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r0wYRBY.png


≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

The party had camped at the base of the volcano, much to... pretty much everyone's annoyance. The heat that radiated off the blacken stones, the ash that flew through the air and the constant, heavy stench of sulfur permeated every inch of this place, it was enough to turn the stomach of even the hardest of them and they had, unanimously, agreed to not bother attempting to eat supper. Despite the arguments again it, Trystan had assured them that the great volcano simply had to be explored, to imagine what wonders lay within, what mysteries waiting to be solved, what monster waited to be slain, what ancient entities may dwell within the belly of it... And he had the strangest compulsion to throw the eye into the heart of the volcano. As darkness descended on the camp, the small screams started. Distant at first, the trick of the wind, but it grew louder and would go silent at times. Far above them, on the dark mountain, they could see flashes of odd blue light here and there that would vanish as quickly as it appeared. With each flash, the screams would begin, and when the flash ended, so to would the screams. Even with Ren on guard, most in the party did not get much sleep as each scream sent shivers down their spines and gazes drawn back to the volcano to check to see how far the blue flame was from them.

As the sun crested the horizon, the party packed camp and began their accent up the mountain. Despite some apprehension as they waited for more screams, it did not happen. At least, not at first. As they climbed up roughly a fourth of the way, and oxygen became a bit thinner and the smell of sulfur stronger, the screams started again. Small, squeak like, almost childish. Dread flooded through their bodies as they scrambled and climbed to crest the edge to try and save whomever was being attacked only to see it.

A large hulking figure of metal, nearly eight feet tall and a body almost two as broad as Rokks, the figure moved with slow purpose, each heavy step seemed to almost shake the ground as small servos gave small whines and whirls, and to their side, the young Elijah leaned forward, the figure reflected in his glasses as he took it in, took in the shape of the armor, how it moved, the sounds it created, "Armor," he whispered, "That's armor-"

There was something inside then. Man, woman? Human? Orc? Some other creature?

Trystan started to raise up to speak but was quickly pulled back down by Ren as a chorus of small, excited squeals filled the air. Dozens of small reptilian humanoids charged at the metal behemoth, throwing small spears or even firing bolts of magical flames that did nothing besides glint and bounce of the metal hide, in a well practiced motion, the hulking figure lifted the large device in their hand and flicked a mechanism, blue flame burst from the tip and washed over the group of lizards. Screams of pain and terror erupted from their throats as scale blackened, as bone and muscle melted, as they were reduced to ash and cinder. The smell of burnt flesh filled the air, mixing with the rotten stench of the sulfur and turned their stomachs... One brave, or foolhardy, lizard creatures stood proudly, feathers in their headdress waving in the wind, "You will fall! The Holy Dragon shall rise! The Ffenics will return and the world will be renewed!"

The small creature seemed to puff out their chest as they spoke, their beady eyes filled with almost fanatic devotion that dared the behemoth to say something back, to dare refute the universal truth of the world. The figure slowly tilted its head as it examined the small creature, the weapon in their hand flicked on. Then off. Then on. Then off. Over and over, as if it was keeping pace with whatever thoughts were happening within that helm.

An echoed chorus of voices started to rise, and where once it looked like it had been solid rock, the slimmest of shadows could be made of an cave entrance, the small creature drew themselves up even taller, their chest puffed out so much now that Tam was sure iit was going to tip over and roll all the way down the volcano, "Yes! The legions of the holy dragon will bring you down!" it said as it almost hopped foot to foot as a small obsidian dagger appeared in their hands, "Your blood will be the first of the renewal!" It cried as it flung itself at the figure.

Shocking fast for something so large, its gauntleted hand shot out and grabbed the creature's head. The massive hand wrapping entirely around the lizard's face, snout and all. The small lizard let out a pained cry as it hacked and chopped at the armored wrist that held it but succeeded only in snapping their stone knife, small muffled shouts came from the lizard and the party had the oddest sense that the small creature was still speaking of the inevitable doom and death of this armored flame spewing monster. It carried the small creature to the entrance, pulled a small device from a small compartment in its waist released the lizards snout, "You will-" whatever it was about to say got cut off as the behemoth shoved the small device down its throat where it made it half way down before becoming lodged, the bulge visible even from where the party was. The creature pawed at its throat, tears forming in its beady eyes as the flow of oxygen was cut off. With almost contemptuous ease, the behemoth lifted the creature with one arm and flung it down the tunnel, the reptile disappearing into the dark surprised yelps broke out of the cavern as it seemed to have hit its mark. Silence fell for a second and then the world exploded. A loud boom echoed through the air as the ground under their feet trembled. The figure stared in the darkness.. as a wave of fire flooded out of the tunnel to bath the armored figure. Just as quick the flames come, did they leave, and the armored figure remained where it was, whisp of smoke seeming to trail off its armor as it stared into the darkness, its head, once more, tilted to the side and the weapon in its hand flicked on and off. On. Off.

"We should go, like, now," Tam whispered, this wasn't okay. This... That thing was creepy. Even Rokk wasn't that creepy. And how many more of those little creatures were there? And a 'Holy Dragon'? Was there a Dragon in the volcano? Sure, they had seen some when they were in the last city, but she had the faintest feeling that this dragon was probably a lot bigger and meaner then those.

"But its armor," Elijah whispered, the flames almost reflected off his glasses, "Imagine how it works.. And how does that weapon spew flames so far? What accelerant does it use? I've never seen a flame so blue before, and how did he pack so much incendiary power in that small gren-"

"Not now Elijah!" Tam hissed as she gave the skinny youth a shove, "Think later, leave now."

"I'm going to go talk to it," Trystan said as he pushed himself up and slid down the lip before Tam, or anyone, could grab him.

"Get back here!" Tam hissed, memories of a very similar event flashing in her mind, memories of a beach and insane weirdoes.

"It'll be okay," Trystan said with a smile that did not hold nearly as much confidence, "What is the worst thing that can happen?"

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

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

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

Order/Happiness
0/0

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

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

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

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

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

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

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

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

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

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

Spell Scroll [1]
May cast an additional spell

Emerald Green Cape - Equipped by Ren
0/+2

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Tamif Fizzlewick

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

WR3N

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

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

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

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

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

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

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

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

Resources
Start of TurnIncomeExpenditureRemaining
2910-120171


Actions
Force March [South, South]

Hire Lillith

Hunt [Rolled 15]

Free Actions
Move South West
Explore Desert Oasis Tile

Map for reference, heading towards star.
dCkANZm.png
 
Birth of Nations: Act 2: Age of Colonialism


The foothold now carefully established and the army settled in, it was now time for The General to begin his movements. He sent word to the other two commanders of the landed forces to begin their preparations to march.

Upon interacting with the other nations that have landed here, either they will submit to Fafrium rule, or they will be crushed under heel. There will be no middle ground.

Their forces are ready, willing, and able to crush those that stand in the way of Fafrium Superiority.


Clan Spike Horde

Chieftain Mahk stood on the ramparts overlooking the training yard. His people were warriors, he was a warrior, but even still, he enjoyed the peace that they had managed to eke out after The Mabinogi had almost wiped them out. And he was determined to make sure that an incident was not going to hit their lands once more.

If these Fafrium Warriors believe that they would wipe out Clan Spike Horde, they would have another thing coming.

He watched the Boar Riders practicing their charge routines. Against both practice dummies, each other and even other Orc Warriors on foot. Anything to prepare themselves for the most likely scenario, a bloodbath of war.

Actions: Train 3 Dire Boar Riders

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


—-----------------------

Ogre Nation

Tiny laughed as he looked at the map. What was left of the Collective had fled to the South to where their allies lived. It was a pitiful display. If they could not face them in the field of battle, all they were doing was delaying the inevitable.

Their friends would not help them stay the line. Their friends would only fall as all shall fall before the might that is the Ogre Nation.

The Giant Ogre took another handful of pudding, enough that would fit in a tub and stuffed it into his mouth. The technology they acquired from Straed would help them go far and conquer all that lay before them.

Once they crushed their foes in the south, they’d go and crush those invaders from the East that he keeps hearing word about.


—-------------------------------

Penumbra

General Pavlova swung her poleaxe down hard into a large rock, shattering it into thousands of tiny little pieces. Her anger was palpable with her swing.

“How dare they defy us!”

Another swing and another large rock destroyed into tiny shards. The lack of action was tantamount to a betrayal. Actions always shown louder than words.

“Those mushrooms shall rue the day that they defied The Goddess! Ready the Armies! We ride south to eliminate the Mushroom menace and then we shall infect those to the North as per the word of the Goddess!”

The soldiers clad in armor saluted across their chest, making a clanking noise as they responded in the affirmative.

The time has come for them to strike and strike hard.

They will spread the glory of The Goddess. And without the Mushroom people that give platitudes without honesty.


—------------------------------


The Fafrium Empire


A report came across the desk of The General. It detailed that everything was fine on the front of The Northern Forces and that they have already begun to deal with the natives of The Trolls.

The fighting is fierce, but no more difficult than expected as per their scouts information.

The cultist that penned the letter laughed. By the time that Fafrium realized that their forces to the North were already corrupted, it would be far too late.

The Academy

A letter arrived from the Northern Fafrium forces that they would respect the sovereignty and neutrality of The Academy as long as they did not get involved with any of the fighting against The Fafrium Empire.

A far reasonable request and one that they as an institution of Higher Learning are prepared to abide by.

—--------------------------------
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:


Red Ring

It is hot to the touch


Metal Egg
A strange egg with a pin in it

Oversized Blade

A sword that is easily over 15 feet tall



Month 7, Turn 19, Year 1291

XXj4Lxh0ssSvC8GTN6RS6j-EQ4raxUTE7Mus_6KCrL-5vgLvG620WDJghdInkz9FYsKZkKymAS4FkOcYnaI88MkaV33vE4Jh_gLTw4OQ63CdKd5vCLuFVt_PuqtKZ5Iv3kuoz0OW4nwIjCVRMQ


The Children of Mekhane

1. Army 5 "Her Hungering Maw". continues consuming the tile (will be 2/3 at end of turn)

2. Army 6 "Her Blessed Consecrators" continues consuming tile (will be 2/3 at end of turn)

3. Army 7 "Her Industrious Spirit" continues consuming tile (will be 2/3 at end of turn)

4. Train 2 Units of Mekhanite Legionnaires (1 Action, 45 Resources)

5. Begin and complete level 2 advancement: "Bronze Destiny" - On the start of each turn, roll a d10. On an 8+ a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources)
"As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause'.

6. Train 2 Units of Mekhanite Skirmishers (1 Action, 45 Resources)

7. Pay 140 to the Auctioneer.

8. Army 3 moves onto New Londonium's tile and engages in diplomacy.

9. Army 7 explores.- While exploring, they find an ancient armor from the early Mekhanites. Gain Mekhanite Armor
Strength: 0/+2
Weakness: -1/0

10. PAY 200 TO OMAR (COMPLETE QUEST 3)

OMAR is able to bring his facility up to its full capacity. All Mekahnite units now possess vehicles, raising movements by 2. Every turn, roll a d10. On a 10, gain a specialty vehicle which can be equipped to a hero.

The Synthetic Fae Court
  • Research Advancement: Joint Lubrication: When a "rusty joints" effect is rolled, roll a d10. On a 2, the effect continues as normal. Otherwise, roll on the Random Access Memory table again. This effect triggers any time a "rusty joints" effect is rolled.​
  • Research Advancement: Bardic Travelling Companions: Any army with a Masked Zealot in it gains an additional movement.​
Exploration of the area uncovers an undiscovered bunch of supplies. Most of the rations have gone bad, but there is a magical cape among them.

Cape of Strength
Strength: Blocks 1 Damage
Weakness: Decreases Damage by 1 (Minimum of 1)

The Gobbos

-Advancement: Da Portal - A network or large, circular rings that can be used to instantly teleport
from one place to another. There are no moving parts and no magic, just that old Goblin belief that
they work, makes them work.
May create a portal on a hex, populated or otherwise, for one action at a cost of 100 resources.
When on a hex with a portal, a Goblin army counts as being on each portal hex for the purposes of
movement. Must be a minimum of 10 Da Bad Moon Goblins in any army wishing to use a portal
otherwise it doesn't work. Portals may only be destroyed by enemies of the Goblins and to do so
much roll an 8+ at the start of a turn while on the hex. This represents finding the portal in such a
vast space rather than an inability to destroy it. Cannot be built if engaged in combat.

-Advancement: Orlov's Toolkit - Orlov has proven himself to be a most useful friend to the Gobbo's.
Even after wars between their people's, the dwarf has settled in well and is making some
immediate impacts.

Each turn roll a D10 for each magic item that has a declared weakness. On a 10 the item loses its
weakness. Equipped items are unaffected unless Orlov is with the bearers army.

-Advancement: Shrooms of The Growth - The Growth has proven to be extremely beneficial and it is
clear that it ties in with the Mother Shroom they found previously near one of their settlements.
While at some point the Gobbo's changed to be more humanoid than the Flessi, they are clearly of
the same ancestors. The sharing of knowledge has resulted in some exciting developments.
Each turn roll a D10 and consult the table below:
● 1-4: Nothing Happens
● 5-8: Gain a single use item
● 9: Gain a standard Magic Item
● 10: Gain a Magic Item with no weakness
● 11+: Extreme Mutation: Gain a hero


Explore: While exploring, The Gobbos came across a large pit trap. Instead of simply disabling it and moving on, they made a game out of jumping over it. IN the end, many lives were lost, but they had a great time. Loss 3 Units

Yamabuki

Upgrade Advancement Tenko Transformation (Lvl 2) for 60 resources

Whenever an Advancement is stolen, a Sky Fox is automatically recruited for no cost

-

Build Advancement The Illegimate's for 9 resources

Mercenary Units ignore Saves in the first round of combat

Coghaven

Build 2 Clockwork Soldier units at Finley Station (Production Line Efficiency, Mr. Finley) (61 Resources)
Upgrade The Anvil to Level 2 (3/4 Turns)
Upgrade Port Sprocket to Level 2 (3/4 Turn)

Rahzen

Recruit Blizzen x3

Explore: While returning to Storm’s Rest, the army uncovers an ancient Elemental Spirit trapped in a cave. It beckons them to free it.

Quest: Free the Ancient Elemental Spirit

Quest 1: Research the Wards

The Goblins have been making themselves at home within the capital of the Rahzen, in fact, just a little too much. They threw an incredible festival that lasted for a week where they ended up literally painting the town red. Lose 1 Order

The Flessi Assembly

1. Cultivate 3 Soilings for The Spine Garrison
2+3: Cultivate 2 Shellbound for The Spine Garrison

Trystan Galvingar

Force March [South, South]

Hire Lillith

Hunt [Rolled 15]

Explore: They come across a town filled with strange cactus people. A large bazaar is set up in the center of town with cactus people selling their wares. They do not seem to be bothered by how different the group looks.

It seems that a festival will be occurring that will have lots of fun and games. (Continued in Adventure Chat)


Free City of Noctis


Straed Collective


Captain Lionhearth





Mercenary Hut


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

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

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

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

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

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

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


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

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


Expedition League 2
1 Flessi
Expedition League 3
6 Flessi
3 Soilings
Expedition League 4
1 Flessi
2 Soilings

Movement
Expedition League 3 moves southwest one tile to merge with Spine reinforcements
3 Soilings, 2 Shellbound and Metal Man depart from the Spine Garrison and move northwest one tile to merge with Expedition League 3

Expedition League 4 Moves North one tile to Haaster


Actions
1. Advancement- Shellbound Movement Tactics
2. Advancement- Improved Construction Methods
3. Cultivate 3 Soilings for the Spine Garrison



Free Actions
Expedition League 3 is renamed to Resolution League
Expedition League 2 is renamed to Southern Expedition
Expedition League 4 is renamed to Northern Expedition

Expedition League 2-Cultivate & Spread (3/3)
Resolution League- Cultivate & Spread (1/3)

Expedition League 4-Cultivate & Spread (3/3)

Diplomacy with Rahzen (AKA Warnings of Warring in the South)
Diplomacy with the Gobbos (AKA: Murder Party Invitation)



Resource Transactions
Balance: 864 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 80) + Growth's Boon 25% = 100 REC

-Expense:
Lvl 1 Advancement(Single Focus) 40 REC
Lvl 1 Advancement(Single Focus) 40 REC
Cultivate 3 Soilings 20 REC

New Balance: REC 976
 
The Children of Mekhane


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


Turn 16, Fall



Actions:

1. Army 5 "Her Hungering Maw". continues consuming the tile (will be 3/3 at end of turn)

2. Army 6 "Her Blessed Consecrators" continues consuming tile (will be 3/3 at end of turn)

3. Army 7 "Her Industrious Spirit" continues consuming tile (will be 3/3 at end of turn)

4. Army 1 merges into Army 4.

5. Army 3 moves and merges into Army 4.

6. Army 4 moves as shown
C3CC193F-1F8B-48E8-98FE-BB69C8A38F5A.jpeg

7. 2 Armored Personnel Carriers, 2 Legionnaires, 4 Skirmishers move to join Army 4.

8. Upgrade Amoni-Ram to level 5. (2 Actions, 0 Resources)

9. Enact Policy - A Call to Arms

In response to the arrival of an unknown force swarming with military men, the arrival of outsiders in animal masks and the many nations and peoples about who do not worship MEKHANE, the city calls all of the faithful to service to help spread and defend HER will

1 - Rioting : The unrest and controversy lead to violence in the streets. This causes favorites to shut down as they are damaged and their workers refuse to work. Lose an action.
2 - Civil Unrest : protests break out over the militarization of the nation and the fundamentalist views dominating the government : Only 1 unit may be moved 1 tile this turn
3-4 - Underwhelming Support : nothing happens
5-6 - War Bonds : Citizens donate to the war effort in mass. Gain 50 resources.
7-8 - Enlistment Surge : Zealous volunteers enlist in mass. Gain 1 free troop.
9 - Veterans rejoin the force : Gain an elite unit.
10 - A hero rises - Gain a hero (edited)

Weakness - Every time a 1 is rolled, lose 1 Order.








Quests:

Cull the Growth
- Investigate the reports of armies of Growth-Beasts to the far west.
Hidden Treasure - Find the treasure, located in the central mountain range.


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

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

(Equipped by The Shepherd Bumaro)

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

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

Armor Piercing Rifle
+3/0
(TINA)

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

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

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

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

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

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

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

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

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


Economy:
Resources - "Amoni-Ram is a beating heart, not just of life, but of faith, technology, and industry."
At Turn StartIncomeExpensesAt End of Turn
56225 (forgot to do Order bonus)0281

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

Mekhanistic Devotion - "As the corruption of Mother Nature and its FLESH is purged from the land, the influence and power of MEKHANE begins to flourish"
At Turn StartIncomeExpensesAt End of Turn
4206

MEKHANES RESURGENCE
Influence Tier: 1
Converted Tiles: 1
Tiles In Progress: 3


Nation Summary

Order: 1
Happiness: 1

1652043933323.pngThe Shepherd Bumaro
Leader
HP: 5
M: 2
Attacks: 6
Offense: 2 (4 against Heros, +1 DMG against Heros)
Defense: 4

The Hammer of Mekhane: HER LIVING VOICE smites followers of THE FLESH with divine fury, bring down the righteous hammer of HER upon them. The Shepherd Bumaro gains +3 Offense and deals +2 damage to units that are in anyway magical, plant/fungal related, are beasts, or are from a nation that worships nature or spirits, but is unable to damage mechanical units that do not have any of the above traits. To units that are not mechanical but share none of the above traits, the attacks use the normal stat line.

Mechanical Perfection: The Shepherd Bumaro is the purest form of being- for they are one with the Blessed Machine. This grants them unparalleled intellect, durability and strength that no being of FLESH can hope to obtain. The Shepherd Bumaro has a 6+ save against taking damage, that cannot be improved by any means, and grants other units in his army a 9+ save (or improved there current save by 1)

Aspect of the Divine Machine: may incorporate pieces of Mekhane into their being to gain new abilities and benefits, up to GM discretion. When this unit is killed, all of the pieces including its own DIVINE ASPECT can be retrieved by the victor of the battle. (The DIVINE ASPECT imbues a HERO with the statline of The Shepherd Bumaro).

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

These pieces of MEKHANE merge to become a part of The Shepherd, slowly transforming Them into the DIVINE MACHINE. Thus, their stats are permanently increased.

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

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


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

Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 2Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite PsionEliteTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
The Shepherd BumaroLeaderN/AArmy 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"New Londonium
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 5, "Her Hungering Maw"Abroad
Earth BreakersCivilian UnitTier 2Army 5, "Her Hungering Maw"Abroad
Mekhanite SkirmisherTroopTier 2Army 6, "Her Blessed Consecrators"Abroad
Earth BreakersCivilian UnitTier 2Army 6, "Her Blessed Consecrators"Abroad
Mekhanite SkirmisherTroopTier 1Army 7, "Her Industrious Spirit"Abroad
Earth BreakersCivilian UnitTier 2Army 7, "Her Industrious Spirit"Abroad

TINAHeroHP 2 Attack 2 Offense 5 (2) Defense 2, +2 Melee Dmg, Ranged AttackGuide: Used in Adventures, allows a single reroll per adventure Guardian: In battle, will take a killing blow for another unitArmy 1, First Expeditionary Legion, "Her Hopeful Wanderers"Arm of Destiny, Armor Piercing RifleAbroad
CepherHeroHP 2 Attack 2 Offense 2 (0) Defense 6 (4), +1 Dmg, Ranged Attack Assassin: Able to target Hero units in battle if they are there and deals an extra 1 damage to them. Hard to kill: Each time this unit would die, instead decrease two attributes by a total of 2. This loss is permanent. If this is impossible, this unit dies. Old World Helmet: Has a 9+ save. Army 4, "Her Purifying Flames"Old World Helmet, Phaser Rifle (Kill Mode), Ancient Mekhanite ArmorAbroad

Amoni-RamCapitol, Level 4 (1/8 actions for upgrade)

Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Strategic Logic2 Mekhanite Legionnaires become Tier 2 units and gain the following trait; "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Each Legion member is trained not only in the physical art of warfare, but the mental as well.
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH. "A digusting abomination such as THE GROWTH must eradicated, in all its form."
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100. "Amoni-Ram is a beacon of industry. When the Forgemasters and Master-Fabricators set their mind's eye on a task, it will be not only achieved, but perfected."
Mekhane's Consecrators2"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology. "This world will be purified in honor of MEKHANES return."
Advanced Resource Extraction and Purification Machinery220% increase in resources production. "The Divine Secrets of the Old World are put to good use."
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties. "Mechanical limbs with built in shock absorbers, armor with air-conditioning, and sharpened blades. These tools made quick work of Nature's obstacles."
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid. "The world has turned into a hostile and illogical place during MEKHANESabsence. We must meet its tendrils with sharpened steel."
Bronze Destiny2 On the start of each turn, roll a d10. On an 8+ a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources) "As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause".
Mechanical Reflexes2The initiative tier of Mekhane Skirmishers is now First. "No being of FLESH can match the speed of pistons and finely tuned mechanisms".

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

Honor Guard
Elite
M 3
HP 1
Attack 1
Offense 0
Defense 1
Defenders of the Just- Will automatically take the killing blow for any unit. Leader> Hero> Monster> Legendary> Elite> Troop

"
Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M.


Psion
Troop
M: 3
HP 1
Attack 1
Offense 0
Defense 0
Mental Buff- Instead of attacking, can give one unit a 0/+1. (This can stack up to a 0/+3)

"
Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M.
Name: Her Right Hands, Mekhanite Legionaries
Type: Troop
Tier: 2
M: 3
HP: 1
Attacks: 1
Off: 0
Def: 1
"Zealots Resolve" - 0/+2 when defending a settlement
"Strength And Certainty of Steel" - 8+ Save and +0/+1 on legionnaires
"Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3.

"Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M.
Name: Her Fighting Falcons, Mekhanite Skirmishers
Type: Troop
Tier: 2
M: 4
HP: 1
Attacks: 1
Off: 0
Def: 0
"On the Wings of Mekhane" - +1 Movement and +1/0 against fliers
"Mechanical Reflexes" - Initiative tier is First

"Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M.

Name: Her Chosen Wrath, Mekhanite Psions
Type: Elite
Tier: 1
M: 3
HP: 1
Attacks: 1
Off: 1
Def: 1
"Shield of Faith" Gives another unit 0/+1

"Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M.

Earth-Breakers
Civilian unit
Material Gain, Land Lost: If this unit is on a tile for 3 turns, it destroys the tile by harvesting all its resources, turning it into a barren wasteland. This gives the owner 50 Resources
Ignore Difficult Terrain

Name: Mechanized Troop Transport
Type: Elite
Tier: 1
HP: 1
A: 0
M: 3
O: N/A (Cannot attack)
D: 0

Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic)

Armored Personnel Carriers
Legendary
HP 2
Movement 4
Attack 2
Offense 0
Defense 4
Fast and Spacious: +3 Movement. If destroyed, allows two allied units to gain 0/+2 until the end of the fighting
Can carry 4 units


 
Last edited:
Great Cog.gif

Coghaven

More and more war preparation was commencing as both Clockwork Legions moved to merge at The Anvil. They were mustering even as Warmaster Otherion departed to join them. THey would have to march north soon to see what has become of things there even as Finley Station continued to discreetly produce forces for the new defense legion being formed.

Runcible looked over his reports even as he received news that the other settlements were in the final stages of expansion. That was a relief as it would open up their support for more forces along with providing even more needed materials. He then sighs as he looks at the paper he was about to pen and dispatch on a ship bound back for Greater Titania after it offloaded its latest batch of exiles. He grabs a quill and being to reluctantly write.
---
To her Imperial Majesty, Empress Bethzane of House Reo, Queen of the Five Holds, Protector of the Elf Glades, Dwarf-Friend of Kagakraza, Goblin Tamer of the Vestine Wastes

I regret to inform your Imperial Highness that there may be complications in our ongoing efforts to honor the Treaty of Exile. Understand that I have no desire to disrupt this as it keeps the peace between our lands while allowing you to more peacefully remove unwanted elements challenging the rule of the Royal Court. The influx of population is always welcome and we continue to extend the offer of trade should your Imperial Highness so desire to accepts it.

The issue stands more that the Empire of Fafrium has landed a full scale invasion expedition on this continent and we will be attempting to maintain our sovereignty. We will not and never turn away your ships, but our ability to receive them could be potentially disrupted. We will do our best to avoid this so as to maintain our agreement with Greater Titania and your Imperial Highness. You know well I would not write to make excuse and that I do not bandy about words. This is simply a dispatch I feel a duty to send to you as a holder of a treaty that is of importance to us both.

May you continue to find peace in your reign,
Runcible Thorpe
Overseer of Coghaven

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.
Clockwork Min (Lvl 1) - Increases resource production by +10
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 2

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.

The Anvil
Industrial Settlement Lvl 1

Port Sprocket
Water Settlement Lvl 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
6 Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard
2 Ships
2 Troll Hunters

Deployment
1st Clockwork Legion
6 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

Homeland Defense Legion (Finley Station)
2 Clockwork Soldiers

First Fleet (at Port Sprocket)
2 Ships
1 Submarine

Second Fleet (at Finley Station)
3 Submarines

Fishing Fleet
8 Fishing Ships
Non combatant units that generate 5 resources a turn.

Order/Happiness
1/2

Population
12/40

Trade
Clans Spike Horde: 25
Children of Mekhane: 30

Resources
Start of TurnIncomeCurrentExpenditureRemaining
456160 + 55 Trade671141530
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of TurnIncomeCurrentExpenditureRemaining
12315015

Free Action
Build Submarine at Finley Station (80 Resources)
1st and 2nd Clockwork Legions will merge at The Anvil

Actions
Build 2 Clockwork Soldier units at Finley Station (Production Line Efficiency, Mr. Finley) (61 Resources)
Upgrade The Anvil to Level 2 (4/4 Turns) (Complete)
Upgrade Port Sprocket to Level 2 (4/4 Turn) (Complete)​
 
Yamabuki

Settlements

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

Standing Army
1 Samurai
1 Monk
3 Wyrms
1 Boat
1 Fire Crow
Dragons Gate
Green Dragon
Great White Wyrm
Fire Wyrm
2 Bejeweled Crabs
2 Rusted Warriors


Shan (Standard Level 1)
Standing Army
3 Rock Hunters
1 Dragon Dancer


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


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

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


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

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


Bagua Arts

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

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

Roll: 6
Rerolls: 9

Total Troops

Red Mother Leader (Hourglass)
2 Samurai Troop
3 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero (Sapphire Sphere)
3 Skeletons Troop
3 Rock Hunters Troop
1 Dragon Dancer Elite
1 Fire Crow Troop
Twin Pixies Hero (Gauntlet Of Power)
Broken Jaw Butler Hero (Small Black Button)
Green Dragon Hero
3 Bejeweled Crabs Elite
Nerida Hero (Tiara of the Goddess)
3 Navvie Engineers Non- Combatant
1 Ningyoburi Troop
The Great White Wyrm Hero
Metal Mystic Hero
Fire Wyrm Hero

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


Order/Happiness
0/1

Population
29/50

Buffs

Spirit Tokens
2

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

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


Orders
Paid Actions:


Upgrade Capital Settlement Huang He (180 resources) with Standing Army (6/6)

Train Troop Rock Hunter for 20 resources (Shan)


Build Advancement Proper Papers for 9 resources

Mercenary Units require 25% less Upkeep


Free Actions:
Move Unit Rock Hunter to Tower of Trials (Roll 8)
Hero Unlocked
Yamabuki Workforce
Current Tile Canalwork (2/2)
Complete


Movement (Illegitmate's) 1 Tile NE
(Current Tile - NW)

The Illegitimate's
Gargamel

2 Lost Troop
3 Wyrms
Water Elementals
2 Sea Barnacles


Movement (Boat) 2 Tile North
(Current Tile - North - Huang He)

1 Boat

Resources


Start: 495
Income: 146
Expenditure: 149

End: 492




Lady Genmei had been hard at work, looking over papers and notarising documents, feeling a renewed sense of duty after her period of sullen swithering. While the backlog wasn't massive, the Golden Treasurer far too efficient in her work, her absent mindedness in recent months clawed away at her, making Lady Genmei more scrutinising with the latest batch of reports. Placing the seal back in to the caramel coloured clay, the Lady took a quick stretch, raising her hands behind her as she extended her back, the long sleeves of her golden robe falling low as she stretched.

The Golden Treasurer had worked through the night to finish the latest batch of papers, but she didn't feel tired at all. The opposite in fact. It seemed that diving back into her work had been the kick she needed to clear her mind. And with that clarity came an adamant and decisive decision of what she would do when she next saw the Prince.

She looked to the rose on her desk, vibrant and thriving in it's vase. Before she could pine after him, Lady Genmei quickly got back to work, perusing and studying the next agenda on her list.

Something caught her eye as she scoured the documentation on military spending. While the upkeep for their forces seemed to rise higher and higher in recent months without any evidence of additional recruitment or training, all the papers outwardly bore the royal seal in crimson wax.

Perhaps the Red Mother was tending too and nurturing the Army as was her role. Never had one who held the title, like Queen Wu, marched alongside her forces and even into battle. But the Queen had always been a progressive and forward thinking woman, something that got her in trouble from time to time in their homeland.

At least, according to the older, more senior members of the Treasury. Lady Genmei, however, still held the Red Mother in high regard. Still, it would not be fair or even prudent to not examine the situation further..

Turning her gaze to the reports of new births and recent deaths, amongst them a plethora of new Rock Hunters, she looked on with greater vigilance, licking her thumb as she went through everything...


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≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

[Working on it, posting so map can be done]

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

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

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

Order/Happiness
0/0

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

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

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

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

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

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

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

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

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

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

Spell Scroll [1]
May cast an additional spell

Emerald Green Cape - Equipped by Ren
0/+2

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Tamif Fizzlewick

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

WR3N

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

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

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

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

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

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

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

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

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

Resources
Start of TurnIncomeExpenditureRemaining
1710-8091


Actions
Force March [North West, South, South]

Hunt [rolled 23]

Hunt [rolled 21]

Free Actions
Move South West
Explore Mountain

Map for reference, heading towards star.
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Scribe of the Council. Meeting Notes for meeting 23.

As is custom Requen Sunset began the meeting at midmorning and alerted the councilors of any business among the members of his tribe. As follows
  • The marriage of Datliw and Wavua Springspear
  • The death of Kwero Swiftwinds in the goblin incident
  • The death of Sikkah Eaglepelt to natural circumstances
From there the other tribes began their own reports and the councilors of other nations gave reports of the goings on of their own people. As follows is a partial list, full list located in final documentation within scribes office filed under meeting reports.

  • The death of Chianna Raventusks to the goblin incident
  • The death of Shortlimb to the goblin incident
  • The partial destruction of two breweries and one house to the goblin incident
  • The full 'repainting' of one house in the color red
A small argument broke out from this point as is custom before order was once again restored and the council put forth the main decisions for the month to be voted upon.

Issue One: How to appease the populace after the goblin incident and the damage caused by it.

Taran River, Head of Tribe River, proposed the introduction of mandatory mushroom usage in the manner that our goblin allies have. No second to the motion occurred.

Bos Moon, Head of Tribe Moon, proposed free foodstuffs and entertainment as both an apology and bribe for the public masses. Seconded by Leona Twilight. Vote occurred and results as follows:

  • Requen Sunset: Aye
  • Taran River: Aye
  • Rahdek Storm: Aye
  • Faolin River: Aye
  • Vulpes Claw: Aye
  • Ruby Talon: Aye
  • Longlimb: Aye
  • Olm: Aye
  • Firine Tail: Aye
  • Grantine Mountain: Nay
  • Colvine Fang: Nay
  • Four-Tooth: Nay
  • Long-Fire: Nay
  • The Small Star: Nay
  • Lithos Thunder: Nay
  • Willon Whisler: Nay
Vote passed 9 to 7 and efforts into the issue will occur posthaste.

Issue Two: The discovery of the ancient elemental and the need for research into the wards surrounding its prison. Motion for research proposed by Requen Sunset and seconded by all Taur-Ahe and Vulpine councilors. No vote required and research to begin among the shamans of Rahzen immediately.

Issue Three: The start of lack of proper worship and gifts to the spirits among those who worship them. Motion to move issue to council of Taur-Ahe and Vulpine proposed by Rahdek Storm and seconded by Grantine Mountain and passed.

Meeting called to end after closing statement by Requen Sunset.

All councilors in attendance and such will be noted in full report.

-Scribe Barvile



Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
18695392408602348
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 10 (TITAN's Fall) + 49 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Total: 539Advancement Cost: 60 Total: 60

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

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

The Frozen Forces (Army 2) [Sunset Mountain]
6x Blizzen
Norma (Hero)
Blacktop the Undaunted (Hero)

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

Order/Happiness
0/0

Population
30/40

Paid Actions
Research Advancement: Prison Wards
Research Advancement: Bread and Circuses
Research Advancement: Return to Nature


Free Actions
March Army 1 South one tile to Storm's Rest (No image supplied due to inter settlement movement rather than requiring being placed on map.)
Explore tile with Army 1
Receive Stolen Advancement: Antigrav Handles- Decreases cost of Construction by 10




Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+
Xion Corporation: Corvan - Steal Advancement on roll of 8+
Coghaven: Veren - Steal Advancement on roll of 8+
Gobbos: Veltin - Steal Advancement on roll of 8+
Holdfast: Roran - Steal Advancement on roll of 8+
Yamabuki: Erdan - Steal Advancement on roll of 8+​
 
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Orchid was not having a good day. Orchid was never having a good day. The usually plucky fae limped to the royal archives, pride utterly shattered. They drug the two halves of Pylos down the halls. It was far too heavy for such a thin frame to carry. The orchestra that usually played there must have been out on lunch, because a strange quiet had befallen the place, save for the archivist scuttling around the towering bookshelves to clean and arrange specimens meticulously. Orchid had always wondered why the strange fellow was always cleaning and arranging. The static shields around the bookshelves kept dust out. Maybe it was a peculiar obsession.

“Orchid. Seems you’ve brought the body of Cadeya back in.” Orchid shakes their head and tosses the two broken pieces at the archivist’s feet. “No, this was Pylos. She got yanked through time and Cadeya abandoned us. I have her soul right now, we need her halves back up and I can ensoul them.”

The archivist rubbed his chin inquisitively. “Orchid my good fellow, why is she cut in half?” Shuddering, Orchid looked at their various injuries incurred from the fight with Zestari. “Remember those hulking undead that the creepy bonelord gave us? Well, they didn’t take kindly to Pylos informing us that Zestari is actually chaos corrupted.” Those words hung heavy in the air. Orchid was internally praying to Dialeth-Astor that the archivist believed the claim. “Well….” the archivist began “This was an obvious fact. Undeath and luck were his domains if I recall correctly, and those aren’t domains of order.” Orchid was floored. He knew the entire time? And said nothing? “The old elk was rather adept at keeping the influence of chaos away otherwise. Is he alright?”

If Orchid had a collared shirt and this was a cartoon, they’d be tugging at it. “Well you see…Pylos stabbed him in the eye. With a scared knife. And it made him angrier than I’ve ever seen, and half of his face turned to bone” The absurdity of the situation dawns on Orchid, as they realize Pylos may have started a very, very bad chain of events.

The archivist fumbled and dropped the priceless artefact they were holding. A precious vase with ancient symbols painted onto it. “I believe we are in dire trouble now.” He began to pace around the room and then abruptly stopped. “So. Why are you here? I can’t remove the chaos from him if that’s what you’re going to ask.”

Orchid sheepishly scratched the back of their head. “Yea….I actually want you to put Pylos back together so I can ensoul the vessel again.”

“WHAT?” the archivist roars. “She doomed us. Why in the nine hells would I EVER do that?”

Orchid raised their hands defensively “Because she knows quite a bit about dealing with chaos, and we need to nip this in the bud before we look like gross undead monstrosities.” The archivist huffed. Orchid was always impulsive, but never this bad. Their words rang true though. Pylos in her heyday was a high ranking Greenwarden. “Very well. But I’m removing her ability to fight completely. And neither of you are killing Zestari if there’s an alternative.”


FaeActions.png








Initial Points of Interest



  • Supply Cache: Gain 50 resources
Paid Actions



  • Spend 1 action and 20 resources to research civilian unit: "Archival Assistants" with a special ability that allows them to see all upgrade trees for an artefact, and contain any artefact without it causing negative effects.
  • Spend 10 resources to train an Archival Assistant
  • Spend 10 resources to train 2x masked zealots.

Current Military Standing



UnitTroop TypeTierArmy DesignationDeployment
Masked ZealotTroopTier 1 Army 1, Dove-Masked, "Oak" Abroad, Fungal Domain
Masked Zealot TroopTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
Giant ToadHeroTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
11x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
3x Undead ReaversLegendaryTier 1Army 3, "Redwood"The Court
2x Party Animal EliteTier 1 Army 3, "Redwood"The Court
2x Ghostsighters EliteTier 1 Army 3, "Redwood"The Court

UnitTroop TypeTierArmy DesignationDeployment
9x Masked ZealotTroopTier 1Zestari's WarhordeEn Route to Penumbra
Archival AssistantsTroopTier 1Zestari's WarhordeEn Route to Penumbra
Zestari, the Horned LordLeaderTier 1Zestari's WarhordeEn Route to Penumbra
2x Undead ReaversLegendaryTier 1Zestari's WarhordeEn route to Penumbra


Free Actions


1651897412707.png
  • March "Zestari's Warhorde" to spot on map.
  • Beg Trek for a new quest
Resource Expenditure





Start of TurnIncomeExpenditure Remaining
542(60 Roserest + 40 The Court + 40 Wightfield + 50 Supply Cache) * 1.25 = 237- 20 (Research) - 20 Troops739

Quest Progress





COMPLEATED:
Gift Lord Tr'ment 50 resources. REWARD: Skeletal Builders
Gift Lord Tr'ment a settlement. REWARD: Reavers
Make 10 units. REWARD: Enlightened Warriors

Royal Archives




Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
  • Cape of Strength: Strength: Blocks 1 Damage Weakness: Decreases Damage by 1 (Minimum of 1) (Equipped to Neo-Pylos)
    • Tome of Movement: Equipped hero gets +4 movement. Given to Neo-Pylos.
    • Crown of Virtue: +2 damage on magical attacks. On failed attack, summons 1d4 dark spirits to attack the allied army. "Whispers seem to fill the air around this crown." Currently unequipped.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.
  • Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.
  • Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
Extra Special Units
Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

Undead Warrior
Troop
HP 1
Attack 1
Offense 1
Defense 0
Mass Horde: This unit must be killed before other units can be attacked

(5)

Giant Frog
Hero
HP 2
Attack 2
Offense 2
Defense 2
Swallow: The Giant Frog can instead of attacking that turn, roll a d10. On an 8+, it swallows the targeted unit and they are counted as incapacitated and captured.

Enlightened Warriors
Elite
HP 2
Attack 1
Offense 0
Defense 1
Drugs of The Onion: Give +1 HP permanently as they have an injection system that allows them tp pump as much as they want. Free Action in Battle: CAN PUMP A HIGHER DOSAGE TO INCREASE HP TO 4, BUT WILL DIE AFTER ALL THE FIGHTING HAS CONCLUDED AND THE ENEMY HAS RETREATED OR DIED.

Lord Landroi Hero
HP 4
Attack 2
Offense 4
Defense 0
Fear is the Mind Killer: Immune to Negative Penalties and 1 Shot Abilities
Training of the Damned- 2 extra HP and a 9+ save

Ghostsighters
Elite HP 1
Attack 1
Offense 1
Defense 0
Trickery: Before combat, roll a d4. Give that many enemy units a 0/-2

The Lingering One Hero
HP 2
Attack 2
Offense 4
Defense 0
Frightening Aura: All enemies that attempt to attack The Lingering One, suffer a -4/0 Sneak or Scare: Any forces in its army get 1 free Attack if killed. This does not stop the unit from dying.






 

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The Children of Mekhane


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


Turn ??, Fall



Recollections of The Shepherd, Part 1.

When the Shepherd had opened their eyes for the first time, they had found their mind flooded with memories of a past life that seemed both alien and distant, though it had been his… theirs but days before. They could recall the life of a man they and others knew as Robert Bumaro. A simple Shepherd from a simple, primitive people who lived on the edges of the jungle, struggling to farm the infertile land and herding livestock between clearings. They remembered a life full of hardship, dominated by emotion, ignorance, and ruled by nature. They saw images of a life of ups and downs, the course of days determined by things as simple and natural as the weather. Entire years were dictated by the bounty of meager harvests and ruined by unexpected droughts.

Looking back at it all, it seemed foolish and brutish. They faced problems that could have easily been solved through logic, but instead they had turned to the supernatural… praying to spirits and forces of nature that either could not answer their pleas, or simply did not care to. Robert Bumaro, the man they once were and in a way still was, had been a man ruled by the desires and will of FLESH…

The word and all it’s meaning came to the being formerly known as Robert in a flood of understanding, entire encyclopedias of history and context, grand bodies of philosophical thought appearing within their mind as if it had always been there- though they had never heard the word or had its history explained to them before.

They dived deeper into their mind, finding images, ideas and understandings that did not belong to Robert. They sifted through these memories, but not out of curiosity. Thinking on this, they found that they in fact felt… nothing. Not a calm, focused state, but in fact nothing. They did, of course, feel in the physical sense, they could sense the cold metal beneath their feet, feel the cool air blowing gently across their metal skin. But when it came to emotions… they found they felt none, and had none to feel. They could remember feeling them, back when they were still Robert Bumaro, but the memory was an understanding that they had felt these ways and what these ways meant, but they could not recall had these emotions felt.
And they understood that this emotionless state was good, was right. Their thinking was no longer clouded by emotion as it once had, allowing them to think logically and act rationally, no longer constrained. It was how they ought to be, and how others ought to think… how they ought to guide others to think…

They could sense intuitively that they had a purpose twofold, given to them by a higher power. The first was to teach others to think with an emotionless, purely logical mind as they did, To reject the temptations of their body and the fallacies of emotional reasoning. The second was to reconstruct this higher power… the Divine Machine… MEKHANE. The name demanded reverence, and just as with the thought of FLESH, grand works and histories filled their mind, an understanding of what... whom MEKHANE was and what they stood for... and what They must stand for in HER place.

The mention of HER name brought more memories to light. Recent memories, ones that explained to them how they had become who they were now and what they were now… how Robert Bumaro, the misguided Shepherd, had died… no, been reborn, made whole, made pure. Made in the image of MEKHANE.
They could remember Rober- themselves, running, panting… the feeling of soft dirt and leaves beneath their- HIS feet, a burning feeling in his legs and chest as he has pushed himself forward, the sound of wind whipping him as he ran. He could remember immense pain… his hands covered in crimson, clinging desperately to a wound in his chest…

There had been rustling in the forest behind him… the snapping of branches, pounding of feet in the dirt… voices hollering, yelling at HIM… and getting closer with each thundering beat of his heart…
He had been running, chased by savage men in animal hide wielding spears… intent on finishing the job they had started, angry at him for some dispute that in his new state seemed trivial, this reaction illogical, easily resolved through words alone.

He had felt fear and dreadful certainty, recognizing his mortality. They would catch him, or he would bleed out. Those were the only two options. In desperation, he had looked around wildly, for somewhere to hide. Perhaps he could hold on long enough so that he could lose them and then he could limp back to the village... maybe their Shaman could heal even his egregious wound...

Seeing a dark spot beneath the twisted roots of a massive tree, he had dived into it blindly, and found himself suddenly tumbling downwards.

They could remember only flashes of images and feelings past that point. The sensation of tumbling downwards… the sight of thick roots snaking down rock walls… the painful crunch of crashing and bouncing against stone… the cracking and breaking of their bones and body...

After what seemed like either a moment or a life time, they had suddenly found their momentum brought to a halt, landing somewhere below and the world exploding into a flash of colors before it all went dark.

The next thing they remembered was laying atop a table in a strange place, incomprehensible and it’s features obscured by the fog of pain and memory. Hazy figures stood over him, their forms not quite human, too angular of features, their heads too box like and too many limbs extending from their torsos. His head rang, and he heard muted unnatural sounds… metallic clicks and whirs, tonal chirps and drums, all blending into one cacophonous scream.

They remembered immense pain, being unable to move save to twitch and blink. One of the out of focus figures had leaned down and stabbed him with something long and sharp, the prick filling him with a momentary searing pain and then it all began to fade away… the last conscious image they remembered were misshapen arms closing in from above…

They had then awoken, some time later, laying atop an operating table within HER BEATING HEART, the knowledge and memories of the place coming to them just as the knowledge of THE FLESH had. The guardians of HER HEART, humanoid automata that both maintained HER BEATING HEART and gave HER gifts to those who could use them to bring about HER reconstruction. They had found him… taken him into HER BEATING HEART and given him HER gifts, remaking him in HER image. They had bowed reverently towards them, saying nothing. The construct formerly known as Robert Bumaro remained there for some time, sifting through their new memories and knowledge, examining their new body. Their flesh had been stripped away, in its place were augments of steel and bronze, made of technology far behind any that had blessed this world in millennia.

The Shepherd, at that time unnamed, had exited HER BEATING HEART some time later, the floorplan of the facility intuitively known to them, the transporter, unused since ages long since turned to legend but meticulously maintained by the guardians, bursting through the earth, toppling the tree that had sat atop it. Unceremoniously, MEKHANE had returned to the world, at least in some small part.



 
Birth of Nations: Act 2: Age of Colonialism


As the forces begin to roll out from their respective landing positions, The General can only stop to think about this nation of Mekhane that came to visit him. Certainly, they could be a useful ally in helping to pacify this continent for the safety of all Fafrium.

Eyes will of course be set upon them, in case they have alternative motives than what they have presented. But it seems as though they covet Old World Technology and that should help them keep the line.

The very fact that they respect technology and are antematha to all that is magic, is indeed very, very promising.

Time will tell how this all proceeds.


Clan Spike Horde

Chieftain Mahk came out of a meeting with the village elders. The Shamans have said that the tides of war were upon them. A war unlike any that they had seen before. Against a forces as relentless as The Mabinogi, but with enough numbers such as to blot out the sun in the sky.

They would focus on war so that in the future, they could have peace.

Actions: Train 3 Orc Warriors

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


—-----------------------

Ogre Nation

They had arrived at one of the Collective’s flying cities. Now was the time for them to invade and crush their enemies in one fell swoop. They had even placed them within the same airspace to attempt to provide additional protection.

Bah.

That would prove ineffective, especially once he had entered the field of combat.

Ogre machines and their ogres riding giant beasts had jumped into the fray on the Pyramid. Its ancient defenses opening fire on the creatures, with only a small handful falling to the blasts. The rest landing safely on the upper deck.

The machines of Straed collided with the Ogres as Lord Ga’Lade in his mech challenged the Leader of the Ogres, Tiny to one on one combat as the fighting continued to occur around them.

“I remember you, beast. Though I did not fight you. You’re at least as old as me and no where near as good looking.” The old man chuckled at his quip as he waited for Tiny to respond.

“I heard about you too, Old Man. You were defeated by Barbarians and couldn’t hold your own castle against them.” Tiny gave a hearty belly laugh as he swung a large blow of his tree sized club with which, Ga’Lade dodged in his mech while explosions danced around them from the other fighters.

“Hmmf. Well, at least I didn’t get defeated by a Toulosian General and tossed into the frozen waters.” Ga’Lade punched Tiny in his face with a rocket fist and barely managed to dodge the following return punch.

“Graaawwr! She cheated! No one should be able to get their troops to be so non squishy! It not fair!” Tiny began stomping his feet, causing the very ground beneath them to begin cracking.

“Or perhaps she was just better than you?” Ga’Lade figured to keep his opponent off balance by continuing this line of thought. If so, perhaps he could take him out. The Ogre was a giant of a beast, after all.

“NOOO! TINY IS BEST AND TINY WILL PROVE IT TO YOU!” While Ga’Lade was in midair from a recent dodge, Tiny managed to grab the leg of his mech and pull it down into the ground, smashing it hard.

The safety features of the mech were all that kept him alive. He felt at least a few ribs were cracked and he was bleeding from a headwound. But this old man still had some fight left in him.

Crawling out of the shattered mech, he dragged himself to his feet, drawing his ancient blade.

“I am Lord Ga’Lade, hero of many wars and leader of his people. I stand before you a warrior and even should I fall, it will be the glorious death of a warrior. So en garde!”

The older man lunged forward, slashing at Tiny’s ankles, causing pain, but very little damage to the huge Ogre.

Tiny laughed a hearty belly laugh. “This is what you present to me, old man? It seems all that talk was just empty words.”

He reached down to grab the elderly man, only to get his hand slashed and sliced for his own delights. The Ogre took his tree sized club and smashed the old man with it across the deck.

The Legend of Lord Ga’Lade ends there.

As Tiny looks up from his fight, he watches as the remainder of his forces have been wiped out by the Collective, but not before inflicting serious casualties among them.

The Giant Ogre roared in rage as he continued to fight all by himself and would continue to do so. He would not due here. He would not lose here. This will be his victory. One way or the Other.


—-------------------------------

Penumbra

An army is arriving from the south. How DARE they threaten the sanctity of The Goddess. How DARE they go back on their word to spread the greatness that is this plague of The Scythe. How DARE they push forward with their idiotic contrivances.

It shall be they that fall and not us. They will fall before our might and their empires will be infected with the glorious disease that is a gift from the Goddess.

The Defenses are ready. LET THEM COME


—------------------------------


The Fafrium Empire

A bespectacled man chuckled slightly to himself as he toured the grounds. No longer did he have to hide in the shadows . No longer did he have to focus on assimilation and slowly drawing people in towards the cause.

No.

He had finally assembled a new base of operations. One from which, they would have endless possibilities.

The man looked over his shoulder to the Driders that were assembling on the grounds and smiled as his old friend, an Orc was berating them. She wasn’t happy to have been brought back from death. But he needed her. She kept him more…grounded.

But soon…..soon enough, they would act.

Withers looked down at a small hand mirror that glowed a dark green.

The Boy would face his toughest challenge yet.


The Academy

The Academy went about its daily routines. The threat of war looming over the continent did not bother them in the slightest as they had assurances that none would interfere with them as long as they remained a neutral party. Of which they would be staying. They had students to attend to and tomes to research.

—--------------------------------
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:


Empty Box

Its got nothing inside


Holy Fruit
A fruit that seems to have a holy aura to it

Gary

A strange man wearing business casual outfit



Month 8, Turn 20, Year 1291

IX8VgABKY2D4sHzb4mio-qiD2iKKh_QuxAF8eJI3jPmHQQNIOiHANqSbJBQu4GTcRklwojUoNuRT9KGLsp3NDj24o9H3AmeLn0F_vnhJg0tgG2sosAuPD5hYv0Gmt6y2cio1yqkYBkWwAMXGgw

The Flessi Assembly

1. Advancement- Shellbound Movement Tactics- Shellbound gain an extra +1/0 when they move into combat
2. Advancement- Improved Construction Methods- Buildings cost 10 less resources
3. Cultivate 3 Soilings for the Spine Garrison.

Explore: The crew is digging and uncovers a large tree covered in mushroom like growths. It wishes to join in your commune. Gain ShroomHead

ShroomHead
Hero
HP 5
Attack 2
Offense 2
Defense 2
Hearty Mushrooms- +1 HP and on death gives all Flessi a free attack from the spores
Thick Wood: +2 HP

The Gobbos

-Build Da Portal on Capital - 100 resources
-Build Da Portal on hex army 1 finishes on - 100 resources
-Recruitment: x2 Red Rokks - 120 resources (+2 Naked Lads)

Explore: Gobbos uncover while building the portal a bucket Helmet made of wood

Bucket Helmet
Strength: Blocks 1 Damage
Weakness: Takes 2 Extra Damage from Fire Attacks


The Children of Mekhane

1. Army 5 "Her Hungering Maw". continues consuming the tile (will be 3/3 at end of turn)

2. Army 6 "Her Blessed Consecrators" continues consuming tile (will be 3/3 at end of turn)

3. Army 7 "Her Industrious Spirit" continues consuming tile (will be 3/3 at end of turn)

4. Army 1 merges into Army 4.

5. Army 3 moves and merges into Army 4.

7. 2 Armored Personnel Carriers, 2 Legionnaires, 4 Skirmishers move to join Army 4.

8. Upgrade Amoni-Ram to level 5. (2 Actions, 0 Resources)

9. Enact Policy - A Call to Arms

In response to the arrival of an unknown force swarming with military men, the arrival of outsiders in animal masks and the many nations and peoples about who do not worship MEKHANE, the city calls all of the faithful to service to help spread and defend HER will

1 - Rioting : The unrest and controversy lead to violence in the streets. This causes favorites to shut down as they are damaged and their workers refuse to work. Lose an action.
2 - Civil Unrest : protests break out over the militarization of the nation and the fundamentalist views dominating the government : Only 1 unit may be moved 1 tile this turn
3-4 - Underwhelming Support : nothing happens
5-6 - War Bonds : Citizens donate to the war effort in mass. Gain 50 resources.
7-8 - Enlistment Surge : Zealous volunteers enlist in mass. Gain 1 free troop.
9 - Veterans rejoin the force : Gain an elite unit.
10 - A hero rises - Gain a hero (edited)

Weakness - Every time a 1 is rolled, lose 1 Order.

Explore: While traveling towards the unholy grounds in the middle of the map, they uncover a clear screen with writing on it.

Clear Screen
Strength: Gives one enemy unit -1/-1
Weakness: This hero suffers the same decrease when it is used

Coghaven

Build 2 Clockwork Soldier units at Finley Station (Production Line Efficiency, Mr. Finley) (61 Resources)
Upgrade The Anvil to Level 2 (4/4 Turns) (Complete)
Upgrade Port Sprocket to Level 2 (4/4 Turn) (Complete)

Explore: While construction of the ongoing cities is going, one of the workers uncovers a suit of armor made from Old World Metals.

Suit of Armor
Strength: Blocks 2 Damage
Weakness: -2/0

Yamabuki

Upgrade Capital Settlement Huang He (180 resources) with Standing Army (6/6)

Train Troop Rock Hunter for 20 resources (Shan)

Build Advancement Proper Papers for 9 resources

Mercenary Units require 25% less Upkeep

T’Lock
Rock Hunter Hero
HP 2
Attack 4
Offense 4
Defense 0
Speed of the Hunter: Gains +2 Attacks
Netting: Can sacrifice 2 attacks to throw a net at a unit on a roll of 6+. If it succeeds, that unit is unable to fight in the battle.

Explore: While upgrading the capital, they uncover a magic staff

Magic Staff
Strength: Boosts Magic Damage by 2
Weakness: This unit takes double damage from Physical attacks


Trystan Galvingar

Force March [North West, South, South]

Hunt [rolled 23]

Hunt [rolled 21]

Free Actions
Move South West
Explore Mountain

Trystan and crew discover a Magical Anklet

Magical Anklet
Strength: Deals 2 Extra Damage

Explore: Tystan and his adventuring group travel through the mountains. The vista itself is beautiful, but empty outside of the occasional bird or mountain goat.

It wasn’t until they were almost to the top of their latest mountain path that they came face to face with a large humanoid robot. According to rumors, it seemed to be of Straed Collective design. Its eyes glowed a dark, sickly green as it looked at Trystan and spoke with a feminine voice.

“I have been waiting for you, my successor.”

Rahzen

Research Advancement: Prison Wards- This amount of research gives elemental units a 0/+2
Research Advancement: Bread and Circuses- +1 Happiness
Research Advancement: Return to Nature- +1 Happiness

The Synthetic Fae Court
  • Spend 1 action and 20 resources to research civilian unit: "Archival Assistants" with a special ability that allows them to see all upgrade trees for an artefact, and contain any artefact without it causing negative effects.​
  • Spend 10 resources to train an Archival Assistant​
  • Spend 10 resources to train 2x masked zealots.​

Explore: Discovers a Poison Dart Gun

Poison Dart Gun
Strength: Deals +1 Damage against living creatures

Free City of Noctis




Mercenary Hut


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


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


Turn 16, Fall




Updates:
Army 5, First Consecration Legion, "Her Hungering Maw", has CONSUMED it's tile and coated it in HOLY BRONZE. May HER will manifest!
(Gained 50 Resources)

Army 6, Second Consecration Legion, "Her Blessed Consecrators", has CONSUMED it's tile and coated it in HOLY BRONZE. HER glory spreads ever forward! Progress at last!
(Gained 50 Resources)

Army 7, Third Consecration Legion, "Her Industrious Spirit", has CONSUMED it's tile and coated it in HOLY BRONZE. IT falls to blessed machines and divine flame, replaced by HER purity!
(Gained 50 Resources)

A CALL TO ARMS: Rolled an 8. A unit of Mekhanite Legionnaires is gained.

OMAR's GIFT: Rolled a 10. A Hero gains a special vehicle.

Bronze Destiny: Rolled 7. Nothing happens.


Actions:
1. Army 5, First Consecration Legion, "Her Hungering Maw", moves and begins consuming tile. (1/3 at end of turn)

2. Army 6, Second Consecration Legion, "Her Blessed Consecrators" moves and begins consuming tile. (1/3 at end of turn)

3. Army 7, Third Consecration legion, "Her Industrious Spirit" moves and begins consuming tile. (1/3 at end of turn)

4. Army 4 moves to Wrightfield, engages in Diplomacy. (No channel needed!)
1652397704190.png

6. Construct 2 units of Mekhanite Skirmishers. (45 Resources)

7. Upgrade Amoni-Ram (2 Actions)


Quests:

Cull the Growth
- Investigate the reports of armies of Growth-Beasts to the far west.
Hidden Treasure - Find the treasure, located in the central mountain range.


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

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

(Equipped by The Shepherd Bumaro)

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

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

Armor Piercing Rifle
+3/0
(TINA)

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

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

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

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

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

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

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

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

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


Economy:
Resources - "Amoni-Ram is a beating heart, not just of life, but of faith, technology, and industry."
At Turn StartIncomeExpensesAt End of Turn
28133045566

Economics Breakdown
Income Generated by Amoni-Ram: 120 (80 base from level 4 * 25% (faction bonus) = 100 base * 20% ("Advanced Resource Extraction and Purification Machinery") = 120.
Trade Income: 60 (Goblins, Warrior Women, Cogs)
Earth-Breaker Income: 150

Mekhanistic Devotion - "As the corruption of Mother Nature and its FLESH is purged from the land, the influence and power of MEKHANE begins to flourish"
At Turn StartIncomeExpensesAt End of Turn
68014

MEKHANES RESURGENCE
Converted Tiles: 4
Tiles In Progress: 3


Nation Summary

Order: 1
Happiness: 1


The Shepherd Bumaro
Leader
HP: 5
M: 2
Attacks: 6
Offense: 2 (4 against Heros, +1 DMG against Heros)
Defense: 4

The Hammer of Mekhane: HER LIVING VOICE smites followers of THE FLESH with divine fury, bring down the righteous hammer of HER upon them. The Shepherd Bumaro gains +3 Offense and deals +2 damage to units that are in anyway magical, plant/fungal related, are beasts, or are from a nation that worships nature or spirits, but is unable to damage mechanical units that do not have any of the above traits. To units that are not mechanical but share none of the above traits, the attacks use the normal stat line.

Mechanical Perfection: The Shepherd Bumaro is the purest form of being- for they are one with the Blessed Machine. This grants them unparalleled intellect, durability and strength that no being of FLESH can hope to obtain. The Shepherd Bumaro has a 6+ save against taking damage, that cannot be improved by any means, and grants other units in his army a 9+ save (or improved there current save by 1)

Aspect of the Divine Machine: may incorporate pieces of Mekhane into their being to gain new abilities and benefits, up to GM discretion. When this unit is killed, all of the pieces including its own DIVINE ASPECT can be retrieved by the victor of the battle. (The DIVINE ASPECT imbues a HERO with the statline of The Shepherd Bumaro).

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

These pieces of MEKHANE merge to become a part of The Shepherd, slowly transforming Them into the DIVINE MACHINE. Thus, their stats are permanently increased.

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

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


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

Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
The Shepherd BumaroLeaderN/AArmy 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"New Londonium
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite PsionEliteTier 1Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 4, "Her Purifying Flames"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 5, "Her Hungering Maw"Abroad
Earth BreakersCivilian UnitTier 2Army 5, "Her Hungering Maw"Abroad
Mekhanite SkirmisherTroopTier 2Army 6, "Her Blessed Consecrators"Abroad
Earth BreakersCivilian UnitTier 2Army 6, "Her Blessed Consecrators"Abroad
Mekhanite SkirmisherTroopTier 1Army 7, "Her Industrious Spirit"Abroad
Earth BreakersCivilian UnitTier 2Army 7, "Her Industrious Spirit"Abroad
TINAHeroHP 2 Attack 2 Offense 5 (2) Defense 2, +2 Melee Dmg, Ranged AttackGuide: Used in Adventures, allows a single reroll per adventure Guardian: In battle, will take a killing blow for another unitArmy 1, First Expeditionary Legion, "Her Hopeful Wanderers"Arm of Destiny, Armor Piercing RifleAbroad
CepherHeroHP 2 Attack 2 Offense 2 (0) Defense 6 (4), +1 Dmg, Ranged Attack Assassin: Able to target Hero units in battle if they are there and deals an extra 1 damage to them. Hard to kill: Each time this unit would die, instead decrease two attributes by a total of 2. This loss is permanent. If this is impossible, this unit dies. Old World Helmet: Has a 9+ save. Army 4, "Her Purifying Flames"Old World Helmet, Phaser Rifle (Kill Mode), Ancient Mekhanite ArmorAbroad
Amoni-RamCapitol, Level 4 (1/8 actions for upgrade)
Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Strategic Logic2 Mekhanite Legionnaires become Tier 2 units and gain the following trait; "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Each Legion member is trained not only in the physical art of warfare, but the mental as well.
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH. "A digusting abomination such as THE GROWTH must eradicated, in all its form."
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100. "Amoni-Ram is a beacon of industry. When the Forgemasters and Master-Fabricators set their mind's eye on a task, it will be not only achieved, but perfected."
Mekhane's Consecrators2"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology. "This world will be purified in honor of MEKHANES return."
Advanced Resource Extraction and Purification Machinery220% increase in resources production. "The Divine Secrets of the Old World are put to good use."
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties. "Mechanical limbs with built in shock absorbers, armor with air-conditioning, and sharpened blades. These tools made quick work of Nature's obstacles."
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid. "The world has turned into a hostile and illogical place during MEKHANESabsence. We must meet its tendrils with sharpened steel."
Bronze Destiny2 On the start of each turn, roll a d10. On an 8+ a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources) "As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause".
Mechanical Reflexes2The initiative tier of Mekhane Skirmishers is now First. "No being of FLESH can match the speed of pistons and finely tuned mechanisms".
Unit Stats
Honor Guard are light humanoid machines designed to protect. Honor Guard Elite M 3 HP 1 Attack 1 Offense 0 Defense 1 Defenders of the Just- Will automatically take the killing blow for any unit. Leader> Hero> Monster> Legendary> Elite> Troop "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Psion Troop M: 3 HP 1 Attack 1 Offense 0 Defense 0 Mental Buff- Instead of attacking, can give one unit a 0/+1. (This can stack up to a 0/+3) "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Right Hands, Mekhanite Legionaries Type: Troop Tier: 2 M: 3 HP: 1 Attacks: 1 Off: 0 Def: 1 "Zealots Resolve" - 0/+2 when defending a settlement "Strength And Certainty of Steel" - 8+ Save and +0/+1 on legionnaires "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Fighting Falcons, Mekhanite Skirmishers Type: Troop Tier: 2 M: 4 HP: 1 Attacks: 1 Off: 0 Def: 0 "On the Wings of Mekhane" - +1 Movement and +1/0 against fliers "Mechanical Reflexes" - Initiative tier is First "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Name: Her Chosen Wrath, Mekhanite Psions Type: Elite Tier: 1 M: 3 HP: 1 Attacks: 1 Off: 1 Def: 1 "Shield of Faith" Gives another unit 0/+1 "Mechanized Logistics" - Automobiles supplied by OMAR greatly increase the movement and range of Mekhanite units. +2 M. Earth-Breakers Civilian unit Material Gain, Land Lost: If this unit is on a tile for 3 turns, it destroys the tile by harvesting all its resources, turning it into a barren wasteland. This gives the owner 50 Resources Ignore Difficult Terrain Name: Mechanized Troop Transport Type: Elite Tier: 1 HP: 1 A: 0 M: 3 O: N/A (Cannot attack) D: 0 Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic) Armored Personnel Carriers Legendary HP 2 Movement 4 Attack 2 Offense 0 Defense 4 Fast and Spacious: +3 Movement. If destroyed, allows two allied units to gain 0/+2 until the end of the fighting Can carry 4 units
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Sunset Mountain Training Grounds

"Get to it you layabouts! I want all of you up and training on the double!" Callarhan's voice echoed out over the field and the army gathered upon it, the entire ground forces of Rahzen assembled into one group for the first time in months to train. He glanced to the sky, watching the Blizzen forces in the air flow through their own formations for a moment before turning back to focus on his own group of Vulpine and Taur-Ahe. "I want fifty more repetitions before we finish for the day, hop to it! Commanders, all of you to me!"

Even as groans of protest echoed from the troops, the varying heroes of Rahzen began to gather slowly with those in charge of the different troops leaving their own orders for continued training. Once they had all gathered Callarhan took in the sight, from the pair of Blizzen made up of Blacktop and Norma, to the elemental forms of Tal'ki and their Greater Elemental ally, their Azghul created ally by the same name, and to his own kinsmen of Vin'Taur. With a nod he motioned for Vigo to step forward from behind him, the skull in his hand shimmering to bring forth the images of their aquatic allies of Aquilosh and the Fallen Star as well.

"Thank you Vigo, this is the first time that we have all been gathered in one place in far to long and Requen asked me to have this meeting to ensure that we were all ready for the battles that both he and myself feel are coming. As such I wanted to ensure that we all had the equipment and weaponry that would best suit our styles of fighting, something that has already been taken care of for the most part. The only true change to be made is that we want Norma to learn how to use the Helm of the Forest which we recovered, the rest of you are properly equipped or the artifacts we have are not well suited to you," the general paced even as he spoke, his words garnering shorts nods or sounds of affirmation from the others. "Does anyone else have anything they believe should be brought up at this time or are we free to return to out training? No? Good, get to it then!"


Omakes

"Perhaps it needs to be worn as a hat?" the elderly shaman peered at the skull in front of him before shrugging and putting it on. "Hmm, doesn't seem to be working, perhaps it requires a key word?"

The shaman began chanting several words in old languages and new, growing more and more frustrated as time wore on and he was unable to get the artifact to work. Amid his ranting of magically inclined words he failed to notice the entrance of several others, primarily those among the council who were on the younger side.

"Blast it all! Abracadabra! Alakazam! Please work you blasted piece of junk before I blast you to fragments!" the shaman lost his nerve at last and began to rant and curse, still oblivious to his audience.

"Ah Vigo, there you are! I found the instructions that the Auctioneer wrote for usage of the skull on my desk, it fell out apparently!" Requen paused as he entered the room, taking in the sight of the shaman wearing a skull as a hat and cursing up a storm, all with a laughing audience. "I'll ah, I'll come back later."

The Council head vacated the room quickly, doing his best to hide his own laughter as a loud groan of annoyance followed him out of the room.
"Order you lot, we are joined today by a representative of our newest allies in his official capacity of a councilor," Requen spoke before the rest of the council, quickly waving a hand to the covered shape next to him. "Without further ado I'd like you all to meet Four-Tooth."

The Falling Sun tore away the covering, showcasing a large mechanical shark - creating a sound as if it was snoring with its eyes closed?

"Blast it, knew that we shouldn't have moved him in here last night," the rest of the council just stared at their leader as he shook his head and muttered, all of them wondering if this was truly the best among them.

Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
23475392887602827
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 10 (TITAN's Fall) + 49 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Total: 539Advancement Cost: 40 Unit Recruitment: 20 Total: 60

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

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

The Frozen Forces (Army 2) [Sunset Mountain]
6x Blizzen
Norma (Hero)
Blacktop the Undaunted (Hero)

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

Order/Happiness
0/2

Population
30/40

Paid Actions
Research Advancement Level 2: Diplomatic Council
Recruit Blizzen x1

Free Actions
March Army 1 one tile south to capitol
Explore tile with Army 1

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

Settlements

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

Standing Army
1 Samurai
1 Monk
3 Wyrms
1 Boat
1 Fire Crow
Dragons Gate
Green Dragon
Great White Wyrm
Fire Wyrm
2 Bejeweled Crabs
2 Rusted Warriors


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


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


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

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


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


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


Bagua Arts

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

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

Roll: 10
Rerolls: N/A

Total Troops

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

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


Order/Happiness
0/1

Population
29/50

Buffs

Spirit Tokens
2

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

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

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


Orders
Paid Actions:


Build Military Settlement Wéiqiáng (18 resources) with Standing Army (2/2)

-


Build Advancement Red Flag Semaphore for 9 resources

In battle, when a retreat is ordered by either party, roll two dice and take lowest result. Penalties are ignored by opposing player but own units receive a permanent +1/+1 for the battle.

Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free) x2

Movement (Submersible Fleet) 2 Tile SW
(Huang He - South- West- Shan)

Submersible Fleet
Nerida
Great White Wyrm

Fire Wyrm
1 Wyrm


Resources

Start: 492
Income: 166
Expenditure: 132

End: 526




Gaozu approached the large tent that was their momentary headquarters for the latest construction, nodding his head to the two Monks outside that watched the entrance. Pushing away the canvas of the tent, he peered inside.

"Mother? May we talk?"

Wu's cheek flickered for just an instant at the disturbance before she smiled, and waved the men away. With a bow, the two soldiers left, their eyes locking on unerringly at the Prince as they marched by. The Princes brow furrowed at the interaction before he looked to his mother and spoke.

"The construction goes well, already bridges have been built over the canals by the Navvies and with them finally established lumber and stone move more smoothly around the settlement. With the boats and carts carrying supplies in very direction, soon the great Wéiqiáng will watch over us as we take root in this new continent."

With a sense of pride, The Prince of Most Brilliant Blue came to stand next to his Mother, overlooking the maps and plans of their latest city.

Like fire and ice they had came together, the cool head of the Prince overseeing the construction and the supplies while the fiery determination of the Red Mother inspired and pushed the people to succeed, the two sides separate but working in unison as they built. But still a feeling of angst gnawed at the sapphire sovereign, as he watched his people work.

While Gaozu, at first, had it rough with members of the workforce, their suspicious eyes and silent murmurings an untoward thing, he was eventually accepted by them but the same seemed to be happening yet again, amidst the walls of Wéiqiáng. Were his people so fickle that his time away left them disillusioned with him?

He was glad his mother was here with him, the Empress an inspiring woman and exceptional role model, easily moulding the men under her into an assiduous force. Hence why he now sought her council. With a sombre exhalation, Gaozu told Wu of his troubles.

"Mother..." he murmured apprehensively "Do the people speak ill of me? Have you heard whispers about my person that seem troubling?"

Wu reared her head back, her eyebrows knitting together as she looked at him, questioningly. "The people they look at me differently as of late, don't you agree? As if I have wronged them in some way. I know I have been in the weeds in recent months, most of my time being spent away from the settlements but it has been all for their benefit..."

"You are putting too much thought into the matter" replied Wu, reaching out to touch her son before considering otherwise. "Do not worry about such things"

"But these are my people, if I have hurt them..." interjected Gaozu, as he stared down at the table.

Wu grit her teeth at the interruption, and took a deep breath "If it bothers you so, I shall look into it for you." she replied firmly, the Prince looking up at her as she spoke.

"But you are being foolish, your time away on the front has made you wary of others. The peoples wants and needs are their own, all we can do as monarchs is navigate the river that is our subjects, and go with it's flow. If are goals are aligned at one time or another then so be it. "

The Prince of Most Brilliant Blue bobbed his head as he considered her words. "Yes, you are right. I am being a fool."

He lifted himself back up. "Thank you Mother. I believe your are correct in your assessment of me. Caution and watchfulness are fine travelling companions when on the front but in our glorious cities they are best left outside it's walls."

Gaozu bowed to his mother. "I shall leave you to your business. Thank you once again and forgive my interruption"

Standing tall once again, and feeling all the better after his chat, the Prince departed.


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

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

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

Shellbound Movement Tactics Lvl 1-Shellbound gain an extra +1/0 when they move into combat

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

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

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

Improved Construction Methods Lvl 1-Buildings cost 10 less resources

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



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

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


Southern Expedition League
1 Flessi
Resolution League
Metal Man
2 Shellbound
6 Flessi
6 Soilings
Northern Expedition League
1 Flessi
2 Soilings

Movement
Resoltution League moves northeast one tile
1 Soiling moves North from the Resolution League after first move, renamed to Assembly Pathfinder
3 Soilings leave the Spine Garrison and travel northeast two tiles to join the Resolution League

Southern Expedition moves directly East two tiles


Actions
1. Upgrade the Spine to Lvl 3 (1/6)
2+3. Shellbound Movement Tactics Advancement Lvl 2



Free Actions

Southern Expedition-Cultivate & Spread (1/3)
Resolution League- Cultivate & Spread (2/3)

Northern Expedition-Cultivate & Spread (1/3)


Diplomacy with Rahzen (AKA Warnings of Warring in the South that I totally didn't just remember.)



Resource Transactions
Balance: 976 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 80) + Growth's Boon 25% = 100 REC

-Expense:
Upgrade Settlement -10 REC (10/50)
Lvl 2 Advancement (Single Focus) 60 REC


New Balance: REC 1118
 

Coghaven

WIP​

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.
Clockwork Min (Lvl 1) - Increases resource production by +10
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 2

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.

The Anvil
Industrial Settlement Lvl 2

Port Sprocket
Water Settlement Lvl 2

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
6 Clockwork Soldiers
1 Clockwork Reavers
1 Cog Guard
2 Ships
2 Troll Hunters

Deployment
1st Clockwork Legion
6 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

Homeland Defense Legion (Finley Station)
4 Clockwork Soldiers

First Fleet (at Port Sprocket)
2 Ships
1 Submarine

Second Fleet (at Finley Station)
4 Submarines

Fishing Fleet
8 Fishing Ships
Non combatant units that generate 5 resources a turn.

Order/Happiness
1/2

Population
12/40

Trade
Clans Spike Horde: 25
Children of Mekhane: 30

Resources
Start of TurnIncomeCurrentExpenditureRemaining
530180 + 55 Trade765196569
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of TurnIncomeCurrentExpenditureRemaining
15318018

Free Action
Build Submarine at Finley Station (80 Resources)
1st and 2nd Clockwork Legions will merge at The Anvil

Actions
Build 2 Clockwork Soldier units at Finley Station (Production Line Efficiency, Mr. Finley) (61 Resources)
Build 1 Cog Guard (40 Resources) (2 Turns)
Build War Academy - Lvl 1 Improvement (15 Resources) - All Cog Guard units train for 1 turn less.​
 
FaeCourtBanner.png



Sorath laughed to himself as he walked down Zestari’s inner sanctum, alone at last. The old beast had gone off to war at his behest. It was a good day for the Reaver. He got to split an obnoxious construct in half, and phase two of his plans were finally underway. Lord T’Rment was an old fool that got himself trapped in a well. He had no appreciation for the true art of undeath, it was simply a tool to defend against the daemonic incursion.
The hulking reaver slowly dragged his axe across the ground, carving a wide scar in it that slowly began to emit a black fluid. Statecraft was not particularly interesting. War? That’s what he was built for. It’s a shame Zestari took two of his brothers to march on that putrid and plague soaked earth. But he was the most articulate of his four brothers, so it would have been unwise to risk his life anyways.
A swirling red ball of light began to coalesce in the center of the sanctum. Although Sorath didn’t have an eyebrow to raise, he’d have done so if possible. The reaver approached the ball, axe in hand. “Who dares enter this place? Leave at once or I shall carve you in twixt.”
The light began to laugh ominously. “Oh Sorath. You’ve done more for me than you could ever know. You’ve started a chain reaction. The final downfall of the fae empire.”
Sorath leered. This vain presence dared to insult him? In his own sanctum? “And just what exactly did I do to provoke this?”
“Corrupted the glue that was holding this little band together. Their order was beginning to threaten cosmic entropy, and the world needs balance” it thrummed in a low tone. “You’ve done well. So well in fact, I offer a blessing of chaos for your efforts.”
At this prospect, Sorath laughed. “Stop speaking like you’re in control here, peon. I’ve got no interest in letting you puppet me poorly like a fledgeling necromancer.” He struck his axe down on the ball, and it began to scream and fizzle to nothingness.
“WHY” it screeched. “WHY??”
“Because I’m creating a vanguard against the Song by any means necessary. I don’t have time for vacuous promises of power and cosmic games. This is for the plane.”

FaeActions.png











Initial Points of Interest



  • Supply Cache: Gain 50 resources
Paid Actions



  • Spend 1 action and 20 resources to research upgrade: "Dug in: Garrisoned units get +1 to their save"
  • Spend 10 resources to train 2x masked zealots
  • Spend 10 resources to train 2x masked zealots.

Current Military Standing



UnitTroop TypeTierArmy DesignationDeployment
Masked ZealotTroopTier 1 Army 1, Dove-Masked, "Oak" Abroad, Fungal Domain
Masked Zealot TroopTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
Giant ToadHeroTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
13x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
3x Undead ReaversLegendaryTier 1Army 3, "Redwood"The Court
2x Party Animal EliteTier 1 Army 3, "Redwood"The Court
2x Ghostsighters EliteTier 1 Army 3, "Redwood"The Court

UnitTroop TypeTierArmy DesignationDeployment
9x Masked ZealotTroopTier 1Zestari's WarhordeEn Route to Penumbra
Archival AssistantsTroopTier 1Zestari's WarhordeEn Route to Penumbra
Zestari, the Horned LordLeaderTier 1Zestari's WarhordeEn Route to Penumbra
2x Undead ReaversLegendaryTier 1Zestari's WarhordeEn route to Penumbra


Free Actions



  • Have Zestari's warhorde join the flessi horde, begin diplomacy
  • Have pylos explor a tile she's on
Resource Expenditure





Start of TurnIncomeExpenditure Remaining
739(60 Roserest + 40 The Court + 40 Wightfield + 50 Supply Cache) * 1.25 = 237- 20 (Research) - 20 Troops - 400 auction536

Quest Progress





COMPLEATED:
Gift Lord Tr'ment 50 resources. REWARD: Skeletal Builders
Gift Lord Tr'ment a settlement. REWARD: Reavers
Make 10 units. REWARD: Enlightened Warriors

Royal Archives




Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
  • Holy Fruit: Equipped unit gets +2 HP (not on anyone)
  • Smart Grenade: Is launched at the battlefield causing all enemies to roll a d10. On a 6+, that unit takes 2 Damage that cannot be mitigated. (Anti death saves still apply). Used once. In possession of the Archivist.
  • Cape of Strength: Strength: Blocks 1 Damage Weakness: Decreases Damage by 1 (Minimum of 1) (Equipped to Neo-Pylos)
    • Tome of Movement: Equipped hero gets +4 movement. Given to Neo-Pylos.
    • Crown of Virtue: +2 damage on magical attacks. On failed attack, summons 1d4 dark spirits to attack the allied army. "Whispers seem to fill the air around this crown." Currently unequipped.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.
  • Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.
  • Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
  • Dug in: Garrisoned Units get a +1 to their save
Extra Special Units
Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

Undead Warrior
Troop
HP 1
Attack 1
Offense 1
Defense 0
Mass Horde: This unit must be killed before other units can be attacked

(5)

Giant Frog
Hero
HP 2
Attack 2
Offense 2
Defense 2
Swallow: The Giant Frog can instead of attacking that turn, roll a d10. On an 8+, it swallows the targeted unit and they are counted as incapacitated and captured.

Enlightened Warriors
Elite
HP 2
Attack 1
Offense 0
Defense 1
Drugs of The Onion: Give +1 HP permanently as they have an injection system that allows them tp pump as much as they want. Free Action in Battle: CAN PUMP A HIGHER DOSAGE TO INCREASE HP TO 4, BUT WILL DIE AFTER ALL THE FIGHTING HAS CONCLUDED AND THE ENEMY HAS RETREATED OR DIED.

Lord Landroi Hero
HP 4
Attack 2
Offense 4
Defense 0
Fear is the Mind Killer: Immune to Negative Penalties and 1 Shot Abilities
Training of the Damned- 2 extra HP and a 9+ save

Ghostsighters
Elite HP 1
Attack 1
Offense 1
Defense 0
Trickery: Before combat, roll a d4. Give that many enemy units a 0/-2

The Lingering One Hero
HP 2
Attack 2
Offense 4
Defense 0
Frightening Aura: All enemies that attempt to attack The Lingering One, suffer a -4/0 Sneak or Scare: Any forces in its army get 1 free Attack if killed. This does not stop the unit from dying.






 
The Shepherd, tasked with spreading HER word, set out towards his village, to spread HER gifts and free Their people from the shackles of THE FLESH. Yet the Shepherd was unsure how to do so. Their people were a zealous people, strong in their belief in their spirits and demons of nature. How could The Shepherd shake them of their willing servitude? What could They do or say that would have any hope of opening their minds?

As soon as The Shepherd began to think on this, what actions and words They could take and speak to convince the village of the truths of MEKHANE, scenarios began to play out in Their mind. Hundreds, thousands of different scenarios, some different by a simple change in The Shepherds phrasing, or a reaction of a tribesmen, others dramatically different, scenarios in which They said different things, took different actions, the villagers responding in different manners. All the possibly conceivable courses of action and their likely consequences played out in The Shepherds mind, an infinite, ever ballooning, forking of diverting realties that could unfold, each where either The Shepherd said or did something different, or the villagers did. The Shepherd saw every scenario play out in their mind. Some in which they were successful, others in which they were not. The Shepherd intuitively understood the chance each scenario had of unfolding, They could pick out with ease the words and actions that would most likely end in Their success.

A mortal mind would have been overwhelmed by the endless stream of possibilities, but The Shepherd was not possessed of a mortal mind. The Shepherd was a fragment of MEKHANE, harboring an intellect only seconded by the assembled whole. The Shepherd saw a thousand possibilities in a blink of an eye, and through this divined the correct words and actions to sway the minds of his village.

Armed with this divine knowledge, The Shepherd returned to their village. They treated The Shepherd with suspicion and hostility at first, not believing that they had ever been Robert Bumaro, viewing them rather as a malevolent demon, a trickster spirit sent to test them. But as They spoke, following the ever forking path of possibilities, they were slowly made to see that They were in fact Robert Bumaro, that They were not a demon nor spirit, but an angel. The Robert Bumaro freely gave them the blessings of MEKHANE; giving the blind sight, making the the lame to walk, gifting the old new youth. Slowly the village was made to see the light of MEKHANE and they came to worship The Shepherd, casting down their idols of FLESH and Nature.

Under The Shepherds Guidance the tribal village was turned into a proper town, a growing beacon of civilization in a world consumed by The FLESH. The pains of hunger no longer touched the town as the Shepherd showed them how to prepare the fallow ground, the raids of neighboring tribes no longer threatened them as The Shepherd how showed them how to construct sturdy walls and weapons of steel, FLESH and barbarity no longer ruled their minds as The Shepherd taught them to think logically and act rationally.

From this beacon, the word of MEKHANE spread, tribes coming as pilgrims to the town to receive the blessings and guidance of The Shepherd. Each mortal returned to their primitive tribes changed, enlightened by the word of MEKHANE, taught to reason and given the blessings of MEKHANE, their Flesh turned to steel. They took these teachings to mind, spreading them to their villages and then to the villages beyond. HER truths spread, and mortals across the land were turned away from the FLESH,
 
Birth of Nations: Act 2: Age of Colonialism


The North East of the Continent seems to be mobilizing. But it is unknown at this time if it is doing so in order to merely defend its borders or if they are going to attempt to push back at our “invasion” of this new land.

Our forces are pushing outwards at a steady pace so as to both not alert the natives by bum rushing the competition, but also to ensure that all of our troops are moving together as one. Anyone left behind will certainly mess up any attacks that are needed.


Clan Spike Horde

War. War Never Changes. Or at least, that is what they had always believed in their training and their dealing with fighting and battle. However, The Cogs had shown them that war could indeed be different. It has allowed them to be more prepared for war than they have ever been before.

Actions: Train 3 Orc Warriors

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


—-----------------------

Ogre Nation

The battle continues to rage. The ogres have mostly fallen, but they are fighting for every inch of territory. Tiny will not be falling without a fight. One that he is more than big enough to keep pushing.

The Giant Ogre didn’t fight his way to the top of the food chain for nothing. He ripped another machine’s head off with his massive teeth and swallowed it whole.

Tasted terrible, but better inside his stomach than outside punching him in the gut.

—-------------------------------

Penumbra

The Hordes of plagued soldiers stood at the ready. They have trained for many months to spread their glorious holiness gifted from the Goddess towards the rest of the world. They will no longer hoard their precious gift.

It will be spread towards the invaders first and then after they are defeated, it will be spread towards others. First the Nations in the South and then the Nations in the North.

Plans had changed. The Mushroom people will make a great method to spread their Gift to all the rest. Once they fall to it, it will be that much easier.

The General smiled at these thoughts. The Goddess would be much pleased with her soon enough.

—------------------------------


The Fafrium Empire The
Ascendant

Withers walked through the town and observed the wonderful technology that now belonged to The Ascendant. It was far easier to take over this group of The Fafrium Empire Invasion force than he had first believed.

It was most likely due to the fact that his people had already begun infiltrating and converting the populace before the Invasion force had arrived.

The bespectacled man smiled. It was nice to have resources behind him again. The fall of the previous Capital had been not only a sad time, but also a dangerous time. Looking back on that, he was a far different man back then. That time had changed him, changed him into the person he was now. One that had been capable of leading this group as far as they had gone.

And soon enough, he would lead them even further beyond.

It will be easy enough to appease the COGS and mislead the remainder of the Fafrium forces.

Withers began penning a letter as he heard the crashing sound of Astra outside flipping over one of the Fafrium Land Ships. One of the side effects of being brought back from the dead, it seems, was improved strength.




The Academy

The Academy went about its daily routines. The threat of war looming over the continent did not bother them in the slightest as they had assurances that none would interfere with them as long as they remained a neutral party. Of which they would be staying. They had students to attend to and tomes to research.

The Dean received word that Greater Titiana would be reaching their shores soon. It truly seemed as if The Mother and Father Lands were coming to this new land. Something he was not particularly fond of. But as long as they did not interfere in his teachings, it did not matter in the long run.

—--------------------------------
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:


Metal Skeleton

Its very Dusty and tough


Banana Mobile
A vehicle shaped like a banana

Gary’s Desk

We have been told it contains all sorts of important information



Month 9, Turn 21, Year 1291

dGgj0oSEB1isiyY0YZpPCHtjurYUlUQviUfsEZDRe6V0rHrVXV9-D1m1f0BwTTZtcTLPvap3IKed_5jXoT66znTiic662THF2nHWH8KiYDVdZnZ1WbBoofdMRHgLAnRe0osFfzQpkHy3TqTcog


The Children of Mekhane

1. Army 5, First Consecration Legion, "Her Hungering Maw", moves and begins consuming tile. (1/3 at end of turn)

2. Army 6, Second Consecration Legion, "Her Blessed Consecrators" moves and begins consuming tile. (1/3 at end of turn)

3. Army 7, Third Consecration legion, "Her Industrious Spirit" moves and begins consuming tile. (1/3 at end of turn)

4. Army 4 moves to Wrightfield, engages in Diplomacy. (No channel needed!)

6. Construct 2 units of Mekhanite Skirmishers. (45 Resources)

7. Upgrade Amoni-Ram (2 Actions)

Rahzen
Research Advancement Level 2: Diplomatic Council- Gives a 9+ save against effects that alter unit alliance
Recruit Blizzen x1

Explore: The army locates a Fancy Hat that has a multitude of tassels

Fancy Hat
Strength: 1 Damage Block
Weakness: Enemies can willingly target you

Yamabuki

Build Military Settlement Wéiqiáng (18 resources) with Standing Army (2/2)

Build Advancement Red Flag Semaphore for 9 resources

In battle, when a retreat is ordered by either party, roll two dice and take lowest result. Penalties are ignored by opposing player but own units receive a permanent +1/+1 for the battle.

The Gobbos

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

Explore: Goblins find a treasure chest filled with 20 Resources

ALERT: The area where the Goblins made a portal up North has a large encampment filled with humans, elves and dwarves guarded by Metal Men. They seem to have advanced technology.

They catch sight of one of the Fox Men from Rahzen talking to some of the people.


The Flessi Assembly

1. Upgrade the Spine to Lvl 3 (1/6)
2+3. Shellbound Movement Tactics Advancement Lvl 2- When moving into battle, they gain a 0/+2



Coghaven

Build 2 Clockwork Soldier units at Finley Station (Production Line Efficiency, Mr. Finley) (61 Resources)
Build 1 Cog Guard (40 Resources) (2 Turns)
Build War Academy - Lvl 1 Improvement (15 Resources) - All Cog Guard units train for 1 turn less.

The Synthetic Fae Court
  • Spend 1 action and 20 resources to research upgrade: "Dug in: Garrisoned units get +1 to their save"​
  • Spend 10 resources to train 2x masked zealots​
  • Spend 10 resources to train 2x masked zealots.​
Explore: (Adventure Unlocked) Pylos searches around the town, clearly bored by what she is experiencing, until she managed to detect some sort of powerful magic nearby. Her search brings her to a cave guarded by a thick metal door made of material not seen by the current people that live in the area. (Continued in Adventure Chat)


Trystan Galvingar



Mercenary Hut


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

Many villages and tribes came under the guidance of The Shepherd, the title being the name given to Them in reverence to Their role. These primitive settlements turned first to small towns, and then to cities as reason and philosophy turned to science and technology. HER Children worked to restore the knowledge of the Old World and recover the lost artifacts of the ancient Mekhanites. Most importantly, they set out to recover HER scattered parts, determined to reconstruct the DIVINE MACHINE and excise THE FLESH from the world.

Eagerly, HER Children spread the faith, using their faculties of reason unlocked by The Shepherd to convince FLESH-bound tribes of HER truth and banish ITS corruption. Many tribes were converted this way, The Shepherd having no need to intervene. But there would be the occasional thorn of resistance, some village unwilling to listen to reason, clinging desperately to their chains. When both logic and gifts of technology could not sway them, The Shepherd Themselves would be called to the village.

Using the gift of Their mind, Their ability to predict endless diverging branches of possibilities and the chances of each occurance, The Shepherd found that they could persuade those Their Priests could not, They could divine the right thing to say, the thread to pull on, the blessings to shower them with.

But this did not mean that every village The Shepherd attended to would ultimately be converted, The Shepherd would not, could not, always find success. Some Villages seemed impossible to shake from their devotion to THE FLESH, The Shepherd found that they could not predict any outcome with certainty, only the chance that it’s occurrence held. This chance could be quite high, or could be dismally low, and was often uncertain.

When The Shepherd had returned to their original village to convert Their tribesmen, They had intimate knowledge of the wants and needs of each village member, the beliefs and values they held, who among them spoke for whom and who held sway over the rest, and this knowledge had been instrumental in knowing what to say and what to give to convince each man, it had allowed them to predict with great certainty the outcomes of any line of action.

But these distant, isolated and primitive villages They were called out to were unknown to Them, and often to Their Priests. The Shepherd found that the less They knew about a village and the people within, the less certainty They had in divining the path forward, and thus the less chance of success They had. If They could convince even a single members of the village, and then question them about it and learn of its people through them, The Shepherd found that They could much more easily and with much certainty find success.

They found that this… *difficulty* did not apply simply to their ability to convert stubborn heathens. No, it seemed to apply to any calculation The Shepherd sought to make; any divination made by The Shepherd was limited by their knowledge regarding the variables involved. If there was some factor outside of Their knowledge, their prediction would be appropriately flawed.

This posed little issue to The Shepherd in the beginning. They had been born in Their village and raised by its people. They knew each member, knew every occurrence within the village and many outside it. Any variables, any information they did not have was easily gathered. They could predict the outcome of any action, any path taken, with certainty.

And it remained this way for some time, The Shepherd able to divine the optimal pathway forward to spread the faith and reclaim MEKHANE’s vision. But as Their people grew, the primitive village turning into a bustling town of stone and steel, and more villages and towns came under Their guidance, The Shepherd found their divinations increasingly uncertain, more often not quite right, sometimes even outright wrong. The Shepherd discovered that the larger Their people grew, the more spread across the land they became, the more varied and complex their organizations and activities, the less able The Shepherd was to know all of the happenings of Their people. The Shepherd was not omnipotent, only able to divine based on what They had learned Themselves.

To solve this, The Shepherd created an organization dedicated to gathering knowledge of all happenings within Their kingdom and reporting it to Them. This aided The Shepherd, who could not possibly be in all the cities and towns of Their growing nation at once, and They found that Their divinations could once more be made with certainty… but still not with the certainty that they had before.

Their network, The Ears of The Shepherd, was slow. Info from the farthest villages took weeks to reach The Shepherd, perhaps too late to react to or be included in their divinations. Their bustling cities were too complex and wild, Their mortal servants could not discern every small happening. Most problematic was the imperfection of The Shepherds Ears. They were mortal creatures, constrained by the Flesh of their making. They err’d, and thus caused error in the divinations of The Shepherds.

Even with perfect knowledge, The Shepherd could not direct all activities of HER Children themselves. There were far too many, spread across too far of distances. The Shepherd was forced to appoint Priests to orchestrate Their will in Their stead. These Priests could not make the same calculations that the Shepherd did, and thus their rule was imperfect.

All of these factors combined to lesson to ability of The Shepherd to guide Their people, who acted at times illogically and made could make even the most certain calculus useless, each of thousands of possible disparate paths having fractions of a chance to occur.

As time passed and cities grew, Her Children began to grow and change separately from, and sometimes even contrary to the will of The Shepherd. Their faith and culture began to take on a will of its own, one The Shepherd fought to control. Their Priests preached HER divine truths, but did not, could not, understand it fully, and so they, in their ignorance, changed it as they spoke it. The faithful listened intently, but equally were incapable of understanding and so each twisted the faith further within their flawed minds. They took the words of The Shepherd to illogical extents, applying them with the zealously of FLESH, unable to see how THE FLESH influenced even their worship of logic, creating in them a simulacrum of the concept.

When The Shepherd had attempted to convert Their first disciples, They had done so as a teacher, as a philosopher and mentor, pointing out to them the flaws in their reasons, the pains of their desires and the harm that befell them at the hands of the FLESH. They had spoken little of MEKHANE or of faith, focused instead on the principles and philosophy of HER logic, as practice in this was no different than worship.

But this line of augmentation had bore little success, the Heathen villagers refused to acknowledge the truth of The Shepherds words, refused to engage in Their arguements and refuted them faith; with appeals to nature and the will of the spirits that ruled them. The FLESH held a tight Vice around their minds, they could not be swayed by logic alone.

The Shepherd changed their tactic, beginning to speak on faith, speaking of MEKHANE and how SHE lay broken, how SHE must one day be put back together so that SHE may rid of the world of the corruption of FLESH once and far all. How MEKHANE would bless their bodies with mechanical perfection and rid them of the woes of Their FLESH, how SHE would remake this world into a paradise.

The mention of MEKHANE caught the attention of the villagers, who began to listen eagerly to the words of the Shepherd. The Shepherd found that by speaking of MEKHANE and HER truth, by wrapping the philosophy of logic of MEKHANE in faith, The Shepherd could win over the villagers by playing the FLESH at its own game. Finding this to have been the most optimal route, The Shepherd had begun constructing a faith from the knowledge and images shared with Them by HER, one which would capture the minds of mortals and teach them HER truth.

But The Shepherd had not spoken with MEKHANE, did not know of the ancient faith of the Mekhanites. They only had scraps of knowledge implanted within their mind and flashes of images, of a divine machine and a great people, of technology beyond understanding and cities of steel, and their destruction. This left them but an incomplete, pitifully insufficient summary from which to forge a religion. But to sway the mortals of the land from their worship of FLESH, The Shepherd knew that They would need a faith of their own with which to upsurp it, and so they crafted it. Slowly, adding to it as needed to better spread the faith and guide mortals along the right path.

But the construction of a faith had come at a terrible price- it itself was a corruption of the FLESH. It placed constraints on their minds, bounding their logic within a framework that was based not on reason, but on emotion. Worship was fueled by emotion and clouded the faculties of reason. It was an infection of the mind. It spread from person to person by word of moron, through dinner time conversations, zealous speeches and sermons. The Shepherd could see how THE FLESH spread, disguised as HER word.

The Shepherd sought to combat this corruption of faith, but knew they could not dissolve it. They could only use the faith as a tool to banish THE FLESH as they had before. The Shepherd thus tried to guide them back to the right path, but found Their reach insufficient, Their empire too bloated… With their divine calculus unusable and their Priests infected… The Shepherd could do nothing. Perhaps this is why the first Mekhanites had fallen to THE FLESH… perhaps they had been poisoned and corrupted by THE FLESH long before their fall…

Their empire was a ship of which They were no longer at the helm, rather it’s course was set by the random, illogical feelings of those They had set out to guide.

They pondered a solution to this problem, but before one could be reached, THE FLESH struck out against The Shepherd in the form of the Heathen Lughan, pulling The Shepherds attention away.

The battle with the Heathen Lughan saw Her Children achieve victory over THE FLESH, but barely. Her cities lay not in ruins but gone entirely, consumed by FLESH, and all but the temple upon HER BEATING HEART remained. All the pieces HER Children had gathered had been scattered, lost in a fight The Shepherd had but narrowly won.

But in this devastation, The Shepherd saw opportunity, a solution to the problem they had previously pondered. Their empire had grown too large, it’s people too spread out and thus uncontrollable, their needs and desires drowned out by many voices, their minds too numerous to guide by The Shepherds hand, susceptible instead to THE FLESH. But now Their empire was shrunk, their people contained but in a single complex, and their numbers few enough know and most importantly control.

And so The Shepherd gave Her Children a new mandate for the future: not to rebuild, not to spread wide and preach HER voice, but to remain near to HER HEART, to hide from the world and keep the knowledge of HER reconstruction from the world. This drastic turn from previously policy was met with shock and even disappointment, but The Shepherd found the few that remained easy to sway, just as They had swayed the first villages, generations ago. The Shepherd gave them justifications they needed to hear, the ones which would sway their minds and allow them to be contained within a single city in which The Shepherd could guide them.

And thus Amoni-Ram was born, and for a time The Shepherd found that They could manage this city with the omnipotence of Their earlier days. But the city grew as the others had before, and as it swelled in size, it’s population doubled, tripled and so forth… once more requiring the complex mechanisms of managing such a sprawling people… things returned to how they had been before. The infection of faith began to sweep through the city; the uncontrollable mass of Flesh had returned. The Shepherd had considered limiting the growth of Their people, preventing them from reaching such an unmanageable size, but They knew this would leave them too few to fend off the FLESH and thus The Shepherd had no choice but to watch Their people slip once more from Their guidance and control.

As before, The Shepherds words and teachings became twisted by Fleshy minds. Arguments over the nature of the faith began, ones that began to threaten to tear Her Children apart as the splitting branches of faith became unreconcilable denominations. And this time, there was no threat of FLESH to reunite them. All sides turned to The Shepherd for answers, for Them to tell them who was right and who was but heretics, forcing The Shepherd to take a side.

The Shepherd, their calculus clouded by the unpredictable mass of FLESH that filled their city, could not divine a way to bridge the divides of the faith. They knew that any path they took would lead to conflict between their people, one side must be chosen over the others, or none at all. All choices led to the spilling of blood.

Each denomination was based in their own interpretation of The Shepherds teachings, each with their own logical failings and leaps, each twisting the words of The Shepherd in their own way and forgoing HER will in their attempts to uphold it.

First were the Fundamentalists, those who took The Shepherd’s words in the strictest and most literal sense, and tolerated no dissent. They stretched the teachings of The Shepherd to everything they could make to fit, creating a view of the world in which all was either HER, or THE FLESH, with nothing between. They were emotional and illogical in their pursuit of purity, not of their bodies, but of the world. They strived for pure logic, as did the others, but went so far as to be illogical in their pursuit of it. Their victory would lead to authoritarian oppression and conflict with those peoples they deemed servants of THE FLESH, a definition they cast with a wide net, including those who practiced magic in any form.

The second were the Moderates. They treated The Shepherd and Their word as the source of all truth of logic, as did the Fundamentalists, but were not as rigid in their interpretations nor as zealous and sweeping in their applications of the Shepherds truths. They welcomed some debate over what it means to be logical and we’re more forgiving to those who strayed and those people they deemed lost and illogical. They saw that HER truth would be best spread by showing the gifts of MEKHANE, saving violence only for those who worshiped THE FLESH, casting a net less wide than the Fundamentalists, and viewed magic as simply misguided.

Next were the Assemblists, who through their skepticism rightly concluded that The Shepherd was not and could not be the divine arbiter of MEKHANES truth, and was simply a part of that truth. If The Shepherd was but a fragment of MEKHANE, than the knowledge and truths They shared were but also a fragment of the full truths, and thus should be regarded as a starting place and prone to error. This made them seem as heavily misguided by the Moderates and as Heathen FLESH cultists by the Fundamentalists, especially as these Assemblists often practiced magic, with a fondness for thaumaturgy, claiming that it was logical and equally part of MEKHANES truth as technology was.

Finally, the smallest and most controversial of the primary denominations that HER Children found themselves in, were the Dualists, mocking called “The Great Balancers”. Theirs was the most disparate of the interpretations of the faith. They looked at the world and saw a constant balancing act between all forces, including those of MEKHANE and those the THE FLESH, and believed that this balanced must be maintained, and that individuals and society should seek to find that balances themselves and only them can they obtain true Gnosis. They did not see THE FLESH as the root of all evil and MEKHANE as the pinnacle of all that is good as the others did, seeing both as neutral forces that did both good and bad and whose dominance equally threatened the world. Some even went to go as far as to oppose HER reconstruction, fearing this would disrupt the balance of the world. They openly embraced magic and THE FLESH, and thus were at odds with most all other denominations.

The Shepherd carefully considered which of the denominations to support, using what power Their Divine Calculus still held. The Dualists were deemed to be unacceptable to The Shepherd, even a threat to Their purpose. Their worship of THE FLESH and their resistance to HER reconstruction made their views unreconciliable with the others and with The Shepherd themselves. The Assemblists were by far the most logical of the four major denominations, and the most in line with HER truth. But they were opposed vehemently by the Fundamentalists, and choosing them would with certainty call them to arms. The Assemblers skepticism kept them protected from zealous blindness, but at the same time made them vulnerable to the same chaotic forces of faith that caused this splintering of the faith, making them an untenable choice. . The Moderates were more zealous than the Assemblists, the ink disease of faith clouding their minds. But they were numerous, and more unified in their thought, making them an acceptable choice, though they still brought tension and conflict with the Fundamentalists… The Fundamentalists were similar in size to the Moderates, and held similar views. But there was a more strict narrative and singularly focused in their views. They tolerated no deviation nor discussion of their official doctrine. Their rule would ensure a consistent narrative of the faith, even if twisted by the plague of faith. The Moderates often feared them, and help views close enough that Fundamentalist communities often subsumed them. These factors made the Fundamentalists the optimal choice.

They would effectively encompass the views of the majority of HER Children, leaving but a small number that would be insufficient to destroy the city in civil war. Their rigid adherence to their doctrine and intolerance of deviation would ensure another split would not occur. Their zealous devotion to technology and MEKHANE would mean a society dedicated to HER truths and her reconstruction, even if still plagued by THE FLESH.

But choosing them would subject Their people to a harsh authoritarian rule, and many would be purged as the Fundamentalist lbs assumed control. But this may not be bad, in the end this could create a more unified people, singly dedicated to HER reconstruction. Even if they did not fully understand HER truths, once HER reconstruction was brought about it would be inconsequential. SHE would purify their bodies and minds, and thus they would understand their wrongs and realize the divine truth. All those sacrificed to achieve this Gnosis would thus not be in vain. In the end, the Good would be maximized. The ends would justify the means.

And so The Shepherd backed the Fundamentalists, declaring that they and they alone preached the truth of MEKHANE, and that the rest preached misguided heresy at best and FLESH-corrupted heathenry at worst. Many thus rallied to the Fundamentalist’s cause, and they gained many converts from the rival denominations, as The Shepherds choosing had stripped all legitimacy from the other denominations, until only those wrapped by FLESH remained within them. Those that did not convert were silenced by the inquisitors of the Fundamentalists, and through blood and fire a unified church was reborn.

As The Shepherd predicted, the Fundamentalists ruled with an iron fist, silencing those who would question their doctrine and taking the words of The Shepherd as unquestionable gospel. They aimed to erase all traces they saw of THE FLESH from Amoni-Ram. This in their eyes required totalitarian rule, a constant presence of an Inquisition to stamp out any heresy and draconian laws that banned things as simple as music and gardening. This created a strictly regimented city, in which The Shepherd could exert ultimate control, could better guide and was singularly focused on the reconstruction of MEKHANE. The means were bloody, and the FLESH yet ran rampant throughout the city, now rooted at the deepest levels, in the minds of the Blessed-Councilors who foolishly thought themselves pure and logical. Yet if they were able to reconstruct the Divine Machine, this corrupted could yet be banished. The Shepherd could only hope this could be achieved, before the bloodlust of the Fundamentalists, the corruption of their FLESH, brought about their downfall, just as it had the Ancient Mekhanites.

***
 
(On phone on vacation so just very basic order post for this week)

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

2. Army 4 moves to The Spine and engages in diplomacy with The Flessi. Army 1 moves to the tile below Umbra and explores, searching for the treasure indicated by the Treasure Map from the auction.
03989D70-D658-418D-961D-F82CBF996325.jpeg

2. Army 4 explores the tile (searching for the treasure indicated by the treasure map item I won from the auction)

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

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

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

Start of Turn: 566
Resource Gain: 287
Resources Spent: 123
End of Turn: 730

Start of Turn: 14
Devotion Gain: 8
End of Turn: 22
 

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The sun beat down on a group of underequipped and hungry college students. They were told by the Archivist himself that this would be a “Compelling research foray into the advanced mechanisms of corrupting class III artefacts of chaos.” As always, the fae never technically lied. They would be doing important research. After a bloody conflict and subsequent sacking was completed. The old crone would have done well to at least supply the bunch with

“Mohandes Azar….when will we be there” says a young student of about 23, dripping with sweat.

A withered old man riding a mechanical horse looked at the ragged student with barely masked amoursness. “Oh my dear Priya, we should be there in a few weeks...that is where we are joining up with the flessi spearhead for the invasion.”

Priya shuddered at the old man. This entire outing was a mistake. The Archivist spun a grand tale of summer adventure with friends, and a solid thesis for any future academic papers. The academic accolades alone from this outing would be worth it to a desperate enough doctoral candidate. But unfortunately, Priya was born with a silver spoon in her mouth. This was the first time her, or really any of the students had felt anything close to suffering. They didn’t have their nice AC. No fine wines at the snap of finger. Their backsides were sore from riding the machines of burden, and those foolish enough to dress scantily were already sunburned several times over.

Worst of all was their travelling companions. The Masked Zealots were an odd bunch among the normal denizens of fae controlled settlements. Most were more akin to drug addicts, hooked on fae power. In their eyes, the fae could do no wrong. The fae were gods among men. They spoke very little, and secreted a bloodred sweat- much like hippos in the wild do. Unfortunately for the scholars, they also reeked to high heaven. Imagine the scent of a highschool locker room amplified by a factor of 50.


Each step Zestari took was agony. It was as though each leg had “fallen asleep” for a few hours, and then the electrical sensation was amplified several times over. His mouth hung slack, and his mind went numb after the first week. Black sludge drooled from his mouth. He felt more like an animal than an intelligent creature- mindlessly trudging through muck and sunlight.

He just wanted quiet. Peace and quiet. The Hippo-Masked were stalwart and stoic, breaking branches and stomping the occasional wolf to pulp when needed. The reavers were silent as well, only occasionally chuckling to themselves at some unseen joke. But the students? Damn the students. They wouldn’t shut up. Good times create weak men.

One day, a student broke down sobbing when the group had set up camp for the night. He was a gaunt young man with horrible sunburn on his neck. “This is really happening, we’re going to see a war. I’m so hungry. I’m so tired and thirsty all the time. How can anyone live like this? We’re all going to die. There’s only 60 of us, we don’t stand a chance against an entire empire.” A few of the more compassionate students approached him, and tried to salve his wounds. “Divrat it’s ok” says Priya as she ran a cool washcloth over his face. She grabbed a canteen with water and held it up to Divrat’s lips. He yelled and smacked the canteen away. “I don’t want any more of your fucking water. I want to go home.”

Priya’s face flushed. “I’m just trying to help. This is hard, but it’s worse when you’re bitching all the time.”

“Yea? I’m sure it’s real hard for you screw your way to a degree while the rest of us had to put in years of work. I see how the Mohandes looks at you” screams Divrat as he gets up, face reddened.

Priya recoiled at his words. “I study just as hard as you” she fired back.

While the two bicker, Zestari sighed. He knew this would eventually happen. The male was likely suffering from sun poisoning and was delirious as a result. Frankly, the entire group needed varying degrees of medical treatment at this point. He walked over to the group as his grinning reavers flanked him. He would just tell them to calm down and give them medical treatment. Simple. Zestari opened his mouth to speak, but words failed to come out. The two students stopped yelling as what was essentially a demigod approached them.

Zestari, puzzled, attempted to speak again. This time a low tone emitted from his maw, and a garbled collection of profane and ancient languages tumbled from his mouth. Divrat fell on his behind, and Priya began to back away with her hands raised.

The ancient elk shook his head. This couldn’t be happening. One of the reavers put his hand on Zestari’s flank. “I think what the old man is trying to tell you is to suck it up and calm down.”

The other reaver chuckled. “Aww what’s wrong? Your little sheltered bodies can’t handle a little sun?” He mimed crying with his free hand, while the other hand hefted his impressive axe over his shoulder.

Priya shoots back. “We’re marching with a war convoy through the summer heat. Cut us some slack dickhead. Or would you rather we leave the scythe uncontained? Wonder what that would do to this NICE, MEATY ARMY” she yelled, grabbing the attention of many resting Masked Zealots.

The chuckling reaver dropped his jovial demeanor immediately. “Don’t talk to us like that, fleshbag. We’re so far above you it’s not even funny.”

Zestari’s head snapped to the reaver, and this time he spoke in a high pitched chorus of many different voices. The skeletal half was facing the reaver, its dead eye locked with another. “Don’t you dare think you have the prerogative to speak on our behalf, wretch. Do so again, and I’ll scatter your soul to the lowest circle of Shugoreth.” Zestari coughed black bile on the floor, and his non-skeletal face looked to the students. He spoke in his normal voice. “Apologies. I’ve been feeling a bit under the weather recently. What I was trying to say was that the male is suffering from sun poisoning. He’s delirious. We need to get you all medical care right now, and fashion sun cloaks while it’s night. I’m sorry the Archivist didn’t fully prepare you for this, I will be having a long talk with him when we get back.” Zestari took a deep breath, as a silence hung in the air. Many were clinging to Zestari’s every word- trying to decipher the strange behavior. “I will do everything I can so that you all make it back alive. You have my word as a fae lord.” He stumbled off as he called in old fae for medical personnel to evaluate the students.

Some time later, Divrat was given a fluid infusion and nutrient paste. The university students gathered around a calm fire. Wounds were healed by expert field medics, and the tension of the group was greatly alleviated by this development. “Hey Priya...I’m really sorry about what I said back there. The sun just got to me.”

She nodded her head. The words still stung. “I’m hurt that you think of me like that. I worked hard to get to where I am, just like you and the others.”

Divrat started to stammer. “W-well it was just the sun...I didn’t know what I was saying. H-ha. So what about that Zestari guy? Pretty fucked up right? The Mohandes said he was speaking in a dead language and talking about some fucked up stuff.”

“He’s probably just stressed right now. I’ve never heard of a fae this strong leading from the front like this. I should thank him for earlier.”
FaeActions.png









Initial Points of Interest



  • Streamlined Process: Gain free elite. Selecting ghostsighters.
Paid Actions



  • Spend 1 action and 80 resources to begin upgrading the court to level 3.
  • 1 action to upgrade the court.
  • 1 action to upgrade the court

[FONT=Redressed[SIZE=6]]Current Military Standing[/SIZE]




UnitTroop TypeTierArmy DesignationDeployment
Masked ZealotTroopTier 1 Army 1, Dove-Masked, "Oak" Abroad, Fungal Domain
Masked Zealot TroopTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
Giant ToadHeroTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
13x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
3x Undead ReaversLegendaryTier 1Army 3, "Redwood"The Court
2x Party Animal EliteTier 1 Army 3, "Redwood"The Court
3x Ghostsighters EliteTier 1 Army 3, "Redwood"The Court

UnitTroop TypeTierArmy DesignationDeployment
9x Masked ZealotTroopTier 1Zestari's WarhordeEn Route to Penumbra
Archival AssistantsTroopTier 1Zestari's WarhordeEn Route to Penumbra
Zestari, the Horned LordLeaderTier 1Zestari's WarhordeEn Route to Penumbra
2x Undead ReaversLegendaryTier 1Zestari's WarhordeEn route to Penumbra


[FONT=Redressed[SIZE=6]]Free Actions[/SIZE][/FONT]



  • None
Resource Expenditure





Start of TurnIncomeExpenditure Remaining
536(60 Roserest + 40 The Court + 40 Wightfield + 20 Bonehall) * 1.25 = 200- 80 upgrae716

Quest Progress





COMPLEATED:
Gift Lord Tr'ment 50 resources. REWARD: Skeletal Builders
Gift Lord Tr'ment a settlement. REWARD: Reavers
Make 10 units. REWARD: Enlightened Warriors

Royal Archives




Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
  • Holy Fruit: Equipped unit gets +2 HP (not on anyone)
  • Smart Grenade: Is launched at the battlefield causing all enemies to roll a d10. On a 6+, that unit takes 2 Damage that cannot be mitigated. (Anti death saves still apply). Used once. In possession of the Archivist.
  • Cape of Strength: Strength: Blocks 1 Damage Weakness: Decreases Damage by 1 (Minimum of 1) (Equipped to Neo-Pylos)
    • Tome of Movement: Equipped hero gets +4 movement. Given to Neo-Pylos.
    • Crown of Virtue: +2 damage on magical attacks. On failed attack, summons 1d4 dark spirits to attack the allied army. "Whispers seem to fill the air around this crown." Currently unequipped.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.
  • Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.
  • Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
  • Dug in: Garrisoned Units get a +1 to their save
Extra Special Units
Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

Undead Warrior
Troop
HP 1
Attack 1
Offense 1
Defense 0
Mass Horde: This unit must be killed before other units can be attacked

(5)

Giant Frog
Hero
HP 2
Attack 2
Offense 2
Defense 2
Swallow: The Giant Frog can instead of attacking that turn, roll a d10. On an 8+, it swallows the targeted unit and they are counted as incapacitated and captured.

Enlightened Warriors
Elite
HP 2
Attack 1
Offense 0
Defense 1
Drugs of The Onion: Give +1 HP permanently as they have an injection system that allows them tp pump as much as they want. Free Action in Battle: CAN PUMP A HIGHER DOSAGE TO INCREASE HP TO 4, BUT WILL DIE AFTER ALL THE FIGHTING HAS CONCLUDED AND THE ENEMY HAS RETREATED OR DIED.

Lord Landroi Hero
HP 4
Attack 2
Offense 4
Defense 0
Fear is the Mind Killer: Immune to Negative Penalties and 1 Shot Abilities
Training of the Damned- 2 extra HP and a 9+ save

Ghostsighters
Elite HP 1
Attack 1
Offense 1
Defense 0
Trickery: Before combat, roll a d4. Give that many enemy units a 0/-2

The Lingering One Hero
HP 2
Attack 2
Offense 4
Defense 0
Frightening Aura: All enemies that attempt to attack The Lingering One, suffer a -4/0 Sneak or Scare: Any forces in its army get 1 free Attack if killed. This does not stop the unit from dying.
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