloody in all of Regalian history. When the war finally ended, and the theocrats were finally crushed once and for all, the people were left with only memories of their hardship in this struggle. Many were homeless, many were starving, many were sick, but nearly everyone in the city had lost someone in the war. Friends, family, loved ones. The Revolutionaries had finally won, but it felt like no victory. The nation grieved.

    In the following year, Merilian, newly appointed Primus of Regalia, looked upon the people with pity. The scars of the war were felt even long after the fighting stopped, and it would take a decade before things would finally return to as they were before the Revolution started. And so, Merilian decided upon a public holiday, the Summer Solice. It is a time for the people of Regalia to come together, to grieve and comfort one another, to provide help and support to those most in need, and remember the great and terrible cost wrought in their fight against celestial tyranny. In this holiday, memorials to the Revolution are visited by many, as those who gave their lives to throw down the theocrats are remembered. But it is not simply about the Revolution. Much like the Day of Gifts, the Summer Solice is also a time for charitable works, community support, and showing love to ones family. Over the years, the Summer Solice has even been associated with forgiveness, a time for those who have past grievences to set them aside and come together.

    This year, much of the focus as been on those who have suffered in the recent conflict, on those killed and injured in the war against Gecklicko as well as the families who lost loved ones. A memorial is not yet built to honour the war dead, but Tress leads a public procession in the Central Circle, laying flowers at the base of the Revolutionary memorial in place of a war memorial.

    "We must never forget those who sacrificed their lives for our sake, sacrificed so that we may live lives of peace." Tress would speak to the crowd, many at the front, closest to her, being grieving widows and orphans, "Today, we grieve for their loss. We grieve for all the memories that have been stolen from us, for all those gentle moments of love and kinship, for all the things we may never say or do or experience with them again. We grieve for our husbands, our fathers, our brothers and sons and friends. Today, we grieve. But tomorrow, we set aside our grief and remember the wishes of those we have lost, what they would have wanted for each of us. To live, to love, and to find our happiness again."

    Once the day turned to night, the families of those who lost loved ones received their compensatory payment from the Magisterium, for all 5500 soldiers that were killed in the war. Regretably, Alexian nor the Marshal nor the Commanders could be present for this, and so junior officers that remained in the city had to perform the task. For many, serving in the Regalian Army provides a comfortable living for a soldier's family, and when they die the effect on their family can be devastating in financial as well as emotional terms. The Magisterium, therefore, provides generous payments to the families who lost loved ones. The payment does not last forever, but it can save a family from spirelling into destitution, and give them time to set their affairs in order. This policy, of course, is expensive, but popular.

    Finally, as the night claims the skies and the city falls into sleep, the following dawn brings with it not just a new day, but a new year as well.
 
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Takrian Republic

Takrian republic has decided to shut down the refugee camps in Khazar Dymraen, due to political tensions and ongoing military conflict. All residents are to report to your sector government centre and register for relocation. ~ fragment of a public notice

Cities:
Raven's Heart refugee camp; +1 resources +1 population
Ru-Ten refugee camp; +1 resources +1 population
Safeguard: standard settlement; +4 resources +2 population
Karak Azgaraz: standard settlement; +4 resources +2 population
Policies and advancements:
Unknown horizons: Being a colonization mission sent to an unknown planet, the crew of Unity was trained in handling the dangers of unknown territory. Exploration a tile is more likely to yield a favourable outcome. [policy]
Resource extraction: Intensified prospecting and advanced mining techniques lead to more efficient utilization of mineral wealth. All settlements gain +1 resource income. [advancement; lvl 1]
Military reserve corps: Takrian military, aside from its active service branch, also operates a reserve force. Those are troops trained for combat, but not on constant deployment. Whenever combat takes place or a settlement is attacked in takrian territory, the settlement spawns Xd3 legionary units, with X being the level of the settlement. Reserve legionaries disappear when the threat is over. [advancement; lvl 1]
Marksmanship training: Though mostly used to shower enemy troops in a hail of arrows, takrian archers are additionally trained in individual marksmanship, serving as a makeshift replacement to snipers of Nazgir in eliminating high value targets. Archers gain +2 attack when targeting heroes and leaders. [advancement; lvl 1]
Organized resistance: In an event where takrian territory comes under occupation, the government takes precautions to ensure occupying forces will not be able to use their resources to further their goals. Some of the military and civilian officials hide among the populace, and establish basic structures of an underground state, ensuring that the resistance is never smothered and always has open avenues of development. Takrian resistance does not dissipate over time. [advancement; lvl 1]
Underground contact network: Even though the government itself might be in exile, it nonetheless maintains contact with the resistance back home, the two entities coordinating their actions and supporting eachother whenever necessary. All income or resources lost to takrian resistance activity is directly translated into income for the government in exile. [advancement; lvl 1]
Underground education: Even under occupation, the takrian people take effort to preserve their society and culture. Takrian resistance cannot be suppressed or destroyed by manipulating culture or education, including attempts at resettling population. [advancement; lvl 1]
Specialist integration: Wherever takrians are allowed to establish a refugee camp, workers specialized in various fields not busy in the camp itself are loaned to the host settlement, bringing with them unique expertise and abilities. Nation hosting takrian refugee camps are affected by one takrian advancement or national strength of their choice. [advancement; lvl 1]
Refugee police: One of the first things taken care of when establishing refugee camps is restoring some semblance of a police force, to keep the refugees safe and ensure the daily life in the settlement is not negatively affected. Add 1 to all unrest rolls caused by takrian refugee camps. [advancement; lvl 1]
Units:
Army 1: 5 refugee warriors, Hoodoo the Crusher, 3 bandit warlords, 3 bandit warriors
Army 2: 1 legionary
Resources:
Starting: 34
Settlement income: +10
Trade with Zanzir: +3
Trade with Ru-Ten Amalgam: +3
Trade with Regalia: +3
Unit recruitment: -14
Final: 39
Population:
Starting: 38
Growth: +6
Unit recruitment: -6
Final: 48
Movement:
Army 1: move south-east, assault dwarven rebel capital
Actions:
Action 1 used to recruit an archer in Safeguard
Action 2 used to recruit a legionary in Safeguard
Action 3 used to recruit a cataphract in Safeguard (Turn 1 of 2)
Free actions:
Refugee camp in Dymraen disbanded; +10 population, +1 order
 
The followers of the universe itself;


The Order of Kerem;

“Even now, when a year must come to an end, things appear to be better off before the introduction of the outside world than now.”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
-x2 Giant Desert Isopod Herd

Army 2;
-Adella / Hero Unit
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Warriors

Army 3;
-The Soldier and the Fool / Leader unit
-x1 Footsoldier
-x2 Javelin Warriors

Army 4;
-Brothers 3/Hero Unit
-x1 Footsoldier

Free Actions:
1. Armies stay in their respective locations

Paid Actions:
1. Lvl 1 advancement. Stamina of the stars above; “Our blessed Deserts not only allow us in order to bring forth Kerem’s wrath upon those who try to attack our people, but to also bless them with needed strength as well”; Lvl 1: When Order or allied Units are on Desert tiles, gain +1 M. Gain +2 M When either within an Order settlement or in range of a tile under the sun effect that is also in a desert tile.

2. Lvl 1 advancement; Isopod Farm: “Recent understanding of our most important work animal has brought forth the hidden value that these creatures bring forth when used in battle, and thus, our goal of expanding their numbers to take advantage of such is something to take note of” Gain access to build Isopod Farms, which have these stats;

-The settlement provides no pop or resources but counts as a farming settlement for all other purposes
-Any Isopod units can be recruited at the Isopod Farm
-When recruiting units, X additional isopods can be recruited where X is the settlement level (only works on one recruit action per turn)
-For each additional Isopod recruited, add 50% of its base resource cost to its recruitment cost (e.g., if you recruited 3 isopods, the first would be base cost, the 2nd 150% base cost and the 3rd 200% base cost)

-2 resources.

3. Second half of lvl 2 research: Colored fire; “Testing of the substance had resulted in many errors and trials that had failed... but when combining different chemical and powders to the mix, seemed to create a colored explosion... and we have managed to create an working launcher of this colored fire. Called the ‘Desertanian Dragon’s roar’, which is fired from a tube like device that creates a wonderful cloud of colored smoke in the air.”; Every 5 turns, an festival occurs within the Order of Kerem, which is a celebration of this colored fire which awes the audience. An single order point is granted everytime the festival occurs. Also grants access to an non-combat, called the ‘Dragon Isopod’, which are a small herd Isopods with the devices attached to them;

Name: Dragon’s Roar Isopod
Type: Non-combat
M:1

Trait: Dragon’s Roar display; “These Isopods contain, although smaller, versions of our festival devices. While smaller, it doesn’t change the fact that these things could bring awe to those who see it, especially those from foreign lands.” (Buff only applies with one unit in a settlement), When within a settlement, the Isopods will begin granting a temporary +1 happiness to the settlement its in. If killed, the happiness will go away. resources paid for, advancement completed

Expenses;
Current resources: 146

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +12
Trade with Oni: +12
Trade with Draken: +12
Trade Routes benefit between settlements: +24
Per Turn: +74

Two lvl 1 Researches: -4

End Result: 216 resources

__Embassy Bank;__
Current resource hold: 150 Resources
After 10% Interest; 165 Resources
 
The Battle of the Demonic Dwarves

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Excerpts from around the continent in the time of the Great Strife.


“This Allfather of the evil Dwarves is immensely strong. It ripped through our army like it was nothing. If it wasn’t for the amazing power that lay behind our own leader, their army would have laid waste to ours.”- Regalian Soldier

“The Geckos and the Elves insist on fighting us when all we wanted was to get away from the encroaching demons. So we took the city that tried to kill us for peace” - Dwarven Soldier taking refuge in the formly Gecko settlement

“We were wrong. Barbarians on one side and demons on the other. Is the only safe place in this land, the desert?” - Zanzarian Noble

“We’ve given those Regalians some coin and supplies in order to fight the Demons to the South. Glad that it’s not me sent there.”- Drunken Tolouis Guardsman moments before he downed his Fifth bottle of wine




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Dymaeran Settlement
Population: 42 Resources: 16 Order: 1


Lord Jadom attempted to ask for asylum within the borders of the Regalian Empire. He was even willing to have his people support them. He had heard previously from the Geckos that they were liars and untrustworthy folk, but the fact that the Gecklickos had not yet been wiped out by them, showed at least that they were better than the Demons that were taking over his people and the alliance.

What came next was not something that he was expecting. After sending a message to the local guard to the Regalians within the city, their response had been to pelt them with Gecko Gas. Him. They were attacking him and his people, completely unprovoked.

Well, if they were going to be so violent, he’d take the city, keeping casualties as low as he could, and bargain with them from a position of strength.

The gas killed some of their guards as they attempted to storm the walls, but the Gecko shield bearers were easy enough to take out for his hardened troops. The Dwarves did not train weaklings within their ranks.

Lord Jadom took hold of one of the Geckos within the city and spoke to him, handing him a written note, but explaining it to him anyway. “Let the Regalians know that we do not wish to hold the city. We still wish to only seek Asylum within their borders. Failing that, let them merely travel to the East to build boats to leave the continent or the West to find a new home. They do not wish to keep the city.”

Dwarves Train 3 Guards at the captured Gecko Settlement.
Army 1: 2 Protectors, 5 Guards, Lord Jadom


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Draken Guard
Population: 44 Resources: 31 Order: 1



Regalia had sent worrying news about Demon possessed Dwarves on the ground below. In response, they sent as many resources to aid in the war effort as they could.

THe Drakenguard have never been a people to rush to war, but they would be ready if need be. In fact, they continued to raise an army due to the rumors of the massive armed horde that has destroyed Azera to the West.

The Oni went to meet them head on, but who knows if that will be enough.

Train Dragoon in Army 3

Army 1: 1 Nymph, 1 Dragoon
Army 2: 2 Dragoons
Army 3: 10 Dragoons, 2 Dragon Warriors, 2 Juggernauts



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Toulais
Population: 44 Resources: 26 Order: 2




Charlene Gaverene continued to build the fleet of ships up. She would make sure that Toulais would be the envy of all other nations with their powerful and numerous ships. She directed the men and women who were the builders. With the pace that they were maintaining, she didn’t mind the occasional slacking off to go drink some wine. With the rumors of demons infesting the Dwarves to the South and Barbarian hordes to the West, it was enough to drive anyone to drink.

She was making due as best as she could, after all, much of the country’s resources have been sent to their ally, Regalia so that they could best fight the Demonic Horde while its still in its nascency.

Train 3 Advanced Attack Boats in the Capital

ARMY 1: De’Orleon, 1 Archer, 1 Guarde, 3 Skeleton Knights
Army 2: 1 Archer, 2 Watercraft, 5 Guarde, 1 OBL, 6 Advanced Attack Boats



The Gecklicko Realm
Population: 30 Resources: 17 Order: 1


Unbelievable. It was completely unbelievable that their city to the South had fallen again. This time to the Dwarven menace. The Gecko Gas barely managed to slow them down, and the Geckos holding the large shield mechs, did not do much either than get cut down through their massive might.

Supposedly, the Dwarves just wanted peace, to get away from the Demons, but what are the chances that any escaped infection?

Army 5 aids in the attack on the Dwarven settlement with Regalia

Train 3 Swordslingers at the Capital

Army 1: Unit 01, 1 Swordslinger
Army 2 (In Capital): Garli, 1 Strider, 3 Swordslingers
Army 3 (South of Lost City) 2 Swordslingers


2 AA, Turn 14, Month 2



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The Oni
Population:119 Resources: 64 Order: 1


Advancement: -Great Arena II: Those who have experienced the arena have a skill and knowledge that transcends themselves and filters towards the beasts they ride into battle.

If someone has completed the Arena and has a mount from the Great Cage, the mount can bestow an additional trait on the rider. The mount becomes a named, legendary version of the mount type. No other version of that mount may be taken by that nation. E.g. Samanosuke has a legendary phoenix, no other Oni can take a phoenix. The trait must make sense in terms of fluff.

Great Forge: Turn 1 of 3

Oni Actions

Free

-Ga’lade joins the Oni

Army 7: SW - Explore
Army 6: SW - Build Road -5 resources
Army 5: NW - E - Repair Goblin Docks - 10 Resources
Army 3: E (road), NE -
Recruit x2 Builders at Ga'lade - 4 resources
Hojo: NW (road), NW, W - Uses Rise Up! On Euvoian Army 1
Kawada: Joins Hedge Mages
Army 1: W, NW - Diplomacy with Mitsura

Quest 3 Completed: Reward- Hero Unit- Hiroki

Quest 4: Have Hiroki defeat 6 Units in battle (Does not have to all be in one fight)

“Hiroki, the Time has come for you to test yourself on the battlefield with your new magic. It will help to show you who you really are. I have faith in your new abilities, as you have worked so hard. It will bring you and your people that much closer to the enlightenment that you wish for.” - Orren

Army 7 Explores: In the lush forests of the Floating Dragon Island, they come across an ancient crumbling pyramid mostly obscured by foliage and overgrowth. (Continued in Diplomacy chat)

The City State of Mesania
Population: 50 Resources: 50, Order: 2
?? Slaves


Navy 2 - E - Diplomacy with Ru-Ten
Navy 1 - W, W
Lythos to Oni Capital and enters Arena - 1 of 3
Navy 3 (Northern Group) - Priests - SW, SW
Army 2 - SE, SW - Merge with Priests

Paid

Sharpened Scythes: Chariots trait triggers on 8+ and then 9+ after.

Toughened Armour: Bastarnae 0/+1

Chariot Arena: Produce one extra Chariot when recruiting a chariot for +50% cost

Quest: 2 out of 5 Weapon/Armour Upgrades Completed

Mitsura
Population: 63 Resources: 57 Order: 2


Free actions:​
  • Lord Borage grows forest tile, 1 tile east of Steel City​
  • Dwarven captives are brought to capital (GM decides how many pops)​
  • Army 3 explorers: focuses on putting out the fires that prevent Asphodel from being a level 2 military settlement.​
  • Acquires cape of infinite strength from Zanzir -10 resources​
  • Conquered dwarven settlement is returned to the dark dwarves​
  • -40 resources are given to Zanzir for the war effort​
Gains 10 Pop of Dwarven Captives.

Army 3 manages to put out the flames around Asphodel


Actions:​
  • Starts building wonder: The World Tree. 1/6 turns 3/18 actions, 20/150 resources​
Continuing processes:​
  • Complete Policy: Growth of a new forest tile, caves on the south west coast, location army 2. 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi)​
  • Inventor Hekron creates a new invention 2/3 (4 -1 for the Inventor’s Workshop advancement)​
  • Complete Borage uses action to grow forest tile 1 tile east of the Steel city 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)​
  • Quest for the dark one: Surround the Steel City with forest 4/6 tiles covered​
  • Unification of the dwarven kingdom and Mitsura 1/4 turns​


Zanzir
Population: 67 Resources: 102 Order: 1


Takrian & Zanziran collaboration: Due to joint efforts made to restore the Xenosis laboratory, Zanzir has promised Takria equal shares of all rewards gained from the lab. (All knowledge and the ability to recruit units from the lab are shared with Takria. Units will appear on the lab’s tile.)​
  • Train 1 Xiron Class Beasts in Farming settlement (2/2)​
  • Hire 6x Takrian Avenger Mercenaries in Capital​
  • Army 9 continues building Great Wall (2/2)​
Quest 1: Research Magical Book

“Princess, this book can help you become very powerful indeed, you merely need to peruse its contents and the secrets will soon be yours.”- Mysterious benefactor



Regalia
Population: 34 Resources: 96 Order: 1


~ 1 point used for movement.
~ Research > Shieldmen Armour > Tier 3 > 1 of 1 > Trait Unlocked ~ Attacked First: Taught by the Paragon himself, Shieldmen have learnt that most noble of virtues; self-sacrifice. During battles, Shieldmen will be targeted first by the enemy, until all Shieldmen have been destroyed. Shieldmen will protect allied forces as well.
~ Research > Imperial Administration > Tier 2 > Regalia now shares its national strengths and policy with its vassals.


Most of the Dwarven Army is defeated, but the shieldmen were all lost. Word arrived of the Gecko settlement being taken by dwarves. A Gecko messenger arrived with a letter and a message, both which alluded to the same. The letter read as followed, which if destroyed, the Gecko would have reiterated it as told by the Dwarf.

“I am Lord Jadom, leader of what is left of the free Dwarves. We came to you to seek asylum from the Demons that have infested in our homeland. In response to you attacking us for asking for said asylum, we have taken the Gecklico city. We do not wish to keep it. If you will have have us, then just allow us to either leave to the East to build ships to leave the continent or to the West to find freedom from the Demons. If, instead of listening to our reasonable asks, you attack us again, we will be forced to raze the city to the ground.”


Takrian Republic
Population: 48 Resources: 39 Order: 1


The Takrian forces manage to take the infested Dwarven Capital and now possess half of the Possessed Dwarven settlements, losing only a few refugee warriors in the process.
Action 1 used to recruit an archer in Safeguard
Action 2 used to recruit a legionary in Safeguard
Action 3 used to recruit a cataphract in Safeguard (Turn 1 of 2)
Free actions:
Refugee camp in Dymraen disbanded; +10 population, +1 order

The Ru-Ten Amalgam
Population: 36 Resources: 47 Order: 1


Action 1: Advancement Photosynthesis Exploitation Lvl 2
Action 2: Recruit 2 Benvtvine Skirmishers for Gerudo Valley
Action 3: Recruit 2 Bentvine Skirmishers for Yomus Garrison




The Order of Kerem
Population: 41 Resources: 216 Order: 1

Alliance Bank Resources: 165



1. Lvl 1 advancement. Stamina of the stars above; “Our blessed Deserts not only allow us in order to bring forth Kerem’s wrath upon those who try to attack our people, but to also bless them with needed strength as well”; Lvl 1: When Order or allied Units are on Desert tiles, gain +1 M. Gain +2 M When either within an Order settlement or in range of a tile under the sun effect that is also in a desert tile.

2. Lvl 1 advancement; Isopod Farm: “Recent understanding of our most important work animal has brought forth the hidden value that these creatures bring forth when used in battle, and thus, our goal of expanding their numbers to take advantage of such is something to take note of” Gain access to build Isopod Farms, which have these stats;

-The settlement provides no pop or resources but counts as a farming settlement for all other purposes
-Any Isopod units can be recruited at the Isopod Farm
-When recruiting units, X additional isopods can be recruited where X is the settlement level (only works on one recruit action per turn)
-For each additional Isopod recruited, add 50% of its base resource cost to its recruitment cost (e.g., if you recruited 3 isopods, the first would be base cost, the 2nd 150% base cost and the 3rd 200% base cost)

-2 resources.

3. Second half of lvl 2 research: Colored fire; “Testing of the substance had resulted in many errors and trials that had failed... but when combining different chemical and powders to the mix, seemed to create a colored explosion... and we have managed to create an working launcher of this colored fire. Called the ‘Desertanian Dragon’s roar’, which is fired from a tube like device that creates a wonderful cloud of colored smoke in the air.”; Every 5 turns, an festival occurs within the Order of Kerem, which is a celebration of this colored fire which awes the audience. An single order point is granted everytime the festival occurs. Also grants access to an non-combat, called the ‘Dragon Isopod’, which are a small herd Isopods with the devices attached to them;

Name: Dragon’s Roar Isopod
Type: Non-combat
M:1

Trait: Dragon’s Roar display; “These Isopods contain, although smaller, versions of our festival devices. While smaller, it doesn’t change the fact that these things could bring awe to those who see it, especially those from foreign lands.” (Buff only applies with one unit in a settlement), When within a settlement, the Isopods will begin granting a temporary +1 happiness to the settlement its in. If killed, the happiness will go away. resources paid for, advancement completed

Ogre Kingdoms
Population: 44 Resources: 26 Order: 0

The Ru-Ten Amalgam
Population: 44 Resources: 59 Order: 1
 
Zanzir

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“Your plan in the west was a very good one sister, but going forward we will move as one.” Tenebrous’ voice resounded through the room as he took his seat at the head of the council table. Amanitore nodded her head approvingly along with their cousin Tut. Solomon the Master of War was still away in Kerem’s Reach.​

“These Regalians that you met with are likely the same magic users we were warned about by the Gecko people further east. Are you sure we can trust them?” The king directed his gaze to his sister as it was reported that she did most of the talking during the meeting.

Amanitore’s right hand lay on top of a finely crafted wooden box, her hand gently gliding back and forth over it as if petting it. “The representatives that they sent were very...excited to see me use magic and refused to initiate any kind of negotiation because they believed themselves to be beneath me. I find it hard to believe that their superiors will be easy to negotiate with when that is the sort of praise they are used to. But we can utilize my magic to our advantage to at least gain the respect of their leaders and perhaps move on from there.” Her hand lay flat on the box and she leaned back into her seat.

“What do we do about the west? I must say, cousin, that I disagree with your decision to pick The Reach over a chance at peace. We barely have an army to defend with and are surrounded by enemies and potential enemies.” The Master of Coin spoke with a shaky voice as his heart raced, full of nerves and uncertainty.

“The Oni are greedy, pathetic, and poor liars. We sent dozens of people out into the harsh desert to build not just The Reach, but Sun’s Spire as well and giving away any settlement is akin to telling those people that their hard work and strife had all been done for someone else. Someone they would never know and possibly grow to resent, even hate. We also cannot trust the west alliance, so giving them anything is off the table.” Tenebrous linked his hands together with his elbows rested on the table and let his chin press against his fingers.

“So what do we do? Any allies we have left are tied up in their own wars and the Realians are not our allies yet and there is no telling if they would fight with us.” Amanitore would act out on her own as usual, but they were supposed to be presenting a united front now. She had to weigh her options carefully.

“We will do the only thing we can; rally everything that we have against them and do our best to resist.” Tenebrous leaned back in his seat, an exhausted expression upon his face. He couldn’t help but wonder if Zanzir would meet its end soon.

Actions:
  • Policy change - Nationwide Peace Event: Lasts for 6 turns Zanzir cannot attack wighout being attacked first as all troops have currently put down their weapons in the name of peace. Zanzir cannot train any new units. If anyone attacks Zanzir in this peaceful state, they gain -6/-6 and all nations including npc groups are informed of the attack if a nation at peace.
  • Amanitore Researches mysterious book.
  • Raze Xenosis Lab

Free Actions:
  • Army 1 moves East 1 Tile
  • Army 9 moves East 1 Tile and rejoins Army 8

Stats:

Black Market Items:

  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Sold!
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP
  • Sword of Isis Strength: Sold!
    • +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks.
    • Weakness: None
  • Cape of The Infinite: Sold!
    • Strength: Roll a d10 before battle
      • 1: 0/+1
      • 2-3: +1/+1
      • 4-5: +1/+2
      • 6-7: +2/+2
      • 8-9: +2/+3
      • 10: +3 HP, +1 Attack
    • Weakness: On a 1-5 gains attack last
  • Gauntlets of Strength: Costs 10res
    • Strength: +1 Extra Damage
    • Weakness: -1 HP
Cities:
  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops

Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res
Expenses:
  • Mercs - 18 Res
Treasury:
  • Income this turn: 3 Res
  • Next Turn: 105 Res
Military:

  • Army 1
    • 1x Spy
  • Army 2
    • 4x Infantry
    • 1x Giroj Class Jumper
    • 1x Xiron Class Beast
  • Army 8
    • 1x Infantry
    • 1x Giroj Class Jumper
    • 6x Takrian Avengers
 
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Life for the Oni had been peaceful sans a few skirmishes but now things were moving towards full scale war. Emperor Midori had enacted a centuries old edict which kicked the war machine into overdrive, swelling the numbers of the Oni military to numbers not seen since the peak of the Clan Wars. Beyond this he had spent a significant amount of time with the Regalia Primus, Alexian. The pair seemed to forge a strong connection, wishing to both see the back of the demon threat sooner than later.

Lord Samanosuke led a crusade to free the Mitsuran’s from what he saw as their demonic enslavement. The people of the trees swayed by the dark forces save for a few who still longed to save their own. Samanosuke knew that he could well be walking into a trap but with the Mesanian Agathos and the ancient Minotaur in tow, he was confident they could handle whatever may come their way.

Kawada on the other hand found himself facing down the might of the Euvoian invaders. His rather ragtag army made up of Euvoian deserters, Azeran remnants and a bunch of robe wearing mages was certainly not what the son of Lord Jigamundo imagined thought he would ever be leading into battle. Even so, the mages had proved themselves powerful during training and the Azeran’s were masters of defensive techniques...anything could happen.

Jin had a meeting with the leader of Zanzir and found himself extremely frustrated by their lack of vision and readied willingness to see their people put to the sword. That said, the reluctance to give up the farming settlement gave Jin cause to believe that there was far more to the settlement than he was aware of.

---

Harmost Coreatades Axiomachos stood before his people atop a great balcony that overlooked the main square of Mesania. The large open space was crammed full of people wanting to see their leader speak on the issue of Euvoia arriving on the continent. His men reported grumbles amongst the populace, some praising the arrival of Euvoia while others wondered why the military had not been dispatched to turn them away.

“My people!” He called out, his booming voice travelling to each and every corner of the square. “Our former homeland has arrived on this continent with one purpose in mind. They are not here to see us return home...they are not here to see us punished for leaving their tyrannical rules...they are here to slaughter each and every man, woman and child for what they see as a slight against them.”

The horde of people remained deathly quiet as the Harmost spoke.

“I know some of you welcome their return and I will not stop you from leaving Mesania if that is your wish but I warn you...if you step one single foot within their settlements you will find yourself and your family within the bull before you can take a second step. Any misconceptions you have of being welcomed with open arms is not even the slightest, minor thought in the minds of Euvoia. They see you as less than slaves, less than the insects beneath your feet. They see our search for freedom, our moving to these lands we now call home as a betrayal and they hold a grudge as the God’s themselves do.”

Even from his high vantage point he could see the terrified faces of the Mesanian people below.

“But fear not...we are not alone...as I speak a force of the Oni is laying siege to one of the Euvoian settlements. Our brothers in arms will help see us free from the tyranny of our former homeland, they will stand with us against the foe that would see Mesanian streets drenched with blood. I leave with our forces to join Lynos and his growing chariot army, we will then march to join the Oni and we will sweep Euvoian’s back into the sea from where they came.”

The silence was broken as Coreatades raised his hands in the air, deafening cheers echoing across all of Mesania.


Alliance Actions

-Advanced Training Facilities: Alliance units recruited in military settlements cost 25% less, rounding down.

-Transport Cages: Monsters and mounts from the cage can be recruited at any Western Alliance Settlements

Great Forge: Turn 2 of 3


Oni Actions

Free

-Ga’lade Builders - 1 E, other 2 E - Both build roads - 8 resources

-Kawada gains legendary mount Yokai Tsuchigumo Broodmother - When broodmother activates, roll a D10 for each point the unit had for its base HP.

-Hiroki gains Dire Wolf and equips Eye

-Army 8 move west 1, army 2 move NE and Army 10 teleport to the same location, attack settlement - Liberate Azeran’s if victorious and claim settlement. (Army 8, Hiroki and Kawada equip bows with army 10 equipping cavalry)

-Recruit x2 Azeran Refugees at Lord Ga’lade - 4 resources

-Hojo - Convert again

-Army 5 - SW, W, SW

-Army 3 - W, SW, W

-Army 7 - W, SW - Explore

-Army 1 to Ga'lade

-Zanzir Peace Deal - turn 1 of 12 - Gets priority on Zanzir magic items produced and must be sold to the Oni if double base price is offered.

-Recruit 10 Ronin at Mages Tower

Paid

-Agora Roll: 10 - Recruit x2 - Omukade at Mages Tower - Omukade join the battle to the west

-Advancement: Black Mine to level 2 - The metal becomes weaponized and so the mine now provides a bonus of +X/+X instead of just 0/+X where X is the mine’s level.

-Advancement: Arcana Mastery Level 1

-Level 1: Exponential Storm: For each Hedge Mage who casts this spell, add +1/0.

-Change Policy - War Machine - Recruit double the number of units per recruit action. Farming Settlements are half as effective at producing resources.

End Population: 140 (Hit cap)
End Resources: 83

Mesania Actions

Free

- Army 2 - SW, SE - Merge in Army 3
- Lythos - Arena - Turn 2 of 3
- Harmost - Equips Pegasus and moves towards Oni Capitol to join Lythos

Paid

-Recruit x2 Chariots to Lythos

-Recruit x2 Chariots to Lythos

-Recruit x2 Chariots to Lythos

End Population: 50 (Hit Cap)
End Resources: 33
 
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The Ru-Ten Amalgam
Ru-Ten flag 2.png
She came to his chambers alone, a rarity yet not unheard of when it came to members of the Triumvirate. The Seventh Sire figured that Tal-run was aware of this, no single member could get a Sirewood to commit without debating it with the other legs. As she approached, he assumed that she wasn't here for a refocusing of resources. He began to take form, the numerous writhing vines coming to construct his bipedal figure.

Tal-Run gave a bow as a single seat was formed of the wriggling vines for her, one which she took as the Seventh Sire finished his construction.

"I take it you come to enlighten me of your progress?" he asked as she crossed her legs.

"Oh, the wonders of the sun have offered plenty," she said with a giggle "so far we're nearing the completion of our efforts, and I can assure you that the resources we gain will more than make up for the cost."

"Whether it does matters more to Gurok I hear." The Seventh Sire stated as he began pacing slowly in his chamber, "The rate at which we're accumulating wealth now should make any failings less notable to the people."

"True," she admitted whilst leaning forward "but I come to speak more on the after, Sire."

The Seventh Sire stopped at that, going still as the vines coiled and wormed around his feet, "You know that any allocation of the realm's might must be decided upon after the convention of all members of the Triumvirate."

"Pagon and Gurok are busy readying for talks of the message from Gerudo." Tal-Run sighed "This whole alliance business has them up in arms over the response. I doubt they'd be willing to hear of my future work."

The Sirewood gave a hum at that, one which resonated through the vines of the chamber. The message sent by Captain Crack-Helm was worrying, but not unexpected. Ever since the Takrians arrived both the Sirewood and the Triumvirate had been awaiting word of the Mesanians coming from the west. And though they came with less violence than the words of the Takrians implied, they no doubt came with their own breed of troubles.

Nonetheless was the call to ally with the western powers.

Already the Triumvirate had called for Veximus Triumphus the First to make his way to Gerudo Valley, as there was doubt of the peace which may be maintained there. So far the Mesanian presence was no true problem, but with the Takrian Refugees so close to them there could be know room for error.

"Then perhaps you may train your patience until you can grab their ear, Tal-Run." The Seventh Sire turned to her "The issue of allying ourselves with others is not one to be taken lightly. I too figure that issues of research must not be allowed to halt such important talks."

"And it won't!" Tal-Run raised her hands "My work for now stays primarily of our usage of the Son, Sire. You have my word. I merely wish to request a favor of personal import."

The Seventh Sire narrowed his gaze, "And that would be?"

"Another Beast, Sire." she smiled wide "I must witness the birth of a new Sirewood beast!"

"Your reason for such?" he asked as she rose from her seat and approached.

"Because a scholar always seeks new questions, and I'm merely preparing for what I might ask after my current endeavor ends." she laughed before raising a hand "I spoke true that I shall not interfere with the Triumvirate's focus, but as time goes I shall inevitably seek out a new subject. I consider that new subject to be an exploration into the Sirewood's capabilities."

"My roots already sprout from the walls of all settlements." the Sirewood said

"While a subject for another day, it holds not a candle to the endeavor I propose here." Tal-Run reached out to point at him "The creation of your sirewood beasts, I feel as though we've untapped potential here. Though I shan't bring up this desire with the Triumvirate yet, I seek to get a head start by bearing witness to a new Beast."

"They are not as easu to field as Bentvines or even the Gnarlroots." the Sirewood stated

"But would undoubtedly be a boon to he western defenses." Tal-Run stated, "With how we've been reinforicing the numbers there, surely you'd want an avatar of your might close at hand?"

At that, the Seventh Sire went quiet. He could not deny such claims, as the matter of distant communication had come up. Despite proximity, messages took time to travel, meaning the Mesanian forces had already been in contact with Gerudo Valley for some time. Having an avatar he could directly control there would make proceedings far lesstaxing.

And so he relented.

As the Triumvirate continued their talks, the motions were changed so that Veximus would not be the only one to make the trek to Gerudo Valley. While he departed from Vineyar, a sirewood's beast was sent out on the journey south. Meanwhile, Tal-Run would get a front row seat as the Sirewood formed its replacement.

What they didn't know, was that the eastern Settlement had heard of the reinforcing Bentvines that would be joining their garrison soon. As a result, the local Gnarlroots saw an opportunity to do some exploring of their own.

Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: Standard Settlement +3 Resources +2 Population
Gerudo Valley: Farming Settlement: +5 Resources
Rootlane: Standard Settlement +3 Resources +2 Population
Policies and Advancements
Recycling - Nothing is allowed to go to waste, anything from corpses to destroyed ruins are bounties of resources in the eyes of the Ru-Ten
Sirewood Defenses- Through use of the Vines assisting in the defense of all settlements, they gain 0/+2 except under the attack of The Flame. (Advancement lvl 1)
Photosynthesis Exploitation- The Capital gains an extra +1 Resources (Advancement lvl 2)
Streamlined Bentvine Training- For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost. (Advancement lvl 1)
The Oaken League- A series of Gladiatorial Arenas set up across the Amalgam Settlements
Units
Yomus Garrison: The Seventh Sire, 5 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison-5 Bentvine Skirmisher, Veximus Triumphus the First, Galixo Prime
Gerudo Valley Garrison: 5 Bentvine Skirmisher
Rootlane Garrison: 1 Gnarlroot Brawler

Movement
(N/A)
Actions
Action 1: Advancement: Photosynthesis Exploitation Lvl 3
Action 2: Recruit 1 Sirewood Beast for Yomus Garrison
Action 3: Recruit 2 Bentvine Skirmishers for Rootlane Garrison
Free Actions
Veximus Triumphus the First separates from Vineyar Garrison and travels to Gerudo Valley to join Gerudo Valley Garrison
1 Sirewood Beast breaks from Yomus garrison and travels to Gerudo Valley.
Exploration on Rootlane tile

Resource Transactions
Balance: 59
+Income:
(Yomus 4) (Vineyar 3) (Gerudo Valley 5) (Rootlane 3) 15
-Expense:
Advancement: Photosynthesis Exploitation Lvl 3 (9- [Strength of Mind 1 + Advanced Knowledge 2]) 6
Recruit: Sirewood Beast (6 -[Making Monsters 2/ -2 Turn]) 4
Recruit: 2 Bentvine Skirmishers ( Streamlined Bentvine Training +0.5 )3}+{2 Bentvine Skirmishers (Streamlined Bentvine Training +0.5)3} =6
New Resource Balance: 58
 
Takrian Republic

Central command has received the reports of recent victories. Casualty reports have arrived in full, along with medal commendations. All servicemen recommended for awards will be reviewed as per protocol. Garrison reinforcements have been dispatched and should be arriving soon after the courier carrying these orders.

Once the reservists have arrived, you are to gather your surviving forces and make a move to capture the remaining enemy territory to the south. Attacks from surviving hostile forces in the north should not be a concern, as regalian armies operating in the area have assured us they will be able to secure the region.

Should the remaining forces of the first army be insufficient to overcome resistance, await reinforcements. A detachment of regular army units has been dispatched to the region to aid in any remaining combat operations, they are expected to arrive at the beginning of next month.
~ orders sent to a takrian field marshal

Cities:
Raven's Heart refugee camp; +1 resources +1 population
Ru-Ten refugee camp; +1 resources +1 population
Safeguard: standard settlement; +5 resources +2 population
Karak Azgaraz: standard settlement; +5 resources +2 population
Karaz-A-Karak: capital; +5 resources, +2 population
Policies and advancements:
Unknown horizons: Being a colonization mission sent to an unknown planet, the crew of Unity was trained in handling the dangers of unknown territory. Exploration a tile is more likely to yield a favourable outcome. [policy]
Resource extraction: Intensified prospecting and advanced mining techniques lead to more efficient utilization of mineral wealth. All settlements gain +1 resource income. [advancement; lvl 1]
Military reserve corps: Takrian military, aside from its active service branch, also operates a reserve force. Those are troops trained for combat, but not on constant deployment. Whenever combat takes place or a settlement is attacked in takrian territory, the settlement spawns Xd3 legionary units, with X being the level of the settlement. Reserve legionaries disappear when the threat is over. [advancement; lvl 1]
Marksmanship training: Though mostly used to shower enemy troops in a hail of arrows, takrian archers are additionally trained in individual marksmanship, serving as a makeshift replacement to snipers of Nazgir in eliminating high value targets. Archers gain +2 attack when targeting heroes and leaders. [advancement; lvl 1]
Organized resistance: In an event where takrian territory comes under occupation, the government takes precautions to ensure occupying forces will not be able to use their resources to further their goals. Some of the military and civilian officials hide among the populace, and establish basic structures of an underground state, ensuring that the resistance is never smothered and always has open avenues of development. Takrian resistance does not dissipate over time. [advancement; lvl 1]
Underground contact network: Even though the government itself might be in exile, it nonetheless maintains contact with the resistance back home, the two entities coordinating their actions and supporting eachother whenever necessary. All income or resources lost to takrian resistance activity is directly translated into income for the government in exile. [advancement; lvl 1]
Underground education: Even under occupation, the takrian people take effort to preserve their society and culture. Takrian resistance cannot be suppressed or destroyed by manipulating culture or education, including attempts at resettling population. [advancement; lvl 1]
Specialist integration: Wherever takrians are allowed to establish a refugee camp, workers specialized in various fields not busy in the camp itself are loaned to the host settlement, bringing with them unique expertise and abilities. Nation hosting takrian refugee camps are affected by one takrian advancement or national strength of their choice. [advancement; lvl 1]
Refugee police: One of the first things taken care of when establishing refugee camps is restoring some semblance of a police force, to keep the refugees safe and ensure the daily life in the settlement is not negatively affected. Add 1 to all unrest rolls caused by takrian refugee camps. [advancement; lvl 1]
Units:
Army 1: 2 refugee warriors, Hoodoo the Crusher, 3 bandit warlords, 3 bandit warriors
Army 2: 2 legionaries, 1 archer
Resources:
Starting: 39
Settlement income: +17
Trade with Zanzir: +3
Trade with Ru-Ten Amalgam: +3
Trade with Regalia: +3
Unit recruitment: -14
Final: 51
Population:
Starting: 48
Growth: +6
Unit recruitment: -2
Final: 42
Movement:
Army 1: move west, assault dwarven rebel settlement
Army 2: move east

Actions:
Action 1 used to recruit an archer in Safeguard; regalian policy used to double recruitment at increased cost
Action 2 used to recruit a legionary in Safeguard; regalian policy used to double recruitment at increased cost
Action 3 used to recruit a cataphract in Safeguard (Turn 2 of 2)
 
Turn 14:

Mitsurai

It was a massacre. Blood drenched the roots of the Kaminoki as dwarven captives were forced into the tomb of growth to feed the forest. Hekron watched it happen, the hairs on his skin standing upright due to the sound of terrified screams. The dwarves fought, but the hoshi outnumbered a thousand to one, they were not going anywhere except the tomb of growth.

“This is not right.” Hekron said to a niwashi who had joined him to find out what the commotion was all about.

The niwashi shook its head. “The tomb was not built for foreigners.” It nodded at a ruby priest below. “Their idea we can assume.”

Hekron tilted his head, but said nothing. Niwashi throughout Mitsura were unhappy. The growers of the forest had been something akin to priests under the old order. They were gardeners, but in a way also shepherds, keeping their less intelligent brethren in check. That role had disappeared and these days niwashi often found themselves confined to their hall when not fulfilling their primary function.

“They form a problem.” Hekron said. “I have been in conversation with Lord Borage via runner. He too has concerns. He agreed to spreading the forests far and wide, not this darkness. Personally, the whole darkness business is not my cup of root tea. I know Hoshi are nocturnal, but I cannot imagine that it is good for the trees, which do need sunlight.”

The niwashi nodded. “Have patience friend Hekron, I have been contacted by one of our brethren in the west. They are coming this way and they bring a champion of another people. This foolishness will soon be over and then we can return to our true purpose, regrowing the forests of old.”

Hekron filed the information away for possible later use. “What do you propose we do with them?” He asked.

“When the old order is restored, we will lay them to rest in the tomb. These priests broke faith when they turned our tomb into a butcher shop.”

“Hekron! There is smoke coming out of your workshop.” A strange voice bellowed through the capital.

“The golem.” Hekron clarified to his new niwashi friend. “I’m trying to figure out if I can make more of them. The smoke is just from the ceramic plates I am baking.”

The niwashi nodded. It was good to have a hobby, even if it was pottery. In the niwashi’s opinion woodcarving and carpentry trumped mucking about with clay any day of the year.

“If they’re smoking, the experiment either failed or they’re done. Can we speak later? I would like to know more about this champion.”

The niwashi nodded. “It will be my pleasure.”

They inclined heads as was appropriate and Hekron hurried away, mumbling about golems and sentient clay armour.

Somewhere in the desert

Hildr pulled Snorri upwards. The once sceptical dwarf turned loyalist patted her should and stuck up his thumb. They didn’t speak since the sandstorm would have taken the words from their lips and maybe their tongues with it as well.

Hildr’s eyes were hard however. Somewhere to the northwest lay the Zanziran capital, there they would surely find a listening ear.

Onwards. Onwards, until the throne lost to her would be restored.

First the throne and then every demon her armies could reach.

Actions turn 14:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 1 moves 1 tile south west
  • Army 2 moves 1 tile east
Free actions:
  • Lord Borage grows forest tile, 1 tile south east of Steel City
  • Sacrifice 10 dwarven captives for 20 resources
Actions:
  • Starts building wonder: The World Tree. 2/6 turns 6/18 actions, 70/150 resources
Continuing processes:
  • Complete Policy: Growth of a new forest tile, caves on the south west coast, location army 2. 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi)
  • Compete: Inventor Hekron creates a new invention 3/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete Borage uses action to grow forest tile 1 tile east of the Steel city 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)
  • Quest for the dark one: Surround the Steel City with forest 5/6 tiles covered
  • Integrate dwarven kingdom into Mitsura 2/4 turns



Tables

Income Resources this turn Resources expenses this turn Resources next turn Population this turn Population next turn Population expenses
Settlements +8 - +8 +16 +16 -
Trade +6 - +6 - - -
Other +20 -50 - - -
Overall 77 -50 41 63 79 -


Weaknesses Effects Location
Sunlight Units in deserts or snow tiles have -1/-1, +2 to fire weakness Empire wide
Sub-Kaminoki trees If a Kaminoki tree is destroyed, all units in that tile and surrounding tiles lose the bonus they receive from Strong Magics. Those not under the affect of the tree have a -1/0 Empire wide


Bonuses Effects Location
Natural Woodsmen Double movement for units on forest or swamp tiles +0/+1 while in forest Empire wide
Population Growth Population growth +2, Max pop +5 Empire wide
Strong Nature magics Units have +1/+1 in settlements Empire wide
The Inventor’s workshop While residing in its workshop Inventor Hekron creates and invention in 3 turns instead of 4. Seicho
Forrest Irrigation 2 when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. Empire wide
Tomb of Growth 3 Population can be turned into resources at ratio of 1:2 Empire wide
Blood Pits +1 order and the Kaminoki is empowered by blood sacrifice (up to gm’s discretion) Seicho
Poisoned weaponry Yari and Ite troops have +1/+0 Empire wide
Place of exchange Enables trade Empire wide
Dangerous Flora I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Dangerous fauna I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Insect and Arachnid Pheromone Control Whenever a Mitsuran army fights in a forest tile, before the battle starts, great insect swarms harass the lines of the enemy. Three random enemy units lose attack first, or if they didn’t have it, gain attack last. Heroes and Leader units are unaffected. All forest/swamp/jungle tiles connected to the kaminoki
Fog of dreams -1 movement for enemies on swamp or forest tiles All forest/swamp/jungle tiles connected to the kaminoki
Guerrilla Warfare Friendly units on forest or swamp tiles are stealthed. All forest/swamp/jungle tiles connected to the kaminoki
Hall of the Niwashi Recruiting new Niwashi only costs 1 action Seicho
Specialized Warrior Breeding pods When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources. Seicho
Specialized Warrior Diet Yari Troop units get +0/+1. All forest/swamp/jungle tiles connected to the kaminoki
Mist makers Yari Units a 9+ save while in the forests and swamps. All forest/swamp/jungle tiles connected to the kaminoki
Spore growth decreases Seedlings on Asphodel to 6-10 Range and ups it to 2 Seedlings per success. Applies only to Asphodel
Consolidated pantheon All hoshi convert to the faith of the Dark Ones (better name pending). The Kaminoki, Uthredal and the Dark One gain divine status in this faith. Unifications with nations and factions who worship a dark one now become possible. Empire wide
Ruby Priesthood Enables recruitment of elite unit Ruby Priest. Empire wide
Hidden roads Enemy units cannot use roads within Mitsura. The hidden roads of Mitsura grow beneath one’s feet only when one holds no ill intention towards the nation. Empire wide


The locations of the armies are filled in after the moves of tits turn have been completed

Army Units Location Stance
Army 1
  • Hero unit Borage
  • Elite unit Niwashi
1 tile south east of the Steel City Borage uses growth ability.
Army 2 Elite Niwashi Unit 1 tile northeast of Caves on the southwest coast Explorers
Army 3
  • Leader Unit Iemitsu
  • Hero unit Dark Disciple
  • 6x Troop Yari
  • Troop Ite
  • Hero unit Large Wolf
  • Troop Flaming Shrubbery
1 tile North West, 1 tile West of Capital Siege and occupy
Army 5
  • Hero unit Hekron
  • Hero unit the Golem
Capital Specialist tasks
Army 8
  • Hero unit Asphodel
  • 2 vehicles of unholy fire
1 tile North West, 1 tile West of Capital Static, level 2 military settlement


Gear Effect Unit
Helmet of Mana Strength: Attack spells deal an extra 2 Damage Weakness: -1 HP Iemitsu
Sword of Isis +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks. Weakness: None
Cape of infinite strength Strength: Roll a d10 before battle 1: 0/+1 2-3: +1/+1 4-5: +1/+2 6-7: +2/+2 8-9: +2/+3 10: +3 HP, +1 Attack Weakness: On a 1-5 gains attack last
 
The First Demon War Begins
~ 2nd Quarter, 51AC ~

  • "We are at war again?!" Paris exclaims, report in hand, giving out an incredulous laugh, "Are we to put all of our plans on hold again?! What could have possibly happened in the last couple of months to prompt yet another war?! Is this going to be the pattern for years to come?! Endless wars in the South?!"

    "Paris, that is enough," Stine barked at the Treasurer, "We do not face any simple enemy to our South, but demons."

    "Oh, please," Paris sneered, "There are no such thing as demons. We all know that."

    "No, we do not." Stine returned simply. "Demons do exist, and they have always existed. They were simply not present in our world for us to see them. Until recently. And if we do not war against the Demons, Paris, they will grow and become stronger until they have enough might to push their way up to Celest itself. For the sake of all the Realm, His Illuminance is doing exactly what is needed to be done, what is expected of him. We must do the same, what is expected of us, by supporting the war effort."

    "So, I am right, then?!" Paris exclaims further, "My reforms are to be put on hold?!"

    "Not necessarily." Stine offers, "There are things that you can do..."
 
The followers of the universe itself;


The Order of Kerem;

“Even now, when a year must come to an end, things appear to be better off before the introduction of the outside world than now.”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
-x2 Giant Desert Isopod Herd

Army 2;
-Adella / Hero Unit
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Warriors

Army 3;
-__**The Soldier and the Fool**__ / Leader unit
-x1 Footsoldier
-x2 Javelin Warriors

Army 4;
-Brothers 3/Hero Unit
-x1 Footsoldier

Free Actions:
1. Successful Agora roll; lvl 3 advancement; Flintlock Rifles; “We have finally found a way to use the powder given to us in an combative form of combat, taking the information about the old world from this… ‘SERI’, and attempting to recreate the model of what was considered an ‘ancient’ form of weaponry back where they are from, we have begun our path towards an new age.” Unlock gunpowder weaponry advancements, also unlock an new unit useable by members of the Grand Embassy:

Name: Flintlock Riflemen
Type: Elite
M: 1
Hp: 1
Attacks: 1 (2)
Atk: 3 (1, 4, 5,)
Def: -1 (1/3, -2, -3)

Trait: Formations; “With recent technology and training, our soldiers are capable of going into positions that will fit their role in battle”; Gain a passive +1/0 but suffer an 0/-1, as well as have access to these positions below.

Standard position;
Nothing much changes within the formation of the soldiers, retaining their normal position.

CHARGE!;
Within this position, the units gain a bonus +1/0 but suffer a -1/0 in combat, but all units gain the perk of attack first in combat, as their forces quickly charge in to strike at their foes.

Volley Fire!;
Units gain a passive +2/0 but suffer a 0/-2, also gain an extra attack

Hold position!;
Units gain a passive 0/+2 but suffer a -2/0, as well as gaining an extra 0/+2 if located within a settlement. Will be guarded by other units.

Oni units gain an new weapon called ‘Flintlock Rifles’ to be used when replacing a weapon.

2. TBD


Paid Actions:
1. Level 1 Advancement: Heavier Barrels - 0/+1 to Flintlock Units stats. -2 resources

2. Level 2 Advancement: Improved Powder - +2/+2 to their stats, as well as gaining an extra attack at the cost of requiring 4 more resources to hire, making it 12 for an single flintlock. -4 resources


Expenses;
Current resources: 220

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +12
Trade with Oni: +12
Trade with Draken: +12
Trade Routes benefit between settlements: +28
Per Turn: +78

lvl 1+2 advancement: -6


End Result: 292 resources

Current Embassy Bank: 182
+ interest = 200
 
The Retreat of The Dwarves

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Excerpts from around the continent in the time of the Great Strife.


“The Dwarves are evil to the core. Their Allfather is a demon and their troops kill helpless Geckos and Government officials without remorse”- Regalian Soldier

“We now do what we must to survive. Will it be worth it? Perhaps history will decide.” - Dwarven Soldier marching away from the destruction of the Gecko settlement

“Our Dwarven Allies seem to be getting crushed by The Takrians and the Regalians. Are we next?” - Zanzarian Citizen

“The Dwarves are fools to fight against The Regalian Empire. Besides having a powerful fighting force, they bring so much stability, you don’t have to worry about anything.”- Drunken Tolouis Guardsman moments before he downed his Fourth bottle of wine




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Dymaeran Remnant
Population: 42 Resources: 21 Order: 1


Lord Jadom wished for there to be another way. He truly, truly did. But The Regalians had left him no choice. They refused to respond to his message, and called him to action by sieging the settlement instead of letting them leave. So as such he had to resort to drastic measures.

The destruction of the settlement and the people that lived within, was something that he would have to live with for the rest of his days, but in this instance, it was something that he felt he could live with, if it ensured that his people would be alive another day. At this time, the only way to make it past this siege was by doing something truly horrific.

As he looked back at the burning city behind him, he hoped that perhaps their former allies in Zanzir would be able to offer his people a better future than what has been left for them.

Dwarves raze Gecko settlement and gain 3 Resources.
Dwarves move free west.
Use all 3 movement- West, SW, SW
Army 1: 2 Protectors, 5 Guards, Lord Jadom, 3 Dwarven Refugee Warriors, 5 Dwarven Refugees

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Draken Guard
Population: 51 Resources: 45 Order: 1



Xixas had been informed as to the dangerous battles of the ground below. Through both their allies in the Regalian Empire and their contacts throughout The Grand Western Alliance, it seemed as though war was being waged brutally on both sides of the continent. With the swift responses on both sides however, it would most likely be concluded within a few months at most.

But would peace prevail, or would both factions merely turn on each other? Only time will tell.

Train 3 Dragoon in Army 3

Army 1: 1 Nymph, 1 Dragoon
Army 2: 2 Dragoons
Army 3: 13 Dragoons, 2 Dragon Warriors, 2 Juggernauts


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Toulais
Population: 44 Resources: 38 Order: 2




Charlene Gaverene continued to build the fleet of ships up. Already, their fleet was to be the envy of all on the continent. If nothing else, she wanted her people to gain acclaim for their esteemed boat building skills and naval prowess.

The Beastman known as Galico, became a sailor to make his people proud. He knew that the time would come when his unique skills would come into play and he wanted to help his nation as best as he could. As he readied himself into the new Capital ship of the fleet, “The Golden Duck”, he thought about how their people would soon control the waterways of the continent.

Train 3 Advanced Attack Boats in the Capital

ARMY 1: De’Orleon, 1 Archer, 1 Guarde, 3 Skeleton Knights
Army 2: 1 Archer, 2 Watercraft, 5 Guarde, 1 OBL, 9 Advanced Attack Boats



The Gecklicko Realm
Population: 30 Resources: 14 Order: 1


The savagery was profane. The Dwarves burned down the settlement and slaughtered any Gecko or Regalian in their path to do so. Charred machines and the remains of buildings of stone and metal lingered on with flames dancing around as screams could be heard from survivors.

Hisl managed to pull himself out from under the rubble that was his home for the last four months. He had come here to get away from the hustle of the city, following the old council to their last stand. First, the city had fallen to the elves and now the Dwarves. The difference being that the Elves didn’t indiscriminately kill civilians in their wake. It was a horror.

Army 5 joins up with the Regalian Army

Army 2 moves SW and builds settlement

Army 5: Unit 01, 1 Swordslinger
Army 2 (In Capital): Garli, 1 Strider, 3 Swordslingers
Army 3 (South of Lost City) 2 Swordslingers


2 AA, Turn 15, Month 2

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Zanzir
Population: 67 Resources: 105 Order: 1

  • Policy change - Nationwide Peace Event: Lasts for 6 turns Zanzir cannot attack without being attacked first as all troops have currently put down their weapons in the name of peace. Zanzir cannot train any new units. If anyone attacks Zanzir in this peaceful state, they gain -6/-6 and all nations including npc groups are informed of the attack if a nation is at peace.​
  • Amanitore Researches mysterious book.​
  • Raze Xenosis Lab​
Quest 1 Complete- Amanitore gains Spell: Raise Undead Soldiers Lvl 1- Once per turn as a free action, can cast this spell to gain 2 Undead Soldiers.

Undead Soldiers

Troop

HP 1

Movement 1

Atk 0

Def 0

Hard to Keep Down: Gains a 8+ save


Quest 2: Create 6 Undead Soldiers


“This Book contains great powers. It would certainly be a shame not to use them to your advantage as you unlock its abilities.” - Mysterious benefactor

The Oni
Population:140 (Max) Resources: 83 Order: 1

Alliance Actions


-Advanced Training Facilities: Alliance units recruited in military settlements cost 25% less, rounding down.

-Transport Cages: Monsters and mounts from the cage can be recruited at any Western Alliance Settlements

Great Forge: Turn 2 of 3


Oni Actions

Free

-Ga’lade Builders - 1 E, other 2 E - Both build roads - 8 resources

-Kawada gains legendary mount Yokai Tsuchigumo Broodmother - When broodmother activates, roll a D10 for each point the unit had for its base HP.

-Hiroki gains Dire Wolf and equips Eye

-Army 8 move west 1, army 2 move NE and Army 10 teleport to the same location, attack settlement - Liberate Azeran’s if victorious and claim settlement. (Army 8, Hiroki and Kawada equip bows with army 10 equipping cavalry)

-Recruit x2 Azeran Refugees at Lord Ga’lade - 4 resources

-Hojo - Convert again

-Army 5 - SW, W, SW

-Army 3 - W, SW, W

-Army 7 - W, SW - Explore

-Army 1 to Ga'lade

-Zanzir Peace Deal - turn 1 of 12 - Gets priority on Zanzir magic items produced and must be sold to the Oni if double base price is offered.

-Recruit 10 Ronin at Mages Tower

Paid

-Agora Roll: 10 - Recruit x2 - Omukade at Mages Tower - Omukade join the battle to the west

-Advancement: Black Mine to level 2 - The metal becomes weaponized and so the mine now provides a bonus of +X/+X instead of just 0/+X where X is the mine’s level.

-Advancement: Arcana Mastery Level 1

-Level 1: Exponential Storm: For each Hedge Mage who casts this spell, add +1/0.

-Change Policy - War Machine - Recruit double the number of units per recruit action. Farming Settlements are half as effective at producing resources.


The City State of Mesania
Population: 50 Resources: 33, Order: 2
?? Slaves


The Northern settlement and Navy 3 revolt and convert to Eovia

The Ru-Ten Amalgam
Population: 36 Resources: 58 Order: 1


Action 1: Advancement: Photosynthesis Exploitation Lvl 3
Action 2: Recruit 1 Sirewood Beast for Yomus Garrison
Action 3: Recruit 2 Bentvine Skirmishers for Rootlane Garrison

Rootlane Exploration: Deep in the forests lay a small hut that has a small stack of smoke coming out from inside of it. (Continued in Diplomacy)

Takrian Republic
Population: 42 Resources: 51 Order: 1


The battle ended with Warrior Spirits and Darkness Warriors wiped out.
Hero unit Sutur still at 2 HP

Takrians
Refugee Warriors wiped out
2 Bandit Warriors dead
Battle ongoing in Takrians favor

A Dwarven Army wearing the old banners and standards of Dymaera are nearby Army 2


Mitsura
Population: 79 Resources: 41 Order: 2

  • Lord Borage grows forest tile, 1 tile south east of Steel City​
  • Sacrifice 10 dwarven captives for 20 resources​
Actions:​
  • Starts building wonder: The World Tree. 2/6 turns 6/18 actions, 70/150 resources​
Continuing processes:​
  • Complete Policy: Growth of a new forest tile, caves on the south west coast, location army 2. 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi)​
  • Compete: Inventor Hekron creates a new invention 3/3 (4 -1 for the Inventor’s Workshop advancement)​
  • Complete Borage uses action to grow forest tile 1 tile east of the Steel city 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)​
  • Quest for the dark one: Surround the Steel City with forest 5/6 tiles covered​
  • Integrate dwarven kingdom into Mitsura 2/4 turns​



Invention: Budding Warriors. Every turn, 1d3 Budding warriors are birthed from pods within a Mitsuran settlement.

Budding Warrior
Troop
HP 1
Attack 1
Atk 0
Def 0
Horde: Budding warriors are small, but numerous. When they are on the field, they must be taken out before any other units can be targeted.




Regalia
Population: 58 Resources: 85 Order: 1


~ Hire Mercenaries > 15
~ Research > Imperial Trading > Tier 1 > 1 of 1 > All members of the Imperium become immediate trading partners of each other. This applies to any new members gained in the future.
~ Research > Imperial Military Training > Tier 1 > 1 of 1 > Regalia can now train their own units in the settlements of vassal states.

The Dymarean Remnant razes the Gecko settlement and manages to escape in the carnage to the SW.



The mercenaries approached outside the city walls. It was carnage with the corpses of Elves and Dwarves littered about. The smells of death and decay had already set in long ago. The Regalian army had managed to crush the one composed of Possessed Dwarves, but then when the Allfather took to the field, it was pure carnage unlike anything else that they had ever seen before. Most of the Army was crushed outside of the Commanders and tattered remnants of survivors.

Commander Davron spoke to his troops as the overly large figure of The Allfather lurked in the background. “Men, we are here to fight back against the darkness. We have been paid well for this task. And today, we’ll earn our keep!”

The men cheered until the Allfather spoke up, when they formed ranks and readied themselves.

The Allfather smirks as he sees the approaching mercenary army. “Heh. I had thought that my fun was done once the main Regalian army had retreated like the cowards that they are after facing my might. I have no need for troops of my own. Here, I will show you.”

Without much else words, the Allfather moved at a far greater speed than his frame would suggest. His large hammer landed down hard in a swing that slammed into 3 men before they could even register that he was upon them.

A swift kick that shattered the bones of a soldier was followed up by a throwing of his shield with such force, impaling a man by the chest into the wall. The Tall Dwarf jumped into the air, squashing a few men under his heavy metal boots as he pulled and dislodged his shield from the wall, immediately shattering the armor of another man.

The battle continued to rage. The only time one of the soldiers managed to make an impact, it was quickly absorbed by the Allfather’s large shield.

By the time the dust had settled, 5 battalions of mercenary warriors had fallen to the Allfather’s might.

Then the reinforcements had arrived. A group of Dwarven Soldiers led by a shield maiden from the East. They continued to fight the Mercenary troops, bringing down another 3 Battalions.

The Allfather laughed a deep belly laugh and bellowed a response to the enemy troops. “You think that this group can stop me? HA. Nothing you throw at me can stop my might. I am The Allfather, The First Dwarf and now, something more.!’




The Order of Kerem
Population: 41 Resources: 292 Order: 1

Alliance Bank Resources: 200


Free Actions:
1. Successful Agora roll; lvl 3 advancement; Flintlock Rifles; “We have finally found a way to use the powder given to us in an combative form of combat, taking the information about the old world from this… ‘SERI’, and attempting to recreate the model of what was considered an ‘ancient’ form of weaponry back where they are from, we have begun our path towards an new age.” Unlock gunpowder weaponry advancements, also unlock an new unit useable by members of the Grand Embassy:

Name: Flintlock Riflemen
Type: Elite
M: 1
Hp: 1
Attacks: 1 (2)
Atk: 3 (1, 4, 5,)
Def: -1 (1/3, -2, -3)

Trait: Formations; “With recent technology and training, our soldiers are capable of going into positions that will fit their role in battle”; Gain a passive +1/0 but suffer an 0/-1, as well as have access to these positions below.

Standard position;
Nothing much changes within the formation of the soldiers, retaining their normal position.

CHARGE!;
Within this position, the units gain a bonus +1/0 but suffer a -1/0 in combat, but all units gain the perk of attack first in combat, as their forces quickly charge in to strike at their foes.

Volley Fire!;
Units gain a passive +2/0 but suffer a 0/-2, also gain an extra attack

Hold position!;
Units gain a passive 0/+2 but suffer a -2/0, as well as gaining an extra 0/+2 if located within a settlement. Will be guarded by other units.

Oni units gain an new weapon called ‘Flintlock Rifles’ to be used when replacing a weapon.


Paid Actions:
1. Level 1 Advancement: Heavier Barrels - 0/+1 to Flintlock Units stats. -2 resources

2. Level 2 Advancement: Improved Powder - +2/+2 to their stats, as well as gaining an extra attack at the cost of requiring 4 more resources to hire, making it 12 for an single flintlock. -4 resources​
 
Zanzir
A Nation at Peace


The Capital

(1) Home / Twitter


Explosions went off over every city in Zanzir, brightly colored and accompanied by cheers and chants of jubilation. From The Reach to the capital the streets were lined with citizens celebrating the arrival of peace and the assurance of a new day. Finally the fighting with the west was over. Armies had been permitted to return home and see their loved ones for a time as the King announced a nationwide peace.

Now with war behind them the leaders of Zanzir were eager to devote their time and energy back to their individual projects.

“We should be out celebrating cousin, like every other resident of your great nation.” Tut insisted on his King as the two stood in the King’s study overlooking blueprints and paperwork.

“We did celebrate. We attended a public mass this morning and had lunch with nobles and merchant lords. How many distractions do you need?” Tenebrous looked across the desk to his Master of Coin with a curious expression, but his question went unanswered. “Good.” He said with a smile stretched across his face. With peace negotiated, Tenebrous felt as though a large weight had been lifted off of the shoulders of everyone within his borders. Yes they had lost a great deal during the fighting, but now at least they could heal and move forward.

“The Black Market, I want to improve it. We need new merchants, higher quality wares, and new buyers.” On top of the old blueprint of the hidden market, Tenebrous laid out a new parchment with designs that increased the space of the venue. “I also have a list of merchants I need you to extend an informal invitation to as well as lists of potential clients who need to be made aware of the market’s existence.”

Tut took the parchments from his cousin and looked over the long lists of names that had been written down. “You have prepared for everything, as usual.” Expanding the market wasn't something he thought they would do, but now he could envision the future cash cow it could become. “What about the Princess?”

Tenebrous glanced up from his papers and held his cousin’s stare for a few seconds. “For now Amanitore has proven to have the nation’s best interest at heart. We will leave her to play diplomat with the foreigners to the north, but she knows she is forbidden to interact with the west on Zanzir’s behalf. So leave her be.”

The Reach
Sun's Spire & Kerem's Reach

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Solomon, former Master of War, had been given permission to leave Kerem’s Reach. With the decree of the King’s new Nationwide Peace reform, he was somewhat out of a job and useless to the nation at large. Rather than return to the capital to play yes-man to his cousin and brother, Solomon moved instead to Sun’s Spire. The city was in need of an official governor and who better than a former council member.

Unlike the capital and Kerem’s Reach, very little had been done to improve the city. The people were living fairly basic lives and nothing was being done to make the most of its prime position. Solomon planned to change all that though.

Black Nubian Pharaohs Of Ancient Egypt From The Kingdom Of Kush


Back in her home, Amanitore was undergoing a transformation, both within and without. Her brother had demolished the old laboratory out of fear and while she mocked his cowardice, she was grateful for the new available space that the King had given the city.

“M’lady, Lord Solomon left you this as a parting gift.” A servant approached the Princess and in her hands were several sheets of silk, gifts from the capital. “He said to inform you that he will always be your kin, no matter how the capital may try to paint you.”

She let out a heavy sigh and gestured to the nearby trunk that sat at the foot of her bed. “It seems he learned what it was like to be on the outside.” Amanitore couldn’t stop herself from smiling as she made her way to the great room on the first floor of her estate. Her arrival was announced to several older people, most of which were women, all of which were practitioners of magic. “Thank you all for joining me. I’ll keep things brief.”

The princess moved to sit down, melting into the soft fabric of an armchair. “Magic must make a return to Zanzir and I intend to be the one to bring about that great rebirth. You all are some of the most well known practitioners I could find and although you are not from here you have chosen to come all the same. Thank you.” One of her servants started to move about the room, passing out drinks to everyone. When she was done she set the tray down on the accent table by the window, just beside the head of Proteus. Amanitore’s former agent was now encased in amber, forever her preserved prize.

“So enough with the formalities, let’s begin the first meeting of the Order of Isis.”​


Actions:
  • Advancement Sandstorm Lvl 2 (1/2)
  • Advancement Black Market Lvl 2 (1/2)
  • Advancement Royal Shipyard Lvl 1 (1/1)
Diplomacy & Treaties:
  • 12 months of peace with Western Alliance
  • The Oni receive priority when purchasing Black Market items at twice the retail price.
Stats:

Black Market Items:
  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Gauntlets of Strength: Costs 10res
    • Strength: +1 Extra Damage
    • Weakness: -1 HP
  • False eye of the Prophet: Sold!
    • Strength: At the beginning of battle, roll a d6. Gain that many Fanatics.
    • Weakness: None
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Sold!
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP
  • Sword of Isis Strength: Sold!
    • +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks.
    • Weakness: None
  • Cape of The Infinite: Sold!
    • Strength: Roll a d10 before battle
      • 1: 0/+1
      • 2-3: +1/+1
      • 4-5: +1/+2
      • 6-7: +2/+2
      • 8-9: +2/+3
      • 10: +3 HP, +1 Attack
    • Weakness: On a 1-5 gains attack last
Cities:
  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops

Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res
Expenses:
  • Advancements = 10
Treasury:
  • Balance: 105 - 10 = 95
  • Next Turn: 95 + 21 = 116
Military:
  • Army 1
    • 1x Spy
  • Army 2
    • 4x Infantry
    • 1x Giroj Class Jumper
    • 1x Xiron Class Beast
  • Army 8
    • 1x Infantry
    • 1x Giroj Class Jumper
 
The streets of the former Azeran settlement were as the Euvoian invaders marched from behind its walls to meet the approaching Oni. At the head of the army was Lady Olympia, a woman whose physique was far more intimidating than those around her. Standing at close to seven feet tall and with a body that appeared cut from stone, she commanded the respect of all those around her whether it be the beastial centaurs or the well drilled hoplites.

She had been joined by Aeneas, a man with a far less intimidating figure than the lady. He had brought reinforcements at the news of the Oni army, the leader of the Euvoia invasion deciding that the best option was to completely squash the natives.

For Lady Olympia, when the whole of her army was free from the confines of the city, she rode before them atop an equally impressive steed.


“These upstarts dare bring the battle to us…” her voice carried across the massive battleline, each and every soldier able to hear her voice. “...they dare strike at Euvoia...they dare defy our Gods...what will we give them for this disrespect, this transgression?!”

In an almighty roar the entire army replied in unison, “Death!”

Across from their position a thick, black fog began to roll in with a lone figure walking before it. From so far away the figure looked little more than a shadow but in reality it was the former aide to the Azeran’s. The Shadowman stopped and with it so did the thick darkness accompanying him.

A gentle whisper reached across the fields and each of the Euvoian’s could hear it, almost as if someone stood next to them.

“This is for Azera and her people,” the voice said. No other words followed and Lady Olympia could only raise an eyebrow in confusion.

“Nice trick!” she called out, her voice carrying all the way to the Shadowman. The man of darkness raised his hands above his head before thrusting them towards the Euvoian lines. The wall of darkness behind him charged across the battlefield with a thunderous roar. The ground shook beneath the feet of the Euvoian army becoming more violent as the darkness approached.

“Hold your ground, this is just a trick,” Lady Olympia shouted with confidence.

Her army did as instructed and stood their ground, allowing the darkness to wash over them, the rumbling however did not stop. Lady Olympia looked around hastily, only able to see several feet around herself. The confidence soon began to dwindle as she realised the gravity of her situation.

“Shields up!” she cried out and while she couldn’t see her men carry out the order, she could hear it. The hoplite phalanx was fearsome and a dangerous prospect for any enemy, that was as long as it remained as a solid wall.

Heavy thuds began to echo across the lines of the Euvoian army and it wasn’t long before Lady Olympia found herself falling from her horse, crashing hard to the ground. She tried to lift herself to her feet but her armour felt as if it weighed as much as a trireme. As she struggled, the sound of hurried footsteps passed her and what followed were the death cries of her men. She could not see the source of the footsteps through the darkness but she could feel the fear rising within.

“What is this?!” she called out.

Then before her a young man emerged, looking completely out of place on the field of battle. He approached before crouching before her.

“What you did to the Azeran’s is unforgivable,” the figure said.

Lady Olympia spat at him, leaving a trickle of spit down the front of his armour. He looked at it before returning his gaze to Olympia, a smile forming on his soft face.

“You shouldn’t have come here…”

The young man rose to his feet before pointing the palm of his hand at the giant woman on the floor.

“I am Hiroki of the Oni...may your death serve as a warning to your masters…”

Lady Olympia laughed, shouting defiantly.

“Ha! You are but a boy! I have seen battles all my life! The Gods, they will not let me…” her words were then replaced by horrific screams of agony. A gout of flame poured forth from Hiroki’s palm, engulfing the woman. The flames peeled the flesh away from her bones before they in turn were reduced to ash. It took mere seconds to reduce the mountainous Olympia to ash.

A far more grizzled man walked to Hiroki, standing at his side to see the smouldering ashes of Olympia.

“You and your mages did well, Hiroki,” Kawada said, “Emperor Midori will be proud to hear of your accomplishments.”


Hiroki’s eyebrows arched inwards as he watched the ashen remains of Olympia begin to float away on the winds.

“They will pay for what they did to Azera…”

---

The Harmost found himself on the road to the Oni capital to join up with Lynos when he was caught by a messenger. The horse beneath the young man collapsed inches away from the Mesanian leader, the exhausted creature passing away moments later. The messenger was quickly surrounded by the Harmost’s guards but they were soon waved away. Looking the lad in the eyes, Coreatades could see he had not slept, likely riding non-stop.

“What is it boy?” he asked.

“Oh great Harmost, those who remain loyal to Euvoia have risen up and are plotting to take Mesania as a tribute.” The messenger dropped to his knees as his message had been delivered, slowly drifting into unconsciousness from the exhaustion.

Coreatades gripped the reigns of his steed tightly before speaking through gritted teeth to one of his guards.

“Continue onward and tell Lynos that he should go aid the Oni as soon as he can.” The Harmost turned his pegasus around and began to head back towards Mesania. “I have to ensure that those who would turn against us are dealt with...and see to it that the messenger boy is rewarded handsomely for his efforts.”


Alliance Actions

-Upgrade Embassy to level 3 - 2 out of 3 actions

Great Forge: Turn 3 of 3


Oni Actions

Free


-Army 3 to Black Metal Mine

-Amassed Oni armies + Ronin attack the Euvoian leader and his army after Hojo attempts to convert again

-Recruit x1 Azeran Refugee and x1 Mole Worker at Ga’lade

-Army 5 - SE, SW, SE

-Zanzir Peace Deal - turn 2 of 12 - Gets priority on Zanzir magic items produced and must be sold to the Oni if double base price is offered.


-Hiroki Item Roll: 7 - Success - Equip Hiroki

Spell Mirror: Any time a spell is used in a combat Hiroki is involved in, Hiroki immediately copies it and executes it. Any rules referring to the host nation or their allies are changed to Oni and their allies. Can only be used once per combat round and cannot be used against enemy characters.

-Equip Golden Mask to Azeran Refugee in North western settlement

Paid

-Advancement: Ryokan II - Keep track of all units killed by Ronin - When a Ronin unit hired by the Oni has killed 3 enemy units, 2 elites, 1 monster or a character, they become Strawhat Ronin. Strawhat Ronin cannot be recruited.

Strawhat Ronin:

M: 1
HP: 2
Attacks: 2
Atk: 3
Def: 3

Honoured: In essence, become Samurai with access to Art of War. No need to pay mercenary upkeep anymore and cannot be recruited.

-Advancement: Black Metal Mine 3 - 2 actions (1 less required due to Dr Mia) - Improve saves by +2.



Mesania Actions

Free


- Army 2 - Chariot split off and join Lythos in Oni Capital - Rest move NW, NW
- Harmost - NE, NE, Join army 2
- Lythos - Arena - Turn 3 of 3 - Gains:

Chariot of Hermes - Chariots under Lythos are movement 3. For each movement used before combat chariots and Lythos are +1/0. In addition, reduce the first scythe requirement by the amount of movement used by the chariots. Lythos gains scythe ability.



-Army 1, West - Navy 1, East, East - Pick Up Army 1 - Navy 1 West - Extra Movement - 3 NW - Army 1 Disembark and NE 1



Paid

Build: Temple to Hades - 20 Resources - Settlement west of Capital - When a friendly character dies, roll a D10 each turn. On a 10, they emerge from the temple.

The Harmost gains follow trait:

Favour of Hades: Attacks by friendly characters cannot be saved against by any means. Once an enemy unit loses its last HP it is removed before any items, abilities or traits that could resurrect it or keep it alive take place.

Fast Movement: Navy with Agathos army, 3 NW

Recruit x2 Chariot at Oni Capital
 
Zigzaragon Burns
~ 3rd Quarter, 51AC ~
1625822012672.jpeg

  • Alexian stood at the square of what remains of Zigzaragon. All of the buildings around him were nothing more than smoking ruins, the metallic walls of the buildings now blackened and warped, the stench of smoke thick in the air even long after the flames had died. But that was not the worst of it. The worst of it were the bodies. Countless thousands of Geckos, piled and burned, men and women and... even hatchlings. What remained of the faces of the dead were contorted into screams of horror and anguish. And despite the fires, there remains evidence of what transpired here.

    The Geckos struggled against the Dwarves, as the signs of battle both in and out of the city itself would show, but their defiance proved for nought. There are spots in the city square where the ground was stained darker than what one might expect. For those who know what to look for, they were not blackened by fire or smoke, but by blood. Execution sites, hundreds of them. The fate of those that did not, or could not, fight the invaders. It was nothing short of a massacre.

    After the Geckos were killed in mass, they were dragged away and thrown onto piles, the mounds of corpses standing so high that they were taller than Alexian by a fair measure. As much as one might think 'why' to any of this, Alexian knows better. There is no 'why' for demons. They need no motivation, nor reason, nor impulse. This is simply what they are, what they do. And this will the fate of the entire world if the demons are not stopped.

    It is deathly quiet here, too. One might not realise it at first, the sights of the devastation here do demand the most attention. But a more insideous after effect comes in the form of endless quiet. Not a sound of life, no cricket nor bee nor even bird song in the distance. Just chilling, unbreakable silence.

    Sparda and Derin stood a few feet away from the Primus, behind him. Alexian has been standing and staring at the carnage for some time now, and each passing moment made the Commanders a little more uncomfortable. But finally the Primus would move, turning to face his Commanders, the flickerings of rage held behind a placid mask.

    "Search the ruins for survivors." Alexian speaks, making an effort on his part to keep the thunder out of his voice, "And make camp. Prepare for Geleon's arrival, and send word to Takria. We will need their new cities. Send reinforcements to our forces fighting the Allfather as well. The Demon cannot get loose, no matter the cost."

    "What of the Dwarves that burned this city?" Derin spoke up in an almost accusatory tone, drawing a shocked glare from his brother, "Are we just going to let them get away with it?"

    "No." Alexian said, this time the thunder did come to his voice, his placid mask cracking under the pressure of the burning inferno held behind it, "But one thing at a time. Their nest takes priority. Once the place from which they spawn has been destroyed, we can eliminate any stragglers without concern of further incursions."

    "We should warn Zanzir." Sparda speaks up, "The demons were not subtle in their exodus. They left a pretty clear trail out towards the West. Zanzir could be in danger."

    "I'll write the missive myself." Alexian agreed, "Summon our fastest scout. If we are lucky, and quick enough, we may just warn them in time."
 
Turn 15:

Zanzir

In the distance the tall walls of Raven’s heart loomed. Hildr pat backs and spoke words of encouragement as the weary company of dwarves made their way towards the Zanziran capital. “This nightmare will brighten soon. Our faithful allies will help us regain our throne! And if not them then the Takrians! You shall see, life will become better soon.”

She was weary, but things were falling into place and the gears in her mind were spinning. If she secured support here she could then travel around the mountains, evading the mitsuran lord hidden in the darkness. First, she would retake her hometown and then she would march on the capital driving out the demons.

Failing that she was going to collapse the tunnels. After all, if the dwarves couldn’t live in the kingdom they had built then no one should.

Hildr was still thinking of war, as well as mercenary contracts and gold, when the company of dwarves arrived at the gate.

“I am an envoy of the Dymraen throne in exile, I wish to speak with the Zanziran leadership!” She breathed out and awaited a answer.

Actions turn 15:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 1 moves 1 tile southwest
  • Army 2 moves 1 tile east, 1 tile south east
  • Army 3 moves to capital
Free actions:
  • Army 2: Elite unit niwashi makes contact with oni forces waiting to be escorted to the capital
  • Hildr makes contact with Zanzir continues in diplomacy chat
Actions:
  • Building wonder: The World Tree. 3/6 turns 9/18 actions, 70/150 resources
Continuing processes:
  • Policy: Growth of a new forest tile, 2 tiles west of capital 1/2 (4, -2 due to forest irrigation 2)
  • Inventor Hekron creates a new invention 1/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete: Borage uses action to grow forest tile 2 tiles east of capital 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)
  • Complete: Quest for the dark one: Surround the Steel City with forest 6/6 tiles covered
Tables

Income Resources this turn Resources expenses this turn Resources next turn Population this turn Population next turn Population expenses
Settlements +8 - +8 +16 +16 -
Trade +6 - +6 - - -
Other - -30 - - -
Overall 41 -30 45 79 95 -


Weaknesses Effects Location
Sunlight Units in deserts or snow tiles have -1/-1, +2 to fire weakness Empire wide
Sub-Kaminoki trees If a Kaminoki tree is destroyed, all units in that tile and surrounding tiles lose the bonus they receive from Strong Magics. Those not under the affect of the tree have a -1/0 Empire wide


Bonuses Effects Location
Natural Woodsmen Double movement for units on forest or swamp tiles +0/+1 while in forest Empire wide
Population Growth Population growth +2, Max pop +5 Empire wide
Strong Nature magics Units have +1/+1 in settlements Empire wide
The Inventor’s workshop While residing in its workshop Inventor Hekron creates and invention in 3 turns instead of 4. Seicho
Forrest Irrigation 2 when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. Empire wide
Tomb of Growth 3 Population can be turned into resources at ratio of 1:2 Empire wide
Blood Pits +1 order and the Kaminoki is empowered by blood sacrifice (up to gm’s discretion) Seicho
Poisoned weaponry Yari and Ite troops have +1/+0 Empire wide
Place of exchange Enables trade Empire wide
Dangerous Flora I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Dangerous fauna I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Insect and Arachnid Pheromone Control Whenever a Mitsuran army fights in a forest tile, before the battle starts, great insect swarms harass the lines of the enemy. Three random enemy units lose attack first, or if they didn’t have it, gain attack last. Heroes and Leader units are unaffected. All forest/swamp/jungle tiles connected to the kaminoki
Fog of dreams -1 movement for enemies on swamp or forest tiles All forest/swamp/jungle tiles connected to the kaminoki
Guerrilla Warfare Friendly units on forest or swamp tiles are stealthed. All forest/swamp/jungle tiles connected to the kaminoki
Hall of the Niwashi Recruiting new Niwashi only costs 1 action Seicho
Specialized Warrior Breeding pods When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources. Seicho
Specialized Warrior Diet Yari Troop units get +0/+1. All forest/swamp/jungle tiles connected to the kaminoki
Mist makers Yari Units a 9+ save while in the forests and swamps. All forest/swamp/jungle tiles connected to the kaminoki
Spore growth decreases Seedlings on Asphodel to 6-10 Range and ups it to 2 Seedlings per success. Applies only to Asphodel
Consolidated pantheon All hoshi convert to the faith of the Dark Ones (better name pending). The Kaminoki, Uthredal and the Dark One gain divine status in this faith. Unifications with nations and factions who worship a dark one now become possible. Empire wide
Ruby Priesthood Enables recruitment of elite unit Ruby Priest. Empire wide
Hidden roads Enemy units cannot use roads within Mitsura. The hidden roads of Mitsura grow beneath one’s feet only when one holds no ill intention towards the nation. Empire wide
Budding Warriors Every turn, 1d3 Budding warriors are birthed from pods within a Mitsuran settlement Mitsuran settlement of choice

The locations of the armies are filled in after the moves of this turn have been completed

Army Units Location Stance
Army 1
  • Hero unit Borage
  • Elite unit Niwashi
1 tile south east of the Steel City Borage uses growth ability.
Army 2 Elite Niwashi Unit 1 tile northeast of Caves on the southwest coast Explorers
Army 3
  • Leader Unit Iemitsu
  • Hero unit Dark Disciple
  • 6x Troop Yari
  • Troop Ite
  • Hero unit Large Wolf
  • Troop Flaming Shrubbery
1 tile North West, 1 tile West of Capital Siege and occupy
Army 5
  • Hero unit Hekron
  • Hero unit the Golem
Capital Specialist tasks
Army 8
  • Hero unit Asphodel
  • 2 vehicles of unholy fire
  • 2 troop swarm units
1 tile North West, 1 tile West of Capital Static, level 2 military settlement

Gear Effect Unit
Helmet of Mana Strength: Attack spells deal an extra 2 Damage Weakness: -1 HP Iemitsu
Sword of Isis +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks. Weakness: None
Cape of infinite strength Strength: Roll a d10 before battle 1: 0/+1 2-3: +1/+1 4-5: +1/+2 6-7: +2/+2 8-9: +2/+3 10: +3 HP, +1 Attack Weakness: On a 1-5 gains attack last
 
The Run-Ten Amalgam
Location: The Capital- Yomus
Ru-Ten flag 2.png
"Now then Qun-Saw... would you mind reciting your charges?"

In the center of the room a single Ru-Ten was strapped to a chair, arms and legs bound tightlyby twisting coils of metal and throbbing vines. The large thorns of the vines tore into flesh, but the Ru-Ten didn't seem to notice. Garbed in the defiled robes of a Scholar of the Buried Palm, the words spoken to him from the other side of the room failed to entice him to speak. Yellow-green eyes simply stared to the floor before him, taking in the assortment of wood and mortar constructing the room.

But a pair of feet, partially obscured by a robe, stepped into his view. With his little game interrupted, he raised his head to look at Tal-run.

"I know you heard the question, Qun." she said with a smile only slightly smaller than her usual "The charges... recite them."

"Mocking me in my last days, Teacher?" Qun-Saw asked while lowering his head "I would not be awaiting the end if those were not widely known."

"No... this is one last lesson two an old protege, figuring where you went wrong, consider it my last generosity." Tal Run knelt down before him "Criminals are necessary to test the might of aw enforcement, to ensure none grow too lax in their position. A proper enforced of the Amalgam's rules must respect the quarries that push them to their limit... and how little mercy those who fail to uphold their purpose will find."

Qun-Saw lowered his head at that, though the chuckle he released soon preceded him speaking again, "Seventeen... the official number of my fellow Ru-Ten who have been taken and consumed by yours truly, Teacher. Two fires started to cover my tracks, and two dead Bentvines who got too close for comfort. Need I go on?"

Tal-Run tilted her head to the side, "You've been so hard to track down until now, Qun... so where did you go wrong?"

"Hm? No condemnation for the Ru-Ten I've devoured?" he asked "No question of why such promise was wasted on the consumption of my kin?"

"You know me better than that." Tal-Run pouted "You saw a goal and used your Strengths to gain it, what more consideration is required?"

"Tch, and here I was thinking I'd get to revel in your incomprehension in my last days." Qun looked down at the floor again "Suppose it was too much to yearn for."

Tal-Run stood at that, and soon Qun felt a hand rubbing through the moss-like substance which made up his hair. He looked up to see Tal-Run smiling at him again, and gave a sigh of defeat before leaning back in the chair. Partially it was to escape her grasp, but he also wanted comfort for the lecture he was no doubt about to recieve. She didn't pursue, instead began pacing before him as he closed his eyes and thought over the previous weeks which had led to his capture.

"If I were to pinpoint the turn of my luck, I were to say my primary problem was aiming too high." he concluded "The bodies of farmers and the goons of merchants were no longer providing as much satisfaction, and those pursuing me weren't making enough progress for me to stay cautious."

"Ah, throwing a bone to our Bentvines?" Tal-Run cooed "Generous even in depravity."

"Rather my arrogance growing unchecked again," Qun stated "of all the things to test myself with, I just had to aim too high."

Rather than gently increasing the difficulties of his hunts, Qun had aimed too high on the most recent victim he sought to consume. Perhaps he could've gotten away again if he'd sought a merchant or even a captain of a regiment. But no, he just had to find the sweetest of satisfaction in his kill, had to openly challenge stronger pursuers. Was his need to challenge the Strengths of others that powerful? Questions such as this, he had no time to consider.

Instead, he lifted his head and looked to his former Teacher once again, "Is he witnessing this? The General?"

Tal-Run paused and looked up towards a barred window, from which two figures were watching the proceedings below without speaking.

"He is, supposing you don't plan on apologizing for trying to devour his grand-child?" Tal-Run asked

"Actually, I shall. But to him." Qun shook his head and gave a laugh "He gets to bear witness to my demise, that vengeance shall be sweeter than any form of regret I could even hope to mimic. Although, it would seem he'll have to wait longer than most."

"We've already found the root of where you slipped up." Tal-Run mused "With that lesson finished, what's stopping us from killing you now?"

"There'd be no reason to make it a private affair." Qun looked around, the only other occupants of the room were two more Bentvines guarding the only door "Targetting the Kin of one of the Triumvirate, even lecturing my such as this could be shown to the people. Let those among them learn from the same lesson, both the citizenry and ill-actors gaining insight from my failings. With so few in attendance, I can only assume the rumors are true."

His eyes fell on Tal-Run once more, "So... I suppose the real generosity would be knowing what secrets the Buried Palm have been working on."

Tal-Run's eyes beamed for a moment, glimmering with a familiar look that Qun had seen many times before. Unrestrained pride in another, seemed his old master still felt such ways for even the worst of her proteges.

From above, Pagon and Gurok watched as Tal-Run began speaking fervently. She clapped her hands and soon another Monk bearing a large bin entered. Though when the lid was removed and the squirming, Sirewood vines instead were shown to Qun, he began laughing even as Tal-run ordered the monk to begin. Pagon gave a yawn, looking over to Gurok to see if the old general would be feeling any sense of relief at the torment the fallen monk below would receive.

But Gurok felt none, for even as Tal-Run and her associate began carving openings into Qun to begin inserting the vines, he could see through his writhing and screaming that he still bore a smile.

"Hmph, a true student of Tal that one." Pagon sighed upon noticing it as well "Stubborn resistance until the very end, bu at least you won't have to worry about him breaking into your estate any longer, hm?"

He looked to Gurok again, watching as he closed his eyes and tilted his head up towards the ceiling.

"Its not stubbornness," Gurok concluded "That is not the maddened grin of a defiant madman, but a sign of gratitude."

"Ah, that rumored warrior's intuition in full effect?" Pagon asked

"No, the mere knowledge that he learned from Tal is enough to give me such ideas." Gurok turned his attention to the similar smile Tal-Run bore even as the vines she inserted rended her former student asunder "The Buried Palm's near fanatical devotion to knowledge is palpable in him, even after throwing his pursuits to deviancy. He gets to participate in one last experiment with his teacher
at the end of it all, potentially getting to aid the Amalgam in spite of his crimes."

"Ah, not enough of a punishment, then?" Pagon asked, only for Gurok to look away

"The Ru-Ten known as Qun-Saw will not survive this procedure, whether his body falls apart like the others or rises to the Sirewood's call." he stated "I'll be rid of the filth one way or another, so who cares for the method of his demise?"

With Gurok finished viewing the experiment, Pagon shrugged and followed behind the General. Making their way up from the chamber, the emerged in the courtyard of the Sirewood's castle. Ascending a staircase built along the inner side of the castle walls, Gurok looked over the Bentvines stationed there as Pagon caught up once more.

"With her busy on this new project, I suppose time to mull over the response to the Mesanians will be limited." Pagon sighed, only for Gurok to pause and look back at him

"Is that a problem? I was under the impression you wished to stretch that for as long as you could."

"Simply because its my turn to play cautious mediator here." Pagon patted himself on the chest with a grin "You two sitting on the two extremes makes me cautious to simply throw my hat in there quickly."

The debate over whether to join the Western Alliance had obviously fallen into a deadlock for the Triumvirate. Gurok had been unwilling to send soldiers to aid another nation in combat, instead insisting on building their own strength for if the western powers took their refusal with anger and retaliation. Meanwhile, Tal-Run mimicked the desires of the Buried Palm, eager to feast upon whatever scores of knowledge such an alliance could have accumulated in their time. Whether they were genuinely invested in trading services for that knowledge or believed they could trick the Alliance in some way was unclear, but the end result remained: Pagon would be the tie-breaker one way or another.

The other two legs remained unable to sway him to either side, and so the matter had been left in deadlock, the only true pressure on him to hurry being the potential calamity at Gerudo Valley that could brew in the time of their debate. But with the Sirewood Beast giving their liege a direct connection to the place and Veximus heading the forces there personally, Pagon had felt confident that any outbreak of violence could be stifled at the moment.

It didn't mean he liked playing tie-breaker, usually a wealthy merchant such as him could simply pick a winning's side and exploit it. Here the positives and negatives of both choices were unable to overcome the other, two many risks on both accounts. the Deadlock would remain until that changed, leaving the Triumvirate to focus on other matters...

such as the puzzling situation to the east.

Not too long ago, reports from newest Bentvine Units sent to reinforce Rootlane had stated that a large portion of the Gnarlwood Brawlers originally defending the place had simply up and left their posts. As a villa without much in the way of excitement, the few who remained were still able to maintain order. That being said, the reinforcing Bentvines had been given cause to seek out the missing Gnarlwoods.

Followers of the Aspect of Strength could get in quite a lot of trouble if willing to forego orders such as that.

Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: Standard Settlement +3 Resources +2 Population
Gerudo Valley: Farming Settlement: +5 Resources
Rootlane: Standard Settlement +3 Resources +2 Population
Policies and Advancements
Recycling - Nothing is allowed to go to waste, anything from corpses to destroyed ruins are bounties of resources in the eyes of the Ru-Ten
Sirewood Defenses- Through use of the Vines assisting in the defense of all settlements, they gain 0/+2 except under the attack of The Flame. (Advancement lvl 1)
Photosynthesis Exploitation- The Capital gains an extra +1 Resources (Advancement lvl 3)
Streamlined Bentvine Training- For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost. (Advancement lvl 1)
The Oaken League- A series of Gladiatorial Arenas set up across the Amalgam Settlements
Units
Yomus Garrison: The Seventh Sire, 5 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison-5 Bentvine Skirmisher, Veximus Triumphus the First, Galixo Prime
Gerudo Valley Garrison: Veximus Triumphus the First, 1 Sirewood Beast, 5 Bentvine Skirmisher
Rootlane Garrison: 1 Gnarlroot Brawler, 2 Bentvine Skirmishers

Movement
(N/A)
Actions
1. (Advancement) Sirewood Serfs: Infesting captured criminals with Sirewood Vines so that the Sirewood may gain direct control of their physical forms.
Action 2: Recruit 1 Sirewood Beast for Yomus Garrison
Action 3: Recruit 2 Bentvine Skirmishers for Rootlane Garrison

Action 3:
Free Actions
Exploration on Rootlane tile

Resource Transactions
Balance: 58
+Income:
(Yomus 4) (Vineyar 3) (Gerudo Valley 5) (Rootlane 3) 15
-Expense:
Advancement: Sirewood Serfs Lvl 1 (3- [Strength of Mind 1 + Advanced Knowledge 2]) 1
Recruit: Sirewood Beast (6 -[Making Monsters 2/ -2 Turn]) 4
Recruit: 2 Bentvine Skirmishers ( Streamlined Bentvine Training +0.5 )3}=3
New Resource Balance: 65
 
The followers of the universe itself;


The Order of Kerem;
“Even now, when a year must come to an end, things appear to be better off before the introduction of the outside world than now.”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
-x2 Giant Desert Isopod Herd

Army 2;
-Adella / Hero Unit
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Warriors

Army 3;
-__**The Soldier and the Fool**__ / Leader unit
-x1 Footsoldier
-x2 Javelin Warriors

Army 4;
-Brothers 3/Hero Unit
-x1 Footsoldier

Free Actions:
1. Units remain in their position.
Paid Actions:
1,2. Train 1x Flintlock unit in capital

3. Train 1x Isopod Herd in Capital


Expenses;
Current resources: 292

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +12
Trade with Oni: +12
Trade with Draken: +12
Trade Routes benefit between settlements: +28
Per Turn: +78

1 elite and 1 troop units: -14


End Result: 358 resources

Embassy Bank:​
Current Embassy Bank: 200
+ interest = 220
 
The Continued Wars in the East and the West

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Excerpts from around the continent in the time of the Great Strife.


“Is there no end in sight to these demons? They seem to be limitless”- Regalian Soldier

“Perhaps we shall find solace in Zanzir. It has been a tiring journey.” - Dwarven Soldier arriving at the outskirts of the Zanzir Capital

“The Home of the Worship of Kerem to the West has fallen! Is this a sign from Kerem?” - Zanzarian Citizen

“The Seas are now protected by our powerful naval force. And our lands are protected by our powerful troops. We will continue to go stronger under this alliance with Regalia.”- Tolouis Naval Officer




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Dymaeran Remnant
Population: 42 Resources: 21 Order: 1


Lord Jadom arrived at the outskirts of the Capital of Zanzir. All those months ago when the alliance had been formed with his fellow Eastern Powers, he never thought that he would have entered into the Capital of Zanzir in such a manner.

As a foreign dignity, perhaps, with all the finery, pomp and circumstance that would come along with it, sure. But not as a a beaten down survivor of a near extinct nation that has fallen far from his status as a Dwarven Lord.

He wasn’t even sure if any other Lords or Ladies still live. But at this point, with the Elves trying to wipe them out, the mountains with their possessed kin and the Forests to the South brimming with demonic energies, the only sensible solution, and in fact, the only solution was to try to ask Zanzir for sanctuary.

A messenger was sent with the following letter for the King.

King of Zanzir, we beseech you to allow us sanctuary within your nation. Our home has been lost to us and we are being harried at every turn by scavengers and those that wish us ill. Should you take us in, you would have the undying loyalty of the remaining Dymaeran people and be able to command what remains of our army and what resources we were able to smuggle out of the nation.
With Respect,
Lord Jadom of Dymaera


Army 1: 2 Protectors, 5 Guards, Lord Jadom, 3 Dwarven Refugee Warriors, 5 Dwarven Refugees

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Draken Guard
Population: 57 Resources: 59 Order: 1



Xixas had continued to have the army further readied for war. As it seemed that the battles of the East and West continued to rage on, it was important for the Protectors of the World to continue to be ready for the possibility of battle. For they would not be caught flat footed against a demonic intrusion or an invading army. He could feel that there was something out there that was lingering just out of sight. A major pratfall just waiting to come and attack when everyone was distracted with other things. One last test of battles to come.

Train 3 Dragoon in Army 3

Army 1: 1 Nymph, 1 Dragoon
Army 2: 2 Dragoons
Army 3: 16 Dragoons, 2 Dragon Warriors, 2 Juggernauts



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Toulais
Population: 44 Resources: 49 Order: 2




Charlene Gaverene continued to build the fleet of ships up. Word of a naval force to the South was rising. Apparently they were from the Messanian barbarians of the Western Alliance, but they were so barbaric that they rebelled against their allies and nation to support the invaders from further west. What utter nonsense.

But their craft would be no match for the majesty of the Attack Boat fleet that she has been fielding. It would be a hard sell for anyone traveling by sea without their permission. These waters will soon enough be secured for Toulais and her allies.

Galico was sweeping the deck of “The Golden Duck”, the flagship of the Toulais Fleet. It was hard work, but honest work. The other day, he was securing the sails and the rigging to keep them safe from a passing storm. He heard tales from the higher ups that they might be getting an important visitor soon. So he’d certainly make sure to keep the place as spick and spam and he could. Make a good impression on the boat and her crew.

Train 3 Advanced Attack Boats in the Capital

ARMY 1: De’Orleon, 1 Archer, 1 Guarde, 3 Skeleton Knights
Army 2: 1 Archer, 2 Watercraft, 5 Guarde, 1 OBL, 12 Advanced Attack Boats



The Gecklicko Realm
Population: 30 Resources: 14 Order: 1


The infected Dwarves were a plague. A demonic plague. They wiped out everything that they had had at that settlement that was near the mountains. The survivors joined up with the Gecko army stationed nearby to attack the leader of the Dwarves, The Allafther. He was said to be the very first Dwarf to have ever come into being. He mostly stayed out of worldy affairs, it was said. But now, after being afflicted with this disease, he was a cruel and dangerous being.

Geri heard from Regalian survivors of The Allfather’s attack, that he was incredibly dangerous and cunning in combat. But, he hadn’t fought the Geckos. There would be a reckoning to come and it would be by Gecklicko hands.

Army 5 attacks the Dwarven settlement

Train 3 Swordslingers at the Capital

Army 5: Unit 01, 1 Swordslinger
Army 2 (In Capital): Garli, 1 Strider, 6 Swordslingers
Army 3 (South of Lost City) 2 Swordslingers


2 AA, Turn 16, Month 3


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Zanzir
Population: 67 Resources: 116 Order: 1


Actions:​
  • Advancement Sandstorm Lvl 2 (1/2)​
  • Advancement Black Market Lvl 2 (1/2)​
  • Advancement Royal Shipyard Lvl 1 (1/1)​
Diplomacy & Treaties:​
  • 12 months of peace with Western Alliance​
  • The Oni receive priority when purchasing Black Market items at twice the retail price.​
An army bearing the symbol of the old Dymarean banners arrives at the outskirts of the Capital. A letter arrives for the king (Written above). (Continued in Diplomacy Channel)



The Oni
Population:140 (Max) Resources: ?? Order: 1

Alliance Actions


-Upgrade Embassy to level 3 - 2 out of 3 actions

Great Forge: Turn 3 of 3

Sword of Truth- Strength: If used to defeat an enemy hero, can convert them to your side on an 6+
Weakness: If it fails to convert the enemy hero, the hero wielding the Sword of Truth defects to the Enemy faction



Oni Actions

Free

-Army 3 to Black Metal Mine

-Amassed Oni armies + Ronin defeat the Euvoians Leader’s army

-Recruit x1 Azeran Refugee and x1 Mole Worker at Ga’lade

-Army 5 - SE, SW, SE

-Zanzir Peace Deal - turn 2 of 12 - Gets priority on Zanzir magic items produced and must be sold to the Oni if double base price is offered.


-Hiroki Item Roll: 7 - Success - Equip Hiroki

Spell Mirror: Any time a spell is used in a combat Hiroki is involved in, Hiroki immediately copies it and executes it. Any rules referring to the host nation or their allies are changed to Oni and their allies. Can only be used once per combat round and cannot be used against enemy characters.

-Equip Golden Mask to Azeran Refugee in North western settlement

Paid

-Advancement: Ryokan II - Keep track of all units killed by Ronin - When a Ronin unit hired by the Oni has killed 3 enemy units, 2 elites, 1 monster or a character, they become Strawhat Ronin. Strawhat Ronin cannot be recruited.

Strawhat Ronin:

M: 1
HP: 2
Attacks: 2
Atk: 3
Def: 3

Honoured: In essence, become Samurai with access to Art of War. No need to pay mercenary upkeep anymore and cannot be recruited.

-Advancement: Black Metal Mine 3 - 2 actions (1 less required due to Dr Mia) - Improve saves by +2.

The City State of Mesania
Population: 50 Resources: 30, Order: 2
?? Slaves


- Army 2 - Chariot split off and join Lythos in Oni Capital - Rest move NW, NW
- Harmost - NE, NE, Join army 2
- Lythos - Arena - Turn 3 of 3 - Gains:

Chariot of Hermes - Chariots under Lythos are movement 3. For each movement used before combat chariots and Lythos are +1/0. In addition, reduce the first scythe requirement by the amount of movement used by the chariots. Lythos gains scythe ability.



-Army 1, West - Navy 1, East, East - Pick Up Army 1 - Navy 1 West - Extra Movement - 3 NW - Army 1 Disembark and NE 1



Paid

Build: Temple to Hades - 20 Resources - Settlement west of Capital - When a friendly character dies, roll a D10 each turn. On a 10, they emerge from the temple.

The Harmost gains follow trait:

Favour of Hades: Attacks by friendly characters cannot be saved against by any means. Once an enemy unit loses its last HP it is removed before any items, abilities or traits that could resurrect it or keep it alive take place.

Fast Movement: Navy with Agathos army, 3 NW

Recruit x2 Chariot at Oni Capital
Regalia
Population: 58 Resources: 75 Order: 1

5 mercenaries remain in the battle against the Allfather.

Allfather, 2 Warriors and Gabela remain at present.

Some rumblings seem to be happening in the Dwarven Settlement with the Allfather


Mitsura
Population: 95 Resources: 45 Order: 2


Actions:​
  • Building wonder: The World Tree. 3/6 turns 9/18 actions, 70/150 resources​
Continuing processes:​
  • Policy: Growth of a new forest tile, 2 tiles west of capital 1/2 (4, -2 due to forest irrigation 2)​
  • Inventor Hekron creates a new invention 1/3 (4 -1 for the Inventor’s Workshop advancement)​
  • Complete: Borage uses action to grow forest tile 2 tiles east of capital 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)​
  • Complete: Quest for the dark one: Surround the Steel City with forest 6/6 tiles covered​
Quest 3 Completed:

Reward: Hero Unit- Hezbollah The Fallen

Hezbollah The Fallen IronWood
Hero
HP 6
Attack 2
Atk 0
Def 4
Bark of Iron: +2 HP and 9+ Save
Fireproof Existence: Immune to Fire damage and +2 HP


Quest 4: Convert 4 Different Races/Nations to worship of The Dark Pantheon

“What is needed now, are worshippers. Doing this will strengthen my powers and by extension, the powers of all of the Mitsura.”- The Dark One



The Ru-Ten Amalgam
Population: 44 Resources: 65 Order: 1


Actions
1. (Advancement) Sirewood Serfs: Infesting captured criminals with Sirewood Vines so that the Sirewood may gain direct control of their physical forms.
Action 2: Recruit 1 Sirewood Beast for Yomus Garrison
Action 3: Recruit 2 Bentvine Skirmishers for Rootlane Garrison

Exploration: Discover a pointed building, sticking out of the mud. It is overgrown and looks as though it was made out of a shiny metal. (Continued in Diplomacy)




The Order of Kerem
Population: 41 Resources: 292 Order: 1

Alliance Bank Resources: 220


Capital has fallen and its Leader has been killed. The fate of the Council is unknown.


Takrian Republic
Population: 42 Resources: 51 Order: 1


Troops defeated the possessed Dwarves and took the settlement for the Takrians.​
 
Zanzir
A Nation at Peace

The Capital

All across the country flyers were being passed around, posted, and read aloud in markets. The topic of these flyers? The Order of Isis.
Citizens of Zanzir,

I hereby invite you all to join the Order of Isis; an organization determined to awaken the genius in us all by honing the arts of science and magic. With the goddess’ blessing we will bring Zanzir to new heights and every one of us will be elevated by progress! Whether you seek to improve or learn new magic, create or perfect technology, or simply wish to give your support to this righteous cause, all are welcome to take the initiation and become members of the Order,

Sincerely, High Priestess Amanitore


”Hahaha!” Within the halls of the palace, laughter erupted in every corner as the nobles and nation’s leaders read the flyer’s contents in their small cliques. Amanitore’s return to Kerem’s Reach left them free to criticize and mock her actions, but the King did not see things the way they did. Throughout the capital his spies rounded up all the nobles and like sheep they were led to the throne room where Tenebrous sat with one of the flyers in his hand.

“Your Majesty.” The group said in unison as they bowed their heads and the doors closed behind them.

From his throne Tenebrous gazed down upon his subjects with careful eyes examining them all one by one. Each of them had their own little schemes and pathetic plots they wished to enact. He couldn’t trust them, but he could control them. “This flyer.” The paper was thrown at them and it glided across the room to land at their feet. “I want to be clear that my sister’s latest endeavor is a noble one, but we here in the capital will not support it.” The nobles started to whisper amongst themselves, nodding their heads in agreement, but Tenebrous cut them off. “Amanitore is attempting to win the people by brainwashing them in her court, and impress the rulers of Regalia who value magic and might welcome her with open arms. A coup is her ultimate goal I am certain which makes treason her crime. I want you all to discredit this...Order of Isis. The citizens will listen to noble gossip before they heed advice from one another.”

“But your cousin Soloman has already declared himself a member of the Order, my King. With the backing of a current council member and the Princess as the founder, what can mere rumors do?” A woman said as she stepped forward from the crowd.

“Worry more of the task I have given you and less about what others are doing. Do your jobs well and I will gift Kerem’s Reach to one of you when I have brought down her Order and imprisoned her for treason.” The promise of the farmlands brought a smile to the face of every noble and as the doors opened again they all bowed their heads.

From the shadows emerged Tenebrous’s elderly assistant who was the overseer of the Raven’s Vault. “Have the Ravens spread the news that Solomon is hereby removed from the council effective immediately. And send my cousin a message, a warning really. Let him know that if anything bad should come of this new movement, he will be the first to swing from a noose.” With his orders now given the old man rushed off through secret passages and doors to get his job done.

Now the King had dwarves to attend to.

The Reach

A different mood overwhelmed The Reach, one of laughter and celebration as the Order of Isis was embraced and fully supported by the people and the leaders. All across the land bridge banners were being hung that bore the Order’s symbol and in Sun’s Spire, initiations into the organization were in full swing. From educated scientists and high borns to the poor and magically inclined, everyone had lined up outside of Solomon’s estate to pledge their support to the cause.

Greeting the many unfamiliar faces from the top of his grand staircase, Solomon waved endlessly and thanked the strangers again and again for their support. This was a good cause and he was glad to have joined it, even if he needed to be persuaded to do so by Amanitore. She sold it to him as a way to bring Zanzir to the level of their neighbors and prepare them for the future. How could anyone not support that mission?

When a servant approached him to deliver a letter Solomon believed with every fiber of his being that this was a letter of encouragement from King and cousin. But as he read over the contents of the letter Solomon’s face soured. “Oh fuck.” His heart dropped into his stomach and he felt his blood run cold with fear. “Shit. Shit. Shit.”: Quickly he turned away and rushed upstairs to escape the noise and hide his face. The letter detailed the ways in which Tenebrous would punish and kill him should the Order of Isis cause him any trouble. It was clear the King did not support their goal and was even in fact suspicious of the Order, which Solomon had been made a high ranking member of. Had he played right into Amanitore’s hand and taken her side in this long sibling feud? The tightening of his stomach, caused by the stress, forced Solomon to drop into his bed. He would have to ensure that Amanitore’s purpose was genuine or side with her in whatever future awaited them now. “Fuck!” He hurled a golden vase across the room and kicked over his nightstand. Now he would have to watch his back for Ravens and try not to be poisoned or stabbed in his sleep.

In Kerem’s Reach majority of the population were already initiated into the Order of Isis and the banners hung from every public building with small flags being displayed in the windows of its members. Amanitore’s mansion had been transformed into a base of operations for her new group with a proper meeting room, archives, place of worship, and even her own private guards who swore to protect the members of the Order.

On the second floor the meeting room was occupied by the 10 highest ranking members of the Order with Amanitore being the 11th person present. The High Priestess and her Stewards of Isis.

“Already thousands flock to your banner Lady Amanitore.” A woman declared proudly.
“Yes, all of Zanzir will soon be worshiping the goddess of magic.” An elderly man added.

“We’re not doing this to convert anyone away from Kerem.” Amanitore corrected quickly. “He is the one true god, Isis is but a small part of him. This group’s purpose is to bolster Zanzir with the use of magic and to improve upon the magical capabilities of our people. We won’t survive using just sticks and stones. Our two immediate operations will be complete soon, next we will focus on building a true home for the Order. Something to rival even the eastern Palace, but to do that we may need funds and I fear my brother will not lend any to our cause.”

Amanitore plopped down into her seat and let out a heavy sigh. “What about the west? The nations there are rather wealthy are they not? Perhaps we could establish a line of credit with one of them to build this new headquarters.” The words came from a rather young woman at the opposite end of the table and Amanitore was glad she spoke up, but didn’t think the plan would work.

“Zanzirans are banned from the west. I doubt they would be willing to assist us in this.” Another woman declared.

“Keep thinking. I will see what I can do on end.” Amanitore instructed as she rose from her seat. She had a great deal of work to do and very little money in her pockets with which to get it done. She would have to find help outside, but from who?​



Actions:
  • Advancement Sandstorm Lvl 2 (2/2)
  • Advancement Black Market Lvl 2 (2/2)
  • Advancement Order of Isis (1/1)

Diplomacy & Treaties:
  • 12 months of peace with Western Alliance (3/12)
  • The Oni receive priority when purchasing Black Market items at twice the retail price.
  • Sold Circlet of Glory for +20 Res
  • Sold Ring of Fury +20 Res

Stats:

Black Market Items:

  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Gauntlets of Strength: Costs 10res
    • Strength: +1 Extra Damage
    • Weakness: -1 HP
  • False eye of the Prophet: Sold!
    • Strength: At the beginning of battle, roll a d6. Gain that many Fanatics.
    • Weakness: None
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Sold!
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP
  • Sword of Isis Strength: Sold!
    • +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks.
    • Weakness: None
  • Cape of The Infinite: Sold!
    • Strength: Roll a d10 before battle
      • 1: 0/+1
      • 2-3: +1/+1
      • 4-5: +1/+2
      • 6-7: +2/+2
      • 8-9: +2/+3
      • 10: +3 HP, +1 Attack
    • Weakness: On a 1-5 gains attack last
  • Circlet of Glory: Sold!
    • Strength- +3/0
    • Weakness- -1 Order if battle is lost
Cities:
  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops

Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res
Expenses:
  • Advancement - 3
Treasury:
  • Balance: 116 - 3 = 113
  • Next Turn: 113 + 21 = 174
Military:
  • Army 1
    • 1x Spy
  • Army 2
    • 4x Infantry
    • 1x Giroj Class Jumper
    • 1x Xiron Class Beast
  • Army 8
    • 1x Infantry
    • 1x Giroj Class Jumper
 
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The Western Continent's Bloodshed Continues
There will be peace...

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  • Ichiro's Song


 
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The Final Battles of the Demon War Begin
~ 4th Quarter, 51AC ~

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  • As Alexian and his army finally arrive at the gates of the old Dwarven capital once more, they come upon an image of utter carnage. There are more bodies than there are living, the countless dead laying in state in vast collections at the back of the seige camp, each body completely covered in blue Regalian cloth, with the remaining living Regalian forces nestled at the front of the camp, closest to the gates of the Forgotten City. Alexian wished he could say that he had never seen so many dead before, but after what he saw in Zagzaragon he would be lying. Even so, death is not something anyone can get used so, and Alexian can only look on in solumn silence.

    Alexian's army moves in to reinforce the seige camp, a welcome relief indeed for those who endured so much horror.

    "Your Illuminance," The corporal of the seige camp hailed, "Are we glad to see you. I cannot tell you of the manner of nightmares we have outlived in his forsaken place."

    "I am sorry it took as long as it did, but we will bring an end to this madness before the month is out." Alexian told the corporal, with more confidence than one might expect, "What is the situation, corporal?"

    "We have been holding out, just barely, from the demons attacks." The Corporal told, before turning to gates of the Dwarven city, now held closed, "The Demons have been hitting us every chance they get, and they have been hitting harder with every successive attack. It's like nothing we have ever been trained for before, Your Illuminance. I wish we could say that we have been giving them as much as we have taken, but sadly that would be a lie. It's like their invincible. Nothing we do seems to effect them at all."

    "I fear only magic can bring down these monstrosities." Alexian said, looking to the gates of the Dwarven city, before looking back to his corporal, "What of your forces, Corporal?"

    "What you see is all that's left." The Corporal says, looking to his tired and traumatized men, each one seemingly clinging to sanity by a thread, "I've done all I can for them, Your Illuminance, which has not been much. In total, you have given me 12,500 men, Your Illuminance. I have only 2500 left."

    10,000.

    Is that how many men Alexian just rode past? 10,000 of them?

    "We have done all we can to recover the dead, Your Illuminance, but the demons do not give us a moment to breathe." The Corporal told him in regret, "The bodies closest to the gates, we just cannot get close enough to reclaim them. The demons are utterly pitiless, and will attack at the very first sign of weakness. There's been nothing we could do, Your Illuminance. I am sorry."

    "Do not be sorry, Corporal." Alexian told him, bringing his hand to the Corporal's shoulder, "I am sure you did everything you could. I promise you, the demons will be crushed. They will be made to pay for every lost soldier, you have my word."

    "Thank you, Your Illuminance." The Corporal returned, but it was only a half-hearted response, "I only hope my remaining men do not need to be avenged as well."
 
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Takrian Republic

Victory in the east!
End to the dwarven conflict imminent!

Republic high command has confirmed that, despite some particularly stubborn resistance, southern portions of the rebelling dwarven territory are finally pacified! With Regalian operations in the north expected to end soon, one question remains: what will happen to Khazar Dymraen?

Currently, the occupied territories are governed under martial law, but that is expected to change soon. According to official channels, while the exact course is still undecided, current debate in the government calls into question the long term stability and well-being of the region under former authoritarian government. More on page 5.
~ headlines of an independent newspaper released in Safeguard

Cities:
Raven's Heart refugee camp; +1 resources +1 population
Ru-Ten refugee camp; +1 resources +1 population
Safeguard: standard settlement; +5 resources +2 population
Karak Azgaraz: standard settlement; +5 resources +2 population
Karaz-A-Karak: capital; +5 resources, +2 population
Karak Bhufdar: standard settlement; +5 resources +2 population
Policies and advancements:
Unknown horizons: Being a colonization mission sent to an unknown planet, the crew of Unity was trained in handling the dangers of unknown territory. Exploration a tile is more likely to yield a favourable outcome. [policy]
Resource extraction: Intensified prospecting and advanced mining techniques lead to more efficient utilization of mineral wealth. All settlements gain +1 resource income. [advancement; lvl 1]
Military reserve corps: Takrian military, aside from its active service branch, also operates a reserve force. Those are troops trained for combat, but not on constant deployment. Whenever combat takes place or a settlement is attacked in takrian territory, the settlement spawns Xd3 legionary units, with X being the level of the settlement. Reserve legionaries disappear when the threat is over. [advancement; lvl 1]
Marksmanship training: Though mostly used to shower enemy troops in a hail of arrows, takrian archers are additionally trained in individual marksmanship, serving as a makeshift replacement to snipers of Nazgir in eliminating high value targets. Archers gain +2 attack when targeting heroes and leaders. [advancement; lvl 1]
Organized resistance: In an event where takrian territory comes under occupation, the government takes precautions to ensure occupying forces will not be able to use their resources to further their goals. Some of the military and civilian officials hide among the populace, and establish basic structures of an underground state, ensuring that the resistance is never smothered and always has open avenues of development. Takrian resistance does not dissipate over time. [advancement; lvl 1]
Underground contact network: Even though the government itself might be in exile, it nonetheless maintains contact with the resistance back home, the two entities coordinating their actions and supporting eachother whenever necessary. All income or resources lost to takrian resistance activity is directly translated into income for the government in exile. [advancement; lvl 1]
Underground education: Even under occupation, the takrian people take effort to preserve their society and culture. Takrian resistance cannot be suppressed or destroyed by manipulating culture or education, including attempts at resettling population. [advancement; lvl 1]
Specialist integration: Wherever takrians are allowed to establish a refugee camp, workers specialized in various fields not busy in the camp itself are loaned to the host settlement, bringing with them unique expertise and abilities. Nation hosting takrian refugee camps are affected by one takrian advancement or national strength of their choice. [advancement; lvl 1]
Refugee police: One of the first things taken care of when establishing refugee camps is restoring some semblance of a police force, to keep the refugees safe and ensure the daily life in the settlement is not negatively affected. Add 1 to all unrest rolls caused by takrian refugee camps. [advancement; lvl 1]
Units:
Army 1: Hoodoo the Crusher, 3 bandit warlords, 2 legionaries, 1 archer
Army 2: 2 legionaries, 2 archers
Army 3: 1 cataphract, 2 legionaries, 2 archers
Resources:
Starting: 62
Settlement income: +22
Trade total (Zanzir, Regalia, Ru-Ten, Gecklicko, Toulais, Draken Guard): +18
Settlement upgrades: -15
Road construction: -20
Advancement upgrades: -3
Final: 64
Population:
Starting: 51
Growth: +8
Final: 59
Movement:
1 legionary leaves army 1, forms detachment 1, moves west one tile
Actions:
Action 1 used to upgrade Safeguard to level 2 (turn 1 of 3)
Action 2 used to upgrade advancement: Military reserve corps to level 2 (turn 1 of 1) [Added effect: adds an equal amount of archers to spawned legionaries]
Action 3 used to recruit two cataphracts in Karaz-A-Karak (turn 2 of 2)
Free actions:
Build roads in all owned settlements(4 in total)
 
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