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Characters
Here
Lore
Here
Other
Here
Yamabuki

Settlements

Huang He (Capital Level 3)
Canalwork; Complete
(Counts as difficult terrain but Water Units can pass freely)

Standing Army
1 Samurai
1 Monk
3 Wyrms
1 Boat
1 Fire Crow
Dragons Gate
Green Dragon

2 Bejeweled Crabs
2 Rusted Warriors

Shan (Standard Level 1)
Standing Army
2 Rock Hunters
1 Dragon Dancer
T’Lock

Nerida
Great White Wyrm
Fire Wyrm
1 Wyrm


Xùnsù De (Military Level 1)
Standing Army
1 Samurai
Twin Pixies
4 Wyrms
1 Ningyoburi
Dragons Gate


Héchuáng (Farming Level 1)
Canalwork; Complete
(Counts as difficult terrain but Water Units can pass freely)

Standing Army
3 Wyrms
1 Bejeweled Crabs
1 Monk
1 Sky Fox


Wéiqiáng (Military Level 1)

Standing Army

Abraxas
3 Skeleton
Broken Jaw Butler
1 Monk
Dragons Gate
Red Mother
Metal Mystic


Advancements
Fishing Wharf: Can recruit fishing vessels. Non combatant units that generate 5 resources a turn. Can be recruited two for one at the cost of an elite unit, although recruited in one turn. May only have 4x where X is capital Level.
Lumber Yard: -1 action to settlement construction/upgrades
Longmen Journey Shrine: Unlocks specialized building Longmen Journey Shrine
Stone Quarry - Construction costs 5% less resources
Clay Pit - Construction costs 5% less resources
Dam - Unlocks specialized building Dam
Bagua Arts - Unlocks Bagua Spells
Treasury- Receive X10 resources where X is the amount of buildings every Season.
Dragon Festival: Allows the production of two units; Fire Crow/ Dragon Dancer
Irrigation Techniques: +1 Happiness
Waterway Surveying: Allows production of Navvie Engineers
Rice Paddy
: Farming Settlements produce 10 more resources
Never Give Up!: When in harsh weather, for every turn a unit remains away from a settlement, unit receives +1 to movement to a max of +1. Only activates the turn after unit leaves a settlement. Entering a settlement resets any bonuses.
Shūmei: Allows the production of
Ningyoburi
Proper Papers:Mercenary Units require 25% less Upkeep


Specialized Buildings
Tower of Trials - A Unit may be transferred here and if so, on a +7 unit becomes a Hero Unit. Failure of the roll destroys the unit
Longmen Journey Shrine: At the start of a turn where happiness is negative, roll a d10. On a 10, it returns to 0.
Dam - Blocks waterways and Settlements produce 10% more resources if within 1 hex


Bagua Arts

Roll a D10. If required number is rolled, use that spell. A Longmen Journey Shrine is required to cast spells. For every Shrine after the first, you may reroll but previous roll is lost. Rerolls are not allowed if 1,4,10 is rolled.

Poison Arrow (1) : -1 Happiness
Balance (2): Happiness/ Order cannot be lowered
Well Being (3): Movement penalties are negated
Stagnate (4): -1 Order
Blessed (5): Unit's receive a Save
Stability (6): Resources cannot be lost this turn.
Unity (7): +1 Order/Happiness (Does not stack)
Prosperity (8): Double resources gained this turn
Attainment (9): Required actions this turn require one less action
Killing Breath (10): Destroy a random unit

Roll: 4
Rerolls: N/A

Total Troops

Red Mother Leader (Hourglass)
2 Samurai Troop
3 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero (Sapphire Sphere)
2 Skeletons Troop
2 Rock Hunters Troop
1 Dragon Dancer Elite
1 Fire Crow Troop
Twin Pixies Hero (Gauntlet Of Power)
Broken Jaw Butler Hero (Small Black Button)
Green Dragon Hero
3 Bejeweled Crabs Elite
Nerida Hero (Tiara of the Goddess)
3 Navvie Engineers Non- Combatant
1 Ningyoburi Troop
The Great White Wyrm Hero (The Cleaver)
Metal Mystic Hero
Fire Wyrm Hero
T'lock Hero (Attire of the the Laughing God)

Mercenaries
2 Lost Troop Troop
Gargamel Hero (Horseless Carriage)
2 Sea Barnacle Elite
2 Rusted Warriors Troop


Order/Happiness
-2/1

Population
30/50

Buffs

Spirit Tokens
2

Uloth Tome of Darkness
(Magic attacks increased by 1/0/ Magic damage increased by 1/ Unlocks Explosive Zombies))

Explosive zombies
Elite
HP 1
Attack 1
Offense 2
Defense 0
Vindictive: Upon death, roll a d10. On an 8+, deals 2 damage to the killer

Empty Box
Written inside of the box was a formula for stronger based armor.
All Elite units gain a 9+ save. If that unit already had such a save, upgrade it to 8+


Orders
Paid Actions:


Upgrade
Advancement Waterway Surveying (Lvl 2) for 60 resources

Navvie Engineers can now turns tile into water terrain. It takes five turns to change the tile and units must leave the tile before this ability takes effect. For every three units lower the turn count by one to a max of three

-

Build Advancement Moat for 9 resources

Moat: Capital/Military Settlements may only be attacked by units with flying, water based or ranged units. This effect can be negated if attacker pays X x 10 where X is the amount of units in attacking army.

Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free)

Red Mother
produces Dissident (Wéiqiáng) x 2

Move Unit Ningyoburi to Tower of Trials (Roll 10)

Hero Unlocked


Explore Current Tile (The Illegitimate's)

The Illegitimate's
Gargamel
2 Lost Troop
3 Wyrms
Water Elementals
2 Sea Barnacles


Movement (Army One) 1 Tile E
(Héchuáng - Current)
Begins Attack

Army One
1 Monk
1 Sky Fox


Movement (Army Two) 1 Tile S
(Huang He - Current)
Joins Attack


Army Two
1 Monk
1 Fire Crow
2 Rusted Warriors


Movement (Army Three) 1 Tile N
(Wéiqiáng - Current)
Joins Attack

Army Three
Abraxas
Broken Jaw Butler


Movement (Army Four) 1 Tile SE
(Xusun De - Shan)

Army Four
Twin Pixies
1 Wyrm


Movement (Fire Wyrm) 1 Tile NW
(Shan - Xusun De)


Fire Wyrm

Movement (Workforce) 1 Tile South
(Weigiang - Current)

Workforce
3 Navvie Engineers



Resources


Start: 526
Income: 63
Expenditure: 174

End: 415






[/font]
 
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Council Chambers, Sunset Mountain

The murmur of whispered conversations filled the room as the councilors gathered for their monthly meeting, many of them making plans among their allies or courting the neutral parties to support their decisions. The faint sunlight filtered through the windows, reflecting off the Rahzen emblem and tribal symbols embedded around the room. As the time to the meeting grew close the final few members of the council filtered in and many began to take their seats, pulling notes about previous meetings and new proposals out to rest on the desks in front of them. With the chiming of a clocktower beginning to echo through the room Requen stood before the rest of the council, his own notes in hand.

"Greetings once more, I formally call this meeting to order and am pleased to announce that the sprits have blessed several from among our numbers, resulting in the formation of another group of Spirit Guides who have joined our armies," Requen smiled at the polite clapping and smiles that many exchanged, pleased to see that the news was well received. "Does anyone else have any announcements to make?"

"Aye, I have two Requen," Longtwig stood as he spoke, the blizzen maintaining a warm smile on his chilly face. "Norma has finally gained full control over her abilities so we should be seeing fewer blizzards pop up from now on. The other is simply alerting the council to the fact that the Blizzen defense forces are almost to the point of being large enough that Blacktop is uncomfortable having so many of our forces kept in reserve."

"Duly noted Longtwig, I find myself in agreement and we can vote on how to proceed with the continued growth of our forces later in the meeting. For now if that is all we shall begin the meeting proper," Requen sighed under his breath as the sound of notes shuffling began, signaling the start of the tribal disputes that he would have to settle for the month.


Shuffling notes and the start of several louder conversations filled the room as many of the councilors stood and stretched, preparing to leave the room for the break that they had taken for lunch. even as they left it was easy to see the divide among the political allies, most of them not travelling out of their groups and rarely looking at the other groups that left. With a motion of his hand Requen signaled for Vigo to stay, allowing the rest of the room to empty before he approached the older human.

"Vigo, what is the word from Ralen? Have the Straed fallen further or would it appear as if they will actually win this little war of theirs?" the Taur-Ahe snorted, annoyed that the Straed had not even bothered to inform them of their issues and that they had had to rely on their diplomat/spy to even learn of the issues.

"He says that the battle is still being fought but that the Straed are likely to win it, it would appear only the ogre leader is still fighting at this point and the rest have fallen," the old man leaned heavily on his cane, a grimace on his face.

"Good, we will need to contact them soon however to discuss their arrogance and failure to keep their allies appraised as to possible risks that we may face, especially when it is one that they themselves cause."

"Aye, for now though we should let them finish the battle themselves, it has cost them much of their strength after all and perhaps we may take advantage of their weakened position once the dust has settled."

"Perhaps, the young mage you contacted should be arriving soon correct?"

"Aye, his light within the skull is growing larger and is easily within range of us by now. It shouldn't be much longer till he arrives and we can begin to aid the young man on his quest to strength."

"Excellent, contact me as soon as he arrives and I will ensure that he and his allies are hosted in the best quarters possible for the duration of their stay among us. Once they have had time to rest I will have Callarhan test them to determine how they are in combat and if we can help them improve, I would hate for a promising young man to die due to lack of practice after all."

"Tell me Requen, why are you so invested in this child anyway? We are offering far more than most would even think to with no guarantee that it will be worth it."

"I have a feeling that we will need his aid when all is said and done Vigo, especially since things have gone far to well for us for nearly two years now. Something is going to come and I refuse to let my people die without fighting till the bitter end to aid them. Now go, get something to eat before the others to return and we begin to discuss the nation's matters. I have a feeling that this afternoon will be worse than this morning was by far."

"Of course it will be, Taran is sure to be drunk by the time he returns after all," the old shaman hobbled out of the room as he spoke, leaving Requen to stare down at the mass of reports and notes upon his desk.


Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
28275393386833283
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 10 (TITAN's Fall) + 49 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Total: 539Unit Recruitment: 83 Total: 83

Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 1 Farming Settlement) [Constructed]
Talon's Watch (Level 1 Standard Settlement) [Constructed]
Haaster (Level 1 Standard Settlement) [Adventure Reward]
River's Bounty (Level 1 Farming Settlement) [Constructed]

Troops
Army of the Earth (Army 1) [Sunset Mountain]
3x Bulls
1x Foxes
2x Order Knight
2x Lesser Earth Elementals
2x Lesser Fire Elemental
2x Lesser Air Elemental
1x Earthen Shaman
2x Ice Elementals
2x Water Elementals
2x Spirit Guides
Greater Elemental (Hero)
Vin’Taur The Heavy (Hero)
Tal 'Ki (Hero)
Ancient Golem {Azghul} (Hero)
Callarhan (Leader)

The Frozen Forces (Army 2) [Sunset Mountain]
7x Blizzen
Norma (Hero)
Blacktop the Undaunted (Hero)

Aquilosh's Shiver (Army 3) [Talon's Watch Ocean]
4x Aquilosh Warriors
2x Starlight Swim Guard
The Fallen Star (Hero)
Aquilosh (Hero)

Order/Happiness
0/2

Population
32/40

Paid Actions
Recruit Elite Water Elemental x2 (2/2)
Recruit Blizzen x1

Free Actions
Receive stolen Advancement 'Better Construction' from Straed Collective
Reduces construction action costs by 1 action, to a minimum of 1.
Explore tile with Army 1
Receive Spirit Guide unit from happiness bonus


Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+ (Success)
Xion Corporation: Corvan - Steal Advancement on roll of 8+
Coghaven: Veren - Steal Advancement on roll of 8+
Gobbos: Veltin - Steal Advancement on roll of 8+
Holdfast: Roran - Steal Advancement on roll of 8+ (Success)
Yamabuki: Erdan - Steal Advancement on roll of 8+

Quests
Research Prison Wards - Complete​
 
erebor_the_lonely_mountain_by_evolvana_d5ux28l-fullview.jpg


≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

The journey had been long, dangerous and god their feet hurt. Well, half of their feet hurt. Tam spent most of the time riding on her phoenix which she had yet to name, Ren was incapable of being tired, C-BO floated, Scorched Earth was impossible to read and always seemed to be rather implacable and Lilith kept somehow convincing people to carry her by pretending her feet were aching and she 'simply could not take one more step'. Finally, they crested what had to be the last hill and they saw it, Sunset Mountain. It was too far to see much from this distance, but it sat nestled in a large series of hills, strong walls stood and small figures seemed to be flying around them, buzzing like bees around the nest.

"Are we finally here, darling?" Lilith called from atop her current perch, the shoulder of Scorched Earth who merely tilted his head at the sight.

"I think so?" Trystan said as he doubled over and put his hands on his knees. By the veil, they had really done it. They had gone from one coast of the continent to the other. It had only taken.. like half a year, but they had done it! He had seen and fought terrible things, done a few terrible things, but they had emerged and would finally enter a city that knew who they were! Which would be a change. Unless they forgot they were coming, but they probably wouldn't have forgotten, right? Right.

"And you said there were bull people?" Lilith said as she leaned an elbow on the top of Scorched Earth's helmet, her leg dangling off his shoulder. Trystan had no idea how she was comfortable in such an awkward position but..

"Yes, they're called the.." Trystan paused as his brow furrowed and he tried to recall the details, "The Taur-Ahe?"

"Fascinating," Elijah said as he wiped his glasses with a cloth before using it to pat his forehead. He couldn't wait to see what technological marvels these natives had, or had discovered, a society that had evolved completely untouched by the old world! Just like the strange dragon worshiping people they had met before. Would their architecture be similar? Shared customs or legends? Or would they be entirely unique?

"One must wonder if they are like bulls in all aspects," Lilith cooed as she gave each of the men that looked at her a wink.

"One really mustn't," Trystan said as he suppressed a shiver. The last thing he wanted to do was think about their anatomy and how they may, or may not, fit.

"What's the fun in life without a bit of spice?" Lilith said as she ran a finger over her lips, "You won't know you like it until you try it."

"I've never been burned alive, but I know I wouldn't like it," Trystan said with a roll of his eyes as he started walking again, more then eager to be in the city and not part of this conversation.

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot
Scorched Earth
Ancient Water Elemental
Lilith

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot
Scorched Earth
Ancient Water Elemental
Lilith

Order/Happiness
0/0

Armory
Trystan's Spellbook
Trystan spellbook grants Trystan 'Metamagic'. Once per turn, Trystan may opt to boost a spell with one of three Metamagics. Only one spell, per turn, my be boosted regardless of how many Trystan can use otherwise.

Extended - If a buff or hex, the spell's duration will last an additional 1 turn. If a damage spell, the range of the spell will increase by 1 hex.

Empowered - The 'effect' of the spell is empowered. Buffs and hexes will have their effects strengthen or may hit more targets while damage spells will do more damages or hit more targets. Effect varies based on spell.

Maximized - The spell will have the benefit of both Empowered and Extended.

When Extended or Empowered are picked, roll a D10. On a 1, the spell fails and Trystan takes 1 damage with no saves allowed. On a 2-3, the spell fails. On a 4+ the spell goes off. [10% chance to hurt him, 30% chance of spell failure] When Maximized is picked, roll a D10. On a 1-2, the spell fails and Trystan takes 1 damage with no saves allowed. On a 3-5, the spell fails. On a 6+ the spell goes off. [20% chance to hurt him, 50% chance of spell failure]

For Non-Trystan
If a character other then Trystan has the book, instead, each turn they may randomly roll 3 spells from the known spell list that Trystan acquired. They may then select one of those randomized spells to cast for free. The magic and knowledge comes from the book, itself, so anyone, even those without magic are capable of using this ability. If the character that has the book is a magic user, they may undergo a quest chain to fully unlock all spells Trystan had recorded as well as unlock the ability to metamagic them as if they were Trystan.

Silver Mirror
This beautifully crafted hand mirror is a unique magical artifact allowing people to converse over any distance. All someone must do is go to any mirror, or suitably reflected surface, speak the name of the owner with the intent of speaking with them. The mirror will then mentally 'alert' the owner that someone is wishing to speak to them as well as who they are. If the user does not wish to speak to them, the 'call' will not go through leaving the caller stuck staring at themselves. If the user does wish to speak to them, they must merely pull out the mirror and face it. The mirrored surfaces will be replaced with the image of the other person and they are free to communicate as if they were standing right before one another.

Eye of Pandora
Add +2 Damage to magical attacks. (Usable in Adventures once per adventure to roll 3 dice and take the highest number) but take 1 damage from Magical Overflow

Dispel Scroll [1]
May attempt to dispel an enemy spell.

Enchanted Crossbow - Equipped by Tam
+2/0. In adventures, allows a reroll on combat checks (Once per adventure)

Spell Scroll [1]
May cast an additional spell

Emerald Green Cape - Equipped by Ren
0/+2

Ring of Protection - Equipped by Tam
0/+2 and Immunity to Fire Attacks

Blade of Destiny - Equipped by Tam
Strength: Deals an extra 2 damage and negates saves. If the unit is corrupted, that damage is doubled to 4
Weakness: If a save is negated and/or corrupted unit is attacked for extra damage, this Strength stops functioning for the remainder and has a 2 turn cool down.

Advancements
Advancement - Side Jobs
Trystan Galvingar is not above taking small jobs like janitorial duties, errand boy or slaying large rats in basements to earn a bit of money. If he is on a tile with a non-hostile settlement, he can use actions to take odd jobs to gain resources. More actions he uses, more resources he can gain.

Advancement - Extra Credit
Whenever Trystan Galvingar is on the Academy Tile, regardless of what class he is in, or if he is even a student anymore, he will produce a paper token for them.

Advancement - Student Aide
Whenever Trystan Galvingar is on the Academy tile, he can make use of Academy facilities and can use actions to gain a specific items {Potions, Scrolls, Mana Crystals, etc} from the academy facilities, as these are for his personal use, they are a bit different then what the Academy uses them for. [Feel free to change what these do, the cost, etc, for balance purposes]. All items are consumed upon use.

Advancement - I can't carry it, but I can carry you
As long as Ren is alive, the party ignores movement penalties

Advancement - The Fur Trade
While in a unclaimed tile, the party can hunt animals to collect fur and hides to sell. They roll a D4 for each character. The furs can be sold for X each.

Advancement: Lazarus Pit
The party can bring back any character so long as they have body [or most of it]. For members of Trystan's party, it will cost 10xT [Where T is the amount of turns the unit has been dead] in resources. If he is bringing back a character from another faction, either to try to bring them to his party or bring them back as a service, the price will be decided by Trek [May cost resources, may cost resources and consume the power of an artifact, may require a quest, etc].

They can only bring back mechanical characters if Elijah is alive. [They can only bring back organic if Trystan is alive, but if he dies the party disbands anyways]


Spellbook
Reflection [Spell Action/Passive? (Not actually sure)]
During Battle if attacked by a ranged or magic spell, roll a d10. On an 8+, the attack is reflected back to the unit that sent it, giving them the full damage of their own attack.

Protection [Free Action Spell]
Gives a 9+ save for one unit in the stack except for Trystan as a free action

Resurrection [Passive]
Trystan will resurrect one unit in the stack after the current round of combat [Cannot resurrect himself, must be alive to ressurect]

Elemental Protection [Passive]
Once per turn, 1 Elemental Attack will be blocked.

Misc Items
Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition
Resurrection and Restoration Spells for Beginners by Antion Fertoil
True Resurrection: Daunting Task Made Manageable by Phole Vidyr
Protection from Elemental Magic from A-Z by Gina H'torn
Golem Activation Sigil

Unit Rules
Trystan Galvingar
Leader
HP 6
Attacks 3
Offense 1
Defense 5
Damage (3)
Mirror Image
Every combat round, Trystan creates three identical copies of himself and they are all but impossible to tell the real him from a copy. Trystan has a 6+ save that cannot be improved. If hit by something that normally ignores saves, it goes to an 8+.

Quicken
Combat spells, and consumables, used by Trystan are treated at +1 Initiative. Campaign spells always happen before any movement, spells or actions are taken by other factions. [The restriction to Trystan using spells, or teleport, to escape an enemy moving onto his space still applies].

We Will Be Remembered!
Before every battle [not adventure], Trystan can give a speech to his party and allied forces. This speech must be written out and posted in the fluff of the post for it to work. This speech may give a buff to friendly units, may apply a negative to friendly units, may apply a negative to enemy forces or can even give enemy forces a buff. The exact outcome of the speech is decided on by Trek as well as what modifiers, if any, it grants. The modifier last for the battle. Only one speech, per battle, can be given.

THE BENEFITS OF EDUCATION
When in Battle, may target any enemy that he wishes unless an enemy ability causes redirection or blocking

Tamif Fizzlewick

Hero
HP 2
Attack 2
Offense 2(4)
Defense 2(4)
Damage (3)
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)
Crossfire
Can sacrifice any points from offense/defense to add to damage on a 1:1 basis up to a max of +3 damage
Ring of Protection
Immune to fire
Pheonix Mount.
Tam counts as Flying and gain flame strike ability which uses up all attacks to attack all enemy units. Roll a d10 for each and deal all enemy units 2 damage on a roll of 9+

WR3N

Hero
HP 4
Attack 2
Offense 2
Defense 2(4)
Powerful Robotic Frame
+2 HP and negates saves on a killing blow
Impressive Strength
During Exploration Battles allows a reroll at +2( Usable once per Exploration)

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

Endurance Training
+2 HP
Revenge
For every damage done to Rokk, that same damage is inflicted on his attacker. This action even occurs if a killing blow is struck, managing to dish out the damage before succumbing to his wounds. This ability overrides all counters.

Elijah Tillbury the 3rd
Hero
HP
2
Attack 2
Offense 2
Defense 2
Flying contraption
During Battle, allows himself and 1 other friendly Hero unit to count as flying. Unit Speed is 4 Inventor
Extraordinaire
If sitting in a settlement, can attempt to build a mechanical based equipment on a roll of a 9+

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

Communicator
Able to communicate with any technology nation that they have obtained the frequency for
Targeting Assistance
Can give 1 hero unit a +2/0 and an extra 1 damage to their attack for the battle

Scorched Earth
Hero
HP
2
Attack 2
Offense 2
Defense 2
I Love The Smell of Napalm in The Morning
Flame attacks deal 3 damage to Living Targets
Living Tank
The First 3 Damage in a Battle is ignored

Ancient Water Elemental
Hero
HP
4
Attack 2
Offense 2
Defense 2
Hard Water
+2 HP and a 9+ save
Water Wall
Can give 2 allies 0/+2

Lilith
HP
2
Attack 2
Offense 2
Defense 2
Love is Love
When entering battle, roll a d10 for each enemy non-hero unit on the field. Any that roll above an 8 do not fight. Any that rolls a 10 immediately defects.
Make Love, Not War
If sitting on an enemy settlement, allows the one that hired Lilith to train enemy units

Resources
Start of TurnIncomeExpenditureRemaining
9166-8077


Actions
Force March North North

Sell Furs [66]

Sign Rahzen Contract

Free Actions
Move North
Explore

Map for reference, heading towards star.
pasted-image-0-3.jpg
 
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The Flessi Assembly
Colonies
Carcass (Lvl 3 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 2 Farming Colony)

Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for three turns straight will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Gain a free soiling with every training of Soiling
Lvl 2 Gain a free soiling with every soiling trained.

Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Lvl 2- When Flessi move into a battle, they gain 0/+1 for that turn of combat

Shellbound Movement Tactics Lvl 1-Shellbound gain an extra +1/0 when they move into combat
Lvl 2 When moving into battle, they gain a 0/+2

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

Settlement Defenses (Lvl 1)- Garrisoned Troops gain an extra 0/+2

Better Farming Techniques (Lvl 2)- Farming settlements earn an extra 20 Resources

Improved Construction Methods Lvl 1-Buildings cost 10 less resources

Better Shellbound Cultivation Lvl 1- A second shellbound can be trained for cost+half



Total Growth Tiles: 9
Quest 2: Kill 6 Enemies (0/6)

Units
Carcass Garrison
The Hungry Planter
1 Shellbound
7 Flessi
The Spine Garrison
1 Shellbound
3 Soiling
2 Flessi
The Bowels Garrison
Magic Shroom
Chest Mimic
6 Flessi
2 Soiling


Southern Expedition League
1 Flessi
Resolution League
Metal Man
2 Shellbound
6 Flessi
8 Soilings
Northern Expedition League
1 Flessi
2 Soilings
Assembly Pathfinder
1 Soiling

Movement
Resolution League moves northeast one tile
Assembly Pathfinder moves northeast one tilethen directly north one tile. End directly northwest of Barenziah
Southern Expedition League moves directly east 2 tiles
Northern Expedition Moves directly north 2 tiles



Actions
1. Upgrade the Spine to Lvl 3 (2/6)
2. Advancement Lvl 1 Shellbound Movement speed Upgrade: +1 Movement
3. Advancement Lvl 1 Flessi Movement Speed Upgrade: +1 Movement



Free Actions

Southern Expedition-Cultivate & Spread (1/3)
Resolution League- Cultivate & Spread (1/3)

Northern Expedition-Cultivate & Spread (1/3)
Assembly Pathfinder- Cultivate & Spread (1/3)

Northern Expedition explores tile after move



Resource Transactions
Balance: 1118 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 80) + Growth's Boon 25% = 100 REC

-Expense:
Upgrade Settlement -10 REC (20/50)
Lvl 1Advancement (Single Focus) -40 REC
Lvl 1 Advancement (Single Focus) -40 REC


New Balance: REC 1240
 
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Post formatting will advance in time...
Act 2, Turn 21

The Straed Collective
Being a leader in times of war is so much harder compared to being one at a time of peace.
Kiel Wisteria, Chairman

As the council chamber began to fill, the Chairman thought back to this musing he had many months ago, scolding himself once again for how late the realization came. The answer to his trouble had been sitting in front of him the whole time. If a leader has a responsibility he cannot fulfill, he has three options:

1. Abandon the responsibility (and in this case the lives of himself, his friends, and his colleagues).

2. Learn to better fulfill such responsibility really quickly (proven to be ineffective through... some trial and error).

3. Delegate to ones more suited to the task.

As the fighting went on, the options had narrowed quickly, leading to the rapid formation and insinuation of the War Council, who had called this meeting together.

Once both councils had gathered, a gaunt, middle-aged figure rose from their seat, giving a somewhat theatrical bow to those seated at the round table. Dr. Tyuratam Cooke, Kiel recalled, was a senior member of the Council of Ballistics over a decade ago, but retired early after a somewhat spectacularly failed test took their left eye, spine and half of their skull in a flash. Since then (and after some significant reconstruction) the somewhat dour figure retired into the obscurity of the Department of Allocations, making sure resources and materials got where they needed to with almost uncanny response times.

"Members of the councils," Tyuratam began, once they had everyone's attention and the holographic projector was showing a mapping of the fleet, "it is my honor to apprise you of the current situation. As you can no doubt tell, things have been a bit quieter around here. The fighting has not stopped, of course, but at this point in the conflict we have managed to contain the Ogre's forces to a mostly evacuated sector of Fertility Prime. This has not been without significant cost to our arsenal," they say, glass eye swiveling to take note of any objections, "but I am sure that we all agree the safety of the core functions of the collective is paramount at this time."

"Which brings me to my second point. This fight will not last forever. Eventually that monster will fall, and we would be remiss to take advantage of what small respite we have to secure our alliances and decide what to do with the terrors we currently have contained. I've already seen fit to assign a small formal contingent to update our friends to the west of the situation we are in. I have already covered how ridiculous it was not to reach out to them as soon as this happened, much less in the ensuing months, but at least now we can formally comment on the situation from a position of strength."

"Dr. Cooke," Dr. Aleksey interjected, "while your hindsight in this matter is... appreciated," she said, making it very clear this was not the case, "it is strictly under the purview of the High Council to initiate matters of diplomacy. Your efforts may have aided in the containment of this threat, but do not assume-"

"That you're all terribly busy, and just didn't have the time to let the large allied nation within spitting distance of us know we were in a full scale civil war? By the stars, there's absolutely no reason this conflict had to be as close a call as it was. We nearly lost, Director. Our forces have been reduced by over half their full might, DPMC hasn't found Lord Galade anywhere, and we're currently launching a full scale assault against one ogre. It has grown clear to me over the past two months that while your council is wonderful at keeping this Collective afloat, you all are woefully underequipped to keep it from being blown out of the sky."

The members of the High Council sat stunned for a moment, as the gravity of the situation loomed over them once again. Eventually Meister Alfred zi Geheimnis, the Council's magical lead, gave the group a thin smile and said, "Well, I believe that concludes all the good we will get from this meeting. Let the meeting records show that the diplomatic contingent was a unified effort by both Councils and let them carry on, it's been made clear enough time has been wasted already."

As the council adjourned, Alfred stayed for a while, looking over the fleet map and puffing on his pipe. Things were looking up. He was just glad his pick for the War Council hadn't gotten thrown out of the window. Maybe it was the eye. Cooke had to have kept it jerking around like that on purpose, he was sure...


Resources
As of Last Turn Played: 488
Income: [60+60(Capital), +40(Fertility Prime) + 40(Bounty Secondus)+20(Golden City) +20%(Advancement)] + 70(Trade with Rahzen and C'Tini) = 335
Action Cost: 200
Mercenary Upkeep: 70
Next Turn: 553

Pure Magic Crystals
4 (0+4)

Settlements:
Prime Ship, Freedom - Capital Level 3
Bounty Secondus - Farming Settlement Level 1
Fertility Prime, Bounty - Farming Settlement Level 1
Floating Pyramid, Golden City - Standard Settlement Level 1 (through exploration)

Units:
Odin (2HP)
Enigma
Valkyrie
Kartoosh
Galade Brigade
(2 Swamp witches and 5 sentinels) - cant form valkyrie
(1 aegis, 1 curator and 4 protector) - cant form valkyrie
1 Valkyrie (using 4 New Sentinels)

Deployments:
Prime Ship Freedom Garrison
Valkyrie
6 Crystal Cannon

Bounty Secondus Garrison
Odin (2HP)
Enigma
Kartoosh
Galade Brigade
(2 Swamp witches and 5 sentinels) - cant form valkyrie
(1 aegis, 1 curator and 4 protector) - cant form valkyrie
2 Crystal Cannon

Fertility Prime Garrison
2 Crystal Cannon
Note:

Golden City Garrison
2 Crystal Cannon

Formal Contingent
Valkyrie (New)

[B]Advancements[/B]
Magna Legacy (Tier 2)
Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 4+, kills a troop unit. On an 6+ kills 2 troops or 1 elite. On a 8+, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Extraction Magic Research (Tier 2)
Advanced upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 20% percentage bonus to resource income.

Crystal Cannons (Tier 2)
Settlements count as a number of units equal to 2x their level.

Surveying Magical Technology
2 Dice rerolls every exploration.

Valkyrie Development Program I
Qualitative upgrade on the Valkyrie Mech. Opens up additional and advanced options for unit combinations for an upgraded version of the Mech. - No idea what this is

Sky Path
Through a massive breakthrough in the developments of magical engineering, the Collective has developed a technology that temporarily creates a forcefield path that zips objects across the path like a mini-hyperspace jump.

Effects: As a free action and for x resources, collective settlements can temporarily open a sky path up to y tiles away from the settlement for z turns. Only flying units (settlements, ships, troops, etc can access the sky path.)

Sky Coat

Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that protects and supports the flight magical system and movement mechanics of everything in the collective that is mobile.

Effects: Weather and movement penalties for settlements, ships, and units have been removed. External movement penalties are reduced.

Agile Skies
Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that boosts and supports the flight magical system and movement mechanisms of the Collective settlement ships.

Effects: +1 movement for settlements.

Advanced Knowledge begets Knowledge (Tier 2)
Every 2 Level 1 advancements, gain an additional advancement on a roll of a 9+
Every 2 Level 2 advancements, gain an additional advancement on a roll of a 9+

Better Construction
Reduces construction action costs by 1 action, to a minimum of 1.

Heaven's Fury Bombardment (Level 2)
Effects: For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 9, the unit is hit by a magical shell from the bombardment and takes 3 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

Collective Aegis Protection (Tier 2)
This new continent is not a place of peace. With many enemies lurking around, settlements cannot be left without a standard garrison so the Council has passed laws and enacted defensive measures to ensure the increased security of every settlement.

Effects: Each Collective settlement gains a garrison force of 2 Protector Units. This unit can only be produced with the use of Pure Magical Crystals and cannot leave the tile the settlement it is stationed in.

Each Collective settlement additionally gains a garrison force of 1 Elite Aegis Unit. (assuming... also 1 for 1?)

Protector
Flying Troop Unit
Tier 1
Movement 2
HP 2
Attacks 1
Offense 1
Defense 1
Protector: When in a battle within a collective settlement tile, gain 0/+1.

Clear Skies
Once per turn, roll a d10. On a 10, a unit on your tile loses its trait ability for the turn.

Empyrean Refinery (Tier 2)
Through a breakthrough in the developments of magical engineering, the Collective has developed a new and more advanced refinery that allows them to refine more pure magical crystals.

Effects: Gain an increase in the monthly pure magical crystals production dependent on the Capital level.
Level 1 Capital+2
Level 3 Capital+3
Level 5 Capital+4

Security Droids
Security Droids will be deployed to maintain order in Collective Settlements.

Effects: Order +2 (net 0 atm)

Sky Aegis (Tier 2)
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its units. Magical barrier absorbs 4 points worth of damage before breaking. The barrier will repair automatically if it's not damaged for 3 turns otherwise y resources must be spent to repair it. (y undetermined)

Policy: Manufacture of Greatness
Roll a d10, develop a GM Equipment on an 6+. (See Artifact Stabilizer Machine)

Artifact Stabilizer Machine
Allows more creative control on the effects of the artifact generated by Policy: Manufacture of Greatness as well as lower the needed roll by 1 (will be 6+).

Improved Research Tools
Effects: Reduces advancement action cost by 1 action, to a minimum of 1.

Artifact Tinkering
Once per turn, roll d10. At a roll of 8+, can edit the traits of an artifact either adding a positive trait or removing a negative trait.

Replication
For every construction [expedited or not(?)] of a troop mechanical unit, there is a 50% chance of making a replication without the cost of another action. The full price in resources is paid.

Policy: Project Fund Injection
Can spend 2 Pure Magical Crystals to reduce an action by 1 per every 2 crystals spent in this manner to a minimum of 1 turn.

Negative Aspect of Policy: Roll a d10 when used. On a 1 or 2 a major Error occurs. Depending on what you are using it for, apply below: -recruitment: Lose any actions dedicated to this recruitment and the resource cost. No units are recruited this turn. -settlement upgrade: Lose any actions dedicated to this and the resource cost. Settlement loses one level. If this would reduce it to zero, settlement is destroyed. Cannot be upgraded for 3 turns. -Settlement construction: Lose any actions and resources dedicated to this. -advancements: Lose any actions and resources dedicated to this and advancement is reduced one level. Cannot be upgraded for 3 turns.

ActionsPaid Actions
1: Advancement: Unchecked Replication (Tier 2 Replication): Replication may trigger itself a number of time up to the level of your capital. The full price in resources still must be paid for each additional unit. -- VERY MUCH UNDER REVIEW
2: Train Sentinel (Replication: Success): -80 resources, +2 Sentinels
3: Train Sentinel (Replication: Success): -80 resources, + 2 Sentinels

Free Actions:
Manufacture of Greatness- As a free action, spend 40 resources and roll a d10. On an 6+, develops an artifact. Resources are not refunded on failure. (Failure)

Artifact Tinkering (Remove weakness of Belt of Great Speed): Failure

Move Valkyrie (New) to Sunset Mountain

Initiate Diplomancy with the Rahzen via the new Valkyrie

There's An Ogre On The Ship: All available units Attack to the best of their ability. Leftover sentinels protect named characters if possible, focusing on Odin and Enigma Prime.
 
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Birth of Nations: Act 2: Age of Colonialism


The Army is about in position. It is unknown at this time whether the Cogs and their Orc allies are merely taking a defensive position, or if they are somehow unaware of the speed of which they have mobilized.

It seems unlikely that they are unaware of The Fafrium Empire’s arrival close to their borders as it does seem that they have dispatched for assistance from Greater Titania.

It would be best to have this situation dealt with before they were to arrive. It could in fact lead to all out war in this New World of theres with the nations here as proxies between their two powers.

Time will tell. Next month, these forces shall arrive into position within the enemy cities. And they shall either heed the warnings, or fall by our might.


Clan Spike Horde

The enemy are almost at their gates. And they are ready for them. This Fafrium Empire with their guns, formations and technology. They seem to believe themselves invincible. But the Orcs of Clan Spike Horde will prove them wrong. These are merely men and they will not last long among the combined defenses and military might of the alliance between them and the cogs.

Actions: Train 3 Orc Warriors

15 Orc Warriors , 5 Orc Catapult, 6 Dire Boar Rider


—-----------------------

Ogre Nation

Tiny had been beating back complete armies, all by himself. The large brute of an Ogre was bigger and stronger than anything that these weakling machines could put forth. It was going to take more than they had to finish him off, more than anything they would possess.

At least, that was what the might Ogre believed as he was suddenly peppered by large cannon blows. Each one causing him to stumble backwards and towards the edge of the ship.

Tiny lost his footing with one final shocking blow, causing him to fall from the side of the Capital and disappearing beneath the waves in the waters below.

The Ogres had been finally defeated and crushed.

—-------------------------------

Penumbra

The army waited at the gates. Soon enough, it seemed, 3 armies would be converging on them. And those three armies would face the wrath of their goddess.

The line and file soldiers were all pumped and ready to defend their faith. Who they are had changed over this last year and a half, but they would not falter in the path of their existence. It was their duty to bring the gift of the goddess flowing towards the world.

They would crush these infidels and those that would survive, would help spread what they despised.
—------------------------------


The Fafrium Empire The Ascendent

The arrival of Greater Titania has changed things. But not for the worse. It will make it easier to infiltrate than they had originally figured. But they would take things slowly and carefully. They were still small enough that a major empire could crush them with ease.

And after all their hard earned careful planning, it would not do for them to be crushed so single handedly. Not when they have finally built a home again.

They would sit tight and wait for their opening to strike.


Withers knew that the time would be near once more.
—--------------------------------

Coghaven

The forces of Greater Titania had arrived on their ships. They responded to the call from aid. It was not one that was for any love of those that they came to defend. The opposite, to be sure.

This land was meant to be a means to an end. A place to send their dissidents and other undesirables to be far away from them without having to worry about rebellion.

If it was any other threat, they might have responded differently or sent less than what they had. But here and now, they were up against The Fafrium Empire, a foe of great import. To send any less than hat they have now brought forth, would have easily led to the downfall of the entire expedition.

Grand General Hissasta Windfellow was a stern woman. She stood before her troops as they disembarked, wearing her enchanted chain mail and the tabard of Greater Titania with her Greatsword on her back. Along with enchantments on her and her armor, the weapon had been blessed by magic as well.

She was not happy to be here and in fact, those assembled from Coghaven did not seen happy to have them there either.

This was merely a means to an end. As soon as the enemy was crushed, they would leave. She had no desire to stay in this goddess forsaken land and as far as she had been informed, the Queen had no desires in this matter either.

There were far more profitable lands to be conquered than this one.

One thought on Hissasta’s mind was to let the Fafrium Empire come. She would crush them under the heel of her boots and her powerful magical troops.

—---------------------------------------------
The Auctioneer placed his thin bony hands behind his back as he looked at all that he had acquired from the auctions. A wisp of a smile appeared on his thin lips. The wonders would never cease to amaze or torment.

And he was not one to stop the bidding. Not at all

The current ones up for bid are:


The Trident

A Trident from the sea. It is very wet


Giant Rock
An oversized rock. Is it a boulder?

Fae Construct

Something that has fallen out of a mystical portal



Month 10, Turn 22, Year 1291

Rv8aWt5g7TM33l3w8p2pmMAM1iwd9EN6vH7Qs2xQrsTdJMpz2TwqWMbPrUIixbHT0tnrFVk5brYgkYlilbjufEYn7a3_9qfJjbZyAG4nt1eKrpkqmndtVhHo0si3ovmrWkyKOROm2mOI4ID0dg


The Gobbos

-All Da Shrooms Advancement: Tier 2 Trolls: Lose Stupidity
-Recruitment: x2 Trolls - 120 resources (+2 Naked Lads)
-Recruitment: x2 Trolls - 120 resources (+2 Naked Lads)
-Recruitment: x2 Trolls - 120 resources (+2 Naked Lads)

Explore- The trolls come across a large pile of ancient bones. Gain 40 Resources



The Children of Mekhane

1. 4 Mekhanite Skirmishers break off from Army 4 to form Army 1 “Her Sure-footed Scouts”.

2. Army 4 moves to The Spine and engages in diplomacy with The Flessi. Army 1 moves to the tile below Umbra and explores, searching for the treasure indicated by the Treasure Map from the auction.

3. Armies 5-7 continue to consume the tiles they are on (will be 2/3 at end of turn)

4. Upgrade Amoni-Ram to level 5 (2 Actions, 113 Resources)

5. Complete level 1 advancement “Integrated Air Filtration Systems” - Mekhanite Units gain resistance to disease infection due to filters that clean the air they breath through their suits. (Trying to resist the Prenumbrian plague and other diseases) (1 action. 10 resources)

Exploring where the Treasure Map lies: The group discovers a large ornate golden door buried in the ground. The image is that of the Sun pushing back the darkness and monsters. (Adventure Chat)

The Synthetic Fae Court
  • Spend 1 action and 80 resources to begin upgrading the court to level 3.​
  • 1 action to upgrade the court.​
  • 1 action to upgrade the court​
Yamabuki

Upgrade Advancement Waterway Surveying (Lvl 2) for 60 resources

Navvie Engineers can now turns tile into water terrain. It takes five turns to change the tile and units must leave the tile before this ability takes effect. For every three units lower the turn count by one to a max of three

-

Build Advancement Moat for 9 resources

Moat: Capital/Military Settlements may only be attacked by units with flying, water based or ranged units. This effect can be negated if attacker pays X x 10 where X is the amount of units in attacking army.

Hero Gained from Tower:

Agawa
HP 2
Attack 4
Offense 4
Defense 0
Swift Strikes: +2 Attacks
Mie Squared: If in a group containing Ningyoburi, alters the roll needed to 7+


Battle Casualties:

Yamabuki Units killed- 1 Sky Fox, 1 Monk, 1 Fire Crow, 2 Rusted Warriors, Broken Jaw Butler (Took killing blow for Abraxis)

ALIVE UNITS: 1 Monk, Abraxis

Heavy Fafrium Unis Killed- 1 StormKnight, 1 Iron Legion Footsoldier, 1 Iron Legion C0-M47 Automaton

ALIVE UNITS: 1 Iron Fortress, 1 Storm Knight, 1 Foot soldier, 1 Automaton (3HP remaining)


Rahzen


Recruit Elite Water Elemental x2 (2/2)
Recruit Blizzen x1

Xion Corporation Advancement- Heavy Steel Manufacture: Elite units gain a +1 HP

Trystan Galvingar

Force March North North

Sell Furs [66]

Sign Rahzen Contract

The Flessi Assembly


1. Upgrade the Spine to Lvl 3 (2/6)
2. Advancement Lvl 1 Shellbound Movement speed Upgrade: +1 Movement
3. Advancement Lvl 1 Flessi Movement Speed Upgrade: +1 Movement

Exploring: 1 Unit of Flessi is destroyed by a rampaging Flesh Spirit

Stread Collective

Advancement: Unchecked Replication (Tier 2 Replication): Replication may trigger itself whenever a construction action for a unit is performed. Roll a d10 and on a 7+, builds a second unit at full cost


The Academy




Mercenary Hut


Name Description # Available Cost Upkeep
Wooden Warriors Troop HP 1 Movement 1 Attack 0 Offense 0 Defense 0 Flamable- Deals an extra 2 damage to fire based enemies, but takes 1 damage in return Warriors made out of wood 2 30 Resources 10 Resources
Knights of The Hidden Valley Elite HP 1 Movement 3 Attack 1 Offense 1(2) Defense 1 High Mobility Charge- Has +2 movement and if they move into battle gains a +1/0 Fast and Noble Warriors 2 40 Resources 20 Resources
Iron Legion Legendary HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Warrior of Power: Can subtract 1 point from either Offense/Defense up to a max of 4 to do that much extra damage in an attack Soldiers from across the sea that never remove their armor and fight with relentless strength 1 60 Resources 30 Resources
Bozo HP 2 Movement 1 Attack 2 Offense 4 Defense 0 Clowning Around: At the beginning of Combat, roll a d10. That many troop units are unable to participate in combat. Pie in the Face: Using a single attack, it targets Hero units only. Roll a d10. On a 8+, deals an extra 2 damage A clown that stands 8 feet tall 1 80 Resources 40 Resources
 
The Children of Mekhane


"In the beginning, The Shepherd was a man, born of FLESH, just as us. Through dedicated to MEKHANE, we can become as Them, pure."


Turn 16, Fall


Tale of an Earth-Breaker

Growing up, there were three things kids wanted to be when they were older. Some dreamed of being a Legionnaire, to have their limbs and organs cut from them, replaced by mechanical bliss and to don their distinctive bronze armor. They could be seen playing Soldier in the city streets, pretending to be Legionnaires in formation, hacking away at imaginary hordes of Flesh-beasts, arresting other kids they decided must be Flesh-cultists, transitioning between the roles of soldier and inquisitor with no clear lines.

Others wanted to be the great inventors and scholars, master forgesmiths and fabricators that created the tech that filled their lives. They spent their time drawing pictures of the great machines they would build, sharing grandiose ideas for new inventions they would make with one each other, pretending they had implanted themselves with state of the art implants of their own design.

And then there were those few who dreamed of joining the priesthood, dedicating themselves to the perfection of logic and of their bodies. They were the smart-asses of their classes, the teachers pets, the Golden child. They were often whisked away to seminary and spent their time reading and studying.

No one dreamed of becoming a typical factory technician, the man who kept the great forged burning and the fabricators working, but most would find themselves working in the great forges or fabrication facilities of Amoni-Ram, and those who didn’t found themselves helping to build the city, working as a construction worker in the ever expanding, even remodeling city of bronze.

Parth had dreamed of being a great Master-Fabricator when he was a kid, in charge of designing the great machines that filled the frabicatuon factories that made the various technological wonders that filled Amono-Ram. He had spent his days like his peers had, drawing crude, nonsensical and fantastical designs for machines that could never be, sharing ideas that would never come to fruition with his class mates and, as he grew older, taking the courses and studying for the entrance exam to allow him to go on to study at the great universities to became a master-fabricator.

Like all dream jobs; it was one shared by many, and it was exactly that for many- a dream, including for Parth. He just could never score hig enough to meet the strict requirements for the prestigious and competitive program, could never maintain the grades he needed no matter how hard he tried. He was not a dumb kid by any means, but not was he the brightest. He could not envision the great and complicated inner workings of the machines he studied and aimed to design, he found himself lost when his teachers went deeper and deeper into their complexities and he struggled, eventually being forced to relealize that it would stay a dream.

At the end he found himself a fabricator-repair technician at one of the many great factories that filled the industrial parks that dominated Amoni-Ram. His father had worked at the factory for many years, and had always promised he would help Parth get a good job at the factory. His father had always been proud of the work he did, overseeing one of the assembly lines that helped put together various machines, differing monthly and sometimes even weekly based on the needs of Amoni-Ram. He has always told Parth how important work like his at the factory was; they were the backbone of Amoni-Ram. The great Master-Fabricators were uselsss without people to bring their vision into reality.

When Parth had finished his schooling, something short of a Master-Fabricator, his father secured him his first job at the factory. He was disappointed at first, burnt out from failing to achieve his dream, but tried his best to throw himself into his work. It should have been interesting, it was a dream job for many. His work in school may not have resulted in him becoming a Master-Fabricator, but it landed him not me the fast track to becoming the head of the instrument maintenance and repar department with opportunities from there. The machines he worked on were on the cutting edge and the factory received orders for the latest innovations. He was able to work intricately with the machines and their intervals; machines that always changed to accommodate the latest orders and changes in techniques.

Yet none of it had the allure it had had before. Somewhere along the way he had lost all of the passion for his work. He would wake up in the morning in his single unit apartment, a small space little more than a desk situated behind an L shaped curtain in the bedroom with a minimalistic kitchenette and a bathroom attached. It had no windows, situated deep within the one of the cities clustered apartment complexes designated for unmarried workers. He would prepare a meager breakfast, or go and grab a prepared meal at the common cafeteria. Then he would take a crowded rail cart to the factory, where he would conduct inspections and repairs in various machines for 10 hours, 6 days a week.

He would then come home, exhausted from work, and try to relax. But his old hobbies- consisting of sketching design soft machines, studying their inner workings and the math and theory involved, no longer held any pleasure. It felt monotonous, and draining. He tried to take up new hobbies; reading of history and religion, of the other sciences, but it all felt… dry, unsatisfying… it felt like more work. He found himself spending hours simply lying on his bed, staring at the single image carved into the concrete ceiling of his brutalist apartment; a depiction of MEKHANE standing atop a mass of flesh, HER hamme raised high.

Parth remembered tales his great grandmother used to tell him. She would tell him that back when she was younger, many decades ago, the city was vastly different. It was smaller, it’s great towers not yet reaching the clouds and it’s streets not a dense network of criss-crossing bridges and underground subways; it was in every way less developed and advanced, yet she said it was better in every way.

In her youth, the city was not was as plain and shallow. It’s buildings were works of art in themselves, each a unique feat of architecture who stylized faces each told a story. Now they were blank skates of concrete and metal, wholly focused on function with none of the art. Art was something that was not common in the city; it’s production was heavily regulated and such expression was looked down upon and discouraged. His grandmother said the great artists had been arrested long ago, accused of channeling the will of THE FLESH and their great works disfigured and turned down.

She said there used to be gardens. Gardening was never a popular hobby, often looked down upon by many; but it was never outright banned, you would never get in trouble for doing it. Now the Inquisition rooted out all Gardeners, burning them and their garden. It was the same with musicians, who had gone the way of the painters, sculptors and architects. You could even buy a stiff drink if you wanted one, and enjoy it while seeing a play, in the less zealous sections of the city. Now such things were unthinkable- they would get you accused of FLESH worship and burned at the stake.

Grandmother had said things had begun to change when the old Blessed-Apostlate had died suddenly, and been replaced by the current face of the church, Blessed-Apostalte Reed. The old Blessed-Apostolate, Derivor Thorpe, had been more of a moderate, and some whispers had said he was even a secret Assemblist. Grandmother hadn’t known if the rumors were true, but either way he was far less strict the Reed was, and so the whole church was as well. That’s why they killed him- and believe her they killed him Grandma would insist- they felt he was too soft, he was often accused by the leadership of the fundamentalists that he allowed FLESH and sin to fester in Amoni-Ram. So they killed him off and placed Reed in charge and did away with everything they thought was a sin of THE FLESH- stripping everything that had made Amoni-Ram a place worth living in.

Great Grandma’s rants and thoughts on the state of the city and its leadership had made her the black sheep of the family. Parth had been told that Great Grandma was “misremembering things” and “didn’t understand what she was talking about” and that she “had an old mind” when he was little, and she was kept mostly hidden away at home, for fear someone outside the family would hear here and report the family to the inquisition. There was almost a sense of relief in the air the day she had passed.

For as wrong and dark as the time his Great Grandmother has reminisced about… Parth couldn’t help but find himself imaging he was at one of the concerts she described, or at a “bar” listening to music as she had in her younger days. He tried to banish the thoughts when they arose, reciting prayers and instead imagining the intricate mechanisms of the machines, but his thoughts always drifted back to day dreams of sin.

The sickening, heretical thought that maybe his Grandmother had been right began to slowly worm its way into his mind. The life she described sounded… fun.

Fun. Fun was something a Mekhanite was supposed to be careful of. It was good to derive satisfaction from work and knowledge, but bodily pleasures were corruptions of FLESH that would poison the kind. It was wrong to derive any enjoyment or pleasure from anything but pursuits of the mind. A good Mekhanite pursued logic, knowledge and the perfection of their craft; found contentment in their contribution to the reconstruction of MEKHANE. To do else wise was to poison the mind.

Parth knew this, knew how true it was and how wrong and evil his thoughts were, how they were products of the FLESH that corrupted his mind… but he couldn’t help but find a burning desire for the fun his grandmother described growing within him.

He considered seeking out a priest, someone to talk to and help guide him back to the path of righteousness, but he feared what they would say. He feared they would label him a heretic, have him burned… but what he feared most is that they would simply tell him to continue to do what he had tried to do… to banish the thoughts by throwing himself into his work… take up an extra shift so that he would have no time for thoughts of sin.

His Great Grandmother had mentioned to him that when Blessed-Apostolate Reed and the Inquisition had begun to crack down on sin within the city, many of the artists, gardeners and others the Inquistiom sought to purge had went “underground”, forming speakeasies and secret societies where they would enjoy music and dance, practice art and even tend to small gardens.

Grandma had known because she had been to them, before they really began cracking down on them. She had stopped going when she was almost caught in a raid the Inquisition conducted on a dance house she was at… she said she watched as they dragged one of her friends away, doused her in oil and burned here. She said most of the Speakeasies ended like this. But she seemed certain some had managed to evade the watchful eyes of the Inquisition, and if someone talked to the right people, they could find one.

When Parth found himself wandering the back alleys of Amoni-Ram, looking for someone who may be able to point him towards one of the speakeasies his Grandmother had told him about… he felt ashamed. He needed a change, before he got himself killed.

The next day, he enlisted in the Legion. It was a sudden, rash decision, the kind that his priests and teachers had always warned and scorned others for. But he felt like he had no choice; that if he didn’t make some drastic change he would end up going back to laying on his bed, dreaming of sin, the temptation to return to that back alley and search for a speakeasy growing until it was too much to resist…

He expected his father to be disappointed, his work to protest and reject his application to the Legion; but he found that it was approved without question and his father beamed with pride. While he had laid and stayed inside, the city had changed around him without his notice. Scouts had been sent out to scour the land, finding great wonders of the Old World and terrible foes of this new land. They had leaned the locations of pieces of MEKHANE, and recruitment was being driven to fulfill the vision of HER reconstruction. His enrollment was welcomed and accepted without question, and his rash and sudden decision was treated as the inspiration of faith. If only they knew…

***

The training was demanding and grueling. It consisted of a mixture of both regimented physical exercise- though FLESH was weak and evil, while they still bore its burden they must strengthen and ready it for the trials of war- and scholarly education. As his body was beaten into peak physical shape; preparation for a laborious augmentation process that would put a weak body into shock and decay, he was taught the theory of war and of THE FLESH; of the types of Flesh-beasts and demons and how they were to be fought.

The classes weee difficult, but less so than those he had taken when he strode to be a Master-Fabricator and so they were passed with ease. What have Parth struggle was the physical training. In Amoni-Ram there were no sports or gyms. People were encouraged to walk 30 minutes a day to maintain their Flesh but no more. Sports and exercise were seen as worship of the FLESH and banned in the city. This was the first time Parth had truly exercised, and at times it was the hardest thing he had ever done. But after six months of training it was completed,he was ready for the augmentation process that would turning him from a normal man and into a Legionnaire.

The process of turning one from a normal man into a Legionnaire was a long series of complicated surgeries, in which the flesh was stripped away, bones cut and organs removed. All three were replaced by metal and mechanics, constructed from HER FLESH itself, the holy Beryllium-Bronze that had been gifted to them by The Shepherd.

It was not a particularly strong metal; somewhere between iron and bronze. It was malleable and could be worked into the intricate shapes needed; but so could bronze and iron. No, the true majesty of HER FLESH, what made it so prized by the Mekhanites was that it would seamlessly integrate itself with the mortal body. The skin and flesh around implants and metallic organs would not blister and fester as it would if iron or bronze would use; instead it would treat the berillyium-bronze as a part of itself, reforming the networks of neurons and blood vessels required, integrating the new part into its whole. Fools would call it magic; but in truth it was the will of MEKHANE, bending the Flesh to HER will.

Under the careful blades of the Surgeon-Priests, most of Parth was flayed and stripped away, augments of metal taking their place. Most of his chest was ripped open, heart, lungs, bones and more replaced by those made of Holy Bronze, mechanical organs that could supply the blood and oxygen his new form would need, veins replaced by metal tubes and blood exchanged for oil. Bones reinforced by steel were implanted, capable of supporting his new weight. A complex and redundant network of organs, replacements for those already present and ones entirely new, was placed inside him, with hatches, gauges and ports that reached up and out of the skin, designed to connect with the armor he would don.

His eyes and limbs were not spared the fate of his organs. All were removed, corrupted and weak flesh replaced by the purity and strength of steel. He was granted new sight, and saw the world in a different light. He found his vision was sharper, and he could exert some control over his vision, able to focus in on different objects at different distances, even able to see within the darkest nights. His limbs too provided him new strength and new feeling. Unlike hands of flesh, he could not feel hot nor cold; only a dull pressure of his metal flesh against objects. It was an odd sensation that at first made him feel awkward and uncoordinated, taking some time to get to. But after some time and additional training, he found himself faster and stronger than any mortal of flesh could ever hope to be.

Parth was assigned to the 6th Earth-Breaker legion as part of the defensive guard to watch over the massive machines as they purified the tainted ground. It was not a glorious assignment at the front lines, spreading HER word and purifying the FLESH, but it was still better than remaining at the factory and in the city. Since he had enlisted, his rigorous training and education had proved a distraction from his troubles. He had returned to the barracks too tired for heretical thoughts. He had begun to feel content again, even excitement at what the future could hold. But somewhere deep inside, there was some kernel of doubt, a sinking feeling that bubbled up to the surface when he paused, a dark place he could sense his thoughts drifting towards in the quiet moments late at night, things having calmed down and settled as his training drew to a completion, shadows of his troubled thoughts returning just before he drifted off to sleep. But he did his best to shove them away. When he left the city and began his assignment, the change in scenery would be good for him, he would have no time for such worries and heresy.

***
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Updates:
A CALL TO ARMS: Rolled a 3. Nothing happens.

OMAR's GIFT: Rolled a 6. Nothing happens.

Bronze Destiny: Rolled 9. Hero gained.

Army 5, First Consecration Legion, "Her Hungering Maw", continues to consume tile (3/3 at end of turn)

Army 6, Second Consecration Legion, "Her Blessed Consecrators", continues to consume tile (3/3 at end of turn)

Army 7, Third Consecration legion, "Her Industrious Spirit", continues to consume tile (3/3 at end of turn)


Actions:
1. A Mekhanite Skirmisher breaks off from Army 6 and from Army 7, both joining Army 8, "Mekhanes Hammer". Army 5, First Consecration Legion, "Her Hungering Maw", moves and begins consuming tile. (1/3 at end of turn)

2. Army 4, Army 1 and Army 8 move as shown. Army 8 created and leaves Amoni-Ram.
1654046037258.png

3. Construct 4 units of Mekhanite Skirmishers. (90 Resources, 2 Actions)

4. Complete the upgrade of Amoni-Ram to level 5 (1 Action)

5. Army 5 Explores.


Quests:

Cull the Growth
- Investigate the reports of armies of Growth-Beasts to the far west.
Hidden Treasure - Find the treasure, located in the central mountain range.
Cure The Scientist - Cure the scientist transformed by the Growth.


Inventory:
The Arms of Mekhane
Strength: The Equipped Unit Gains +2 Attacks and +1/+0
{Equipped by The Shepherd Bumaro)

The Visage of Mekhane
Strength: Allows 3 rerolls in combat and exploration.

(Equipped by The Shepherd Bumaro)

Silver-Fish Pistol
Weapon of Magnitude: When entering battle, choose 1 enemy type or weakness. When attacking that type of unit, gain +2/0 and +1 damage. The user will prioritize the unit type selected.
(Equipped by The Shepherd Bumaro)

Land Boat
Strength: Units ignore penalities from forced movement or retreats
Weakness: Decrease initiative tier of units in equiped army
(UNUSED)

Armor Piercing Rifle
+3/0
(TINA)

Military Grade Armor
0/+3
Decreases damage by 1
(Equipped by The Shepherd Bumaro)

Phaser Rifle
Pick 1 mode during combat:
Stun Mode
Instead of inflicting damage, on a successful hit, knocks out the enemy of a roll of an 8+
Kill Mode
+3/0
Deals 1 extra Damage
Disintegrate Mode
-3/0
On a successful hit, deals an additional 4 damage and negates saves
(Equipped by Cepher))

Arm of Destiny
A mechanical Arm that pulsates with electrical energies. The normal arm is replaced by this mechanical one.
All attacks can now count as Ranged from a lighting strike attack
Melee attacks deal an extra 2 damage
(Equipped by TINA))

Mekhanite Armor
Strength: 0/+2
Weakness: -1/0
(Equipped by Cepher)

Old World Helmet
Strength: Gives hero a 9+ save. If it already has this save, upgrade to 8+
(Equipped by Cepher)

Grenade of The Ages
Strength: Uses 1 attack of a hero. Is capable of hitting 1d4 enemies per use. Only hits on an 8+, but deals 2 damage on each successful hit.
(UNUSED)

Dented Flying Machine
A machine that is claimed to move through the sky with ease
A flying machine from an ancient civilization.
Strength: Adds +3 Movement
Weaknesses: After movement, hero and units flown are at 0/-2 for the remainder of the turn
(UNUSED)

Treasure Map
Leads to a large treasure in the mountains in the middle of the map.
(UNUSED)

“Sword” of Damocles
Strength: Negates enemy saves when hit by this weapon
Weakness: This unit’s saves are disabled
(UNUSED)


Economy:
Resources - "Amoni-Ram is a beating heart, not just of life, but of faith, technology, and industry."
At Turn StartIncomeExpensesAt End of Turn
18090

Economics Breakdown
Income Generated by Amoni-Ram: 120 (80 base from level 4 * 25% (faction bonus) = 100 base * 20% ("Advanced Resource Extraction and Purification Machinery") = 120.
Trade Income: 60 (Goblins, Warrior Women, Cogs)


Mekhanistic Devotion - "As the corruption of Mother Nature and its FLESH is purged from the land, the influence and power of MEKHANE begins to flourish"
At Turn StartIncomeExpensesAt End of Turn
14/td] 8022
MEKHANES RESURGENCE Converted Tiles: 4 Tiles In Progress: 3 Nation Summary Order: 1 Happiness: 1 The Shepherd Bumaro Leader HP: 5 M: 2 Attacks: 6 Offense: 2 (4 against Heros, +1 DMG against Heros) Defense: 4 The Hammer of Mekhane: HER LIVING VOICE smites followers of THE FLESH with divine fury, bring down the righteous hammer of HER upon them. The Shepherd Bumaro gains +3 Offense and deals +2 damage to units that are in anyway magical, plant/fungal related, are beasts, or are from a nation that worships nature or spirits, but is unable to damage mechanical units that do not have any of the above traits. To units that are not mechanical but share none of the above traits, the attacks use the normal stat line. Mechanical Perfection: The Shepherd Bumaro is the purest form of being- for they are one with the Blessed Machine. This grants them unparalleled intellect, durability and strength that no being of FLESH can hope to obtain. The Shepherd Bumaro has a 6+ save against taking damage, that cannot be improved by any means, and grants other units in his army a 9+ save (or improved there current save by 1) Aspect of the Divine Machine: may incorporate pieces of Mekhane into their being to gain new abilities and benefits, up to GM discretion. When this unit is killed, all of the pieces including its own DIVINE ASPECT can be retrieved by the victor of the battle. (The DIVINE ASPECT imbues a HERO with the statline of The Shepherd Bumaro). Visage of Mekhane: Allows 3 rerolls in combat and exploration.
These pieces of MEKHANE merge to become a part of The Shepherd, slowly transforming Them into the DIVINE MACHINE. Thus, their stats are permanently increased. The Arms of Mekhane Strength: The Equipped Unit Gains +2 Attacks and +1/+0 {Equipped by The Shepherd Bumaro) The Visage of Mekhane Strength: Allows 3 rerolls in combat and exploration. (Equipped by The Shepherd Bumaro)
Silver-Fish Pistol Weapon of Magnitude: When entering battle, choose 1 enemy type or weakness. When attacking that type of unit, gain +2/0 and +1 damage. The user will prioritize the unit type selected. Selected: Heros
Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"New Londonium
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite PsionEliteTier 1Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Earth BreakersCivilian UnitTier 2Army 5, "Her Hungering Maw"Abroad
Earth BreakersCivilian UnitTier 2Army 6, "Her Blessed Consecrators"Abroad
Earth BreakersCivilian UnitTier 2Army 7, "Her Industrious Spirit"Abroad
Mekhanite LegionnaireTroopTier 2Army 8, "Mekhane's Hammer"Abroad
Mekhanite SkirmisherTroopTier 2Army 8, "Mekhane's Hammer"Abroad
Mekhanite SkirmisherTroopTier 1Army 8, "Mekhane's Hammer"Abroad
Honor GuardEliteTier 1Army 8, "Mekhane's Hammer"Amoni-Ram
Honor GuardEliteTier 1Army 8, "Mekhane's Hammer"Amoni-Ram
The Shepherd BumaroLeaderN/AArmy 8, "Mekhane's Hammer"Amoni-Ram
TINAHeroHP 2 Attack 2 Offense 5 (2) Defense 2, +2 Melee Dmg, Ranged AttackGuide: Used in Adventures, allows a single reroll per adventure Guardian: In battle, will take a killing blow for another unitArmy 1, First Expeditionary Legion, "Her Hopeful Wanderers"Arm of Destiny, Armor Piercing RifleAbroad
CepherHeroHP 2 Attack 2 Offense 2 (0) Defense 6 (4), +1 Dmg, Ranged Attack Assassin: Able to target Hero units in battle if they are there and deals an extra 1 damage to them. Hard to kill: Each time this unit would die, instead decrease two attributes by a total of 2. This loss is permanent. If this is impossible, this unit dies. Old World Helmet: Has a 9+ save. Army 4, "Her Purifying Flames"Old World Helmet, Phaser Rifle (Kill Mode), Ancient Mekhanite ArmorAbroad
Amoni-RamCapitol, Level 4 (1/8 actions for upgrade)
Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Strategic Logic2 Mekhanite Legionnaires become Tier 2 units and gain the following trait; "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Each Legion member is trained not only in the physical art of warfare, but the mental as well.
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH. "A digusting abomination such as THE GROWTH must eradicated, in all its form."
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100. "Amoni-Ram is a beacon of industry. When the Forgemasters and Master-Fabricators set their mind's eye on a task, it will be not only achieved, but perfected."
Mekhane's Consecrators2"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology. "This world will be purified in honor of MEKHANES return."
Advanced Resource Extraction and Purification Machinery220% increase in resources production. "The Divine Secrets of the Old World are put to good use."
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties. "Mechanical limbs with built in shock absorbers, armor with air-conditioning, and sharpened blades. These tools made quick work of Nature's obstacles."
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid. "The world has turned into a hostile and illogical place during MEKHANESabsence. We must meet its tendrils with sharpened steel."
Bronze Destiny2 On the start of each turn, roll a d10. On an 8+ a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources) "As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause".
Mechanical Reflexes2The initiative tier of Mekhane Skirmishers is now First. "No being of FLESH can match the speed of pistons and finely tuned mechanisms".
Unit Stats
Honor Guard are light humanoid machines designed to protect. Honor Guard Elite M 3 HP 1 Attack 1 Offense 0 Defense 1 Defenders of the Just- Will automatically take the killing blow for any unit. Leader> Hero> Monster> Legendary> Elite> Troop "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Psion Troop M: 3 HP 1 Attack 1 Offense 0 Defense 0 Mental Buff- Instead of attacking, can give one unit a 0/+1. (This can stack up to a 0/+3) "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Right Hands, Mekhanite Legionaries Type: Troop Tier: 2 M: 3 HP: 1 Attacks: 1 Off: 0 Def: 1 "Zealots Resolve" - 0/+2 when defending a settlement "Strength And Certainty of Steel" - 8+ Save and +0/+1 on legionnaires "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Fighting Falcons, Mekhanite Skirmishers Type: Troop Tier: 2 M: 4 HP: 1 Attacks: 1 Off: 0 Def: 0 "On the Wings of Mekhane" - +1 Movement and +1/0 against fliers "Mechanical Reflexes" - Initiative tier is First "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Chosen Wrath, Mekhanite Psions Type: Elite Tier: 1 M: 3 HP: 1 Attacks: 1 Off: 1 Def: 1 "Shield of Faith" Gives another unit 0/+1 "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Earth-Breakers Civilian unit Material Gain, Land Lost: If this unit is on a tile for 3 turns, it destroys the tile by harvesting all its resources, turning it into a barren wasteland. This gives the owner 50 Resources Ignore Difficult Terrain Name: Mechanized Troop Transport Type: Elite Tier: 1 HP: 1 A: 0 M: 3 O: N/A (Cannot attack) D: 0 Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic) Armored Personnel Carriers Legendary HP 2 Movement 4 Attack 2 Offense 0 Defense 4 Fast and Spacious: +3 Movement. If destroyed, allows two allied units to gain 0/+2 until the end of the fighting Can carry 4 units
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FaeCourtBanner.png

“...yea and he said Zestari was corrupted by chaos. I don’t know man” said Darius over a crackling mic to a very annoyed Archivist. This was not supposed to happen. How did that bumbling fool manage to out Zestari after a somewhat rocky diplomatic hearing? Only Darius was capable of such a colossal blunder. The Archivist interrupted Darius in a very exasperated tone. “My good man…how many of the diplomats know of this…interesting development?”

“Oh uh, just the Mohandes and I. Why do you ask?”

“You may want to keep this amongst the two of you. Report to me immediately when you return. Good day” he said before abruptly cutting the connection.

Darius turned to the Mohandes. “He seemed pissed. Said we should keep it to ourselves.” The Mohandes nodded. “Yes, because this could cause tremendous instability. I just worry why he wants us to meet him so soon…”

With a roar, the Archivist punched one of the many stone statues in his office, shattering it into dust with his supernatural fae strength. So many setbacks. First that meddling skeleton, then that fool Pylos driving Zestari stark raving mad. Now the diplomats, and presumably Amoni-Ram, knew of Zestari’s corruption. The usually even tempered Archivist was beginning to crack.

He stared at one of the frozen statues he brought over from the old world. Back when he went by “The Gorgon King.”

“If you were alive right now, you’d be laughing. It feels as though the twin gods are shunting my every move. I really did love you, you know. But you didn’t understand. You didn’t understand my plans for the Grand Synthesis. Our empire is dying. We need to break bread with chaos, it is the only way forward. Gods, it was such a shame I lost you.” He began to embrace the statue before he heard a loud knock at the door.

“Erm…do come in.”

A massive metallic skeleton stalked in, ducking below the doorframe. Its empty eye sockets gazed at the Archivist, as though it could read into his very soul. The unsettling mech was flanked by the most annoying of the five reavers- Gorgo. “Well well well. You seem a little embarrassed, big guy! What, were you makin’ out with these statues or something?”

The Archivist glared at the petulant Gorgo. He could easily turn the scrappy skeleton into a statue…but that would sadly invoke Zestari’s ire. “Well anyways crabby boy, I got this big bitch from the auction. Snatched it from one of those tech fetishists- said I’d fuck his wife too! Sadly he didn’t take me up on the offer.”

The Archivist scoffed indignantly. “You were representing the fae court…and you spoke in such a manner? Your behavior makes me knackered, Gorgo.”

“Ahh calm down chucklenuts. Not like those machine fuckers liked you much anyways” said Gorgo as he tapped his fingers on his axe quickly, producing a nice ringing sound. “I mean who could, really? Ehehehehe.”

The Archivist elected to ignore that comment and look to the hulking mechanical skeleton. “So…tell me a bit about yourself, old chap.”

“I AM CALLIOPE, THE IMMORTAL.” It kneeled at the Archivist’s desk. “YOUR PEOPLE ARE SURVIVORS AND KEEPERS OF TECHNOLOGY. I WILL SERVE YOU TO MY DEATH.”

Suddenly, several green eyes opened along the Archivist’s body. They started at the center of his chest, and quickly radiated down his arms. Each one gazed into CALLIOPE’S empty eye sockets. CALLIOPE tried getting up, sensing something was wrong. As she attempted to stand, she noticed her legs refused to move. Panicked, she looked down to see stone slowly creeping up her body. “WHAT ARE YOU DOING? I AM A MESSENGER OF MEKHANE. OF THE TWIN GODS. STOP, PLEASE.” Black tears ran from her eyes as she begged for her life.

“I’m sorry for this. Really, I am. I’ve always disliked doing this…but it’s for the greater good. I have a species to save. At any cost.”

CALLIOPE looked around, at the dozens of statues filling the room. Some had their faces curled back in abject terror, some had their heads held low while accepting their fate. The most peculiar of all was one that seemed like it was frozen mid hug. Stone crept up her body, but not completely. It formed around her mouth, and was just enough to anchor her in place.

With a clattering of legs, the Archivist got up and left the room. Gorgo stepped aside, his shoulders slack. The statues in the Archivist’s office made sense now. The old fop was a lot more dangerous than he let on. “Eh Archie? Where are ya goin? Just gonna leave this poor sap here?”
His head snapped back to look at Gorgo. “Go away. I’m done with you. Tell any of the others about this, and I’ll see to it that your eternity of life is made rather unpleasant. Oh….and stand outside the archive gates and turn away anyone trying to walk in.”

The Archivist made a trip through the winding archives, climbing up the incredibly tall shelves via a stair system. The higher he went, the more the artifacts began to take on a darker tone. Everything at the bottom of the library-esque place was simple things that civilians could occasionally look at. Vacuum tubes, old fae art pieces, books, and other curios filled the burgeoning wooden shelves. Near the top was where things got weird. Preserved specimens. Mysterious weapons wrapped in warding chains. Eventually the Archivist reached a sealed blast door with a strange laminated glass in the front of it. His hand flashed with magic, and 1’s and 0’s rapidly began to flash on the door in differing patterns- far too fast for the human eye to catch. The door unsealed, and a disturbing red glow emanated from the room.

He stepped inside, and was met with a strange presence. The entire room was coated in a whitish, reddish fungus with pustules dotting the jelly-like substance. It was as though the pustules were filled with some kind of cherry jam. Some were popped, and oozed a viscous fluid. The Archivist took great care to not pop any more. The intact pustules emitted a soft red glow, and it gave the room the feeling of being inside a human body. In the center of the room was a small, throbbing mass of white gelatin substance, speckled with pustules that were nearly bursting with fluid. It quivered and chattered excitedly when it saw the Archivist step in.
blleding tooth fungus.jpg
A strange tension hung in the air, as the Archivist stared at the quivering mass. He drew a razor sharp blade from his satchel. With shaking hands, he reached out and began to cut the mass from the center of the room. He barely got a few inches deep before he paused. This was it. This was his first physical dalliance with chaos. Sure, he had beseeched the broken gods before to place a curse on Zestari for the first experiment. But this felt so much more raw. So much more….involved. But this was progress. Real science. Getting your hands dirty.

Eventually he mustered up the inner strength to slice the mass from the center of the room. In an instant, all of the flesh covering the walls retreated to the inside of the fungal tumor. It made a sound like a snapping rubber band. The tumor didn’t increase or decrease in size, it just happily quivered. It started cooing like a baby as the Archivist held it. “This is wrong” he thought to himself. “This feels utterly profane.”

He shook his head. “No. This has to be done” he whispers. “Unbridled order leads to nihilism and void. The horrors of the twin gods are far more subtle” he said in a hushed, manic tone. The tumor cawed and made a wet gurgling sound. It was moving now, rocking back and forth. Small tendrils curled around the Archivist’s free arm, hugging it. The old fae began to feel a strange sense of parenthood over the mass. Was this what being a father was like?

The Archivst returned to his office where CALLIOPE was frozen. When he entered the door, it was as though her “gaze” fell to the mass. She gasped and struggled against her bindings. “WHAT ARE YOU DOING WITH THAT ANOMALY? KILL IT AT ONCE.”

Soft red light began to shine from the pustules on the mass. It rocked back and forth even faster now, shaking with joy. “PLEASE, FOR THE LOVE OF THE TWIN GODS, THINK ABOUT WHAT YOU ARE DOING. IN THEIR PROVIDENCE THEY HAVE GIVEN YOU SO MUCH, AND YOU TURN TO THE FORCES OF CHAOS.”

“Really? Where were the twin gods when our world was shattered, an entire galaxy dead? Blast it, where are the twin gods now? They watch you and do nothing.” he said in an even tone. “They watch us and laugh. We are pieces on a game board to them.” He stepped closer to her, his face an inch away from hers. “It seems all the twin gods do is watch us suffer. Chaos is real. Chaos is here.”

“CHAOS WAS THE ONE THAT SHATTERED YOU.”

“Yes, to bring balance to the fundamental forces. T he twins forced their hand. Your followers call chaos wanton murder, but what is wanton? Emotional. Love. Hate. It’s all chaos to you. I’ve watched the Greenwardens destroy entire plants, killing billions. For what?”

“YOU ARE A BEING OF LOGIC AND ORDER, THIS IS MADNESS.”

“Yes. And it’s logical to make sure trillions don’t die again when I rebuild my society. Revive my people. Achieve unity between chaos and order, so that the great sundering will never happen again.”

He slowly moved the mass towards CALLIOPE, and she began to thrash and scream. Cracks began to appear in the stonework around her. “All the art burned” he said wistfully. “All the music lost to entropy. Just because YOU tried making things perfect” he seethed through clenched teeth. “I give you this blessing in the name of the GROWTH, the seventeenth broken god.”

“Mother’s hand. Seventeen.”

The mass slowly started to ooze into CALLIOPE’S ribcage. She yelped as the warm, soft fungus began to prod around in the rib cage. But it was not satisfied with doing this. It started to slowly work up the spinal cord, into thGorgon King e base of her skull. It found a small hole. Home. It forced its way into her skull and she let out an ear splitting scream.

Over the course of the next 20 minutes, the mass rapidly spread its corruption across the metal skeleton until it created a crude simulacrum of a human form. White fungus with red pustules took the place of flesh. It easily broke the stone bindings and stood up to stare the Archivist in the face, with two hollow eye sockets.

The Archivist reached into his leather satchel and pulled out THE EYES. Two mechanical things he had won in his first auction many months ago. He handed them to the mass, and it inserted them into its skull. The augments flickered to life, and spat out a cool blue light that contrasted starkly with the gentle red light emitting from the ruby red pustules.

“Well well my good chap. That must have all been very disorienting. Do you need anything to eat or drink? Tea perhaps?” Said the Archivist with a quavering voice. “You’re the first chao- er I mean anomal-” he stuttered, struggling to find the right words.

“Decay and water. Decay and water. Decay and water.” it said in a low, thrumming voice.

“We have fungal beds in the royal gardens stocked with plenty of decaying plant and animal matter, with optimal moisture levels. Will that suffice?”

The creature looked around the room and began to chant “Yes thank you. Yes thank you. Yes thank you.”

The Archivist escorted his newest creation to the fungal beds, where it rooted itself deep into the rot and happily throbbed. It gazed at the Archivist with its mechanical eyes. “Father. Father. Father.”


I am experimenting with a new method of writing my turns and additional info out, they are attached in PDFs.
 

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Act 2, Turn 21

The Straed Collective
Golden City, Blotway's Walk
"... What's the matter, Mike? We're going to explore the continent. Find new people. Discover great magics - and maybe even some tech. Is that not what you signed up for?"

Mike Ross followed Dr. Cooke, with some apprehensiveness in his step. He hasn't been told where they were going - Freedom had been changing rapidly in the last month, with the aid from the Taur-Ahe boosting their recovery to phenomenal speeds. During that time, several upgrades and modifications had been made to their other settlements - some major quality of life upgrades in the main ship and the Production Fleet, and apparently extensive work within the Golden City. Though its faces remained plated in a yellowish alloy just as ever, the insides seemed to have been carved out and rebuilt as a... sort of research base? The infrastructure was bared in the hallways and gangways they've traveled through so far, pipes and tubes snaking between floors like veins in a hand....

Clearing his head of that oddly specific thought, Mike said "Oh, I'm fine. It's just- this all happened so fast, you know? It feels like one promotion after another, I have hardly had time to get anything done." It was true. After the first major push, it seems that the plans and teams he was working on fell apart as soon as they came together. He was very surprised when Bromnir asked if he would join the War Council. At that point, he didn't know what to say. "I don't like the smell of this," Bromnir said at the time, "and us dwarves've got some damn fine noses. Figure it out, Mike. I'm trusting you."

"Smell's a bit rank in here, you think?" Cooke said, brow wrinkling. The distinctive tinge of sulfur was drifting through the air. "That'd probably be Kazatok's shop. Actually, he might be a good one to grab for this. He had a major hand in it, after all."

This threw a few alarm bells in Mike's head. Kazatok? The devil they found chained up underground last year? Why is he involved in anything at this point? "Does Kazatok have the merits to have a major hand in anything?"

"Now, Mr. Ross," Cooke said, knocking on a sealed hatch a few times, his right eye practically shaking as it stared at Mike, "the War Council was designed specifically to make sure such abuses don't happen too frequently. We can overrule some things, and give others a push" - the metal hatch creaks open slowly - "but for the most part, business must continue to be as usual. That said, Kazatok has been doing quite a bit of research in DPMC. Well, moreso instruction, I suppose, but if what is known is made known, that is much the same thing, wouldn't you agree? Greetings, Kazatok. I'm just showing Mike here what the Department is going to be up to for the time being."

The devil gave a sickly grin to the new Council member. "Mike, is it? I have read all of your works. They were very... instructive. I hope you will find mine to be so as well."

Golden City, DPMC
Kartoosh hummed quietly to himself, the reverberations echoing through his skull and occasionally resonating oddly. He decided he quite liked it here. The fighting was, of course, all well and good, but after that had ended it was immediately requested that he stayed on for his... other talents. Kartoosh could only smile at this. Kartoosh could only smile at all.

He delicately traced another sigil into the crystal with his finger. He generally was used to bloodstones, obsidian shards from the rims of volcanos, and deep tourmalines, but these people had such wonderful crystals of their own. They we practically made of magic. Octarine dew condensed at their points in such a tantalizing fashion. He would have to learn to grow his own before this place burns down.

The smart rap on the door gave him pause. That fool devil has come back to taunt him, it seems. Some entities of pure malevolence take no pride in their work. "I AM FOCUSING ON MATTERS THAT YOU CANNOT POSSIBLY HELP WITH. LEAVE ME BE AND WE CAN BE READY AHEAD OF SCHEDULE," he said, his voice falling into the intercom like the slamming of doors at the end of a long forgotten hall.

"That is a shame, Magister Lich," the devil crooned, "for the one who made the schedule is behind me. We're coming in."

Kartoosh attempted to frown. It didn't work. "I'LL FIND THE LIGHTS. MY SIGHT IS BEST IN THE DARK."

Golden City, Blotway's Walk
The lich, too? Mike frowned, like a human with skin. "I know the skeleton does not have merit for his own lab," he managed to get out, mind racing and what was going on in here. He swore some of the vein- er, pipes were throbbing to a slow rythm.

"I did say we can overrule things," Dr. Cooke said, a wistful smile on his face as the eye darted back and forth between Mike, the Devil and the doorway. It seemed... jittery. More jittery than usual. Mike tried to focus on it, but he began to notice a smell far more vile than even the brimstone of Kazatok, who was typing a code into the door.

After a brief moment, the door slid upwards, the expanse ahead occluded by the darkness and the trio blocking the light in the hall. Mike practically doubled over as the smell hit him like a ram. Rot. Rotting meat, mixed with a slurry of more mechanical scents - and the sharp tinge of seawater. Even the Devil himself began to hold his nose delicately.

"AH. THERE WE ARE."

The lights came on. Mike saw the metal shells stooping over the tables, far more humanoid than the conventional robots the Straed employ. He saw the... bodies, he decided, arrayed before them, in a state far less humanoid than those of the robots. Smaller servants of unknown origin in layered cloth and metal masks were stitching what they could back together, but the cause was clearly a lost one. He saw the crystals, fragments of the greater prisms used to fire the Core Functions, arrayed on stands placed in the middle of some foul looking circles, basking in the necromantic and infernal energies of this place.

"WELCOME TO THE DEPARTMENT OF POST MORTEM COMMUNICATIONS," Kartoosh said, with a slight bow.

Mike saw all this. Mike understood. And Mike promptly threw up.


Resources
As of Last Turn Played: 553
Income: [60+60(Capital), +40(Fertility Prime) + 40(Bounty Secondus)+20(Golden City) +20%(Advancement)] + 70(Trade with Rahzen and C'Tini) = 335
Action Cost: -130
Mercenary Upkeep: -40
Potential Rahzen Rebuilding Fund: +600
Next Turn: Either 718 or 1318

Pure Magic Crystals
6 (4+4-2)

Settlements:
Prime Ship, Freedom - Capital Level 3
Bounty Secondus - Farming Settlement Level 1
Fertility Prime, Bounty - Farming Settlement Level 1
Floating Pyramid, Golden City - Standard Settlement Level 1 (through exploration)

Units:
Odin
Enigma
2 Valkyries
Kartoosh
2 Swamp witches and 5 sentinels
1 aegis, 1 curator and 4 protector

Deployments:
Prime Ship Freedom Garrison
Valkyrie
4 protector
6 Crystal Cannon

Bounty Secondus Garrison
2 Crystal Cannon

Fertility Prime Garrison
2 Crystal Cannon

Golden City Garrison
Valkyrie
2 Crystal Cannon

Army One: Odin's Answer
Odin
Enigma
Kartoosh
1 aegis
1 curator
5 sentinels
2 Swamp Witches

Odin Prime
Flying Leader Unit
Movement 2
HP 5
Attack 4 (Damage - 2 or 3)
Offense 6
Defense 4
Valhalla's Blessing - Can revive friendly mechanical units at the end of a turn on an 8+. They will perish if the rolls are failed and if successful are revived on 1HP regardless of any other rules. If once combat has finished, Straed are victorious, they may revive enemy mechanical units on a 10.
Price of an Eye - +3 bonus to checks that involve knowledge or wisdom. 3 Adventure rerolls.
Dominion of the Wrought - May target units with equipment. +1 Damage against units with equipment.
Equipment:
Sword of +1 Damage
Pearl of Power: Ignores saves when Enigma Prime deals the Killing Blow
Combat Scanner- Gives a +1/0 and 1 free reroll per battle on a miss

Enigma Prime
Flying Hero Unit
Movement 2
HP 7
Attack 5
Offense 3
Defense 3
Goliath Programming: The power of the Orb has given this unit strength. +2 HP and +1 Attack(Orb was upgraded +2 attack)
Aura of Power: Gives other Valkyrie units +1/+1
Equipment:
Golden Crown Strength: +2 HP Weakness: Deals 2 less damage to a minimum of 1
Amulet of Garzon Strength: Keeps the Hero from death. They are only knocked out instead. (Enemies will not double tap) Weakness: They won't wake up for 2 Turns after falling in battle.

Valkyrie
Flying Special Unit
Movement 2
HP 3
Attack: 2
Offense 3(4)
Defense 3(4)
Safety Net: If this unit is destroyed, only 1 unit of the combination is destroyed. The remainder is unable to combine again together for 3 turns.

Sentinels
Flying Troop Unit
Tier 1
Movement 1
HP 2
Attack 1
Offense 1
Defense 1
Protector: When another unit is going to be hit, take the damage instead.

Curator
Flying Troop Unit
Tier 1
Movement 1
HP 2
Attack 1
Offense 1
Defense 1
Unit Equipment: Instead of attacking can perform one of these functions instead;
1. Weapon modification: Boost an entire stack by +1/0.
2. Armor Modification. Boost an entire stack by 0/+1.

Aegis
Flying Elite Unit
Tier 1
Movement 1
HP 1
Attack 1
Offense 2
Defense 2
Absorption: On an 8+, absorbs strike. Instead of taking damage, holds on to strike. Can hold up to a max of 3 attacks in this manner. During battle may expend all attacks and then returns to normal.

Swamp Witch
Elite Unit(Modified Flying)
Movement1
HP 1
Attack 1
Offense 2
Defense 2
Swamp Magic: Instead of attacking, can give support to any unit that either uses magic or magically powered tech. This gives the unit that is being assisted a +1/+1

[B]Advancements[/B]
Magna Legacy (Tier 2)
Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 4+, kills a troop unit. On an 6+ kills 2 troops or 1 elite. On a 8+, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Extraction Magic Research (Tier 2)
Advanced upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 20% percentage bonus to resource income.

Crystal Cannons (Tier 2)
Settlements count as a number of units equal to 2x their level.

Surveying Magical Technology
2 Dice rerolls every exploration.

Valkyrie Development Program I
Qualitative upgrade on the Valkyrie Mech. Opens up additional and advanced options for unit combinations for an upgraded version of the Mech. - No idea what this is

Sky Path
Through a massive breakthrough in the developments of magical engineering, the Collective has developed a technology that temporarily creates a forcefield path that zips objects across the path like a mini-hyperspace jump.

Effects: As a free action and for x resources, collective settlements can temporarily open a sky path up to y tiles away from the settlement for z turns. Only flying units (settlements, ships, troops, etc can access the sky path.)

Sky Coat

Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that protects and supports the flight magical system and movement mechanics of everything in the collective that is mobile.

Effects: Weather and movement penalties for settlements, ships, and units have been removed. External movement penalties are reduced.

Agile Skies
Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that boosts and supports the flight magical system and movement mechanisms of the Collective settlement ships.

Effects: +1 movement for settlements.

Advanced Knowledge begets Knowledge (Tier 2)
Every 2 Level 1 advancements, gain an additional advancement on a roll of a 9+
Every 2 Level 2 advancements, gain an additional advancement on a roll of a 9+

Better Construction
Reduces construction action costs by 1 action, to a minimum of 1.

Heaven's Fury Bombardment (Level 2)
Effects: For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 9, the unit is hit by a magical shell from the bombardment and takes 3 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

Collective Aegis Protection (Tier 2)
This new continent is not a place of peace. With many enemies lurking around, settlements cannot be left without a standard garrison so the Council has passed laws and enacted defensive measures to ensure the increased security of every settlement.

Effects: Each Collective settlement gains a garrison force of 2 Protector Units. This unit can only be produced with the use of Pure Magical Crystals and cannot leave the tile the settlement it is stationed in.

Each Collective settlement additionally gains a garrison force of 1 Elite Aegis Unit. (assuming... also 1 for 1?)

Protector
Flying Troop Unit
Tier 1
Movement 2
HP 2
Attacks 1
Offense 1
Defense 1
Protector: When in a battle within a collective settlement tile, gain 0/+1.

Clear Skies
Once per turn, roll a d10. On a 10, a unit on your tile loses its trait ability for the turn.

Empyrean Refinery (Tier 2)
Through a breakthrough in the developments of magical engineering, the Collective has developed a new and more advanced refinery that allows them to refine more pure magical crystals.

Effects: Gain an increase in the monthly pure magical crystals production dependent on the Capital level.
Level 1 Capital+2
Level 3 Capital+3
Level 5 Capital+4

Security Droids
Security Droids will be deployed to maintain order in Collective Settlements.

Effects: Order +2 (net 0 atm)

Sky Aegis (Tier 2)
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its units. Magical barrier absorbs 4 points worth of damage before breaking. The barrier will repair automatically if it's not damaged for 3 turns otherwise y resources must be spent to repair it. (y undetermined)

Policy: Manufacture of Greatness
Roll a d10, develop a GM Equipment on an 6+. (See Artifact Stabilizer Machine)

Artifact Stabilizer Machine (Tier 2)
Allows more creative control on the effects of the artifact generated by Policy: Manufacture of Greatness as well as lower the needed roll by 1 (will be 6+).

Improved Research Tools
Effects: Reduces advancement action cost by 1 action, to a minimum of 1.

Artifact Tinkering
Once per turn, roll d10. At a roll of 8+, can edit the traits of an artifact either adding a positive trait or removing a negative trait.

Unchecked Replication
For every construction [expedited or not(?)] of a troop mechanical unit, there is a 50% chance of making a replication without the cost of another action. The full price in resources is paid. On success, there is an additional 40% chance of making an additional unit at full price.

Policy: Project Fund Injection
Can spend 2 Pure Magical Crystals to reduce an action by 1 per every 2 crystals spent in this manner to a minimum of 1 turn.

Negative Aspect of Policy: Roll a d10 when used. On a 1 or 2 a major Error occurs. Depending on what you are using it for, apply below: -recruitment: Lose any actions dedicated to this recruitment and the resource cost. No units are recruited this turn. -settlement upgrade: Lose any actions dedicated to this and the resource cost. Settlement loses one level. If this would reduce it to zero, settlement is destroyed. Cannot be upgraded for 3 turns. -Settlement construction: Lose any actions and resources dedicated to this. -advancements: Lose any actions and resources dedicated to this and advancement is reduced one level. Cannot be upgraded for 3 turns.

ActionsPaid Actions

1 Action: Advancement: (-20 Resources) Department of Post Mortem Communications: Brain in a jar? Soul in a bowl? Between the unfathomable powers of Kazatok, Kartoosh, and the Collective, that sort of predicament is much less permanent than one would think.

Effects (Hopefully): Once per turn on a 8+, may revive a fallen hero as a mechanical unit with small changes to traits to reflect this revival. If no fallen heroes remain, gain a spooky new hero instead on a 9+.

1 Action: Advancement: (-20 Resources) Thread and Crocuses: In a shocking twist, the Council of War has elected to devote more the budget to improving the lives of the Collective instead of removing the lives of others. What good is the pinnacle of magitech without using it to improve people's lives?

Effects (Hopefully): +1 Happiness.

1 Action: (1/1) Build Settlement: Flagship Nerevarine (Standard Settlement) (Project Fund Injection (Success), Better Construction) (-50 resources, -2 Pure Magic Crystals): The collective needs a true masterpiece to expand its ability to explore the untamed wilds.

Free Actions:
Manufacture of Greatness- As a free action, spend 40 resources and roll a d10. On an 6+, develops an artifact. Resources are not refunded on failure. (Failure)

Artifact Tinkering (Remove weakness of Belt of Great Speed): Failure

Knowledge begets Knowledge - for every two level one advancements, gain an additional advancement on a 9+. (Success!) Gain
Rook's Passage: The hyperspace leap known as the Skyway has prompted similar advancements to outfit smaller units.

Effects (Hopefully): All units gain 1 extra movement that can only be taken in the direction of their previous movement.

CAPTURE: Odin's Answer will attempt to capture the Ogre Rebel City, killing all who stand in their way and likely several more.

MOVE: Valkyrie back from Sunset Mountain to Freedom. No map changes needed.

EXPLORE: Odin's Answer will explore the Rebel City/whatever else is on this tile if possible.
 
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Sunset Mountain, 173 AA

The air around the small village was awash with nervous excitement, the dozen or so families living there staring at a horde of others that outnumbered them greatly. Even so both large and small group were quick to join together, old friends and rivals calling out greetings and distant family seeing each other for the first time in many years. Stood atop the highest hill in the area the leaders of each of the individual groups that made up the larger horde looked down upon what they had been working to achieve for months with smiles upon their faces.

"It appears that your worries were unfounded Bos, no bloodshed has occurred thus far, even if I do worry that it could occur later," the speaker turned to look at the rest of the group, the sunset symbols trailing up both sides of his robes and engraved into his horns flashing in the sun. "Faolin, are you sure that your tribe will have enough tents to keep us all sheltered till we can begin building proper homes for everyone?"

"It will be tight but we should be able to make it work," the leader of the rain tribe looked at the list of inventory that he had been supplied with, running his finger along the leather and counting to himself. "A few of the warriors might have to rough it for now but most of them are used to that at this point."

"I will also refuse a tent until everyone else has one, they are my responsibility to protect and I refuse to live in any kind of comfort if they can not," several eyes turned towards the hulking one-armed figure of Grantine Mountain, the scarred Taur scowling at the others as if challenging them to dispute his decision.

"Calm yourself Grantine, the only one of us who shall have shelter no matter what is Rirad," the sunset decorated Taur glanced to the eldest among them, the leader of the River tribe leaning heavily on his can. "As it stands we do have a few permanent homes that we are opening to the sick and elderly to take residence in first so we don't have to worry about them taking tent space, only the able-bodied."

"Excellent, now that the business of shelter is taken care of then lets get started with whatever you called us up here for Rajen, I'd quite like to be with the rest of my tribe sooner rather than later after all," the Setting Sun looked to the Twilight's Darkest and nodded.

"Very true Leona, I called the eight of you here to take part in the first meeting of the council. I have chosen the highest hill in the area to act as our meeting location in an effort to ensure that we are always able to see that which we are meant to protect, that way we might keep from having one member attempt to take full control of the rest of us. In time I hope we are able to build a structure here so that we may meet at any time in any weather with no issues but for now this will do," even as he spoke Rajen moved to the western most point atop the hill, taking his place in line with where the sun would set.

"I suppose you have thought of the issue of the spirits not accepting this decision as well then? After all I'd hate to have to take care of you if they disapprove!" Rizur Thunder grinned cruelly at the older Taur, the young leader putting one hand on his weapon as if ready to attack at any moment.

"Move your hand away from that axe or you might just lose it Rizur, there will be no threats to any of us while we are attempting to unite the tribes or I will take care of it myself," Rahdek Storm glared at the impudent leader, arms crossed over his chest as he took up a position next to the Setting Sun.

"At ease, both of you. I believe that the spirits will be very appeased, they are guarding us even as we speak after all," Bos Moon watched the distant edges of the makeshift camp, a smile on his face as he began seeing flashes of green patrolling. "It would appear that they are invested in making sure we are protected, their are nature spirits patrolling even as we speak."

"Bah, if the spirits are happy then may they strike me down where I-" the Brightest Spark was cut off before he could finish his words, a spear of wood being held by a shifting feminine mass of plants piercing his throat.

With shouts the leaders closest to him stepped back, shocked by the sudden appearance, as the spirit pulled her spear free with what appeared to be amusement. In another flash of motion she had taken the Taur's body upon her shoulder without any visible issue and turned to leave, stopping only to drop a twisted piece of wood upon the ground before she was gone as suddenly as she appeared. With a slight tremble to his hands Rajen moved to the wood and lifted it, allowing the others to see the single word carved upon it.

'Rahzen'


Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
328353938228902932
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 10 (TITAN's Fall) + 49 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Total: 539Settlement Upgrade: 60 Advancement Research: 20 Contract Payment: 210 One-Time Payment: 600 Total: 890

Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 1 Farming Settlement) [Constructed]
Talon's Watch (Level 1 Standard Settlement) [Constructed]
Haaster (Level 1 Standard Settlement) [Adventure Reward]
River's Bounty (Level 1 Farming Settlement) [Constructed]

Troops
Army of the Earth (Army 1) [Sunset Mountain]
3x Bulls
1x Foxes
2x Order Knight
2x Lesser Earth Elementals
2x Lesser Fire Elemental
2x Lesser Air Elemental
1x Earthen Shaman
2x Ice Elementals
4x Water Elementals
2x Spirit Guides
Greater Elemental (Hero)
Vin’Taur The Heavy (Hero)
Tal 'Ki (Hero)
Ancient Golem {Azghul} (Hero)
Callarhan (Leader)

The Frozen Forces (Army 2) [Sunset Mountain]
8x Blizzen
Norma (Hero)
Blacktop the Undaunted (Hero)

Aquilosh's Shiver (Army 3) [Talon's Watch Ocean]
4x Aquilosh Warriors
2x Starlight Swim Guard
The Fallen Star (Hero)
Aquilosh (Hero)

Order/Happiness
0/2

Population
35/50 (Adjusted due to previous mistakes)

Paid Actions
Upgrade Settlement 'Storm's Rest' to level 2 (2/2) [Reduced by Advancments]
"The boys have been itching to have a juicy contract!" - Vulpes Claw

Research Advancement: Police Force
"I don't want another bloody Goblin Incident! Get some forces on the streets!" - Requen Sunset

Free Actions
Receive stolen Advancement 'Lumber Yard' from Yamabuki
Lumber Yard: -1 action to settlement construction/upgrades
Recieve stolen Advancement 'Fury of the Great Cog'
The Attacking Tribe is trapped in the space with Forgeheart. Forgeheart then Attacks and Self Destructs to attempt to destroy the Tribe and its forces.
Explore tile with Army 1
Send 600 Resources to Straed Collective

Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+
Xion Corporation: Corvan - Steal Advancement on roll of 8+
Coghaven: Veren - Steal Advancement on roll of 8+ (Success: (9) Random Advancement)
Gobbos: Veltin - Steal Advancement on roll of 8+
Holdfast: Roran - Steal Advancement on roll of 8+
Yamabuki: Erdan - Steal Advancement on roll of 8+ (Success: (10) Chosen Advancement)
Synthetic Fae Court: Laevon - Nine turns to arrival

Quests
Research Prison Wards - Complete​
 
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Yamabuki

Settlements

Huang He (Capital Level 3)
Canalwork; Complete
(Counts as difficult terrain but Water Units can pass freely)

Standing Army
1 Samurai
3 Wyrms
1 Boat
Dragons Gate
Green Dragon

2 Bejeweled Crabs

Shan (Standard Level 1)

Standing Army
2 Rock Hunters
1 Dragon Dancer
T’Lock

Nerida
Great White Wyrm

2 Wyrm
Twin Pixies


Xùnsù De (Military Level 1)

Standing Army
1 Samurai

3 Wyrms
Agawa

Dragons Gate
Fire Wyrm


Héchuáng (Farming Level 1)
Canalwork; Complete
(Counts as difficult terrain but Water Units can pass freely)

Standing Army
3 Wyrms
1 Bejeweled Crabs


Wéiqiáng (Military Level 1)

Standing Army

Abraxas
2 Skeleton
1 Monk
Dragons Gate
Red Mother
Metal Mystic
1 Wyrm


Advancements
Fishing Wharf: Can recruit fishing vessels. Non combatant units that generate 5 resources a turn. Can be recruited two for one at the cost of an elite unit, although recruited in one turn. May only have 4x where X is capital Level.
Lumber Yard: -1 action to settlement construction/upgrades
Longmen Journey Shrine: Unlocks specialized building Longmen Journey Shrine
Stone Quarry - Construction costs 5% less resources
Clay Pit - Construction costs 5% less resources
Dam - Unlocks specialized building Dam
Bagua Arts - Unlocks Bagua Spells
Treasury- Receive X10 resources where X is the amount of buildings every Season.
Dragon Festival: Allows the production of two units; Fire Crow/ Dragon Dancer
Irrigation Techniques: +1 Happiness
Waterway Surveying (Lvl 2): Allows production of Navvie Engineers
Rice Paddy
: Farming Settlements produce 10 more resources
Never Give Up!: When in harsh weather, for every turn a unit remains away from a settlement, unit receives +1 to movement to a max of +1. Only activates the turn after unit leaves a settlement. Entering a settlement resets any bonuses.
Shūmei: Allows the production of
Ningyoburi
Tenko Transformation: Allows the production of Sky Fox
(Lvl 2) Whenever an Advancement is stolen, a Sky Fox is automatically recruited for no cost

The Illegimate's: Mercenary Units ignore Saves in the first round of combat
Proper Papers: Mercenary Units require 25% less Upkeep
Red Flag Semaphore: In battle, when a retreat is ordered by either party, roll two dice and take lowest result. Penalties are ignored by opposing player but own units receive a permanent +1/+1 for the battle.

Moat:
Capital/Military Settlements may only be attacked by units with flying, water based or ranged units. This effect can be negated if attacker pays X x 10 where X is the amount of units in attacking army.

Specialized Buildings
Tower of Trials - A Unit may be transferred here and if so, on a +7 unit becomes a Hero Unit. Failure of the roll destroys the unit
Longmen Journey Shrine: At the start of a turn where happiness is negative, roll a d10. On a 10, it returns to 0.
Dam (Lvl 2) - Blocks waterways and Settlements produce 10% more resources if within 1 hex


Bagua Arts

Roll a D10. If required number is rolled, use that spell. A Longmen Journey Shrine is required to cast spells. For every Shrine after the first, you may reroll but previous roll is lost. Rerolls are not allowed if 1,4,10 is rolled.

Poison Arrow (1) : -1 Happiness
Balance (2): Happiness/ Order cannot be lowered
Well Being (3): Movement penalties are negated
Stagnate (4): -1 Order
Blessed (5): Unit's receive a Save
Stability (6): Resources cannot be lost this turn.
Unity (7): +1 Order/Happiness (Does not stack)
Prosperity (8): Double resources gained this turn
Attainment (9): Required actions this turn require one less action
Killing Breath (10): Destroy a random unit

Roll: 6
Rerolls: 3, 9

Total Troops

Red Mother Leader (Hourglass)
2 Samurai Troop
1 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero (Sapphire Sphere)
2 Skeletons Troop
2 Rock Hunters Troop
1 Dragon Dancer Elite
Twin Pixies Hero (Gauntlet Of Power)
Green Dragon Hero
3 Bejeweled Crabs Elite
Nerida Hero (Tiara of the Goddess)
3 Navvie Engineers Non- Combatant
The Great White Wyrm Hero (The Cleaver)
Metal Mystic Hero
Fire Wyrm Hero
T'lock Hero (Attire of the the Laughing God)
2 Water Elementals Legendary
Agawa Hero

Mercenaries
2 Lost Troop Troop
Gargamel Hero (Horseless Carriage)
2 Sea Barnacle Elite


Order/Happiness
-1/1

Population
25/50

Buffs

Spirit Tokens
2 (0)

Abraxas gains 0/+1
Monk gains 0/+1

Uloth Tome of Darkness
(Magic attacks increased by 1/0/ Magic damage increased by 1/ Unlocks Explosive Zombies))

Explosive zombies
Elite
HP 1
Attack 1
Offense 2
Defense 0
Vindictive: Upon death, roll a d10. On an 8+, deals 2 damage to the killer

Empty Box
Written inside of the box was a formula for stronger based armor.
All Elite units gain a 9+ save. If that unit already had such a save, upgrade it to 8+


Orders
Paid Actions:


Train Troop Samurai for 20 resources (Huang He)

Train Troop Monk for 20 resources (Hechuang)

Train Troop Samurai for 20 resources (Weiquang)



Free Actions:
Advancement Lumber Yard stolen Sky Fox recruited at Hechuang

Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free) x3

Red Mother
produces Dissident (Wéiqiáng) x 1
Red Mother
promotes Dissident to Conspirator


Yamabuki Workforce Current Tile Canalwork (1/3)

Nerida uses Under the Deep



Movement (Army One) 2 Tile E
( Hechuang - Current )
Joins Attack

Army One
3 Wyrms


Movement (Army Two) 1 Tile S
(Huang He - Current)
Joins Attack


Army Two
3 Wyrms
1 Bejeweled Crab


Movement (Army Three) 1 Tile N
(Wéiqiáng - Current)
Begins Attack

Army Three
Abraxas (0/+1)
2 Water Elemental
1 Monk (0/+1)
2 Skeletons


Movement (Army Four) 1 Tile SE
( Shan- Hechuang)

Army Four
Twin Pixies
1 Dragon Dancer
2 Wyrms



Resources


Start: 415
Income: 126
Expenditure: 165

End: 389






[/font]
 
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The Children of Mekhane


"In the beginning, The Shepherd was a man, born of FLESH, just as us. Through dedicated to MEKHANE, we can become as Them, pure."


Turn 16, Fall


Tale of an Earth-Breaker, Part 2

The sound of metal boots rhythmically trudging through dense brush and debri-littered ground was drowned out by the rumbling roar of massive engines and the high pitched squeal of the tearing and ripping of wood by massive blades as the Earth-Breakers systemically tore through the jungle, leaving behind a trait of shredded wood and upturned ground, that was them blended further into mulch by smaller machines that trailed the large Earth-Breakers, these trailed finally by groups of men wielding large hoses which were connected to a slow moving iron cart that glowed a soft orange. Out from their novels sprayed thick lines of molten metal, which they used to cover the flattened landscape.

“Blasted things are so loud! Couldn’t they make them any quieter?” A Legionnaire beside Parth shouted above the din, his hands up against his helm in a fruitless attempt to stifle the noise.

The Legionnaire on the other side of Parth tapped his helmet.

“Gotta get the mark Vs!” He responded in a mechanically enhanced tone that made his voice sound slightly metallic.

“They come with auditory filtering! And vocal enhancement. I don’t even have to shout.”

The first muttered something about “supply issues” and began to curse about the Supply Master but was interrupted by an Officer, who ordered Parth’s squadron, which included the men on either side of him, towards the front to scout ahead for the Earth-Breakers. The man to Parth’s left was only too eager to agree.

***

As the group of 5 stepped out of formation and jogged to get ahead of the Earth-Breakers, the crashing and thrumming quickly became muted as they entered the dense jungle. Diving deeper within, the sounds of the wilds returned, the constant chirping of birds; the humming of the cicadas and the rustling of unseen mammals.

The idle chit chat and occasional laugh quickly subsided as the sounds of progress were deafened by the wilderness, a silence fell over the group. They gripped their spears and rifles tightly, hands running up the barrel to its hand hold and fingers resting poised on the trigger. Heads swiveled from side to side, scanning the dense foliage for any sign of the savage threats of FLESH that roamed places such as these, snapping towards any rustling in the underbrush.

Parth crouched though the jungle on the edge of the formation, tightly gripping his spear, which felt pitifully short despite its length. He found himself wishing he was harmed with one of the large double-barreled firearms a few of the others had. He had seen the holes they had punched through steel targets at great distances, and fancied his chances using those against a beast of the Flesh rather than his spear, no matter how sharp.

After some time, the leader of the squadron, Sargent Ottar, the man with the Mark V helmet, coughed and got the attention of the group.

“The area seems clear so far, but at this rate we won’t cover enough ground to report back to Command before the Earth-Breakers demolish the cleared zone. We’ll need to split up.”

A grim expression plasters the faces of a few of the men, but they nod their ascent.

“Ryke, Olin, with me.” The two, including the soldier who sadly was equipped only with the Mark IV helm, join the Sargent’s side. Turning to Parth and an older, grizzled veteran besides him;

“Clements, you go with the Polished” He ordered, referring to Parth by the nickname all fresh recruits bore.

The older Soldier grunted and clasped Parth’s shoulder with a metallic thud.

“Stick near me and you’ll be ok kid. Last Polished ran off and we only ever found his boots” He gave a hearty laugh which sounded garbled through his helmet. The rest looked in, save for Parth, who didn’t, however, find his joke particularly amusing.

The two groups split up, and Parth was left alone with Clements, who stalked through the jungle with his spear raised at the ready, eyes scanning the brush.

Far from the main force and now separated from most of the squadron, Parth began to distinctly feel just how alien the jungle was. It was dense, and dark, filled with colors and sounds he had never seen or heard before in Amoni-Ram; muted greens and browns, the chirping of birds and howling of monkeys.

Celements was in front of him, leading their charge. Suddenly there was a rustling from a bush up ahead of them, and Clements instantly raised his fist, signaling Parth to stop.

Parth froze. He could feel adrenaline beginning to course through him, the soft humming and clicking the machinery inside him began to respond to his fight or flight response.

Clements slowly crept towards the bush, and just before he reached it, lunged forward with his spear. The bush shook as whatever beast was within it thrasher, the sound of high pitched yelps and steel cutting through soft flesh filled the jungle. Clements drove his blade deeper and twisted, and the struggling stopped and the squeals quitted. For a moment, an eerie silence fell over the jungle, but slowly the chirping of birds and bugs returned.

Clements removed his spear from the bush; a small, skewered fur covered beast hung limply from its tip.

Clements let out a victorious chuckle and flicked the body off his spear. Parth recognized the creature as a rabbit- a beast that was said to stalk the fields and bite at the exposed flesh of farmers.

“Bastard thought it could spy on us, aye?” Clements prodded the beast with the butt end of his spear.

“Shepherds Grace, this place is disgusting. Beasts like these stalk these lands, hiding among the twisted brush. Won’t be many places to hide once the Earth-Breakers are through with it.”

He stabs the rabbit once more for good measure.

“By the Shepherd this place makes no sense. Wild and overgrown, no logic behind it. Watch your step when your here son, there’s no roads.”

He turns back to the jungle and continues leading the way.

Parth follows close behind him, his spears rattling in his hands. As he neared the corpse of the rabbit, he found himself stopping and curiosity over taking him. He bent down and examined the beast.

It… didn’t look like a flesh eating beast. It’s body was stained with blood, but only around the wound in its side. The brown fur around its mouth was clean, save for bits of green smudged around its lips.

Parth gently reached down towards it, almost expecting it to spring back to life and bite him, but the corpse remained lifeless. He gingerly pried to lips apart, expecting fangs but only finding two large blunt teeth and molars.

He stared at the thing, confused. It was tiny, and it certainly didn’t look like a man-eater.

He walked towards the bush it had been found in and examined it. Amidst the tangled mass of wood and leaves, he saw a small patch of dirt where the beast had laid. Had it been hiding from them? He noticed chewed leaves and twigs scattered about. It certainly didn’t eat meat in the wilds… it had no claws, no fangs…

He could feel the dark thoughts beginning to return. Shaking his head violently as if it’s dislodge them and have them fly from his ears, he hurried up to catch up with Clements.

***

The pair stalked through the wilds for some time, not encountering any of the Flesh-Beasts Parth had been described. During that time Parth had tried to stay focus on the task at hand, keeping watching for beasts, going through the various demons of FLESH he had been too gift and reciting prayers, anything to distract himself from those thoughts.

Clements suddenly came to a halt.

“I need to take a leak. Wait here and watch my back.”

Clements turned right and went off into the trees for some privacy, leaving Parth alone with his thoughts.

Path turned to give Celements some privacy, and soon found himself staring off into the jungle.

The sounds of the jungle did not feel as ominous or strange as they had before; they were no longer an indecipherable cacophony that formed a single sound. The longer Parth listened, the more individual components of the sounds he found he can pick out. He began to listen to each individual bird call, and soon realIed there were more than birds within the jungle. He could hear howls, the drone of cicadas and bellows of frogs. All beasts that were said to turn their eyes upon them, relaying their every movement to THE FLESH.

But that did seem possible, Parth thought. He looked closer at the trees and their outstretched branches. With his enhanced vision he could see high up in the canopy, resting amongst the canopy, a group of small humanoid shaped creatures, who swung between branches, some huddled near each other licking through the others fur, and others yet dexterously plucked fruits from high up branches. They seemed… content, simply enjoying the food the trees invited and each other’s company.

Everywhere he looked he saw similar scenes. Two birds roosting together, a small cat slinking through the jungle, a mouse scuttling amongst the leaf litter…

Parth found himself relaxed, content even, content to stand here and watch awhile…

He suddenly realized what he was doing and violently shook his head, slapping his helmet hard with his metal hands, producing a metallic clank that rattled through the jungle.

Suddenly, he heard a crash behind him and saw Clements charging forward, spear at the ready.

“Where- what happened? Are you alright?”

“Um, y-yes. Just tripped is all.” Parth managed to stumble out a hasty response.

Clements gave him an odd look and then shook his head.

“C’mon, let’s go.”
[/Center]
 
The Flessi Assembly
f21456e844d5aa42f6ab31459dc873b0--environment-concept-art-game-environment.jpg
For years now the New Cultivation had turned life in the Assembly cyclical for many. The constant state of improvement and gains had been the sole focus for many, broken up only by the occasional inquest of other nations. For the warriors sent to aid in the assault on Penumbra, violence was the anticipated result. For many of the Flessi who were left behind, return to the cultivation was the simple sequential step. But for the Soilings left to guard the Assembly's colonies, new forms of entertainment were needed.

The areas around the colonies had already been overwhelmed by the growth, transformed into a landscape where every animal plant or person was some form of fungus or another. Spiders with colonies of moss intertwined with their carapace, river serpents that fired arcs of electricity using the bright glowing bulbs that had emerged from their flesh,all semblance of the land's former self was completely erased.

But none underwent even close to the transformation that the Spine did.

Once a rather barren locale laced with high peaks and great plains, the mountainous ranges east of Carcass had been completely consumed by the Growth. Even the steep slopes were not spared the immense, fungal vegetation that spread across its rocks and dirt. The height of the mushroom trees made the mountain look larger from a distance, numerous bioluminescent fungi lighting it up every time the sun fell beyond.

Yet this new fungus became the very focus of the Spine's Soilings: hunting wildlife and each other amongst the dense vegetation, dancing amongst the colorful lights every night, and tearing down chunks of forests for the growth of their Colony.

With the war in Penumbra escalating with each new faction involved, the Architect decreed that the Spine be strengthened in the case the Resolution league and the Fae were defeated. And so over the past months, Flessi and Soiling alike grew great mushroom trees to harvest for construction.

But the Soilings took far more pleasure in bringing the great fungi down.

Deafening crashes followed as another great shroom slammed into another and tore it from its roots. Several Soilings ran as the massive fauna crashed into the ground and sent waves of dirt and dust flying towards them.

Laughter erupted once the debris settled, the fungal zombies clapping or smashing their broken bodies together in absolute joy.

But one of those Soilings heard it, the sound of approaching footsteps from behind. He twisted his malformed body to look behind him, rotting eyes looking over the twisting fungal jungle to no avail.

"Its a wonderful sight!"

He spun around as a voice spoke beside him, seeing only other Soilings searching for the same voice. But one was quick to point back towards the fallen giant mushroom.

Atop it, a single figured darted from one side of the mushroom to the other, merrily dancing along it before turning to the Soilings and twirling the fungal scythe in her grasp.

"Its so lovely to see you loving!" Whitebranch declared, her voice filtering through the pure white shell she sported.2.jpeg

The Magic Shroom had only been the catalyst for Whitebranch's wave of new ideas, its powers inspiring numerous advancements in Cultivation and construction. Her most unorthodox having been the new shell she now sported, an alternate version of the ones that the Shellbound had. This shell had granted her broken body the strength and dexterity needed to join in her fellow Soilings' festivities, to properly aid in the cultivation.

And to annoy Blueglow with her expanded arsenal of merry-making.

Speaking of which...

"He no longer resides in the Spine." was not the answer she wanted to hear in regards to her blue friend. The edges of her shell twisting into strands as she began to pace along the mushroom.

"Gets to be with all the killing, followed Resolution east!" another Soiling rubbed her shoulders in delight "Gotta hunt more, can't let them beat us!"

"Make more creatures to hunt!" another shouted "Ask Flessi to make bigger beasts, fine cultivatin'!"

There were cheers of agreement from the Soilings, but Whitebranch was already lost in thought.

So much had changed for her in the times after the Magic Shroom, but old Blueglow never seemed to stop moving around. She was sure he'd been there when their visitors came from the Court, but now he was already off to oversee the very war she'd been hoping to join in on. It was a stretch to be sure, her shell made it so she didn't fall apart every few yards but it would never compare to the raw strength of a true shellbound.

But she didn't design the damn thing just so she could sit around pumping out advancements, she could already do that back when she was no more than a bag of bones in a fungal sack. She needed to be active, needed to be helping, needed something to commit her capabilities to. Something not just for her, but for the Assembly as a whole.

These thoughts plagued Whitebranch throughout the day, even after the pack of Soilings had left to their next bout of excitement. Even as several Flessi arrived to tie the fallen mushroom trees to massive fungal beasts, she still remained in place whilst trying to puzzle out what solution could ease her woes.

The Flessi left her to her thoughts, allowing her to stay atop the large mushroom as they transported it and several others back towards the spine. the Fungal beasts were fed cultivated sludge every so often, with the Flessi having to occasionally press large staves against their snouts to keep them moving in the right direction. Only when they came to the massive walls of the mountaintop fortress-city did they need her off.

One of the beast drivers scaled the side of the shroom, standing up and approaching Whitebranch with staff in hand. Once he was behind her, he tapped it against the shroom below to indicate his presence. Whitebranch didn't look at him, but she did lower her hands and tilt her head put a bit.

"Sister... this is required..." he said before pointing ahead "Today... the Colony reaches its next peak."

Whitebranch looked up, laying her gaze on the Spine for the first time in Years. No longer a small fort of cultivated fungus with raving packs of Soilings uprooting trees from the barren rocks. Since she had left the Spine, Blueglow's influence was plain as day.

Massive structures built of hardened fungi rose from the peaks, a dense network of stairways and paths interlacing with one another along with fields and protruding stalks carrying more structures and paths.

It was a tree, an honest to god tree with branches of structured fungus rising towards the heavens. And with the darkness of night causing the expansive flora below to light up in a myriad of colors, it looked as though the Spine was rising out of an ocean of purple and blue clouds.

An ocean of purple and blue.

Whitebranch shot to her feet, immediately turning and throwing herself at the Flessi. The beat driver stayed still as she clung to him, hugging the giant shroom man with all she was worth as she began giggling.

"Thats it! I've got it, brother!" she declared, "I'll do it! It's perfect!"

"Congratulations..." the Flessi stated before gesturing towards the shroom they were standing on "Now... could you move? This is required for-!"

Whitebranch leaped off him and did a pirouette in the air before landing on one toe, spinning again as she brandished her scythe wildly. The Flessi stood stock still as her blade passed right in front of his face several times.

"Oh the Architect will need to hear of this! He'll love it! The Growth will love it!" she paused suddenly before tilting her head "That is... as long as he keeps his words in check..."

The Flessi tilted his head at that, but simply shrugged as Whitebranch gripped the handle of her scythe in both hands and squeezed.

Meanwhile, in the heart of Carcass...
7b38616891015489369b8d7b0c704117.jpg
Deep below the city proper, a single chamber hung above an immense pit. Dangling from the very roots of the Assembly's capital, the Architect kneeled at the very edge of the chamber. The Architect's bulbs were dim, humming with only a faint glow until he heard the heavy footsteps drawing closer.92c4906f2c3482280789070b5a2ebde6--fantasy-monster-doodle-designs.jpg

"Irecap..." he didn't turn, allowing the large form to enter the chamber unobstructed "Word from Blueglow?"

The large figure tapped a twisted sword against the floor of the chamber, purple fluids oozing from the fungal weapons veins with every small impact. Lifting his head, Irecap looked over the Architect's room before strolling inside and embedding the sword into the floor. The entire chamber shook from the impact, but the roots holding onto it held firm.

Irecap squatted down beside his blade, the tattered remnants of his skirt folding betwixt his thighs and calves as he clasped his hands together.

"His findings hold promise, but his caution remains ever present." Irecap chuckled "All this time as Head Cultivator's done little to bolster his confidence."

"Knowing where to act and where to stay firm is what got him such a position in the first place." The Architect rose to his full height, but his glowing bulbs stayed pointed towards the vast darkness below.

"Of course, of course." Irecap nodded, "But he holds firm that such decisions cannot be made until Penumbra is neutralized, he was quite adamant."

9.jpgThe Architect turned towards Irecap, the once-lanky Flessi's body now congested with numerous fungi that pulsated along his form. The heads of several giant insects were tied to his waist, and his third eye had long since been grown over by his ever-expanding shroom cap.

And where once lay an unchanging expression, Irecap's face twisted into an imitation of a smile.

"Then I shall take such warnings to heart," The Architect turned back towards the endless darkness beneath his chamber "Soon its bloodlust shall be fed."

"...Soon?"

Irecap shrugged, standing tall and turning back towards his blade. The twisted fungal edge was still seeping its purple fluids onto the floor, a dark puddle forming along the brown roots that made up the floor and ceiling. Casting one more look towards the Architect before shrugging and taking hold of his sword.

He tore it free from the floor, the blade twisting and writhing in his grasp as a shrill whine emanated from the fungus coating its handle.

"Shhhh, more work for us soon." Irecap patted the blade, which returned to its prior twisted state as he made to exit the chamber

"The Growth's been made to wait long enough, Architect." Irecap stated, pausing at the chamber's entrance tapping the pommel of his blade "No matter who wins or loses in Penumbra, lets not keep it waiting for long."
With that, he took he made his exit, leaving the Architect to stare in the darkness, the words of the Growth still echoing throughout his mind.

"I know, Cullmaster..." his bulbs dimming once Irecap was gone "Believe me, I know..."


Colonies
Carcass (Lvl 3 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 2 Farming Colony)

Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for three turns straight will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Gain a free soiling with every training of Soiling
Lvl 2 Gain a free soiling with every soiling trained.

Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Lvl 2- When Flessi move into a battle, they gain 0/+1 for that turn of combat

Flessi Movement Speed Upgrade Lvl 1: +1 Movement

Shellbound Movement Tactics Lvl 1-Shellbound gain an extra +1/0 when they move into combat
Lvl 2 When moving into battle, they gain a 0/+2

Shellbound Movement speed Upgrade Lvl 1- +1 Movement

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

Settlement Defenses (Lvl 1)- Garrisoned Troops gain an extra 0/+2

Better Farming Techniques (Lvl 2)- Farming settlements earn an extra 20 Resources

Improved Construction Methods Lvl 1-Buildings cost 10 less resources

Better Shellbound Cultivation Lvl 1- A second shellbound can be trained for cost+half



Total Growth Tiles: 9
Quest 2: Kill 6 Enemies (0/6)

Units
Carcass Garrison
The Hungry Planter
1 Shellbound
7 Flessi
The Spine Garrison
1 Shellbound
3 Soiling
2 Flessi
The Bowels Garrison
Magic Shroom
Chest Mimic
6 Flessi
2 Soiling


Southern Expedition League
1 Flessi
Resolution League
Metal Man
2 Shellbound
6 Flessi
8 Soilings
Northern Expedition League
2 Soilings
Assembly Pathfinder
1 Soiling

Movement
Resolution League moves with fae forces northeast one tile
Southern Expedition League moves directly east 2 tiles
Northern Expedition Moves directly north 2 tiles


Actions
1+2+3. Upgrade the Spine to Lvl 3 (5/6)


Free Actions

Southern Expedition-Cultivate & Spread (1/3)
Resolution League- Cultivate & Spread (1/3)

Northern Expedition-Cultivate & Spread (1/3)
Assembly Pathfinder- Cultivate & Spread (2/3)

Resolution League begins siege of Umbra with Fae forces
Northern Expedition explores tile after move


Resource Transactions
Balance: 1240 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 80) + Growth's Boon 25% = 100 REC

-Expense:
Upgrade Settlement -30 REC (60/60)
Paid to the Auctioneer for Bids: -355 REC
New Balance: 1067
 


≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

The party had mostly split up over the course of their stay in Sunset Mountain, sometimes they'd meet up again at various inns or to explore the town, but by and large, everyone seemed content to split up and enjoy what seemed to be a few months worth's of vacation. Despite all her talk of 'sampling the local flavors' Lilith spent most of her time hanging around Scorched Earth, chattering away about something or another as they went about town, going to stores and flashing the wooden symbol they were given to see rare stock and enjoy some discounts. None of them knew why Scorched Earth never seemed to mind, or, well, ever showed that they were bothered by it anymore then anything seemed to bother them. It was almost as if being constantly followed by a chatterbox was the normal. Rokk kept mostly to himself and contented himself with drinking or training in the barracks, rarely, even training alongside the Rahzen warriors although what he thought about them was near impossible to understand as most people did not speak 'random assortment of grunts'. Trystan, Ren and Tamif spent most of their time as a trio, exploring the city, talking to the people, attending classes held by Vigo as he taught the people how to use shamanistic magic... Even if 'Mrs. Galvingar' was the only way he seemed to ever say hello to Tamif. They hadn't really seen heads nor tails of Elijah in weeks and while they were all a bit worried, none of them really imagined the young inventor could get himself into much trouble.

As the trio walked down the road, enjoying the warm sun from which the city got its name, a low rumbling filled the air. A rumbling that grew louder and louder. Tam's hand fell to her blade, Ren tilted her head as if she was trying to make up out what the sound was and Trystan prepared his spells in his mind. Other people in the streets looked around as if to find the source, the guards gripped their weapons and parents moved their children in doors as it grew louder and louder, so loud that Trystan wanted to hold his ears to protect them from the awful racket and, down the way, a figure appeared on a mechanical construct. The figure wore a dark helm with dark glasses across his eyes, his chest was covered in a black leather jacket that was littered in strange symbols. The construct rolled forth on two wheels, a wide base shot an occasional flare of flame as smoke bellowed from a pipe at the back. The construct rumbled down the street, the thing seemed to shake uncontrollably as it went. The figure's head turned to look at them, to fix them in their dark pools of the glasses reflected them back at themselves as he pulled over to the side of the road, his boot kicking out a piece of metal as he rested the bike on it. He slowly stood up from the bike, somewhat lankier then they expected and pulled back the dark shades... to reveal the pale, thin face of Elijah who fished his glasses from his pocket and put them back on his face, "Inventor Extraordinaire!" He said proudly as he gestured towards his creation.

"E-Elijah?" Trystan said as he let out a breath he hadn't known he had been holding.

"Hun, what are you wearing?" Tam asked as she stepped closer to get a better look.

"Oh! Well, the shades are because the boiler exploded the first time I tried to ride and you cannot invent with damaged eyes!" His brow furrowed as he said that, as if he was now reevaluating that statement and finding that it wasn't particularly true. He was sure he could invent even without his eyes, "So I call them 'safety glasses'!"

He plucked at the dark leather jacket, "I got this from some helpful bull person-," "Taur-Ahe," Trystan supplied, "Taur-Ahe, quite right, so he came up to me as I was working and said something about having to wrestle a mean hog and wanted me to use it to protect myself from the heat. Which was peculiar, gloves to protect my hand while I worked on the boiler sure, but I fail to see how a black leather jacket is going to help me. Between us, it is quite hot in it."

"So what is it?" Trystan asked as he walked around the newest invention.

"It is a motorcycle," Ren stated as she bent down to examine the workings, "I am not sure how you were able to properly harness the power of steam in a safe enough manner."

"Motorcycle? No, its the Personal Steam Cycle!" Elijah said as he held his finger in the air as if awaiting for applauses that.. never actually came.

"So it seats only one?" Tam asked, a bit dejected. Sure it wasn't a Phoenix, but it would have been nice to drive it on the ground, it looked fun.

"Well, it could fit two, but I'm not sure how safe it would be," Elijah said as he adjusted his glasses in thought, "And how it would handle the weight distribution.."

After a short pause, he turned to Ren, "Ren! Can you ride with me? Between the differences in our weight and density, it would be a great test to see how the Personal Steam Cycle handles weight distribution and how much more I should calibrate the spring system."

"Okay, Elijah," Ren said with a nod, she waited for the lanky youth to get back on and refit his 'safety glasses' before she slipped behind him, wrapping her powerful arms around his thin waist. A faint blush rose on Elijah's face as the rather intimate position finally made itself known.

"Um, Ren, would it be possible to hold onto the back of the seat?" He asked as his breath came in short gasp as he tried to suck in his breath to make his waist smaller.

"I believe this to be much more stable," Ren said

"Yes, yes, quite right.." Elijah mumbled as he kicked the stand back up and let the cycler rumble back to life, they had an invention to stress test! Science and advancement waited for no man and their beautiful robot companion!

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot
Scorched Earth
Ancient Water Elemental
Lilith

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot
Scorched Earth
Ancient Water Elemental
Lilith

Order/Happiness
0/0

Armory
Trystan's Spellbook
Trystan spellbook grants Trystan 'Metamagic'. Once per turn, Trystan may opt to boost a spell with one of three Metamagics. Only one spell, per turn, my be boosted regardless of how many Trystan can use otherwise.

Extended - If a buff or hex, the spell's duration will last an additional 1 turn. If a damage spell, the range of the spell will increase by 1 hex.

Empowered - The 'effect' of the spell is empowered. Buffs and hexes will have their effects strengthen or may hit more targets while damage spells will do more damages or hit more targets. Effect varies based on spell.

Maximized - The spell will have the benefit of both Empowered and Extended.

When Extended or Empowered are picked, roll a D10. On a 1, the spell fails and Trystan takes 1 damage with no saves allowed. On a 2-3, the spell fails. On a 4+ the spell goes off. [10% chance to hurt him, 30% chance of spell failure] When Maximized is picked, roll a D10. On a 1-2, the spell fails and Trystan takes 1 damage with no saves allowed. On a 3-5, the spell fails. On a 6+ the spell goes off. [20% chance to hurt him, 50% chance of spell failure]

For Non-Trystan
If a character other then Trystan has the book, instead, each turn they may randomly roll 3 spells from the known spell list that Trystan acquired. They may then select one of those randomized spells to cast for free. The magic and knowledge comes from the book, itself, so anyone, even those without magic are capable of using this ability. If the character that has the book is a magic user, they may undergo a quest chain to fully unlock all spells Trystan had recorded as well as unlock the ability to metamagic them as if they were Trystan.

Silver Mirror
This beautifully crafted hand mirror is a unique magical artifact allowing people to converse over any distance. All someone must do is go to any mirror, or suitably reflected surface, speak the name of the owner with the intent of speaking with them. The mirror will then mentally 'alert' the owner that someone is wishing to speak to them as well as who they are. If the user does not wish to speak to them, the 'call' will not go through leaving the caller stuck staring at themselves. If the user does wish to speak to them, they must merely pull out the mirror and face it. The mirrored surfaces will be replaced with the image of the other person and they are free to communicate as if they were standing right before one another.

Eye of Pandora
Add +2 Damage to magical attacks. (Usable in Adventures once per adventure to roll 3 dice and take the highest number) but take 1 damage from Magical Overflow

Dispel Scroll [1]
May attempt to dispel an enemy spell.

Enchanted Crossbow - Equipped by Tam
+2/0. In adventures, allows a reroll on combat checks (Once per adventure)

Spell Scroll [1]
May cast an additional spell

Emerald Green Cape - Equipped by Ren
0/+2

Ring of Protection - Equipped by Tam
0/+2 and Immunity to Fire Attacks

Blade of Destiny - Equipped by Tam
Strength: Deals an extra 2 damage and negates saves. If the unit is corrupted, that damage is doubled to 4
Weakness: If a save is negated and/or corrupted unit is attacked for extra damage, this Strength stops functioning for the remainder and has a 2 turn cool down.

Personal Steam Cycle - Equipped by Elijah
Strength: Gives Hero a 0/+3 and attacked last unless personally targeted

The One 'Possible Marriage' Ring -
Can be sold for 100 Resources as a Free Action

Obsidian Blade - Equipped by Rokk
Strength +2/0 and +1 Damage
Weakness: Misses on a 1 break the blade. A free action must be used to repair it the following turn. It may only be used again the turn after this.

Wand of Weather
Strength: Turns a tile to any weather or season type
Weakness: Cannot change back for 3 turns.

Fancy Hat - Equipped by Rokk
Strength: 1 Damage Block
Weakness: Enemies can willingly target you

Advancements
Advancement - Side Jobs
Trystan Galvingar is not above taking small jobs like janitorial duties, errand boy or slaying large rats in basements to earn a bit of money. If he is on a tile with a non-hostile settlement, he can use actions to take odd jobs to gain resources. More actions he uses, more resources he can gain.

Advancement - Extra Credit
Whenever Trystan Galvingar is on the Academy Tile, regardless of what class he is in, or if he is even a student anymore, he will produce a paper token for them.

Advancement - Student Aide
Whenever Trystan Galvingar is on the Academy tile, he can make use of Academy facilities and can use actions to gain a specific items {Potions, Scrolls, Mana Crystals, etc} from the academy facilities, as these are for his personal use, they are a bit different then what the Academy uses them for. [Feel free to change what these do, the cost, etc, for balance purposes]. All items are consumed upon use.

Advancement - I can't carry it, but I can carry you
As long as Ren is alive, the party ignores movement penalties

Advancement - The Fur Trade
While in a unclaimed tile, the party can hunt animals to collect fur and hides to sell. They roll a D4 for each character. The furs can be sold for X each.

Advancement: Lazarus Pit
The party can bring back any character so long as they have body [or most of it]. For members of Trystan's party, it will cost 10xT [Where T is the amount of turns the unit has been dead] in resources. If he is bringing back a character from another faction, either to try to bring them to his party or bring them back as a service, the price will be decided by Trek [May cost resources, may cost resources and consume the power of an artifact, may require a quest, etc].

They can only bring back mechanical characters if Elijah is alive. [They can only bring back organic if Trystan is alive, but if he dies the party disbands anyways]


Spellbook
Reflection [Spell Action/Passive? (Not actually sure)]
During Battle if attacked by a ranged or magic spell, roll a d10. On an 8+, the attack is reflected back to the unit that sent it, giving them the full damage of their own attack.

Protection [Free Action Spell]
Gives a 9+ save for one unit in the stack except for Trystan as a free action

Resurrection [Passive]
Trystan will resurrect one unit in the stack after the current round of combat [Cannot resurrect himself, must be alive to ressurect]

Elemental Protection [Passive]
Once per turn, 1 Elemental Attack will be blocked.

Misc Items
Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition
Resurrection and Restoration Spells for Beginners by Antion Fertoil
True Resurrection: Daunting Task Made Manageable by Phole Vidyr
Protection from Elemental Magic from A-Z by Gina H'torn
66 Furs
Golem Activation Sigil

Unit Rules
Trystan Galvingar
Leader
HP 6
Attacks 3
Offense 1
Defense 5
Damage (3)
Mirror Image
Every combat round, Trystan creates three identical copies of himself and they are all but impossible to tell the real him from a copy. Trystan has a 6+ save that cannot be improved. If hit by something that normally ignores saves, it goes to an 8+.

Quicken
Combat spells, and consumables, used by Trystan are treated at +1 Initiative. Campaign spells always happen before any movement, spells or actions are taken by other factions. [The restriction to Trystan using spells, or teleport, to escape an enemy moving onto his space still applies].

We Will Be Remembered!
Before every battle [not adventure], Trystan can give a speech to his party and allied forces. This speech must be written out and posted in the fluff of the post for it to work. This speech may give a buff to friendly units, may apply a negative to friendly units, may apply a negative to enemy forces or can even give enemy forces a buff. The exact outcome of the speech is decided on by Trek as well as what modifiers, if any, it grants. The modifier last for the battle. Only one speech, per battle, can be given.

THE BENEFITS OF EDUCATION
When in Battle, may target any enemy that he wishes unless an enemy ability causes redirection or blocking

Tamif Fizzlewick

Hero
HP 2
Attack 2
Offense 2(4)
Defense 2(4)
Damage (3)
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)
Crossfire
Can sacrifice any points from offense/defense to add to damage on a 1:1 basis up to a max of +3 damage
Ring of Protection
Immune to fire

WR3N

Hero
HP 4
Attack 2
Offense 2
Defense 2(4)
Powerful Robotic Frame
+2 HP and negates saves on a killing blow
Impressive Strength
During Exploration Battles allows a reroll at +2( Usable once per Exploration)

Rokk
Hero
HP 4
Attack 2
Offense 4(6)
Defense 0
Damage (2)
Damage Block (1)

Endurance Training
+2 HP
Revenge
For every damage done to Rokk, that same damage is inflicted on his attacker. This action even occurs if a killing blow is struck, managing to dish out the damage before succumbing to his wounds. This ability overrides all counters.

Elijah Tillbury the 3rd
Hero
HP
2
Attack 2
Offense 2
Defense 2(5)
Flying contraption
During Battle, allows himself and 1 other friendly Hero unit to count as flying. Unit Speed is 4 Inventor
Extraordinaire
If sitting in a settlement, can attempt to build a mechanical based equipment on a roll of a 9+

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

Communicator
Able to communicate with any technology nation that they have obtained the frequency for
Targeting Assistance
Can give 1 hero unit a +2/0 and an extra 1 damage to their attack for the battle

Scorched Earth
Hero
HP
2
Attack 2
Offense 2
Defense 2
I Love The Smell of Napalm in The Morning
Flame attacks deal 3 damage to Living Targets
Living Tank
The First 3 Damage in a Battle is ignored

Ancient Water Elemental
Hero
HP
4
Attack 2
Offense 2
Defense 2
Hard Water
+2 HP and a 9+ save
Water Wall
Can give 2 allies 0/+2

Lilith
HP
2
Attack 2
Offense 2
Defense 2
Love is Love
When entering battle, roll a d10 for each enemy non-hero unit on the field. Any that roll above an 8 do not fight. Any that rolls a 10 immediately defects.
Make Love, Not War
If sitting on an enemy settlement, allows the one that hired Lilith to train enemy units

Resources
Start of TurnIncomeExpenditureRemaining
91140-80151

Actions
The Party will do odd jobs around Sunset Mountain x3

Free Actions
Explore Sunset Mountain
Elijah Invented New Mechanical Item!
 
The Children of Mekhane


"All lies in time become revealed."


Turn 16, Fall


Tale of an Earth-Breaker, Part 4

As the weeks went on, the thoughts Parth had tried so desperately to escape began to return, though changed. He still found himself dreaming of living in the city his Great Grandmother had described, filled with restaurants, dance halls, gardens and more. But now he also found himself dreaming he was walking through the jungle. Where as the dreams before had a sense of painful longing to them, these dreams were… peaceful. He woke up from these dreams feeling rested and content.

He knew these dreams and desires were sinful and evil; abominations that twisted the will of MEKHANE, yet they did not conjure the same guilt as they had before. Something was wrong… something was deeply wrong with him… there had to be, right?

The contentedness he felt the mornings after waking from dreams of the wilds quickly faded. But never due to guilt, no, what guilt he felt only dulled it. It was the unnatural roars of the Earth-Breakers that disturbed the peaceful jungle, it was watching the trees be torn down and ripped to small splinters, it was the pained feelings that began to fill his heart when the machines move ahead to reveal the corpse of some beasts, cut to ribbons or smashed flat by its tracks.

Though he would not admit it, neither to others nor to himself, he felt reprieve when his squad was sent out to the jungles to scout ahead. The sounds of his boots crunching leaves and twigs beneath their metal soles and the drone of the birds brought back to calm feelings of those dreams. He found himself relaxed during those patrols. It took effort, concentration to remain wary and on edge, keeping an eye out for threats that never seemed to be there.

It seemed his relaxed demeanor did not go unnoticed by his comrades. When he has first arrived, they had of course subjected him to the teasing any new recruit was. Calling him “Polished”, sending him off to do the things they didn’t want to do, but they had always been friendly towards him. They talked to him, included him in their activities and their stories. But this has begun to change.

He could feel a… tension between them. Their communications became shorter, less friendly and more professional. At meal time they sat in their own circle, away from him. If he went to join them, the conservation among them seemed stifled, most eating in silence save for an occasional commend, finishing their meals quickly and excusing themselves.

It was as if they could see his dreams…

Parth tried to mend things. He reached out, tried to start conversations, bring up things they had joked about before, asked Clements questions about his time in the force of the beasts within the jungle. He began to soar and curse THE FLESH and its jungle, but every attempt was met with suspicious stares and mumbled responses.

One night, while Parth lay in his cramped single tent, finding himself unable to swell, anxiety over his alienation eating away at his mind, trying to devise ways to convince the others that he was no cultists of THE FLESH, that he was a true Mekhanite, going over what he would say and how he would act over and over in his mind, he heard the sounds of footsteps outside his tent. Thinking it was one his squad mates, he donned his boots and rushed outside. Maybe if he could talk to one, one on one, he could convince them, and then they would convince the others…

Stepping outside, it took a moment for his augments to adjust to the dark lightning, but fortunately this cleared area of jungle meant there was little canopy to block the starlight. He looked towards where he heard the footsteps and saw one of the men of his squadron, Olin, a man Parth honestly couldn’t remember having spoken to past a few words… Parth couldn’t recall the man speaking much at all in general.

He began to walked towards him but stopped short. Something seemed… off.

Olin was covered in a black cloak that concealed his form. His armor was removed, as one would expect, but he wore no boots despite the muddy ground. He crept through the camp silently, stopping and slowing as he approached rings of tents, seeming to stop and listen before he continued, tip-toeing around them, heading towards the edge of camp.

Something seemed… off. Curiosity stricken, Parth began to follow him. He had trouble at first, finding his boots loud, the metal brackets clinking together.

Fearing he would alert Olin, Parth removed his boots, feeling the ground as it soaked into his socks. It was a cold, unusually sensation. But… not unpleasant. With his boots removed, he was able to follow Olin silently as he weaved his way to the edge of the jungle.

Praying he didn’t look back, Parth followed until they were just at the edge of the camp. In the distance, a squadron of guards approached, bearing lamps. Olin quickly farted behind a tent and hid. Instinctively, Parth did the same.

As soon as they passed, Olin continued, sneaking past them and towards the jungle. Parth continued to follow, increasingly confused as to where Olin was going and why. When Olin reached the not yet “purified” edge of the jungle, he dunked between the dense foliage and continued, disappearing within.

Parth paused for a moment, but resolve filling him, followed.

He tried to stealthy trust through branches and trees, over logs and rocky outcroppings, but found it impossible. Fortunately, the noise of the jungle masked his steps. He hoped.

Olin twisted a path deep through the jungle, across streams and small valleys. The pair traveled together, if unknown to one of them, for almost an hour, and Parth wondered if this was why the man was so quiet. Too tired to speak from a nightly hike. Did he do this every night? Why was he doing this, where was he going. The question and possible answeres bubbled through his mind.

Distracted by his thoughts, he hadn’t noticed Olin had come to a stop until he had almost run into him, dazing off until he realized he was now standing face to face with the men, but a mere five feet apart.

Startled. Parth’s mind went blank and words refused to form. Fortunately, the same did not seem to apply to Olin.

“Joining me on my midnight stroll, eh?” He shook his head.

“What will we ever do with you, our little Flesh Cultists.”

Panic began to set in. Parth stumbled backwards, sputtering.

“I-I’m, I don’t- I hate” But he was interrupted by Olin, who chuckled softly.

“Eh don’t worry man. I’m just teasing. C’mon, follow me. I want to show you something.”

He turned, and continued deeper into the jungle.

Parth stood where he had almost bumped into the man, unsure of what to do, not decided whether he should run back to camp, forget this whole event or maybe tell someone, or follow him to… somewhere. A sinking feeling suddenly filled him…

As if to make his decision for him, Olin glanced back.

“C’mon, it’s not like you can run back to camp and tattle on me. All I need to say is I followed you in here and found you worshipping the trees. They’ll believe me man, trust me. I’d just be telling them what they’re already thinking.”

Parth gulped. He was right. So he took the not choice he had; he followed.

The pair, now both in the know… or perhaps Olin had always known he was being followed… traveled together deeper into the darkness of the thick canopy, until Parth began to see a light up ahead.

The two headed towards it, and broke into a clearing in the jungle. Trees formed a ring around a small grassy field, with a large stone bolder set in its center. Olin entered the field and approached the bolder, stopping half way toward sit and turning to face Parth once more, who stood a few paces behind him.

Olin took a moment, taking a deep breayI in, holding it for a moment, and then releasing it, gazing about at the trees and the stars up above.

“Take a look at the trees that surround this glass. What do you see?”

Parth did as he was told, turning towards the trees that ringed the place. They were tall, ancient twisted things with rough bark full knots. They leaned out and into the glade, branches reaching inwards and upwardsc as if reaching up towards the center above the boulder.

“Uh… the trees. Their reaching towards something in the center.”

Olin let out a short laugh.

“Sort of. Not quite. Look up, what’s above.”

Parth looked up towards the twinkling night sky. It was so… clear, and bright despite the night. He had never seen so many stars in the sky. The smog and light of Amoni-Ram blocked all but the brightest stars, and even then reduced those to a muted pin-point of light that was only visible on nights when the smog was particularly thin.

“I see the stars… some of them sort of form shapes.”

“That they do. Beautiful, ain’t they? But not what I was talking about, but your getting there. What about during the day!”

The gears began to turn in Parth’s head.

“The sun. It’s travels over head during the day.”

“Spot on! Well done, kid! That’s what the trees are reaching towards. It hangs over head during the day, and the smart buggers take advantage of this clearing and spread out to reach it. They feed from the light, did you know that?”

Parth gazes about, and considers this. He had never been taught about plants in school, it wasn’t something that was talked about save to stress the chaos and lack of logic inherent to nature. But looking about at how all the plants reached up towards the sun, and their roots anchored them deep in the ground, it began to paint a picture, one that seemed at least to Parth, to make a whole lot of sense.

“Yeah… I guess your right.” His sense of unease began to disappear, but then the strangeness of the situation began to hit him… why was Olin showing him all this? Was it… a test? Was Olin a FLESH cultists?

Parth began to step away from Olin, and began drawing the dagger he had taken with him.

Olin gave an exaggerated sigh and rolled his eyes.

“C’mon Parth, we were getting somewhere. I already told you they won’t believe you. I can see in your eyes your already thinking it.”

“I-I don’t know what your talking back.” Parth began to back away towards the clearings edge, dagger drawn.

The older man scoffed.

“Oh buddy, I think you do. You’ve seen it, or the lack of it. The beasts of Flesh- they don’t exist. Well they do; but not like they told us. They aren’t crawling about every piece of wildness. We haven’t encountered a single one for weeks. Nothing but rabbits and monkeys. Not really the things that can kill a man.”

“They lied to us. To you.” He looked Parth in the eyes.

Parth raised his dagger and pointed it Olin, the blade wobbling in his hand.

“S-shut up. That’s heresy, I-I”

“You know it’s true”. His tone was deadly serious. The cheer and smile gone from his face.

“N-no…” tears were beginning to stream down his face, his sorrow choking his words.

“Look at the jungle. They told you nature is the manifestation of emotional and utterly illogical chaos. How can that even be true? Do you see many emotions in a tree? Ever seen one cry? I sure haven’t. And I’ve been out here every day for years.”

“The jungle may be a chaotic mass of browns and greens at first glance, but if you take a closer look at it, think for your yourself, thank critically, like they always tell you not to despite preaching logic. You will see how there is an order to the madness, some logic too it.”

“It is not just the trees here that rise towards trees sun, it is every plant in the jungle. They grow thick trunks to withstand the force of gravity so they can grow taller. They spread roots to anchor themselves into the ground to resist terrible storms. Plants below in the undergrowth, too small to reach above the canopy, grow massive leaves to capture what rays of sunlight filter down.”

“There is logic everywhere you look, if you are willing to look.”

The tears were freely flowing down Parth’s face as what he already knew to be true was laid bare by Olin.

“I’ve seen the way you look at nature when we are on patrol. I know you share the same thoughts I do, share the same leave when you stroll in the jungle. Amoni-Ram is a prison. Out here is freedom. A freedom we are destroying.” There is an edge of bitterness to his voice.

“I-I…” Darius struggles to get the words out past the tears.

“I left the city to escape. To escape my doubts about… about everything. About the city, about the faith, about The Shepherd, about MEKHANE…”

Olin walls over to Parth, whose blade now lays at his feet, and rests a hand on his shoulder.

With a sad smile Olin begins to guide the young soldier towards the Boulder in the center.

“I was like you when I was younger kid. I found no joy in the city. I woke up everyday feeling nothing. I was past being miserable, past boredom, past any kind of feeling. I simply went through the motions of the day.”

“They see there is no logic out here, just primal instinct and evil. But I see no logic in there. I see empty shells of men and women, slaving away until one day their augments can no longer pick up the slack of their failing bodies and they die, having kit enjoyed a single moment of their existence.”

“In Amoni-Ram, we are slaves. Amoni-Ram is the result of pure logic, cold and cruel. It must be tempered by emotion.”

The pair arrived at the boulder. Even in the dim light, Parth could make out etchings and paintings made into stone.

“But it doesn’t have to be this way. Emotions can be bad, sure. But only when they aren’t tempered by logic. And the same, as you’ve seen, goes for logic. Look at these paintings.”

The paintings depicted scenes of tribal men in mundane life. If he had seen it even a day earlier, she would have run in fear. But broken, he gazed upon. There were people dancing around fires, men and women hunting and feasting. But it was not the savage scenes the priests had described. The people were drawn with smiles on their faces, within small tps and simple hits.

Olin allowed Parth to stare at the paintings for some time in silence, but in time broke it.

“It doesn’t have to be this way. There are others like us, who have realized all of their lies. Others who want to change things. We can make things better, Parth, if we work together.”

“You don’t have to decide now, I know this is a lot to take in. Take your time. Sit here and think. I need to go, so I’ll be seeing you later, kid. Just make sure to arrive back before dawn, and don’t let the patrols catch you sneaking back.”

“If you want to help us make things better. Meet me back here in a week. If not, all I ask is you don’t say anything.”

He turned and made to leave, shouting over his shoulder;

“Remember, they wouldn’t believe you anyways!”

***

 
Birth of Nations: Act 2: Age of Colonialism

The army is currently on hold until its Allies arrive to assist. With the arrival of Greater Titania, it could tip the balance of power to more of a drawn out encounter, rather than being able to defeat an exposed and unaligned nation.

Instead, it could end up being a drawn out entrenched battle, which was not one in which they wished to get caught up in if they could avoid it.

As such, they will be waiting until their new Native Nation friends came with their own army to assist.


Clan Spike Horde

Why have they stopped? The Orc warriors did not understand the delay. The scouts had alerted them to the travels and then to their eventual stopping close by their lands. They were up to something.

There was talk among the army that they should strike first, but cooler heads reminded that the defensives that they had built up would better protect them from the unknown of this enemy’s assault.

The army continued to train and ready themselves for whatever will be.

Actions: Train 1 Orc Catapult

15 Orc Warriors , 6 Orc Catapult, 6 Dire Boar Rider


—-----------------------

Penumbra

The Penumbran General Laughed heartily as word arrived that three separate armies would be coming to challenge their strength.

It seemed that they had all grown terrified of their gift, the gift of their plague. The gift that was given to them from the scythe which was a boon of the Goddess. A boon that one way or another, they would throw to the wind and spread towards the world.

Every day that these armies delayed to prepare themselves was one in which they would grow stronger.

The Might of Their Plague would be put to the test, but also the limits of their foes. Who would be the first to fall? Who would be the ones to laugh at the fallen and crushed under foot?

The General Believed that they would be victorious on the word of their goddess!
—------------------------------


The Fafrium Empire The Ascendent

The Rejection. Perhaps it was to be expected. That the Boy would reject all that is waiting for him. That he would reject the very power that has been culminating within him from the very moments that he had accepted the amulet.

It would not be long until the very power that he seeked to control would burgeon up and through him. That it would be harnessed and the very veil itself would be sundered and let loose all that waited in the great beyond.

The boy would just need some proper motivation to get to that point. Something that would push him over the edge. And he had something very much in mind.
—--------------------------------

Coghaven

Grand General Hissasta Windfellow felt that this place was an awful backwater land. Sure, they had technology that would help them and made things run smoothly, but they had no magic.

And magic was the life essence of everything that existed. The Cogs' machines felt so empty and lifeless.

While she was in deep meditation, one of those fool creatures snuck up on her, mainly due to her not being able to sense its presence. Something like that won’t happen again to her though. As now she would tune herself in to pay attention to the lifeless empty space of energy that exists where they are.

Her troops were at the ready for whatever the Fafrium Empire would throw at them. If this place was to become a new front of the war between their two nations, well then, she would have to take the utmost care to defeat their foe before it became as such.

—---------------------------------------------
The Auctioneer placed his thin bony hands behind his back as he looked at all that he had acquired from the auctions. A wisp of a smile appeared on his thin lips. The wonders would never cease to amaze or torment.

And he was not one to stop the bidding. Not at all

The current ones up for bid are:


Penumbra Holy Text (Early edition)

A holy text from before they got plagued. Its heavily scribbled upon


Mirror of the Future
They say that it can show the future……

Mysterious Robot

Its eyes glow red and it looks upon all with distain



Month 11, Turn 23, Year 1291

yySIHHYKfCdLQwIB2sUK5_T14CgRd9dWFse9QfS_q16ZHEwtk3xWtN7ldpCUZVAycILICF0q4-2aCoh7_U37qT3gKz0qYhUo1mk2Vuqx08UuwGp_bhiTZKt2v9mp33XbZx3QmJp2gvMVXoRT5g


The Children of Mekhane

1. A Mekhanite Skirmisher breaks off from Army 6 and from Army 7, both joining Army 8, "Mekhanes Hammer". Army 5, First Consecration Legion, "Her Hungering Maw", moves and begins consuming tile. (1/3 at end of turn)

2. Army 4, Army 1 and Army 8 move as shown. Army 8 created and left Amoni-Ram.

3. Construct 4 units of Mekhanite Skirmishers. (90 Resources, 2 Actions)

4. Complete the upgrade of Amoni-Ram to level 5 (1 Action)

5. Army 5 Explores. The army believes that they found some sort of Flesh stronghold, only for it to turn out to be a bunny warren.

The Synthetic Fae Court

1 action to upgrade the court. 4/5 ● 1 action to upgrade the court. 5/5 ● 40 resources and 1 action to begin upgrade “Greater blessing of luck,” upgrade of “Zestari’s Own Luck”

Explore: They come across a scroll of Endless Flames.
Scroll of Endless Flames
Strength: Deals 2 Damage to a single unit

Stread Collective

1 Action: Advancement: (-20 Resources) Department of Post Mortem Communications: Brain in a jar? Soul in a bowl? Between the unfathomable powers of Kazatok, Kartoosh, and the Collective, that sort of predicament is much less permanent than one would think.

Effects : Once per turn on a 8+, may revive a fallen hero as a mechanical unit with small changes to traits to reflect this revival. If no fallen heroes remain, gain a spooky new hero instead on a 9+.

1 Action: Advancement: (-20 Resources) Thread and Crocuses: In a shocking twist, the Council of War has elected to devote more of the budget to improving the lives of the Collective instead of removing the lives of others. What good is the pinnacle of magitech without using it to improve people's lives?

Effects: +1 Happiness.

1 Action: (1/1) Build Settlement: Flagship Nerevarine (Standard Settlement) (Project Fund Injection (Success), Better Construction) (-50 resources, -2 Pure Magic Crystals): The collective needs a true masterpiece to expand its ability to explore the untamed wilds.

Free Actions:
Manufacture of Greatness- As a free action, spend 40 resources and roll a d10. On an 6+, develops an artifact. Resources are not refunded on failure. (Failure)

Artifact Tinkering (Remove weakness of Belt of Great Speed): Failure

Knowledge begets Knowledge - for every two level one advancements, gain an additional advancement on a 9+. (Success!) Gain
Rook's Passage: The hyperspace leap known as the Skyway has prompted similar advancements to outfit smaller units.

Effects : All units gain 1 extra movement that can only be taken in the direction of their previous movement.

CAPTURE: Odin's Answer will attempt to capture the Ogre Rebel City, killing all who stand in their way and likely several more.

MOVE: Valkyrie back from Sunset Mountain to Freedom. No map changes needed.

EXPLORE: Odin's Answer will explore the Rebel City/whatever else is on this tile if possible.

The Rebel city is brought back under Straed Control. It seems that all Ogres had either fled or been killed in the previous fighting.



The Gobbos

-Build Portal on Army 1 Hex

-Advancement: Compostin': Naked Ladz units can be turned into compost to help improve the
growth rate of Gobbo's and Shrooms alike. Sacrifice three units of Naked Ladz to reduce the actions
required of any task by 1. As many as are available may be sacrificed in a single turn. For specifics
such as building a settlement or upgrading one, they must be on the hex in question. This may be
used for Goblin and Shroom nations.
-Recruit - x2 Spearmen - x2 Naked Lads

Explore: While exploring, the Gobbo Army came across a strange mass of Vines. It eventually collapsed into a blob of vines before taking a more humanoid form. It addressed the group as The Spindly One and wished to join them to explore more of the world.

The Spindly One
Hero
HP: 2
Attack 2
Offense 0
Defense 4
Hard to Kill: If brought down to 0 HP, it instead melts away into a series of vines to be reborn the next turn at the Gobbo Capital
Wild Strikes: Deals an extra 1 Damage on Elite or Legendary units, but if the attack misses, deals that damage spread out to allied army

Rahzen

Upgrade Settlement 'Storm's Rest' to level 2 (2/2) [Reduced by Advancments]
"The boys have been itching to have a juicy contract!" - Vulpes Claw

Research Advancement: Police Force
"I don't want another bloody Goblin Incident! Get some forces on the streets!" - Requen Sunset

+1 Order

Explore: They uncover a strange and ancient burial Ground that had been long forgotten. Mystic Symbols litter the outskirts of the burial ground tomb entrance. (ADVENTURE)


Yamabuki

Train Troop Samurai for 20 resources (Huang He)

Train Troop Monk for 20 resources (Hechuang)

Train Troop Samurai for 20 resources (Weiquang)

BATTLE RESULTS:

HEAVY FAFRIUM LOSSES- 1 STORM KNIGHT, 1 IRON LEGION FOOTSOLDIER, 1 IRON FORTRESS
SURVIVING UNITS- 1 IRON LEGION CO-M47 AUTOMATON

YAMABUKI LOSSES- 2 FRESHLY SUMMONED SKELETONS
SURVIVING UNITS- 6 WYRMS, 1 BEJWELED CRAB, ABRAXIS, 2 WATER ELEMENTALS, 1 MONK


The Flessi Assembly

1+2+3. Upgrade the Spine to Lvl 3 (5/6)


Trystan Galvingar

The Party will do odd jobs around Sunset Mountain x3- Earns 20 Resources


Explore: The crew comes across a fair. It looks like it is being run by Gobbos. But the goers seem to be fox people, cow people, snowmen and even humans. There seems to be all sorts of sketchy carnival games such as hitting a bunch of pins down or using water elementals to fill up a bag, or even toss a ring on a bunch of boxes. (ADVENTURE CHAT)



Mercenary Hut

Name Description # Available Cost Upkeep
Wooden Warriors Troop HP 1 Movement 1 Attack 0 Offense 0 Defense 0 Flamable- Deals an extra 2 damage to fire based enemies, but takes 1 damage in return Warriors made out of wood 2 30 Resources 10 Resources
Knights of The Hidden Valley Elite HP 1 Movement 3 Attack 1 Offense 1(2) Defense 1 High Mobility Charge- Has +2 movement and if they move into battle gains a +1/0 Fast and Noble Warriors 2 40 Resources 20 Resources
Iron Legion Legendary HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Warrior of Power: Can subtract 1 point from either Offense/Defense up to a max of 4 to do that much extra damage in an attack Soldiers from across the sea that never remove their armor and fight with relentless strength 1 60 Resources 30 Resources
Bozo HP 2 Movement 1 Attack 2 Offense 4 Defense 0 Clowning Around: At the beginning of Combat, roll a d10. That many troop units are unable to participate in combat. Pie in the Face: Using a single attack, it targets Hero units only. Roll a d10. On a 8+, deals an extra 2 damage A clown that stands 8 feet tall 1 80 Resources 40 Resources
 
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The Children of Mekhane


"Bruh"


Turn 16, Fall

Tale of an Earth-Breaker



***
[/Center]


Updates:
A CALL TO ARMS: Nothing.

OMAR's GIFT: Nothing.

Bronze Destiny: Nothing.

Army 5, First Consecration Legion, "Her Hungering Maw", finishes consuming its tile! +50 Resources.

Army 6, Second Consecration Legion, "Her Blessed Consecrators", finishes consuming its tile! +50 Resources.

Army 7, Third Consecration legion, "Her Industrious Spirit", finishes consuming its tile! +50 Resources.


Actions:
1. Complete level 3 advancement "Industrial Scale Augmentation and Combat Training" - When an action is used to train a unit, a second unit of the same type may be trained using the same action at no additional cost. Alternatively, using a single action, 3 units of the same type may be trained, if the cost for each unit is paid in full. "The world has turned into a hostile and illogical place during MEKHANE'S absence. We must meet its tendrils with sharpened steel." (2 Actions, 30 Resources)

2. Army 5-7, Army 4, Army 1 and Army 8 move as shown. Army 9 created (4 Skirmishers, 4 Legionnaires) and leaves Amoni-Ram.
1655255494045.png
3. Begin level 3 advancement "The Strength and Certainty of Steel" - Mekhanite Legionnaire units gains +1 HP. "From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal (1/2 Actions, 30 Resources)

5. Army 5 Explores.


Quests:

Cull the Growth
- Investigate the reports of armies of Growth-Beasts to the far west.
Hidden Treasure - Find the treasure, located in the central mountain range.
Cure The Scientist - Cure the scientist transformed by the Growth.


Inventory:
The Arms of Mekhane
Strength: The Equipped Unit Gains +2 Attacks and +1/+0
{Equipped by The Shepherd Bumaro)

The Visage of Mekhane
Strength: Allows 3 rerolls in combat and exploration.

(Equipped by The Shepherd Bumaro)

Silver-Fish Pistol
Weapon of Magnitude: When entering battle, choose 1 enemy type or weakness. When attacking that type of unit, gain +2/0 and +1 damage. The user will prioritize the unit type selected.
(Equipped by The Shepherd Bumaro)

Land Boat
Strength: Units ignore penalities from forced movement or retreats
Weakness: Decrease initiative tier of units in equiped army
(UNUSED)

Armor Piercing Rifle
+3/0
(TINA)

Military Grade Armor
0/+3
Decreases damage by 1
(Equipped by The Shepherd Bumaro)

Phaser Rifle
Pick 1 mode during combat:
Stun Mode
Instead of inflicting damage, on a successful hit, knocks out the enemy of a roll of an 8+
Kill Mode
+3/0
Deals 1 extra Damage
Disintegrate Mode
-3/0
On a successful hit, deals an additional 4 damage and negates saves
(Equipped by Cepher))

Arm of Destiny
A mechanical Arm that pulsates with electrical energies. The normal arm is replaced by this mechanical one.
All attacks can now count as Ranged from a lighting strike attack
Melee attacks deal an extra 2 damage
(Equipped by TINA))

Mekhanite Armor
Strength: 0/+2
Weakness: -1/0
(Equipped by Cepher)

Old World Helmet
Strength: Gives hero a 9+ save. If it already has this save, upgrade to 8+
(Equipped by Cepher)

Grenade of The Ages
Strength: Uses 1 attack of a hero. Is capable of hitting 1d4 enemies per use. Only hits on an 8+, but deals 2 damage on each successful hit.
(UNUSED)

Dented Flying Machine
A machine that is claimed to move through the sky with ease
A flying machine from an ancient civilization.
Strength: Adds +3 Movement
Weaknesses: After movement, hero and units flown are at 0/-2 for the remainder of the turn
(UNUSED)

Treasure Map
Leads to a large treasure in the mountains in the middle of the map.
(UNUSED)

“Sword” of Damocles
Strength: Negates enemy saves when hit by this weapon
Weakness: This unit’s saves are disabled
(UNUSED)


Economy:
Resources - "Amoni-Ram is a beating heart, not just of life, but of faith, technology, and industry."
At Turn StartIncomeExpensesAt End of Turn
21060

Economics Breakdown
Income Generated by Amoni-Ram: 120 (100 base from level 4 * 25% (faction bonus) = 125 base * 20% ("Advanced Resource Extraction and Purification Machinery") = 150.
Trade Income: 60 (Goblins, Warrior Women, Fafrium)


Mekhanistic Devotion - "As the corruption of Mother Nature and its FLESH is purged from the land, the influence and power of MEKHANE begins to flourish"
At Turn StartIncomeExpensesAt End of Turn
22/td] 14036
MEKHANES RESURGENCE Converted Tiles: 7 Tiles In Progress: 3 Nation Summary Order: 1 Happiness: 1 The Shepherd Bumaro Leader HP: 5 M: 2 Attacks: 6 Offense: 2 (+2 against Legendary Units of Greater Titania, +1 DMG against Legendary Units of Greater Titania, +3 Damage against magical or nature units, +3 offense against magical or nature units. So for example, a total of +5 Offense and +4 DMG against Legendary Units of Greater Titania (so 7O/4DMG), and +3 Offense and +3 DMG against magical or nature units (So 5O/3DMG). 0 Damage against anything else.) Defense: 7 The Hammer of Mekhane: HER LIVING VOICE smites followers of THE FLESH with divine fury, bring down the righteous hammer of HER upon them. The Shepherd Bumaro gains +3 Offense and deals +2 damage to units that are in anyway magical, plant/fungal related, are beasts, or are from a nation that worships nature or spirits, but is unable to damage mechanical units that do not have any of the above traits. To units that are not mechanical but share none of the above traits, the attacks use the normal stat line. Mechanical Perfection: The Shepherd Bumaro is the purest form of being- for they are one with the Blessed Machine. This grants them unparalleled intellect, durability and strength that no being of FLESH can hope to obtain. The Shepherd Bumaro has a 6+ save against taking damage, that cannot be improved by any means, and grants other units in his army a 9+ save (or improved there current save by 1) Aspect of the Divine Machine: may incorporate pieces of Mekhane into their being to gain new abilities and benefits, up to GM discretion. When this unit is killed, all of the pieces including its own DIVINE ASPECT can be retrieved by the victor of the battle. (The DIVINE ASPECT imbues a HERO with the statline of The Shepherd Bumaro). Visage of Mekhane: Allows 3 rerolls in combat and exploration.
These pieces of MEKHANE merge to become a part of The Shepherd, slowly transforming Them into the DIVINE MACHINE. Thus, their stats are permanently increased. The Arms of Mekhane Strength: The Equipped Unit Gains +2 Attacks and +1/+0 {Equipped by The Shepherd Bumaro) The Visage of Mekhane Strength: Allows 3 rerolls in combat and exploration. (Equipped by The Shepherd Bumaro)
Silver-Fish Pistol Weapon of Magnitude: When entering battle, choose 1 enemy type or weakness. When attacking that type of unit, gain +2/0 and +1 damage. The user will prioritize the unit type selected. Selected: Legendary Units of Greater Titania Military Grade Armor 0/+3 Decreases damage by 1
[/tr]
Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"New Londonium
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite PsionEliteTier 1Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 1, "Her Sure-footed Scouts"Amoni-Ram
Earth BreakersCivilian UnitTier 2Army 5, "Her Hungering Maw"Abroad
Earth BreakersCivilian UnitTier 2Army 6, "Her Blessed Consecrators"Abroad
Earth BreakersCivilian UnitTier 2Army 7, "Her Industrious Spirit"Abroad
Mekhanite LegionnaireTroopTier 2Army 8, "Mekhane's Hammer"Abroad
Mekhanite SkirmisherTroopTier 2Army 8, "Mekhane's Hammer"Abroad
Mekhanite SkirmisherTroopTier 1Army 8, "Mekhane's Hammer"Abroad
Honor GuardEliteTier 1Army 8, "Mekhane's Hammer"Abroad
Honor GuardEliteTier 1Army 8, "Mekhane's Hammer"Abroad
The Shepherd BumaroLeaderN/AArmy 8, "Mekhane's Hammer"Abroad
Mekhanite LegionnaireTroopTier 2Army 9Abroad
Mekhanite LegionnaireTroopTier 2Army 9Abroad
Mekhanite LegionnaireTroopTier 2Army 9Abroad
Mekhanite LegionnaireTroopTier 2Army 9Abroad
Mekhanite SkirmisherTroopTier 2Army 9Abroad
Mekhanite SkirmisherTroopTier 2Army 9Abroad
Mekhanite SkirmisherTroopTier 2Army 9Abroad
Mekhanite SkirmisherTroopTier 2Army 9Abroad
TINAHeroHP 2 Attack 2 Offense 5 (2) Defense 2, +2 Melee Dmg, Ranged AttackGuide: Used in Adventures, allows a single reroll per adventure Guardian: In battle, will take a killing blow for another unitArmy 1, First Expeditionary Legion, "Her Hopeful Wanderers"Arm of Destiny, Armor Piercing RifleAbroad
CepherHeroHP 2 Attack 2 Offense 2 (0) Defense 6 (4), +1 Dmg, Ranged Attack Assassin: Able to target Hero units in battle if they are there and deals an extra 1 damage to them. Hard to kill: Each time this unit would die, instead decrease two attributes by a total of 2. This loss is permanent. If this is impossible, this unit dies. Old World Helmet: Has a 9+ save. Army 4, "Her Purifying Flames"Old World Helmet, Phaser Rifle (Kill Mode), Ancient Mekhanite ArmorAbroad
Amoni-RamCapitol, Level 5
Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Strategic Logic2 Mekhanite Legionnaires become Tier 2 units and gain the following trait; "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Each Legion member is trained not only in the physical art of warfare, but the mental as well.
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH. "A digusting abomination such as THE GROWTH must eradicated, in all its form."
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100. "Amoni-Ram is a beacon of industry. When the Forgemasters and Master-Fabricators set their mind's eye on a task, it will be not only achieved, but perfected."
Mekhane's Consecrators2"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology. "This world will be purified in honor of MEKHANES return."
Advanced Resource Extraction and Purification Machinery220% increase in resources production. "The Divine Secrets of the Old World are put to good use."
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties. "Mechanical limbs with built in shock absorbers, armor with air-conditioning, and sharpened blades. These tools made quick work of Nature's obstacles."
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid. "The world has turned into a hostile and illogical place during MEKHANESabsence. We must meet its tendrils with sharpened steel."
Bronze Destiny2 On the start of each turn, roll a d10. On an 8+ a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources) "As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause".
Mechanical Reflexes2The initiative tier of Mekhane Skirmishers is now First. "No being of FLESH can match the speed of pistons and finely tuned mechanisms".
Unit Stats
Honor Guard are light humanoid machines designed to protect. Honor Guard Elite M 3 HP 1 Attack 1 Offense 0 Defense 1 Defenders of the Just- Will automatically take the killing blow for any unit. Leader> Hero> Monster> Legendary> Elite> Troop "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Psion Troop M: 3 HP 1 Attack 1 Offense 0 Defense 0 Mental Buff- Instead of attacking, can give one unit a 0/+1. (This can stack up to a 0/+3) "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Right Hands, Mekhanite Legionaries Type: Troop Tier: 2 M: 3 HP: 1 Attacks: 1 Off: 0 Def: 1 "Zealots Resolve" - 0/+2 when defending a settlement "Strength And Certainty of Steel" - 8+ Save and +0/+1 on legionnaires "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Fighting Falcons, Mekhanite Skirmishers Type: Troop Tier: 2 M: 4 HP: 1 Attacks: 1 Off: 0 Def: 0 "On the Wings of Mekhane" - +1 Movement and +1/0 against fliers "Mechanical Reflexes" - Initiative tier is First "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Chosen Wrath, Mekhanite Psions Type: Elite Tier: 1 M: 3 HP: 1 Attacks: 1 Off: 1 Def: 1 "Shield of Faith" Gives another unit 0/+1 "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Earth-Breakers Civilian unit Material Gain, Land Lost: If this unit is on a tile for 3 turns, it destroys the tile by harvesting all its resources, turning it into a barren wasteland. This gives the owner 50 Resources Ignore Difficult Terrain Name: Mechanized Troop Transport Type: Elite Tier: 1 HP: 1 A: 0 M: 3 O: N/A (Cannot attack) D: 0 Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic) Armored Personnel Carriers Legendary HP 2 Movement 4 Attack 2 Offense 0 Defense 4 Fast and Spacious: +3 Movement. If destroyed, allows two allied units to gain 0/+2 until the end of the fighting Can carry 4 units
[/Font] [/Spoiler][/centerblock][/Font]
 
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A Treatise on Land Based Rahzani Armies, Volume One by Callarhan Storm

Chapter 1. Command Structure
A Rahzani army consists most often of at least two commander level soldiers who are often imbued with either a special kind of power or equipped with powerful equipment in the form of artifacts sourced from a variety of locations. Each of these commanders will have no more than three of these artifacts in their possession at any one time and often will fight to the death to protect them form capture by any enemy forces.

The next step down in leadership are the shamans, those who wield either control of the primal elements of nature or who are bonded to elemental spirits, as well as unit leaders promoted from among the common soldier. These two groups work together to lead the armies in the event that all higher commanders are incapacitated.

In the event that less than seven of these leaders are left active after a battle or in the middle of combat the army is trained to fall back to either a more defensible location or to dig in and fight if they are unable to retreat.

Chapter 2. Individual Units
The primary forces in a Rahzani army are elementals of Ice, Fire, Water, Earth, or Air. Each of these varying kinds of elementals is must be fought in a particular way and strategies that might be effective against one kind might not be effective against another.

Ice Elementals - Project freezing temperatures around themselves and are able to negate flying of various kinds

Fire Elementals - Project flames which enhance the damage that they can deal when attacking

Water Elementals - Can concentrate and provide an ally with a flowing shield of water, making it harder to land a hit on them

Earth Elementals - Heartier and stronger than others, takes more punishment to destroy

Air Elementals - Much faster and more easily able to land multiple hits at once

Other forces that one may find in a Rahzani army include Human Knights, Taur-Ahe and Vulpine Tribal Warriors, the shamans mentioned in the previous chapter, and Blizzen Ice-Fighters

Knights - Intensive training in combat which has conditioned them to be stronger and more resilient

'Bulls' - Taur-Ahe Braves who have joined the army, often carry large weapons which can hit multiple opponents at once.

'Foxes' - Vulpine's who have joined the army, smaller and harder to hit targets

Spirit Guides - Senior Taur-Ahe who have been chosen to follow their spirits into battle, making them stronger with their devotion

Earthen Shamans - Wielders of primal magics who are often taught a last resort spell which kills both themselves and launches an attack at all nearby enemies

Blizzen - Wielders of ice magic who grow stronger in the winter and have the ability to absorb their enemies to overcome regenerative properties

Chapter 3. General Combat Strategies
The general strategy of any individual Rahzani army is often decided by that army's high commander and other command units. This leads to a generally disorganized mess when multiple armies are required to fight alongside each other for any purpose. This author has observed these strategies thus far:


  • Water Elementals do not engage in combat and apply their protection to the commander, providing them with a stronger defense as they used their artifacts to wreak havoc among enemy forces. Other units to engage in combat with Knights acting as a second wave behind the bulk of the remaining infantry to act as a wedge to break enemy lines.
  • All units mob the enemy commander and focus on defeating them first before seeking out the remaining command structure, attempting to leave the enemy disorganized.






"Warchief Callarhan! We are ready to return to weapon training!" a human knight stood at attention across from his commander, staring at the spot above his head as he awaited a response.

"Excellent, give me a moment to dry this ink and I will join the rest of you then," Callarhan grabbed a handful of powder from his desk and sprinkled it over his project, a small grin on his face. "Let us get going then!"

Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
293258335152833232
GainUsage
Settlements: 60 (Capital) + 140 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 10 (TITAN's Fall) + 53 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Total: 583Unit Recruitment:53 Advancement Research: 20 Contract Payment: 210 Total: 283

Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 2 Farming Settlement) [Constructed]
Talon's Watch (Level 1 Standard Settlement) [Constructed]
Haaster (Level 1 Standard Settlement) [Adventure Reward]
River's Bounty (Level 1 Farming Settlement) [Constructed]

Troops
Army of the Earth (Army 1) [Sunset Mountain]
3x Bulls
1x Foxes
2x Order Knight
2x Lesser Earth Elementals
2x Lesser Fire Elemental
2x Lesser Air Elemental
1x Earthen Shaman
2x Ice Elementals
4x Water Elementals
2x Spirit Guides
Greater Elemental (Hero)
Vin’Taur The Heavy (Hero)
Tal 'Ki (Hero)
Ancient Golem {Azghul} (Hero)
Callarhan (Leader)

The Frozen Forces (Army 2) [Sunset Mountain]
8x Blizzen
Norma (Hero)
Blacktop the Undaunted (Hero)

Aquilosh's Shiver (Army 3) [Talon's Watch Ocean]
4x Aquilosh Warriors
2x Starlight Swim Guard
The Fallen Star (Hero)
Aquilosh (Hero)

Order/Happiness
1/2

Population
35/50 (Adjusted due to previous mistakes)

Paid Actions
Research Advancement: Roads
"The Council finally remembered to budget us for roads?!" - Vulpes Claw

Recruit Elite Ice Elemental
"I'm quite impressed, no lost fingers due to frostbite!" - Vigo Myrt

Free Actions
Receive Stolen Straed Advancement: Agile Skies
Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that boosts and supports the flight magical system and movement mechanisms of the Collective settlement ships.
Effects: +1 movement for settlements.

Receive Stolen Gobbo Advancement: Get Stuck In!
For every five units, reduce the number of turns required to upgrade a settlement. Units must
be on the settlement, cannot move that turn, do not count towards any other unit quantity ability (such as Belief Is
Power) and cannot attack in combat. Can reduce to four units in the presence of a hero. If this option is taken, roll a
D10 for each non-hero unit and on a 1, that unit suffers 1 HP damage.

Receive Stolen Yamabuki Advancement: Stone Quarry
Construction costs 5% less resources

Explore tile with army 3

Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+ (Success (8) Random Advancement)
Xion Corporation: Corvan - Steal Advancement on roll of 8+ Success: (9) Random Advancement)
Coghaven: Veren - Steal Advancement on roll of 8+
Gobbos: Veltin - Steal Advancement on roll of 8+ (Success (10) Chosen Advancement)
Holdfast: Roran - Steal Advancement on roll of 8+
Yamabuki: Erdan - Steal Advancement on roll of 8+ (Success: (10) Chosen Advancement)
Synthetic Fae Court: Laevon - Eight turns to arrival
 

Yamabuki

Settlements

Huang He (Capital Level 4)
Canalwork; Complete
(Counts as difficult terrain but Water Units can pass freely)

Standing Army
1 Samurai
1 Wyrms
1 Boat
Dragons Gate
Green Dragon

2 Bejeweled Crabs
1 Sky Fox


Shan (Standard Level 1)

Standing Army
2 Rock Hunters
T’Lock
Nerida
Great White Wyrm


Xùnsù De (Military Level 1)

Standing Army
1 Samurai

3 Wyrms
Agawa

Dragons Gate
Fire Wyrm


Héchuáng (Farming Level 1)
Canalwork; Complete
(Counts as difficult terrain but Water Units can pass freely)

Standing Army
1 Monk
1 Sky Fox
1 Dragon Dancer
2 Wyrms
Twin Pixies


Wéiqiáng (Military Level 1)

Standing Army

Dragons Gate
Red Mother
2 Dissidents
1 Conspirator
Metal Mystic
2 Wyrm
1 Samurai


Advancements
Fishing Wharf: Can recruit fishing vessels. Non combatant units that generate 5 resources a turn. Can be recruited two for one at the cost of an elite unit, although recruited in one turn. May only have 4x where X is capital Level.
Lumber Yard: -1 action to settlement construction/upgrades
Longmen Journey Shrine: Unlocks specialized building Longmen Journey Shrine
Stone Quarry - Construction costs 5% less resources
Clay Pit - Construction costs 5% less resources
Dam - Unlocks specialized building Dam
Bagua Arts - Unlocks Bagua Spells
Treasury- Receive X10 resources where X is the amount of buildings every Season.
Dragon Festival: Allows the production of two units; Fire Crow/ Dragon Dancer
Irrigation Techniques: +1 Happiness
Waterway Surveying (Lvl 2): Allows production of Navvie Engineers
Rice Paddy
: Farming Settlements produce 10 more resources
Never Give Up!: When in harsh weather, for every turn a unit remains away from a settlement, unit receives +1 to movement to a max of +1. Only activates the turn after unit leaves a settlement. Entering a settlement resets any bonuses.
Shūmei: Allows the production of
Ningyoburi
Tenko Transformation: Allows the production of Sky Fox
(Lvl 2) Whenever an Advancement is stolen, a Sky Fox is automatically recruited for no cost

The Illegimate's: Mercenary Units ignore Saves in the first round of combat
Proper Papers: Mercenary Units require 25% less Upkeep
Red Flag Semaphore: In battle, when a retreat is ordered by either party, roll two dice and take lowest result. Penalties are ignored by opposing player but own units receive a permanent +1/+1 for the battle.

Moat:
Capital/Military Settlements may only be attacked by units with flying, water based or ranged units. This effect can be negated if attacker pays X x 10 where X is the amount of units in attacking army.

Specialized Buildings
Tower of Trials - A Unit may be transferred here and if so, on a +7 unit becomes a Hero Unit. Failure of the roll destroys the unit
Longmen Journey Shrine: At the start of a turn where happiness is negative, roll a d10. On a 10, it returns to 0.
Dam (Lvl 2) - Blocks waterways and Settlements produce 10% more resources if within 1 hex


Bagua Arts

Roll a D10. If required number is rolled, use that spell. A Longmen Journey Shrine is required to cast spells. For every Shrine after the first, you may reroll but previous roll is lost. Rerolls are not allowed if 1,4,10 is rolled.

Poison Arrow (1) : -1 Happiness
Balance (2): Happiness/ Order cannot be lowered
Well Being (3): Movement penalties are negated
Stagnate (4): -1 Order
Blessed (5): Unit's receive a Save
Stability (6): Resources cannot be lost this turn.
Unity (7): +1 Order/Happiness (Does not stack)
Prosperity (8): Double resources gained this turn
Attainment (9): Required actions this turn require one less action
Killing Breath (10): Destroy a random unit

Roll: 5
Rerolls:

Total Troops

Red Mother Leader (Hourglass)
2 Samurai Troop
2 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero (Sapphire Sphere)
2 Skeletons Troop
2 Rock Hunters Troop
1 Dragon Dancer Elite
Twin Pixies Hero (Gauntlet Of Power)
Green Dragon Hero
3 Bejeweled Crabs Elite
Nerida Hero (Tiara of the Goddess)
3 Navvie Engineers Non- Combatant
The Great White Wyrm Hero (The Cleaver)
Metal Mystic Hero
Fire Wyrm Hero
T'lock Hero
2 Water Elementals Legendary
Agawa Hero (Attire of the the Laughing God)
2 Sky Fox


Mercenaries
2 Lost Troop Troop
Gargamel Hero (Horseless Carriage)
2 Sea Barnacle Elite


Order/Happiness
-1/1

Population
25/50

Buffs

Spirit Tokens
0

Uloth Tome of Darkness
(Magic attacks increased by 1/0/ Magic damage increased by 1/ Unlocks Explosive Zombies))

Explosive zombies
Elite
HP 1
Attack 1
Offense 2
Defense 0
Vindictive: Upon death, roll a d10. On an 8+, deals 2 damage to the killer

Empty Box
Written inside of the box was a formula for stronger based armor.
All Elite units gain a 9+ save. If that unit already had such a save, upgrade it to 8+


Orders
Paid Actions:


Train Troop Samurai for 20 resources (Huang He)

Train Troop Ninyoburi for 20 resources (Xusun De)

Train Troop Samurai for 20 resources (Weiquang)



Free Actions:

Advancement Stone Quarry stolen Sky Fox recruited at Huang He

Move Unit Samurai to Tower of Trials (Roll 7)
Hero Unlocked
Jing: Fearless: Immune to fear/terror
Perceptive (?)


Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free) x3

Red Mother
produces Dissident (Wéiqiáng) x 1
Red Mother
promotes Samurai to Red Ronin


Yamabuki Workforce Current Tile Canalwork (2/3)



(Army One) merges with (Army Three)
(Current )
Continues Attack

Army One
3 Wyrms


Movement (Army Two) 1 Tile N
(Current - Hechaung)


Army Two
3 Wyrms
1 Bejeweled Crab


(Army Three)

(Current)
Continues Attack

Army Three
Abraxas (0/+1)
2 Water Elemental
1 Monk (0/+1)
2 Skeletons


Movement (Army Four) 1 Tile SE
( Shan- Hechuang)

Army Four
Twin Pixies
1 Dragon Dancer
2 Wyrms



Resources


Start: 389
Income: 126
Expenditure: 165

End: 350





Like rats they scurried to the safety of the shadows, flitting between alleyways and in between buildings. It was almost midnight, and the figures had a meeting to get to. Though some already knew each other, grumbling away in bars or at gatherings, it was the first time that they had all meet in person. Wearing scarlet bandannas, wrapped tight around their arms, as identification to the rest, the group was taking no chances this night. What was a growing number of discontents would tonight became a unified force. A force for change.

As the moon reached its apex, the meeting was already under way, the group griping in the felonious forum above the waters of the canal.

Hiding in the shadows under the bridge, the group watched as a supply boat drifted past, it's helmsmen ignorant of their presence as he continued on his way. Shifty eyes followed the ship's path, it's lanterns light slowly growing dimmer as the boat grew distant until it was barely a glimmer.

With bated breath they lingered for a few moments longer, cautious and wary before they continued their clandestine conclave. "Bah. We should have met somewhere else. These interruptions are delaying our plans." growled a tall man, stooped in the tunnel

"Better our plans are delayed then scuppered all together, friend." Came an answer from the darkness

"Indeed. Our mission requires the utmost secrecy." Green eyes looked up and around as the woman spoke, the tips of the nearby roofs pointed accusingly down at the dissidents below. "Under the cover of darkness, and away from prying eyes, our mission will have the greatest chance of success."

There was a rumble of agreement from many of those gathered.

"And we must succeed for the sake of this new nation. To do nothing against the fallen tree that blocks our great river would be no less than treason"

"There he is out there beyond Weiqiang, his back turned as within our people fight for their lives!" snarled a feminine voice

"It is as the Tigress said, he is a fool"

"Quite so. Watching from the ramparts, the Red Mother commands our troops while we have nary a message from the Prince himself. Despicable!" stated a proud voice, one seemingly used to orating to others

"He does not care for his people. Our pain. Only his project..."

"Shameful indeed. He idles outside the settlements for months at a time, draining our funds and taking our taxes. No wonder there has been such unrest as of late."

"That is why we here now is it not?"

A man barely in his 20's stepped into the moonlight. Long haired and of rough complexion, the mans lip curled to one side as he spoke, giving him an arrogant air.

"To end this unrest by doing what needs to be done"

The arrogant ruffian dipped into his pocket, pulling out a small dagger, a tanto. Holding it before him, the conspirator dabbed his fingertip on the blades point.

"We just must wait a little longer and our problems will be over"

White teeth lit up the darkness, as the assemblage smiled with insidious intent.

Just a little longer....


[/font]
 
Post formatting will advance in time...
Act 2, Turn 24

The Straed Collective
Prime Ship Freedom, Council Chambers
A tension hung over the council room, as its occupants quietly worked in small groups, looking over new and suggested works.

7 figures sat huddled at one end of the round table that normally seats many more, taking in fresh air from the open hanger bay doors at the opposite end. The room was practically empty, with most of the displays and system alerts showing nominal readings. There was some... shakiness from most readings around the Golden Pyramid, but that was to be expected from the amount of negative energies being channeled.

Bromnir and Mike were marveling at the flight reports coming from the Department of Subspace Dislocation; the amount of ground even their basic troops could cover seemingly doubled overnight, and they still haven't found the limits of their pursuit.

Meanwhile, Alfred, Tyuratam, Kiel, Aleksey and a smaller gnome woman were going over the numbers on their other projects. They did not look promising. It turns out the ability to fashion massive warriors of might and magic did not readily translate into the ability to bring souls back from the dead. Aleksey and even Kiel could not deny the logic behind such an endeavor, but the lack of results so far have been frustrating for them all.

After some time, the hulking form of ODIN PRIME rose up through the hanger doors, not stopping until it stooped a quarter turn around the table, giving the smaller ones some space and themselves a spot of decorum. "Come now, Councilors, that makes 8," ODIN began. "What is this distraction about? The halls of glory aren't going to build themselves."

It was decided somewhat unanimously that the halls of the Ogre's City would do well to be both a military base and memorial to the fallen, and renamed Remembrance. What no one suspected was how boisterous their finest creation would be about its organization, setup, and statuary.

"It's a good thing they're in such capable hands," Aleksey said tactfully. "I believe this meeting was about loose ends we've acquired in the past year or two."

"Indeed, Dr. Bebutov, now that we are all here there are a variety of... problems that need to be addressed, and several decisions to be made." Dr. Cooke said in their normal clipped tones. "The first being the matter of the Ascendant." A hologram of Pandora's corpse hung in the air around the table. Even in death and through their finest imaging technology, it could not be determined what she actually looked like beyond appealing to the viewer's desires.

"Strong Aura on that one," the gnome at Aleksey's side chimed in a sing-song voice, it's large head bobbing from side to side. Nibira has been instrumental to Aleksey's team, in part due to her innate sense of magical auras letting her know exactly what is going on in during experiments. "Can feel it, even through so many degrees of separation."

"Yes," Bromnir agreed, as the silence lingered a fraction of a pause too long. "Can we get 'er off this ship? The mages canna' go near 'er, we ought to keep 'er away from our research bays."

"We've managed to mitigate the spread of her aura into the Clean Rooms," Dr. Cooke replied, "but I am inclined to agree. Our allies claim that there are peaceful Ascendant worshippers around but nothing about that city was peaceful. Of course, you did agree to give her to some mercenaries, I believe, and I can't think of a good reason to deny such a request from men so heavily armed."

"Agreed. I will deliver the corpse woman to the Obelisk men with a small retinue. If they resist, they will be crushed, and research will continue," ODIN PRIME said, angled towards the window where the construction of Remembrance can still be seen.

After a brief pause as everyone pondered the word resist, Dr. Cooke replied, "I'm not sure if that would be the best use of your talents. For there is another obligation I am hoping we can fulfill where your, keen strategic mind may come into play." The hologram shifted from the multifaceted visage of Pandora to a map of the continent; a vague outline for most of the eastern region, with the northwestern corner meticulously mapped. A large red X was placed between in a southern reach.

"Our good friend Katazok had requested aid in a... mining expedition several months ago. While he seems very invested in our advancement so far, I have to point out - again - that he is a demonic tyrant. I still believe it is in our best interest to follow along and keep ourselves apprised of any ancient wonders he leads us to, but perhaps it is in our best interest to have some sharp eyes and ears around for this project of his." Cooke's own eye shuddered, dancing between the council members in response to this statement. "Odin, your sensors are beyond compare. Especially considering Enigma's previous malfunctions, perhaps delving into an ancient demon-pit for relics is more your speed? We could even have Nibira tag along; from what I've heard, her eyes can rival yours."

ODIN PRIME slowly turned towards the crooked figure, as if absorbing every last detail. "I sincerely doubt that. I will take this quest. The demon lord will not have a chance to betray us, and if he tries, our research team will have several new subjects to look at."

"These two targets, they're hundreds of miles apart," Kiel began. "Are we going to spread ourselves thin again so quickly?"

The reproach was allowed to hang for a while. Everyone remembered what happened last time.

It was Nibira who spoke up first. "If we can't taste more than one horizon at a time, then what's the point of all this?"



Resources
As of Last Turn Played: 1318
Income: [60(Capital), +40(Fertility Prime) + 40(Bounty Secondus) + 20(Golden City) + 20(Flagship Nerevarine) + 20%(Advancement)] + 70(Trade with Rahzen and C'Tini) +13 (Happiness) = 299
Action Cost: -330
Mercenary Upkeep: -40
Next Turn: 1247

Pure Magic Crystals:
6 (6+4-4)

Settlements:
Prime Ship, Freedom - Capital Level 3
Bounty Secondus - Farming Settlement Level 1
Fertility Prime, Bounty - Farming Settlement Level 1
Flagship Nerevarine - Standard Settlement Level 1
Floating Pyramid, Golden City - Standard Settlement Level 1 (through exploration)
Rebel City, Remembrance - Military Settlement Level 1 (through exploration/conquest)

Units:
Odin Prime
Enigma Prime
5 Valkyries (17 Sentinels, 3 Curators, I'm assuming the others from before I took over were all sentinels, ngl gonna lie)
Kartoosh
2 Swamp witches
1 aegis
4 protectors

Deployments:
Prime Ship Freedom Garrison
Valkyrie (4:0)
2 Protectors
6 Crystal Cannon

Bounty Secondus Garrison
2 Crystal Cannon

Fertility Prime Garrison
2 Crystal Cannon

Golden City Garrison
2 Protectors
2 Crystal Cannon

Remembrance
2 Crystal Cannon

Flagship Nerevarine
Valkyrie (4:0)
1 Aegis
2 Crystal Cannon

Army One: Odin's Answer
Odin Prime
Katazok The (Not) Overlord
1 Valkyrie (3:1)
1 Swamp Witch

Army Two: Enigma's Answer
Enigma Prime
Kartoosh the Friendly Lich
1 Valkyrie (4:0)
1 Valkyrie (2:2)
1 Swamp Witch

[B]Advancements[/B]
Magna Legacy (Tier 2)
Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 4+, kills a troop unit. On an 6+ kills 2 troops or 1 elite. On a 8+, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Extraction Magic Research (Tier 2)
Advanced upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 20% percentage bonus to resource income.

Crystal Cannons (Tier 2)
Settlements count as a number of units equal to 2x their level.

Surveying Magical Technology
2 Dice rerolls every exploration.

Valkyrie Development Program I
Qualitative upgrade on the Valkyrie Mech. Opens up additional and advanced options for unit combinations for an upgraded version of the Mech. - No idea what this is

Sky Path
Through a massive breakthrough in the developments of magical engineering, the Collective has developed a technology that temporarily creates a forcefield path that zips objects across the path like a mini-hyperspace jump.

Effects: As a free action and for x resources, collective settlements can temporarily open a sky path up to y tiles away from the settlement for z turns. Only flying units (settlements, ships, troops, etc can access the sky path.)

Sky Coat

Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that protects and supports the flight magical system and movement mechanics of everything in the collective that is mobile.

Effects: Weather and movement penalties for settlements, ships, and units have been removed. External movement penalties are reduced.

Agile Skies
Through a breakthrough in the developments of magical engineering, the Collective has developed a magical system that boosts and supports the flight magical system and movement mechanisms of the Collective settlement ships.

Effects: +1 movement for settlements.

Advanced Knowledge begets Knowledge (Tier 2)
Every 2 Level 1 advancements, gain an additional advancement on a roll of a 9+
Every 2 Level 2 advancements, gain an additional advancement on a roll of a 9+

Better Construction
Reduces construction action costs by 1 action, to a minimum of 1.

Heaven's Fury Bombardment (Level 2)
Effects: For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 9, the unit is hit by a magical shell from the bombardment and takes 3 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

Collective Aegis Protection (Tier 2)
This new continent is not a place of peace. With many enemies lurking around, settlements cannot be left without a standard garrison so the Council has passed laws and enacted defensive measures to ensure the increased security of every settlement.

Effects: Each Collective settlement gains a garrison force of 2 Protector Units. This unit can only be produced with the use of Pure Magical Crystals and cannot leave the tile the settlement it is stationed in.

Each Collective settlement additionally gains a garrison force of 1 Elite Aegis Unit. (assuming... also 1 for 1?)

Protector
Flying Troop Unit
Tier 1
Movement 1
HP 2
Attacks 1
Offense 1
Defense 1
Protector: When in a battle within a collective settlement tile, gain 0/+1.

Clear Skies
Once per turn, roll a d10. On a 10, a unit on your tile loses its trait ability for the turn.

Empyrean Refinery (Tier 2)
Through a breakthrough in the developments of magical engineering, the Collective has developed a new and more advanced refinery that allows them to refine more pure magical crystals.

Effects: Gain an increase in the monthly pure magical crystals production dependent on the Capital level.
Level 1 Capital+2
Level 3 Capital+3
Level 5 Capital+4

Security Droids
Security Droids will be deployed to maintain order in Collective Settlements.

Effects: Order +2 (net 0 atm)

Sky Aegis (Tier 2)
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its units. Magical barrier absorbs 4 points worth of damage before breaking. The barrier will repair automatically if it's not damaged for 3 turns otherwise y resources must be spent to repair it. (y undetermined)

Policy: Manufacture of Greatness
Roll a d10, develop a GM Equipment on an 6+. (See Artifact Stabilizer Machine)

Artifact Stabilizer Machine
Allows more creative control on the effects of the artifact generated by Policy: Manufacture of Greatness as well as lower the needed roll by 1 (will be 6+).

Improved Research Tools
Effects: Reduces advancement action cost by 1 action, to a minimum of 1.

Artifact Tinkering
Once per turn, roll d10. At a roll of 8+, can edit the traits of an artifact either adding a positive trait or removing a negative trait.

Unchecked Replication (Tier 2)
For every construction [expedited or not(?)] of a troop mechanical unit, there is a 50% chance of making a replication without the cost of another action. The full price in resources is paid. Replication may trigger itself whenever a construction action for a unit is performed. Roll a d10 and on a 7+, builds an additional unit at full cost.


Policy: Project Fund Injection
Can spend 2 Pure Magical Crystals to reduce an action by 1 per every 2 crystals spent in this manner to a minimum of 1 turn.

Negative Aspect of Policy: Roll a d10 when used. On a 1 or 2 a major Error occurs. Depending on what you are using it for, apply below:
-recruitment: Lose any actions dedicated to this recruitment and the resource cost. No units are recruited this turn.
-settlement upgrade: Lose any actions dedicated to this and the resource cost. Settlement loses one level. If this would reduce it to zero, settlement is destroyed. Cannot be upgraded for 3 turns.
-Settlement construction: Lose any actions and resources dedicated to this.
-advancements: Lose any actions and resources dedicated to this and advancement is reduced one level. Cannot be upgraded for 3 turns.

Thread and Crocuses
In a shocking twist, the Council of War has elected to devote more the budget to improving the lives of the Collective instead of removing the lives of others. What good is the pinnacle of magitech without using it to improve people's lives?

Effects: +1 Happiness (Net 1 atm)

Department of Post Mortem Communications
Brain in a jar? Soul in a bowl? Between the unfathomable powers of Kazatok, Kartoosh, and the Collective, that sort of predicament is much less permanent than one would think.

Effects: Once per turn on a 8+, may revive a fallen hero as a mechanical unit with small changes to traits to reflect this revival. If no fallen heroes remain, gain a spooky new hero instead on a 9+.

Rook's Passage
The hyperspace leap known as the Skyway has prompted similar advancements to outfit smaller units.

Effects: All units gain 1 extra movement that can only be taken in the direction of their previous movement.

ActionsActions:
1 Action: UPGRADE: Sentinels (Level 2): Bulwark Protocol (-40 resources)

Effect: Preferably something defendy, e.g. grants Valkyries comprising 2 or more Sentinels +(2?) HP

1 Action: Recruit Sentinels Effect: +2 Sentinels, -80 Resources

1 Action: Advancement: Lich-King's Pyramid (-20 Resources)

Effect: Make Kartoosh The Friendly Lich Cheaper (in whatever way is appropriate (I'm keeping him))



Free Actions:
Manufacture of Greatness- As a free action, spend 40 resources and roll a d10. On an 6+, develops an artifact. Resources are not refunded on failure. (Success) Item: Blade of Grass (the Swamp Witches contributed heavily to its design)

Artifact Tinkering (Remove weakness of Belt of Great Speed): Failure

Happiness Gain: + 13 Resources

DPMC: Revival of Nickel the Stout: Failure

Improved Knowledge Begets Knowledge (2 2nd Tier Advancements Completed): Failure

Expedited Recruitment: Summon 2 Sentinels, 2 Curators at Remembrance, forming a Valkyrie

Settlements/Armies shall MOVE as shown below. (the GOLDEN CITY remains where they all start from)

ODIN'S ANSWER will deliver the corpse of PANDORA to the OBELISK (should be on the right tile due to PRIME SHIP FREEDOM)

ENIGMA'S ANSWER will EXPLORE at the tile indicated by the blue arrow, searching for KATAZOK'S MACHINES and providing him with his resources (-150 resources)

MOVEMENT:
Map24.png
Red Line:
PRIME SHIP FREEDOM, with ODIN'S ANSWER
BOUNTY SECONDUS
FERTILITY PRIME

Green Line:
FLAGSHIP NEREVARINE, with ENIGMA'S ANSWER
REMEMBRANCE (renamed recaptured REBEL CITY)

Blue Line:
ENIGMA'S ANSWER disembarks from FLAGSHIP NEREVARINE and travels two spaces further south before EXPLORING.
 
The Flessi Assembly
bcdab1cbbd24e54905bd3f3ffd5f552f.jpg
2.jpegDeep below Carcass, a clash of blades sent Whitebranch sailing through the twisted tangles of roots and fungal vines that were suspended over the the immense pit below. She spun, just barely managing to hook her scythe into a hunk of rock suspended by those fungal roots. Hissing, she looked up as another figure landed on the other side of the rock. Gripping her scythe with both hands she steeled her stance before ripping it out of the rock and spinning it behind her.

Her venture back to the capital had almost gone too simply, as she'd merely run the entire way down the mountains and through the increasingly congested lands of the Assembly. But she knew from the moment she'd begun her journey that there would be one who would trump most in his opposition towards her idea. The same Flessi who'd shown increasing disapproval of her indulgences as of late.

Twirling his twisted sword before leaning it along his shoulder, Irecap strode forth from the darkness.

As the moon and sun could no longer shine down so deep, the underbelly of Carcass was lit solely by the patches of glowing fungal moss which grew down there. It bathed everything in hues of blue, but Whitebranch could still tell that Irecap's eyes glowed with delight.

She practically snarled at him, "You won't even hear it?!?"

"Of course not." Irecap shrugged before waving a finger towards her "You've enjoyed leniency with your whims, Soiling. You were never given full go to construct that new toy of yours."

9.jpg"I just hated falling everywhere! I can actually help now!" She spat

"To downplay the aid your mind has offered us." Irecap shook his head, pollen falling from his shoulders in the process "There were plenty other projects that those resources could've gone to, such as Blueglow's mission."

"No see, this could help him too!" Whitebranch spread her arms wide "Even if the siege fails, he could be supported by-"

"No." Irecap waved his finger once more "You will bring nothing before the Architect until prior needs have been resolved."

"We've got nothing on the table!" Whitebranch stomped her foot in indignation "You wanted faster Shellbound cultivation, I gave you that. You wanted more Flessi and Soilings for the siege, I gave you that! What more could you-!"

"That." Irecap spun his sword before pointing it towards her "You neve did allow me to test just how functional that construct is."

He gave no forewarning, suddenly sliding across the suspended rock towards her with his sword raised. Whitebranch yelped, bringing up her scythe to intercept the blow, only for the top half of the sword to bend along her scythe's hilt and smash into her head. She stumbled back, nearly tripping off the edge of the rock only for Irecap's hand to shoot out and grab hold of her hand first.

"So its not that easy to cut." he mused before pulling her close and raising his sword in the other hand "Good."

Far below, in the Architect's Chamber, a specific conversation was taking place.

No words were being spoken, but the Architect had been tuned into the going ons in the east for some time now. Utilizing the Growth, he had stayed appraised of the siege, had watched the Resolution League form a chokehold around Penumbra with the Fae. The Plagued forces had not counterattacked, and seemed more than willing to bide their times in their capital.

But the Architect wasn't speaking to anyone at the siege itself, he was speaking to Blueglow.
92c4906f2c3482280789070b5a2ebde6--fantasy-monster-doodle-designs.jpg
"The Location is prime," Blueglow's chorus echoed around the Architect, as if coming from the very walls "Let the assault commence, and I shall see progress begins."

"To move so soon... no." the Architect's stalks tightened together "Only when construction is-"

The entire room shook as a tremor came from above, breaking the Architect's concentration and leading his stalks to extend in confusion.

"Something wrong?" Blueglow asked

"Excuse me, I believe we have another squabble." the Architect turned and took his leave, stepping out of his chamber just in time to see two figures clashing in the tangled roots above.

Irecap flipped over the spinning scythe as it flew back into Whitebranch's hand. She held it tight before charging Irecap even as his blade extended towards her rapidly. She leaped over it, dodging again as it bent towards her. She jumped towards him, bringing her scythe down only for him to let go of his blade and cathch her's between his palms.

"Frightening agility, though your lack of control shines through." he noted only for Whitebranch's foot to slam into his face and send him backing up. She tried to capitalize, only for his blade to smash into her from the side.

She rolled onto her feet, looking up just as Irecap's blade slithered back to him as he stood again. Locking gazes, the two charged each other only for a heavy tremor to throw both of them off their feet. And they landed right before the massive trunk-like legs of the Architect.

He stood over them, his bulbs brightening and dimming in alternating patterns as he pointed to them.

"Explain."

"This old twisted branch doesn't want me to share my ideas!" Whitebranch was quick to shout as Irecap casually rose.

"I said nothing of the sort," Irecap snickered "I merely wished you'd offer more involvement from your peers when traipsing about with concerning amounts of resources."

"Lies!" Whitebranch pointed her scythe at him "Lies I say!"

"Enough." the Architect's bulbs retracted, tightening together as he raised one hand towards Whitebranch "Say your piece."

"Its grand sir, a new research I've come up with that can speed up the Growth's spread!"

"Now's not the time for new projects of such scale." Irecap shook his head "We've to focus on the eastern effort."

"But-!"

"Simplify Blueglow's mission, Whitebranch." the Architect reached out, one massive finger caressing the side of her face "The Assembly shall reward such efforts. You know this to be true."

She glanced to Irecap, who merely sighed and walked away, before looking up to the Architect and nodding.

8cc2981e63aad398a0c2235377ca7298.jpgMeanwhile, in the mountains northwest of Penumbra, a single Flessi was sitting at a tall peak. Far in the distance he could see just a hint of the Plaguelands, but could not see the capital itself or the Assembly forces tightening around it with the fae.

Footsteps behind him, but he didn't move.

A soiling approached from behind, lifting its cap for a moment before scowling at Blueglow.

"Shouldn't we be getting back to the others?" he asked, drawing to Blueglow's side "Get them ready for the big one?"

"According to the Architect, no." Blueglow stated, causing the Soiling to throw his hands up in the air in frustration.

"Damn it, the plagued beasts around here aren't good enough sport." the Soiling spat before pointing towards the southeast "All them get to enjoy the cutting, let us do some real work!"

"In time, but not until Cullskull and the Machine begin their assault." Blueglow rose and turned away "I suppose another season at least, then we shall see our work begin."


Colonies
Carcass (Lvl 3 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 2 Farming Colony)

Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for three turns straight will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Gain a free soiling with every training of Soiling
Lvl 2 Gain a free soiling with every soiling trained.

Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Lvl 2- When Flessi move into a battle, they gain 0/+1 for that turn of combat

Flessi Movement Speed Upgrade Lvl 1: +1 Movement

Shellbound Movement Tactics Lvl 1-Shellbound gain an extra +1/0 when they move into combat
Lvl 2 When moving into battle, they gain a 0/+2

Shellbound Movement speed Upgrade Lvl 1- +1 Movement

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

Settlement Defenses (Lvl 1)- Garrisoned Troops gain an extra 0/+2

Better Farming Techniques (Lvl 2)- Farming settlements earn an extra 20 Resources

Improved Construction Methods Lvl 1-Buildings cost 10 less resources

Better Shellbound Cultivation Lvl 1- A second shellbound can be trained for cost+half



Total Growth Tiles: 9
Quest 2: Kill 6 Enemies (0/6)

Units
Carcass Garrison
The Hungry Planter
1 Shellbound
7 Flessi
The Spine Garrison
1 Shellbound
3 Soiling
2 Flessi
The Bowels Garrison
Magic Shroom
Chest Mimic
6 Flessi
2 Soiling


Southern Expedition League
1 Flessi
Resolution League
Metal Man
2 Shellbound
6 Flessi
8 Soilings
Northern Expedition League
2 Soilings
Assembly Pathfinder
1 Soiling

Movement
Southern Expedition moves directly north 2 tiles
Northern Expedition Moves directly east 2 tiles and explores tile



Actions
1. COMPLETE Upgrade the Spine to Lvl 3 (6/6)
2+3. Advancement Better Construction Methods Lvl 2 (2/2)


Free Actions

Southern Expedition-Cultivate & Spread (1/3)
Resolution League- Cultivate & Spread (1/3)

Northern Expedition-Cultivate & Spread (1/3)
Assembly Pathfinder- Cultivate & Spread (3/3)

Resolution League Maintains siege with Fae Forces


Resource Transactions
Balance: 1067 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 80) + Growth's Boon 25% = 100 REC

-Expense:
Lvl 2 Advancement (Single Focus) 60
Paid to Auctioneer: 300
New Balance: 919
 
The Synthetic Fae Court

At last He turned to Rabbit
With a twinkle in his eye
"You'll be my favorite creature
And here's the reason why:
Your eyes are bright, your feet are swift
Your ears hear round the bend
But your very simple humbleness
Will steal the heart of men
Together we shall thwart the pains
The gods do throw to earth
And turn aside their fiery darts
With merriment and mirth
And when time comes that men forget
The lessons animals render
T'will be the humble rabbit
That mankind will remember."

I recited this old song after running for days on end. Music was one of the few things that gave me comfort anymore. My body ached the whole way, and my chest still burned for some odd reason, even after laying down for a bit. That Archivist wasn’t right in the head. I know he was capable of better work than what he gave me. The old bastard was spiting me for “ruining” Zestari.

This world had gone mad, with noble fae twisted by chaos. It was like living in the shattering all over again, but this time everyone just went along with it. Orchid, a purported Greewarden, was completely unaware that Zestari was a chaos spawn. Gods, they were the only Greenwarden for so long. It all feels so hopeless. The broken gods enticed the right people, and now what little that’s left of us is blindly following the mad song of a corrupt few. Like lambs to the slaughter. I wish MEKHANE would sweep from the skies and bathe them all in holy fire. But she waits in the rafters for the right time. She knows when the best time to strike is.

Eventually I reached a strange, dingy city near the outskirts of the forest. Buildings were hewn from straw and mud, and dirty fleshlings wandered the streets. Some tended the fields, others watched over screeching children while washing clothes in a filthy pond nearby. The stench made me shudder. Shit, piss, death, and raw earth assaulted my nostrils. Had the humans really fallen this far? Gods I hate mortals. They spew excrement from their orifices and then die, leaving a rotting corpse.

I approached a fat, elderly woman who was missing several teeth. I’d never seen someone that sickly looking in all my years, not until the collapse at least. I could have just ignored her, talking to someone like this felt degrading. That said, my job was to gather intel.
I approached the dreadful creature and pointed at her. “You. State your name, fae caste, and identification number. I request your services for official Greenwarden business.”

The woman looked taken aback, and she glanced around nervously. When she opened that putrid mouth, I could see yellowed and rotten teeth. Flecks of saliva coalesced at the edges of her mouth. “I don’t know who you are. What are you talking about?”

I sighed. This one must be defective. Either that, or this was a feral colony squatting on sacred fae land. “You are on fae land. That means you are either following our customs and naming conventions, or are breaking the law. Which is it?”

The woman looked frightened at first, but as I spoke to her she burst out in laughter. “You’re very funny missy. Are you a traveling bard?”

Insolent fool. I revealed the scabbard of my sacred knife, with the emblem of the Greenwardens curling around it. Her reaction went from one of joviality to one of fear. She fell on her rear and panic crossed her face. “You’re not a bandit are you? We paid your crop taxes a week ago, our children will starve if you ask for more!” At this point, many other smelly townsfolk began to congregate around me. Many of them were begging and protesting that I don’t collect taxes.

I pinched the bridge of my mask in frustration. “I am a Greenwarden. I don’t want your fucking food. I don’t even eat.” At this the townsfolk seemed to calm a bit, but there still was a sense of unease in the air. “Do you have some kind of provincial governor? Preferably non-fleshling? I tire of speaking with your ilk.”

A withered old woman walked forward, and the crowd parted. She was truly vile to behold. Flaps of skin, balding head of hair, and age permeating her bones. “I am the matriarch of this tribe, Elder Fatimah. Please, come sit with us. It sounds like there is a misunderstanding.”

I clenched my fists under my cloak. Having a fleshling talk to me like this made the oil in my veins boil. I figured I’d play along though, as I was done moving for the day. She led me to a circle of wood stumps around a fire that had a cauldron in it. A few other women sat around the fire. Some of them were easier to look at- they at least had their youth. But they reeked. Their disorder likely displeased the twin gods. They began passing around bowls, and gave one to me. The elderly woman poured a chunky soup with what appeared to be potatoes and peanuts into my bowl. Everyone started to casually eat. I cocked my head at the soup. “Please eat. You are a guest here” said the old woman.
Shaking my head, I refused. “I’m on a mission right now. I do not want to” I said pithily. The real reason I didn’t want to eat was because my face was horribly disfigured- an insult to fae art and science. My mask hid my imperfections. My whole body was the same way after getting split in half by that grinning skeleton. Despite the Archivist’s clearly slapdash work, I was surprised he was able to save me at all. Part of me wished I was dead. It was disgusting to look at, and my capacity for combat was reduced to nothing.

The women around me seem confused. One of the younger beasts spoke up. “Dear, we don’t want money. Just eat and talk with us. I think we got off on the wrong foot.” I poured my soup back into the cauldron and set my bowl on the ground.

“Very well…I suppose we can get down to business. Why are you here?” said the old woman. As she spoke, many of the younger ones leaned in inquisitively. Some whispered to one another in hushed tones in a foreign language. It was as though they were trying to learn from the old one.

“I am a Greenwarden in service of the Viridescent Triumvirate headed by Zestari, the Horned Lord. I cannot divulge my current orders, but at the moment I’m investigating this town for not complying with simple fae doctrine.”

Everyone in the room looked confused. I was pretty sure I heard someone call me crazy. That really irked me, considering I had enough firepower to slaughter this place with ease. If anything, THEY were the crazy ones for not knowing simple fae doctrine.

The old woman nodded in an almost…patronizing way. “Is the fae a large kingdom in this area? This is the first we have heard of them.” I took a deep breath and sighed. “Yes. They are a large empire. I’m shocked you haven’t heard of them, considering the fact you are on THEIR LAND.” At this, one of the younger ones speaks up. “Why haven’t they protected us from bandit raids then? We lose crops every month, and they take…slaves from our young. We can’t defend ourselves from them.”

I thought this was an interesting development. “That would fall under their purview. It’s also strange that this place doesn’t have any constructs or modern farming equipment. The fae settlements I’ve seen are well defended and fully automated.”

The old woman pursed her lips and quietly said, “We’ve had none of that.” Perhaps if I slaughtered these bandits they’d believe me. “Fair enough. I will inform these bandits that they are wreaking havoc on fae lands, and if they don’t stop I will simply kill them all. Just tell me where they’re at.”

A younger female audibly gasped at me. “Are you crazy? You’ll die.” My mouth hung slack from behind my mask. Do these people really not know what a Greenwarden is? “You dare insult my fighting capacity? Tell me where they are. Now.”

“Well hold on now, they have slaves. Just kill the bandits. Take the young children and women back with you” says a younger one quickly. Everyone seemed so tense. I thought they’d be happy at my intervention.

They reluctantly told me where the bandit camp was, and I sprinted off at blistering speed. Running was always nice, at least my new body did that well. Many of the grimy humans looked with awe at my speed. It was about time they recognized my divinity.

I arrived at the bandit camp rather swiftly, and there were several men hunched around a boiling cauldron. Tents dotted the landscape. A few of the men held old world weapons, all in states of pitiful disrepair. One of them walked up to me with a confused look on his face. “Hey you! What are you doing here on our turf?” he yelled. I said nothing, as I was transfixed on the sad state of their technology. The man spoke up again. “Let’s empty those pockets of yours.”

I sighed. I hated it when mortals tried acting intimidating. “Are you aware you’re trespassing on fae controlled lands?”

The men around the cauldron laughed at me when they heard this. Frankly, this irritated me beyond words. I pulled out my plasma pistol and shot him in the stomach. The arc wormed its way through his stomach and boiled his organs, and the sickly smell of burnt flesh emanated from the sizzling hole. Still alive, the man dropped to the ground and started screaming. Wonderful.

I quickly pulled my blade out and used my supernatural speed to work my way through the throng of men, slashing each one of them to bits before they could get accurate shots off. At this point, their putrid mortal blood was staining my clothes. No matter.

These must have been guards, because the camp was silent after that. I made my way through the tents and slit the throats of multiple bandits. It was tedious work, but at least the beasts of the wild would have a great feast. It must be such a weakness to need to sleep. I felt a twang of guilt for killing these unarmed, sleeping men. Why did they choose to do this? Didn’t they know the fae would have fed and clothed them at no cost? Despite this, I carried on with my grim work. These men chose their own path. They chose to defy fae law.

Eventually I saw a tent of chained women. I grabbed a stick and poked one of them, to avoid having to touch a human. She stirred a bit, and then rolled over. When she saw me she started to yell like a stuck pig. I pursed my lips behind my mask.

“P-please don’t hurt us” she begged. Everyone else in the tent started to wake up now. Many of them had festering wounds, and seemed rather malnourished. A younger one in the back started to cry.

I grabbed some cloth on the ground and started to wipe off my dagger while looking at the one I poked earlier. “I don’t plan on hurting you, I am going to escort you back to your village. All of you need to get up and get moving.”

She picked up the chain tethering her to the ground, and held it out to me. It made a jangling sound I rather appreciated. I seized the chain and ripped it apart like tissue paper. When I got close to her, she recoiled with fear and a few of the others gasped. Such theatrics were obnoxious to me. “I already told you I won’t hurt you. Fae can’t lie. What are they teaching you in schools?” This was exasperating. I ripped the other chains apart. “Now get up,” I said.

Many of them looked at me with scared eyes. “If you want to stay in this camp, there’s plenty of weapons you can salvage off the dead bandits. I’m not wasting more time here.”

I started to leave. A few of the women followed me out, and one of them spoke up. “Raha has a broken leg and she can’t walk. A lot of us are too hungry and thirsty to move. They barely feed us.”

Pointing at a tent, I respond “There’s food and water in that tent. Go eat and drink, and bring some with you.” They clamored to the tent and began to eat. I sat down near the fire and started to softly sing to myself, looking to the stars. It was beautiful out here. Crickets softly chirped, and a cool breeze touched my body as I gazed with awe at the twin god’s creations. All things considered, this was a decent night.

My singing and gazing was interrupted in an hour or so by the first woman I spoke with. She sat down next to me. “You have a beautiful voice. Who are you?”

“I am Pylos the Rabbit. And you?”

“I’m Shila!” she said with a sheepish smile. I noticed her picking at the skin around her thumb. “Are you really here to save us?”

“Obviously. I’ve said this many times over.” Before I could react, Shila hugged me closely. My body seized up and I did not know what to do. “Thank you so much” she said as she gripped me. After what felt like hours, she finally let me go.

I didn’t know what to do, so I merely said “It’s what I was made to do. Get your friends.”

Shila ran off and fetched her little cohort. They begged me to carry their broken friend back to the village, which made me disgusted just to imagine.

I scooped up her failed organic body and she whimpered at the sight of blood on my cloak. Grumbling to myself, I led everyone back to the village without much issue.

When the village elders saw my cohort and I, they jumped in the air for joy. People tending the fields threw down their farming tools and ran up to me, surrounding me on all sides. They chanted my name and raised me on their shoulders. This entire ordeal was incredibly uncomfortable, but the mortals were showing their appreciation.

I did see one thing that touched my heart though. A couple saw one of the women I escorted back and tears flowed down their faces. Sprinting up to her, they shouted and laughed. All three embraced and rocked back and forth. Must have been their child.

The village elder walked up to me holding a beautiful red robe that glowed with a faint purple energy. “Pylos, your name will go down in our oral tradition as that of a hero. We have very little money, but this is worth its weight in gold. Please accept this cloak, it will scorn any blade or bullet.”

I cast aside my robe and wrapped myself in the clearly magical garment. It felt warm and cozy, and smelled faintly of pine.

“Send one of your strongest warriors South. There you will find a sprawling castle- this is the court of the fae. Tell them of your village, and you will be given guards, food, and medicine at no cost. Goodbye.”

And with that, I left.

*Pylos gains Cloak of Protection*



 

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≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

WIP [Just got home, was out all night, too tired to write. Will do it tomorrow as I don't intend to move this turn].

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot
Scorched Earth
Ancient Water Elemental
Lilith

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot
Scorched Earth
Ancient Water Elemental
Lilith

Order/Happiness
0/0

Armory
Trystan's Spellbook
Trystan spellbook grants Trystan 'Metamagic'. Once per turn, Trystan may opt to boost a spell with one of three Metamagics. Only one spell, per turn, my be boosted regardless of how many Trystan can use otherwise.

Extended - If a buff or hex, the spell's duration will last an additional 1 turn. If a damage spell, the range of the spell will increase by 1 hex.

Empowered - The 'effect' of the spell is empowered. Buffs and hexes will have their effects strengthen or may hit more targets while damage spells will do more damages or hit more targets. Effect varies based on spell.

Maximized - The spell will have the benefit of both Empowered and Extended.

When Extended or Empowered are picked, roll a D10. On a 1, the spell fails and Trystan takes 1 damage with no saves allowed. On a 2-3, the spell fails. On a 4+ the spell goes off. [10% chance to hurt him, 30% chance of spell failure] When Maximized is picked, roll a D10. On a 1-2, the spell fails and Trystan takes 1 damage with no saves allowed. On a 3-5, the spell fails. On a 6+ the spell goes off. [20% chance to hurt him, 50% chance of spell failure]

For Non-Trystan
If a character other then Trystan has the book, instead, each turn they may randomly roll 3 spells from the known spell list that Trystan acquired. They may then select one of those randomized spells to cast for free. The magic and knowledge comes from the book, itself, so anyone, even those without magic are capable of using this ability. If the character that has the book is a magic user, they may undergo a quest chain to fully unlock all spells Trystan had recorded as well as unlock the ability to metamagic them as if they were Trystan.

Silver Mirror
This beautifully crafted hand mirror is a unique magical artifact allowing people to converse over any distance. All someone must do is go to any mirror, or suitably reflected surface, speak the name of the owner with the intent of speaking with them. The mirror will then mentally 'alert' the owner that someone is wishing to speak to them as well as who they are. If the user does not wish to speak to them, the 'call' will not go through leaving the caller stuck staring at themselves. If the user does wish to speak to them, they must merely pull out the mirror and face it. The mirrored surfaces will be replaced with the image of the other person and they are free to communicate as if they were standing right before one another.

Eye of Pandora
Add +2 Damage to magical attacks. (Usable in Adventures once per adventure to roll 3 dice and take the highest number) but take 1 damage from Magical Overflow

Dispel Scroll [1]
May attempt to dispel an enemy spell.

Enchanted Crossbow - Equipped by Tam
+2/0. In adventures, allows a reroll on combat checks (Once per adventure)

Spell Scroll [1]
May cast an additional spell

Emerald Green Cape - Equipped by Ren
0/+2

Ring of Protection - Equipped by Tam
0/+2 and Immunity to Fire Attacks

Blade of Destiny - Equipped by Tam
Strength: Deals an extra 2 damage and negates saves. If the unit is corrupted, that damage is doubled to 4
Weakness: If a save is negated and/or corrupted unit is attacked for extra damage, this Strength stops functioning for the remainder and has a 2 turn cool down.

Personal Steam Cycle - Equipped by Elijah
Strength: Gives Hero a 0/+3 and attacked last unless personally targeted

The One 'Possible Marriage' Ring -
Can be sold for 100 Resources as a Free Action

Obsidian Blade - Equipped by Rokk
Strength +2/0 and +1 Damage
Weakness: Misses on a 1 break the blade. A free action must be used to repair it the following turn. It may only be used again the turn after this.

Wand of Weather
Strength: Turns a tile to any weather or season type
Weakness: Cannot change back for 3 turns.

Fancy Hat - Equipped by Rokk
Strength: 1 Damage Block
Weakness: Enemies can willingly target you

Advancements
Advancement - Side Jobs
Trystan Galvingar is not above taking small jobs like janitorial duties, errand boy or slaying large rats in basements to earn a bit of money. If he is on a tile with a non-hostile settlement, he can use actions to take odd jobs to gain resources. More actions he uses, more resources he can gain.

Advancement - Extra Credit
Whenever Trystan Galvingar is on the Academy Tile, regardless of what class he is in, or if he is even a student anymore, he will produce a paper token for them.

Advancement - Student Aide
Whenever Trystan Galvingar is on the Academy tile, he can make use of Academy facilities and can use actions to gain a specific items {Potions, Scrolls, Mana Crystals, etc} from the academy facilities, as these are for his personal use, they are a bit different then what the Academy uses them for. [Feel free to change what these do, the cost, etc, for balance purposes]. All items are consumed upon use.

Advancement - I can't carry it, but I can carry you
As long as Ren is alive, the party ignores movement penalties

Advancement - The Fur Trade
While in a unclaimed tile, the party can hunt animals to collect fur and hides to sell. They roll a D4 for each character. The furs can be sold for X each.

Advancement: Lazarus Pit
The party can bring back any character so long as they have body [or most of it]. For members of Trystan's party, it will cost 10xT [Where T is the amount of turns the unit has been dead] in resources. If he is bringing back a character from another faction, either to try to bring them to his party or bring them back as a service, the price will be decided by Trek [May cost resources, may cost resources and consume the power of an artifact, may require a quest, etc].

They can only bring back mechanical characters if Elijah is alive. [They can only bring back organic if Trystan is alive, but if he dies the party disbands anyways]


Spellbook
Reflection [Spell Action/Passive? (Not actually sure)]
During Battle if attacked by a ranged or magic spell, roll a d10. On an 8+, the attack is reflected back to the unit that sent it, giving them the full damage of their own attack.

Protection [Free Action Spell]
Gives a 9+ save for one unit in the stack except for Trystan as a free action

Resurrection [Passive]
Trystan will resurrect one unit in the stack after the current round of combat [Cannot resurrect himself, must be alive to ressurect]

Elemental Protection [Passive]
Once per turn, 1 Elemental Attack will be blocked.

Misc Items
Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition
Resurrection and Restoration Spells for Beginners by Antion Fertoil
True Resurrection: Daunting Task Made Manageable by Phole Vidyr
Protection from Elemental Magic from A-Z by Gina H'torn
66 Furs
Golem Activation Sigil

Unit Rules
Trystan Galvingar
Leader
HP 6
Attacks 3
Offense 1
Defense 5
Damage (3)
Mirror Image
Every combat round, Trystan creates three identical copies of himself and they are all but impossible to tell the real him from a copy. Trystan has a 6+ save that cannot be improved. If hit by something that normally ignores saves, it goes to an 8+.

Quicken
Combat spells, and consumables, used by Trystan are treated at +1 Initiative. Campaign spells always happen before any movement, spells or actions are taken by other factions. [The restriction to Trystan using spells, or teleport, to escape an enemy moving onto his space still applies].

We Will Be Remembered!
Before every battle [not adventure], Trystan can give a speech to his party and allied forces. This speech must be written out and posted in the fluff of the post for it to work. This speech may give a buff to friendly units, may apply a negative to friendly units, may apply a negative to enemy forces or can even give enemy forces a buff. The exact outcome of the speech is decided on by Trek as well as what modifiers, if any, it grants. The modifier last for the battle. Only one speech, per battle, can be given.

THE BENEFITS OF EDUCATION
When in Battle, may target any enemy that he wishes unless an enemy ability causes redirection or blocking

Tamif Fizzlewick

Hero
HP 2
Attack 2
Offense 2(4)
Defense 2(4)
Damage (3)
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)
Crossfire
Can sacrifice any points from offense/defense to add to damage on a 1:1 basis up to a max of +3 damage
Ring of Protection
Immune to fire

WR3N

Hero
HP 4
Attack 2
Offense 2
Defense 2(4)
Powerful Robotic Frame
+2 HP and negates saves on a killing blow
Impressive Strength
During Exploration Battles allows a reroll at +2( Usable once per Exploration)

Rokk
Hero
HP 4
Attack 2
Offense 4(6)
Defense 0
Damage (2)
Damage Block (1)

Endurance Training
+2 HP
Revenge
For every damage done to Rokk, that same damage is inflicted on his attacker. This action even occurs if a killing blow is struck, managing to dish out the damage before succumbing to his wounds. This ability overrides all counters.

Elijah Tillbury the 3rd
Hero
HP
2
Attack 2
Offense 2
Defense 2(5)
Flying contraption
During Battle, allows himself and 1 other friendly Hero unit to count as flying. Unit Speed is 4 Inventor
Extraordinaire
If sitting in a settlement, can attempt to build a mechanical based equipment on a roll of a 9+

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

Communicator
Able to communicate with any technology nation that they have obtained the frequency for
Targeting Assistance
Can give 1 hero unit a +2/0 and an extra 1 damage to their attack for the battle

Scorched Earth
Hero
HP
2
Attack 2
Offense 2
Defense 2
I Love The Smell of Napalm in The Morning
Flame attacks deal 3 damage to Living Targets
Living Tank
The First 3 Damage in a Battle is ignored

Ancient Water Elemental
Hero
HP
4
Attack 2
Offense 2
Defense 2
Hard Water
+2 HP and a 9+ save
Water Wall
Can give 2 allies 0/+2

Lilith
HP
2
Attack 2
Offense 2
Defense 2
Love is Love
When entering battle, roll a d10 for each enemy non-hero unit on the field. Any that roll above an 8 do not fight. Any that rolls a 10 immediately defects.
Make Love, Not War
If sitting on an enemy settlement, allows the one that hired Lilith to train enemy units

Resources
Start of TurnIncomeExpenditureRemaining
171140-140171

Actions
Advancement: Love and Fire
If fighting on the same tile, Scorched Earth and Lilith gain +1 Defense

Advancement: Steel Ingenuity
Elijah may give up all his attacks to grant a friendly mechanical party member [Ren/CBO] one of the bonuses below for the turn:
+1 A, +1 D or
+ 2 Hp or
Reroll failed saves

Advancement: Regroup at the Tavern
Party gets +1 to flee attempts and may always attempt to flee regardless of any rules that would prevent it.

Free Actions
 
Parth did as he was told, sitting down in the small clearing, staring at the paintings and etchings that decorated the boulder at its center, his mind a shattered haze of thoughts and memories, sifting through the blur that was his life. As the sky began to grow brighter and the sun threatened to creep its way above the horizon, Parth made his way through the jungle and back to the tent, route muscle memory carrying back the hours journey.

Each night, the words spoken to Parth played back in his mind as he lay awake, stuck contemplating and picking up the pieces of his broken world. Trying to align the world he saw, the truth Olin spoke, and the teachings Amoni-Ram had ingrained in his being.

Olin… Olin was a heretic, a cultist, a slave to THE FLESH. That was all. Everything he had said had been a lie, a demonic attempt to destroy his faith. He shouldn’t believe him, he couldnt…

He should tell someone… he NEEDED to tell someone Parth thought to himself. Each night, he resolved to go tell the Commander when morning came. Each morning, he stood still, and silent, at inspection, as the Commander passed him and Olin by. He knew he wouldn’t tell the Commander, but resolving to do so each night made him feel better anyways, like he wasn’t betraying everything he had been brought up to believe. But he was.

Every night the teachings of his faith played in his head, each teaching contrasted by the words Olin had said and the things Parth had seen and come to realize. He tried to rationalize it, ignore it, but the truth was too glaring. The teachings stood in stark contrast to the world he witnessed, corroborating Olin's words. He couldn’t deny it any longer.

Their teachings… it didn’t make sense, none of it did. How was nature the personification of emotion, of instinct and savagery, void of order, when the symbiosis and logic of it all was so readily evident? Why was emotion evil? Sure, it could lead to anger, to violence, to sadness; but it also led to happiness, inspiration… was fervent worship not an expression of emotion? Was it truly good to be void of emotion? Of all the joys of life? Was that even “life”?

The more Parth lay and thought, the more he came to realize… no, ACCEPT, that which he had known for months, far before he joined the Legion.

When the end of the week came, and the sun had set, Parth snuck through the camp, past the guards, and into the jungle, to the clearing, where Olin was waiting for him.

***

“I knew you’d come around. Good to see ya, kid.” Olin was leaned against the boulder, arms crossed. He beckoned for Parth to come join him.

Parth stood at the edge of the clearing, still within the jungle. He felt as if there was some barrier between the edge of the jungle and the clearing, some invisible line in the dirt. If he crossed it, he rejected his faith, he joined forces with “THE FLESH”, there would be no turning back.

But that was ok, he didn’t want to go back. Not to that city, with its blank bronze towers, repetition concrete mass housing, 10 hour shifts 6 days a week, coming home to a squat room, empty and bare. No beauty, nothing to enjoy or do save wait for the next day to come. No, he couldn’t go back.

Parth stepped across the threshold, and left his faith behind.

***

Parth spent the night in the clearing with Olin, who taught him the history of the city and the faith. The TRUE history, not the lies spread by the Priests.

He described how Amoni-Ram had not always been the bleak monolith of “logic” and technology it was today. That there was a time when the streets were not lined by bare-bones concrete structures, but rather by unique feats of architectural passion. It was not segmented blocks of housing, then churches, and most commonly factory, but rather rows of private shops, restaurants, small parks with sculptures and artwork; even some small gardens dotted the city.

The faith was not always unified with a singular doctrine, all others being heresy, there was a time when the churches and streets were active with debate and philosophy on the nature of logic and even on the Divine Machine itself.

The city hadn’t been perfect, but nothing was. But it thrived nonetheless.

But this had changed, not but 3 generations ago. Olin said there were still some elders who remembered the days before the cleansing.

Olin explained that the differences in philosophy of faith had lead to a splintering of the church into 4 primary camps. The Fundamentalists, the Moderates, the Assemblists, and the Dualists. Their differences began to simmer and boil, threatening to explode into conflict. Each denomination turned to The Shepherd for guidance, to declare the others heresy and enshrine theirs the one true faith.

In the past, The Shepherd had remained vague on the matters of the faith, allowing for debate and disagreement. The Shepherd had been a off-hands ruler, leaving an elected council to run the city, who mainly worked to keep people working together towards the common good and prevent the conflict the city had become threatened by. Unable to control it, they too turned to The Shepherd, who gave Their decree.

They declared unilaterally that the Fundamentalists were the only holders of the truth, and that the others were not only wrong, but heresy, poison of the FLESH that had wormed its way into the minds of the city, threatening to bring it down from the inside.

What followed could only be described as slaughter. The leaders of the opposing sides and their priests were rounded up and summarily executed; burned in before the Temple. Those who attended their church and could not prove they had purged the poison from their minds were in the same manner put to the torch. The restaurants, gardens, small shops and all other establishments the Fundamentalists deemed corruptions of THE FLESH were torn down, their owners and those that dared to attend them meeting the same fate as the others. The Inquisition was founded in this time, tasked with rooting out all “servants” of THE FLESH that remained.

Many of the other denominations, those that remained and held strong in their faith, went underground, meeting in secret and whispering in hushed tones. These were rooted out by the Inquisition, who spared no mercy.

The Dualists were treated most savagely at all, for they were the most strictly opposed to the Fundamentalists. Their gardens and churches were burned, coated over by Holy Bronze so as to purify the soiled ground. Any who had been a member of their church, who had ever even attended a single meeting or who had expressed sympathies were put the to the stake, with no offer of redemption. They were systematically rooted out, their books burned and culture destroyed.

The Inquisition believed that they had rooted out all traces of their faith, and now sat lazy and content behind their walls. Olin smiled deviously as he finished his tale.

“Their purge may not have been as thorough as they had hoped.”

***

“We have… a plan. Nothing too crazy, we won’t be storming Amoni-Ram and slaying the Shepherd or anything like that, but still, it’ll be something they’ll remember. Show them we are still here and put a wrench in their plans.”
Adrenaline pumped through Parth’s plan as he listened. Throughout the journey to the clearing a nervous excitement had grown in him, his thoughts filled with dreams of a new life as a rebel, an insurgent fighting against the evils of Amoni-Ram. He imagined himself meeting with others in dark robes, deep beneath the city, discussing rebellious plans in hushed tones. He saw himself as part of a team stalking through the city late at night, leading the team as they broke into the factory he has worked in, sabotaging the machinery which pumped out Earth-Breakers and Consecrators. He envisioned them confronting The Shepherd, striking Them down and freeing the city.

He was ready, eager to join the cause.

“What’s the plan?”

Olin grimaced.

“Well… I can’t tell you.”

Parth’s heart began to falter, his disappointment spread across his face.

Olin smiled sadly. “Look kid, I can tell you’re eager to help. But we can’t just spill all of our secrets to anyone who seems like they want to help our cause. We wouldn’t have lasted this long if we did, anyone could be an Inquisitor, even you my friend.”

It made sense, but it didn’t ease Parth’s deflating heart.

“I'm not an Inquisitor, I was a Repair Technician before this, I’ve never even been a part of the clergy.” He protested.

Olin held his hands up. “I’m not accusing you kid, I’m just saying we need to be careful. If the Church catches wind of us or our plans, the entire things shot. Good will die for nothing.”

He paused for a moment and then cursed to himself.

“You know what? I trust you, I got a way you can help.”

Parth’s earths perked up at this and his excitement began to return.

“In a few days time, the normal repair guy for the Earth-Breakers will be… unavailable. Because of this and a sudden needed repair, they’ll call on you to take a look, since you’ve worked with similar things before.”

“When you go work on it, and are messing around with its insides… stash this inside of the machine.”

He reached into a small pouch he carried on his waist and retrieved a small, puzzling device, and tossed it towards Parth who caught it with both hands. Examining the device, he say it was a dodecahedron carved from wood, sanded to have perfectly smooth faces and curved edges between the faces. On each face, strange symbols of intricate geometric shapes and intersecting which Parth had never seen before were carved into the wood and then meticulously painted with die of various colors, each symbol a mix of different colored lines. The symbols seemed to glow softly and realization dawned on Parth, who instinctively dropped the heretical object.

It was thaumaturgy, some sort of focus or storage for spells, or something. Parth didn’t know anything about magic, having only been taught that it was nothing but pure evil.

He almost stepped back, almost turned and ran, for a brief moment almost overwhelmed by a fear ingrained into him through years of the Church’s teachings.

He paused for a moment, taking a deep breath to recenter himself, and then gingerly picked up the object.

Olin grimaced as Parth dropped the delicate Thaumaturgical Focus.

“Hey… careful with that… now, you’ll just need to hide that until you get the chance to stash it inside of the Earth Breaker. You would get your chance soon.”

Parth looked back up at Olin. “What… is this. What does it do?”

Olin’s face scrunched up in thought. “Hmm… think of it as a bomb… a magic bomb. It will disable the Earth-Breaker far beyond repair.”

Parth nodded, and did his best to place the small fist-sized “bomb” into his pocket.

“Might want to hide that better… plenty of empty space inside your armor though.” Olin began to walk towards the edge of the clearing, clasping Parth’s shoulder.

“I have other… business to attend to. Don’t follow me this time, alright?”

He stepped through the rings of trees and into the jungle, disappearing within.

***

The following days passed by uneventfully. Parth stashed the strange “device” within the pockets of his armor, out of sight but never truly out of mind. Inspections each morning became nerve wracking. The device was not visible from the outside; there was no indication that stashed within his metal armor was a heretical plot. Yet Parth still worried that the Commander would stop at him during inspection, a look of suspicion on his face, and demand he strip and pour out the contents of his armor. He had dreams of the polyhedral device somehow falling out of his armor, everyone stopping and watching as he picked it back up.

Of course the Commander never stopped at him, never even gave him a second look let alone a first. The device never fell form it’s placed where it sat snug and hidden.

Parth felt like a conspirator, a REAL conspirator, and beyond the anxiety… it was exhilarating, dream-like. The day to day monotony of the Legion felt… unreal. Parth no longer felt like a part of the legion, he felt disconnected, felt like an imposter… and he guessed he was. The days passed with him feeling like an observer looking in from the outsider, despite being an intricate part of it all.

***

Just a week after their meeting, new, surprising instructions came from Amoni-Ram, ordering the legion to all but pack up and leave just a skeleton guard behind. The main legion would march north, joining force with The Shepherd’s own forces to do battle with The Cogs.

These orders sent whispers and rumors rippling through the Legion, mixed with confusion and shock. Many had thought the Cogs to have been friends, even brothers in the faith. But the orders stated they had discovered the practice of magic and heresy within their lands, and would be joining forces with their new brothers, the Empire of Fafrium, who despised magic and heresy just as they did. Shock and confusion turned to zealous rage as The Shepherd’s lies filled their minds, and so they marched north to war.

Parth was suspiciously left behind as part of the guard. It could have been simply through sheer luck… but somehow he doubted that.

***
 

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