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    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.
OOC
Here
Characters
Here
Lore
Here
Other
Here
---rp to come soon--
Free actions-
Juggernauts Move SE Explores
army 1 Moves NW 1 NE 1
army 2 moves into capital
-------
Army 1 Builds Settelment over water
army 2 teleports to se settelment on surface.
 
(W.I.P, full post will come out soon...)

The followers of the universe itself;


The Order of Kerem;
The Capital



Actions:
“Sometimes.... a neutral power must go to war in order to protect the ones they love.”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
- x1 Footsoldier

Army 2;
-x1 Footsoldier
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Throwers

Army 3;
-x1 Giant Desert Isopod Herd

Free Actions:
1. Army 2 heads West and begins exploration.

Paid Actions:
1/2: Great Embassy Level 2 - +2 cost to each member nation for 2 alliance advancements a turn. 4 resources to complete

3. The Blazing sun of the desert: “Sometimes, even our own sun can provide us the protection we need in order to defend our people from any threats facing us.” In a two time radius (has to be within a desert role), those not allied with the Order of Kerem (trade and non-aggression pacts do not count, and must be a true alliance such as the Embassy) gain a -1/-1 when moving through the lands of the Order, due to the sudden increase of heat within the lands through unnatural means. Minus 2 resources to research it

Expenses;

Current resources: 36

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +7
Trade with Oni: +7
Trade with Azerans: +7
(2 new trade route with the Zanzarians and Draken Guard occurring next turn)

+35 resources per turn

Both a level 2 and 1 research: 6

End Result:
65 resources ready to be used.​
 
The Ru-Ten Amalgam
Ru-Ten flag 2.png
Vineyar was named for the brave Bentvine Skirmishers who braved the unknown and stumbled upon great rewards for their efforts. The Settlement sprouting up not too far from the ruins that had earned notoriety amongst the Ru-Ten. What were once a few caravans and wagons had blossomed in spite of Winter's wrath, a community focused primarily on the exploration of the area. Many believed that the presence of the Ruins meant there could be other profitable ventures in the area, while the Buried Palm merely focused their efforts on the ruins themselves.

The Expeditionary forces would enforce the law of the Amalgam, and the Bentvines themselves were quick to become a regular figment in daily life. Working with the Buried Palm to continue investigations into the ruins, the Bentvines lost their title of Expeditionary force and became the garrison of these newly explored lands.

Filthy soilings were forced to produce edible fuel to this exploration, toiling in the fields to form more and more crops. Others were made to help with the construction of buildings, with camps and stalls evolving into heavily set buildings of rock and wood. Houses and stores sprouted up as the population arrived more and more.

But just as Vineyar could truly be called a proper settlement of the Ru-Ten Amalgam...

They came.

In small numbers, bipeds built of flesh arrived from the west. Many shared the trait of scales that many reptiles had, and at first trickled in like lost cattle. Neither the Bentvines nor the Populace knew what to make of them at first, and when word reached the Capital there was much deliberation among the Triumvirate on what exactly they were supposed to do with them. Communication was not simple, but it became clear that these things were refugees. Their appearance and demeanor said it all, and their disdain for some great foe in the west was fairly clear.

The Triumvirate needed time to deliberate, the beings weren't as useless as a Soilings so the more defensive Bentvines stayed their hands and simply allowed the Refugees to go about their business. But word of what could've driven them to Vineyar led to many in the Amalgam to wonder if these Takrians had truly been bested by brutish raiders, or if they'd simply been outmatched by an enemy who followed the Strength of Body and Mind much more closely than they did.

Such rumors did nothing to endear them to the locals, but at least they weren't lackadaisical whelps like Soilings.

Ultimately, it would be the Triumvirate who decided what was to be done with them.

In the meantime, the Bentvines had become so well-respected for their work in Vineyar that the Triumvirate had been convinced that following through on this public admiration would be both a good route considering the potential western threat, and cost effective given the resources put into Vineyar. It was a safe decision, one that the Sirewood was all too happy to focus on for the rest of the winter. And why not use the



Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: 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
Units
Yomus Garrison: 1 Gnarlroot Brawler, 1 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison- Army 1: 2 Bentvine Skirmisher (Exploring...)
Movement
1 Bentvine Skirmisher splits from Army 1 to form Army 2
Army 2 travels southwest with Fast Movement.
Actions
Advancement: Streamlined Bentvine Training- Due to the growing Popularity of the Bentvines, the Ru-Ten Amalgam seeks to streamline the process of recruiting them for future endeavors.
Recruit 1 Bentvine Skirmisher
Fast movement for Army 2
Free- Diplomacy
 
The Alliances Grow



See the source image



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


“Praise be to the Allfather. He has allowed us to find allies outside the mountain.” - Dymarean Cleric

“Secrets shall not be hidden for long in the ruins near Vinyar. We will continue to comb every nook and cranny of it.” -Explorer Bentvine

“The Regalians have a powerful grasp of magic and an empire that helps its people and those around it. We are happy to have joined up with them. -The Amethyst Owl Tribe Shaman

“Our allies are all so different. Can this really last in the long run?”- Concerned Zanzarian citizen

“We will rise up from the ashes of our fallen country, bigger and better than before, with allies to surround us.” - Takrian patriot


WINTER IS IN THE FINAL MONTH ON THE CONTINENT. IF YOU ARE LOCATED IN ANY LOCATION THAT IS COVERED IN SNOW AND ARE NOT A NATION THAT IS USED TO THE HARSH WEATHER, YOUR MOVEMENT IS -1 (Ogres Nation and Regalia are unaffected due to naturally living in these harsh conditions.)

tDiLcDQWnDdYr0WPaMyM9JHdnwqNy5d2OlNTjpgGXWc6l56K_uIr3qhzMBeP2TUd1ECAGkUInsQOxgeY43FA7hO27jwnI7M2X2cOhWF_ruQl0XvTtL0AC_IaT3HjGQV64fKnVBXu


Dymaeran Stronghold in the Joint Settlement of The Lost City
Population: 35 Resources: 47 Order: 1


The new alliance in the East was going well so far. The Dwarves, Geckos, Humans, Plants, and even the Takrians were working together to make The Lost City a place for all of them. It was very quickly becoming the new capital of the Eastern Alliance. Something for which Lord Jadom was especially happy about seeing as how he had been the dwarf to broker the deal for their people to join this burgeoning group. Out of all the dwarven lords, he had managed to push and secured himself a place at the seat of power. Something that none of the others would be able to jockey him out of. He managed to be first and now he would entrench himself into the position, to make it impossible to remove him without causing damage to their alliance.

Lord Jadom sat in his stone chair, looking through the many papers on his desk. A report from Zanzir. They did some research on their new trade partners in the North. A nation of anti crown revolutionaries. The Dymarean nation and the Zanzirian nation both have royalty and nobility. It might be best to keep them at arm's length for now.

Looking through some more notes, he approved the order for training more troops, which it looked like was occuring at the forefront of the empire as well. Considering the looming threat of an attack from an alliance in the west, he was honestly not surprised.

Train 3 Protectors of the All father. 1 in the Lost City. 2 in the western most dwarven settlement

Population: 35- 3= 32
Resources: 47- 18=29

End Pop: 32 End Res: 29 End Order: 1




See the source image

Azera
Population: 26 Resources: 25 Order: 2


A scholar frantically looked through books in the capital. The man, an elf who went by Holbrooke, was nervous. Something in his recent studies had made him very worried about the tides. They seemed to be approaching the same sort of conditions that had been around the time of the great tsunami. It was something that he wanted to make sure that he was wrong, or that if he was right, that they were all prepared for what might happen.

Throwing open a book, it seemed that they still had time. At least a month, if things proceeded at the same rate. He’d have to continue to gather information and inform the President.

Train 3 Swordsmen in the capital.

End Pop: 26-3= 23.
End Res: 25-6= 19
End Order=2


1 AA, Turn 8, Month 8

ABu00POBmAgnC3uoIXkp3EcSG5K2IBFKL_5uyPIFk5CZICPqCLOQ7dI2eW6zeraff09AxsQkjjqbQMtgzIvCVOXGW77f9KHEs1-PwNjm_LRZl0kcOWdNHLyMoHJaxzK1_ii3iGLy



The Oni
Population: 48 Resources: 25 Order: 1


All three actions on quest line - 3 out of 6

Army 3 explore: Discovers an abandoned mine. (Continued in Diplomacy chat)


Gelicko
Population: 20 Resources: 12 Order: 0


Advancements: exchange depots: allows trade and the purchase of certain units wholesale by nations trading with the gecklicko and it's other partners (rules to be ironed out later)

Advancement: sentinel striders: the awakening of the ancient mechanicals was a difficult but necessary task these faithful golems patrol endless around the settlement of the gecklicko chasing down those that are designated as hostile these machine require no rest and produce such a terrifying presence none dear assault them directly all an enemy army can do is hope they are not caught.
(Roll a d10 when within a tile or on a tile of a gecklicko settlement on a 6+ up to d3 units are moved a tile away from the gecklicko settlement)

Exploration Army 4: Beneath the Capital, the Gecko find a large metal door with strange markings on it. (Continued in Diplomacy chat)

Regalia
Population: 14 Resources: 30 Order: 0


Recruit 6 Marksmen

Army 3 Explores: The Shieldmen come across a seemingly abandoned fort sitting out in the cold winter tundra. (Continued in Diplomacy chat)

Takrian Republic
Population: 30 Resources: 29 Order: 0


Action one used to research advancement: specialist integration
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.
Action two used to research advancement: refugee police
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.
Action three used to establish refugee camp in Zanzir's capital

Zanzir
Population: 30 Resources: 43 Order: 1



In the dead of the night, a strange silvery humanoid appeared within the Princess's bed chambers. "Hello Princess, I have come to repay a debt." (Continued in the diplomacy chat)

Mitsura
Population: 56 Resources: 3 Order: 2


Action 1: Complete Advancement: Forest Irrigation II: Paid, when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. 2/2 actions.
Action 2: Complete Advancement: Tomb of Growth II: Paid, Population can be turned into resources at ratio of 1:1 ratio. 1/2 actions.
Action 3: Advancement: Guerrilla warfare: -3 resources, Proposed Effect: Friendly units on forest or swamp tiles are stealthed.

Quest 1: Recover a malfunctioning Observation Machine

“One of our machines that we use to gather data has malfunctioned and gone far off course. We would appreciate it if our new neighbors could recover it for us so that we can continue to use the data that it provides.” - ZT02

Army 7 Explores the swamp. They come across a heavily damaged probe which seems to be guarded by a large nasty looking wolf. (Continued in Exploration chat)


Toulais
Population: 20 Resources: 10 Order: 2


Advancement Unlocked: "Sea Chains" - Military units are trained and equipped with bronze chains which can be deployed across water, causing enemy units caught in combat to be unable to flee

Army 3 spots a large settlement floating above the water to the North.

Draken Guard
Population: 26 Resources: 13 Order: 1


Juggernauts explore: The desert seems endless, but along their path, they discover an oasis. (Continued in Diplomacy)

The Order of Kerem
Population: 32 Resources: 65 Order: 1


Army 2 comes across a broken down caravan of peasants. (Continued in diplomacy chat)

Reward: Can build Trade Encampments (Count as modified Farming Settlements. For Every 5 Turns a special Trade Deal Event will play out. If successful, can gain extra resources or other bonuses.



Quest 2: Have an army of at least 10 units
“Trade partners are nice. But in order to protect what is yours, and keep your true neutrality, you’ll need to have a fighting force to keep what is yours safe. Just in case anyone tries to break your neutrality or steal from your hard earned trading resources.” -Mysterious Prophet of Kerem


The Ru-Ten Amalgam
Population: 20 Resources: 8 Order: 1


Advancement: Streamlined Bentvine Training- Due to the growing Popularity of the Bentvines, the Ru-Ten Amalgam seeks to streamline the process of recruiting them for future endeavors. For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost.

Diplomacy with Refugees


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


Quest 1:”Dionysus and Hephesteus have developed a wager against the other. Dionysus wishes for Messania to throw 5 festivals and Hephesteus wishes for Messania to advance 5 separate weapon or armor upgrades. Whichever one wins the bet, will shower Messania with a gift.”- Holy Priestess



Ogre Kingdoms
Population: 28 Resources: 8 Order: 0

 
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Ether
~ Magic Made Material ~

1620631984926.jpeg

  • While Alexian and the rest of the Magisterium have been busy dealing with matters of the war effort, Niman has been hard at work hunting down the rogue Magisters and their collaborators. So far, Niman has managed to track down and arrest both Kebban and Oliva, but Sytar, Niman's predecessor, has proved to be a much more dangerous and slippery target. As former Magister of Law, Sytar knows all of the Ministry's tactics and strategies for capturing high profile targets, and understands the capabilities of Ministry investigators better than anyone else. He has been making good use of this knowledge, much to Niman's frustrations.

    Not to mention that Sytar is also an accomplished mage in his own right. He is a master illusionist, able to disguise himself using magic, conjure powerful illusions that most mages would not be able to sense, and he can even hide his magical aura from detection. On top of all that, Sytar is also a battlemage of some skill, since law enforcement can necessitate violent confrontation at times. While there have not yet been deaths, Sytar has done battle with Ministry investigators that managed to get close to him, something that is slowly happening with greater frequency. Niman has been driving her investigators hard to find Sytar, so that the heat will get to him. With ever greater pressure, Sytar will start to grow increasingly desperate, and while this would make him progressively more dangerous, it will also drive him to make more and more mistakes.

    Wishing for this game of chase to be over, Niman decided upon a trap for him...

    The Southern Gatehouse stands open and wide to the great wintery expanses beyond Celest's walls. Sytar stares at the sight hungrily. He knows that if he can just get past the gatehouse, he'll be able to run into the blizzards and be beyond Niman's reach forever. Hiding amongst the millions in Celest has been useful thus far, but eventually he will get caught, and Niman is proving determined to catch him.

    The former Magister veils himself in an illusion, making himself appear as one of the Realm's scouts. They pass through the gates all the time, three have already left the city in the time Sytar has been observing the gatehouse, and should he face trouble he can always mind-bend anyone that tries to stop him. As the spell takes effect over him, he is draped in the same dark hooded cloak that the scouts usually wear, and he steps out of the shadows before heading for the gatehouse.

    Sytar received word from his last few surviving followers in the Ministry. The Southern Gatehouse would be left open tonight for the scouts easy passage in and out of the city. The war demands that the scouts stay on their toes, keeping up Regalian surveillance upon their enemy, which would require repeatedly opening and closing the gates. Instead, one gatehouse would be left open, as the main access point for the scouts. The Southern Gatehouse is closest to the scouts' compound, which is stationed in the southern quarter of Celest. As Sytar approaches the gatehouse, he notices there are plenty of soldiers here. Nothing for him to worry about, though. Just simple guardsmen and archers. They would not know one scout from another, and would not hassle him as long as he does not draw attention to himself.

    Just as he is about to cross the threshold, one of the guardsmen stops him. "Not so fast, scout." One of the guardsmen stops Sytar, before asking, "Code name and designation."

    Sytar smirked to himself. This would be a piece of cake.

    "Violet Bloom, Capital Surveillance." Sytar would speak, in a voice that was not his own, before he worked to conjure his magic. Of course, he did not have a correct codename or designation, but that is no trouble. A bit of mind-bending would solve that little issue. But when Sytar attempted to quietly cast a spell, he would find his magic did not obey his commands. That is when he realised, perhaps too late. The Gatehouse is warded.

    "We have no scout of that codename or designation leaving the city tonight." The guardsman returned before giving Sytar a hard, suspicious look. When the former Magister turns, he is met with a shocking sight. The imagery of guardsmen at pulled away like sheets of cloth, revealing themselves to be battlemages. They were vielled by illusions themselves. And when he looks back at the guardsmen who stopped him, he found Niman standing in his place.

    "Surrender, Sytar." Niman ordered, her face imperious, "This is your last chance."

    One last chance indeed. Now cornered, surrounded, and powerless; Sytar had only one option left to him. The former Magister lunged at Niman, punching her and knocking her to the ground, before he run through the gatehouse. A truly desperate attempt, to be sure, but he knew he was not going to live long if he surrendered. Niman roared for Sytar to apprehended at once, the battlemages quickly giving chase, but it looked by all accounts that Sytar might just manage to escape. That is before Sytar's egress was very suddenly and violently stopped as Sytar struck something very solid in front of him.

    Crashing to the floor on his back, his face bloody and nearly crushed from the impact, Sytar could only look up to see the very air in front of him ripple. He did not need to see what came next to realise what just happened. The pathway to freedom shattered, revealing that the gatehouse was in fact closed. It was another illusion. One that Sytar did not sense. Even standing so close to such a powerful illusion, he did not sense it. How?!

    Bewildered, Sytar could only stare up at the gates as the battlemages seized him, binding him in magic-nullifying ethereal chains before dragging him to his feet. Now completely disempowered, Niman approached Sytar, her own face bloody from his punch. Her eyes were like thunder as she came to stand in front of him. "The last mistake of your miserable, retched life, Sytar." Niman whispered to him threateningly, before looking to her battlemages, "Take him to the dungeons, and have him placed in an isolation cell under heavy guard, like the others. And if he resists, break him."

    With that order, the battlemages drag Sytar away, with a heavy escort accompanying them. And with that capture, it is finally over. After months of chasing criminals through the underbelly of Celest, the chase is finally over. Alexian will be delighted upon his return. And with the evidence mounted against them, the three former Magisters will face execution. Their fates are sealed.
 
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Gecklicko combine
The retrofit had been completed, as it turned out the blueprints found at the metal city where far more useful then first anticipated its power plant being not one of arcane but of mundane, matching closely to that of the grand mechanicals. While this day was joyous they lacked those with the knowledge of how to operate such a machine, unless..

———-

the geckos that had been found within the downed grand mechanical had been kept and interrogated for months coming out of there holdings in a far better condition then when They where sent in only to be met by Gisl flanked either side by geckos in ornate uniforms. “Your finding have been interesting and the council has decided to offer you a chance to make things right, your crew shall be tasked with piloting and maintaining the Titan“ Gisl explained much to the chirping delight of the crew who where very eager to get back to work months with nothing productive to do scraping away at there minds. Gisl turned to leave his smile disappearing for this morning he’d been sent a final autoscribe message.. what was left of the original expedition team had likely fall pray for the barbaric point ears still Gisl held then long strip of paper. “it was a honour to serve the combine.. for the last time” it read, Gisl knew as protocol the autoscribe unit would be destroyed total to stop it from falling into the point ears grasp.. still it was with a heavy heart to know his cousin garli was now almost certainly dead, still he had duties to attend to, a moral boost for those in the zigzarag for it was soon the day of naming and the grand mechanical along side a personal project would be unveiled at the event.. that maybe the last of such.
—————
it has been about a week since the Gisl had assigned the crew of the grand mechanical to their new position, the titanic gates of the metal-clad castle for the first time in decades dropped to the ground below thousand lining the few wide streets of the metallic landscape huge stomping limbs shaking the entire city as the grand mechanical took its first steps in years the rear of the grand machine billowing clouds of gray smoke as its engine where alight much to the cheering of the crowd assembled to see its first steps, following the grand mechanical where smaller machines lacking any pilot they where essentially massive hunk of armour carried along by numerous scuttling legs still to the cheering of the assembled crowd as the parade in honour of these new machines marched away Gisl along with other such as the distinctive Olden, who’s coal-black scales and red crest made the gecko stand out, Olden took to the podium in the front most of the crowd. "Today is a great day no longer must we remain bound to the arcane for power but now we have other means the grand mechanical shall be this cities guardian from this day forward let those that try to break us find no mercy in its cannons" olden short speech echoed throughout the city, even if the words rung somewhat hollow.
————
with the ending of the parade of the new automechanicals the normal naming day celebrations could begin most gecklicko returning to there homes, each one being large metal structures containing most of the extending family, and the hatching whome and survived over A year would get there name, the brutal reality of the gecklicko world was natural selection, many would find themselves dead thusly those that lived a year where considered worth a name.
————————
free action
x
action
Advancement: grand mechanical gaurdian
cost 6 R 2 A: the grand mechanical now fully operational serves as a guardian of zigzarag thusly the gecklicko captial is protected by a powerful hero level unit.
Proposed stats
Movment:0
Hp: 2
Attacks: 2
Attack 3
Defense 1
Traits: king slayer cannon: the huge weapon atop the grand mechanical is said to have toppled kingdoms with a single shot it's ammunition long exhausted the gecklicko substatue for this round is still highly effective at murdering those of high status: the grand mechanical will target hero's and leaders first with a +2 attack bonus to targeting hero or leader units.


advancement: bulwarks
cost 3 R 1 A: 2 bulwark units guard gecklicko settlement more or less providing a incredible annoyance to the enemy then an actual threat
Proposed stats
Movment: 0
Hp: 2
Attacks: 0
Attack: -3
Defense: 1
Traits: bulwarks are little more then armour upon legs possessing no means to harm an army they simple advance threating to push the opponents into the sea if not dealt with: bulwarks must be destroyed first before any other unit can be attacked.


expenses 9
------
settlements +4
industry (28/8) +3
other +2
trade +3
total= 12
12+12-9=15 total
 
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The Oni
Without honour there is only darkness
The Story of the Oni
The way things were progressing for the Oni was truly something to behold. They had managed to occupy more than half of their mountainous home while making new friends. The problem for them was that not everyone they had met was on the same page as them. There were grave concerns amongst Emperor Midori's closest advisors that there was even greater need to ensure the survival of the Oni, wanting a bigger focus placed on recruitment. While Jin wanted to avoid war, the truth was that he shared the sentiment of the others. Midori wasn't upset but still pushed for peace.

"You all remember the slaughter that befell our people during the clan wars. Do you want that sort of horror to return to our lands? Amassing forces will not help reassure those who are wary of us that we are on a mission of peace." The Emperor said amongst his advisors.

"Emperor, we understand your concerns but the beasts to the north are of great concern while we hear rumours of a nation amassing a vast army to the north east. We simply wish to be prepared for any eventuality. Skill alone will only get us so far." Jin said with a look of sincerity. "Please...consider our words."

The Emperor sighed, taking a moment to think before dismissing his advisors with a simple wave.

__________________
Actions


Western Alliance Action

Advancement - Sentries: Enemy units that move on tiles with Western Alliance Roads do not benefit from additional movement. In addition, when attempting to move on a tile with such a road, enemy armies roll a D10. On a 1-3 the unit loses one movement for that turn. If this takes their remaining movement to zero then they will remain on their current tile. This roll can be made multiple times per turn and will occur until an enemy army has no movement left. This roll takes place after an action is declared.

Advancement - Friendly Training Grounds: Western alliance units can be trained in any friendly settlement rather than their own.

______________________________

Free Actions

-Builders - X2 - 4 Resources - Joins Army 5
-Samanosuke & Kawada - Arena - Turn 2 of 3
-Army 4 - NW - Build Road - 5 Resources
-Army 2 - Build Road - 5 Resources

Paid Actions

-Continue Oni Quest #1 - 6 of 6

______________________________

Armies

Army 1 [All Equipped Spear and Horse]

Samanosuke
Kawada
1 Samurai
2 Jigamundo Samurai
6 Ashigaru

Army 2

1 Ashigaru

Army 3

6 Builders

Army 4

1 Peasant

Army 5

6 Builders
1 Peasant
______________________________

Resources and Population

Resources

Settlements: 22
Trade: 12
Total: Gain 34 per turn

Starting Resources: 25
Spent This Turn: 14
End Resources: 45

Population

Settlements: 14

Gain Per Turn: 14
Starting Population: 48
End Population: 62
Max Population: 80

code by nano
 
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(W.I.P, full post will come out soon... just wanted to get the post done for this turn and write the details later today)


The followers of the universe itself;


The Order of Kerem;
The Capital


It was yet another long few months that ha evoke and passed... along with old events, for activity seemed to have slowed quite a bit now after the first word of war had reached their ears, and other than the few other nations arriving to their capital and conducting trade with one another, nothing much seems to have been occurring. All in all, word appears to be rather low.... and the people are now calm down along with it.

“The old world is changing... our perception of what we believed to be true is now changing, and in order to deal with such change, we must figure out how to change ourselves to fit our needs.”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
- x1 Footsoldier

Army 2;
-The Brothers 3 Hero Unit
-x1 Footsoldier
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Throwers

Army 3;
-x1 Giant Desert Isopod Herd

Free Actions:
1. Army 2 heads one tile west and conducts exploration.

Paid Actions:
1/2. lvl 2 advancement; The Burning Sun: “Our sun blazes even more so than usual... being more harmful to those not of our lands.”; Those not allied with the Order of Kerem gain an additional 0/-2 to their stats, bringing it to a total of -1/-3 within their lands, as well as -1 movement.

3. First part of a level 2 advancement: Improved Trade customs; “Our people are learning more and more about the other nations of this small, small, world we live on... and the better the we understand them... the more we truly know of what resources they may need.” +2 to trade with the Order of Kerem, bringing it to a total of +7 for those trading with the Order, and a +9 being gained from the Order itself. Advancement half completed.

Expenses;

Current resources: 65

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +7
Trade with Oni: +7
Trade with Azerans: +7
Trade with Zanzarians: +7
Trade with Draken: +7
Per Turn: +49

Two Level 2 Advancements: -8 Resources

End Result: 106 resources ready to be used.​
 
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Zanzir
“Perhaps your presence here is not so bad, Solomon.” Amanitore mused. The Master of War’s footsteps proceed him on his approach to Amanitore’s balcony and she couldn’t help but to mock his situation. Separated from the capital to act as a babysitter for the King’s older sister. She wondered just how irritated he truly was.

“Why the sudden change of heart, cousin?” He inquired as he laid his hands on the railing and looked out over the city. The Reach was definitely a beautiful place, with its many beaches and blue waters. Despite this however, Solomon longed for the majestic mountains of the capital.

“You being here has altered the King’s mind. Now he is willing to allow me true control over the city and its treasury. I can finally make some progress.” The princess extended her arm out over the banister and pointed to the scaffoldings and construction crews on the edge of the city. “That money is going towards a new wall. Bandits and foreign threats will find it difficult to assault us when they are pinned between a wall and a sandstorm.” A cocky expression formed on her face as she boasted of her plans to her cousin. It had been a long time since she spoke with her family in a friendly manner and she secretly hoped to have a real friendship with Solomon.

“At least the money is going towards something appropriate and not the opulent decorations in your estate.” Solomon turned away from Amanitore with a grin on his face. “I only came to let you know that I will be going to the laboratory soon to meet with its guide and see what can be done with the technology.”


Actions:
  • Build All Father Temple in capital
  • Construct City wall in Farming Settlement
Advancement:
  • Advancement: The Elesham Wall - We prepare now for the threats to come and when they arrive they will find no way forward. (A multi-tile wall designed for the ultimate defense of Zanzir and all of its lands. The wall costs 10 Resources per intended tile and takes 2 turns to build. Upgrades can be made to the wall, increasing the base number of troops needed to assault it and the defense of friendly units. Any attacking enemy must have 15 units to attack
    • Level 1: 15 units to attack 0/+2 to friendly units in combat on that wall tile.
    • Level 2: 20 units to attack 0/+3 to friendly units in combat on that wall tile.
    • Level 3: 25 units to attack 0/+4 to friendly units in combat on that wall tile.
Free Actions:
  • Army 3 explores tile
  • Army 5 moves SW 1 Tile
  • Move Army 4 West 1 Tile
  • Proteus moves NW 1 Tile
Quest:
  • Donate 20 resources to Xenosis Lab restoration
Stats:

Black Market Item:

  • 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: Costs 8res
    • Strength: Attack spells deal an extra 2 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)
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)

Total Income: +19 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (3)Trade Agreements +6res
  • (3)Resource Extraction +3res

Expenses: -29 this Turn
  • Xenosis Lab: -20res
  • City Wall: -3
  • All Father Temple: -3
  • Advancement: - 3
Treasury:
  • Current balance: 14 (43 - 29 = 14)
  • Next Turn: 36 (14 + 19 = 33)

Military:
  • 3x Spies
  • 2x Archers
  • 3x Infantry
  • Proteus (Hero)
 
Takrian Republic

As time went on, so did the takrian settlement efforts. With the first refugee camp established in Raven's Heart, and work complete on some basic institutions completed, the situation was improving. With another refugee camp under construction, this one located in Mitsura, the Republic began forming additional military units, hoping to contribute to the new alliance's defensive efforts even in their less than desirable position.
Cities:
Raven's Heart refugee camp: refugee camp; +1 resources +1 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:
Refugee group 1: 1 civilian refugees
Refugee group 2: 1 civilian refugees
Refugee group 3: 1 civilian refugees
Army 1: 2 refugee warriors
Resources:
Starting: 29
Settlement income: +1
Trade with Zanzir: +3
Settlement construction: -2
Unit recruitment: -4
Population:
Starting: 30
Growth: +1
Unit recruitment: -2
Movement:
Refugee group 1: Heads east, towards Dymraen
Actions:
Action one used to establish a refugee camp in Mitsura's capital
Actions 2 and 3 used to train refugee warriors in Raven's Heart
 
The Ru-Ten Amalgam
Ru-Ten flag 2.png
The fleshy bipedal creatures known as the Takrians came from the west, and so the decision came down to have a small look. A portion of the Vineyar garrison traveled to the southwest, but it wasn't a large-scale expedition like the one that had kickstarted the creation of Vineyar. Instead, they were to merely have a quick look around.

The result of this venture was a temporary camp set up along the coast to the south. They'd arrived partway through the previous month, and had used it as the basis of their venture. Overlooking the camp was a broken tree that was utilized as a lookout point.

While many Bentvines in the camp below were busy packing up, the Spotter was busy watching the waves.

Throughout the history of the Amalgam there was much talk about great oceans, but the last times that they'd been reached had been hundreds of years ago. Some still recognized the grand body of water to the north to be an Ocean, despite the Buried Palm's reassurance that it wasn't.

This, what the spotter was seeing right here?

This was a proper ocean.

Even though from first glance the two were similar, it just felt larger in scale than the water to the north. He could feel it, despite not being a part of the Buried Palm. He supposed it was the often forgotten Strength of Spirit influencing him at that moment, this certainty born in spite of the lack of knowledge.


"Oi Kullen, you going to help us?" another Bentvine called out from below.

Kullen looked down for a moment before rising up and slipping his helmet back on, "I was named spotter, and I'm not exactly eager to forsake that position."

"You haven't spotted anything but fish and beasts for weeks, get down here and help already!" the Bentvine waved him down "Captain just received word on our next task."

That got Kullen's attention, and soon he'd grabbed his sword before hopping down before his comrade, "They need help back in Vineyar? I know they aren't willing to fund a full-scale expedition with the ruins still-"

"We're heading east," Kullen's Comrade gestured along the coast "we follow the coast and investigate the lands southwest of the capital."

Kullen paused before leaning in, "What?"

He followed his fellow Bentvine into the camp, where already tents were being taken down and food was being stowed into packs and carts. Several other Bentvines passed by them, heavy boots leaving dozens of prints in the dirt and sand of the coast, only for the snow to hide them soon after.

"I thought we were to investigate the west to determine the paths the Takrians took." Kullen said as they walked "You know, help the Palm guess where those Mesanians will come from."

"Hmph," a gruff voice held back a laugh "that's one way to look at it."

Kullen and his comrade turned their attention towards the captain, who was looking over a map with another Bentvine. Nicknamed Captain Crack-Helm due to the notable crack running down the side of his helm, he otherwise didn't stand out amongst the others save for a weathered tone.

He looked up to them, "The lands around here do seem suited for a fort or two, that hill just seems perfect for it, but the Triumvirate likes to cover all its bases at once."

He lowered the map and pointed past them, "Rumors of other Ruins needed to be quelled, lest those prospering in Vineyar spread themselves too thin."

Kullen was about to speak, but wound up nodding with a hum of thought. Even with the concerns of the Takrian refugees and their words on the supposed conquerors, that didn't stop wonderings on the potential presence of more ruins from spreading.

Kullen found such things interesting to mull over, but nowhere near worth the strain spreading before the Vineyar ruins could be fully explored. He had figured that setting up a fort nearby would provide security both without and within at the same time, but...

"Is that really it? Silencing rumors?" Kullen looked around "That can't be all."

"I just said it wasn't," Captain Crackhelm grunted "Silence rumors, scope for furture endeavors, and find suitable farmland."

"Suitable farmland?" Kullen's Comrade tilted his head, prompting the Captain to chuckle before gesturing to the Bentvine holding the map.

"Tell 'em, Lizen." Crack-Helm said, to which the map-holder nodded.

"Of course, Captain." Lizen said as she showed the map to them "The Buried Palm's records show evidence that during the Greatwood War, a number of settlers fled its carnage by moving to the southern coast. Such farmlands could be great use to fueling further growth."

She turned her attention to the nearby coast, "This was one of the potential locations,but as the Captain said: These lands seem far more suitable for sturdy defenses. This leaves the land Southwest of Yomus as those most likely spoken about in the records."

"Given how many Bentvines the Tirumvirate is planning on recruiting, we'll need those resources even if we don't start building forts." Captain Crack-Helm gestured towards the map "We'll have to trek through quite a bit of snow, but by winter's end the Olden homes will be ours once again."

And so it was, that the Bentvine Second Army began the trek east, following a wide expanse of coastal lands. There they found a perfect stretch of land to collect for the Amalgam, one which seemed fairly fertile.

Whether it really was the remains of the Old Migrants was left to be seen.

What mattered was that they get a head start on its construction before the winter was over.

Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: 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
Streamlined Bentvine Training- For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost.

Units
Yomus Garrison: 1 Gnarlroot Brawler, 1 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison-1 Bentvine Skirmisher (Exploring...)
Army 2: 1Bentvine Skirmisher
Movement
Army 2 travels directly east with Fast Movement to establish Farming Settlement.
Actions
Action 1-Recruit 2 Bentvine Skirmisher
Action 2-Fast movement for Army 2
Action 3- Begin construction of Farming settlement on tile southeast of Vineyar and Southwest of Capital.
Free- Diplomacy

Resource Transactions
Balance: 8
+Income: (Yomus 4) (Vineyar 3) 7
-Expense: (Recruitment 2) (Streamlined Bentvine Training 2x 0.5= 1) (Construction of Farming Settlement 5) 8
New Resource Balance: 7
 
Turn 8:

The harvest was coming. The jungle knew it, the hoshi knew it and most important of all the Kaminoki knew it. How could it not, it had been working towards it for a long time. There were great projects in the making and those required resources. The harvest would provide those resources. There was a price of course, a price paid in hoshi lives.

However, all things the Kaminoki governed were expendable if it meant the furthering of the Great Plan. The Green Petal opened its eyes, their eyes? It breathed in deeply. It became I and once again he felt like a person. Or perhaps she today? She smiled.

Overhead the sun was burning, but this far beneath the canopy it was a comfortable hot and moist temperature. She tried to turn her head, but her neck and spine had already fused with the Great One. “I wish I could go out for a stroll, perhaps swim.” She had always enjoyed swimming.

All individuality was suddenly squashed. It felt as if a large hand had clamped down on the Green Petal’s head. Images, accompanied by a thousand sounds streamed into the hoshi’s head. They were one of the few hoshi to receive direct attention from the elder tree. That honour however cost a steep tole. The direct attention of the being’s vast mind could shatter a mortal’s sense of self and the Green Petal received such attention daily.

The pain ceased. “I understand.” She whispered. She took a few seconds to catch her breath, then shouted for her subordinates. She relayed her orders to them as precisely as she could describe the images and sounds, she had seen. After that she decided to take a nap. She felt exhausted ands slowly it gave in and they fell asleep.

Actions turn 8:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Niwashi splits of Army 1 and becomes Army 2
  • Army 2 moves southwest, West
  • Hero unit Large Wolf splits of Army 7 and becomes Army 4
  • Army 4 moves southwest, West
  • Army 7 moves northeast
  • Army 6 moves West, West

Free actions:

  • Army 7 explores, next part of the questline: Retrieve Probe

Actions:

  • 3 Actions: Advancement: Tomb of Growth 3, -9 resources, effect: pop to resource conversion ratio is now 1:2

Continuing processes:

  • Complete: Growth of a new jungle tile 1 tile North West of capital 3/3 (4-1 due to presence Niwashi)
  • Complete: Inventor Hekron creates a new invention 3/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete: Borage grows a swamp tile 1 west of the Steel city 2/2 (4- 2 due to presence, Forest Irrigation 2)



Tables

Income Resources tits turn Resources expenses tits turn Resources next turn Population tits turn Population next turn Population expenses
Settlements +6 - +6 +12 +12 -
Trade +4 - +6 - - -
Other - - - - - -
Overall 3 -9 +12 56 68 -


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 2 Population can be turned into resources at ratio of 1:1 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


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 Niwashi Unit
1 tile west of the Steel City Borage uses growth ability. Niwashi is there to assist.
Army 2
  • Elite Niwashi Unit
1 tile North West of Capital
Army 3
  • Troop Yari
  • Troop Ite
1 tile West of Capital Defend
Army 4
  • Hero unit Large Wolf
Capital
Army 5
  • Hero unit Hekron
  • Troop Yari
Capital Invent/ Defend
Army 6
  • Hero unit Dark Disciple
1 tile East of Capital Defend
Army 7
  • Yari unit
1 tile South West of the Steel City Explore
 
Advancing on The Capital



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


“Those Lizards weren’t even man enough to fight us. I couldn’t believe it.”- Regalian Soldier

“We are worked until exhaustion and then worked even further. These brutes know no limits” -Takrian Slave

“The Great Culling aids in the growth of the forests. We honor ourselves and the others with our sacrifice.” - Hoshi before being sacrificed

“The King and the Princess seem to be of one mind on the matter of security. This bodes well for our future as a nation."- Zanzarian Merchant

“The Regalian Magic will definitely make sure that our bellies are always full and our borders are protected. They might even be better than the undead.”- Drunken Tolouis Guardsman


WINTER IS NOW OVER. NORMAL MOVEMENT IS BACK IN PLACE.
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Dymaeran Stronghold in the Joint Settlement of The Lost City
Population: 37 Resources: 37 Order: 1



Lord Jadom laughed a hearty belly laugh as he took another bite from the roasted ram leg that was smothered in mushroom sauce. Even with them building up their army, it seemed that the danger from the North, The Regalians were completely undeterred and were launching a large army towards The Gelickos.

If the reports were to be believed, their attacking force even contained their leader out on the front lines. As a people of battle, he could respect that sort of decision. It would inspire the troops and put terror into the enemy that you were facing. Even he, would be willing to put it all on the line if that were the case.

Taking another bite of the ram leg, caused sauce to splatter down on his beard. The scouts even reported that an entire squadron of Gelicko troops were captured without a single blow. That didn’t leave much of an army left from their ally. And their troops wouldn’t be able to reach the Capital in any sort of timely manner. The battle would be handily won well before then.

Jadom wiped his beard clean with a white cloth and signed the paperwork to train more troops and to work on his own personal additions to allow him to better perform on the battlefield.

2 Protectors move SW from Easternmost settlement
Lord Jadom Hero unit appears in the Lost City


Advancement Lvl 1: Lord Jadom’s battle armor

Advancement Lvl 2: Lord Jadom’s Mace and Shield

Gain Hero Unit:
Lord Jadom
Hero
HP 4 (5)
Movement: 1(0)
Attack 2
Atk: 3
Def: 3
Lord Jadom’s extreme endurance training: Lord Jadom surprises most people with his training regimen which starts at 4 am lifting weights and eventually ends with a 12 mile run. +2 HP
Lord Jadom’s Mace and Shield: Ancestral weapons that have the power of the ancestors behind them. +1/+1. On a natural 10, allows an additional attack that round.

Golem Armor (Bought Equipment from Zanzir): +1 HP. -1 Movement



End Pop: 37 End Res: 31 End Order: 1


PirateattackonTeaBoats.jpg


Azera
Population: 30 Resources: 32 Order: 2


The frantic scholar had informed the coast guard to keep an eye out for these developments and it seemed now that the time was coming ever closer until the initiation of these events. Those in authority had been informed about his findings, but they have neglected to tell the rest of the Alliance until they were absolutely sure.

The Frantic scholar was not sure of this tactic, but he was not the one in charge and so he would not question it. He continued to frantically study the tomes to make sure that he had all the facts.

--------------------

Hirom was a seasoned sailor and that was why he was in charge of the coast guard. That was why he was the first line of defense of the ocean. The gods might be fickle, causing the ocean to be fickle, but that made him all the more ready in order to deal with what needed to be done out on the open seas.

He called down to his first mate, “Mate, how are the seas from your end?” No matter how sure he was of something, he liked to double check. Perception was a funky thing. Especially on the open waters and when gods were at play.

“Choppy to be sure, Cap’n.”

“Aye, I thought so. A storm is brewing in the winds. Better batten down the hatches before it gets too rough.”

A few moments went by and there was no response. “First mate, better batten down the hatches before the storm gets rough.”

The sharp wind blew through so Hirom thought that perhaps his first mate hadn’t heard him. As he turned around to check on the wellbeing of his first mate, he was suddenly face to face with a monstrous sized human. The man was easily 7 feet tall with a wicked grin on his face. “Welcome to your new life as a slave of the forces of Euvoia.”

Then darkness took him.

Train 3 Swordsmen in the capital.

End Pop: 30-3= 27
End Res: 32-6= 16
End Order=2


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Draken Guard
Population: 34 Resources: 21 Order: 1


Balon was the leader of the Dragoon forces that were sent to the Regalian capital. He was being sent on a strange mission. Usually their forces were to maintain a pure force of neutrality in order to make and create peace not only on the continent, but eventually the entire world.

He was being sent by a faction of the leadership that was wanting some change to happen. They are a peaceful people, but the grounders were warlike to the extreme. At least from all that they were able to see. And as such, perhaps their best bet, was to gain a stake in a few of these nations to help guide things.

As such, he was being sent to Regalia to bargain with them. For his part, he agreed, which was mainly why it was Balon that was being sent. They have sat on their laurels for far too long.

Train 1 Dragon Warrior and 1 Dragoon in the Easternmost settlement

End Pop: 31
End Res: 19
Order: 1


1 AA, Turn 9, Month 9

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Regalia
Population: 16 Resources: 59 Order: 1


The Goblin tribe uses their own resources to set up a settlement under the command of Regalia at the Tower for this next turn.

Lorafina throws a celebration in the capital. It involves strange inventions and both ancient and unknown food recipes. The people are bewildered and amused by her antics. Gain +2 Happiness. The people praise Alexian in the streets and erect a statue in his honor.

A small group of humanoid dragons arrive at the Capital. The Leader who identifies as Balon requests to see someone in charge as he is an envoy of the nation of Draken Guard.

Gelicko troops and hero have been captured enroute to the Gelicko Capital. The people have been over joyed and Order has been restored. +1 Order


Gelicko
Population: 26 Resources: 15 Order: 0


Advancement: bulwarks

cost 3 R 1 A: 2 bulwark units guard gecklicko settlement more or less providing a incredible annoyance to the enemy then an actual threat
Proposed stats
Movment: 0
Hp: 2
Attacks: 0
Attack: -3
Defense: 1
Traits: bulwarks are little more then armour upon legs possessing no means to harm an army they simple advance threating to push the opponents into the sea if not dealt with: bulwarks must be destroyed first before any other unit can be attacked.

Advancement lvl 1 Grand Mechanical.
Advancement 2 Grand Mechanical (½)


Quest 1: Gather and Spend 20 resources to gain a better understanding of the basic mechanisms at hand

"It is now the time to rejoice, my friends. We have found a powerhouse that will lead us to our true path. The path of technology over magic. For too long have we been reliant on that which is unwieldy for us. But now, now we can have a firm grasp of control. We only ask that you throw what you have at this to help make it stick, permanently"- Gelicko Prophet

The Oni
Population: 62 Resources: 45 Order: 1

Western Alliance Action


Advancement - Sentries: Enemy units that move on tiles with Western Alliance Roads do not benefit from additional movement. In addition, when attempting to move on a tile with such a road, enemy armies roll a D10. On a 1-3 the unit loses one movement for that turn. If this takes their remaining movement to zero then they will remain on their current tile. This roll can be made multiple times per turn and will occur until an enemy army has no movement left. This roll takes place after an action is declared.

Advancement - Friendly Training Grounds: Western alliance units can be trained in any friendly settlement rather than their own.

Free Actions

-Builders - X2 - 4 Resources - Joins Army 5
-Samanosuke & Kawada - Arena - Turn 2 of 3
-Army 4 - NW - Build Road - 5 Resources
-Army 2 - Build Road - 5 Resources

Paid Actions

-Continue Oni Quest #1 - 6 of 6
Quest Complete: Reward: Gain Access to Hedge Mages
Hedge Mage

Elite
HP 1
Movement 1
Attack 1
Atk: 2
Def: 0
Magic Spell List: Before Combat place one spell in place. Effects do not stack- Heroic Armor: Casts a spell of Magical Armor over all allied troops. Gain 0/+2
Fire Blast: Forgoes normal attack to target single target with a fire spell. On a natural 9+, deals 2 HP damage


Quest 2: Spend 20 Resources to improve the Magical Tower

“Now that you have the basics down, it is time gain your own magical room where you can perform spells, experiments and grow stronger outside my direct tutelage.” -Orren

The Order of Kerem
Population: 38 Resources: 106 Order: 1


1/2. lvl 2 advancement; The Burning Sun: “Our sun blazes even more so than usual... being more harmful to those not of our lands.”; Those not allied with the Order of Kerem gain an additional 0/-2 to their stats, bringing it to a total of -1/-3 within their lands, as well as -1 movement.

3. First part of a level 2 advancement: Improved Trade customs; “Our people are learning more and more about the other nations of this small, small, world we live on... and the better the we understand them... the more we truly know of what resources they may need.” +2 to trade with the Order of Kerem, bringing it to a total of +7 for those trading with the Order, and a +9 being gained from the Order itself. Advancement half completed.

Army 2 comes across a large dias on the top of a steep hill. It overlooks a large lake. (Continued in Diplomacy.)


Zanzir
Population: 30 Resources: 36 Order: 1

Quest Complete
Reward: Gain Access to worker beast civilian unit

Worker Beast

Efficient Workers: -1 resource and turn for construction in settlement that they are placed. For every 2 after the first decrease cost/turn by an additional -1 to a minimum of 1. (Maximum of -3 turn/cost)

Quest 3: Journey to The Forgotten City to the East and acquire an advanced Power Converter

“In order to help restore any additional functionality, there is an important part that can not be rebuilt with what the technology level of the continent currently is. A Power Converter. The science of which is beyond your understanding of mechanical knowledge, but there might exist an available version in a sister robotics facility that existed to the East. I’ll give you the coordinates. Just be wary in case anything is still fully operational and wild there. Best to send strong troops, just to be safe.” - BAN



Advancement: The Elesham Wall - We prepare now for the threats to come and when they arrive they will find no way forward. (A multi-tile wall designed for the ultimate defense of Zanzir and all of its lands. The wall costs 10 Resources per intended tile and takes 2 turns to build. Upgrades can be made to the wall, increasing the base number of troops needed to assault it and the defense of friendly units. Any attacking enemy must have 15 units to attack​
  • Level 1: 15 units to attack 0/+2 to friendly units in combat on that wall tile.​
  • Level 2: 20 units to attack 0/+3 to friendly units in combat on that wall tile.​
  • Level 3: 25 units to attack 0/+4 to friendly units in combat on that wall tile.​
Army 3 Explores:
Ga’lade Castle: An impressive structure lies in front of you. A castle that seems to be made of sturdy materials. As you approach it, you can notice surrounding farmland and guards upon the castle battlements. You have heard rumors of the mighty warrior that lives there, inspiring others to come under his aid. Lord Ga’Lade.

Takrian Republic
Population: 29 Resources: 27 Order: 0

The Council receives a mysterious letter: We will offer you support when the time comes, if you send 15 resources to a location 1 space NE of the Zanzir Capital- BB

The Ru-Ten Amalgam
Population: 20 Resources: 7 Order: 1


The Exploration continues……..



Mitsura
Population: 68 Resources: 12 Order: 2

Advancement:
Tomb of Growth 3, -9 resources, effect: pop to resource conversion ratio is now 1:2

Quest 1 Complete
Reward: Access to Machine Trade Center. Benefits of normal Trade

Quest 2: Eliminate Rogue Machines


“You have proven trustworthy. That is important considering previous dealings with organic races. We have need of your services to eliminate a group of rogue machines that refuse to be shut down. They are dangerous and you will need to come armed. (Head 1 square NE and eliminate a small army of machines. Come prepared for combat)”- ZT02


Toulais
Population: 26 Resources: 18 Order: 2


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


Quest 1:”Dionysus and Hephesteus have developed a wager against the other. Dionysus wishes for Messania to throw 5 festivals and Hephesteus wishes for Messania to advance 5 separate weapon or armor upgrades. Whichever one wins the bet, will shower Messania with a gift.”- Holy Priestess



Ogre Kingdoms
Population: 34 Resources: 14 Order: 0
 
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The Oni
Without honour there is only darkness
The Story of the Oni
The need for calm was at hand, a lone visitor from Zanzir had been found by Ashigaru who had been tasked with helping to create the great road linking the Western allies. Unfortunately, after the way that both parties left their last meeting, caution was the approach deemed necessary when dealing with those outside the alliance. As such, the approach of the Ashigaru would be such.

Elsewhere, Kawada and Samanosuke had almost finished honing their skills in the Great Arena. Several months of duelling with the best the Western Alliance had to offer meant that their capability had grown considerably. Kawada had been told to head north...alone...to seek out the beasts who had assaulted the Azeran's.

Actions
Western Alliance Actions

-Advancement: Beach Assaults - Any alliance ship can transport any alliance unit. When disembarking, if those units attack that same turn, they gain always strike first. Units who already have always strikes first, gain +2/0.

-Advancement: The Great Forge - Produces a magic item every three turns. GM to roll to decide power of said item.

Free Actions:

-Army 2 diplomacy with Zanzir Army 5, if talks fail, attack
-Army 1 leaves Samanosuke, Kawada and Dr Mia, moving east three times (+1 road)
-Army 5 Peasant move SE to become army 6, construct road - 5 resources
-Army 5 NE, construct road - 5 resources
-Army 4 NE, construct road - 5 resources
-Recruit 2 Builders Kerem Capital - 4 resources
-Samanosuke & Kawada - Arena - Turn 3 of 3
-Donate 20 resources to mages tower
-Agora Roll: 10 - Research Black Metal from mine

Samanosuke Arena Item: Mirror Armour - Debuffs that target Samanosuke are ignored and instead apply to their source.

Kawada Arena Item: Titan Armour - Enemy attack rolls against Kawada suffer a -2. A natural 10 is still a hit.

Paid Actions:

-Advancement: Akemi Memorial Facility II - The facility found deep within the ground has seen several more doctors awake, unlocking more knowledge around futuristic medicines and science.

Save increased to 9+ -5 resources

-Advancement: Mustering Grounds II - With ever increasing size to the mustering grounds, more and more elite fighters are being discovered.

Samurai units -1 turn to recruit -5 resources

-Advancement: Final Forms - Under the instruction of Jin, the Oni Samurai and Jigamundo Samurai have begun to train in the forms of each other, merging them together to make a truly fearsome style.

All Samurai units gain access to all Art of War forms, however are still limited to one per turn(aside from Samanosuke's trait) -2 resources

End Resources: 48
End Population: 76

code by nano
 
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Gecklicko combine
To a bitter end for there is nothing after
Everyone knew it was now or never what could be done had Been done large ballista moved into place and loaded with specialised toxins this would be where zigzarag made it's last stand, and they would be sure to make those pointy ears pay dearly for it, there where thousands of them just outside the walls.. would the Zig fall? Likely but the hopes of many where the cowardly glory seeker that started this conflict was here and by some miracle he would be smited. Meanwhile those outside the city and already made preparation the AI and the massive mech had already been removed form the city weeks earlier they would be safe and work could contuie along with most of the civilan population the city industry now quiet for the first time, and prehaps the last.. time

Free action
Army 5>west>explore
20 resources payed into quest
Payed actions
Grand mechanical 2/2
Heart of the Zig: R 3 A1] enemies besieging or attack a gecklicko settlement suffer form it's heat some less then others. (Desert perfering nations suffer 0/-1 other nations suffer 0/-2 while nation's that prefer cold climate suffer 0/-4)

Suppressor canisters: R3 A1: a distilent form hoshi toxins these canisters are fired form ballista to devastating effect on the invaders: at the beginning of a battle on a tile containing a gecklicko settlement roll an attack roll for each enemy once this attack roll is treated as 0/0 nation modifiers effecting this stat, in addtion The opponent attacks last that round
Finances
Settlements +4
Other +2
Industry 32÷8= 4
Trade +3
Total 13
Expenses 26
15+13-26= 1
weapons market
Wheeled horror X2 6R per
Sappers X6 2R per
 
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Regalia Invades
~ And the World holds its Breath ~
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  • The recent discoveries of Old World bunkers and the ancient Regalians found within has not gone without its impact upon the Realm. The wealth of looted technology filled Stines laboratories, every possible researcher drafted into the monumental task of carefully dismantling and examining these things of wonder, slowly but steady working out their functions and purposes. This work has been going on since the first shelter was found, but the discovery of Professor Xentha has only escalated matters. She is not some simple drudgen from the Old World. She was a celebrated genius in her day, and it is no exaggeration to suggest that she is Stine's Old World equivalent. The ideas and philosophies that held the past together only echo from across a great distance through the technology salvaged from Old World sites, but through Xentha they are more than loud and clear.

    "We had magic of our own, of course." Xentha would explain to Stine over drinks in the Palace gardens, "But not... your kind of magic. We could not conjure fireballs out of thin air. We did not have the magic in our blood like you do. Our magic could only be utilised through technology."

    "You did not have any mages?" Stine asked uncertainly, "At all?"

    "No. None." Xentha returned, "There were... some races and creatures back in the Old World that had access to magical energy like you do, such as the goblins. But such creatures were primitive, and our technology far outstripped the capabilities of their little spells throughout my lifetime. So it is surprising to see mages like yourself. And the... physical characteristics are interesting as well."

    Stine was not sure what to make of that last comment. Xentha merely stared at Stine with a slightly amused look on her face, before she looked away towards the gardens again.

    "Needless to say, but Regalia would not be able to use our technology." Xentha continued, "Or, at least, not in their original state. They are powered by our Old World energy."

    "What kind of energy?" Stine asked, "The energy you used is magic, is it not?"

    "It is, but of a different sort." Xentha returned vaguely, "We acquired our energy by burning materials to release energy, then capturing that energy or using it for a immediate purpose. Not unlike your smiths, in fact. But we built large complexes that were designed to burn a great deal of material to release a great deal of energy. We called these complexes power stations. And we had many power stations. One in particular could provide enough energy to power entire nations by itself. This type of power station used fusion reaction to release an incredible amount of energy. In order to use our technology, you would need to build such a power station, and that is simply impossible for Regalia. Right now, at least. Fusion reaction power stations require access to resources and materials that Regalia will simply not be able to find or refine, and not even for decades to come. No, it is simply easier to adapt our technology to use your source of energy, this 'Ether', as you call it."

    "That can be done?" Stine asked further, "How long might it take?"

    "Considering the talent you have acquired, hardly any time at all." Xentha grinned, "In time, we could adapt all of our technology to use Ether. And then all of the secrets that survived the demons will be yours to enjoy."

    "Secrets that you will not share?" Stine raised an eyebrow, "You are here to help us against the Coming Darkness."

    "And I will help." Xentha chuckled, before taking a sip of her wine, "But some secrets I speak of do not concern the demons. They... a way of living. By taking our technology, you will take our ideas and beliefs and thinking as well, and all of that will became a part of your 'Realm.' Perhaps it has already begun. Perhaps by taking our aid, you may even lose yourself."

    "Impossible." Stine narrows his eyes, "Why would we adopt the ideas of a society that lost itself to the Coming Darkness?"

    "We shall see." Xentha simply smiles back at Stine, "For good or ill, Regalia will change. What it becomes afterward... we shall see."
 
Zanzir

Raven’s Heart


Raven’s Vault
LgoKqCyewdYGFagYkAOUaDK6yvPmdZJNbN5MFRmFevfZiJkeM4X7Hh0z-4NxrbZEYVWKwjJP-EH79lPsvNHOBjTRZAQg5hi5wQIjen21d5cb7vN1qv9sozNtyuThtrSqleyNE5Hy

Within the repository of knowledge that was, Raven’s Vault, the spies of Zanzir were busy chronicling important events. The Master of Whispers, King Tenebrous stood on the overhead catwalk, watching all the masked figures move about. He let out a heavy sigh and seemed to physically relax as he settled into the peace and quiet of the room. That was distrubed however when an elderly man, Tenebrous’s second in command, approached. His dry, raspy voice shattered the peace and drew the attention of several spies as they passed by the duo.

“My King, I have news from the west. Two things of note.” With a deep breath Tenebrous nodded his head and gestured for the old man to follow him. Quickly the retired spy scurried behind the King and the two entered a room made of glass walls. “What has happened now? It seems the west has no shortage of things to do to get our attention.” Tenebrous plopped down into his chair and leaned forward on his desk.

“First this arrived from your agent in Kerem’s Reach. It seems that Princess Amanitore has dispatched an agent of her own into foreign territory.” Tenebrous’ eyes widened in shock at the development. He hadn’t at all expected something like this from her. “We are unsure of the agent’s purpose at this time.” Suddenly in a fit of anger, Tenebrous’s arms swept across the desk and threw everything on to the floor. “Damn it!” The King shouted. “We must know her intentions if we are to prepare for the aftermath of her actions. She could be allying with a foreign power to usurp me, or she could fumble an attempt at diplomacy that makes us the target of the western alliance.” Tenebrous raised his hands and started to rub his temples as a headache began to surge through his skull. “Damn it!” He launched his foot at the nearby bookcase and broke the shelf, causing the books to tumble downward. “I’ll have her head if this goes wrong!”

“Ahem.” The elderly man cleared his throat, trying to bring the King’s attention back to him. “The other bit of news comes from one of our agents pretending to be a diplomatic envoy in the west. He reports that the Western Alliance has implemented a travel ban on those who are not part of the alliance. Our presence there may be treated with hostility from those allies.”

Outside the room a loud crash was heard and all heads turned to see that Tenebrous had knocked down an entire bookcase and while they could not hear what was being said, they could tell from his reddened face that the King was shouting rather loudly. “Get out!” His voice finally reached the rest of the Vault as the door was flung open and the elderly fled the glass room, followed by a silver serving tray, which flew out the door just after the old man.​


Actions:
  • Army 4 construct Standard Settlement (+2 Actions)
Free Actions:
  • Army 3 moves East 1 tile
  • Army 5 moves NW 1 Tile
  • Army 6 moves NW 1 Tile
  • Army 2 moves back into farming settlement
  • Army 1 moves E 1 Tile
Stats:

Black Market Item:
  • 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: Costs 8res
    • Strength: Attack spells deal an extra 2 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
  • Caslte Ga’Lade (Military)
    • 0/+2 to defending units
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:
  • City Construction: -5res
Treasury:
  • Current Balance: 36 - 5 = 31
  • Next Turn: 31 + 21 = 52
Military:
  • Army 1
    • 1x Spy
  • Army 2
    • 3x Infantry
  • Army 3
    • 1x Spy
  • Army 4
    • 1x Archer
  • Army 5
    • 1x Spy
  • Army 6
    • Proteus (Hero)
  • Army 7
    • 2x Ga’Lade Knights
    • Lord Ga’Lade
 
Takrian Republic

To the acting government of the Takrian Republic

I write this as a leader of a refugee group. We have made our way east from the collapse, and managed to contact another civilization. They have been hospitable enough so far, and allowed us to establish ourselves near their borders. As such, I send this message with a request for personnel to establish government structures in this new settlement. In addition, Ru-Ten leadership has expressed desire to form a trade agreement with our nation.

Signed, Ark-Nizi Parai

Cities:
Raven's Heart refugee camp: refugee camp; +1 resources +1 population
Mitsura refugee camp: refugee camp; +1 resources +1 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:
Refugee group 1: 1 civilian refugees
Refugee group 3: 1 civilian refugees
Army 1: 4 refugee warriors
Resources:
Starting: 27
Settlement income: +2
Trade with Zanzir: +3
Trade with Ru-Ten Amalgam: +3
Settlement construction: -4
Unit recruitment: -2
Population:
Starting: 29
Growth: +2
Unit recruitment: -2
Movement:
Refugee group 3: Heads south-east
Army 1: Heads north-east, attempt to make contact with the author of the mysterious letter
Actions:
Action 1 used to establish a refugee camp south of Ru-Ten on new position of refugee group 3
Action 2 used to establish refugee camp in Dymraen, on current position of refugee group 1
Action 3 used to train refugee warriors in Raven's Heart
 
(W.I.P, full post will come out soon... just wanted to get the post done for this turn and write the details later today)


The followers of the universe itself;

The Order of Kerem;
The Capital


“Our forces make great progress on exploring the wide and vast desert around us...”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
- x1 Footsoldier

Army 2;
-Brothers 3 / Hero Unit
-Adella / Hero Unit
-x1 Footsoldier
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Throwers

Army 3;
-x1 Giant Desert Isopod Herd

Free Actions:
1. Put 53 resources into the Great Embassy’s bank

2. Successful Agora roll: [The Everwatching guardian of the Order] “Our sun is our guardian, the sun is our loyal and unwavering shield that watches over our people and protects our lands from any dangers that those with ill intent wish to inflict upon our people...” an additional -1 movement is added to the list of debuffs, making it -1/-3 and -2 M, as well as the tiles under the effect of the advancement are unable to be converted to another tile unless either the settlement the 2 desert tile radius is either destroyed or the Order of Kerem is gone.

3. Army 2 moves West and begins exploration

Paid Actions:
1. Second part of a level 2 advancement: Improved Trade customs; “Our people are learning more and more about the other nations of this small, small, world we live on... and the better the we understand them... the more we truly know of what resources they may need.” +2 to trade with the Order of Kerem, bringing it to a total of +7 for those trading with the Order, and a +9 being gained from the Order itself. Advancement completed. Costs already paid for last turn.

2. lvl 1 advancement: Strange powder; “A strange metal has been given to us in order to study by the Oni... and while it doesn’t seem to do much, it seems capable of breaking into far smaller pieces than usual, and had resulted in a black like powder as of a result. Earlier results when striking the substance seemed to have caused some sort of reaction that made it explode into a bright flash... perhaps we can learn more about this material.” Gain access to the “strange powder” tech tree -2 resources

3. First 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. -4 resources, half complete

Expenses;

Current resources: 106

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +7
Trade with Oni: +7
Trade with Azerans: +7
Trade with Zanzarians: +7
Trade with Draken: +7
Per Turn: +49

Money put into Embassy bank + a lvl 1 & 2 advancement: 59

End Result: 96 resources left.
 
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The Ru-Ten Amalgam
Ru-Ten flag 2.png
Far to the southwest of the Capital and southeast of the growing settlement of Vineyar, another settlement was being developed. Far less populous than that of Vineyar, Captain Crack-Helm's contingent of Bentvine Skirmishers were overseeing the completion of the Amalgam's new farmlands. Unfinished buildings and raw fields were being assembled into the beginnings of this settlement, with work being overseen by the Captain's loyal skirmishers.

But while many were focused on finishing the work they started over a month ago, the Captain himself was busy watching from a nearby hilltop. He wasn't watching the construction of course, heaven's know, his eyes were instead trained on the northwest. In the distance a figure was approaching. As it drew closer, the image of his trusty Lieutenant, Lizen, became clearer and clearer to see.

"I take it the messenger wasn't one to mince words, then?" he called out once she was within earshot

Lizen didn't answer, merely ascended towards him before holding out a rolled up parchment that was bearing a peculiar seal. He gave it a once over before undoing it and turning away to read.

"He spoke quickly of the beaten ones." Lizen finally said as she turned her gaze northeast and ran her fingers along her sheathed blade "Said the Proteges of the Triumvirate finally managed to start discussions."

Crack-Helm didn't respond, merely kept reading the message as Lizen glanced to him out of the corner of her eyes.

Eventually she dig her fingers into her shield out of agitation, "We were able to share our disapproval of their presence, but he was eager to return." she continued "The Sirewood and the Triumvirate both have been adamant about taking advantage of the Ruins, and it seems the number of Bentvines there will be expanding all too soon."

Crack-Helm merely grunted as he held the message in both hands and looked closer.

"So much so that you'd wonder why we hadn't just wiped out those failures and be done with it, or sent them back west to keep their pursuers at bay." Lizen gripped the handle of her blade tightly only to look over to Crack-Helm as he lowered the message "I'd take it that it would be too much to ask that that was a call to aid Vineyar in ridding them of their pest problem?"

Crack-Helm didn't reply at first, merely rolled up the message before reaching up to take his helmet off. He looked to the sky for a moment before turning to Lizen and gesturing towards her with the rolled up scroll.

"Repeat after me, Lieutenant: The orders are to sit back and observe." he ordered.

"Sir?" Lizen tilted her head

"I need to hear you say it, Lizen." he grumbled "The orders are to sit back and observe."

"The orders are to sit back and observe." she replied before scowling as he walked past her "Observe what? What was in that message?"

"That'll be clear soon, just know that the next few weeks are going to be a test of my damn patience." he hissed as he descended back towards the incomplete Settlement whilst slipping his helmet on."


Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: 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
Streamlined Bentvine Training- For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost.

Units
Yomus Garrison: 1 Gnarlroot Brawler, 1 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison-3 Bentvine Skirmisher (Exploring...)
Army 2: 1Bentvine Skirmisher
Movement
N/A
Actions
Action 1-Recruit 2 Bentvine Skirmisher
Action 2+3 - Complete construction of Farming settlement on tile southeast of Vineyar and Southwest of Capital.
Free Action: Relabel Army 2 as Army 1 for convenience

Resource Transactions
Balance: 7
+Income: (Yomus 4) (Vineyar 3) 7
-Expense: (Recruitment 2) (Streamlined Bentvine Training 2x 0.5= 1) ) 3
New Resource Balance: 11
 
The City-State of Mesania
"Men grow tired of sleep, love, singing and dancing, sooner than war"
-Mesanian proverb

Agathos had crushed the final remnants of the Takrian republic wholly and thoroughly, countless slaves transported to Mesania in the merchant's ships, to be bought and sold. The Bastarnae cheered loudly at this great victory, and much revelry and sacrifices were made in the name of Ares and the other Gods by them. Such glory the Mesanians had not known since their departure from Euvoia all these years past, and these victories reminded them of their glorious legacy that they had grown up with.

So when they heard that a military settlement had sprung up right on the lands that they had just conquered for the City-State, they were overjoyed that yet more foes stupidly would show themselves here, even after talk of the complete annihilation had surely reached all corners of the continent.

Agathos wasn't nearly as excited. The blood that had been shed, though he pretended otherwise, had not been shed joyously. He did not want to be here, cutting down for after foe. He thought there would be glory, but all he had found was carnage and destruction unbound. Even surrounded by these warriors, he felt alone.

He just wanted to go home.

Yet the will of the Gods must be followed. Always. And so he gave the orders, and got ready for more blood. They would march on this settlement. And, if the locals proved uncooperative, would raze it to the bloody ground as they had razed many more.

Elsewhere, the hammers of Mesanian blacksmiths echoed through their smithies while their shipwrights worked tirelessly to produce more and more ships. The City-State clearly hungered for more, though Coreatades had not been seen lately. They said he had gone to see the Oracle. To what end, no one could understand.

Army 1 moves West. Besieges Ga'lade castle, though a messenger relays that the besieging army is willing to discuss terms

Navy 2 moves three tiles east. Marines assault Takrian refugees, then seek diplomacy with the Amalgam.

Army 3 moves west. Marauds Drakengard settlement.

Army 2 joins up with army 3. explores.

Road is built on Lynos location

Paid Actions:

Train 4 biremes at northernmost settlement

Advancement: Dressed for Battle: The attire and armament of those chosen by the Gods is no laughing matter, and special cohorts of blacksmiths come together, working long hours day and night to make sure it is created as quickly and efficiently as possible.

-1 turns to recruit priests.
 
Turn 9

War was coming, the Purple Petal could feel it. But, war was a patient predator, it was waiting, searching for a weakness to exploit. Iemitsu snorted, not if it was up to it. The Purple Petal was not a patient creature, so it had spent its time training and preparing. It spent more and more time in the blood pits, often taking on entire swarms by itself.

Iemitsu cracked its neck when a niwashi entered the pit. It made a respectful bow, which Iemitsu heartily returned. Perhaps not of equal rank to a Petal, but highly intelligent and well respected, the niwashi was not an opponent to take lightly.

The niwash send a wave of necrotic energy towards Iemitsu. The Purple Petal caught the wave with spread arms and compressed it down to a sphere of decay. With a grunt he threw it back to the niwashi. A strange plant shot up and encompassed the sphere of necrotic energy.

Iemitsu grinned, rows of sharp teeth showing. Energy started to amass around the Purple Petal. The energy streamed into it, like a floodgate opened. With a snarl Iemitsu released the energy into lance which it threw against the niwashi. The lance sent the niwashi sprawling, straight into the wall of the pit. With a sickening crunch the niwashi flopped down, unconscious, but alive.

The blood pit had changed into a riot of colour. The pure growth energy Iemitsu had thrown at the niwashi had made flowers bloom throughout the pit. Iemitsu smiled satisfied, destroying one’s enemies should be done in style.


Actions turn 9:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Armies 4 and 5 merge and become army 4
Free actions:
  • Army 2 explores, Asphodel’s caverns in search of fire to put out.
  • Convert 10 population into 20 resources
  • Complete Quest 1 from The Dark One quest line -20 resources
Actions:
  • Action 1: Advancement: Hall of the Niwashi, -3 resources, effect: Recruiting new Niwashi only costs 1 action.
  • Action 2: Advancement: Specialized Warrior Breeding pods, -3 resources, effect: When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources.
  • Action 3: Advancement: Specialized Warrior Diet, -3 resources, effect: Yari Troop units get +0/+1.

Continuing processes:
  • Growth of a new jungle tile 1 tile West, 1 tile SW of capital 1/2 (4-2 due to presence forest irrigation 2)
  • Inventor Hekron creates a new invention 1/3 (4 -1 for the Inventor’s Workshop advancement

Tables

Income Resources tits turn Resources expenses tits turn Resources next turn Population tits turn Population next turn Population expenses
Settlements +6 - +6 +12 +12 -
Trade +6 - +6 - - -
Other - - - - - -
Overall 12 -9 +12 68 70 -10


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


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 1 tile west of the Steel City Borage uses growth ability. Niwashi is there to assist.
Army 2 Elite Niwashi Unit 1 tile North West of Capital Explorers
Army 3
  • Troop Yari
  • Troop Ite
1 tile West of Capital Defend
Army 4
  • Hero unit Large Wolf
  • Hero unit Hekron
  • Troop Yari
Capital Defend
Army 6 Hero unit Dark Disciple 1 tile East of Capital Defend
Army 7 Yari unit 1 tile South West of the Steel City Defend
Army 8 Hero unit Asphodel 1 tile North West of Capital Static, level 2 military settlement, -1 level for fire.
 
The Gelicko Capital Falls



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


“Victory is ours! Long Live Regalia. Long Live Derrin and Sparda! Love Live Alexian!”- Regalian Soldier

“We feast until we have enough girth to overwhelm all the Slimms that think they can crush us. No more hiding behinds walls like turtles. Time for them to be real men.” -Ogre Brute

“We have never had such expansion before. Spreading our holy might in the name of the Allfather has gained us great recognition from our allies.” - Dwarven Priest

“The Westerners advances are troubling. We hear rumors of large armies traveling upon well built roads. It’s worrisome for our people.” - Well informed “farmer”

“Our allies crushed some dangerous lizards to the East. They were led by someone named Derin and if the rumors are to be true, he fought a giant beast made of metal single handedly. If that’s not a good excuse to celebrate, I don’t know what is?!.”- Drunken Tolouis Guardsman moments before he downed his fifth bottle of wine


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Dymaeran Stronghold in the Joint Settlement of The Lost City
Population: 42 Resources: 53 Order: 1



Lord Jadom knew what was coming. The Gelicko’s capital was unfortunately too far away for any sort of assistance to arrive in time to help fight back the elven invaders. He was sure that the other lords would be able to muster up some defences of the other Gelicko settlement where the government managed to escape to. That one was much closer to home. But it had seemed that the Gelicko capital had fallen to the invaders.

He looked over the missive once again from Zanzir. It seemed that they needed something called a “Power Converter” and that it will help them restore an Old World facility. That could be a great boon. He’d send his men on it right away. Jadom quickly penned a series of orders that his men were to acquire this Power Converter and then bring it to Zanzir.”


Move Army 2 consisting of 2 Protector of the Allfather troops from the mountains west onto the Zanzir Capital city

Actions: Entered into negotiations with the machines within The Lost City

Train 1 Protector of The Allfather in the Capital
Advancement Lvl 1: Provide the Takrian Refugee Warriors with Dwarven Quality weapons giving them +1/0






End Pop: 39 End Res: 42 End Order: 1



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Azera
Population: 34 Resources: 52 Order: 2


War. It is coming for us all.

We fear that our hard earned peace will not last.

The war is not the one that the others are expecting. It's not from the Ogres to The North, or even from the rumors of a major alliance in the East that might spring conflict. It is from across the seas. Something that only Azera has heard from in rumors and writings. Only something that is coming for them. A group of highly militarized, but highly religious troops.

They are coming for us all and we must prepare

Train 1 Archer and 1 Cavalry in the capital.

End Pop: 34-2= 32
End Res: 52-8= 44
End Order=2


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Draken Guard
Population: 39 Resources: 29 Order: 1


Balon reported back the news of the treaty with Regalia. That boded well for his masters. Balon was now to return back to the other settlement and make due for assisting in training additional troops for what may come. It has been many millennia since the Draken Guard have gone to war, but perhaps that time has now come soon.

The Crimson Red Dragon known as Xixas the Red Dragon was fierce member of the council. One of the few ones whom had wished to reach out and deal with the Grounders personally. It was he who had sent Balon as his emissary and he was pleased with the response. Soon enough, they would have boots on the ground, and that would make his prestige and power rise ever more.

Train 1 Dragon Warrior and 1 Dragoon in the Westernmost settlement

Army 4 moves 2 spaces east back towards settlement

End Pop: 37
End Res: 21
Order: 1



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Toulais
Population: 32 Resources: 26 Order: 2


Celebrations rang out in the street. Their nation was on the the rise. The people were overjoyed. It seemed as though all their hard work was going to be paying off. Skeletons of the former regime were helping to defend the South and soon enough, the waters would be protected with the beginnings of their fleet.

What a time to be alive.

Rene gulped down the last of his bottle of wine. He heard rumors that things were going to be changing in the Capital based on their new alliance, but it all was rumors and hearsay to him. There was apparently going to be a reshuffling of the army in order to maintain some sort of defensive line against the enemies out there. Probably those nasty Lizards to the East.

Directeur Gibrian Armeron should be returning to the Capital on the morrow and these celebrations would continue on in his honor.

Train 1 Skeleton Knight at the Military Settlement
Train 1 Guarde National in the Capital

ARMY 2 moves 2 spaces to the Capital




1 AA, Turn 10, Month 10
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The Oni
Population:?? Resources: ?? Order: 1


Western Alliance Actions

-Advancement: Beach Assaults - Any alliance ship can transport any alliance unit. When disembarking, if those units attack that same turn, they gain always strike first. Units who already have always strikes first, gain +2/0.

-Advancement: The Great Forge - Produces a magic item every three turns. GM to roll to decide power of said item.

-Advancement: Akemi Memorial Facility II - The facility found deep within the ground has seen several more doctors awake, unlocking more knowledge around futuristic medicines and science.

Save increased to 9+ -5 resources

-Advancement: Mustering Grounds II - With ever increasing size to the mustering grounds, more and more elite fighters are being discovered.

Samurai units -1 turn to recruit -5 resources

-Advancement: Final Forms - Under the instruction of Jin, the Oni Samurai and Jigamundo Samurai have begun to train in the forms of each other, merging them together to make a truly fearsome style.

All Samurai units gain access to all Art of War forms, however are still limited to one per turn(aside from Samanosuke's trait) -2 resources

Quest 2 Completed.
Reward: Mages Tower. Allows the construction of a Mages Tower in each Oni settlement. Gives allies within the city walls a 0/+2 against Magic spells. Cost per tower is 10 Resources.

Quest 3:Train 10 Hedge Mages


“Sometimes the greatest path to enlightenment is to train others that know less than you. By doing this, one can gain an improved insight into others’ way of learning, therefore gifting you with a path forward that you might not have seen before.”- Orren

Studying the Black stone- It proves to be hard, but heavy. In greater quantities, it can be used to create stronger defenses or improved armor.

Gelicko
Population: 24(Max Population) Resources: 3 Order: 0


Grand mechanical 2/2
Heart of the Zig: R 3 A1] enemies besieging or attack a gecklicko settlement suffer from it's heat some less than others. (Desert preferring nations suffer 0/-1 other nations suffer 0/-2 while nation's that prefer cold climate suffer 0/-3)

Suppressor canisters: R3 A1: a distilent form hoshi toxins these canisters are fired form ballista to devastating effect on the invaders: at the beginning of a battle on a tile containing a gecklicko settlement roll an attack roll for each enemy once this attack roll is treated as 0/0 nation modifiers affecting this stat, in addition The opponent attacks last that round

Gelicko Capital falls to Regalia troops. All Gelicko troops in the capital were eliminated.

Quest 1 Completed.

Reward: Helios Trooper
Elite
HP 2
Movement 1
Attack 1
Atk 1
Def 1
Hardened Shell: The hardened shell of the Helios trooper gives them an extra +1 HP and the ability to block 1 attack on a 8+


Quest 2: Build 6 Helios Troopers

“Now that we have gained a greater idea of some of the simpler aspects of this machine, we need to further that along with some repetition and grow from that base of knowledge that we have started with.”- Gelicko Prophet

Explore: Army 5 comes across what looks like a bandit encampment. They look heavily armed to the teeth and have a sizable encampment.


Regalia
Population: 18 Resources: 41 Order: 1



Regalia takes the Gelicko capital and only loses 9 Mercenary units while eliminating all Gelicko fighters. Before the battle, the Gelicko leadership left the Capital along with some strange mechanical being pulled by wagons to the West.

Research > Tower Shields > Level 2 > 1 of 1 > Shieldmen gain additional 0/+1

Army 5 explores: A small village surrounded by palisades lies up ahead. There are 3 sentry towers that have 1 archer each. The front gate has two guards dressed in furs and light bronze mail. Crops of corn and berries are being picked outside the gate. The race of the villagers seems to be Orcs.

Quest 1: Posses an army of 20 non hero units or mercenary

“The Darkness is something that can’t be fought by numbers alone, but the numbers are a good start.”- “Unknown”

Demands of the People: The People want the other new races of Regalia to have access to greater levels of Regalian Education.


Zanzir
Population: 40 Resources: 52 Order: 1


Army 4 construct Standard Settlement (+2 Actions)

Diplomacy with Messania. (Continued in Diplomacy Chat)

Takrian Republic
Population: 29 Resources: 29 Order: 0



ARmy 1 Explores: A lone figure decked out in cobbled together, but strong looking armor and a helmet made of bone waits at the meeting location. “Greetings Takrian Emissary. I am Hoodoo the Crusher.We have come with you for a deal. Give us 20 Resources and my entire Army and myself will help you crush the Invaders.” (Continued in the Diplomacy Chat)

Action 1 used to establish a refugee camp south of Ru-Ten on new position of refugee group 3
Action 2 used to establish refugee camp in Dymraen, on current position of refugee group 1
Action 3 used to train refugee warriors in Raven's Heart


The Order of Kerem
Population: 38 Resources: 96 Order: 1


Free Actions:
1. Put 53 resources into the Great Embassy’s bank

2. Successful Agora roll: [The Everwatching guardian of the Order] “Our sun is our guardian, the sun is our loyal and unwavering shield that watches over our people and protects our lands from any dangers that those with ill intent wish to inflict upon our people...” an additional -1 movement is added to the list of debuffs, making it -1/-3 and -2 M, as well as the tiles under the effect of the advancement are unable to be converted to another tile unless either the settlement the 2 desert tile radius is either destroyed or the Order of Kerem is gone.

3. Army 2 moves West and begins exploration: The army uncovers a large metal boat mostly submerged, but sticking out of the water. (Continued in Diplomacy Chat)

Paid Actions:
1. Second part of a level 2 advancement: Improved Trade customs; “Our people are learning more and more about the other nations of this small, small, world we live on... and the better the we understand them... the more we truly know of what resources they may need.” +2 to trade with the Order of Kerem, bringing it to a total of +7 for those trading with the Order, and a +9 being gained from the Order itself. Advancement completed. Costs already paid for last turn.

2. lvl 1 advancement: Strange powder; “A strange metal has been given to us in order to study by the Oni... and while it doesn’t seem to do much, it seems capable of breaking into far smaller pieces than usual, and had resulted in a black like powder as of a result. Earlier results when striking the substance seemed to have caused some sort of reaction that made it explode into a bright flash... perhaps we can learn more about this material.” Gain access to the “strange powder” tech tree -2 resources

3. First 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. -4 resources, half complete








The Ru-Ten Amalgam
Population: 22 Resources: 11 Order: 1


The Exploration continues……..

Action 1-Recruit 2 Bentvine Skirmisher
Action 2+3 - Complete construction of Farming settlement on tile southeast of Vineyar and Southwest of Capital.
Free Action: Relabel Army 2 as Army 1 for convenience


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


Quest 1:”Dionysus and Hephesteus have developed a wager against the other. Dionysus wishes for Messania to throw 5 festivals and Hephesteus wishes for Messania to advance 5 separate weapon or armor upgrades. Whichever one wins the bet, will shower Messania with a gift.”- Holy Priestess

Army 1 moves West. Besieges Ga'lade castle, though a messenger relays that the besieging army is willing to discuss terms

Navy 2 moves three tiles east. Marines assault Takrian refugees, then seek diplomacy with the Amalgam.

Army 3 moves west. Marauds Drakengard settlement.

Army 2 joins up with army 3. explores.

Road is built on Lynos location

Paid Actions:

Train 4 biremes at northernmost settlement

Advancement: Dressed for Battle: The attire and armament of those chosen by the Gods is no laughing matter, and special cohorts of blacksmiths come together, working long hours day and night to make sure it is created as quickly and efficiently as possible.

-1 turns to recruit priests.

Mitsura
Population: 70 Resources: 12 Order: 2



Actions:
  • Action 1: Advancement: Hall of the Niwashi, -3 resources, effect: Recruiting new Niwashi only costs 1 action.
  • Action 2: Advancement: Specialized Warrior Breeding pods, -3 resources, effect: When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources.
  • Action 3: Advancement: Specialized Warrior Diet, -3 resources, effect: Yari Troop units get +0/+1.

Inventor Hekron invention: Mist Makers- Gives Yari Units a 9+ save while in the forests and swamps.


Quest 1 completed.

Reward: Reward: Flaming Shrubbery

Troop
HP:1
Movement: 1
Attack: 1
Atk: 1
Def: 0
Extreme Heat: +1/0 due to the heat. During combat with a melee opponent, automatically rolls fire damage before the main attack. On a 8+ deals 1 damage. If damage kills the unit, move the attack to another one. (Activates once a battle)


Quest 2: Create a total of 4 Tiles of Forest, including this Tile

“It is important that we spread the forest across all that we survey. With it, our power can course through them and with enough of it, even beyond the boundaries of what we call home.” - The Dark One

Exploration into Asphodel Caverns: The troops travel through the caverns, taking the other path not yet taken. The heat is supreme and feels as though it is coming from deep within the bowels of the earth. (Continued in Diplomacy Chat)








Ogre Kingdoms
Population: 34 Resources: 20 Order: 1
 
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The Oni
Without honour there is only darkness
The Story of the Oni

Aoki rode forward on his horse and before him was the man who he had forged a connection with in the small goblin village. Recently the pair had spoken after several months apart and under the laws of his people, Aoki had asked him to return to his nearest settlement. Unfortunately for the young Ashigaru, this was not done by Ororo, the Zanziran instead choosing to move towards an allies nearby settlement. Nearby peasants raised the alarm of unknown users of the road and Aoki’s unit along with nearby Samurai were sent to investigate. That was how Aoki found himself with Ororo once again.

Aoki leapt from his horse with a look of sadness written across his face. He could feel the eyes of his fellow Oni focussed on his back. He was honourbound to carry out his duty, he had already given Ororo fair warning and his decision to ignore the agreement was on him...but that didn’t make what was to follow any easier.

The sound of a sword leaving its sword would have alerted Ororo if the thunderous hooves of fifty horses had not already.

“Ororo!” Aoki yelled through gritted teeth. “I told you to go back to your home...why did you not listen?!”

Aoki would give him a chance to respond but no words could change the path that the pair were on. Another time...another life...they could have been the closest of friends but in moments the two would take part in a duel that would be spoken about by its witnesses for years after.
Actions

Western Alliance Actions

Advancement: Acclimatisation - All alliance members avoid desert/summer/hot temperature modifiers thanks to the Order sharing their secrets of how to survive such conditions effectively.
Advancement:The Great Fortress - Wonder - A tremendous construction that stretches far over the horizon. Enemies brave enough to attack the fortress need to be prepared or will find themselves repelled before even a single man could reach the walls.

Cost: 150 resources - Can be paid over multiple turns or one
Actions to complete: 20 actions

Benefits:

• Counts as Level 6 Military Settlement
• Covers two adjacent hexes and makes them impassable to non Embassy members
• 4D3 in built ranged siege weapons attack enemy forces up to one hex away at +6/0 each combat with strikes first. Each hit affects D3 units. In addition, ranged siege units can attack up to one hex away.
• Sieges are only half as effective, rounding down, against the Great Fortress.
• Plus a secret GM only knows.
Oni Actions

Free


Kawada - Movement - NW, NE - Explore
Army 1 - Movement - Samurai NW to join Army 2 - Remainder Army 1 return to Capital
Army 2 - Movement - NW - Attack Zanzir Spy (Failure to move to nearest settlement as agreed in diplomacy)
Army 6 - NW - Build road - 5 resources
Army 3 - NE - Build road - 5 resources
Army 5 - E, NE - Build road - 5 resources
Army 4 - E, NE - Build road - 5 resources
Recruit x2 Builders - Kerem Capital - 4 Resources

Paid
-Recruitment: Samurai Cavalry - 21 resources
-Advancement: Horse Breeders – Non-combatants gain +1M - 3 resources
-Advancement: Field Craft – For the purposes of attacking enemy settlements, Oni combat units count as being an additional unit. -3 resources


code by nano
 
The followers of the universe itself;

The Order of Kerem;
The Capital


The Dungeon of the damned;

Back within the dungeon of the damned, it has been multiple months ever since the last time it has been checked upon, but as of this current moment, an particular individual was visiting his younger brother once more, the armored Councilman of the Art of War currently being in a conversation with such brother about a few topics...

“Brother, it has been months ever since I first visited you....” the armored man said, shifting in the seat given to him which was placed in front of the cell that held the form of his brother within, who was currently conducting exercises in order to maintain muscle mass. To be honest, he doesn’t know why he was here, for all he know, his brother could have very well been what the others have said before multiple times, a murderer, a deserter, a fool, yet, he refused to believe it to be the truth. He knew, or at the very least, had a personal idea of his brother simply doing his best only to fail when presented with a seemingly impossible challenge. Was it perhaps it was his brotherly bond with the younger sibling that blinded him to what may be the truth, or was did he have the right idea here? Nonetheless, he was still maintaining his conversation as he respond with:

“And I still truly want to ask... did you truly regret what you did? Leaving your men behind at such a challenge. I forgive you of course, not many are capable of facing such a threat with a available resources, but, it seems you are jailed here nonetheless. I just wanted to know that if you weren’t lying about such and were merely telling the truth, brother.” As his words caused the younger brother to stop in the middle of his pushups, before saying

“Even now, no matter what happened, you still believe in my freedom? Sigh, I would like to say things as well, but no matter what I say, I’ll still be locked up here for years to come if I’m lucky enough... but why must you still trouble me with this” As the man continued with his exercises. The councilman could only frown underneath his helmet. Why must his brother make this task far harder... did he simply believe he wasn’t worthy of such? Did he truly committed the crime? Nonetheless, it’s best not to continue talking, as the Councilman have a small sigh before saying with

“I’ll leave you alone for now then.... I’ll be back soon however.” As the Councilman gotten up from his seat and began to leave, a couple of guards escorting him back outside. No matter what happens... he’ll figure out the truth... whether sooner or later.



“Our forces make great progress on exploring the wide and vast desert around us...”
Army Make up:

Army make up:
Army 1;
- x1 Royal Guard
- x1 Footsoldier

Army 2;
-Brothers 3 / Hero Unit
-Adella / Hero Unit
-x1 Footsoldier
-x1 Hunters
-x1 Tamed Lions
-x1 Javelin Throwers

Army 3;
-x1 Giant Desert Isopod Herd

Free Actions:
1. Respective armies stay within their location.

2. Deposit 97 resources into the embassy bank.

Paid Actions:
1/2/3. Train 2 Javelin Warriors & 1 Giant Desert Isopod unit within Order of Kerem capital. -6 resources (as well as complete quest 2)

Expenses;

Current resources: 96

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +9
Trade with Oni: +9
Trade with Azerans: +9
Trade with Zanzarians: +9
Trade with Draken: +9
Per Turn: +59

Money put into embassy bank as well as the three units training cost: -103

End Result: 52 resources left.​
 
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