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Great Cog.gif

Coghaven





There was a somber atmosphere to things after the mayhem of the battle. Warmaster Otherion moved amongst the rubble even as more clockwork soldiers were arriving to reinforce and help the city recover. The First Clockwork Legion had arrived late to the war, others of Coghaven having perished in the bloody fighting alongside the Orcs. The Trolls had been the only saving grace, destroying and shattering the Mabinogi tribe utterly. Clockwork soldiers even now walked through the city, mercilessly stabbing their pikes into any of the fallen invaders and decapitating their bodies. The head of Pwca had been found and presented to Chieftain Mahk by the arriving Cog Guard.

"So much death," Otherion said bitterly as more and more dead orcs were being gathered and lined up for burial. Otherion had stopped at the body of Chieftain Grizzakis to say his farewells to someone he'd had a deep respect for and had considered a friend after their rather aggressive introduction.

"Sir, the Overseer will arrive for the ceremony soon. He's also bringing workers and materials to assemble the monuments. He's just tied up signing off on the new Science Institute back home," reported Captain Tonsan of the Cog Guard.

"Very good, and we have more reserves coming in currently?" Otherion asked as he walks on down a line of fallen orc warriors and Cog soldiers. Clockwork troop remnants were being gathered up to be melted down and used to build the monuments. One was intended for Grizzakis. The other was to honor their alliance and the strength it had managed to show in surviving such an insane threat to their existence.

"Yes, the latest batch from FInley Station will arrive and just about double our numbers. It should be enough to help out here while the ceremony is prepared," Tonsan said as he walks along with the Warmaster.

Otherion simply nods as he makes mental notes and continues to contain the quiet grief and rage at what had happened. He was glad to see though that they had managed to save Dal Gargo and Coghaven itself by using every means available. Alliances had held firm and if they had anything to say about it, they would only continue to build it stronger to share resources and prepare for the true threats of this new continent. The Song was still out their and they needed to prepare for it. They needed to face ANY magic threat that would come to face Coghaven again. They would not be oppressed by fantastical powers used by those with privilege.


Advancements
Basic Robotics (Lvl 1): Clockwork Soldiers gain a 9+ save
Aquatic Settlements (Lvl 1) - Settlements may be built on water tiles. Currently may suffers issues on a roll of 9+ on a d10.
Clockwork Auxiliaries (Lvl 1) - Each Settlement functions as having two +0/+0 Mechanical Defenders.
Grand Market (Lvl 1) - Establish trade benefits with allies or trade partners. Trade income of +10 per Trade Partner.
Trade Road (Lvl 1) - Improved Trade Income by +5 with Clan Spike Horde.
Widgets (Lvl 1) - Widgets generated every turn, collected sums able to be spent to reduce time or cost on advancements or mechanical units.
Winterizing (Lvl 1) - Remove Winter movement penalties for units.

Failsafe Advancements
Fury of the Great Cog (Lvl 1) - 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.
Soul Engine (Lvl 1) - Slaughtering or Sacrificing Forgeheart citizens fuels and amplifies the power of Fury of the Great Cog ten fold as their very souls feed the divine working.

Orc Advancements
Orc Battle Plate (Lvl 1) - Armor Improvement for the Orc Warrior units of Clan Spike Horde granting +0/+1 while allowing standard movement.
Orc Flame Bombs (Lvl 1)- Orc Warriors gain +1/+0 and deal Ongoing fire damage.
Orc Mana Stones (Lvl 1)- Magic Attacks against Orc Warrior units suffer -2/0


Items of Interest
Omega Research Outpost (Inside Forgeheart borders)
Demon Destroy Cannon (Research Material)
Demon Destroyer Chassis (Research Material)

Allies
CORA (Cognitive Operation Records Assistant) - Controller of Omega Research Outpost
Clan Spike Horde (Orcs)
Naltrox the Mighty Troll - Supplied Armor and Tools by Coghaven (20 Resources)

Questlines
Coghaven Quest 2: Train 10 units (7/10)
CORA Questline: Quest 2 - Build a Science Institute (Completed)
Orc Questline: Quest 3 - Build the Orcs a Settlement.

Settlements
Forgeheart
Capital Level 2

Clockwork Fishery (Lvl1) - 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.
Modular Walls (Lvl 1) - 0/+1 to settlement defense bonus

Finley Station
Floating Base Specialized Military Settlement Level 1

Industrial Recalibration (Lvl 1) - Finley Station produces the full resource output of a Standard Settlement of its level each turn automatically.
Choose one of these free actions each turn:
-Build Submarine- No turn cost, but Resources count for Legendary
-Decrease Advancement turn by 2 to a minimum of 1.

Hero units
Mr. Finley
Civilian Hero
Machine Lore: Decreases cost of mechanical units by 25% at settlement that he is stationed at
Proper Maintenance: If stationed with a mechanical force, gives them a 9+ save. If they already have that save, it becomes 8+.

Total Troops
7 Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard
2 Ships
2 Troll Hunters


Deployment
First Clockwork Legion
4 Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard
2 Troll Hunters
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Unrelenting Hunter: At the start of battle, choose unit type( Hero, Monster, Legendary, Elite, Troop) a unit will be randomly chosen from that type. If unit is down to, or only has 1 HP remaining, roll d10. On an 8+, enemy unit is captured instead of killed or attacked. If this action is taken, it uses both attacks
(Marching Sound into Dal Gargo to Join Battle)

First Fleet
2 Ships
(Shuttling Finley Station 3rd Reserves to Dal Gargo)

Finley Station 3rd Reserves
3 Clockwork Soldiers
(Shuttling to Dal Gargo to merge with First Clockwork Legion)


Order/Happiness
0/0

Population
13/40

Resources
Start of TurnIncomeCurrentExpenditureRemaining
-5560 + 15 Trade +150 Auction (Silverfish Pistol)170-45125
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.​
Start of TurnIncomeCurrentExpenditureRemaining
15318018




Actions
1. Science Institute: Built at the request of CORA to begin expanding the scientific and technical knowledge of Coghaven. (15 Resources)
2.Grizzakis Monument: Orc Warriors get +1/+1 when fighting in the field with Coghaven units. (15 Resources)
3. Cog Alliance Monument: Trade between all alliance members improves by +10 (15 Resources)

Free Action
First Clockwork Legion aids in Dal Gargo recovery
Funeral Ceremony held to honor the war dead, Overseer Thorpe attending with the Warmaster in Dal Gargo

 
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Flavor text tomorrow:)


Actions:
1. Upgrade Amoni-Ram to level 4 (1/6 actions)

2. Upgrade Amoni-Ram to level 4 (2/6 actions)


3. SPLIT ARMY: Split Mekhanite Skirmishers from Army 1 to form Army 3.

4. FREE MOVE: Army 3, "Her Fleetfooted Emissaries" move NW and then N

5. FORCED MARCH: Army 3 Moves N (tile is difficult terrain so uses all movement)


Economy:
At Turn StartIncomeExpensesRemainder
29750104


Nation Summary
Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite SkirmisherTroopTier 1Army 3, Second Expeditionary Legion, "Her Fleetfooted Emissaries"Abroad
Mekhanite SkirmisherTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite PsionEliteTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite PsionEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram

TINAHeroHP 2 Attack 2 Offense 2 Defense 2Guide: 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"Abroad

Amoni-RamCapitol, Level 3

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
 
Yamabuki

Settlements
Huang He (Capital Level 2)
Standing Army
1 Samurai

1 Monk
1 Wyrms
1 Boat


Shan (Standard Level 1)
Standing Army
2 Rock Hunters
Dragons Gate
Dragon Dancer


Xùnsù De (Military Level 1)
Standing Army
1 Samurai

Twin Pixies


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: At the start of a turn where happiness is negative, roll a d10. On a 10, it returns to 0.
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


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
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: 10

Samurai Destroyed


Total Troops
2 Samurai Troop
2 Monk Troop
6 Wyrms Elite
2 Boats
Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero
1 Skeletons Troop
2 Rock Hunters Troop
Twin Pixies Hero
Broken Jaw Butler Hero


Order/Happiness
0/0

Population
13/25

Orders
Paid Actions:
Upgrade Settlement Capital with Huang He Standing Army (5/5)
-
Train Troop Unit Fire Crow for 20 resources


Free Actions:
Recruit Non Combatant Dragons Gate for 200 resources
Recruit Dragonic Unit with the Dragon Gate Wyrm (Free)

Movement (Army One) 1 Tile Southwest
Exploration (Army One) 1 Tile Southwest

Army One

Abraxas
1 Skeleton
Broken Jaw Butler
1 Monk
3 Wyrms
Dragons Gate


Resources

Start: 281
Income: 72
Expenditure: 230
End: 123




Changpu had been having a rather tranquil few weeks, easily settling into his new role as Shinshikoi despite all his earlier dilemmas, though as with any new opportunity there had been growing pains. However his fellow priests quickly came to understanding the young man, with Changpu being glad they had seen him for what he was, a slow moving stream. Though it might take slightly longer to reach it's destination, in time he would become a mighty river. So his teachers took their time with him and helped him find where his waters were supposed to flow, his purpose as a Priest. Almost serendipitously, his fellow Shinshikoi had found the Koi pond and it's attached gardens a fitting place for him, a thought that had almost made him laugh considering it had been his hideaway his very first day.

And now here he was, tending to the trees and shrubs, clipping away at the jagged branches and tiring leaves to maintain their splendour. As a branch fell before him, Changu could see some sort of commotion in the street beyond from his short stool. A small crowd had gathered around a nearby building, quietly murmuring to themselves at the sight of Samurai laying dead before them. Changpu could not ascertain much from his vantage point though it seemed there was little chance of foul play or downright murder involved in the man's death, especially given the Samurai's blatant location.

Looking around, the Shinshikoi try to spy something out of place, some unsettling feature or disturbed object. "It's the building on the right."

Changpu almost fell from his perch out the sudden outburst, wobbling back and forth before steadying himself. Looking down he saw a gentleman in a black robe, the large straw hat on his head masking his identity but Changpu easily recognised the voice. It was the same elderly man he had conversed with on his very first day. The charcoal robed codger pointed upwards "On the roof"

The Shinshikoi looked at where his friend was pointing, quickly noticing the damaged roof. Where once the red slate curved beautifully towards the sky, the corner of the roof now lay sheared, forming a perfect point tilting sharply downwards. Seemingly the bonnet of the building had been cut through by lightning, in a previous storm, or broken by the thick ice that cradled their mountain home, either way however, the result was disastrous. "Shar Chi" whispered Changpu

Shar Chi, or Killing Breath as it was colloquially known to the Yamabuki, was a massive gathering of bad chi, and though it could be brought on by a variety of things it's results were always the same. Death. Where usually the gentle curve of the roof allowed the Shar Chi to flow freely out and away, in this case the broken building perilous point had funnelled the stagnating pool of Killing Breath straight down and into anyone passing by.

"Excuse me, I need to report this" apologized Changpu as he clambered off his stool.

The ebon elder held his hand palm out before him "Hold young one. I've already done it. The Shar Chi will be dealt with in due haste." Changpu visibly relaxed, taking a breath as he sat on the stool. "When it comes to bad chi, we Yamabuki always take care of it with speed and diligence."

"That poor man" murmured the Shinshikoi, shaking his head.

"Do not worry yourself young man. Maybe he was like me, just an old man trying to help however he could or maybe he was like you, a promising young man cut down it his prime, his whole life ahead of him. Whichever it may have been, he was performing his duty, defending our city from those who endanger it. There is nothing more honourable than that."

Changpu, however was still shaken. Putting his hand on the young Shinshikoi shoulder, the old man stayed by his side, even as the Sun slowly disappeared behind the horizon.



[/font]
 
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92c4906f2c3482280789070b5a2ebde6--fantasy-monster-doodle-designs.jpgThe Result of Passion
"What... am I looking at?" The Architect's often carefully maintained chorus was tinged with confusion as he looked down to Whitebranch.

"The culmination of my passion!" the soiling cheered whilst raising a glowing form in her bony hands "Any time now!"

They were in the heart of Carcass, far from the usual perch at its bottom root where the Architect usually sequestered himself. The reason for his relocation was the task he had given Whitebranch, the alteration of the Shellbound. Whilst their other colonies worked tirelessly to produce the materials needed for the formation of the Cultivation League, the Architect knew that their amassing army needed a bulwark to lead the way in their efforts. That Bulwark would be the Shellbound, their raw physical power a beacon for the Flessi and Soilings to gather and march alongside.

Whitebranch's research into improving the cultivation the Shellbound needed to form was essential to this, as with their growing numbers the number of Shellbound needed would grow as well. When he heard word of that she'd had a breakthrough, he'd tempered his enthusiasm as much as he could. Finally, the last part of the Growth's devoted army would be nearing completion. But when he ascended towards the suspended island amidst carcass's vines where she'd been working, he found only a regular shellbound nearing its completion.

And when questioning Whitebranch on the nature of her 'Breakthrough' she produced a single glowing mushroom clasped tightly in her grasp.

"And this, aids in the cultivation of the Shellbound... how?" the Architect asked, only for Whitebranch to gasp

973df5a0551a387393425f70d6a710ff.jpg"The Shellbound? But sir! This is the culmination of my passion!" she exclaimed, letting the single mushroom levitate from her hands and float in the air between them "It is the basis of a true extension of the Growth's will, a conduit of its long dormant power that requires but a fraction of our output to reach its full potential."

The Architect stared at her for a moment, then lifted one large hand and gestured towards her, "How?"

"Excuse me?" Whitebranch tilted her head

"How exactly will this single mushroom make up for not focusing your efforts on encouraging better cultivation for our Shellbound brethren?" the Architect asked

"Did you not hear what I just said?!?" Whitebranch pulled the mushroom out of the air and cuddled it affectionately "This right here will be the mighty hand that the Growth shall use to smite all who deny the Cultivation's necessity!"

"But how, Whitebranch?" the Architect asked again before gesturing towards the slowly forming Shellbound "These brothers and sisters of ours are fairly straightforward, powerful forces of physical might with very precise yet costly methods of development. Cutting those costs would go a long way in supply the Cultivation League with invaluable force, yet is theoretically straightforward in study."

He turned back to her and pointed one thick finger towards the glowing mushroom, "Yet this conduit of yours is an unknown to me, so I have no basis for gauging its potential effectiveness."

Whitebranch shook her head, "Oh sir, it is not something I can explain properly with mere words!"

The Architect's chorus of voices was tinged with even more confusion, "Wait... then how did you even determine its characteristics in the first place?"

"Passion," Whitebranch stated with glee as she raised the mushroom before her "the raw, unfiltered passion of the Growth!!!"



Colonies
Carcass (Lvl 2 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 1 Farming Colony)
Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for long enough will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Soilings train two for each train action
Total Growth Tiles: 7
Quest 2: Kill 6 Enemies (0/6)

Units
Carcass Garrison
6 Flessi
2 Soilings
The Spine Garrison
Metal Man
3 Soiling
6 Flessi
The Bowels Garrison
7 Flessi
2 Soiling

Movement
(N/A)

Actions
1. Upgrade Carcass to Level 3 (2/6)
2+3. Cultivate Shellbound for The Spine Garrison(1/2)
3. Cultivate Magic Shroom (1/3)

Free Actions
(N/A)

Resource Transactions
Balance: 332 REC
+Income:
(Carcass: 40) +(Growth's Boon 25%) =50 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 40) + Growth's Boon 25% = 50 REC

-Expense:
-Cultivate Shellbound 40 REC
-Cultivate Magic Shroom for Carcass Garrison (20/60)
-Pay to the Auctioneer for Metal Man 185 REC
New Balance: 224 REC
 
Fantasy-Tavern-featured-894x488-e5ec87f483fcde36dcd55d3ee86b7c24.png


The Snoring Dragon Inn

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Tam sat on the low bench, her feet dangled in the air, as her notebook lay open in front of her. She had been taking the notes and sketches she had made earlier in their adventure in the caves and was turning them into a proper story with full illustrations. The sketches and notes helped her recreate the images and feelings she had just hours ago when they were down in the dark and better helped the authenticity of their tale. Their tale. Was hard to believe that just a short while ago she was living as she had always done, by doing odd jobs and 'taking' a few things here and there to survive, but now she was teamed up with a, most probably, crazy wizard boy on his travels and now they had another person to their group, their trio.

The goblin girl turned her head slightly to check if Ren was still there, and she was. The lithe golem, or 'android', was still standing almost directly behind her, wrapped in a cloak with the hood pulled over her head and a sash across her face. It had been Tam's idea and Ren didn't seem to mind. Tam wasn't sure it was a great idea to walk around with someone like Ren, would raise a lot of questions and some people could get suspicious or even turn them away when they saw the construct, but in the cloak and with her face covered, she just looked like a really suspicious person who wanted to be left alone rather then a walking, talking golem from nearly 50,000 years ago. It wasn't a large improvement, but it was something. She doubted many people would guess that was the reason Ren was wearing that.

"You sure you don't want to sit, sweetie?" Tam asked as she eyed Ren over her shoulder.

"I am fine, Tamif," Ren said, her head moved slightly in her direction before she returned to where she was before and stared ahead.

"I'm going to order something to eat, do you want anything?" Tam asked, mostly to be polite as she wasn't sure people like Ren even ate or drank.

"I do not require organic sustenance," Ren said and once again followed the pattern from before, she turned her head and looked at her for a moment before looking straight ahead once more.

"Just let me know if you need anything," Tam said as she turned back to her table and rested her elbows on it as she surveyed the inn. It was fairly small and humble, and was more akin to a tea shop during the day then anything resembling a place to stay, but she liked it well enough. It was off the main roads of the city around the academy, so had far less traffic and at the moment only a few people were inside, mostly travelers although she spotted a few more.. people of suspect that she knew ran underground gangs dealing in magical items smuggled out of the academy. While it was much warmer in the inn then in the abandoned tavern, she couldn't help but feel.. odd about letting Trystan pay for their room and board. She didn't like relying on others for things she could handle herself, and in her experience, people only gave things like this when they wanted, or expected, something in return. Tamif was many things, but she wasn't stupid. She was attractive, young and lacked money or influence, so it wouldn't be the first time someone had offered a room, food, money... all while expecting favors in return, favors that weren't mentioned until later and were then tried to be enforced through force or coercion. Through the ups and downs of life, Tam felt she was good at reading people, and she doubted Trystan would try something like that. He was... painfully oblivious.

As a server came by, Tam raised a thin, ink stained green hand, "Hi, can I ask what's being served tonight?" she asked as she offered the older woman a large, friendly smile.

The older woman eyed the small goblin, the servers hand protectively moved to the front of her dress to where her coin purse was likely hidden to check if it was still there, "You'll have to pay upfront," the woman said in a brisk tone.

"Its paid through the month," Tam said, the smile still on her lips but not quite reaching her eyes.

The older woman seemed to struggle with that information, as if a war raged deep within her mind, to tell the goblin what was for tonight and then leave or to go and check the logs to be sure the goblin wasn't trying to steal from them... as her kind tended to do, "I have a nice beef stew cooking that will be ready in an hour along with some bread from this morning," she said finally deciding that she would tell now and then go check the logs after.

"That sounds yummy," Tam said, her voice as sweet as she could make it to the point it was almost sickly, "Thank you so much."

The older woman eyed the goblin for a few seconds more as if she wanted to say something more, but decided against it and went along her way.

Tam let out an annoyed huff as she opened her notebook up, determined to write or sketch something to relieve her anger, but the back of her neck tingled as she felt eyes on her, she turned a bit to see Ren staring at her, the android's head slightly tilt as if in thought. After a few moments in silence, Ren returned to staring ahead, whatever thoughts or comments Ren had, she seemed content to keep to herself.

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

asd.jpg


The Academy

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Trystan sat perched on a small stone bench in the Academy courtyard, Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition, sat in his lap. The book had a very lengthy title, and he thought that Bugglesworth likely had a bit of an ego problem, but he couldn't deny that the book was fascinating. Even looking past the theories written on the pages, many of which he wasn't quite able to understand, the magical enchantment that allowed anyone to read it, regardless of their knowledge, was incredible. One of the professors could know more, but he was hesitant about bringing it to any of them. They may decide to 'keep it for study' or claim that because it was discovered under the academy, it belonged to the academy. It was for similar reasons that he wasn't willing to bring Ren in and instead left her with Tam. Still, the book was a marvel. Did it somehow 'read' his mind to learn the language he spoke and reorganized itself? Did it 'pick' the reader and morphed to better suit the reader? Or was there some other mechanism at work that he was just unaware of? Was the book from the same civilization that Ren had been a part of? Or had the book been placed there later? And why had it been placed there? On a pedestal, in an abandoned cave... So many questions. He flipped through the pages, trying to absorb as much as he could, but even then, the book surprised him. Just when he started to grasp what it was saying, he'd turn the page and become lost... but when he went back, the information he had just absorbed seemed to have changed. Was he reading the book, or was it reading him? If he was a more cautious man, it would give him pause, but Trystan was not one to shy away from challenge or the promise of mystery and adventure.

Trying to decipher and understand the tome would take time, a lot of time, but if he could get help... The only question was who? He didn't want to take the tome to any of the professors until he knew more about it and it's secrets, and he didn't exactly have friends or study buddies within the walls of the academy... As if to answer his query, a flash of blond hair appeared in the corner of his eye. His head snapped up and turned towards the flash so fast Trystan felt like he was going to snap his neck. A familiar, haughty, elf woman walked past him in the courtyard, multiple heavy books in her arms as she was walking towards the library. Trystan snapped his book closed and sprung to his feet to race after her, "Hey! Hey.." His words died for a moment as his memory, once again, failed to recall her name, "You! Hey!"

As he called and drew closer, he noticed her shoulders tense up and her head lower as her pace picked up. She was trying to avoid him, Trystan broke into a jog, "Slow down, wait up," he said as he drew up to her.

"What do you want, Galvingar?" the all too familiar acid filled voice met his ears as her emerald eyes blazed at him already bright with annoyance.

"I need your help," Trystan said as he held up the book as if just holding it up would explain anything.

"I know you are a fool, Galvingar, but I don't have the time nor patience to teach you how to read," she said as she rolled her eyes.

"What? No!" Trystan said, his cheeks flushing for a moment at the insult, "If you stopped to talk for a second instead of looking down that big nose of yours at everything anyone did, maybe you wouldn't always be alone."

"I already said I like being alone," the elf said, "If you didn't have the memory of a gnat, we wouldn't be having this problem," she finished through gritted teeth.

"Look, just take a few step backs on the Snobby Elf Princess act for a few minutes, I found this tome in an abandoned cave system under the academy, and it's... amazing. It has secrets we can learn, the words change to make sure we can read it, I've never seen anything quite like it. As if every letter is a magical rune of it's own," Trystan said, his annoyance at the elf momentarily forgotten in light of the excitement of his discovery.

"So you found a weird book that was tossed out?" The elf said as she raised an elegant eyebrow at him, "It was likely tossed out for a reason."

"It wasn't tossed out. It was on a pedastal and there was this beam of light from an unknown source shining down upon it and it was guarded by this massive centipede thing and it was next to a room with a golem from 50,000 years ago!" He said in a rush, momentarily forgetting he had planned to keep Ren's existence a secret from everyone at the academy... but from the flat look she was giving him, it seems he didn't have to worry about her believing him and spreading it.

"Right," she said, drawing the word out to let him know just how little she cared or believed him.

"Okay, come check the book out with me. If it isn't what I said it is, I'll never bother you again," Trystan said as he tapped the worn leather cover.

Silence stretched for a few moments as she eyed him warily, "You won't bother me ever again? Is that a promise?"

"Yeah, it's a promise," Trystan said with a large smile, "We can even go to the library to turn in those books you have and look it over. You'll know in ten minutes."

"Fine," she said as she rolled her eyes, "Ten minutes then you never bother me again."

"Yes!" Trystan said as he almost skipped along, now he had a 'study buddy' for the book. There was no way she wouldn't be interested in the secrets it held, a thought suddenly came to him, "Hey, what was your name again?"

"Are you serious? You're a gnat, Galvingar, my name is..."

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Units
Trystan Galvingar [Adept Mage]
Tamif Fizzlewick
WR3N

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N

Order/Happiness
0/0

Armory
[Putting names here, but not going to actually make what they do and get them cleared until graduation]
Trystan's Spellbook

Silver Mirror

Grand Health Potion

Restores 3 HP

MISC
Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition

Spellbook
-

Academy Education
3/6 - Practical Class [Has advanced to Adept]

Unit Rules
Tamif Fizzlewick
Hero
HP 2
Attack 2
Offense 2
Defense 2
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)

WR3N

Hero
HP 4
Attack 2
Offense 2
Defense 2
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)

Resources
Start of TurnIncomeExpenditureRemaining
900090

Actions
Create Dispel Scroll [2 actions]
Study Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition

Free Actions
Explore Academy
 
The Children of Mekhane
"A Blueprint allows the reader to construct an idea in their mind and come to truer understanding, no matter what form that idea takes." -Sister-Schematist Frisket, Printing the Truth of The MEKHANE.
Turn 9, Spring

Eight sleek forms wrapped in bronze metal, punctuated by long vertical windows that spanned entire floors, rose up from the city below and pierced the sky. From their bases a network of smaller towers and buildings sprawled outwards. They were geometric in design with eccentric shapes and forms, defined by precise angles and perfect curves, giving the birds eye view of the city a feeling reminiscent to that of an abstract artwork. The buildings were cut by various interconnected roads and walkways, and hidden below the ground was a further network of such connections that turned the city into one massive hive. The urban sprawl continued until suddenly stopping, the concrete jungle hugging the large bronze-platted walls of the city

The Shepherd Bumaro took in the scene as if from above, through their office lay far below the tops of the towers they stared down at. They contemplated the state of their people, calculations of what had happened, what should happened, and the steps to take filling their mind. Great change had come to their city and people in the past few months, though the future still promised more. New high-rises whose metal innards were still hot from the forge framed the cities new skyline, filled with new machines and new industry. But already these latest breakthroughs seemed antiquated and unfit for HER city, put to shame by the wonders within OMARs "museum"

Already the cities brightest minds were within his facility, the Inventors working to understand the Old Tech, the Foragemasters how to recreate it, and the Scholars planning how to implement it. The old would become new, and the city would change once more. Every building would need to be retrofitted- some even would need to be brought down entirely, to make ways for new roadways to accommodate these horseless metal carriages. it would be some time before many of the wonders saw widespread use in Amoni-Ram, but they would be ready for that day. Progress was ever demanding and ever forward, and so cranes and work crews filled the city once again.

But the future was not filled only with optimistic ambitions, warnings of struggle and conflict were on the horizon. The rumors of a "Song" that infested the minds of men and turned them savage- an aspect of THE FLESH, surely, concerned The Shepherd. But such a thing was a known through to them. They had faced it before and they had always that they would face it again.

What concerned Them more was the events organized by the illusive "Auctioneer". This figure had access to seemingly endless troves of strange artifacts, both magical and technological alike, and many unknown factions willing to bid entire coffers on them.

Part of what concerned The Shepherd was the unknowability of the affair. Every month they sent their representative to the Auction, a Chosen named Anton. And every month they returned, often empty handed, with only vague, uncertain memories of the event. He could recall that three items were bid on each time, and some hazy details about them. But never their exact form or what they did, never enough to determine what they were. He could also recall that many strange peoples hailing from strange nations from far-off lands attended the auction and emptied coffers to obtain these items. But again the details were unclear, the who and what remained elusive with the only certainity being that there were indeed others.

This, however, was not the Shepherds main concern. Powerful artifacts may indeed fall into wicked hands, but what concerned the Shepherd most was that many of these peoples seemed to be able to pour out far more than the whole of Amoni-Ram could muster each month for these items. This, combined with the inability to remember the details of each auction, meant that a piece of HER could go up for sale, Anton outbid by a potential servant of THE FLESH, and They would never know. It could even have already happened, and They would be none the wiser.

It was a matter of grave concern, made worse by the emptying of their coffers, spurred on by their recent militarization, rebuilding, and the purchase of such an aforementioned artifact from The Auctioneer. It had been a foolish move to spend all Amoni-Ram could produce for 2 months on such an item- but Anton had feared this item may have been a part of HER, and so in his righteous fervor, threw caution aside to ensure it would not fall from their grip. This would prevent them from bidding for some time, and if a part of HER came to the table within that time... They would rather not think of what could happen.

But all would be well. Small bumps in a road that had lasted for centuries, and would last centuries more. The rebuilding of MEKHANE would take generations; and no force could keep HER pieces separated forever. So long as HER BLEEDING HEART yet beat, she could never truly fade from this world.

A knock on their office door ripped them from their thoughts and back to the present.

"My Shepherd, the Triumvirate awaits you within the Hall." Their attendant called.

The Shepherd let the view of their city fill them for a moment more, and followed Famir towards the Hall, a plan already formed within their Mind.


***


(Fluff owed from previous post for this turn. See previous post for actions)
 
Act II, Turn 9
Prime Ship, Freedom - Capital Settlement


"Finally. I won something! Look at this!" Zeke stood from his chair and walked to the Council Chamber Doors. He took out a key from his pocket and touched the door with it. Immediately, they could hear the door unlocking and opening. He turned around to face his fellow councilors. "Behold! The power of this artifact key! It will open all doors, barriers, or anything similar whether it be physical, magical, or mechanical in nature!"

The councilors looked at him with dead expressions. He waited for a couple of seconds for somebody to clap, cheer, or praise him but nobody did. He was confused. With how smart his fellow councilors are, they must know the importance of such artifacts in explorations.

Zeke suddenly heard a cough from behind him. His smile faded away and he slowly turned around to see Aleksey looking at him with a frown. "What performance are you up to now, Councilor Zeke?"

"Councilor Aleksey! Did you open the doors?" Zeke asked as he chuckled wryly.

"If not me, then who do you think?" Aleksey then moved forward and walked past him to take a seat on her assigned chair with the doors closing behind her.

A laugh then resounded across the chambers. Everybody turned around to see Kiel laughing so hard tears were welling up in his eyes. "Councilor Aleksey, you ruined Councilor Zeke's presentation. He was about to show how this artifact he spent a lot of our resources on works. Apparently, it can open anything!"

"Is that so? Well, apologies for the disruption then." Aleksey then smiled sinisterly. That was the best time for her entrance. She told the Council she would be late but not absent from the meetings. She got held up by something important in one of her research projects.

"I promise it works! That was just an unfortunate coincidental moment. Security! Make sure nobody else enters the council chambers!" Zeke then sighed. He did the same thing and stuck the key to the door. This time, everybody could feel something unexplainable as the doors unlocked and opened up. "Security, nobody opened it, right?"

"No, Sir." The security officer outside the chambers shook his head. Also wondering how the doors opened, perhaps Councilor Zeke manually opened it from the inside. Zeke nodded in satisfaction when he saw the councilors' expression of shock. "I don't have to explain much the importance of this artifact. You guys know yourself. Explorations will be much easier!"

"Finally, you got us something useful from the auction." Bromnir chuckled.



Resources
Start of TurnIncomeExpenditureRemainingNext Turn
2681372653140

Income: [10(Fishing Ships), 40(Fishing Village), 40Capital), 40+40(Farming Village)] + 10% - 25% = 137

Pure Magic Crystals
2

Settlements:
Prime Ship, Freedom - Capital Level 2
Fishing Village, Guardian Coast - Farming Settlement Level 1
Resource Ship 001, Bounty - Farming Settlement Level 1
Orc Military Camp - Military Settlement Level 1

Total Units:
Enigma Prime, Military Hero
Orc Chieftain, Military Hero
Lord Ga'Lade, Military Hero
Lord Katazok, Civilian Hero
2 Valkyrie, Legendary Unit
1 Aegis, Elite Unit
2 Orc Marauders, Elite Unit
2 Swamp Witch, Elite Unit
1 Curator, Troop Unit
9 Sentinels, Troop Unit
2 Strongman, Troop Unit
8 Garrison Protectors, Troop Unit

Deployment
Empyrean Legion(1st Army)
Enigma Prime
Ogre Chieftain
Nickel the Stout
Lord Ga'Lade
2 Valkyrie
1 Aegis
2 Curator
9 Sentinels
2 Swamp Witch
2 Ogre Marauders
1 Strongman

2 Protector Units per Settlement

Order/Happiness
-1|0

Population
20/35


Magna Legacy
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 6+, kills a troop unit. On an 8+ kills 2 troops or 1 elite. On a 10, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Crystal Cannons
Settlements count as a number of units equal to 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.

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.
Knowledge begets Knowledge
Every 2 Level 1 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.

Heavy Bombardment
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 10, the unit is hit by a magical shell from the bombardment and takes 2 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

Collective Protection
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.

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.

Heaven Refinery
Through a breakthrough in the developments of magical engineering, the Collective has developed a new and 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 +1
Level 3 Capital +2
Level 5 Capital +3


Acquired units have been automatically modified to flying(+1 movement, +1/+1) as per one of the Collective strengths.

Enigma Prime
Flying Hero Unit
Movement 2
HP 5
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

Lord Katazok
Civilian Hero Unit
Additional Strength: The Power of Katazok: All troop units gain +1 HP
Additional Weakness: Unknown

Ogre Chieftain
Hero Unit(Modified Flying)
Movement 2
HP 4
Attack 2
Offense 4
Defense 4
Healthy Appetite: +2 HP and when an enemy unit is killed, eats them and regains +1 HP lost back to maximum
Tough Fighter: +1/+1


Lord Ga'Lade
Hero Unit(Modified Flying)
HP 4
Movement 2
Attack 2
Offense 1
Defense 1
Duel of Honor: Lord Ga'Lade challenges the leader of an attacking group to a duel (Leader or Hero unit). If they are not there, he challenges the strongest unit in the attacking group. Both combatants have their Offense and defense reduced to 0 and gain no benefits from any bonuses, either nation strengths or upgrades. The two leaders fight until defeat. If Lord Ga'Lade wins the duel, the other unit is not killed, but cannot participate in any further battle. If the army decides to continue fighting, they are demoralized and fight at -2/-2. The same goes if Lord Ga'Lade loses the duel.

Resplendent Heroics: Lord Ga'Lade is an inspiring figure and boosts all the allied troops in his square with +1 HP

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 2
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 2
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.

Strongman
Troop unit(Modified Flying)
Tier 1
Movement 2
HP 2
Attack 1
Offense 1
Defense 1
Overpower: Instead of attacking, can prevent 1 troop-type unit from attacking.


Aegis
Flying Elite Unit
Tier 1
Movement 2
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)
Movement 2
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

Ogre Mauraders
Elite Unit(Modified Flying)
Movement 2
HP 2
Attack 1
Offense 2(3)
Defense 2(1)
Fighting Good: Ogre Mauraders when initiating combat, gain a +1 Offense and -1 Defense, but also deal an extra +1 damage. They are also very hearty and have +1 HP


Paid Actions:
Research Advancement: Security Droids
Security Droids will be deployed to maintain order in Collective Settlements.

Effects: Order +1
Research Advancement: Sky Barrier
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its unit. Magical barrier absorbs x 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.
Upgrade Settlement: Capital, Freedom Ship(1/5)

Free Action:
Policy Action: Manufacture of Greatness - Roll a d10, develop a GM Equipment on an 8+. (Rolled 2, no artifact manufactured)
Movement: Freedom Fleet moves 2 tiles East.
Exploration: Freedom Ship explores tile after movement.
 
Last edited:
Birth of Nations: Act 2: Age of Colonialism


Wilhelm vs Rottus Glottus


Somehow, some way, the rage fuelled Wilhelm and found himself in the final of the tournament. With his trusty rifle and pinpoint accuracy, all his opponents had fallen. His anger meant that no foe was shown mercy and that remorse was non-existent in his dead, emotionless eyes. His opponent was a troll whose very existence was a blight on all around it. The fluids it leaked corroded all that it touched while its intelligence was called into question.

The horn blared for the start of the battle and as with all previous rounds, WIlhelm unleashed a shot almost instantaneously at his opponent. Rottus took the shot to his abdomen but barely flinched as it felt the piping hot metal come to rest in his acid filled stomach. The troll raised its head to look at Wilhelm and let out a thunderous roar, its spittle melting through the rocks before it.

As Wilhelm reloaded Rottus broke into what could be called a run, charging towards the human. Another shot rang through the air, this time catching Rottus just to the right of its sternum. The troll continued forward without hesitation.

Wilhelm fumbled for another round, dropping it as he missed the chamber. He kept his eyes on his foe, swiping at the floor beneath his feet. Dust…sand…loose gravel…before finally the familiar feel of metal. He gripped the bullet tight, taking a breath to steady himself and this time, slotting the bullet in with precision. With a quick cock of bolt his rifle was back up against his shoulder. He looked down the barrel and aimed right between the eyes of Rottus. His finger squeezed the trigger and the thunderous roar of the gunshot filled his ears.

He looked on wide-eyed as the giant beast lost its footing mid-stride, tumbling heavily to the ground. Dust was kicked up into the air but the beast came to a stop several metres in front of him. Face down in the dirt the beast had a bullet hole on the back of its head, the noxious smell of the beast's wound turned the stomach of Wilhelm who took several steps back. He raised his hands in victory before falling to his knees. His eyes began to well up, reddening as they filled with the tears he had held in for so long. He wept profusely, his anguished cries finally allowed to show as he had felled his final opponent…or so he thought.

Rottus lay face down in the dirt, waking up to find himself with a mouthful of soil. His head was wracked with extreme pain as the bulletwound was beginning to knit itself shut. What Wilhelm failed to realise about the river troll was its race's capability to heal even the most grievous of wounds.

Wilhelm’s cries deafened him to the groans of Rottus as he rose to his feet, the hole in his forehead having almost disappeared already. The headache the troll felt was filling him with anger and that anger was going to be directed at the weeping Wilhelm.

The troll thundered forward, its heavy footsteps alerting Wilhelm to the coming threat. Through tear filled eyes the blurry figure of Rottus grew before Wilhelm only saw darkness. Rottus had gripped his opponent by the upper body one handed. He raised the far smaller man above his head before slamming him into the ground before him. Wilhelm’s bones shattered almost instantly on impact, reducing him to little more than a blob of flesh and blood. He could only manage a muted scream of pain, such was the physical trauma he had suffered. The agony was beyond comprehension but fortunately it would all be over soon after.

Rottus picked up the flopping body of his opponent and stuffed him whole into his mouth, chewing him thoroughly before swallowing the man from Fafrium. The battle was now in fact over. All of the favorites had perished and the one that remained, the winner of the entire tournament, was a river troll who was more interested in the contents of his belly button than anything else.

The Gobbos Acquire Rottos Glottus as 1st placed prize. Stats are as followed:



Rottus Glottus

HP: 4
Attack: 3
Offence: 3
Defence: 3

Lord of the River Trolls: Unlocks River Troll Monster Unit. In addition, he has the traits and stats of a River Troll base, but +1HP, +1 attack and +1/+1.

Corrosive Vomit: Rottus' attacks inflict +2 damage, ignoring saves.

Extra 1: River Trolls gain meatshield.

Extra 2: River Trolls lose stupidity.

---

River Troll
Monster
HP: 3
Attack: 2
Offence: 2
Defence: 2

Regenerate: At the end of each round, roll a D10 for each lost HP, even if the unit has lost its last HP. On a 9+, regain a HP. This can result in units not dying. Units who lose their last HP to a flame attack do not make the roll.

Stupidity: Roll D10 at the start of combat for each River Troll unit. On a 1 they wander to a nearby hex and do not participate in combat that turn.

Bonus 1: Everything's A Weapon: +1 attack




Second Place Prize goes to Fafrium Remnants:

Infantrymen unlock new ability-

Wilhelm Scream: In honor of their fallen warrior from the tournament, all infantrymen are capable of a blood curling scream during battle. Before initiation of combat, roll a d10 for each infantryman on the field. On an 8+, a unit runs away to a nearby tile and does not participate in the battle.


Third Place Prize goes to The Rahzen

Blizzen unlock new ability-

Absorb: If an enemy is down to 1 HP, instead of attacking normally, can instead roll a d10. On an 8+, it absorbs the enemy unit. This attack overcomes all saves and regeneration abilities.




—-------------------------------------------------


Clan Spike Horde

Mahk stared at the head of Pwca that was in his hands. It was a vile creature that had been responsible for the deaths of so many warriors and innocent people. So much indiscriminate slaughter that had occurred.

His people had at least been able to go down fighting, they would not have to answer for themselves. The warrior pride and ability had been satisfied. Especially from all accounts, each Orc Warrior took out at least 5 Mabinogi fighters before going down. It was something to be proud of. Especially since they were fierce combattants.

This creature of nature… he would make sure that it would not get the satisfaction of joining in the dirt. He would ensure that it would be tossed out to sea, far from this native ground. He didn’t deserve this place of rest. The remaining Mabinogi corpses would be burned outside the village.

The Cogs kept their oath. And for that, they have a friend for life. They speak of building a true alliance between the nations. And Mahk now believed it, whereas before this, he would have been skeptical to a T. Now, it seemed the future awaited them.

Actions: Train 3 Orc Warriors

Orc Warriors 6



—-----------------------

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:


Beating Mechanical Heart

A heart made of metal. It seems to continue to beat at regular intervals as though processing something.

Black Steel Spear

A spear made of metal that seems almost too dark to mentally process.


Silver Orb

An orb that has a silver glow about it.


Month 10, Turn 10, Year 1290

Yf44gIIMszWXxqWyLnklBAjR-i_kZ_nmHWgMP58-blLOJ3-bdeVGHOH-7hy6MbmainIzx2tkgsNDgJzwplNjBhZsXGRaj4al95OUfyvJzSGEmnx9ZoaaXavhb0MNVbrWEZi8r-y6


The Gobbos

-Build Farming Settlement on Army 1's final location - 3 of 3 actions
-Advancement- Level 1: Goblin Spearmen cost 10 less resources.

Explore Cathedral: The Cathedral looks tattered and worn by the ages, but somehow not as much as it should be. Long and Overly Tall steps linger at its opening, somehow distorting the view of its surroundings. A dark red light glows for a moment inside before disappearing. Thick heavy iron doors block the path inside. (Continued in Exploration Chat)

Penumbra
  • Rebuild Teera (2/3)​
  • Rebuild Teera (3/3)​
  • Build Temple in Umbra​
Explore: At the edge of the forest lay an ancient ruin of stone that is partially submerged under water. It seems as though the land and water have been reclaiming these ancient structures. (Continued in Exploration Chat)



Rahzen

Research Advancement: Call to Water-

Unlock Water Spirits

Water Spirit
Elite
HP 1
Attack 1
Offense 1
Defense 0
Defensive Shield: Instead of attacking, can give 1 unit a 0/+1

Upgrade Capital to Level 3 (2/6 90 resources paid)

Explore: The mountains are a dangerous trek, but the group soon enough find a graveyard of ships. (Continued in Exploration Chat)

Coghaven

1. Science Institute: Built at the request of CORA to begin expanding the scientific and technical knowledge of Coghaven. (15 Resources)
2.Grizzakis Monument: Orc Warriors get +1/+1 when fighting in the field with Coghaven units. (15 Resources)
3. Cog Alliance Monument: Trade between all alliance members improves by +10 (15 Resources)

Quest 2 Complete

Reward- Robotists

Robototist
Civilian
On site repairs- Save 1 Cog Machine on a roll of 7+. (Useable once per encounter)


Quest 3: Donate 150 Resources

“Now that your people have begun to properly grasp what I have to offer, I require a much larger amount of resources in order to regain improved.”

The people of Del Gargo throw a festival in honor of the Cogs. Gain +1 Happiness

Funeral Ceremony instills a sense of responsibility in the Cogs. Gain +1 Order



The Children of Mekhane

1. Upgrade Amoni-Ram to level 4 (1/6 actions)

2. Upgrade Amoni-Ram to level 4 (2/6 actions)

3. SPLIT ARMY: Split Mekhanite Skirmishers from Army 1 to form Army 3.

4. FREE MOVE: Army 3, "Her Fleetfooted Emissaries" move NW and then N

5. FORCED MARCH: Army 3 Moves N (tile is difficult terrain so uses all movement)



Yamabuki

Upgrade Settlement Capital with Huang He Standing Army (5/5)
-
Train Troop Unit Fire Crow for 20 resources

Explore: The army arrives at a large cave. The cave itself is guarded by men wearing heavy metal armored suits. Outside the cave a number of them seem to be servicing a large metal ship of some kind. (Continued in Exploration)

The Flessi Assembly

1. Upgrade Carcass to Level 3 (2/6)
2+3. Cultivate Shellbound for The Spine Garrison(1/2)
3. Cultivate Magic Shroom (1/3)

Trystan Galvingar

Create Dispel Scroll [2 actions]
Study Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition- Unlocks Reflection Spell. 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.

Explore: While out exploring at night, Trystan spies a small group of boats pulling up to the shoreline. From what he can tell, they are made up of many different races, and seem to be taking orders from a somewhat bookish man wearing tattered robes. (Continued in Exploration)


Straed Collective

Research Advancement: Security Droids- Security Droids will be deployed to maintain order in Collective Settlements.

Effects: Order +1

Research Advancement: Sky Barrier- At the start of a battle, settlements can deploy a magical barrier that protects the settlement. Magical barrier absorbs 2 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.

Upgrade Settlement: Capital, Freedom Ship(1/5)

Explore: A large obelisk towers over the land. It is guarded by a large army of heavily armored soldiers. (Continued in Exploration Chat)


The Academy

The Fafrium Empire



Mercenary Hut


Name Description # Available Cost Upkeep
Fafrium Tattered Troop HP 1 Movement 1 Attack 1 Offense 0 Defense 0 Repeated Fire- Gains a second attack on an 8+ Fafrium troopers that managed to survive the destruction of the colony 2 30 Resources 10 Resources
The Traveling Mages Elite HP 1 Movement 1 Attack 1 Offense 1 Defense 1 Spells: Can cast 1 spell a turn- Haste( Gives one unit +1 Attack) Fireball(Attacks 1 unit for 2 Damage. If roll is below the normal hit, still deals 1 damage) Tornado(Blows away 1 unit from the battlefield and doesn’t let them act. Gets to choose) Traveling Mages that move from place to place, selling their magical skills to the highest bidder 2 40 Resources 20 Resources
Ga’Lade’s Brigade HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Honor in Combat- Can declare a duel and fight 1 unit vs 1 unit without any interference from any other unit. If a unit is defeated in this manner, they can be captured instead of killed. Soldiers wielding firearms and blades but wearing lightweight armor similar to that of a knight. They are trained from the order of knights that worked their way back to serving under the legendary Lord Ga’Lade, a hero from the Time of Chaos. Counts as a legendary Type unit 1 60 Resources 30 Resources
Ancient Machine HP 4 Movement 1 Attack 2 Offense 2 Defense 2 Heavy Metal Armor- +2 HP Repair Systems- For each unit that it defeats in battle, repairs +1 HP A powerful machine of unknown origin. It will fight for your cause if you pay its price 1 80 Resources 40 Resources
 
Great Cog.gif

Coghaven





"You don't have to do this, your people have more than proven their dedication to our alliance," Chieftain Mahk said as he peered over a map with Overseer Runcible Thorpe.

"Nonsense. You asked us to help you expand your holdings. This will also provide housing relief while Dal Gargo gets back on its feet. We're going to show you what we're truly good at when war and blood isn't threatening to consume all of us," Runcible said with a dismissive gesture.

"Still, you should build your own first. We've built a strong bond off your industry," Mahk tried to counter.

"No, we feel obligated to do so. Your people took the brunt of the war. We're going to damn well show we do not forget our friends. You'll see soon, we'll build your a port with plenty of industrial capacity to let your smiths really test their skills and limits," Runcible said with a bit more of a smile even as he gave a serious look. "I was prepared to die, Mahk. To destroy those butchers if they got through to give any survivors a chance. Let us do this... it will help quiet the more... violent memories."

Runcible looks at the map now with a sigh, flexing his mechanical hand as he recalls all the pain and strife it took to even get to this new land. He looks up at Mahk with a sad smile, one of a man who'd seen horrible things but was holding himself together for the sake of his people. The Cogs were determined to rebuild bigger and stronger than before. To them that apparently first meant giving the Orcs more to work with. They weren't taking no for an answer either. Every last one was stubborn and refused to be told they shouldn't or couldn't do that for them. There was a feeling of debt that the Cogs refused to not pay back to Mahk and his people for what was endured even as they had slung their own forces in wave after wave to try to preserve Clan Spike Horde and its home.

"Fine, its no wonder you lot worship a cog, you're relentless," Mahk finally said with a bit of a laugh that managed to make the more sullen Overseer smile and join him in it.

"We are and we never abandon those who become our friends. Now then, you better think up a name for your new port we're giving you," Runcible said with a chuckle still as he poured them both some beer brewed from Forgeheart in celebration of the recent victory. It was strong and a little coppery in flavor but it served its purpose.

Even as the pair spoke, the Coghaven forces were reorganizing and splitting. Warmaster Otherion would be leading the 1st Clockwork Legion out to overseer the exploration and construction in the lands to the north west. Fizzo Glint was sticking in Dal Gargo talking trade and teaching some orc merchants a few tricks when he wasn't offering ideas on weapons and armor designs. Despite his rotund frame and greedy nature, the goblin merchant was using his own skill set to help Dal Gargo stand back up on its own in their alliance.


Advancements
Basic Robotics (Lvl 1): Clockwork Soldiers gain a 9+ save
Aquatic Settlements (Lvl 1) - Settlements may be built on water tiles. Currently may suffers issues on a roll of 9+ on a d10.
Clockwork Auxiliaries (Lvl 1) - Each Settlement functions as having two +0/+0 Mechanical Defenders.
Grand Market (Lvl 1) - Establish trade benefits with allies or trade partners. Trade income of +10 per Trade Partner.
Trade Road (Lvl 1) - Improved Trade Income by +5 with Clan Spike Horde.
Widgets (Lvl 1) - Widgets generated every turn, collected sums able to be spent to reduce time or cost on advancements or mechanical units.
Winterizing (Lvl 1) - Remove Winter movement penalties for units.

Failsafe Advancements
Fury of the Great Cog (Lvl 1) - 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.
Soul Engine (Lvl 1) - Slaughtering or Sacrificing Forgeheart citizens fuels and amplifies the power of Fury of the Great Cog ten fold as their very souls feed the divine working.

Orc Advancements
Orc Battle Plate (Lvl 1) - Armor Improvement for the Orc Warrior units of Clan Spike Horde granting +0/+1 while allowing standard movement.
Orc Flame Bombs (Lvl 1)- Orc Warriors gain +1/+0 and deal Ongoing fire damage.
Orc Mana Stones (Lvl 1)- Magic Attacks against Orc Warrior units suffer -2/0
Grizzakis Monument (Dal Gargo) - Orc Warriors get +1/+1 when fighting in the field with Coghaven units.


Items of Interest
Omega Research Outpost (Inside Forgeheart borders)
Demon Destroyer Cannon (Research Material)
Demon Destroyer Chassis (Research Material)

Allies
CORA (Cognitive Operation Records Assistant) - Controller of Omega Research Outpost
Clan Spike Horde (Orcs)
Naltrox the Mighty Troll - Supplied Armor and Tools by Coghaven (20 Resources)

Questlines
Coghaven Quest 2: Train 10 units (7/10)
CORA Questline: Quest 3 - Donate 150 Resources (Completed)
Orc Questline: Quest 3 - Build the Orcs a Settlement. (Completed)
Troll Questline: Quest 1 - Build a Trade Post in the Northern Forest

Settlements
Forgeheart
Capital Level 2

Clockwork Fishery (Lvl1) - 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.
Modular Walls (Lvl 1) - 0/+1 to settlement defense bonus
Scientific Institute (Lvl 1) - Roboticist Training and Research
Cog Alliance Monument (Lvl 1) - Trade between all alliance members improves by +10.

Finley Station
Floating Base Specialized Military Settlement Level 1

Industrial Recalibration (Lvl 1) - Finley Station produces the full resource output of a Standard Settlement of its level each turn automatically.
Choose one of these free actions each turn:
-Build Submarine- No turn cost, but Resources count for Legendary
-Decrease Advancement turn by 2 to a minimum of 1.

Hero units
Mr. Finley
Civilian Hero
Machine Lore: Decreases cost of mechanical units by 25% at settlement that he is stationed at
Proper Maintenance: If stationed with a mechanical force, gives them a 9+ save. If they already have that save, it becomes 8+.

Total Troops
7 Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard
2 Ships
2 Troll Hunters

Deployment
1st Clockwork Legion
5Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard

2nd Clockwork Legion
2 Clockwork Soldiers
2 Troll Hunters
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Unrelenting Hunter: At the start of battle, choose unit type( Hero, Monster, Legendary, Elite, Troop) a unit will be randomly chosen from that type. If unit is down to, or only has 1 HP remaining, roll d10. On an 8+, enemy unit is captured instead of killed or attacked. If this action is taken, it uses both attacks

First Fleet
2 Ships

Finley Station 3rd Reserves
3 Clockwork Soldiers
(Shuttling to Dal Gargo to merge with First Clockwork Legion)


Order/Happiness
1/1

Population
13/40

Resources
Start of TurnIncomeCurrentExpenditureRemaining
12560 + 25 Trade210-20010
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of TurnIncomeCurrentExpenditureRemaining
18321/FONT]021






Actions
Build Industrial Settlement for Orcs NW of Dal Gargo (3 Actions, 50 Resources)

Free Action
-Give 150 Resources to CORA for her quest.
-1st Clockwork Legion splits off 2 Clockwork Soldiers and 2 Troll Hunters to form 2nd Clockwork Legion
-1st Clockwork Legion Advances NW
-1st Clockwork Legion Explores NW tile while building Industrial Settlement there
-2nd Clockwork Legion holds position at Dal Gargo
-Ongoing Recovery Support from Fizzo Glint and 2nd Clockwork Legion



 
Last edited:
Penumbra
STATS
001 Cities:
Umbra (Capital)
Barenziah (Farming Settlement)
Teera (Farming Settlement)
002 Faith: 2
Cities 3 (+3 Per Turn)
Temples: 2 (+4 Per Turn
Statues: 1 (+2 Per Turn)
Way of Light
STORY


YeNFU2DIOUY9d5ISPIThCRipEC3dxvhqT9nVUxSgP_dAS6BKGBbVQqCPTT5T-U-YMvX6bpdbvallX4dA9-lOQ2HBShUiXLZBIArgWlX7Xy82yBaBr_Em_OArRriKRxCrQhinR2Ev

Disease had spread through Penumbra like a wildfire through a forest in summer. Thousands suffered the effects of the brutal plague and many passed away after having contracted the illness. Those that refused to die were forever changed. Experiments performed by the Head Mage showed the people had gained an immunity to poisons and while that was a good thing, many of the nation were physically transformed by the plague. It left them repugnant and disgusting and not even the High Mage could reverse the traumatic transformation.

The people were in an uproar and many spoke ill of Arlethane and Aldur for allowing them to suffer so. Wyzen was distraught like many of his fellow believers, but this change of faith worked in his favor. He now had more support for his cause and the numbers grew by the day.

Arlethane and Aldur appeared to the faithful only in their astral forms which had been altered to make them appear unaffected by the disease. This deceitful act has kept the people’s faith in the pantheon for now. They looked to the unafflicted for the answers their mortal minds could not uncover.

“What are we to do now Arlethane?! Your dealings with the Auctioneer have brought us an illness from some twisted god and the entire nation is overcome with this…pox!” Within the throne room Aldur’s voice echoed again and again. The rasp and anger replied several times, emphasizing the minotaur’s frustration and disdain for the situation.

“You think I do not know this Aldur?” Arlethane replied in an apathetic tone. His tantrum and breakdown were all too much for her especially when the solution was simple. “We have always taken what titles the mortals gave us and fit ourselves into those boxes that they put us in. You were not born a god of war, but that was what they saw you as.” Aldur scoffed at the collected manner in which Arlethane carried herself and his hand tightened into fists when she reminded him of his own origins.

“If we are a pantheon overcome with pestilence who lead a people of sickness and plague, then we shall become gods of death, disease, and decay.” Arlethane sat slumped in her throne, covered in boils, scabs, and drenched in sweat. Her once radiant skin now faded like her formerly vibrant hair. Aldur was worse off however as his fur had fallen out and the disease had wracked his insides. He now felt a great deal of pain and suffered constantly.

Arlethane was overcome with despair and grief, but hid her doubts and uncertainty from even Aldur. She had survived the fall of their empire and rebuilt everything from scratch, only to be a victim of a god plague. “We’ll need to act quickly, Aldur. Rally the people to a new cause, a new purpose.” Arlethane whispered in a weak voice.

“Hear me servants of light.” The Goddess’ voice played in the minds of the faithful as if she were their conscious speaking to them. The entire nation came to a halt and an eerie silence fell over the valley. “The Dawn is nearly upon us. Within a few years time we shall achieve our goal of a purified and peaceful world. But first there is hard work to be done. The heretics of this world cannot persist if we are to reach The Dawn. So I have made each and everyone of you a weapon against heresy, my blades to strike down the non-believers who impede our path to salvation.” Worry filled the civilians of the nation, those of weak heart and weaker stomachs were uncertain what the future would hold for them. The fanatics and the soldiers however were quick to discern this new path they were being told to walk. The road to The Dawn was pathed with blood and suffering. “This plague is our weapon! This pestilence will cleanse the world of our enemies until only the faithful remain! Rise and take up arms for the day of reckoning is upon us!”

An eruption of cheers and battlecries rang out from the barracks and spread across the capital. The once downtrodden people now had purpose again, but how long would it last?

ACTS

Cost Actions:
  • Build Statue in Umbra
  • Build Temple in Teera
  • Build Statue in Teera
Free Actions:
  • Army 2 moves NW 3 Tiles to Teera
  • Pay 100 Resources to the Auctioneer
© pasta


Divine Power Progression




This Turn Income Expenses Next turn
Faith 77 9 0 86
Resources 115 100 100 115


Umbra Teera Barenziah
Temple Temple, Statue


Plague Scythe Orb of Density
The entire nation becomes infected with plagues from the God of Plagues. They all become immune to poisons and similar effect and gain a save on a 10 or improve a save by 1. The bearer has +D3 extra attacks a turn. Enemy units on the same tile suffer a hit on a 10, being overcome by the plagues. The bearers nation can always move but are always limited to M1, ignoring all traits and abilities that would increase or decrease this capability. They are also strikes last. (Fluff Note: The populace become truly repulsive and impossible to be around for any extended period of time as they will kill non-infected quickly.) Equipped by: Aldur All flying units in combat with the orb lose flying and take a hit on 10 at the start of combat. Weakness: Bearer is strikes last. Equipped by: Song Guardian


Army 1 Army 2 Army 3
Composition: 2x DawnGuard (Greatswords) 1x Aurum Wyverns 1x Soleil Canon Aldur, God of War 1x Spectrum Sailor 1x DawnGuard (Greatswords) 1x Soleil Canon Song-Guardian Slitherscop
Location: Umbra Ancalen Teera
 
Final-2f.jpg


The Snoring Dragon Inn

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

A week had passed since meeting Withers and his group and the party hadn't done.. much. From what Tam could gather, Rokk woke up early every morning and left the Inn. They'd return sweaty and tired, would bath, eat and then leave again, not returning until night where they would gorge themselves on whatever was made, making everyone, including the hostess, feel uncomfortable before retiring for the night. Ren was.. Ren, she seemed content to follow Tam around wherever she went and stand guard over her. Most of the other guest never seemed to mind the fact that Ren was always clothed from head to toe and never seemed to get uncomfortable or 'idly' move. Tam had even overheard whispers that Ren was some sort of elite guardian from the old world sent to guard Tamif who was secretly a noble or princess... Tam was never quite sure what to make of it, it felt embarrassing to have people believe that she was someone important like that, but she didn't say no to the slightly more polite way the staff would treat her even if a small part of her was offended and angry that they would so easily believe that and only treat her better because they thought she came from wealth and power. Treating people like, well, people should be the standard and not be contingent on the belief, real or fake, that someone was of a higher status. For her part, Tam spent her time writing, reading, eating the occasional sandwich and brooding. Over the last week, Tam had gone through a bit of a whirlwind of emotions, anger, regret, bit of sorrow and guilt before going back to anger. Anger over what Trystan did, anger over the situation, incredibly angry that Trystan hadn't stopped by in a week to either apologize, make amends or even go on one of the late night 'patrols'. Late at night, when she lay awake in her bed that was four times too large for her, idle, traitorous thoughts would sneak in, thoughts that Trystan was gone and wasn't coming back, content to hide out in the academy walls away from them... Or that something may have happened... Or that she should be the one to extend the olive branch, but each time those thoughts came up, Tamif would do her best to crush them. She wasn't at fault here. He was, and she would be damned if she was going to be the one to approach him.

Tam let out a very loud, and angry, huff from her spot at one of the dining tables. The bowl of gruel in front of her did not look appealing in any way. Even with the extra bit of cinnamon she had added to it when she sat down, she just wasn't hungry.

"Tamif, you require sustenance," the metallic voice of Ren came form behind her, in her customary spot against the wall, "You did not eat last night either."

"I'm fine," Tam said, her voice a little harsher then she meant, "I'm just not hungry."

"I request that you eat some," Ren asked, her tone not changing, but Tam couldn't help but feel like a child being told to eat 'just a few bites' by their parent.

Tam rolled her eyes, lifted her spoon and forced a single bite of the gruel down her throat before she half turned to Ren, opened her mouth and stuck out her tongue, "There, I had some," she finished knowing full well she was being a bit childish.

The metallic eyes of Ren watched her, they didn't change, but Tam could almost feel the disapproval radiating from the android. A grunt drew both of their attentions as Rokk sat across the table, his large bulk taking up most of the side. Still bare chested with scars over his body, the large man made everyone else, including Tam, feel extremely uncomfortable during his stay. She couldn't help but believe he enjoyed it. Enjoyed making people uncomfortable and afraid, as if he got some weird enjoyment out of it, "What?" Tam asked, "How about you speak instead of just grunting like a pig?" She asked, her mood beyond sour.

Rokk set his spoon down into the half-eaten bowl of gruel in front of him and starred down at Tam, his scarred brow furrowed, his eyes growing dark and his large fist tightened and the air grew tense. Under normal circumstances, Tam would have been a bit worried. Rokk was big. One punch from someone like that could probably snap her spine, but she was beyond the point of caring. She heard the soft swish of a robe as Ren moved closer behind her to stare over her head at Rokk, close enough to intervene and as a warning to the large man. Rokk's dark eyes moved away from Tam's, up to Ren's as he took in her measure. After what felt like an eternity, Rokk's body relaxed and he tapped the table a few times, each producing a heavy thud next to his half empty bowl.

Tam rolled her eyes before she slid over her bowl of gruel to Rokk, "You should try speaking sometime," she said, "Might be able to get a better name then Rokk if you did."

Rokk emptied her bowl into his, "You're lucky," he said, his voice sounded like two boulders that were grounded against one another, "If Withers did not need your boyfriend, you would learn why they call me Rokk."

"He's not my-" Tam growled, "And you're the lucky one, hun. I've never seen any one stronger then Ren."

Rokk didn't speak, but instead grunted once again, that single grunt somehow managed to both mock and doubt her at the same time as he lifted a spoon full of gruel to his lips to swallow it whole and even went so far as to smack his lips a bit.

"Try it," Tam said, more then happy to find an outlet for her pent up anger, "But don't cry to your boss when you lose."

Rokk slowly set his spoon into his bowl, pushed it to the side and set his elbow on the table, "Let's see what you got," he challenged as he glared over Tam and at Ren, his hand in the air.

Silence followed for a few seconds before Ren finally spoke, "I do not understand what I have that you wish to see."

Tam blew a lock of hair out of her face, "Sweetie, he wants to arm wrestle you," she paused to let Ren sink it in but when she realized that term meant nothing to her, she held out her arm at a right angle, "You grab his hand, and both of you try to push the other's hand down towards the table. Whomever pushes the other all the way first, wins. You can only use your one arm, can't grab ahold of anything and have to stay still," she said, pushing her arm down as she mimicked the motion.

"I see. What is the purpose?" Ren asked as Rokk grunted in annoyance, "To test your strength."

"This seems like a foolish way to test something," Ren answered, her tone as neutral as ever.

"Please, Ren?" Tam asked as she scooted over in her seat to give room for Ren, "We need to take him down a peg."

"I see," Ren said even though she did not see nor understand.

Ren slid into the spot, moving with an almost inhumane grace as she extended a silver hand to be almost engulfed by Rokk's much larger mitt.

"Okay," Tam said, as she stood up on the bench and leaned over to place her hands on top of the clenched grips, "When I say start, push with all your might. Wipe that smug smirk off his face, girl," she said as she gave Ren a toothy grin and large wink.

"Ready..." Tam said as she pulled off her hands, the moment hung in the air before Tam motioned with her hand to start. Loud grunts of exertion filled the air as Rokk pressed against the small hand will all his might. His arm bulged with muscles, nearly as wide around as Tam's waist, a vein grew and pulsed on Rokk's forehead as he put every ounce of his strength in.... Yet nothing seemed to happen. His face turned an odd purple, he bit his bottom lip as he put everything he had into it... a minute passed and nothing before it clicked, "Oh! Ren, you can start!"

A fraction of a second later, Rokk's hand smashed into the table with a deafening crack that split the air. Both Rokk and Tam starred for a minute in mutual shock at Rokk's pinned hand and a large crack that formed under his bloody knuckles. She knew Ren was strong but... She glanced at Rokk's surprised face, his thick eyebrows higher then she had ever seen them and she started to inch away from Rokk not wanting to know what the large man would do now that his pride was injured.. But what he did made her jump just as much, Rokk threw his head back and laughed. A deep laugh that almost seemed to echo, "Well done!" he pulled his hand free and shook it, drops of blood flung through the air from his knuckles, "I've never seen anything like that before, you're not bad. Ren, was it?" He asked.

"Yes," Ren said, "That is my current designation," as she stood from the table to move back to her spot.

"Not bad at all," he said, his tone still gruff and hadn't lost that hint of challenge, but it seemed to be ever so slightly warmer then it had been before.

Tam smiled and stepped off the table to sit back on her bench, "Great job, sweetie!" she said as she gave the android a large, toothy smile.

"Hey, what did I miss?" A new, but familiar, voice cut in as Trystan walked over to them and set a wrapped bundle on the table that clanked and rustled. He offered each of them a large smile, "Sorry, I haven't been around all week, I was making this," he said with a hint of pride as he motioned to the wrapped bundle, "But seriously, what did I miss?"

Tam felt a sudden mix of emotions, anger, relief, embarrassment, joy... more anger. As Tam worked on deciphering and organizing her emotions, Ren spoke up, "Tam asked me to 'arm wrestle' Rokk,' she supplied.

"Oh, that sounds awesome," Trystan said as he looked between Ren and Rokk... then down to the crack that ran along the table and the bits of blood... to Rokk examining his injured hand and the blood that trickled down the split knuckles, "Ouch, you need any medicine? Gotta be careful with Ren, she's... strong."

"I'm fine," Rokk said as he examined his knuckles, "Pain is good, teaches the body and mind."

"You talk?!" Trystan said as he gave a half-laugh that sounded incredibly awkward even to Tam's angry mind, "I wasn't sure you did."

Whatever Rokk thought of that he kept to himself and instead, offered just another grunt in way of response.

Silence returned for a few, long moments, "Tam," Trystan said as he ran a hand through his hair, "Sorry I haven't been around all week, I've been making this," he said as he placed his hand on the bundle.

Tam looked up at the boy, the large smile on his face as his eyes seemed to be searching for.. something, "That's nice," she said, her mouth in a line as she tried to be as 'polite' as possible.

"I'm not really good at this whole," Trystan said as he waved his hand in the air as if to conjure the words, "I mean.. Look, I'm sorry. You're right, I shouldn't have just ran off without you two. It was stupid and wasn't fair. I just.. Was in the moment and so acted," he said and started to move into explaining his actions but from the look she shot him out of the corner of his eyes he stopped, "But," he said as he stressed it, "I realize I need to think and definitely tell you before I intend to do anything like that again because we're a team."

"You remember this moment, Trystan," Tam said as she offered him a small smile, "Because I won't let you off so easily if you do it again."

"I'll try not to!" Trystan said, a heavy, invisible, weight leaving his mind, "But I got you something."

"Me?" Tam asked, her head lifted in surprise, "Oh, you didn't need to," she murmured, already feeling the light blush rise to her cheeks.

"No, no, I did, I was thinking, hey, Tamif doesn't really have any weapons and if we run into danger again, it would be good to have some, so I got these," he said in a single breath, the rush of words almost blending together as he pulled back the cloth to reveal a short sword in a scabbard and a etched crossbow.

"You got me weapons?" Tam asked, her brow furrowed as she tried to make sense of it. She wasn't sure what she thought he had gotten her, or what she hoped was under it, but this.. wasn't really it.

"Yeah!" Trystan said as he picked up the short sword and drew it, the polished metal seemed to shine, "I bought this from a guy I know, he said it's one of his best," he was interrupted when Rokk reached out with a large hand and grabbed it from him, seemingly unconcerned by the notion of the blade slicing into his hand.

The large man held the blade up, looked at the edges and even gripped the tip and bent the blade one way and then the next before he let it spring back into shape. After his test, he slid the blade back into the sheath and gave a single grunt accompanied by a nod and set it back down on the table. Apparently, it had passed whatever inspection Rokk had for it.

"That's.. nice?" Tam said, still not really certain what she was supposed to do with them.

"Oh, but this is what took me so long," Trystan said, his voice filled with pride as he picked up the beautifully craved crossbow, "I bought this from the same guy, but I added a bit too it," the crossbow seemed a bit small in his hands, but she realized it was made to suit someone of her stature, and while she wasn't totally sure of the gift, it did seem like he had put some level of thought into it. She opened her mouth but then closed it when Trystan turned a crank on the side and the crossbow started to glow.

Blue lines ran along its edge, the etchings in the wood seemed to glow from with and he pulled back the string and a bolt of light, energy crackling along it's surface as if it was made of pure lightning that was eager to break free of it's unnatural conferment appeared at the center, "Awesome, right?" Trystan said as he smiled at her, "I enchanted it myself! You don't need bolts or anything, you just turn this lever to activate the magic, draw the string back and this bolt will manifest!"

He flicked the lever back down and the bolt dissipated to nothing, "And when ya don't need it anymore, just flick the lever off!"

"I-" Tam started, she didn't know what to do with weapons, but... magic was rare, magic was expensive. He had made that for her? "I don't know how to use them," she said weakly, the crossbow was too much. He could get a lot of coin if he sold it. He could make a lot of coin if he just kept making items like that and selling it, it... was another reminder that they came from different worlds and while they walked the same path now, she was.. just Tamif.

"That's okay, Rokk can teach you!" Trystan said, seemingly oblivious to the glare Rokk shot at him, his mouth full of gruel.

"Withers did say he was very useful in the right scenario and this is a scenario and he would be very useful," Trystan continued, happily volunteering Rokk without his consent as easily as he would say 'Good day' to someone on the street.

"Fine," Rokk grunted from around the gruel, "We can start tomorrow morning."

"I... okay," Tam said, as she ran her fingles gently along the wood of the crossbow, still not quite believing she was an adventurer and now had a magical weapon.... she had magic.. Like in some crazy story, "Thanks, hun," she said, the corner of her lips perked.

"You're welcome! Oh, I need to tell her thanks to, she helped me make it," Trystan said as if he had forgotten.

"She?" Tam asked, her eyebrow lifting, she didn't know why, but suddenly she was a bit irritated.

"Yeah, my friend from the academy, she didn't want to at first, but bug her enough and she'll do it, plus she owed me from studying the book together," Trystan said, oblivious to anything his words may hint to someone who wasn't quite aware of every detail.

"Oh, you study together?" Tam said, her voice light and aloof as she kept her eyes glued to the crossbow, "Is she pretty? Just asking, I've never seen a woman mage before."

"I mean.." Trystan paused as he thought about it, "She's an elf, so I think so."

"That's just lovely, isn't it?" Tam said, her earlier irritation coming back, "What's her name?"

"It is nice! I may be able to get her to help me look for that book for Withers, really help speed that up," Trystan said as he plopped down next to Rokk on the bench, "Her name is..."

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Units
Trystan Galvingar [Adept Mage]
Tamif Fizzlewick
WR3N
Rokk

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk

Order/Happiness
0/0

Armory
[Putting names here, but not going to actually make what they do and get them cleared until graduation]
Trystan's Spellbook

Silver Mirror

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

Grand Health Potion [1]
Restores 3 HP

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

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.


Spellbook
Reflection
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.

Misc Items
Barnum Bugglesworth's Practical Theories of Spellcraft and Witchery 3rd Edition

Academy Education
4/6 - Practical Class [Adept]

Quest
Withers' Favor
Quest 1: Retrieve a book from the library that contains a resurrection spell

Unit Rules
Tamif Fizzlewick
Hero
HP 2
Attack 2
Offense 2
Defense 2
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)

WR3N

Hero
HP 4
Attack 2
Offense 2
Defense 2
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.

Resources
Start of TurnIncomeExpenditureRemaining
900090

Actions
Create a Mana Crystal [2 Actions]
Use Arcane Workshop to consume the Mana Crystal and enchant a light crossbow

Free Actions
Explore Academy to retrieve a book that contains a resurrection spell
 
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Yamabuki

Settlements
Huang He (Capital Level 2)
Standing Army
1 Samurai

1 Monk
1 Wyrms
1 Boat
1 Fire Crow


Shan (Standard Level 1)
Standing Army
2 Rock Hunters
Dragons Gate
1 Dragon Dancer
1 Wyrms


Xùnsù De (Military Level 1)
Standing Army
1 Samurai

Twin Pixies

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: At the start of a turn where happiness is negative, roll a d10. On a 10, it returns to 0.
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


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
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: 3


Total Troops
2 Samurai Troop
2 Monk Troop
6 Wyrms Elite
2 Boats
Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero
1 Skeletons Troop
2 Rock Hunters Troop
Twin Pixies Hero
Broken Jaw Butler Hero


Order/Happiness
0/0

Population
15/25

Spirit Tokens
1

Orders
Paid Actions:
Build Settlement Farming (Héchuáng) with Army Two for 45 resources
-
Build Advancement Irrigation Techniques* for 9 resources

*Probably Happiness +1 if possible. It's giving my nation fresh, clean drinking water and richer crops as well as making the water better for a whole heap of other things


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

Movement (Army One) 1 Tile Southeast
Exploration (Army One) 1 Tile Southeast

Army One

Abraxas
1 Skeleton
Broken Jaw Butler
1 Monk
3 Wyrms
Dragons Gate


Movement (Army Three) 2 Tile West

Army Three
1 Boat


Resources

Start: 123
Income: 72
Expenditure: 54
End: 141




With the Capital works completed after three long months, Huang He and it's people were finally starting to meet the lofty ideals set by their homeland. Though it's streets were not lined with glorious gold or soft snow like it's predecessor, the Capital was becoming a city the Yamabuki could be proud of and a fitting influence for the next step in transforming this new world for the better.

Tapping her quill against the ink pot, Lady Genmei perused the documents before her once again, the mass of papers consisting of weather reports, geological surveys and of course financial reports. After all, this would be the greatest project her people had ever done. Where as, in their homeland, they had been blessed by the great Golden Dragon's presence and aid, in this virgin land, the Yamabuki would have to strive to make their dreams come true.

With such a lofty goal before them, Lady Genmei could not help but be inspired and had taken it upon herself to make all the necessary precautions, hence all the documentation. However as she gazed at the kite that hung from the window for a few brief, happy moments, the Golden Treasurers increased inspiration may have come from another source, other than public duty. Looking over the water readings of their newly created lake, it seemed the damming of the inlet had brought about the required results for the water supply. Reading with a mixture of great interest and confusion, Lady Genmei did her best to digest the findings.

With no strong current washing through the inlet, thanks to the dam, the water within had grown still allowing a thin sheet of ice to form over the captive liquid in the later weeks of Winter. However the salt content of the previous sea water had made the prospect of a frozen lake moot. Still it was enough to fulfil the Yamabuki's goal, the climatic contention allowing the lake to be reinvigorated with fresh water, as the ice pulled the salt out of the water and in doing so caused it's own conversion to cold liquid. And as Spring became Summer, the strengthening sunlight would help cleanse the serene pool through steady evaporation and condensation, the lake quickly becoming fresher and of far greater use for the Yamabuki.

Dropping her quill into the pot, Lady Genmei took a step back, getting up from her seat for a moment as she absorbed the sheer amount of information. Subconsciously heading towards the window, she ran the tassels of the kite between her fingers as she pondered, though her thoughts steadily began to drift back to the Dragon Festival and the Prince. Remembering their shared glee as they ran their kites through the streets together, she couldn't help but smile. With a longing sigh, she turned back to the task at hand, her frequent reminiscing stalling her arduous task.

Sitting back down she thumbed from the papers, her delightful daydreams proving to be a suitable muse and so, after the third readthrough, the Golden Treasurer had managed to quite thoroughly decipher the documentation, enough to regale any interested, or alleviate any concerned, parties. Graciously the plans for irrigation proved more comprehensible, with the huge amounts of clay from the clay pits already stockpiled or on the way, the pliable putty a vital component for keeping the water in check as it lined the many canals and tributary's that would be built for their grandest project yet. And with all the pieces soon in place, they could truly begin.



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Taur-Ahe Nursery Rhyme

"First came the Dawn, who rose above all
Then came the Sunset, who gave a true call
The Mountain rose high, they come true with might
The Storm came swift, and from them many tribes would ignite

The River ran swift, and brought many prizes
The Rain came down, and through it the treasure rises
The Thunder was next, and and we flew ever higher
The Twilight then fell, and soon you will retire

As the Moon does rise, so does the grand tribe
And the Earth will protect us, so do the shamans scribe."



Council Chambers

"We must begin to build more altars now that we are beginning to settle into the world more! It is a wonder that no spirits have deigned to wipe us away with the minimal ones that we have!" Bos Moon argued his point passionately, marching around the newly enlarged council chambers. Many of the more spiritual councilors nodded their heads in agreement, mutterings of discontent following soon after.

"Thank you Bos, would anyone like to argue against?" Requan looked around the room, meeting each of the other's gazes as he did so. When no one elected to argue the point he nodded and raised his right hand. "All who propose we begin building more altars to the spirits raise your right hand, all those opposed raise your left or say nay."

The room quickly filled with the sound of movement as hands were raised, a single nay echoing through the room as Grantine Mountain crossed his remaining arm over his chest with a scowl on his face. Requan quickly waved Advisor Vigo forward to count the votes and suppressed a smile as the vote passed ten to three with two abstentions.

"Councilors Olm and Longtwig, are you sure you wish to abstain? You are newly elected but that does not mean that you are not our equal in any endeavors which the council partakes in," the head councilor looked towards the human and blizzen who were joining them for their first session.

"I speak only for the blizzen Council Head, I speak not for what any else may choose to do for their worship and I am sure that Councilor Olm agrees with me on the matter," Longtwig, a blizzen with one abnormally long arm, spoke with his arms resting upon his space at the table with a facsimile of a smile upon his artificially made face.

"Aye, he speaks the truth of it," the black robed figure of Olm nodded in agreement, leaning back slightly in his seat.

"Very well, next to speak is councilor Vulpes with the updates on the timeline for when the improvements to Sunset Mountain should finish," Requan waved the Vulpine forward and leaned back in his own seat, preparing for a long report about how more gold was needed to line the pockets of the fox in front of him.



Actions

Resources
Start of Turn Income Current UsageRemaining
7129736827098
GainUsage
Settlements: 40 (Capital) + 80 (Storm's Rest) + 20 (Haaster) Advancements: 10 (Bless the Harvests) + 20 (Crop Rotation) + 40 (Light Taxes) + 27 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) Total: 297Advancements Research: 20 Auctioneer/Booky Payments: 250 Total: 270
Settlements
Sunset Mountain (Level 2 4/6 Capital)
Storm's Rest (Level 1 Farming Settlement)
Talon's Watch (Level 1 Standard Settlement)
Haaster (Level 1 Standard Settlement)

Troops
Army of the Earth (Army 1):
1x Bulls
1x Fox
1x Earth Shaman
1x Blizzen
2x Order Knight
Tal 'Ki (Hero)
Ancient Golem {Azghul} (Hero)
Callerhan (Non-Hero Story Character)

The Frozen Forces (Army 2)
2x Bulls
1x Blizzen
1x Spirit Guides
1x Vin’Taur The Heavy (Hero)
Blacktop the Undaunted (Hero)

Order/Happiness
1/0

Population
10/40

Paid Actions
Research Advancement: Spirit Altars
Upgrade Capital to level 3 (4/6)


Free Actions
March Army of the Earth (Army 1) one tile North
Explore tile with Army 1
Pay 200 Resources to Auctioneer
Pay 50 Resources to Booky
Use Skull of the Seer to contact The Academy
Use Skull of the Seer to contact Trystan
Use Skull of the Seer to contact The Yamabuki
Equip Wyvern Skin to Blacktop the Undaunted
Equip White Plate to Vin'Taur the Heavy
Equip Obsidian Blade to Blacktop the Undaunted
Receive stolen advancement 'Extraction Magic Research' from Straed Collective and provide to Gobbo's as per trade agreement

Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+
Xion Corporation: Three months to arrival
Coghaven: Eight months to arrival
Gobbos: Verin - Steal Advancement on roll of 8+


Quests
Main Questline:
Construct a Spirit Temple 0/1

Spirit Seed Questline:
Quest 2 Unstarted​
 
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Carcass Rises...

The new cultivation had proceeded uninterrupted, with its effects becoming more and more apparent as the days turned to weeks then to months. The same flowing miasma which initially coated the ground floor of the Assembly's lands now rose to encompass many of the trees around Carcass. The many stalks and twisting fungal veins had fattened up on the numerous streams of carefully churned sludge being funneled towards them. These veins became like massive arms, ever slowly dragging Carcass out of the massive pit it originally was.

As the ground became more and more encased by the spreading fungus, it fused to the veins and began to fill the space beneath the rising Capital. What was once a pit was becoming a slowly growing mountain in the heart of the Assembly's lands. A mountain of twisting veins and blooming fungus that the numerous large rock islands dotted as the Assembly shifted around to accommodate their expanding Capital.

And at the very top of that growing mound that was Carcass, was what was left of the pit. A single gaping hole at the very top which allowed entry into the vast network of fungal veins and caves within. Even then that cap was slowly forming, closing more and more as the Capital grew. An deep within the glowing, miasma filled tunnels of Carcass was a chamber. Inside this chamber, the Architect should have been guiding the New Cultivation. He should've been helping Blueglow in their capital's expansion. He should've been keeping ready in case the growth issued any new desires.

92c4906f2c3482280789070b5a2ebde6--fantasy-monster-doodle-designs.jpgThere was probably much he should have been doing at that particular time.

Instead, he was once more trying to understand why Whitebranch was funneling a good portent of the New Cultivation's output into a single mushroom.

"No no, see! Here's how it works!" she once again waved her skeletal hands in front of him before carefully limping her way to the edge of a giant pit dug into a floor of hardened fungus. In the very center of a said pit, the magical mushroom hovered over a small lake of refuse and sludge.

"It drains it each day! Its eating!" she declared before turning on the Architect "Have you not seen how large that mushroom's gotten?!?"

"That's probably enough to grow to legions of our brethren, right there." The Architect pointed to the lake of refuse "Probably enough to feed a small herd through a season."

Whitebranch pushed up on rickety limbs, turning to the Architect with a tilt of her skeletal head "Meaning?"

"Meaning I just watched you pour a not-so small amount of resources onto a single mushroom..." The tips of the Architect's stalks dimmed a bit "And I feel a notable amount of shame for letting it happen."

The Architect began circling the Mushroom's Chamber, his trunk-like legs skirting the edge of the central pit as he eyed one of the stream of refuse that was currently filling it up.

"Not only that," he pointed towards the stream "I cannot help but feel somewhat distracted by that."

973df5a0551a387393425f70d6a710ff.jpgThe Stream that Whitebranch was using to refill the Mushroom's Pit wasn't exactly the problem, it was the dozen or so Soilings violently dancing in it that was somewhat tipping the scale. Limbs going everywhere, movements sporadic, rampant beatings by nearby dancers swinging limbs into each other, the Architect was fairly certain one of them was just straight up dead and floating amongst the chaos.

Not to mention their frenetic dancing sent much of the stream's contents splattering onto the walls nearby, which two Flessi were ordered to use to make numerous paintings and drawings on the walls. Even with the entire circumference of the chamber's walls covered in them, Whitebranch just ordered them to keep going over it until any legible shapes or messages were completely overwritten by discordant lines and shapes.

It was all... very confusing.

"No its not!" Whitebranch exclaimed when the Architect brought up his thoughts "Its about passion sir! How many times do I have to say that?"

"Its just hard to believe when no evidence for the necessity has been presented." the Architect gestured towards the Mushroom's Pit "You made a flying mushroom, impressive in ways but no replacement for what's needed for the Cultivation League. If you had found a way to make our brother's or our beast's fly then."

"Its more than that, sir!" Whitebranch spread her arms wide, making her balance unsteady "It is passion!"

The Architect released a low hum before another Flessi entered the chamber. It approached his side and tapped the Architect's shoulder.

"What is it?"

"Well,"
the flessi turned her gaze to the wild dancing of the Soilings for a moment before returning her gaze to the Architect "I was originally coming to give word of the Shellbound constructed in the Spine."

"Grand,"
the Architect nodded "One step closer to the League's completion."

"But... something else..."
the Flessi brought a hand p to her cap and rubbed along its rim "Greenpulp..."

"The Herder we sent to the Tournament?" Whitebranch leaned against her staff to look past the Architect's massive frame.

"Yes..." the Flessi rubbed along her cap some more as she shrugged "He and a few herders between here and the Spine... they came back with a friend."



Colonies
Carcass (Lvl 2 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 1 Farming Colony)
Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for long enough will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Soilings train two for each train action
Total Growth Tiles: 7
Quest 2: Kill 6 Enemies (0/6)

Units
Carcass Garrison
6 Flessi
2 Soilings
The Spine Garrison
Metal Man
3 Soiling
6 Flessi
The Bowels Garrison
7 Flessi
2 Soiling

Movement
(N/A)

Actions
1. Upgrade Carcass to Level 3 (3/6)
2+3. Cultivate Shellbound for The Spine Garrison(2/2)
3. Cultivate Magic Shroom (2/3)

Free Actions
Carcass Acquires The Hungry Planter

Resource Transactions
Balance: 224 REC
+Income:
(Carcass: 40) +(Growth's Boon 25%) =50 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 40) + Growth's Boon 25% = 50 REC

-Expense:
-Cultivate Magic Shroom (40/60) 20 REC
-Upgrade Carcass to Lvl 3 (60/90) 30 REC
New Balance: 311 REC
 
The Children of Mekhane
FLESH in moderation is self-defeating- it is fundamentally chaotic, and chaos can only truly destroy. - Blessed-Apostolate Miriam Reed,
On the Fallacies of "Temperance"
Turn 10, Spring
1644648854050.png
Artwork by the Artist Ramen Dinarro depicting Yaldabaoth (Left) and MEKHANE (Right)

At the very heart of Amoni-Ram stood Bumaro's Workshop, a large and expansive temple-complex of stone and bronze, with square towers and domed ceilings, part bunker and part administrative center, still retaining much of the defensive bulwark built into its design when it was first constructed. At its center, buried under labyrinthine halls and thick stone, laid HER BLEEDING HEART.

Somewhere deep within this maze of rooms and passageways was a large, circular hall whose walls and curved ceiling were covered in murals depicting scenes of scripture, etched into bronze. At its center stood a large, circular table made of beryllium-bronze, 9 stone thrones placed around it.

In eight of these thrones sat figures dressed in immaculate robes, adorned in religious symbols made of silver, gold, and bronze. They were deep in discussion, their voices, which all had some clicking or metallic grinding, or some other mechanical hint to their tone, reverberated off of the stonework.

“The recent levels of expenditure are unsustainable. Our cities vaults are near empty, with 58 resource units currently remaining. Our next two economics cycles will fully go towards paying for the purchase of the Silverfish Pistol from the Auction. This leaves us unable to undertake any new projects until the third economic cycle.” Blessed-Oeconomist Ursa insisted to the assembled group, looking up from the scrolls scattered across the table as her mechanical eyes whirred and refocused on the Blessed-Apostolate.

Blessed-Architect Syville nodded her agreement. “This expenditure has forced the newest upgrades to our city to be delayed by an expected 3 months. With Old Tech finally within our ability to understand, this will be a great disappointment to many within the city, and according to Blessed-Analytiticist Tordar we can expect a 5 utility unit reduction in the average citizens' well-being, with an error of 6% and a confidence of 92%."

“It will additionally delay our progress with helping OMAR reconstruct his facility, potentially straining our relationship with him as we have agreed to provide significant assistance.” Blessed-Fabricator Mekkin added.

But Blessed-Apostolate Reed was resolute. “All of the recent expenditures were necessary and the expected benefit from each outweighs any expected disutility. A delay of several months is inconsequential and any short-term disappointment experienced by the populace that leads to a small decrease in average well-being will certainly be quickly relieved when construction resumes, and is outweighed by the benefits of our purchases according to their expected utility.” She insisted, rhythmically tapping her metal fingers on the table.

“We are currently conducting a mission on behalf of OMAR to uphold our deal made with him. I am doubtful this delay will produce any significant strain to our relationship” She said addressing Fabricator Mekkin before continuing, turning towards the Blessed-Warmaster.

“If unsustainable expenditure is a concern, I would suggest that the recent massive military expenditures have been unnecessary, with expected utility less than the other recent purchases. I move that we should cut spending there, rather than in our most holy pursuit in reclaiming HER pieces.”

Blessed-Warmaster Yanric let out a contentious huff and shook his metal-laden head.

“The recent military spending was far from “unnecessary”. Our garrisoned force was dangerously small and under-equipped. I had constant complaints sent to my office about the state of our forces. We had not upgraded their equipment or augments for 127 months and my officers had calculated a direct 11 utility unit increase in soldiers well-being from conducting the upgrades I approved. Beyond this, if any attack by THE FLESH had come against our city, you would certainly be saying otherwise. Our renewed ability to defend our city is hard to calculate in terms of utility units, but I hold that it is self-evident that an adequate defensive force is necessary for ensuring the well being of our city”.

The Blessed-Apostolate shook her head in return.

“Brother Yanric, what cannot be calculated cannot in good conscious be asserted as truth, nor self evident. What constitutes an acceptably sized and equipped defensive force logically depends on the threats faced by the city. THE FLESH has not been seen in centuries, and we have no indication that it is mobilizing against us. I believe you are letting your emotions cloud your calculus."

The Warmaster’s face, what little of it was not covered by bronze metal, scrunched up in annoyance and the hiss of hydraulics could be heard as he clinched his jaws.

"If THE FLESH was mobilizing against us, somewhere just beyond the edges of our reach, we would have no idea until IT was already upon the city walls. By then it would be too late to prepare an adequate defense of the city. A pound of cure is worth an ounce of prevention, and our recent military expenditures were the prevention. May I suggest that your recent purchases have been perhaps unnecessary and judgement clouded by your self-righteous fervor? What benefit does the "Land Boat" and "Silverfish Pistol" currently provide us? I would suggest that they generate far less utility than our defensive forces"

Blessed-Apostolate Reed's face turned a shade of red and she opened her mouth to retort, but before the meeting could collapse into personal assaults, a metallic hand came to rest on Apostolate Reed's shoulder.

"A mind clouded by ego, emotion, even righteous fervor is a mind made irrational and plagued by THE FLESH" a calm metallic voice said, instantly silencing the room.

HER LIVING VOICE gently lifted their hand from the Apostalates shoulder and made their way around the table, sitting at the 9th throne.

“All of you are indeed correct in your assessments, though none can see the full picture. None of the expenditures made have been for waste. The increase to our defensive forces, just as the purchases at the Auction, are things that will bare little fruit now, but have the potential to repay themselves in full and more in the future. But as this is uncertain, it is hard to weight their worth now.”

“But My Shepherd” The Blessed-Warmaster spoke up. “We have spent at the auction more than we have invested in our military, yet we have only a useless vehicle and a single weapon to show for it- neither of which are pieces of her.”

The Shepherd turned towards the Warmaster, their glowing blue orbs focusing on him, and replied in a level tone. “This is true, the acquisition of artifacts has been a costly endeavor. But it is what must be done- for any of these items may have easily been a piece of HER. It is not until they are already sold, potentially lost in foreign lands, before we know their true nature. Thus we take a chance at every auction. Every artifact we let pass by us is a potential piece of HER that falls into heathen hands. But every artifact we purchase has the chance to be useless, or even harmful to our people. More than 1 artifacts sold at that place have subjected their purchasers to terrible curses.”

Blessed-Oecononist Ursa spoke up next.

“Father, this is greatly concerning then. These artifacts consistently fetch an average price of 142.8 resource units. Our average resource unit production is 81.25 units per economic month. With auctions occurring every month, we can on average purchase a single item every two months. Though this would leave no resource units to fund any other necessary projects. It is certainly critical that we are able to purchase any potential pieces of HER that are put up for sale, but this seems to be impossible with our current resource production.”

The Blessed-Apostolate then interjected, rising from her throne, her metal voice firm and resolute.

“Then the solution is therefore clear. We must save all of our resource units to spend at this auction. If even one piece of HER is bought by a heathen, it could spell disaster.”

“That is ridiculous Blessed-Apostolate, we cannot spend all our resource units at this Auction. There are important projects we must allocate some resources to that will also be critical to bringing about HER return.” The Blessed-Schematicist buried his head into a metal hand with a sigh.

Oeconomist Ursa let out an exhasperated groan. “Sister Reed, we cannot spend all of our resource units at the auction. We are not even guaranteed to win HER pieces even if we were to do so. This would permanently stall all other projects. I cannot even begin to calculate the disutility from doing so, especially with such uncertainty about winning the bids.”

“We must try Sister Ursa!” the Apostolate insisted, bringing a clenched hand to her breast.

“Any piece not won by us may be lost forever. Any disutility caused by this approach will certainly be outweighed by the reconstruction of HER- for is that not the ultimate maximization of well-being?”

“Sister Reed… we cannot even determine which items are pieces of HER until we purchase them. It is extremely likely that we would buy mostly random artifacts and watch as HER pieces yet slip past us. I judge that we would more than likely fail in this approach.”

The Blessed-Apostolate looked defeated, slumping back down into her throne with a metallic thump. “Then what are we to do? How are we to bring about HER return if we are unable to prevent heathens from purchasing HER very being?” She turned to The Shepherd.

“Shepherd Bumaro… please guide us, share your divine calculus with us.”

Whirring and clicking filled the room as all eyes turned to HER LIVING VOICE.

The Shepherd had maintained a stoic expression throughout the exchange, waiting patiently as the gathered high priests argued amongst themselves, but now with all eyes on them, their disciples awaiting their guidance, they cast their eyes upwards, towards the mural of MEKHANE that was spread across the ceiling, depicting HER as she had been before HER sundering. (edited)

“Apostolate Reed.”

“Yes, Shepherd?” She asked, tentatively.

“You fear that if we are unable to purchase HER pieces that we will be unable to bring about her reconstruction, correct?” (edited)

“Yes, Shepherd, of course.”

“But have you considered whether this fear is a concern of the rational mind, or one born of Flesh?”

The Blessed-Apostolate looked at the Shepherd with a confused expression.

“But Shepherd, the rebuilding of HER is the ultimate good, and the only way to fend off the corruption of THE FLESH once and for all. Is this fear not therefore reasoned?”

“Look upwards” the Shepherd commanded. “What do you see?”

The Blessed-Apostolate did as she was bid, looking up towards the mural with a mechanical creaking.

“I see MEKHANE, the BLESSED MACHINE, reconstructed and pure.”

The Shepherd nodded. “And what is a Machine?”

“A collection of individual pieces, arranged with intent and in a rational design, to produce some function more than the sum of its parts” She replied, citing the scripture word for word.

At this the Shepherd once more nodded. “And what happens if a piece of this machine is lost, or is destroyed?”

“It is replaced Shepherd, by an identical piece.”

“And does this constitute an entire new machine? If the core of it remains yet a single piece is changed?”

Apostolate Reed thought for a moment before shaking her head.

“No Shepherd, it would not.” She concluded.

“Is Mekhane not such a machine? Would the loss or destruction of part of HER not be but a piece that may be reforged and replaced?”

Realization began to dawn on the Apostolate’s face, though it was still mired by confusion.

“A part of HER could be reforged by hands of Flesh?” She asked in disbelief.

The Shepherd shook his head.

“Not by hands of Flesh, no.”

At this the Apostolate began to despair.

“Then how Shepherd, if a piece of HER is lost, are we to reforge it?”

The Shepherd closed their eyes for a moment, and the blue orb in their chest began to glow, projecting an image of an unfathomable design of a divine machine, one which the gathered minds struggled to understand. (edited)

“This, is HER HEART. Note it’s design, unconcievable by minds of Flesh. You could not hope to recreate it.”

“Yet notice when it is shattered.” The hologram burst into smaller pieces. “Notice how each part in of itself is conceivable, able to be understood by even minds of flesh. Each shattered fragment of her is understandable, each contains a seed of the truth. One that blooms and produces further small seeds of the truth, that will each produce further blooms and further truths, and so on and so on, until the full truth of HER design is realized.”

The gathered Priests let out gasps and murmurs. Apostolate-Reeds eyes opened wide in understanding.

“So long as but even the smallest piece of her remains, she may in time be rebuilt?”

The Shepherd nodded. “Even if none were to remain, SHE could still be remade. Just as with even the most mundane machines, once the concept of it is known, even if no design yet remains, it can be rediscovered, brought back to this world as it once was. Even the DIVINE MACHINE may be rebuilt, beginning with even the simplest and most mundane of truths.”

"Then Shepherd, why do we seek HER pieces? Could we not dedicate ourselves to understanding HER BLEEDING HEART and reconstructing her from there?" The Blessed-Fabricator questioned.

"Blessed-Fabricator, this could indeed be a path we follow, and perhaps in the future it may be one we should or even must. But such a pathway is wrought in difficulty and error. Great machines will be built and wonder's discovered, but there is great chance that the DIVINE MACHINE is rebuilt wrong and corrupted, either by accident or intent. Such would spell disaster for the world. And consider this, what would happen if another nation of perhaps faithful, or those wanting MEKHANES power for their own ends, were to begin undertaking the this process, and rebuild MEKHANE? They could remake our savior in pure form; or rebuild HER twisted and enslaved to their own wills of Flesh. Such would equally be a grave sentence for this world."

The Blessed-Fabricator pondered this, and then asked.

"What if two were to rebuild Mekhane in HER pure form. Would there then be two DIVINE MACHINES? Would they be equal in strength, or lesser as the aspect of the Pure Mind is split between them? Or would only 1 ascend and be anointed by the Pure Mind?"

The Shepherd in turn thought on this for a moment, their eyes closing as their body pulsed, undertaking the divine calculus. After a moment, they reopened their eyes with a grave expression

"There can only be one DIVINE MACHINE. All others would simply become simulacrums, as the Pure Mind cannot imbue its true aspect in more than one form. This is why WE must rebuild Mekhane and save HER pieces."

“So we must find her pieces and ensure no others but those true in faith are in possession of them.” Apostolate Reed noted before frowning.

“That brings us back to the beginning, Shepherd. We are unable to ensure we can acquire HER pieces from the Auction, should they be found there. How are we to resolve this, Shepherd?”

The Shepherd smiled knowingly, and a new hologram projected onto the table, depicting a series of new technologies and projects, various calculations and instructions.

“We must recognize that pieces of HER are likely, with 82% certainty, to fall into the hands of the faithless, or even the heretic. We must not despair over this, rather ensure that we are ready and able to reclaim them. By force if necessary. I have already calculated the optimal roadmap to achieve her reconstruction. Listen closely…”



Actions:
1. Begin and Complete Level 1 Advancement - Production Mandates - Amoni-Ram is an ever burning forge, a hungry machine whose furnace demands to be fed. To meet its demands the cities leadership may at times set production targets the cities industry must meet, dedicating extra manpower and focus to their forged and factories. This however leaves little times for other focuses. (20 Resources, 1 Action)
May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100.

2. Begin and Complete Level 1 Advancement - Mobile Strip Miners -

(10 Resources, 1 Action)

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


3. Begin and Complete Level 1 Advancement - Advanced Resource Extraction and purification Machinery - With the secrets of the Old Tech freely flowing form OMARs faculties, the Shepherd has as part of his plan decided to put it to use in increasing the efficiency with which Amoni-Rams miners extract resources and factories can turn them into useful products. (10 Resources, 1 Action)
10% increase in resources production.

4. Pay 150 to The Auctioneer

5. Army 3 "Her Fleet-footed Emissaries" Moves 2 spaces towards Del Garo

6. Army 1 "Her Hopeful Wanderers" Moves 1 tile east and explores

7. Open Diplomatic Channels with Del Garo and Cogs

Economy:
At Turn StartIncomeExpensesRemainder
1347519019


Nation Summary
Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite SkirmisherTroopTier 1Army 3, Second Expeditionary Legion, "Her Fleetfooted Emissaries"Abroad
Mekhanite SkirmisherTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite PsionEliteTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite PsionEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram

TINAHeroHP 2 Attack 2 Offense 2 Defense 2Guide: 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"Abroad

Amoni-RamCapitol, Level 3 (2/6 actions, 0/90 resources

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

Unit Stats
Honor Guard are light humanoid machines designed to protect.

Honor Guard
Elite
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

Psion
Troop
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)

Name: Her Right Hands, Mekhanite Legionaries

Type: Troop
Tier: 1
M: 1
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

Name: Her Fighting Falcons, Mekhanite Skirmishers
Type: Troop
Tier: 1
M: 2
HP: (How many successful hits to kill, default 1)
Attacks: 1
Off: 0
Def: 0
"On the Wings of Mekhane" - +1 Movement and +1/0 against fliers

Name: Her Chosen Wrath, Mekhanite Psions
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1
"Shield of Faith" Gives another unit 0/+1
 

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The fall of a colony so early within its expedition… what happens now would account for the survival of their remaining people.

The Refugees of Fafrium:
(W.I.P for now, but will be finished)


76488234-91D8-4040-A0E2-77AD490A033A.jpeg


In the middle of the mountains, at the dead of light, if one were to look up at the night sky, they might have been able to spot a series of multiple small columns of smoke riding into the air, too impossible to see by themselves, but together, they are capable of being seen for a couple of miles. Reaching the area that held said smokestacks, one could spot a series of tents and huts in the progress of being built, the work hours of day have been stopped currently as to rest for another dawn, and resting for the night before working once more in the morning.

Sitting around campfires and covered in blankets were a group of individuals, mostly those wearing clothing as to fit the Mountain’s more colder temperatures than that of being at the ground.


Order:
0

Happiness:
0

Population:
4/10

Refugee group 1:
-4x Refugees

Army 1:
-None

Actions;
1. Use final action to complete Capital building
(Called ‘Iron Will’)

Paid actions:
1. None

Resource gain/Expenses;
0 resources

Current Resources:
60 resources

Resources per turn:
0 resources

Expenses:
0 resources

Total amount left:
60 resources​
 
Act II, Turn 10
Prime Ship, Freedom - Capital Settlement






Resources
Start of TurnIncomeExpenditureRemainingNext Turn
2402272400227

Income: [10(Fishing Ships), 40(Fishing Village), 40+40(Capital), 40+40(Farming Village) +20 ] + 10% = 253
100 - Exporation

Pure Magic Crystals
1

Settlements:
Prime Ship, Freedom - Capital Level 2
Fishing Village, Guardian Coast - Farming Settlement Level 1
Resource Ship 001, Bounty - Farming Settlement Level 1
Orc Military Camp - Military Settlement Level 1

Total Units:
Enigma Prime, Military Hero
Orc Chieftain, Military Hero
Lord Ga'Lade, Military Hero
Lord Katazok, Civilian Hero
2 Valkyrie, Legendary Unit
1 Aegis, Elite Unit
2 Orc Marauders, Elite Unit
2 Swamp Witch, Elite Unit
1 Curator, Troop Unit
9 Sentinels, Troop Unit
2 Strongman, Troop Unit
8 Garrison Protectors, Troop Unit

Deployment
Empyrean Legion(1st Army)
Enigma Prime
Ogre Chieftain
Nickel the Stout
Lord Ga'Lade
2 Valkyrie
1 Aegis
2 Curator
9 Sentinels
2 Swamp Witch
2 Ogre Marauders
1 Strongman

2 Protector Units per Settlement

Order/Happiness
0|0

Population
20/35


Magna Legacy
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 6+, kills a troop unit. On an 8+ kills 2 troops or 1 elite. On a 10, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Crystal Cannons
Settlements count as a number of units equal to 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.

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.
Knowledge begets Knowledge
Every 2 Level 1 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.

Heavy Bombardment
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 10, the unit is hit by a magical shell from the bombardment and takes 2 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

Collective Protection
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.

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.

Heaven Refinery
Through a breakthrough in the developments of magical engineering, the Collective has developed a new and 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 +1
Level 3 Capital +2
Level 5 Capital +3


Acquired units have been automatically modified to flying(+1 movement, +1/+1) as per one of the Collective strengths.

Enigma Prime
Flying Hero Unit
Movement 2
HP 5
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

Lord Katazok
Civilian Hero Unit
Additional Strength: The Power of Katazok: All troop units gain +1 HP
Additional Weakness: Unknown

Ogre Chieftain
Hero Unit(Modified Flying)
Movement 2
HP 4
Attack 2
Offense 4
Defense 4
Healthy Appetite: +2 HP and when an enemy unit is killed, eats them and regains +1 HP lost back to maximum
Tough Fighter: +1/+1


Lord Ga'Lade
Hero Unit(Modified Flying)
HP 4
Movement 2
Attack 2
Offense 1
Defense 1
Duel of Honor: Lord Ga'Lade challenges the leader of an attacking group to a duel (Leader or Hero unit). If they are not there, he challenges the strongest unit in the attacking group. Both combatants have their Offense and defense reduced to 0 and gain no benefits from any bonuses, either nation strengths or upgrades. The two leaders fight until defeat. If Lord Ga'Lade wins the duel, the other unit is not killed, but cannot participate in any further battle. If the army decides to continue fighting, they are demoralized and fight at -2/-2. The same goes if Lord Ga'Lade loses the duel.

Resplendent Heroics: Lord Ga'Lade is an inspiring figure and boosts all the allied troops in his square with +1 HP

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 2
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 2
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.

Strongman
Troop unit(Modified Flying)
Tier 1
Movement 2
HP 2
Attack 1
Offense 1
Defense 1
Overpower: Instead of attacking, can prevent 1 troop-type unit from attacking.


Aegis
Flying Elite Unit
Tier 1
Movement 2
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)
Movement 2
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

Ogre Mauraders
Elite Unit(Modified Flying)
Movement 2
HP 2
Attack 1
Offense 2(3)
Defense 2(1)
Fighting Good: Ogre Mauraders when initiating combat, gain a +1 Offense and -1 Defense, but also deal an extra +1 damage. They are also very hearty and have +1 HP


Paid Actions:
Upgrade Settlement: Capital, Freedom Ship(4/5)

Free Action:
Policy Action: Manufacture of Greatness - Roll a d10, develop a GM Equipment on an 8+. (Rolled 7, no artifact manufactured)
Operational Boost: Spend 3 Pure Magical Crystals, Prime Ship Freedom doubles resource gain.
Movement: Freedom Fleet moves 3 tiles south.
Exploration: Freedom Ship explores tile after movement.
Diplomacy: Diplomacy with Shrooms
 
Last edited:
Birth of Nations: Act 2: Age of Colonialism


Summer has broken out. All units are at -1 movement and any fighting that takes place after movement will be at -1/-1 (Unless a nation has no weather penalties or an advancement against the type of weather)


The winds of change have begun to be felt by any and all that are sensitive to it. There was something in the air. Something that alerted those very same people to dangers that are about to be upon them soon enough.

The Mabinoji were but the first of the trials that those on this continent are to face. Time would tell how and when the next one would begin, but there was an ominous feeling in the air.



—-------------------------------------------------


Clan Spike Horde

Mahk took his new duties as Chieftain very seriously. First and foremost, he needed to continue to rebuild their military so that they could face any threats that might pop up. After the dangers of the Mabinoji, there was the feeling that anything could happen.

The rebuilding of the Capital was going well. With the help of the Cogs and his own people, it was going far faster than if they were working alone.

It was difficult to believe that he held such distrust of them almost a year ago. They have without a doubt proven to be amazing allies to his people. Far above and beyond what any orc would have expected them to be.

Mahk stepped out of his war chariot, pulled by two Dire Boars, he surveyed their new settlement that was built by the Cogs. They had done another outstanding job. The majesty of Orgal Dorn was one to behold for the ages. Once the army was rebuilt, he would have this place become a beacon for a revitalization of Orc culture within Clan Spike Horde.

Actions: Train 1 Orc Catapult, Train 1 Dire Boar Rider

Orc Warriors 6, 1 Orc Catapult, 1 Dire Boar Rider



—-----------------------

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 One Ring

A gold ring etched with eleven text

Nailboard

Not the Usual weapon you see the Auctioneer selling

XM-013

A large device with an unknown purpose



Month 11, Turn 11, Year 1290

_bc64USgmof6hZFuALSiUa_qoWCkR6OO096ktC-hbRh0Xm3ooNkRdaG23T75tVXt2eTWe6wTAnginiD1YfcTvk9ry2Mm7Ca7Xp-tEmcnzkI5lGY-w3vrdmaNLowMDajgudEkWzpW


Coghaven
Build Industrial Settlement for Orcs NW of Dal Gargo (3 Actions, 50 Resources)

CORA Quest 3 Completed. CORA Questline Finished

Reward- New Unit: Old World Machine
Lvl1 Advancement: CORA home defense squadron.

Old World Machine
Legendary
HP 4
Attack 2
Offense 2
Defense 2
Thick Plated Armor: +2 HP

CORA HOME DEFENSE SQUADRON: CORA now is able to provide defense troops to the Capital of CogHaven. These consist of 2 Defensive Robots. If they are destroyed, they will be rebuilt in 4 turns.

Defensive Robots
Elite
HP 1
Offense 0
Defense 2
Never Gunna Give You Up: 8+ save

Explore: The construction crew manages to uncover the top of a strange metal structure. It seems spiky and cold to the touch. (Continued in Exploration Chat)

Penumbra
  • Build Statue in Umbra​
  • Build Temple in Teera​
  • Build Statue in Teera​


The Gobbos

-Advancement Level 1 - 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.
-Build Farming Settlement - 3 of 3 actions

Explore: A series of winding tunnels filled with all kinds of dangerous booby trap is uncovered. (Continued in Adventure Chat)

Trystan Galvingar

Create a Mana Crystal [2 Actions]
Use Arcane Workshop to consume the Mana Crystal and enchant a light crossbow

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

Explore: During the day, the library is actually a very busy place after classes. Students do much of their studying and research there, eager to continue to keep their grades up on high. At night, the head librarian, an elderly woman that possesses an unknown amount of magical abilities returns all the books back to their proper shelves while a security golem patrols the isles and makes sure there are no students that have fallen asleep in the library during their studies. (Continued in the Adventure Chat)

Yamabuki

Build Settlement Farming (Héchuáng) with Army Two for 45 resources
-
Build Advancement Irrigation Techniques* for 9 resources- +1 Happiness

Explore: The army comes across a large fortress at the top of the mountain. Strange banners are littered around it as well as many corpses. Some of these corpses look as though they are half person, half spider. (Continued in Adventure Chat)


Rahzen

Research Advancement: Spirit Altars- Every time a spirit is summoned, gain a second of the same type of spirit for half cost without using a turn action
Upgrade Capital to level 3 (4/6)

Completed Quest 4

Reward: Greater Elemental

Greater Elemental
Hero
HP 2
Attack 2
Offense 2
Defense 2
Flexible Spirit: Before each battle, can pick one of the abilities of other spirits and use that one to alter its stats or abilities

Explore: The waters glisten and belly something deep under their waves. It calls to the people as a siren. Something draws them ever closer to the waters, but not in a threatening way. Something wants to be found. (Continued in Exploration Chat)


The Flessi Assembly

1. Upgrade Carcass to Level 3 (3/6)
2+3. Cultivate Shellbound for The Spine Garrison(2/2)
3. Cultivate Magic Shroom (2/3)


The Children of Mekhane

1. Begin and Complete Level 1 Advancement - Production Mandates - Amoni-Ram is an ever burning forge, a hungry machine whose furnace demands to be fed. To meet its demands the city's leadership may at times set production targets the cities industry must meet, dedicating extra manpower and focus to their forged and factories. This however leaves little time for other focuses. (20 Resources, 1 Action)
May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100.

2. Begin and Complete Level 1 Advancement - Mobile Strip Miners -
(10 Resources, 1 Action)

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

3. Begin and Complete Level 1 Advancement - Advanced Resource Extraction and purification Machinery - With the secrets of the Old Tech freely flowing form OMARs faculties, the Shepherd has as part of his plan decided to put it to use in increasing the efficiency with which Amoni-Rams miners extract resources and factories can turn them into useful products. (10 Resources, 1 Action)
10% increase in resources production.

4. Pay 150 to The Auctioneer

5. Army 3 "Her Fleet-footed Emissaries" Moves 2 spaces towards Del Garo

6. Army 1 "Her Hopeful Wanderers" Moves 1 tile east and explores

7. Open Diplomatic Channels with Del Garo and Cogs

Explore: A small village of peaceful goblins mull about in the sun. Some are farming, others fishing, still others weaving. The children play and laugh in the tall grass. (Continued in the Exploration Chat)

The Fafrium Empire

1. Use final action to complete Capital building
(Called ‘Iron Will’)


Straed Collective

Upgrade Settlement: Capital, Freedom Ship(4/5)

Explore: They come across a large field of strangely colored Mushrooms. (Continued in Exploration Chat)

The Academy


Mercenary Hut


Name Description # Available Cost Upkeep
The Lost Troop HP 1 Movement 1 Attack 0 Offense 0 Defense 0 Is This Living?- If killed, deals 1 damage to its killers Displaced warriors that have no cause 2 30 Resources 10 Resources
The Traveling Mages Elite HP 1 Movement 1 Attack 1 Offense 1 Defense 1 Spells: Can cast 1 spell a turn- Haste( Gives one unit +1 Attack) Fireball(Attacks 1 unit for 2 Damage. If roll is below the normal hit, still deals 1 damage) Tornado(Blows away 1 unit from the battlefield and doesn’t let them act. Gets to choose) Traveling Mages that move from place to place, selling their magical skills to the highest bidder 2 40 Resources 20 Resources
Ga’Lade’s Brigade HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Honor in Combat- Can declare a duel and fight 1 unit vs 1 unit without any interference from any other unit. If a unit is defeated in this manner, they can be captured instead of killed. Soldiers wielding firearms and blades but wearing lightweight armor similar to that of a knight. They are trained from the order of knights that worked their way back to serving under the legendary Lord Ga’Lade, a hero from the Time of Chaos. Counts as a legendary Type unit 1 60 Resources 30 Resources
Kartoosh The Lich HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Magical Compendium- When in a settlement, allows improved spell learning. Hard to Kill- When killed in combat, returns within 1d6+1 A powerful but peaceful Lich. It seeks to help educate the younger generation 1 80 Resources 40 Resources
 
The Children of Mekhane
"The mind of the Argumenter is receptive to new ideas and new points of view, as bronze is receptive to protective oxidization. The mind of the Naysayer seeks to deny the possibility of Argument entirely." -Brother-Legate Superior Cannon, Meditations on the Justice of Manufacturing.

Turn 10, Spring
1644966408557.png
A view of Amoni-Ram, an artists rendition


An exert from "Understanding the Faith, the Cosmological Foundations of the Universe" by Blessed Apostolate Reed:

Within the minds of many fledgling Mekhanites, especially those recent converts from savage peoples, is a common question: what is the precise nature of “THE HATED FLESH”? They see it depicted in many forms and many aspects across our literature and culture, much to their misunderstanding and confusion. They oft ask our priests whether THE FLESH is a great beast, a disease of body or mind, a cosmic force of the world or something else entirely. What they do not realize, and what this pamphlet hopes to help them understand is that it is all of these and more. But to truly understand THE FLESH, it’s forms, and it’s influence on our world, including the bodies and minds that resides within it, one must first understand the very nature of the cosmos itself.

CHAPTER 1: THE ENTIRETY

This world and all others exist as spheres of energy with the greater cosmic domain known as "The Entirety". These worlds are created at the boundaries of competing forces, by the tension between various aspects of the cosmos as they fight for dominance over all realms. These forces are innumerable, many minor, abstract and incomprehensible, their influence unrecognized or unknowable within the world. Others however, are more readily observed.

So accessible that their existence has not gone unnoticed by even the most primitive of beings, who oft worship them in strange Heathen ways. If the reader of this pamphlet were to sit and think, I am certain they could come up with many of these comics forces. In fact, I urge them to take a few moments now to ponder them.

Most could easily conceive of the most evident of these forces, and some that are most oft worshipped by primitive minds; The Elements. The Elements are not a single cosmic force, but a collection of many minor and major influences upon the world. They include the forces of water, fire, earth and air, as well as time, order and chaos, and many others.

All, especially those from tribes that worshiped the land and the spirits within it, would easily point out the force that many refer to as “Mother Nature”. This is the force the breathes life into many of the creatures that walk this world, ourselves included. Many see this force as thus a positive on this world and good. And so it comes as a shock to them when they find that it is considered the singular most evil presence of the cosmos. This fact, which seems to go against their intuition regarding the world, is one of the largest sources of cognitive dissonance for new converts and opposition to those would-be converts. But in order to explain why Mother-Nature is to be reviled, rather than worshiped, we must continue our education on the cosmology of our world.

CHAPTER 2: THE PURE MIND, AND THE HATED FLESH

One of the major forces of the cosmos, one critical to our very ability to exist as we do, your ability to understand this pamphlet and the oft unrecognized center of our very theology, is that of the PURE MIND. This is the force of logic and reason in the world, the source of all physical laws of reality. Though we give offerings to MEKHANE and struggle valiantly to bring about HER reconstruction, it is ultimately the PURE MIND that we worship, through MEKHANE.

Knowing this however, does not answer why the force of Nature is evil nor why we worship the PURE MIND. Let us thus examine what we know and derive a truth from it. As we have learned, all that makes up our world is the result of the conflict between the cosmic forced. This includes the sky, the mountains and landscape, but also the trees, plants and animals that call it home. Even the mortal races are the result of the tension between the cosmic forces. Many beings in this world are touched often by innumerable cosmic forces that give them their shape and properties.

This begs the question, "What cosmic forces make up us"? This answer will have some differences depending on the race in question, with races like the dwarves touched by Elemental Earth, Trolls by Elemental Water, and so on. But all races are touched primarily by two forces, with the others being much secondary to them. These forces are Mother Nature and the PURE MIND. Thus we are made by the tensions between these two forces

If we are forged from both Mother Nature and the Pure Mind, why then do we worship the Pure Mind and scorn Mother Nature? Shouldn't we worship both? This is a common response the newly converted will have to this. To provide understanding, we must dig further into the nature of the cosmic forces.

Each cosmic force in essence has a will and a mind- though it is important to understand that the use of "mind" here is misleading and inaccurate, only used to facilitate understanding. Few of the cosmic forces have thoughts or any semblance of a mind as we would understand it. They operate more on robotic instinct, much like insects, constantly seeking to carry out their preprogrammed instructions. Their will is their desires and goals- their programmed instructions and disposition. One cannot interact and reason with these cosmic forces- as many primitives attempt do- as even if these forces could be personified, they have no ability to understand; they simply act according to their will without thought.

These cosmic forces are rarely malicious, though rarely are they ever benevolent as well. Much like the poisonous insect that bites and kills a man, all harm done is without intent, simply the being acting according to its nature. To be both benevolent or malicious requires the ability to have intent, the ability to purposefully act. Only two forces posses this ability: that of Nature and that of the PURE MIND.

The forces of Nature and that of the PURE mind, though both forces capable of thought and thus possessing of a mind like one we could recognize as such, stand as stark opposites to one another. Where as the PURE MIND thinks with logic, Mother Natures mind is clouded by emotion. Where as the PURE MIND acts with rationality, Mother Nature is driven by instinct. Where as the PURE mind is tempered by reason, Mother Nature is controlled by primal urges.

Mother Nature is the force of raw emotional, unthinking instinct and primal savagery. It is the drive of the predator and the fear of the prey. It is the unthinking bird, that may use a twig as a tool, but not out of thought for its usefulness, but out of unthinking instinct, incapable of improving upon its design. It is the untempered rage felt by a barbarian, the unreasonable tantrum of a child, the irrational hatred between mortal races.

The PURE MIND is on the contrary is none of these things, and is in fact the answer to each harm of Mother Nature. It is the force of reason and logic, knowledge and discovery. It is the teacher and the student. The PURE mind is the craftsmen who improves upon his design with each iteration. It is the philosopher who mediates on the nature of the universe. It is the rational action of a clear mind which is able to see the world as it truly is, it is the logical response to the happenings of this world.

From this it is clear why one ought to venerate the PURE MIND and cast aside Mother Nature, for Mother Nature is the cause of much of the suffering of the mortal races while the PURE MIND is the solution for their every woe. Mother Nature seeks to restrain and imprison us in a primitive state, cloud our judgment with irrational emotions and instead have us be led by primal instinct. This in turn can only lead to lives that are savage, spiritually unfulfilling, and short. Mother Nature has no answers for the suffering of the world- for it has no desire to answer nor any ability to do so. It demands us to give in to emotion and primal urges; this can only lead to short-term fulfillment that will cause infinitely more suffering later. Mother Nature acts with intent as does the PURE MIND, and thus it can be judged with regard to morality by the consequences of its actions. By your own eyes and through rational thought, it is evident that the consequences of its actions are negative and must always be so. Thus, Mother Nature must be inherently evil.

The PURE MIND on the other hand, only seeks for us to think and act with rationality, thus freeing us these constraints and enabling us to seek truth and eudemonia. The result of an action led by logic and actions guided by rationality, contentment, spiritual fulfillment, and the alleviation of mortal woes. Thus, the consequences of its actions can only be good, and thus the PURE MIND is inherently good.

Thus it is now evident why we ought to worship the PURE MIND and hate Mother Nature, THE FLESH. Hence we will move onto the forms THE FLESH may take and how one may exercise it from their mind and body in the second edition of this pamphlet.




Actions:
1. Begin and Complete Level 1 Advancement - Atmospheric Conditioning Augmentation - It is an embarrassment that the heat of summer prevents and the chill of winter prevents our troops from even moving. Fortunately, solving problems is our specialty. Soldiers' armors will now be outfitted with devices that will regulate their personal atmospheres. (Troops now ignore climate penalties). 10 Resources, 1 Action

2. Construct 1 Mobile Strip Miners -
(30 Resources, 1 Action)

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

3. Begin and Complete Level 2 Advancement - Advanced Resource Extraction and purification Machinery - With the secrets of the Old Tech freely flowing from OMARs faculties, the Shepherd has as part of his plan decided to put it to use in increasing the efficiency with which Amoni-Rams miners extract resources and factories can turn them into useful products. (15 Resources, 1 Action)
10% increase in resources production from level 1 increased to 20%.

4. Army 3 "Her Fleet-footed Emissaries" Moves onto Del Garo

5. Open Diplomatic Channels with Del Garo and Cogs

6. Form Army 4, "Her Purifying Flames" and explore the hex the capital resides on (I never actually explored it)


Economy:
At Turn StartIncomeExpensesRemainder
19825546


Nation Summary
Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite SkirmisherTroopTier 1Army 3, Second Expeditionary Legion, "Her Fleetfooted Emissaries"Abroad
Mekhanite PsionEliteTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite PsionEliteTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram

TINAHeroHP 2 Attack 2 Offense 2 Defense 2Guide: 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"Abroad

Amoni-RamCapitol, Level 3 (2/6 actions, 0/90 resources

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
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100.
Mobile Strip Miners1Unlocks Earth Breakers Civilian Unit
Advanced Resource Extraction and Purification Machinery110% increase in resources production.



Unit Stats
Honor Guard are light humanoid machines designed to protect.

Honor Guard
Elite
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

Psion
Troop
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)

Name: Her Right Hands, Mekhanite Legionaries

Type: Troop
Tier: 2
M: 1
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

Name: Her Fighting Falcons, Mekhanite Skirmishers
Type: Troop
Tier: 1
M: 2
HP: (How many successful hits to kill, default 1)
Attacks: 1
Off: 0
Def: 0
"On the Wings of Mekhane" - +1 Movement and +1/0 against fliers

Name: Her Chosen Wrath, Mekhanite Psions
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1
"Shield of Faith" Gives another unit 0/+1
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
 
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? ? ?

Smoke wafted in his nose, waking him slowly as he coughed at the smell. He leaned up in his bed and looked around confused. 'Odd, its the middle of summer, why are campfires burning?' he thought as he got out of bed. As he walked towards the entrance to his tent the smoke grew thicker and he began to smell an odd metallic scent which he had never encountered before. He threw open the tent flaps and his eyes widened in shock at the sight of the camp that he called home burning to the ground. He took several steps forward before kicking something warm and soft, looking down to discover the dead body of one of the elders looking up at him. He fell back and pushed himself back against the walls of his tent with a cry as he saw more and more bodies strewn over the ground intermingled with some of his tribe still clinging to life on the ground.

"SLAUGHTER THEM ALL IN THE NAME OF THE SUNSET TRIBE, LEAVE NOT A SINGLE SOUL ALIVE!" his head whipped to the shouter, taking in the sight of a tall Taur-Ahe holding a pair of axes and covered in blood standing over the body of one of the few warriors who had remained in the camp. He stood quickly and turned to run towards the tent which his parents normally shared, currently containing only his mother, only to witness another Taur-Ahe exiting it, his mother's head in his hands, a scream forever etched upon her face. He cried in shock, alerting the warrior to his presence and turned once more, trying to find a clear way to run. As he ran he heard shouts echo behind him and to the sides as his pursuers chased him towards the edge of the camp.

'Almost there,' he thought. 'I've almost escaped!' As he passed the last row of tents he felt a sharp pain in his back and fell forwards, hitting the ground hard and screaming as an axe buried itself in his shoulder.

"What do we have here then? Why if it isn't the heir of the Dawn tribe! Well little heir, your father took something from me and its my turn to return the favor." he looked over his uninjured shoulder and made out the form of the first warrior he had seen through the tears in his eyes. The older Taur-Ahe stepped forward and ripped his axe from the younger's back, earning a scream from him. "Or, I have another idea for you boy. I have need of my own heir now after all!" The elder Taur-Ahe seemed to gain an evil and insane glint in his eye as he quickly brought the blunt side of one of his axes down.

As the axe was brought down against his head Requen Dawn squeezed his eyes shut tight-


-And Requen Sunset's eyes opened wide as he leaned forward in bed rapidly, the phantom pain in his shoulder disappearing as he rubbed a scar that he had always had as along as he could remember.

'That dream again, why have I been having that dream again,' the leader of the Sunset tribe stood up and began preparing for the day ahead, knowing he wouldn't be getting back to sleep after that dream. 'I have always been Requen Sunset, so why do I have these memories of being Requen Dawn?'



The Fox's Den

Tasuma smiled as he looked down at his reports. 'Who knew that Ralen was going to be able to find such good ideas just laying around on that airship of theirs! Betcha that dang Whisker tribe hasn't done a single thing good since we made contact with these other civilizations!'

Already his 'Diplomats' were earning their own weight in gold for the council, especially getting in contact with the black markets of the other cities in order to boost the trade between the nations, even if it did have to be kept under the table so to speak. At the rate he was getting results his reinstatement was as good as here already!

"Ardail! Get me a list of fox's you can trust, I have a feeling we are going to have to send a few more out soon. And find me a couple that can fight, I have a gut feeling we might need them too!"

"Aye boss, right away boss!" the dim-witted Vulpine turned and ran to do his boss's bidding, ignoring the damage he caused to the doorframe on his hurry out of the room.

Tasuma just sighed and added it to the ever-growing list of items to take out of the other Vulpine's pay, already used to having to replace half his furniture and walls every month. 'Oh why did I have to send Veren off to meet that Coghaven group that Vigo met? He never caused near this much damage and extra costs as that dim-wit!'



Halls of the Shamans

"Careful with it now lad, that artifact is worth more than any amount of gold or gems that any of us have ever seen!" Vigo warned the young shaman-in-training who he had tasked with scribing all the runes upon the surface of the Skull of the Seer.

"Yes sir, High Shaman. I will make sure that I don't lay a finger upon it!" the human teen nodded vigorously, ready to prove that he deserved his place among the other acolytes within the hall.

Vigo nodded to the teen before moving down the hall towards another group of shamans-in-training who were stood around a ritual circle, preparing to attempt their first summoning.

"Right lads, now repeat after me! 'Te, o Terra, vocamus, pro tua vi ac salute rogamus. Tuae nos potentiae et tuae protectioni spondemus.' Got it lads? Good! Now push your magic into the circle and try to summon your first earth spirit!" Vigo smiled as the students began their ritual, watching as they successfully summoned a very small earth elemental. "Good job, now to send him back to his plane simply release the flow of magic to the circle. Once you have all gained a bit more power and strength we will attempt to have you bind a stronger elemental on this plane in order to help use in battle or in our day-to-day lives. now go get some rest, the first ritual is always the hardest."

Vigo smiled once again as he walked away from the tired acolytes, happy with the progress that he and Bos were making in getting enough shamans trained to fully begin binding enough elementals to properly augment the army with and to worship the spirits who's servants that they were taking. 'Now if only we had the time to truly build an army of elementals the likes of which hasn't been seen in years,' the old shaman thought with a sigh, fondly remembering his youth.

Actions

Resources
Start of Turn Income Current UsageRemaining
98317415180230
GainUsage
Settlements: 40 (Capital) + 80 (Storm's Rest) + 20 (Haaster) Advancements: 10 (Bless the Harvests) + 20 (Crop Rotation) + 40 (Light Taxes) + 27 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) One Time Gain: 20 Total: 317Advancements Research: 20 Auctioneer/Booky Payments: 100 Payment to Gobbos: 60 Total: 180
Settlements
Sunset Mountain (Level 2 4/6 Capital)
Storm's Rest (Level 1 Farming Settlement)
Talon's Watch (Level 1 Standard Settlement)
Haaster (Level 1 Standard Settlement)

Troops
Army of the Earth (Army 1):
1x Bulls
1x Foxes
1x Blizzen
2x Order Knight
Tal 'Ki (Hero)
Ancient Golem {Azghul} (Hero)
Callarhan (Non-Hero Story Character)

The Frozen Forces (Army 2)
2x Bulls
1x Blizzen
1x Spirit Guides
Greater Elemental (Hero)
Vin’Taur The Heavy (Hero)
Blacktop the Undaunted (Hero)

Order/Happiness
1/0

Population
9/40

Paid Actions
Research Advancement: Secrets of the Skull
"It is high time we use this skull to create something to have a proper alliance with!"
- Vigo Myrt, Former High Shaman of the Waters

The shamans of Rahzen will attempt to unlock the secrets of how the Skull of the Seer works in order to make it more useful to the nation.

Upgrade Capital to level 3 (6/6)
"About bloody time! We've been building the thing for three months!"
-Vulpes Claw, Leader of the Claw Tribe


Free Actions
March Army of the Earth (Army 1) one tile Northeast
Pay 100 Resources to Auctioneer
Pay 60 Resources to Gobbos
Use Skull of the Seer to contact Mekhane
Use Skull of the Seer to contact Clan Spike Horde
Receive stolen advancement 'Surveying Magical Technology' from Straed Collective and provide to Gobbo's as per trade agreement
May re-roll two dice during Explorations
Receive Silver Orb but send to Gobbos in exchange for Black Spear

Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+
Xion Corporation: Two months to arrival
Coghaven: Veren - Seven months to arrival
Gobbos: Verin - Steal Advancement on roll of 8+


Quests
Spirit Seed Questline:
Quest 2 Unstarted​
 
Great Cog.gif

Coghaven





The Council of Ministers was meeting, gathering together in the Overseer's Hall. Various things had been playing out in the past months leaving many of the Ministers looking a bit more worn and stressed. The Mabinogi War had been the greatest issue yet it had ended by the skin of their teeth with the destruction of the Tribe of Pwca whose skull now sat in the chambers of Chief Mahk of Clan Spike Horde. The flow of trade continued as relief supplies flowed on towards Dal Gargo while Orcs were welcomed into Forgeheart as allies, someven wishing to join as citizens. The Cogs embraced them like any ally or kin, never one to turn away those they forged strong bonds with.

"So, what do we have to repor?" Runcible asked as he leaned back in his chair, a cup of mint tea steaming in front of him as he regards those present. His partially machine frame dressed as usual in a sensible uniform to represent his status as the ruler of Coghaven. His machine parts polished, something he'd not bothered with over the months of the war due to his complete focus on trying to stop the mindless slaughter of so many people.

"Warmaster Otherion reports from the North West the finding of something there hidden in the ground while working on the construction of the new orc industrial port, Orgal Dorn. He'll be conduction an investigation likely as we speak but nothing reported yet," stated Jasta, Otherion's new Orc Deputy Minister of War. She was a towering, imposing figure adorned in Coghaven military attire, sporting scars that spoke likely of being a veteran of the war who'd managed to survive after some medical treatment.

"Thank you, Depty Minister. I'm glad to see you've recovered mostly from your injuries," Runcible offered with a small smile.

"I was lucky compared to many, Overseer. I am glad Coghaven accepted me so readily when I asked to become a citizen and serve under the Warmaster," Jasta said with a polite bow of her head towards him. "My people know you are the guiding force behind Coghaven, but the Warmaster holds a special place in our hearts. Few elves have ever impressed us so martial skill."

"No doubt, we still enjoy the story of how he impressed your people," Runcible noted with a coy smile before nodding and looking to a well dressed goblin with glasses sporting clockwork. "Deputy Minsiter Viklo?"

"Sure, boss. Minister Glint is finishing up recovery efforts over in Dal Gargo. We think the orcs have if from here what with the new industrial facilities built in Orgal Dorn," Viklo said as he adjusted his glasses, having been away on some sort of task involving the mysterious auction house until now. "Minister Glint is prepared to build our own industrial facilities north of Dal Gargo. The big step for us delayed by the war."

"Good, let the Minister know he can proceed with material allocated. This should also help spread our population better to allow our influx of new orc citizens space to find their own place amongst us easier," Runcible said with a thoughtful expression.

"So then, let us move onto planning for ongoing magic countermeasures along with research into this Song threat. I know we still have debates over its full nature but that just means we have various lines of research to pursue. We have to continue to be ready for that. Also there is talk about our ongoing relations with the Trolls beyond the bridge, I'd like us to consider how best to approach that," Runcible said as he began to guide the various ministers along tracks of thought and planning. Coghaven had endured and forged a powerful alliance. Now the goal was to further expand that alliance to better resist any future threats that would come their way.


Advancements
Basic Robotics (Lvl 1): Clockwork Soldiers gain a 9+ save
Aquatic Settlements (Lvl 1) - Settlements may be built on water tiles. Currently may suffers issues on a roll of 9+ on a d10.
Clockwork Auxiliaries (Lvl 1) - Each Settlement functions as having two +0/+0 Mechanical Defenders.
Grand Market (Lvl 1) - Establish trade benefits with allies or trade partners. Trade income of +10 per Trade Partner.
Trade Road (Lvl 1) - Improved Trade Income by +5 with Clan Spike Horde.
Widgets (Lvl 1) - Widgets generated every turn, collected sums able to be spent to reduce time or cost on advancements or mechanical units.
Winterizing (Lvl 1) - Remove Winter movement penalties for units.

Failsafe Advancements
Fury of the Great Cog (Lvl 1) - 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.
Soul Engine (Lvl 1) - Slaughtering or Sacrificing Forgeheart citizens fuels and amplifies the power of Fury of the Great Cog ten fold as their very souls feed the divine working.

Orc Advancements
Orc Battle Plate (Lvl 1) - Armor Improvement for the Orc Warrior units of Clan Spike Horde granting +0/+1 while allowing standard movement.
Orc Flame Bombs (Lvl 1)- Orc Warriors gain +1/+0 and deal Ongoing fire damage.
Orc Mana Stones (Lvl 1)- Magic Attacks against Orc Warrior units suffer -2/0
Grizzakis Monument (Dal Gargo) - Orc Warriors get +1/+1 when fighting in the field with Coghaven units.


Items of Interest
Omega Research Outpost (Inside Forgeheart borders)
Demon Destroyer Cannon (Research Material)
Demon Destroyer Chassis (Research Material)

Allies
CORA (Cognitive Operation Records Assistant) - Controller of Omega Research Outpost
Clan Spike Horde (Orcs)
Naltrox the Mighty Troll - Supplied Armor and Tools by Coghaven (20 Resources)

Questlines
Coghaven Quest 2: Train 10 units (7/10)
CORA Questline: COMPETE
Orc Questline: Quest 3 - COMPLETE
Troll Questline: Quest 1 - Build a Trade Post in the Northern Forest

Settlements
Forgeheart
Capital Level 2

Clockwork Fishery (Lvl1) - 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.
Modular Walls (Lvl 1) - 0/+1 to settlement defense bonus
Scientific Institute (Lvl 1) - Roboticist Training and Research
Cog Alliance Monument (Lvl 1) - Trade between all alliance members improves by +10.
CORA HOME DEFENSE SQUADRON (Lvl 1): CORA now is able to provide defense troops to the Capital of CogHaven.
These consist of 2 Defensive Robots. If they are destroyed, they will be rebuilt in 4 turns.

Defensive Robots
Elite
HP 1
Offense 0
Defense 2
Never Gunna Give You Up: 8+ save

Finley Station
Floating Base Specialized Military Settlement Level 1

Industrial Recalibration (Lvl 1) - Finley Station produces the full resource output of a Standard Settlement of its level each turn automatically.
Choose one of these free actions each turn:
-Build Submarine- No turn cost, but Resources count for Legendary
-Decrease Advancement turn by 2 to a minimum of 1.

Hero units
Mr. Finley
Civilian Hero
Machine Lore: Decreases cost of mechanical units by 25% at settlement that he is stationed at
Proper Maintenance: If stationed with a mechanical force, gives them a 9+ save. If they already have that save, it becomes 8+.

Total Troops
7 Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard
2 Ships
2 Troll Hunters

Deployment
1st Clockwork Legion
5Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard

2nd Clockwork Legion
2 Clockwork Soldiers
2 Troll Hunters
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Unrelenting Hunter: At the start of battle, choose unit type( Hero, Monster, Legendary, Elite, Troop) a unit will be randomly chosen from that type. If unit is down to, or only has 1 HP remaining, roll d10. On an 8+, enemy unit is captured instead of killed or attacked. If this action is taken, it uses both attacks

First Fleet
2 Ships

Order/Happiness
1/1

Population
13/40

Resources
Start of TurnIncomeCurrentExpenditureRemaining
1060 + 25 Trade95-5045
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of TurnIncomeCurrentExpenditureRemaining
21324/FONT]024/FONT]







Actions
Build Industrial Settlement N of Dal Gargo with 2nd Clockwork Legion (3 Actions, 50 Resources)

Free Action
-2nd Clockwork Legion moves North of Dal Gargo
-2nd Clockwork Legion will engage with any local Trolls while carrying out construction (permission granted earlier by Naltrox the Mighty)
-1st Legion will hold position at Orgal Dorn to complete investigation of findings.


 
1645247510264.png



The soft sound of piano fills the verdant halls of an unfathomably ancient garden. Wild grasses, flowering creepers, and alien bushes fill the lush halls of this quiet place. Pots overflowing with green and teal leaves hang from the flat ceiling. Creeping through the stained glass are soft beams of morning sunlight, and room is lit almost completely through the bio luminescence of carefully cultivated yellow, gelatinous sacks sticking to the walls.
1645247659141.png

Several humanoid beings comprised of twisted black metal solemnly wander through this garden, tending to the plants. A soft green light glows from within them. Despite being made from industrial black metal, they have a strange sense of life and grace welling within. One of them sits at an ornate yet decrepit piano. It plays a mournful melody, in a plodding minor key. The soft music is interrupted intermittently by loud, powerful crescendos.

An elk fashioned from pitted and clearly antique metal carefully trudges along with the black servitors, carefully avoiding hitting the hanging pots with his imposingly large set of metallic antlers. He stops briefly to watch a human child prune dead flowers from a rose bush. Upon hearing the elk approaching, her face bursts into a smile, revealing several missing teeth. “Mr. Zestari! I haven’t seen you in so long. Look how nice my rose bushes are looking right now.” Quickly with her pliers, the little girl cuts a pristine rose from the fastidiously grown bush. The elk bows its head, and the child deftly weaves the rose into his antlers. “Now you’ll look nice in all those fancy meetings you go to!” The elk nods its head, and continues walking.

1645246096351.png
Eventually, the decrepit elk finishes his leisurely walk through the verdant halls. It reaches a massive circular room, furnished almost entirely with wood. The room has several levels, all spanning around the perimeter of the circular room. They overlook the central area via exposed railings. Books, machines, artwork, and prepared specimens fill rows and rows of shelves that populate each level of the room. A small band on the ground level plays soft, torpid music that echoes through the building.

Several humans wearing dove masks sit in the middle of the room. They are clad in black jumpsuits covered in pockets, and many hold cruel looking weapons forged from some long forgotten metal. A woman sits in the center of this viscous looking flock. Her face is partially elevated from her skull, and flowers grow in the cracks. An observer would notice that her “skin” is some kind of strange ceramic, and on each hand is six fingers. Flowers and plants sprout from even intervals on her exposed body, and monarch butterflies perch on her arms.

“Zestari” she says. “So wonderful for you to finally join us. I see you decided to take your sweet time getting here.”

“Oh, it was incredibly sweet my darling. The garden is do-”

“I don’t care about your garden,” interrupts the woman, “These nightmares we’ve been having are just getting stronger. We are wasting away in here as unseen beings surround us- you know as much as I that we must take action. Do you want to see this art and beauty burn?” She looks to the eclectic shelves briefly, and then gestures to the dove-faced men surrounding her. “I’ve put together several scouting parties. They’ve been briefed on what to say, and what our goals are. All I need is your permission to let them fly.”

Zestari wished he had a more expressive face, so he could scowl at her. “You know Cadeya, generally when someone wants something done, they don’t speak in the manner that you do.”

Cadeya laughs- a musical sound that strangely compliments the surrounding symphony. “And generally, when a leader is told something is wrong, they get off their rusted ass and do something about it. Again I ask, do you want to see this place go up in flames?” As Zestari walks closer to the woman, her regal appearance begins to falter. The flowers between her skin were wilting, and she softly trembled.

Zestari pauses as he gets close to the masked men and cocks his head. “Why are these men armed?” Cadeya huffs. “Because we have no idea what’s out there. Please, just let them explore a little. I told them to only take defensive measures if needed.” Cadeya was beginning to worry. What if this old man didn’t see the value in making sure the nightmares were wrong?

“Fine” the great elk says. “We will send these men to the north, east, and west.”

“And the builders, what of them?” Cadeya says- her tone softening, finally realizing that Zestari had agreed with her. The mechanical elk had a nasty habit of taking an absurdly long time to reach any kind of consensus.

“While you have much to learn in the way of eloquence, you do quite well planning ahead. They’re authorized too. Just please be kind to our organic stock, their bodies break so easily.” Zestari looks wistfully to the massive glass dome on the ceiling. “Oh, to break easily. There’s a certain beauty in finality, isn’t there?”

An eyebrow raised, Cadeya opines “Now isn’t the time for your gloom. I’ll make sure they work in 4 hour shifts, and get lots of breaks.”

With that assurance, Zestari leaves the peculiar meeting room. He returns to the garden, and stands in the center of the lush oasis. He remains that way for the next several days.





FaeActions.png

Initial Points of Interest

  • Capital is starting at level 2
  • Free farming settlement gained due to native bonus. Placed as closely to the capital as possible. Known as "Roserest."
  • Random Access Memory: Granted additional free troop. Choosing a Masked Zealot.
Paid Actions

  • Spend all 4 actions and 60 materials to upgrade Roserest to a level 2 farming settlement.
Current Military Standing

UnitTroop TypeTierArmy DesignationDeployment
Masked ZealotTroopTier 1 Army 1, Dove-Masked, "Oak" Abroad, Westward
Masked Zealot TroopTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Eastward
Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
Party Animal EliteTier 1 Army 3, "Redwood"The Court
Free Actions

  • Move Army 1 to the West one hex
  • Move Army 2 to the East one hex
  • Have Army 1 explore the hex that it's on
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
100(40 Roserest + 40 The Court) * 1.15 = 92-60132




 
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Yamabuki

Settlements
Huang He (Capital Level 2)
Standing Army
1 Samurai

1 Monk
2 Wyrms
1 Boat
1 Fire Crow
Dragons Gate


Shan (Standard Level 1)
Standing Army
2 Rock Hunters
Dragons Gate
1 Dragon Dancer
2 Wyrms


Xùnsù De (Military Level 1)
Standing Army
1 Samurai

Twin Pixies

Héchuáng (Farming Level 1)
Standing Army
2 Wyrms


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: At the start of a turn where happiness is negative, roll a d10. On a 10, it returns to 0.
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


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
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: 3


Total Troops
2 Samurai Troop
2 Monk Troop
8 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero
1 Skeletons Troop
2 Rock Hunters Troop
Twin Pixies Hero
Broken Jaw Butler Hero


Order/Happiness
0/1

Population
17/25

Spirit Tokens
1

Orders
Paid Actions:
Build Advancement Waterway Surveying for 9 resources*
Build Advancement Rice Paddy
for 9 resources**
Build Advancement Never Give Up!*** for 9 resources


*Unlocks Navvie Engineers
** Possible Resource generation
***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.


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

Movement (Army Three) 1 Tile West

Army Three
1 Boat

Army One joins with Army Three


Army One

Abraxas
1 Skeleton
Broken Jaw Butler
1 Monk
3 Wyrms
Dragons Gate


Resources

Start: 141
Income: 202
Expenditure: 27
End: 316





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