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Gecklicko is Vanquished
~ Zigzarag conquered by Regalia ~
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  • As the Regalian army stood just outside the range of the Gecklicko's walls, the skies above darkened with thick clouds, before rain poured down upon the city. Derin and Sparda both stood at the very front of the Regalian force, readying themselves for battle, and for their place in history. Just as a great fireball lit up the sky behind them, the first of the trebuchet fire arced through the air above the Regalian army, before impacting the city in a booming explosion that tore upon the metal walls of Zigzarag. With that signal, the battle had begun.

    Derin and Sparda led the charge upon the Regalian walls, the Shieldmen roaring with their commanders, running in their heavy armour straight for the city gates. At that moment, something more than rain fell upon the Regalian force. From the walls of the Gecko capital, ballistae fired breakable cannisters of some putrid fluid upon the Regalian force, the first volley firing wide over the Regalian force and striking support formations close to the rear. As the cannisters broke open, their contents sprayed in all directs, covering thousands of Regalian soldiers. Even from the front lines, their screams could be heard. The deadly fluid ate through metal and clothing, reaching the men beneath, desolving flesh and bone, resulting in slow and agonizing deaths. Try as healers might, there was no saving them.

    Reacting quickly, Sparda gathered his magic and cast a great shield over the Regalian army, catching the second volley just in time. Mages in support companies caught on quickly, contributing their own power to Sparda's shield, effectively taking it off his hands. That is when another light sparked overhead. It was the Primus. With great wings extending out, the Primus shined as bright as the stars themselves, flying at speed toward the city walls themselves. The Regalian forces would witness their Primus bring down his righteous fury upon the city walls, demolishing the ballistae in wave and wave of piercing ice spears, taking all the attention of the forces atop the city walls while the army beneath closed upon the gates.

    Together, Sparda and Derin reached the gates, using their combined might to throw a ball of sheer force upon the gates so great that they were torn from their hinges, being thrown across the city and landing in some distant district. While a cheer went up at the annihilation of the gates, they would be short lived. Just behind the gates stood the Gecko's army, backed by some monstrocity so massive that one would be forgiving in thinking it was a building. That assumption was dashed the moment the thing moved, sort manner of massive walking fortress, and its main cannons aimed upon the Regalian forces.

    "Back!" Sparda yelled to his troops, quickly raising a shield to protect the army, but Derin, never one to be intimidated by an enemy, dashed straight ahead into the enemy formations. "Derin!"

    His rashness was rewarded when the monstrocity fired those cannons straight at Derin, near at point-blank range, the massive Gecko shell igniting Derin a great fiery explosion that shattered the earth and shook the ground. "Derin!" Sparda would cry out, this time worry entering his voice, staring at the cloud of dust, quickly settled by the ever present rainfall. In a small crater, Derin would be seen, but not completely whole anymore. A massive gash was bitten out of the left of his torso, the shell ripping through his black armour, and taking a piece out of him. Bleeding out, bone and organs exposed, Derin growled to himself in sheer agony as darkness swirled around him, his left gauntlet clutching onto his wounded side, and yet he did not fall. He did not fall!

    The Commander looked up at that grand monstrocity, and hissed, "Is that the best you have?!"

    The Darkness surrounding Derin formed wings at his back, contrasting Alexian's wings near completely in their blackness, and Derin too shined, but in rays of night rather than in light. Summoning all of his remaining strength, Derin pushed himself up into the air, and the aghast Gecko forces before him could barely react as his blasted at speed straight into their formations. Rather than fight them all, Derin targeted one after another, latching onto one before grabbing onto the Gecko pilot, draining it before reducing it to ash, then launching at another, then another, then another. Derin zipped through the Gecko army in a fast and fluid combat style, slowly regaining his strength, his gash healing from the stolen vitality of the Geckos. And then, he finally reached the grand mechanical.

    The great monstrocity stepped back as Derin shot up into the air right in front of it, the Geckos of this walking fortress desperately trying to swivel their cannons upon him.

    "You have your monsters." Derin growled, "I have mine!"

    With all the power that remained within him, Derin cast his most powerful spell yet. Magic that is not meant to be used. Magic that was supposed to be locked away beneath the Palace, never to be seen in the light of day again. But Derin has no such caution. He believes utterly in power. And now he will use his to its fullest.

    Raising both arms, Derin shines with darkness as he exerts himself to the point of breaking, controlling something colossal. That something becoming all too clear moments later. Beneath the grand mechanical, a void forms upon the ground, so dark that light does not escape it. The void grows until it consumes all of the ground beneath the grand mechanical, great tendrils then snaking their way out of the void, tendrils of darkened spiked metal, each tendril growing out of the void at colossal size before wrapping themselves around the grand mechanical. The tendrils clutch onto cannons, towers, and legs before they tighten. The cannons bend and are torn out, the towers shatters and rain debris upon the city, and the legs warp and break. The grand mechanical falls, crashing into the void with a boom, as the tendrils start to thrust themselves into the grand mechanicals main body, slowly tearing the entire structure apart from the inside out. And finally, with a great explosion, the grand mechanical is finally demolished completely, one of the tendrils finding the store of ammunitions within the structure, pieces of this mechanical monstrosity being cast all across Zigzarag, bringing more death upon the Geckos of the city.

    With the grand mechanical completely destroyed, Derin's magic finally failed him, as did his body. Exhaustion finally sapped him of the last of his strength, releasing his hold over the dark monster, but, thankfully, it did not remain. It sank with a haunting howl back down into the void, it's portal into this world quickly closing around it, Derin only able to see the creature disappear before losing consciousness and falling. Thankfully, he would not hit the ground. Sparda, with his own shining white wings, caught Derin in the air and safely brought him down to the ground, in the middle of the Regalian army that now surged into the Gecko capital.

    "Take my brother to the healers at once!" Sparda barked at a ground of support troops, "And hurry!"

    They did not need to be told twice. The soldiers took Derin and hurried off to the healers with him. Sparda then turned back to the fight. It was not over. The Geckos subbornly fought on, but the loss of their pet mechanical monster seems to have had an effect on them. Such a feat as Derin's would not have done unnoticed, and it showed. Surging forward, Sparda flew straight into the thick of battle, conjuring shields to block enemy attacks before following up with counterattacks, his magically-enhanced mace blasting apart mechanicals as well as Gecko heads with ease and precision. Sparda led the army in the systematic elimination of the remaining Gecko forces, shattering entire Gecko regiments with the combined might of the Regalian army, before eliminating straggers in detail. The day slipped into night, and the fighting raged on, Regalian forces hunting down the last of the Geckos resistence through the streets, in every form such resistence took.

    By the end, the Gecko capital was taken, its streets now awash with the smoldering wrecks of mechanicals, the debris of demolished buildings, and the countless thousands of the dead.

    Regalia had won. The Geckos were finally defeated.
 
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The Ru-Ten Amalgam
Ru-Ten flag 2.png
These lands had been written about long ago, by an old member of the Church back when it was know as the Chapter of the Sealed Eye. Back then the schism that had formed inside the Church led many who had turned to internal strife to leave and strike out on their own. One scholar wrote of a coastal area rife with farmable lands, and a valley that led right to the ocean. These writing had led Crack-Helm and his Bentvines to what they figured was the very land that had been written of. Whether it was or wasn't, the farmable areas were undeniable, and so they'd set about establishing themselves.

The presence of the refugees from Vineyar had kept them somewhat cautious through the construction process. But luckily the fleshlings had kept to their own camp which they set up not too far from what was quickly becoming a rather fruitful endeavor. Sometimes, Crack-Helm would even venture to the largest mill in the settlement and watch from a distance as the lights of their camp glimmered in the distance. They kept to their own, for which he was grateful, but that didn't mean he would be willing to circumvent his orders that quickly.

In other news, the construction of the settlement spanning the valley had been completed, and was soon after named for the Scholar who had written of it so long ago: Gerudo Valley

But it was not the only success of note, for not long after the first crops had been properly planted, word came out that the Expeditionary Force at Vineyar had surfaced with the results fo their first grand foray into the Ruins there.

They'd recovered many points of intrigue: vast wealth of resources as well as a helpful guide made of metal and a powerful creature of the green eager to savor the wonders of the surface.

While Vineyar celebrated, the rest of the Amalgam set out to utilize these resources greatly. Already, the Triumvirate sent out a detachment of Gnarlroot Brawlers east to begin construction of yet another settlement, while also joining Gerudo Valley in a recruitment drive.

While it was officially to provide proper security for their growing number of holdings, Captain Crack-Helm had heard enough grumblings from his Bentvines to know better. While the promise of securing their growing wealth was enticing, the suspicion of the Takrians was only held at bay by their willingness to keep to themselves. Their words of being devastated by their foes to the west inspired a desire to grow military might, but whether the Triumvirate would continue to aim for these heights or stick to the current thirst for raw resources, only time would tell.

Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: Standard Settlement +3 Resources +2 Population
Gerudo Valley: Farming Settlement: +5 Resources
Policies and Advancements
Recycling - Nothing is allowed to go to waste, anything from corpses to destroyed ruins are bounties of resources in the eyes of the Ru-Ten
Sirewood Defenses- Through use of the Vines assisting in the defense of all settlements, they gain 0/+2 except under the attack of The Flame. (Advancement lvl 1)
Photosynthesis Exploitation- The Capital gains an extra +1 Resources (Advancement lvl 1)
Streamlined Bentvine Training- For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost. (Advancement lvl 1)

Units
Yomus Garrison: 1 Gnarlroot Brawler, 1 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison-5 Bentvine Skirmisher, Veximus Triumphus the First, Galixo Prime
Gerudo Valley Garrison: 1Bentvine Skirmisher
Movement
Gnarlroot Brawler separates from Yomus Garrison to form Army 3
Army 3 travels directly east from Capital to begin construction
Actions
Action 1-Recruit 2 Bentvine Skirmisher for Gerudo Valley Garrison
Action 2: Recruit 2 Bentvine Skirmisher for Yomus Garrison
Action 3: Begin Construction of Standard Settlement on tile directly east of Capital
Free Actions
Army 1 becomes Vineyar Garrison
Army 2 becomes Gerudo Valley Garrison
Army 3 becomes new Army 1

Resource Transactions
Balance:11
+Income: (Yomus 4) (Vineyar 3) (Gerudo Valley 5) (Completed Exploration 20) 32
-Expense: (Recruitment 2) (Streamlined Bentvine Training 2x 0.5= 1) ) 3
(Recruitment 2) (Streamlined Bentvine Training 2x 0.5= 1) ) 3
(Begin Construction of Rootlane 5)
New Resource Balance: 32
 
Zanzir

The horseman of War strode across the world and his journey had finally brought him to Zanzir’s doors. On both sides the nation was surrounded by enemies and with very few placing hope in the alliance that they had built. It made many wonder how the King could be off officiating some ceremony for the new Takrian Capital. It was made a big affair for the people of Zanzir as well with many merchants being incentivized by the King to offer discounts on their wares to everyone. Meanwhile in the nation’s borders, the remaining leaders set to the task of preparing a proper defense strategy.

“We rushed back to the capital to prepare its defense, so what is your brilliant plan? To let the rest of the nation burn?” Amanitore and her cousins, Solomon and Tut, sat within the council room, all of them wearing faces of despair and frustration. While she knew the importance of the capital as a symbol and a central hub for the nation, her home was in the west, her people were in the west, and her future was in the west. The capital had rejected and ridiculed her, but she was expected to protect it before her own interests.

“We will each have a part to play in the nation’s defense and while debating strategy would be useful, I don’t plan to sit here and participate. You two can act in whatever way you see fit.” Tut rose from his seat and set off to do what he thought was best for their nation and their people.

In the days to follow, Tut announced the joint defense of Zanzir in cooperation with several mercenary bands from the Takrian people. “The Takrian Avengers they call themselves.” He said in a boastful tone to his brother as the units assembled in the palace courtyard alongside the Zanziran Archers. “They are specialized in facing the current threat and should be a great help to our people on the field.” In the most mocking and petty manner possible, Solomon delivered a slow clap when his brother finished speaking. “Well done.” The Master of War then turned away and headed back into the palace.

At the end of the weekAmanitore and her followers took it upon themselves to invoke the desert gods and request their aid in the matter. To this end, two units of Sand Devils were raised and added to the ranks of the Zanziran army. Days later violent winds surged around the capital and visibility became extremely limited for those outside the cities. At her beckon call a sandstorm had surrounded all of Zanzir,making the surrounding regions extremely dangerous to all those moving without the permission of the Mistress of Ships.

On the last week of the month, Tenebrous returned to the capital, to his palace, to his people. Many rejoiced the spymaster’s safe return, but just as many were still furious with his departure in the first place. Either way, his presence was felt. Right away he started to strategize with his council and correspondence between the besieged settlement of Ga’Lade castle and Raven’s Heart became more frequent as the birds flew through day and night to deliver messages.

Meanwhile...

In the west Ororo and Bas had run into some unfortunate trouble.

Actions:
  • Hire 6 Takrian Avenger mercenaries In capital city
  • Activate Shield of Kerem (Sandstorm)
  • Train 2 Sand Devil units in Capital
Hero Actions:
  • Proteus orders Mesanian Army 3 to attack Kerem Farming Settlement
  • Proteus Trains Clansmen unit
  • Lord Ga’Lade challenges Mesania to a duel (If diplomacy fails)
Free Actions:
  • Army 3 moves W 1 tile
  • Army 5 moves NW 1 Tile
  • Army 1 moves W 1 Tile
  • Army 4 returns to capital

Diplomacy:
  • Gift Northern settlement to Takrian Refugees
Stats:

Black Market Item:

  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Costs 8res
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP

Cities:

  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple

  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops
    • Xenosis Laboratory
  • Caslte Ga’Lade (Military)
    • 0/+2 to friendly units


Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res

Expenses:
  • Hiring Mercenaries (-18res)
  • Training Sand Devils (-6res)

Treasury:
  • Balance: 52 - 24 = 28
  • Next Turn: 28 + 21 = 49
Military:
  • Army 1
    • 1x Spy
  • Army 2
    • 3x Infantry
  • Army 3
    • 1x Spy
  • Army 4
    • 2x Archer
  • Army 5
    • 1x Spy
  • Army 6
    • Proteus (Hero)
  • Army 7
    • 2x Ga’Lade Knights
    • Lord Ga’Lade (Hero)
 
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(Probobly no fluff today)


Free action:
Army 3 move south east explore

Actions:
Advanced production lines: r3 A1 thanks to new techniques learned form studying the build time of helios trooper is reduced by 1

Endearing and adorable: r3 1/1: gecklicko are innately adorable and cute as hell. As such it's very easy for them to work there little goofy faces into the hearts and minds of the population regardless, making them wanna support the gecklicko: every settlement captures by an enemy force produces +2 gecklicko support that cab be used for later operations

Policy: bulkwark protocal: resources gained for unyielding industry and instead converted to "bunker points" these can be spent to give a huge bonuses to defensive advancments at the cost of resouces
Bulkwark points: 3
Sentinels strider: due to the terror induced by the sentinels all enemy army's moving in tiles around or into a gecklicko settlement demand to be paid: spend 1 resource per unit moving through gecklicko territory
Suppression canisters: suppression canisters triggers twice.
Bulwarks: each bulkwark deployes an addtional pair of sapper units to defend the settlement
____________
Finances pending review of other stuff
 
Turn 10

The Breeding pots were full. The Purple Petal stroked the rows of pods lovingly. Inside its warriors were growing. Warriors that would permit Mitsura to wage a higher form of war. In its mind’s eyes Iemitsu could see endless swarms of hoshi moving through the forest almost without making a sound. It saw them fall upon columns of armoured humans walking through the jungle.

The Purple Petal spend precious minutes fantasising about foreign armies swallowed whole by Mitsura’s dense jungles. It had time, today nothing was desired of it. Which was why Iemitsu had come here, in this hall of pods, where its new army was developing. It walked towards the largest pod.

Inside was a niwashi, the creature grew faster than it its brethren. Yet, it would be incubated for the same time. As Iemitsu understood it, it had something to do with the Niwashi’s magical talents. Their brains were said to be incredibly complex. The inventor, Hekron, had explained the concept to Iemitsu, but it had gotten lost in the other being’s terminology.

For Iemitsu things were simple, he grew and destroyed, in an endless cycle to the day he was returned to the Great One’s roots, remembered for all eternity. It was a kind of immortality unlike any the world currently knew.

In the distance Iemitsu heard footsteps. It turned around and saw another Hoshi approaching. Decorated in red jewels, which now also adorned the crowning branches of the Great one. The one they called the Dark Disciple walked up to Iemitsu and nodded.

“Greetings Purple Petal, may the twin moons light your path.” Iemitsu studied the Dark Disciple, the being had been a Swarm Leader of some intelligence. Since it had returned with the red jewels however it had grown to be more. More self-aware, more independent and much more dangerous. There was an eery power surrounding the other hoshi that wasn’t natural and did not come from the Great One.

“As they light yours.” Iemitsu responded, his mouth speaking as his thoughts were still focused on that eery energy. “What brings you here Dark Disciple?” The sound of its name made the former Swarm Leader smile, an expression which lacked mirth and reminded Iemitsu of dangerous predators.

“I have come to speak to you about bargains made in the dark. Perhaps we can finally give you the war you have been craving.”

Actions turn 10:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 1: Hero unit Borage moves 1 tile NE
  • Army 2: Elite unit Niwashi moves 1 tile SW and 1 tile SW
Free actions:
  • Army 7 explores Steel City
  • Sacrifice 8 pop to gain 28 resources.
Actions:
  • Action 1: Recruit elite unit: Niwashi, -6 resources, Capital 1/1
  • Action 2: Recruit troop unit Yari x2(due to Specialized Warrior Breeding pods) -5 resources, Capital 1/1.
  • Action 3: Recruit troop unit Yari x2(due to Specialized Warrior Breeding pods) -5 resources, Capital 1/1.
Continuing processes:
  • Complete: Growth of a new swamp tile 1 tile West, 1 tile SW of capital 2/2 (4-2 due to presence forest irrigation 2)
  • Inventor Hekron creates a new invention 2/3 (4 -1 for the Inventor’s Workshop advancement)
  • Borage uses action to grow forest tile 1 tile SE of the Gecko settlement 1/2 (4-2 due to forest irrigation)
  • Quest: grow 4 tiles of forest/swamp 2/4

Tables

Income Resources this turn Resources expenses this turn Resources next turn Population this turn Population next turn Population expenses
Settlements +6 - +6 +12 +12 -
Trade +8 - +8 - - -
Other - - +16, -16 - - -8
Overall 12 -16 24 70 74 -8


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


Bonuses Effects Location
Natural Woodsmen Double movement for units on forest or swamp tiles +0/+1 while in forest Empire wide
Population Growth Population growth +2, Max pop +5 Empire wide
Strong Nature magics Units have +1/+1 in settlements Empire wide
The Inventor’s workshop While residing in its workshop Inventor Hekron creates and invention in 3 turns instead of 4. Seicho
Forrest Irrigation 2 when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. Empire wide
Tomb of Growth 3 Population can be turned into resources at ratio of 1:2 Empire wide
Blood Pits +1 order and the Kaminoki is empowered by blood sacrifice (up to gm’s discretion) Seicho
Poisoned weaponry Yari and Ite troops have +1/+0 Empire wide
Place of exchange Enables trade Empire wide
Dangerous Flora I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Dangerous fauna I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Insect and Arachnid Pheromone Control Whenever a Mitsuran army fights in a forest tile, before the battle starts, great insect swarms harass the lines of the enemy. Three random enemy units lose attack first, or if they didn’t have it, gain attack last. Heroes and Leader units are unaffected. All forest/swamp/jungle tiles connected to the kaminoki
Fog of dreams -1 movement for enemies on swamp or forest tiles All forest/swamp/jungle tiles connected to the kaminoki
Guerrilla Warfare Friendly units on forest or swamp tiles are stealthed. All forest/swamp/jungle tiles connected to the kaminoki
Hall of the Niwashi Recruiting new Niwashi only costs 1 action Seicho
Specialized Warrior Breeding pods When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources. Seicho
Specialized Warrior Diet Yari Troop units get +0/+1. All forest/swamp/jungle tiles connected to the kaminoki
Mist makers Yari Units a 9+ save while in the forests and swamps. All forest/swamp/jungle tiles connected to the kaminoki


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

Army Units Location Stance
Army 1 Hero unit Borage 1 tile west of the Steel City Borage uses growth ability. Niwashi is there to assist.
Army 2 Elite Niwashi Unit 1 tile North West of Capital Explorers
Army 3
  • Troop Yari
  • Troop Ite
1 tile West of Capital Defend
Army 4
  • Hero unit Large Wolf
  • Hero unit Hekron
  • Troop Yari
Capital Defend
Army 6 Hero unit Dark Disciple 1 tile East of Capital Defend
Army 7 Yari unit 1 tile South West of the Steel City Defend
Army 8 Hero unit Asphodel 1 tile North West of Capital Static, level 2 military settlement, -1 level for fire.
Army 9 Troop Flaming Shrubbery Capital Defend
 
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Takrian Republic

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Cities:
Raven's Heart refugee camp: refugee camp; +1 resources +1 population
Mitsura refugee camp: refugee camp; +1 resources +1 population
Dymraen refugee camp; +1 resources +1 population
Ru-Ten refugee camp; +1 resources +1 population
Policies and advancements:
Unknown horizons: Being a colonization mission sent to an unknown planet, the crew of Unity was trained in handling the dangers of unknown territory. Exploration a tile is more likely to yield a favourable outcome. [policy]
Resource extraction: Intensified prospecting and advanced mining techniques lead to more efficient utilization of mineral wealth. All settlements gain +1 resource income. [advancement; lvl 1]
Military reserve corps: Takrian military, aside from its active service branch, also operates a reserve force. Those are troops trained for combat, but not on constant deployment. Whenever combat takes place or a settlement is attacked in takrian territory, the settlement spawns Xd3 legionary units, with X being the level of the settlement. Reserve legionaries disappear when the threat is over. [advancement; lvl 1]
Marksmanship training: Though mostly used to shower enemy troops in a hail of arrows, takrian archers are additionally trained in individual marksmanship, serving as a makeshift replacement to snipers of Nazgir in eliminating high value targets. Archers gain +2 attack when targeting heroes and leaders. [advancement; lvl 1]
Organized resistance: In an event where takrian territory comes under occupation, the government takes precautions to ensure occupying forces will not be able to use their resources to further their goals. Some of the military and civilian officials hide among the populace, and establish basic structures of an underground state, ensuring that the resistance is never smothered and always has open avenues of development. Takrian resistance does not dissipate over time. [advancement; lvl 1]
Underground contact network: Even though the government itself might be in exile, it nonetheless maintains contact with the resistance back home, the two entities coordinating their actions and supporting eachother whenever necessary. All income or resources lost to takrian resistance activity is directly translated into income for the government in exile. [advancement; lvl 1]
Underground education: Even under occupation, the takrian people take effort to preserve their society and culture. Takrian resistance cannot be suppressed or destroyed by manipulating culture or education, including attempts at resettling population. [advancement; lvl 1]
Specialist integration: Wherever takrians are allowed to establish a refugee camp, workers specialized in various fields not busy in the camp itself are loaned to the host settlement, bringing with them unique expertise and abilities. Nation hosting takrian refugee camps are affected by one takrian advancement or national strength of their choice. [advancement; lvl 1]
Refugee police: One of the first things taken care of when establishing refugee camps is restoring some semblance of a police force, to keep the refugees safe and ensure the daily life in the settlement is not negatively affected. Add 1 to all unrest rolls caused by takrian refugee camps. [advancement; lvl 1]
Units:
Army 1: 4 refugee warriors; Hoodoo the Crusher, 3 bandit warlords, 3 badit warriors
Army 2: 1 refugee warriors
Resources:
Starting: 29
Settlement income: +4
Trade with Zanzir: +3
Trade with Ru-Ten Amalgam: +3
Trade with Khazar Dymraen: +3
Unit recruitment: -4
Advancement researach: -1
Miscellaneous: -20
Final: 17
Population:
Starting: 29
Growth: +4
Unit recruitment: -2
Movement:
Army 1: Heads south-west
Actions:
Action 1 used to research an advancement: Resistance coordination
Resistance coordination:
Takrian specialists train allied resistance networks in conducting covert operations. If an allied nation comes under occupation, their resistance network receives benefits of Takrian advancements in that field.
Actions 2 and 3 used to train refugee warriors in Raven's Heart
 
The Invasions of the East and West



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


“The Gelicko will join our glorious nation and become a part of something greater”- Regalian Soldier

“Something dangerous has arrived. Perhaps we were folly to look outward when inward was so problematic.” - Dwarven Noble

“Rumors of Dwarven cities going dark is worrying, considering they are our closest allies.” - Zanzarian Noble

“Trouble in the West, Trouble down south. But you know where there isn’t any trouble? Right here in Toulois. The only trouble came from those naughty Lizard men, but the Regalians took care of it. I’ll drink to that”- Drunken Tolouis Guardsman moments before he downed his Sixth bottle of wine



Battle between Oni and Zanzir:
Aoki allowed Ororo to draw his sword, the long curved blade glistening in the sunlight.

“We don’t have to do this,” said the man from Zanzir as he looked at the spear wielding Aoki.

“Unfortunately we do...you were given fair warning to leave these lands but you remain here. I am honorbound to protect my people to carry out the wishes of my leaders to see that happens.” Aoki readied his spear before lunging forward. The pointed tip of the weapon rushed towards the torso of Ororo before being deflected away by the Zanziran’s own weapon.

Ororo followed up with an agile spin and swipe of his sword towards the exposed neck of Aoki. The ashigaru ducked the attack before kicking the legs from beneath his opponent, sending him crashing to the floor. He swung his spear around and jabbed it towards Ororo but only hit the ground as the agile fighter once again evaded. Kicking himself up off his back, Ororo charged forward. His sword swung at a speed that made it extremely difficult to keep up with and it was only the length of Aoki’s spear that kept him from getting carved to pieces.

Then a stumble, Aoki’s heel caught an out sticking stone and the Oni man fell flat on his back. He raised his spear as quickly as he could, blocking the incoming downward strike from Ororo. The Zanziran’s sword embedded itself in the wooden shaft of the spear, only the smallest fragment of wood holding the weapon together. As Ororo tried to free his weapon Aoki kicked him firmly in the stomach, sending him backwards but also freeing his weapon.

Aoki quickly rose to his feet and prepared to defend himself again but unfortunately, his spear was damaged beyond repair. He snapped it over his knee and prepared himself for the next onslaught.

“We could still stop…” Ororo said as he readied his next attack, drawing a small blade into his off hand.

Aoki gritted his teeth hard, “I can’t!”

Ororo grimaced before charging forward again, his whirlwind attacks were so quick that Aoki’s focus was solely on the fast moving blade. When within range Aoki blocked the sword with both parts of his spear formed into a cross but his sole focus on the sword meant he had missed the smaller blade. He looked down to see the weapons hilt sticking from his stomach. The pain was immense and he could feel blood beginning to trickle down his abdomen.

Ororo had a look of sadness on his face as he pulled his hand away from the small blade. Aoki lowered his arms and dropped them to his side, his opponent standing before him.

“Do you want me to end it quickly for you?” Ororo asked.

Aoki simply dropped to his knees and looked his opponent in the eye.

Ororo nodded before raising his sword to his side.

“I’m sorry this is how things had to end…” he said.

“Me too…” Aoki replied.

With that the Zanziran brought the sword across towards Aoki’s neck. There was a muted thud and a grimaced cry but it was not the death of Aoki that brought the noise. Aoki had deflected the attack with the butt of the spear before thrusting the head into the chest of Ororo.

“Nooo!” called out Bas in the distance. He rushed forward towards Ororo but a raised hand from the Zanziran spy stopped him in his tracks.

“No Bas...you need to run…” Ororo said as he dropped to his knees before Aoki.

The pair faced each other mortally wounded, filled with regret that things had to end this way. Ororo smiled a bloody grin before Aoki returned one in kind.

“We could have been great friends, you and I,” Ororo said as he could hear the scampering footsteps of Bas moving further and further away.

“I know...I am truly…” Aoki paused mid sentence as he groaned loudly at the growing pain wracking his body. “...sorry.”

Ororo raised a hand onto Aoki’s shoulder and shook his head.

“You don’t need to say…” A coughing fit interrupted Ororo’s words, flecks of blood running down his chin. “...sorry...it’s not your fault.”

Aoki gave the man from Zanzir one last smile before falling forward, his head coming to rest on his shoulders. Moments later Ororo’s eyes rolled backwards into his head and he died, stuck in an eternal embrace with someone he would happily have called a friend.

As the two lifeless bodies rested peacefully, there was a loud twang from a bowstring followed by the sound of a body hitting the floor hard. One of the onlooking samurai returned their bow to the mount of their horse and watched as the lifeless body of Bas fell to the floor with an arrow firmly wedged in the back of his neck.

The group of Samurai bowed towards the fallen fighters before leaving to report what had happened.


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Dymaeran Settlement
Population: 46 Resources: 61 Order: 1



What a great find. Dwarkin thought to himself as him and his team uncovered a strange bejeweled door down in the mines. Perhaps we shall find something legendary that harkens back to a time when the Allfather was first created by the gods? He turned to his fellows and spoke aloud.

“Today, we make history. Today, we uncover something that has long been lost to the ages and bring it back to the people.” A cheer erupted from his fellow miners. This was not normally the way, but after all the things that they have been hearing elsewhere on the continent, it was worth having this small but of joy.

Soon enough, they managed to open the door. And beyond it lay treasures beyond their wildest imaginations. Gold, jewels and strange weapons lay littered all around. There didn’t seem to be much rhyme or reason to it all. A single sarcophagus lay buried deep in the center of the treasures. After much rejoicing from all the dwarves, Dwarkin gathered a few around to help him open the top. It was far too heavy to open by himself.

The top plummeted to the ground with a solid crash and a floating spirit erupted out from within. It spoke in a deep and menacing voice. “Thank you for freeing us from our slumber. I promise you that the end for you will be quick for your service.”

Before Dwarkin could react, the world went black and he was no more.


Train 3 Dwarven Guards in the Capital

The 2 Dwarven Elite Units in the Zanzar Capital give the Zanzirs the device that they requested.

Army 1: 2 Knights
Army 2: 2 Protectors of the Allfather
Army 3: 2 Protectors of the Allfather
Army 4 3 Dwarven Guards

End Pop: 43 End Res: 56 End Order: 1




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Azera
Population: 38 Resources: 56 Order: 2


The sounds of death and destruction rained around them. They thought that they were prepared, but unfortunately they were not. These people were unlike anything that had come before. Not even the Ogres were this brutal. But there was something else beyond the brutality. There was an intelligence behind their attacks that made them even more deadly.

Their boats were beyond anything that the Azaerans could have hoped to match and their troops were battle hardened and worked cohesively as a unit that had much more experience above and beyond what they had.

They called themselves Euvoia. Their gods had led them here to bring their own brand of Order to this Continent.

Train 1 Archer and 1 Cavalry in the settlement.
Army 1: Shadowman, 1 Swordsman
Army 2: Trent, 2 Cavalry 4 Swordsmen, 2 Archers
Army 3: 1 Archer
,
End Pop: 38-2= 36
End Res: 56-8= 48
End Order=2


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Draken Guard
Population: 41 Resources: 33 Order: 1



Xixas the Red Dragon continued to interact with his devious plans. The Settlement now known as Dragon’s Breath would become a strong foothold on the Western part of the continent. Now that it was stocked with an army, it was time to build it up to protect it from outside invasion. Especially since it has been plagued with raiding parties every month since it was built. The local government has been hesitant to do anything about it, since there were rumors that the raiding group belonged to the major alliance on the Western part of the continent.

Upgrade Settlement Dragon’s breath to Lvl 2


Army 1: 1 Nymph, 1 Dragoon
Army 2: 2 Dragoons
Army 3: 2 Dragoons, 2 Dragon Warriors, 2 Juggernauts
End Pop: 37
End Res: 21
Order: 1



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Toulais
Population: 38 Resources: 36 Order: 2



Directeur Gibrian Armeron and his entourage returned to the Capital. The celebrations had mostly ended from the previous month. But small parties were still occasionally erupting. This was a people that knew that danger lurked around every corner and were willing to enjoy every moment of life that they could in order to make sure that there was nothing left to regret.

Some Guarde Nationals stood at attention, greeting Director Gibrian to his return. “A pleasure to see you again, Directeur. We all heard that your mission was a success and that we have a new ally. The Council wishes to speak with you once you settle back in.”

“Good work soldier. Keep alert. And thank you for the message.” The Director turned to his guest from Regalia. “Shall we get you settled in first before we go to see the Council?”

Research Boats Lvl 2. Unlock Attack Boats
Train 1 Guarde National in the Capital

ARMY 1: De’Orleon, 1 Archer, 1 Guarde, 3 Skeleton Knights
Army 2: 1 Archer, 2 Watercraft, 4 Guarde, 1 OBL

1 AA, Turn 11, Month 11


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The Oni
Population:76 Resources: 48 Order: 1

Western Alliance Actions


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

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


Benefits:

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

Free

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

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

Kawada explores: He comes across a strange pillar that seems to be as tall at two men standing on top of one another. Upon closer inspection, it has carvings that represent animal men on the back of each other. (Continued in Diplomacy Chat)

The Order of Kerem
Population: 41 Resources: 52 Order: 1


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

Reward: Traveling Salesman Civilian Unit
Movement: 3
Hard Sell: Once inside a non Order settlement, generates 2 Resources a turn. (Limit 1 per settlement)


Quest 3: Spread the word of Kerem to 4 other nations and build a Temple in each one
“The word of Kerem needs to be spread to these other nations. While it is important that other nations be allowed to follow their own beliefs, it is also important to spread our teachings of the nature of the universe. It would not do for them to remain ignorant. Spread the word of Kerem.” - Mysterious Prophet of Kerrem



Regalia
Population: 21 Resources: 41 Order: 1


Free Actions
> Regalia spends 10 Resources providing relief to the people of wartorn Zigzarag.
> Army 4 > move South West > Use action point to move South West > Use action point to move West > Capture Gecko settlement
> Army 5 > move South East > Use action point to move East > Garrison Gecko Capital > Explore
> Army 2 > 2 Motorbike Scouts move South West for 4 tiles > Form Army 3

Action Points
Used all three for extra movement.


The Geckos of Zigzarag are overjoyed by the relief package. Regalia gains 2 Units of Gelicko Militiamen.
HP 1
Movement 1
Attack 1
Atk 0
Def 0
Mech overload: When defeated in battle, roll a d10. On a 10, the militiaman’s mech was successfully set to self destruct and deals 1 damage to the unit that defeated it.


Army 5 Explores the Gelicko Capital: The army comes across a heavy set of metal doors. After managing to get them open, they seem to go deep down below the city. Large mechanicals, at least the size of the Grand Mechanical lay in various states of disrepair. (Continued in Diplomacy)


The Ru-Ten Amalgam
Population: 24 Resources: 32 Order: 1


Action 1-Recruit 2 Bentvine Skirmisher for Gerudo Valley Garrison
Action 2: Recruit 2 Bentvine Skirmisher for Yomus Garrison
Action 3: Begin Construction of Standard Settlement on tile directly east of Capital

A large group of goblins have arrived at the new settlement. They claim that they are a circus of performers known as The Folded Troupe. They wish to perform for your people. (Continued in diplomacy)

Zanzir
Population: 44 Resources: 49 Order: 1


Hire 6 Takrian Avenger mercenaries In capital city
Activate Shield of Kerem (Sandstorm)
Train 2 Sand Devil units in Capital
Hero Actions:
  • Proteus orders Mesanian Army 3 to attack Kerem Farming Settlement
  • Proteus Trains Clansmen unit
  • Lord Ga’Lade challenges Mesania to a duel (If diplomacy fails)
Lord Ga’Lade was defeated in his duel, but taken alive.

Gift Northern settlement to Takrian Refugees

The two Dwarven Elites enter the Capital and present the object for which th Zanzir had requested.

Quest 3 Completed
Reward: Xiron Class Warrior Beast and Giroj Class Jumper

Xiron Class Beast
Elite Unit
HP 2
Movement 1
Attack:1
Atk: 2
Def: 2
Sharpened Carapace Armor: Here at Xirosis Research Laboratory, you are always going to be getting the best for your money. As such, you are buying the best. Our Xiron Class Beast line, is genetically proven to be superior to even the Garboj and even the Yugo Class Warrior Beasts. The Genetics at hand have given the beast increased strength, durability and Health, for better protection out in the field. Make sure to choose the best for your purposes, choose, Xirosi Research Laboratory. +1 HP, Atk, and Def.

Giroj Class Jumper
Troop
HP 1
Movement 3(0)
Attack 1
Atk 0(3)
Def 0
Supreme Speed: Here at Xirosis Labs, we know that when you want something, that you want it the moment that you order it. Why wait days, hours or even minutes, when you can have something in seconds. With that in mind, the Giroj Class Jumper is the right choice for you. With its incredibly fast speed, you’ll never have to worry about cold pizza ever again. +2 Movement. When attack occurs, movement is decreased to 0 and Atk becomes 3. Movement is only restored the turn after combat has been resolved.


Quest 4: Collect 6 different creatures for study. (Dead or Alive)

“We require additional DNA to make additional and new creatures. What that is can be difficult to explain. But just understand that we need multiple types of creatures which will add to what sorts of experiments that we are able to make for your growing army. It is imperative that we gain these creatures.”- BAN


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


Advanced production lines: r3 A1 thanks to new techniques learned form studying the build time of helios trooper is reduced by 1

Endearing and adorable: PENDING BALANCE

Policy: bulkwark protocol: resources gained for unyielding industry and instead converted to "bunker points" these can be spent to give a huge bonuses to defensive advancements at the cost of resources. PENDING BALANCE

Mitsura
Population: 74 Resources: 24 Order: 2


Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 1: Hero unit Borage moves 1 tile NE
  • Army 2: Elite unit Niwashi moves 1 tile SW and 1 tile SW
Free actions:
  • Army 7 explores Steel City
  • Sacrifice 8 pop to gain 28 resources.
Actions:
  • Action 1: Recruit elite unit: Niwashi, -6 resources, Capital 1/1
  • Action 2: Recruit troop unit Yari x2(due to Specialized Warrior Breeding pods) -5 resources, Capital 1/1.
  • Action 3: Recruit troop unit Yari x2(due to Specialized Warrior Breeding pods) -5 resources, Capital 1/1.
Continuing processes:
  • Complete: Growth of a new jungle tile 1 tile West, 1 tile SW of capital 2/2 (4-2 due to presence forest irrigation 2)
  • Inventor Hekron creates a new invention 2/3 (4 -1 for the Inventor’s Workshop advancement)
  • Borage uses action to grow forest tile 1 tile SE of the Gecko settlement 1/2 (4-2 due to forest irrigation)
  • Quest: grow 4 tiles of forest/swamp 2/4
Army 7 Explores the Steel City: The come across a strange wheeled vehicle mostly covered under collapsed debris. (Continued in Diplomacy Chat)

Takrian Republic
Population: 31 Resources: 11 Order: 0



Movement:
Army 1: Heads south-west
Actions:
Action 1 used to research an advancement: Resistance coordination
Resistance coordination: Takrian specialists train allied resistance networks in conducting covert operations. If an allied nation comes under occupation, their resistance network receives benefits of Takrian advancements in that field.
Actions 2 and 3 used to train refugee warriors in Raven's Heart



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



The Capital receives a letter from a messenger bearing the mark of hermes. The letter reads as follows:

High Commander Kyros Aetós, son of Athena, requires your aid in subjecting this continent in the name of the Gods and Euvoia. Your reply will be sent back with this messenger. May it be as swift as the winds.

Agathos defeats Lord Ga’Lade in a duel and captures him.






Ogre Kingdoms
Population: 38 Resources: 18 Order: 0
 
The Oni
Without honour there is only darkness
The Story of the Oni
Jin looked at the letter before him, its hurried scribbles written by one of his own people visiting their Azeran allies. The letter read as such:

The Azeran capital has fallen, their defensive doctrine and high walls not tall enough to keep out the invaders. They look like the Mesanians, their armour, dialect and accents speaking the common tongue all alike...but their banner and their demeanour...it is far different from our allies. I am not long for this world but I hope my brother can deliver this warning to you. Please honour my life by claiming revenge against these invaders.

The man had attempted to sign his name to the paper but the level of blood coating the letter and the trailing scrawl off the page was enough to indicate his passing. Before Jin was the man’s brother, looking like he had run non-stop from the fallen capital. He was barefoot with his blister riddled soles weeping onto the mud below. His reddened cheeks were a combination of tiredness, sunburn and endless. Jin rose to his feet and embraced the man.

“Thank you for bringing this to me. I am truly sorry your brother has passed but do not wonder, my attendants will look after your families and most importantly...we will avenge him.”

Jin gestured to his attendants and they rushed to the man's aid. Through sheer exhaustion he quickly blacked out and was carefully carried from the room. Left with Jin was his faithful right hand man Kaneda.

“Summon our allies to the embassy, we have important matters to discuss.”
What We Are Doing
Western Alliance Actions


Advancement: Cage Upgrade - Monsters and mounts are one turn to recruit. Tier 1 mounts can be recruited as elite units:

Omukade

M: 1
HP: 2
Attacks: 2
Atk: 7
Def: 4

A Thousand Legs- Each successful attack generates an additional one.

Bottomless Stomachs- For every three Omukade on a tile, they may remove a tile feature whether it be a lake, marshland, mountains, forests etc. This can only be a tile they end their movement on.

Fire Weakness

Great Isopods

M: 1
HP: 4
Attacks: 2
Atk: 3
Def: 8

Walking Battery: Can be equipped with a siege weapon, gaining the rules of said siege weapon and its attacks and attack value while retaining its own HP, movement and defence.

Extreme Toughness: +2HP

Weakness to Cold

Cyclops

M: 1
HP: 2
Attacks: 2
Atk: 4
Def: 7

Expert Crafters: For each Cyclops in a friendly settlement, the Great Forge gains +1.

Ground Shaking Attack: Forgo all attacks to hit the ground. Roll a D10 before any other attacks are made, on a 6+ the ground beneath the enemies feet shakes them off balance. Enemy armies are -1/-1. Stacks up to a maximum of 2 times.

One Eyed: Enemy attack rolls against a Cyclops of a 10 are an instant kill, regardless of saves or other protection.

Phoenix

Mount. Grants rider +2M and counts as flying.

The Eternal Flame: Friendly flame based attacks that successfully hit an enemy explode. Immediately make another attack against a different target. If an enemy is weak to fire, instead make two additional attacks against two different targets.

Tsuchigumo Mother

Mount. +1M and allows rider to attack settlements regardless of settlement level.

Broodmother: Roll a D10 for each enemy killed by the rider, on an 8+ spawn a persistent unit of Tsuchigumo, using the stats below:

Tsuchigumo
M: 2
HP: 1
Attacks: 1
Atk: 2
Def: -2

Web Slingers: For each Tsuchigumo at the start of combat, randomly select an enemy unit and that unit becomes always strikes last.


Great Forge: Turn 2 of 3


Oni Actions

Free


Kawada to Mages Tower
Samurai from Mages Tower to Dragon Settlement - Diplomacy with Dragons
Recruit x2 builders to Kerem Capital
Oni Capital Builders SW
Army 1+2 to FS east
Army 3 SW
Army 4 NE - Explore
Army 6 NE, NW - Build Road - 5 Resources

Paid
-Advancement: Mage Focus - Hedge Mages may be recruited twice per one recruitment action with the second unit costing 50% more.

-Advancement: Mage Training Schools - -1 Turn to recruit Mages

-Build Black Metal Mining Settlement where it was discovered: Counts as Farming settlement with the addition that all Oni units gain 0/+X where X is the level of the Black Metal Mining Settlement. - 5 resources


What We Have
Resources

Settlements: 24
Trade: 13
Total: Gain 37 per turn

Starting Resources: 32
Spent This Turn: 16
End Resources: 53

Population

Settlements: 18
Gain Per Turn: 18
Starting Population: 94
End Population: 95
Max Population: 95

Our Military Forces
Army 1
• Samanosuke
• x2 Jigamundo Samurai Cavalry w/ Spears
• x6 Ashigaru Cavalry w/ Spears

Army 2
• x1 Samurai Cavalry w/ Spears

Army 3
• x6 Builders

Army 4
• x1 Peasant

Army 5
• x12 Builders
• Golden Mask of Ichiro the Oni

Army 6
• x1 Peasant

Army 7
• x1 Cavalry Samurai

Characters
• Dr Mia - Capital
• Golden Mask of Ichiro the Oni - Equipped to Army 5

What we've learnt...
Architects

How better to build than with planning?.

Level 1: Unlocks builders and -1 resource cost to items requiring building (e.g. forts, roads, settlements, not advancements)​
Level 2: Locked
Level 3: Locked

Mustering Grounds

Oni men are willing to fight to defend their lands and sometimes that means spending a little bit more.

Level 1: When using a recruit action for Ashigaru, may recruit a second unit for an additional 50% resource cost on the additional unit (rounding up).​
Level 2: Samurai units are -1 to recruit.
Level 3: Locked

Stables

Horses bred for war don't flinch when charging an enemy line and barrel through them with no remorse.

Level 1: Oni units that take cavalry as their trained military option gain +2/0 in the first round of combat.​
Level 2: Locked
Level 3: Locked

Market Hub

A place to enact trade.

Level 1: +1 to trade routes and ability to trade with other nations.​
Level 2: Locked
Level 3: Locked

School

Teaching the youth allows for more skilled labour.

Level 1: Non-Combatants can be recruited as a free action once per turn.​
Level 2: Locked
Level 3: Locked

Ryokan

A place to relax and escape for a few days.

Level 1: Gain +2 Pop Per Settlement and Unlock Ronin​
Level 2: Locked
Level 3: Locked

Yari Tactics

Spears are deadly weapons and with better control of a unit equipped with them, the more efficient they become.

Level 1: Spear provides a further 0/+1.​
Level 2: Locked
Level 3: Locked

Bowyer

Better bows and better arrows make ranged combat far more appealing a prospect.

Level 1: Utilises fire arrows in combat. Attacks count as fire and the defensive bonus provided by settlements is 0/-2, to a minimum of zero. This only affects the settlement bonus, not a units base stats.​
Level 2: Locked
Level 3: Locked

Akemi Memorial Facility

A facility home to the ancient ancestors of the Oni, providing advanced medical knowledge to help heal wounds and injuries once fatal.

Level 1: Oni units gain a 10+ save.​
Level 2: Save improved to 9+.
Level 3: Locked

Final Forms

The Oni and Jigamundo Samurai have begun to merge their forms together in search of the ultimate fighting style.

Level 1: All Samurai units gain access to all Art of War forms, however are still limited to one per turn(aside from Samanosuke's trait).​
Level 2: Locked
Level 3: Locked

Horse Breeders

Horses are no longer a luxury solely for military use.

Level 1: Non-combatants gain +1M.​
Level 2: Locked
Level 3: Locked

Field Craft

Using the wilderness around them, the Oni are able to more effectively siege enemy settlements.

Level 1: For the purposes of attacking enemy settlements, Oni combat units count as being an additional unit.​
Level 2: Locked
Level 3: Locked
What we've learnt with our friends...
The Great Embassy

Home of the Western Alliance

Level 1: Unlocked private chat and policy.​
Level 2: Gain an additional alliance action.
Level 3: Locked

The Great Bank

Home of the Alliances wealth.

Level 1: As a free action Great Embassy members can deposit and withdraw resources into the Great Bank. Withdrawals need a majority vote to confirm.​
Level 2: Locked
Level 3: Locked

The Great Arena

A place for the greatest warriors of the Alliance to train and grow stronger.

Level 1: Leaders and heroes can spend three turns in the arena, this includes the turn they arrive. They are unable to use any abilities or move or undertake any other actions during this time. If they do, they must start again. Once they have completed the three turns unbroken, they gain one of the following bonuses:​
• Gladiator Trait: Able to enact a duel with enemy monsters, heroes and leaders. +2/+1. Rolls of a 10 to hit inflict +1HP damage.​
• Gain a Magic Item: A powerful item that can be lost should a hero or leader die. The nation responsible for the kill can equip the item to their own leader or hero.​
Level 2: Locked
Level 3: Locked

The Great Cage

A place where dangerous and powerful beasts are trained to either become mounts or to fight alongside alliance forces.

Level 1: Unlocks the recruitment of monsters along with mounts for characters.​
Pegasus​
Mount​
-Provides rider with M3​
-Flying​
-Graceful Agility: Grants always strikes first to rider​
Direwolf​
Mount​
-Provides rider with M2​
-Rider gains +1 Attack​
-Expert Hunter: Allows rider to choose target of attack. In addition, stealthed units are discovered automatically when within one tile of the direwolf.​
Gorgon​
Monster​
M: 1​
HP: 2​
Attacks: 2​
Atk: 5​
Def: 6​
-Freezing Stare: Enemy units unfortunate enough to be caught in the Gorgon's glare will turn to stone. Any enemy unit that targets the Gorgon must roll a D10 and on a 9+, they are turned to stone (dies). Against heroes and leaders, a failure instead provides a permanent -1 to their attacks stat to a minimum of 1.​
-Terrifying Visage: Militias and similar effects do not trigger in the presence of the Gorgon.​
-Vulnerable to Fire​
Level 2: Locked
Level 3: Locked

Sentries of the Great Road

Enemy forces will not travel the Western Region unimpeded.

Level 1: Enemy units that move on tiles with Western Alliance Roads do not benefit from additional movement. In addition, when attempting to move on a tile with such a road, enemy armies roll a D10. On a 1-3 the unit loses one movement for that turn. If this takes their remaining movement to zero then they will remain on their current tile. This roll can be made multiple times per turn and will occur until an enemy army has no movement left. This roll takes place after an action is declared.​
Level 2: Locked
Level 3: Locked

Training Grounds

Rapid deployment is important to the safety of the Western reaches.

Level 1: Western alliance units can be trained in any friendly settlement rather than their own.​
Level 2: Locked
Level 3: Locked

Beach Assaults

Synergy and rapid strikes are important to victory.

Level 1: Any alliance ship can transport any alliance unit. When disembarking, if those units attack that same turn, they gain always strike first. Units who already have always strikes first, gain +2/0.​
Level 2: Locked
Level 3: Locked

The Great Forge

A forge with the greatest blacksmiths of the Alliance creating powerful items to be wielded.

Level 1: Produces a magic item every three turns. GM to roll to decide power of said item.​
Level 2: Locked
Level 3: Locked

Acclimitisation

Shared survival tips go a long way.

Level 1: All alliance members avoid desert/summer/hot temperature modifiers thanks to the Order sharing their secrets of how to survive such conditions effectively.​
Level 2: Locked
Level 3: Locked



code by nano
 
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Actions:
  • Recruit 2 Giroj Class Jumpers in farming settelment
  • Army 4 Movement
  • Army 4 Movement
Hero Actions: N/A

Free Actions:
  • Army 1 moves W 1 Tile
  • Army 4 rushes to Ga’Lade Castle (+2 Actions) and attacks
  • Army 6 moves SE 1 Tile
  • Army 7 attacks with Army 4
Ongoing Diplomacy:

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

Stats:

Black Market Items:
  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Costs 8res
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP
  • Sword of Isis Strength: Sold!
    • +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks.
    • Weakness: None
Cities:
  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops
    • Xenosis Laboratory
  • Caslte Ga’Lade (Military)
Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res
Expenses:
  • Mercenaries (-6)
  • Recruitment (-9)
Treasury:
  • Balance: 49 - 15 = 34
  • Next Turn: 34 + 21 = 55
Military:
  • Army 1
    • 1x Spy
  • Army 2
    • 3x Infantry
  • Army 3
    • 1x Spy
  • Army 4
    • 2x Archer
    • 6x Takrian Avengers
    • 2x Sand Devils
    • Tenebrous Elesham
  • Army 6
    • Proteus (Hero)
    • 1x Clansmen
  • Army 7
    • 2x Ga’Lade Knights
 
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Turn 11

Growth. It was an obvious and persistent part of Mitsura. The hot summer had the jungle worked up. High temperatures made everyone on edge and the bloodpits saw more action than they did in other seasons. The summer made Mitsura a more disorganized and angrier place.

“We need more space!” Iemitsu declared. It had mulled it over some and had reached that conclusion. “I say we go through a series of rapid settlement, one colony at the time. We are moving the forest line further and further from the capital every day. These settlements will give us a tighter grasp on the region while absolving our overpopulation problem. We are going to need more control and larger numbers since the threats to our security are growing.”

The other council members stayed silent as the Purple Petal laid out the situation. “The tides are shifting, this alliance we have attached ourselves to might not be as useful as we had hoped. The Geckos have been subjugated by whom we previously knew as the pointy ears, but who have now been identified as Regalia, a nation of a species named elf. It is ruled by mages.”

The council took a moment to appreciate that. Hoshi grew in magical capabilities as they became more self-aware, but not many made that transition. And of those who made it only a very small percentage grew to the level of a Niwashi or a member of the Petals, who were the strongest magic users in Mitsura.

The more Iemitsu had listened to the information Mitsura had on the Regalians, the less sure it was of the words that had been spoken by the geckos. Besides, victory wiped away all dishonour and the Regalians had been swift to crush their enemy. Maybe, Iemitsu thought, it should speak with this Lord Derin.

“We need to send messengers out as quickly as possible, perhaps we can make a deal of sorts.” Iemitsu was about to close the meeting when the Green Petal suddenly spoke.

“And what about the alliance?”

“What about it?” Iemitsu snarled.

“The Geckos have been subjugated, the Takrians are still recovering from their tragedy, Zanzir is under attack and the dwarves are losing their settlements to something unknown. Aren’t we going to do anything about that?”

For no reason at all Iemitsu suddenly thought about the rubies many hoshi now wore. He had not been a big fan at first, but after some consideration he had placed a small ruby at the hollow of its throat, where his skin had instantly embedded it.

“Both the Gecko and Takrian issues predated the creation of the alliance, we hold no responsibility in this matter. The dwarves’ problem was caused due to their own greed and stupidity, let them rise above it or drown. If they survive, we can lend them resources to rebuilt. If they perish, I am sure Asphodel will have a use for their corpses.”

“And Zanzir?” The Green Petal persisted.

“Zanzir is out of our reach, their defences keep us out too. And the circumstances, we cannot fight in this heat, let alone in the desert.”

“They are fighting the raiders.”

Iemitsu shrugged. It didn’t understand why the Green Petal was so hung up on these desert humans. Their city seemed warm, dirty and filled with humans.

“And they will do so with the aid of experts. We didn’t form this alliance so that we could hold everyone’s hand! When they need something that is within our power to give, they will ask. And when they do, I will consider whatever it is they propose. This meeting is over.”

Angrily Iemitsu stood up and left the council.

Actions turn 11:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 2: Elite Unit Niwashi, moves 1 tile west
  • Army 5: moves 2 tiles North East from capital
  • Army 6 merges with multiple armies to become Army 3
Free actions:
  • Army 5 explores
  • 28 resources are paid to Zanzir in exchange for the Sword of Isis and the helmet
  • (Sword of Isis Strength: +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks. Weakness: None
  • Sacrifice 20 pop for 40 resources
Actions:
  • Complete: Action 1-3: Build regular settlement 1 tile East, 1 tile North East of Capital.
Continuing processes:
  • Complete Policy: Growth of a new swamp tile 1 tile South West, 2 tiles west of capital 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi
  • Complete Inventor Hekron creates a new invention 3/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete Borage uses action to grow forest tile 1 tile SE of the Gecko settlement 2/2 (4-2 due to forest irrigation)
  • Quest: grow 4 tiles of forest/swamp 2/4

Tables

Income Resources this turn Resources expenses this turn Resources next turn Population this turn Population next turn Population expenses
Settlements +6 - +6, -10 +12 +12 -
Trade +8 - +6 - - -
Other - - -28, +40 - - -20
Overall 24 - 38 74 66 -20


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


Bonuses Effects Location
Natural Woodsmen Double movement for units on forest or swamp tiles +0/+1 while in forest Empire wide
Population Growth Population growth +2, Max pop +5 Empire wide
Strong Nature magics Units have +1/+1 in settlements Empire wide
The Inventor’s workshop While residing in its workshop Inventor Hekron creates and invention in 3 turns instead of 4. Seicho
Forrest Irrigation 2 when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. Empire wide
Tomb of Growth 3 Population can be turned into resources at ratio of 1:2 Empire wide
Blood Pits +1 order and the Kaminoki is empowered by blood sacrifice (up to gm’s discretion) Seicho
Poisoned weaponry Yari and Ite troops have +1/+0 Empire wide
Place of exchange Enables trade Empire wide
Dangerous Flora I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Dangerous fauna I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Insect and Arachnid Pheromone Control Whenever a Mitsuran army fights in a forest tile, before the battle starts, great insect swarms harass the lines of the enemy. Three random enemy units lose attack first, or if they didn’t have it, gain attack last. Heroes and Leader units are unaffected. All forest/swamp/jungle tiles connected to the kaminoki
Fog of dreams -1 movement for enemies on swamp or forest tiles All forest/swamp/jungle tiles connected to the kaminoki
Guerrilla Warfare Friendly units on forest or swamp tiles are stealthed. All forest/swamp/jungle tiles connected to the kaminoki
Hall of the Niwashi Recruiting new Niwashi only costs 1 action Seicho
Specialized Warrior Breeding pods When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources. Seicho
Specialized Warrior Diet Yari Troop units get +0/+1. All forest/swamp/jungle tiles connected to the kaminoki
Mist makers Yari Units a 9+ save while in the forests and swamps. All forest/swamp/jungle tiles connected to the kaminoki


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

Army Units Location Stance
Army 1 Hero unit Borage 1 tile west of the Steel City Borage uses growth ability.
Army 2 Elite Niwashi Unit 1 tile North West of Capital Explorers
Army 3
  • Hero unit Dark Disciple
  • 5x Troop Yari
  • Troop Ite
1 tile West of Capital Defend
Army 4
  • Hero unit Large Wolf
  • Hero unit Hekron
  • Troop Yari
  • Troop Flaming Shrubbery
Capital Defend
Army 5 Elite Niwashi unit 2 tiles North East of capital Explore
Army 7 Troop Yari unit Steel City Defend
Army 8 Hero unit Asphodel 1 tile North West, 1 tile West of Capital Static, level 2 military settlement, -1 level for fire.
 
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Gecklicko Is Vassalised
Peace at Last

  • "The total number of the dead from this campaign is 4500, Your Illuminance." Sparda tells Alexian in his command tent, both the Commander and the Primus stood over a table with a map of the continent, the map awash with blue Regalian blocks all over Combine territory, "Taking into account the losses suffered from Derin's expedition, that brings the total number of the dead to 5500."

    It is not a comfortable number, but not disastrous one either. Losses from the revolution against the Old Kingdom were far greater than this, in the many tens of thousands, but Regalia has not known loss for a long time. In this turbulant world, Regalian may know lose many more times yet.

    "See to it that all names of the dead and wounded are gathered, Sparda." Alexian tells his Commander, "I will see to it myself that they are all properly honoured for their sacrifice, and that their families will not forgotten either. Tell our remaining forces that their families will receive bonuses on their behalf as well, in thanks to their service to the Realm."

    Just as Sparda nodded an affirmative, a Shieldman stepped through the flap of the command tent, and immediately addressed the Primus. "Your Illuminance." The Shieldman said with a polite bow, "As you have ordered, members of the Gecklicko Council have been identified and captured, thanks to Gensari's informants. Derin is supervising the Councillors escort out of the town, under Shieldmen guard. They arrive at camp shortly."

    "Good." Alexian returns, before adding, "I will see to them personally."

    "What do you intend to do with them?" Sparda asks, but his question would be met only with silence, the Primus staring down at the map before him in contemplation. After a few moments, Alexian suddenly turns and makes his way out of the tent, stepping out into the harsh summer sunlight.

    The brightness of the Heavens and its heat is intolerably oppressive this far south. As a mage, Alexian can use his magic to stave off the worst of Heaven's tyranny, but the mundanes in his army do not possess such a luxury. Even so, they have all fought well, without reserve or hesitation. But Alexian can see that the climate does indeed get to his men, though they try to hide it from the sight of their Primus. Their gasping in the heat, the chugging of water, the scramble for shade, the eagerness to throw off their armour, and the sweat that soaks their uniforms beneath. And after weeks of marching, under increasingly inhospitable weather, the smell is becoming a real problem. Still, despite these discomforts the Shieldmen have executed their duties admirably, bringing Regalia victory over the Lizardmen menace.

    Now outside, Alexian can already see the escort of the Gecklicko Councillors to the Regalian camp, the ethereally bound Councillors surrounded by Shieldmen with Derin leading them. The Gecko settle sits in the small distance, still smoking not from Gecko industry but from the fires of the battle that took place mere days ago. It was only a small battle, the Geckos were not expecting such an aggressive attack so soon after they lost their capital, and only managed to gather a token force to defend their last stronghold before the Regalians came again. Though the battle was much easier, loses were still sustained by the Regalians, but at a fraction of what was lost at Zigzarag. And now, the leaders of Gecklicko, their Council will face justice, and their ruler, Gorbrick, will soon be found to share in their fate.

    As the Councillors were finally brought before the Primus, he looked at each and every Gecko, seeing the venom and spite in their eyes for himself. He was not impressed. As Sparda and Derin took their positions either side of the Primus, Alexian would finally speak, his voice projecting for all to hear.

    "I shall say this only once." Alexian spoke, his voice edged with a threat, "As members of the Gecklicko Council, you are all hereby under arrest for the brutal mass murder of a thousand Regalian soldiers, provoking a war against Regalia, and the further deaths of thousands of Regalian soldiers who paid the ultimate price to end the threat you posed to our Realm. Whilst these charges alone would be enough to have you all executed on the spot, the worst of your crimes were committed against your own people, who you abandoned to face the Regalian army alone while you all fled like cowards to this last stronghold. Rather than act like leaders, standing with your own people in their darkest hour, you thought of only saving yourselves."

    "For these crimes, each and every one of you will face trial in Celest, and, should you be found guilty, you will be sentenced to death." Alexian concluded, the disgust he felt for these creatures wasv all too evident on his face, "If you have Gods, pray that they are merciful, for you will experience no such luxury from us."

    With Alexian passing his judgement, the Gecklicko Councillors are carted off by the Shieldmen, taking them away to be readied for transportation back to Celest. And while Alexian could kill them all here and now, it would be far more advantageous to create a spectacle of it in Celest, parading their vanquished foe before the people of Regalia and forcing them to suffer a humiliating 'trial', before finally executing them in full public view of the Realm. Nothing would delight the Regalian people more than to see these monsters suffer.

    "Is that it?!" Derin suddenly speaks up, drawing the Primus' attention, while Sparda's face pales at the thorny edges of his words, "Is that all we are going to do?! Kill a few of these little shits?! They murdered my men, Your Illuminance! I demand more than a few drops of blood for their deaths! The Geckos should pay tenfold! Yet we feed and comfort them, waste our resources for their benefit, when there are Regalian women and children that will never see their husbands and fathers again! You call this justice!!"

    Alexian does not say or do anything. The Primus simply waits for Derin to finish, the anger ablaze behind the Commander's eyes, staring up at the Primus in open challenge. Once Derin is done, however, and a few moments of silence pass, Sparda looking on in complete horror, and then the Primus finally speaks.

    "If I were you, Commander, I would remember to whom I am speaking." Alexian tells Derin, daring him to do more than to speak with a harsh tone, "In the success of battle, you seem to have forgotten your place. Let me remind you. I am your Primus, and you are my subordinate. You will do as I command, and do so quietly, or you will face the consequences. Out of respect to your lost soldiers, and the victories you have secured for Regalia, I shall forgive this unfortunate outburst of yours. But know I shall not do so again. If you have a problem with my leadership or decisions, Derin, then you know what you must do. Will you do it, Derin? Would you dare?"

    And he wanted to do it. Oh, boy, did Derin want to do it. But he knew there would be no going back. No apologies or reconciliation. And then there was Sparda. Would his brother join him? Derin honestly cannot be sure. And even if he did, would they both be strong enough. Against Alexian, probably not. Right now, it's simply not worth the risk.

    After looking away, biting the side of his mouth in frustration, doing all he could to control his bubbling fury, Derin looked back at the Primus. "No, Your Illuminance, I would not."

    "Good. Then we are done here." Alexian smirks in quiet domination, while Sparda finally takes a breath in relief, "You are dismissed, Commander. And remember what I have said."

    After a quick salute, Derin turned and walked away, Alexian staring down the Commander all the while, daring him to turn back but Derin does no such thing. He may be hot-tempered, and impulsive, but Derin is not stupid. When the odds are staked against him, and he knows it, he will stay is hand. And such odds leave Alexian feeling secure in his position. Everyone, including Derin and Sparda, know of Alexian's power. They saw it, they felt it, only just a year ago now. And while Derin is indeed strong, the Commander is nowhere close to being Alexian's equal.

    Thus, the Primus has nothing to fear, Derin would not dare challenge him. No one would. No one.
 
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(Sorry for the short post, needed to finish things currently)
The followers of the universe itself;


The Order of Kerem;
The Capital


The Councilroom

The chosen council of 6 was festering with activity once more, activity unheard of ever since the earlier months after the arrival of the Oni, their first allies outside of what was considered home, which lead to an puzzle of events, with each piece being placed down as time continued on, whispers of an inevitable variable around the corner and plaguing this very nation of what could be considered the hardest choice yet. These whispers were none other than that of war… words from their allies that none other than the very trading partner who could be considered brothers in beliefs within the Eastern half of the continent, the Zanzirians, and word of spies running amok had reached them. This could only lead to an explosion of thoughts held within the whispers of those who gained such knowledge, quickly spreading throughout their streets about the eventuality of war, and the very thought of such was one that shall not be ignored.

It was then the council was united a few weeks ever since the rumors have arisen, in order to discuss further plans of action, or within other words, lack of action in order to remain neutral between a potential war with their allies and what was considered children of none other than the Universe itself as well. It was no smooth ‘sailing’, for the conversation have brought with it virtues and afflictions of every option a available, yet, a struggle of what decision to choose is at hand here.

The very least they had agreed to, was to remove trade with the Zanzirians and figure out where to go from there…. And only then, will the consequences of this decision will arrive.

“Whispers of what could only be believed as war is around the corners of our very nation… but hopefully, it wouldn’t come down to bloodshed”
Army Make up:

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

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

Army 3;
-x2 Giant Desert Isopod Herd
-x2 Javelin Warriors

Free Actions:
1. Remove Zanzir from trade
2. Send Army 3 East and join Army 1 in order to attack with intent of arresting Proteus on account of being within Western territory without permission, Militia men also join in to aid in the arrest

Paid Actions:
1/2. The mastery of the trade: “Our people have mastered none other than trade itself, using the known resources and providing them to certain nations with high demand for such products and looking out for any potential trade deals is how far we have come ever since our first meeting with another nation.”; Trade now provides an extra +3 to trading, increasing the gain for Order territory to +12 per trade route with other nations gaining +10. 2/3 of an lvl 3 Advancement. -10 resources

3. Trade routes: “With the arrival of trade, one must know how to use certain routes in order to not only reach your destination the fastest, but also the safest as well…” For every friendly settlement joined by a road +X to each friendly, with +X being the advancement Lvl. Lvl 1 advancement. -2 resources

Expenses;

Current resources: 52

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +9
Trade with Oni: +9
Trade with Azerans: +9
Trade with Draken: +9
Per Turn: +50

Lvl 3 + Lvl 1 advancement: -12

End Result: 90 resources​
 
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The Ru-Ten Amalgam
Ru-Ten flag 2.png
The Rootlane had been cultivated for months, yet time and time again found its name barely whispered by the people of the Amalgam. Such was the grandeur and allure of the eastern lands that where both Vineyar and even Gerudo Valley drew in the eager eyes of the Ru-Ten people, the lands searched by the Bentvines Brawnier counterparts went under the radar. There were no grand Ruins teeming with adventure, no battered creatures begging for mercy as their foils scour the land thirsting for their blood.

By all means, the Rootlane had not the draw that the eastern settlements had, yet the Triumvirate's growing hunger for more resources would not be sated so easily and neither would the fervor for more exploration. With prospects of moving eastward delayed on account of the threat spoken of by the Takrians, the Triumvirate had turned its attention west. They had partial knowledge of the coast west of them, and saw the success with Gerudo Valley as an indicator that defining the true boarders of the land would be useful.

And so the Gnarlroot Brawlers had finally been given leave to move, after being stringent defenders of the Capital for so long. They had anticipated to be the last line of defense should the Bentvines explorations draw danger back to the Amalgam's front door. Yet the Bentvines had been successful, so much so that they stole the public's eye and had swelled beyond reasonable numbers. They were in every settlement overseeing a menagerie of things, quickly becoming a staple sight at all ends of the Amalgam.

The Gnarlroots had been sidelined greatly by comparison, and saw the establishment of the Rootlane as their chance to seek out their own glory in uncharted lands. Followers of the Aspect of Strength like them could not be expected to sit idle forever, and the Triumvirate had agreed. While the Sirewood's beast stayed in the capital with the growing number of Bentvines, the single contingent of Gnarlroot Brawlers became the Third Expeditionary force and set off for the west.

But besides the more aggressive wildlife, the Gnarlroots had reached their destination with little hassle. They set up their first foundations without hassle, and were very quickly completing their settlement with little more than a few bad storms to contest with.

Even Gerudo Valley had that situation of dealing with those weaklings from the east and whatever force would seek them out. The threat from the east had been one of the major influences for the Triumvirates capitalization on Bentvine recruitment.

No, compared to the east, the Gnarlroots would not be the focus of tension.

That just meant they'd have to make their own.

"La-Sing, I challenge you to a Contest of the Body." Dol stated, his hands shaking at his sides with eagerness

Across from him, another Gnarlroot stood chewing on his thumb, teeth digging through his green flesh as his shaky eyes tried to stay focused on him "I accept, Dol," he replied once he slid his partially mangled thumb from betwixt his lips "let the strength be shown thoroughly."

The two were stood amidst one of the many nearly completed buildings of the Rootlane, surrounding them were dozens of other Gnarlroots who had gathered for what had become a regular occurrence. Dol and La-Sing were dressed in nothing more than trousers, no weapons were to aid them in any manner. This was no duel, this was a Contest of the Body, and so the body would be the only weapon offered.

Violence was not uncommon among the Ru-Ten, who would be mad enough to try and hold back something as primal as the Aspect of Body when attempting to show one's strength? But killing was often a line not to be crossed, and even duelists armed to the teeth would seek to maim rather than straight up kill their quarries. But a Contest of the Body was not beholden to this restriction, as any who held anything less than complete faith in their Physical Aspect of Strength would know better than to risk it in the first place.

And the Contest itself would be the decider of who's faith was better placed.

Watching from the sidelines, their superior officer watched with growing anticipation as the two readied themselves. A thumping sound began rising as they took several deep breaths, the sound of the surrounding Gnarlroots stomping their feet in unison. Faster and faster the stomping went, mimicking the pounding sound of a heartbeat riddled with adrenaline. And only when that pounding reached a fever pitch did the duo charge.

Rom and his Brawlers had used the Contest to thoroughly cleanse their ranks of weak links, and today would be no different. As Dol and La-Sing tore at each other with their bare hands, painting the building and their comrades in their blood as they sought to overcome one another, Rom's mind turned to the missive he'd sent earlier in the month.

The effectiveness of Contests such as these could not be understated. They broke the wills of the deluded and hardened the resolve of the truly strong, casting aside weakness in all forms and making their unit surer of their might than before.

While duels had become more common in the recent times, true followers of the Strength of Body knew where effectiveness lay.

And so, Rom had sent in his recommendation to the Triumvirate, seeking more implementations of these contests. Only time would tell what they decided, and Rom was willing to leave that decision to them. As Dol forced La-Sing against a wall and scraped his face along it, Rom joined in the pounding stomps of his Gnarlroots with greater aplomb.


Settlements
Yomus: Capital +4 Resources +2 Population
Vineyar: Standard Settlement +3 Resources +2 Population
Gerudo Valley: Farming Settlement: +5 Resources
Policies and Advancements
Recycling - Nothing is allowed to go to waste, anything from corpses to destroyed ruins are bounties of resources in the eyes of the Ru-Ten
Sirewood Defenses- Through use of the Vines assisting in the defense of all settlements, they gain 0/+2 except under the attack of The Flame. (Advancement lvl 1)
Photosynthesis Exploitation- The Capital gains an extra +1 Resources (Advancement lvl 1)
Streamlined Bentvine Training- For every Bentvine recruited, another can be recruited for no turn cost at an additional 50% resource cost. (Advancement lvl 1)

Units
Yomus Garrison: 3 Bentvine Skirmisher, 1 Sirewood Beast
Vineyar Garrison-5 Bentvine Skirmisher, Veximus Triumphus the First, Galixo Prime
Gerudo Valley Garrison: 3 Bentvine Skirmisher
Army 3: 1 Gnarlroot Brawler

Movement
(N/A)
Actions
Action 1+2-Complete Construction of Standard Settlement (Rootlane) Directly east of Capital
Action 3: Begin Advancement Gladitorial Arenas- Seeking to standardize Contests of the Body for Entertainment purposes and to emphasize the Strength of Body, the Ru-Ten Amalgam has begun developing official arenas for blood sports to take place.
Free Actions
Army 3 becomes Rootlane Garrison

Resource Transactions
Balance: 32
+Income: (Yomus 4) (Vineyar 3) (Gerudo Valley 5) 12
-Expense: (Advancement Gladitorial Arenas) 3
New Resource Balance: 41
 
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From the moment the Mesanians, who at that point in time did not even have that name, had stepped foot on their ships, all those years ago, their life had been a harsh struggle. All too frequently their ships were dashed upon rocks, or capsized under the sheer weight of the waves that crashed upon them. The different clans, agitated and frustrated from the confinement to the ships, would squabble and brawl, and this would often escalate to full-blown skirmishes between them, fights that would frequently results in dead Mesanians. When they stopped to ressuply, they would contend with pirates, reavers and hostile natives. Even when there was no foe food might be scarce, and diseases would run rampant upon the enclosed spaces.

The Mesanians were a people with no home, no allies, and a bleak future. Yet they would not surrender. They clinged to the two things that they did have. The favor of the Gods, who, though fickle, gave many benefits and allowed their children to freely walk amongst them, blessing them with their power. And, more importantly, the idea of legacy.

The legacy of Euvoia, though great in it's own right, was steadily blown completely out of proportion. The Mesanians regaled each other with tall tales of mighty armies, unstoppable legendary warriors, fierce beasts, and impossible magic. Even after they had arrived on land suitable for habitation, and made a city, and began expanding, the legacy of Euvoia was to them as bread and wine is to a normal man. Every action they took, every war they started, every road and temple they built, all was done so they could begin even being remotely close to the unfathomable glory of Great Euvoia.

Which was why, when word of the message spread, when tales that the Mother City had arrived, there was revelry unlike anything the Mesanians had done in decades. Men, women, and children all took to the strees in a grand, spontaneous festival. Clansmen of rival clans that had been at each other's throats for millenia cheered and drank together as if they were old friends, and even Bastarnae had left their horrifiying dwellings and mingled amongst the people, and the people were so pleased they did not even bat an eye.

There were a few, an overwhelming minority, who were a little more apprehensive. To what end would Euvoia be here? Why would they be so far from their own empire? And what would they do with the allies of Mesania?

The fact that Coreatades was still nowhere to be seen, having still not returned from his pilgrimage to the Oracle did not help the council in making a decision. Yet even if they were not wholly ready to commit to aiding the Mother City, their aid would be greatly appreciated all the same.

The message sent back with the messenger read as follows:

Blessed child of Athena,

We are greatly honored by the presence of great Euvoia on this continent, and we will do what we can to aid you. However, the situation in this continent is complicated, as some of the nations here are our allies. As such, we believe it would be wise if you and our mighty leader were to meet to discuss the exact nature and targets of this war you desire. In the meantime, may the Olympians forever smile upon your endeavors, and you are always welcome to visit your Polis.

Signed,

The council of Coreatades Axiomachos, proud son of Zeus.

Lynos moves up to Zanzirian settlement. Preaches, then advances to Mesanian northern settlement and attacks the traitor clansmen with marine support.
(Due to lynos presence, Proteus is revealed due to direwolf)

Action 2: Upgrade Agora to Grand Agora: the effect triggers on 9+ instead of 10. (1/2)

Action 3: train another war priest(Ares), this time at Mesania.
 
The Invasions of the East and West CONTINUES



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


“The Gelicko and us, don't very much see eye to eye. But they are taking well to being a part of the great chain of our industry”- Regalian Soldier

“The Battle in the south continues to rage on after a month of fighting. The barbarians fight like great beasts, but they haven't had to contend with dwarven weapons and armor before.” - Dwarven Soldier

“The Barbarians to the South are threatening everything that we have worked towards.” - Zanzarian Noble

“Apparently the lizards are friends now? Maybe I can get one as a pet and he can build me a machine to make me all the wine I can drink.”- Drunken Tolouis Guardsman moments before he downed his third bottle of wine




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Dymaeran Settlement
Population: 48 Resources: 24 Order: 1


The Dwarves had been unable to mobilize their forces in time to assist the Geckos, but they weren’t going to make the same mistake while going to defend their other ally, the Zanzarians. Gathering coin to spend on Takrian mercenaries, they managed to scrounge up a few battalions of troops to assist them in aiding the battle at Ga’Lade Castle. The battle was raging for a month and though both sides had casaulies, there was no clear sign of a victor. Only time would tell if the battle would continue to go in their favor or not.

The Dwarven armor had helped deflect some of the deadly blows from the barbarians, but they knew that in their current condition, that it would be hard to keep this up. A break in the battle occurred, and they were going to try to shore up their strengths and finish off those pesky weaknesses in their armor and skill.


Advancement: Protection of the AllFather Lvl 1- Protectors of the Allfather gain 0/+1
Protection of the All Father Lvl 2- Protectors of the Allfather gain +1/0 and when an enemy rolls a 1 or a 2 against them gets an extra attack.


The fighting continues in the Southern Settlement to assist the Zanzarian Allies

Army 1: 2 Knights
Army 2: 2 Protectors of the Allfather and 3 Takrian Avengers
Army 3: 2 Protectors of the Allfather
Army 4 3 Dwarven Guards


End Pop: 48 End Res: 18 End Order: 1



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Azera
Population: 38 Resources: 50 Order: 2


The survivors and all that remained of the army retreated to their remaining settlement. It was to be their final bastion, their stronghold against the darkness. In the absolute worst case scenario, the Shadowman could get some of the civilians out to find safety with their allies. Messengers had been sent of the danger, but it is unclear if any made it out of the range of this deadly foe.

All that was left was to increase the strength of their walls, and hope for the best.

Advancement: Improved Walls Lvl 1: 0/+1 Defense while defensive fighting
Improved Walls Lvl 2: An additional 0/+1 while Defensive Fighting and allows archers to attack a second time from the ramparts

Army 1: Shadowman, Trent, 2 Cavalry 5 Swordsmen, 3 Archers
,
End Pop: 38
End Res: 44
End Order=2

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Draken Guard
Population: 42 Resources: 40 Order: 1



Advancement: Unlock Mercenary Dragon Unit
Cost 6 Resources, 3 Resource Upkeep

Cocky Dragonkin
HP 1
Movement 1
Attack 1
Atk d3
Def 0 (+2)

Rusty Attacks: Before battle, roll d3. On a 1, no bonus, on a 2, +1/0. On a 3, +2/0. Unit also gains the effects of superior Airforce.


Train Dragoon in Army 3


Army 1: 1 Nymph, 1 Dragoon
Army 2: 2 Dragoons
Army 3: 3 Dragoons, 2 Dragon Warriors, 2 Juggernauts
End Pop: 40
End Res: 36
Order: 1


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Toulais
Population: 38 Resources: 36 Order: 2



The Capital was becoming prepared. They were informed by the Regalians to be prepared for anything. And for them, that meant by water considering they were already well prepared for most things on land. As such, it was time to bring their naval research to its conclusion and create even better attack boats for dealing with any enemies on the seas.

Charlene Gaverene looked through older nobility boats and research notes, coming up with something far bigger and far better than ever before. Their allies would be able to see these large boats in action in the harbor before the mock battles were to happen.

Research Boats Lvl 3. Unlock Advanced Attack Boats
Train 1 Guarde National in the Capital


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

The Gecklicko Realm
Population: 24(Max Population) Resources: 18 Order: 1


The transition was not an easy one. Many Geckos held resentment at the Regalians. But just as many were just happy to be able to get back to their factories and places of business. They wanted life to go on. And for most of them, it wasn’t important who was in charge as long as this could continue.


However, the very vocal minority did not want Gensari to be the Warden of The Geklico Realm. Another candidate arose from the ashes. Geki. She was seen as a mechanic extraordinary. It was her mind that had helped develop many of the wonders of their high end machines that unfortunately went unused. Which, many of the ones that felt that Gensari was a traitor to their people, also felt that if Geki was in charge, that with her mechanical might and knowledge, that she would have allowed them to crush the invaders with their magic.

The two started to campaign among the Capital, which next month will lead to a debate in front of all the people of the Capital, Gecko and Regalian included.

The Return of Garli helped bring about much needed order. +1 Order

Army 1 to the East to guard the settlement
1 strider unit moves to the west of the capital and spends all 3 actions building a settlement.
Army 3 Moves back to Lost City


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


1 AA, Turn 12, Month 12



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The Oni
Population:95(Max Pop) Resources: 53 Order: 1


Western Alliance Actions

Advancement: Cage Upgrade - Monsters and mounts are one turn to recruit. Tier 1 mounts can be recruited as elite units:

Omukade

M: 1
HP: 2
Attacks: 2
Atk: 7
Def: 4

A Thousand Legs- Each successful attack generates an additional one.

Bottomless Stomachs- For every three Omukade on a tile, they may remove a tile feature whether it be a lake, marshland, mountains, forests etc. This can only be a tile they end their movement on.

Fire Weakness

Great Isopods

M: 1
HP: 4
Attacks: 2
Atk: 3
Def: 8

Walking Battery: Can be equipped with a siege weapon, gaining the rules of said siege weapon and its attacks and attack value while retaining its own HP, movement and defence.

Extreme Toughness: +2HP

Weakness to Cold

Cyclops

M: 1
HP: 2
Attacks: 2
Atk: 4
Def: 7

Expert Crafters: For each Cyclops in a friendly settlement, the Great Forge gains +1.

Ground Shaking Attack: Forgo all attacks to hit the ground. Roll a D10 before any other attacks are made, on a 6+ the ground beneath the enemies feet shakes them off balance. Enemy armies are -1/-1. Stacks up to a maximum of 2 times.

One Eyed: Enemy attack rolls against a Cyclops of a 10 are an instant kill, regardless of saves or other protection.

Phoenix

Mount. Grants rider +2M and counts as flying.

The Eternal Flame: Friendly flame based attacks that successfully hit an enemy explode. Immediately make another attack against a different target. If an enemy is weak to fire, instead make two additional attacks against two different targets.

Tsuchigumo Mother

Mount. +1M and allows rider to attack settlements regardless of settlement level.

Broodmother: Roll a D10 for each enemy killed by the rider, on an 8+ spawn a persistent unit of Tsuchigumo, using the stats below:

Tsuchigumo
M: 2
HP: 1
Attacks: 1
Atk: 2
Def: -2

Web Slingers: For each Tsuchigumo at the start of combat, randomly select an enemy unit and that unit becomes always strikes last.


Great Forge: Turn 2 of 3


Oni Actions

Free

Kawada to Mages Tower
Samurai from Mages Tower to Dragon Settlement - Diplomacy with Dragons
Recruit x2 builders to Kerem Capital
Oni Capital Builders SW
Army 1+2 to FS east
Army 3 SW
Army 4 NE - Explore
Army 6 NE, NW - Build Road - 5 Resources

Paid
-Advancement: Mage Focus - Hedge Mages may be recruited twice per one recruitment action with the second unit costing 50% more.

-Advancement: Mage Training Schools - -1 Turn to recruit Mages

-Build Black Metal Mining Settlement where it was discovered: Counts as Farming settlement with the addition that all Oni units gain 0/+X where X is the level of the Black Metal Mining Settlement. - 5 resources


Army 4 Explore: The City by The Sea: A small bustling city by the sea catches your eyes. Near it is a Large Lighthouse and a Small Fort to keep the place safe from those that would do it harm. As your troops approach, they are greeted by a group of Five Green Goblins wearing Bronze Armor, carrying Spears and a Female Figure that Towers over them, clad in some unknown metal. “You have returned outsiders. I believe that you called yourselves The Oni.” (Continued in Diplomacy chat)

Zanzir
Population: 46 Resources: 61 Order: 1


Battle between Messania and Zanzair ended with:
Zanzir Casualties
-3 Dead Takrian Avengers and 1 at 1 HP
-2 Dead Archers

Mesania Casualties
-2 Bastarnae dead


Dwarves have been assisting in fighting. The fighting has been going on for a month and shows no signs of letting up.

Proteus has been captured and the rogue trained Messanians have been killed

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

Mitsura
Population: 66 Resources: 38 Order: 2


Army 5 explores
28 resources are paid to Zanzir in exchange for the Sword of Isis and the helmet
(Sword of Isis Strength: +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks. Weakness: None
Sacrifice 20 pop for 40 resources
Actions:
  • Complete: Action 1-3: Build regular settlement 1 tile East, 1 tile North East of Capital.
Continuing processes:
  • Complete Policy: Growth of a new swamp tile 1 tile South West, 2 tiles west of capital 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi
  • Complete Inventor Hekron creates a new invention 3/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete Borage uses action to grow forest tile 1 tile SE of the Gecko settlement 2/2 (4-2 due to forest irrigation)
  • Quest: grow 4 tiles of forest/swamp 2/4
Heckron Invention: Spore growth- decreases Seedlings on Asphodel to 6-10 Range and ups it to 2 Seedlings per success.


Army 5 Explores: An ancient battlefield, slowly sinking into the new swamp. Old corpses, glad in strange metals, surrounded by metal beasts and creatures of sharp spikes. (Continued in Diplomacy)


Asphodel currently under siege by Strange looking Dwarves.

Regalia
Population: 26 Resources: 37 Order: 1


Free Actions
> Form the Gecklicko Realm from captured Gecklicko settlements, becoming a vassal state under Regalia.
> Garli is mind-bent and released to the Gecklicko Realm. The imprisoned striders are also released to the Gecklicko Realm as well. Units will respawn in the Gecklicko capital.
> Regalia transfers 18 resources to the Gecklicko Realm, to finance construction efforts.
> Regalian Decree to Gecklicko > Build two standard settlements, one to the West of the Capital, the other to the South West of the Capital.
> Army 4 > Disband all mercenary units

Action Points
> Research > Farming Construction > Level 1 & 2 > 2 of 2 > Farming settlements take -2 turns to build and upgrade.
> Research > Imperial Education > Level 1 > 1 of 1 > Regalia offers an education to its Subject Races, affording them the ability to understand Regalian script and speech.




The Order of Kerem
Population: 41 Resources: 90 Order: 1


Free Actions:
1. Remove Zanzir from trade
2. Send Army 3 East and join Army 1 in order to attack with intent of arresting Proteus on account of being within Western territory without permission, Militia men also join in to aid in the arrest

Paid Actions:
1/2. The mastery of the trade: “Our people have mastered none other than trade itself, using the known resources and providing them to certain nations with high demand for such products and looking out for any potential trade deals is how far we have come ever since our first meeting with another nation.”; Trade now provides an extra +3 to trading, increasing the gain for Order territory to +12 per trade route with other nations gaining +10. 2/3 of an lvl 3 Advancement. -10 resources

3. Trade routes: “With the arrival of trade, one must know how to use certain routes in order to not only reach your destination the fastest, but also the safest as well…” For every friendly settlement joined by a road +X to each friendly, with +X being the advancement Lvl. Lvl 1 advancement. -2 resources

Proteus has been captured.



The Ru-Ten Amalgam
Population: 32 Resources: 41 Order: 1


Action 1+2-Complete Construction of Standard Settlement (Rootlane) Directly east of Capital
Action 3: Begin Advancement Gladitorial Arenas- Seeking to standardize Contests of the Body for Entertainment purposes and to emphasize the Strength of Body, the Ru-Ten Amalgam has begun developing official arenas for blood sports to take place.
Free Actions
Army 3 becomes Rootlane Garrison








Takrian Republic
Population: 31 Resources: 31 Order: 1


The people are content to have an actual city to their name again. +1 Order




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



In response to this letter a group of Sirens arrive at the Capital wishing to speak with the Council on behalf of High Commander Kyros Aetós, son of Athena,whom is leading the front line invasion of the continent. (Continued in Diplomacy)




Ogre Kingdoms
Population: 38 Resources: 28 Order: 0
 
The Oni
Without honour there is only darkness
The Story of the Oni
Kawada welcomed the brisk chill of the mountains, he had a preference for the cold and never understood people’s fascination with warm weather. Snow covered landscapes were far more his style. That being said, the trip north to find the home of the giant brutes that had once attacked their Azeran allies hadn’t been easy. Beasts of all shapes and sizes roamed the lands and for the most part, they towered above Kawada. If it wasn’t for his skill with a sword he would have been plugging up the digestive tract of a monster by this point.

“Oi!” A gruff voice called out, the bass notes of it causing the powdered snow at Kawada’s feet to shake. He turned his head slightly to see a towering ogre rushing towards him.

Kawada turned, his hand placed loosely onto the hilt of his sword.

“Get out of yer!” the Ogre called out as it charged forward. As the distance closed Kawada used the snow at his feet to flick it upwards. The ogre swung its fist into the powdered mist hitting nothing but air.

“Where are you?!” The ogre bellowed.

“Right here…” Kawada said softly.

The ogre went to move but felt a sharp point firmly pressed between his nether regions.

“I wouldn’t suggest trying to do anything...if you value whatever is here anyway…” Kawada said joyfully.

The ogre began to visibly sweat and slowly raised his hands.

“What do ya wunt?!” the ogre said in a fair less aggressive tone, albeit his words were still spoken through gritted teeth.

“I simply came here to challenge your biggest and meanest fighter to a duel...I win...you guys join with me and i’ll show you all the best fighting you’ve ever seen...I lose...my people will let you have your fill of our allies to your southwest...what do you say?”

Elsewhere...

A letter arrived on Samanosuke's lap, it read as follows.

My Lord,

The Mesanians have been beset by the Zanziran's and some heavily armoured people of a short but strong stature. The battle seems to be even so far but I would suggest sending reinforcements to assist.


Samanosuke folded the letter neatly before placing it onto a nearby table. He turned to a small group of attendants at his doorway and spoke.

"Prepare the horses...we leave for battle."

What We Are Doing
Western Alliance Actions

The Great Bank Upgrade: Stored funds accrue 10% interest each turn.

The Great Forge: Turn 3 of 3 - Trek you need to roll to see the power of the item

Free

-Kawada moves to Ogre settlement and challenges Tiny to duel
-Samanosuke's army equips bows and cavalry before moving to the Mesanian capital and Samanosuke acquires Phoenix mount. They then board the Mesanian ships, cross the straight and use additional movement to move to the battle and attack. (Four Ashigaru remain behind at Mesanian capital due to lack of capacity).
-Army 6 SW - Build Road - 5 Resources
-Army 3 - NE to Kerem Settlement
-Hojo appears in Northernmost Oni Farming Settlement
-Recruit 2 Builders in Kerem Capital

Paid

Recruit x2 Hedge Mages - 15 resources
Recruit x2 Hedge Mages - 15 resources
Extra movement
What We Have
Resources

Settlements: 30
Trade: 25
Total: Gain 55 per turn

Starting Resources: 56
Spent This Turn: 54
End Resources: 57

Population

Settlements: 20
Gain Per Turn: 20
Starting Population: 95
End Population: 110
Max Population: 110

Our Military Forces
Army 1
• Samanosuke w/ Phoenix
• x2 Jigamundo Samurai Cavalry w/ Bows
• x1 Samurai Cavalry w/ Bows
• x6 Ashigaru Cavalry w/ Bows

Army 3
• x6 Builders

Army 4
• x1 Peasant

Army 5
• x14 Builders
• Golden Mask of Ichiro the Oni

Army 6
• x1 Peasant

Army 7
• x1 Cavalry Samurai

Army 8
• x6 Hedge Mages

Hidden Characters
• Dr Mia - Capital

What we've learnt...
Architects

How better to build than with planning?.

Level 1: Unlocks builders and -1 resource cost to items requiring building (e.g. forts, roads, settlements, not advancements)​
Level 2: Locked
Level 3: Locked

Mustering Grounds

Oni men are willing to fight to defend their lands and sometimes that means spending a little bit more.

Level 1: When using a recruit action for Ashigaru, may recruit a second unit for an additional 50% resource cost on the additional unit (rounding up).​
Level 2: Samurai units are -1 to recruit.​
Level 3: Locked

Stables

Horses bred for war don't flinch when charging an enemy line and barrel through them with no remorse.

Level 1: Oni units that take cavalry as their trained military option gain +2/0 in the first round of combat.​
Level 2: Locked
Level 3: Locked

Market Hub

A place to enact trade.

Level 1: +1 to trade routes and ability to trade with other nations.​
Level 2: Locked
Level 3: Locked

School

Teaching the youth allows for more skilled labour.

Level 1: Non-Combatants can be recruited as a free action once per turn.​
Level 2: Locked
Level 3: Locked

Ryokan

A place to relax and escape for a few days.

Level 1: Gain +2 Pop Per Settlement and Unlock Ronin​
Level 2: Locked
Level 3: Locked

Yari Tactics

Spears are deadly weapons and with better control of a unit equipped with them, the more efficient they become.

Level 1: Spear provides a further 0/+1.​
Level 2: Locked
Level 3: Locked

Bowyer

Better bows and better arrows make ranged combat far more appealing a prospect.

Level 1: Utilises fire arrows in combat. Attacks count as fire and the defensive bonus provided by settlements is 0/-2, to a minimum of zero. This only affects the settlement bonus, not a units base stats.​
Level 2: Locked
Level 3: Locked

Akemi Memorial Facility

A facility home to the ancient ancestors of the Oni, providing advanced medical knowledge to help heal wounds and injuries once fatal.

Level 1: Oni units gain a 10+ save.​
Level 2: Save improved to 9+.​
Level 3: Locked

Final Forms

The Oni and Jigamundo Samurai have begun to merge their forms together in search of the ultimate fighting style.

Level 1: All Samurai units gain access to all Art of War forms, however are still limited to one per turn(aside from Samanosuke's trait).​
Level 2: Locked
Level 3: Locked

Horse Breeders

Horses are no longer a luxury solely for military use.

Level 1: Non-combatants gain +1M.​
Level 2: Locked
Level 3: Locked

Field Craft

Using the wilderness around them, the Oni are able to more effectively siege enemy settlements.

Level 1: For the purposes of attacking enemy settlements, Oni combat units count as being an additional unit.​
Level 2: Locked
Level 3: Locked

Black Metal Mine

An extremely tough and durable metal is being excavated to improve Oni armour..

Level 1: Counts as Farming settlement with the addition that all Oni units gain 0/+X where X is the level of the Black Metal Mining Settlement.​
Level 2: Locked
Level 3: Locked

Mage Focus

With the learning of magic comes the plans of use on the battlefield.

Level 1: Hedge Mages may be recruited twice per one recruitment action with the second unit costing 50% more.​
Level 2: Locked
Level 3: Locked

Mage Training Schools

The best way to teach is in a school.

Level 1: -1 Turn to recruit Mages​
Level 2: Locked
Level 3: Locked

Field Craft

Using the wilderness around them, the Oni are able to more effectively siege enemy settlements.

Level 1: For the purposes of attacking enemy settlements, Oni combat units count as being an additional unit.​
Level 2: Locked
Level 3: Locked
What we've learnt with our friends...
The Great Embassy

Home of the Western Alliance

Level 1: Unlocked private chat and policy.​
Level 2: Gain an additional alliance action.​
Level 3: Locked

The Great Bank

Home of the Alliances wealth.

Level 1: As a free action Great Embassy members can deposit and withdraw resources into the Great Bank. Withdrawals need a majority vote to confirm.​
Level 2: Locked
Level 3: Locked

The Great Arena

A place for the greatest warriors of the Alliance to train and grow stronger.

Level 1: Leaders and heroes can spend three turns in the arena, this includes the turn they arrive. They are unable to use any abilities or move or undertake any other actions during this time. If they do, they must start again. Once they have completed the three turns unbroken, they gain one of the following bonuses:​
• Gladiator Trait: Able to enact a duel with enemy monsters, heroes and leaders. +2/+1. Rolls of a 10 to hit inflict +1HP damage.​
• Gain a Magic Item: A powerful item that can be lost should a hero or leader die. The nation responsible for the kill can equip the item to their own leader or hero.​
Level 2: Locked
Level 3: Locked

The Great Cage

A place where dangerous and powerful beasts are trained to either become mounts or to fight alongside alliance forces.

Level 1: Unlocks the recruitment of monsters along with mounts for characters.​
Pegasus​
Mount​
-Provides rider with M3​
-Flying​
-Graceful Agility: Grants always strikes first to rider​
Direwolf​
Mount​
-Provides rider with M2​
-Rider gains +1 Attack​
-Expert Hunter: Allows rider to choose target of attack. In addition, stealthed units are discovered automatically when within one tile of the direwolf.​
Gorgon​
Monster​
M: 1​
HP: 2​
Attacks: 2​
Atk: 5​
Def: 6​
-Freezing Stare: Enemy units unfortunate enough to be caught in the Gorgon's glare will turn to stone. Any enemy unit that targets the Gorgon must roll a D10 and on a 9+, they are turned to stone (dies). Against heroes and leaders, a failure instead provides a permanent -1 to their attacks stat to a minimum of 1.​
-Terrifying Visage: Militias and similar effects do not trigger in the presence of the Gorgon.​
-Vulnerable to Fire​
Level 2: Level 1 mounts can be recruited as elite units​
Omukade​
M: 1​
HP: 2​
Attacks: 2​
Atk: 7​
Def: 4​
-A Thousand Legs- Each successful attack generates an additional one.​
-Bottomless Stomachs- For every three Omukade on a tile, they may remove a tile feature whether it be a lake, marshland, mountains, forests etc. This can only be a tile they end their movement on.​
-Fire Weakness​
Great Isopods​
M: 1​
HP: 4​
Attacks: 2​
Atk: 3​
Def: 8​
-Walking Battery: Can be equipped with a siege weapon, gaining the rules of said siege weapon and its attacks and attack value while retaining its own HP, movement and defence.​
-Extreme Toughness: +2HP​
-Weakness to Cold​
Cyclops​
M: 1​
HP: 2​
Attacks: 2​
Atk: 4​
Def: 7​
-Expert Crafters: For each Cyclops in a friendly settlement, the Great Forge gains +1.​
-Ground Shaking Attack: Forgo all attacks to hit the ground. Roll a D10 before any other attacks are made, on a 6+ the ground beneath the enemies feet shakes them off balance. Enemy armies are -1/-1. Stacks up to a maximum of 2 times.​
-One Eyed: Enemy attack rolls against a Cyclops of a 10 are an instant kill, regardless of saves or other protection.​
Phoenix​
Mount. Grants rider +2M and counts as flying.​
-The Eternal Flame: Friendly flame based attacks that successfully hit an enemy explode. Immediately make another attack against a different target. If an enemy is weak to fire, instead make two additional attacks against two different targets.​
Tsuchigumo Mother​
-Mount. +1M and allows rider to attack settlements regardless of settlement level.​
-Broodmother: Roll a D10 for each enemy killed by the rider, on an 8+ spawn a persistent unit of Tsuchigumo, using the stats below:​
Tsuchigumo​
M: 2​
HP: 1​
Attacks: 1​
Atk: 2​
Def: -2​
-Web Slingers: For each Tsuchigumo at the start of combat, randomly select an enemy unit and that unit becomes always strikes last.​

Level 3: Locked

Sentries of the Great Road

Enemy forces will not travel the Western Region unimpeded.

Level 1: Enemy units that move on tiles with Western Alliance Roads do not benefit from additional movement. In addition, when attempting to move on a tile with such a road, enemy armies roll a D10. On a 1-3 the unit loses one movement for that turn. If this takes their remaining movement to zero then they will remain on their current tile. This roll can be made multiple times per turn and will occur until an enemy army has no movement left. This roll takes place after an action is declared.​
Level 2: Locked
Level 3: Locked

Training Grounds

Rapid deployment is important to the safety of the Western reaches.

Level 1: Western alliance units can be trained in any friendly settlement rather than their own.​
Level 2: Locked
Level 3: Locked

Beach Assaults

Synergy and rapid strikes are important to victory.

Level 1: Any alliance ship can transport any alliance unit. When disembarking, if those units attack that same turn, they gain always strike first. Units who already have always strikes first, gain +2/0.​
Level 2: Locked
Level 3: Locked

The Great Forge

A forge with the greatest blacksmiths of the Alliance creating powerful items to be wielded.

Level 1: Produces a magic item every three turns. GM to roll to decide power of said item.​
Level 2: Locked
Level 3: Locked

Acclimitisation

Shared survival tips go a long way.

Level 1: All alliance members avoid desert/summer/hot temperature modifiers thanks to the Order sharing their secrets of how to survive such conditions effectively.​
Level 2: Locked
Level 3: Locked



code by nano
 
Actions:
  • Train 1 Xiron Class Beasts in Farming settlement
  • Train 1 Infantry units in Capital
  • Infantry begins building Great Wall

Free Actions:
  • Army 1 moves East 1 Tile
  • Armies 4 and 7 attack Mesanians
  • Army 3 use Shadow Blade against Mesanian camp
  • 1x Giroj Class Jumper moves 3 Tiles East from Farming settlement to Capital
  • 1x Infantry from army 2 moves 1 Tile West

Ongoing Diplomacy:

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

Stats:

Black Market Items:

  • Bow of the Ages: Costs 7 Res
    • Strength: Powerful Blow: Deals 1 extra damage
    • Weakness: Unwieldy: The powerful attack makes it difficult to use. -2/0
  • Golem Armor: Sold!
    • Strength: +1 HP
    • Weakness: -1 Movement
  • Helmet of Mana: Sold!
    • Strength: Attack spells deal an extra 2 Damage
    • Weakness: -1 HP
  • Sword of Isis Strength: Sold!
    • +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks.
    • Weakness: None
  • Cape of The Infinite: Costs 15t
    • Strength: Roll a d10 before battle
      • 1: 0/+1
      • 2-3: +1/+1
      • 4-5: +1/+2
      • 6-7: +2/+2
      • 8-9: +2/+3
      • 10: +3 HP, +1 Attack
    • Weakness: On a 1-5 gains attack last
Cities:
  • Raven’s Heart (capital)
    • Palace
    • City Walls = 0/+1 to defending troops
    • 0/+2 to defending units
    • Black Market (Gain random items from rolls)
    • All Father Temple
  • Sun’s Spire (Standard)
  • Kerem’s Reach (Farming)
    • City Walls = 0/+1 to defending troops
    • Xenosis Laboratory
  • Caslte Ga’Lade (Military)

Total Income: +21 per Turn
  • Base +2
  • Capital +2res
  • Sun’s Spire +2res
  • Kerem’s Reach +4res
  • (4)Trade Agreements +8res
  • (3)Resource Extraction +3res
Expenses:
  • -8 res for recruitment
  • -10 Res for construction
Treasury:
  • Balance: 61 - 24 = 28
  • Next Turn: 28 + 21 = 49
Military:

  • Army 1
    • 1x Spy
  • Army 2
    • 3x Infantry
    • 2x Giroj Class Jumpers
  • Army 3
    • 1x Spy
  • Army 4
    • 3x Takrian Avengers
    • 2x Sand Devils
  • Army 7
    • 2x Ga’Lade Knights
 
Turn 12

The Dark Diciple had not been sitting on his ass. In the past few months, he had toured through Mitsura, doing something no hoshi had ever done, preaching. His was a new religion and it was growing rapidly. The Great One had not stopped him in his attempt to convert the population and thus the Dark Disciple felt emboldened in its efforts.

“All will be night.” He muttered as he handed out tiny fragments of the rubies to the aspiring faithful. “The dark one told me, the great one encouraged me, now I will teach it to you. The Great Plan will be completed by the Great One and his new allies, the Dark Ones. Together they will bring back the old world.”

Shivers ran down hoshi spines.

“Take these slivers of greatness my siblings, they will guide us towards a greater path.”

“Disciple.” A voice boomed. The Disciple looked up, it was the Black Petal. He had previously refused to take the Disciple’s rubies, but now a ruby the size of a fist lay embedded in the Black Petal’s skin, over the place where his heart should have been. “Your grand moment approaches. The Great One has decided to aid its allies, the dark ones. We are supporting their claims. The Dark Ones seek to restore the old world. The Great One is a being from that time, as such we are fully within our rights to depose the false dwarven god and restore the old rulers.”

The Disciple just nodded. Nobody really understood the Black Petal, whose mind was always focused on other nations. And the hoshi spoke quickly, without taking a moment to breathe.

“What does that mean?” The Disciple asked.

“It means that you will be leading a number of swarms into the dark tunnels and help install a new dwarven leader. Then you will support me in unifying their kingdom with ours, together we will become an empire united in faith and goal.” The Black Petal said.

The Dark Diciple’s lips curled into a hungry smile.

“I will sharpen my spear then.”

Actions turn 12:

Movement: free movement only (Natural woodsmen strength gives double movement on jungle tiles)
  • Army 1moves 1 tile east
  • Army 5 moves 1 tile north east, 1 tile east.
  • Army 5 and 1 merge to become army 1.
  • Army 2 moves 1 tile west
  • Army 7 moves 1 tile west and 1 tile north west, assists in sieging down the dwarven capital with the
  • Army 3 (except for hero unit Hekron and hero unit The golem who stay in capital and become 5) moves 1 tile north east, 1 tile north west
  • Army 4 moves 2 tiles north west
  • Armies 3 and 4 merge to become army 3
Free actions:
  • Hero unit Borage grows forest 1 tile North East of the Steel City
  • Army 2 explores
  • Army 7 sieges
  • Army 3 sieges
Actions:
  • Advancement: Consolidate pantheon, -3 resources, proposed effect: all hoshi convert to the faith of the Dark Ones (better name pending). The Kaminoki, Uthredal and the Dark One gain divine status in this faith. Unifications with nations and factions who worship a dark one now become possible.
  • Advancement: Ruby Priesthood, -3 resources, proposed effect: Enables recruitment of elite unit Ruby Priest. The Dark Diciple recruited many hoshi to his priesthood, but only a few had the true potential to reach the Ruby Priesthood.
  • Advancement: Hidden roads, -3 resources, proposed effect: enemy units cannot use roads within Mitsura. The hidden roads of Mitsura grow beneath one’s feet only when one holds no ill intention towards the nation.
Continuing processes:
  • Complete Policy: Growth of a new forest tile, caves on the south west coast, location army 2. 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi)
  • Inventor Hekron creates a new invention 1/3 (4 -1 for the Inventor’s Workshop advancement)
  • Complete Borage uses action to grow forest tile 1 tile SE of the Gecko settlement 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)
  • Complete Quest for the dark one: grow 4 tiles of forest/swamp 4/4
Tables

Income Resources this turn Resources expenses this turn Resources next turn Population this turn Population next turn Population expenses
Settlements +8 - +8 +12 +16 -
Trade +6 - +6 - - -
Other - - 9 - - -
Overall 38 29 +14 66 82 -


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


Bonuses Effects Location
Natural Woodsmen Double movement for units on forest or swamp tiles +0/+1 while in forest Empire wide
Population Growth Population growth +2, Max pop +5 Empire wide
Strong Nature magics Units have +1/+1 in settlements Empire wide
The Inventor’s workshop While residing in its workshop Inventor Hekron creates and invention in 3 turns instead of 4. Seicho
Forrest Irrigation 2 when adjacent to a tile with fresh water new patches of forest are grown in two turns less than the required 4. Empire wide
Tomb of Growth 3 Population can be turned into resources at ratio of 1:2 Empire wide
Blood Pits +1 order and the Kaminoki is empowered by blood sacrifice (up to gm’s discretion) Seicho
Poisoned weaponry Yari and Ite troops have +1/+0 Empire wide
Place of exchange Enables trade Empire wide
Dangerous Flora I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Dangerous fauna I -1/-1 for enemy units in the jungle All forest/swamp/jungle tiles connected to the kaminoki
Insect and Arachnid Pheromone Control Whenever a Mitsuran army fights in a forest tile, before the battle starts, great insect swarms harass the lines of the enemy. Three random enemy units lose attack first, or if they didn’t have it, gain attack last. Heroes and Leader units are unaffected. All forest/swamp/jungle tiles connected to the kaminoki
Fog of dreams -1 movement for enemies on swamp or forest tiles All forest/swamp/jungle tiles connected to the kaminoki
Guerrilla Warfare Friendly units on forest or swamp tiles are stealthed. All forest/swamp/jungle tiles connected to the kaminoki
Hall of the Niwashi Recruiting new Niwashi only costs 1 action Seicho
Specialized Warrior Breeding pods When recruiting 1 Yari troop unit recruit 2 instead. The second is 3 resources. Seicho
Specialized Warrior Diet Yari Troop units get +0/+1. All forest/swamp/jungle tiles connected to the kaminoki
Mist makers Yari Units a 9+ save while in the forests and swamps. All forest/swamp/jungle tiles connected to the kaminoki
Spore growth decreases Seedlings on Asphodel to 6-10 Range and ups it to 2 Seedlings per success. Applies only to Asphodel


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

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


Gear Effect
Helmet of Mana Strength: Attack spells deal an extra 2 Damage Weakness: -1 HP
Sword of Isis +2/0 Strength: If wielder is killed, survives on 1 HP instead after the killer finishes all their attacks. Weakness: None
 
Automata
~ Regalia's Latest Marvel ~
1624025442429.jpeg

  • The end of the war not only brought much joy and relief to the people of Regalia, but also to the Magisters as well. With the defeat of the Geckos, Regalia can finally move away from a state of war, and work towards their peaceful goals of building a strong and prosperous Regalian economy. Alexian's pre-war plans were to expand the Realm's borders and make use of the previously untapped material and argricultural wealth in the regions that surround Celest. The Realm will surely need such wealth for their future plans, and now that peace reigns once more, there is nothing to distract Regalian efforts away from this direction. The Magisters waste no time in implementing these plans as well as formulating considerations for the future. This expansion is only the beginning.

    ~~~

    "Everything is ready." Bevenov says to Paris, while the Magister of the Treasury inspects the drafted plans for future towns, "The War left us with plenty of time to draft plans, for our towns as well as for the farms and mines that will become the backbone of their local economies. I am finalising the plans for three other sites, and they should be complete by next month. We will likely make use of this new technological marvel Stine has developed, these 'automata.' He has invited me to inspect them next week. Do you have all the necessary resources organised for the construction efforts?"

    "Of course!" Paris beamed, looking up at Bevenov with cunning eyes, "All resources have been delivered, though our workforce was most displeased with their sudden irrelevance. Ah, but such advances are necessary, and our dear workers will not be without work for long. For they have a glorious new future as my tax collectors!"

    "Tax collectors?" Bevenov frowned, "You mean for the tithe?"

    "No, my dear Bevenov! We will soon be implementing a tax system for the whole Realm!" Paris crowed rather proudly, "Something of mine that I have been working on as of late! Our current means of acquiring resources for the Realm is both backwards and outdated, not to mention that it stifles the whole of the Realm's economy. The tithe system was all fine and good before our expansion, collecting tithes from all businesses within Celest alone was simple and well-practiced affair. But as our Realm grows, and our economy grows with it, so do the complications of collecting tithes. Before long, the entire tithe system will be completely unworkable. So, rather than collecting tithes, we will collect sterlings instead! Not just from businesses, but from the people as well!"

    "The people?" Bevenov raised a skeptical eyebrow, "You mean the mundanes? They are too poor to hold sterlings, Paris. Surely you know that."

    "Of course I do!" Paris snapped, "They do not hold sterlings now, today, but soon, very soon now, everyone in the Realm will be able to hold sterlings!"

    Paris, with a small conjuring of magic, produced a small brown pouch, to which he opened and tipped upright to outpour shiny silver coins onto a nearby table. These silver coins are sterlings, freshly minted, each featuring the Regalian flag emblem on one side with the profile image of Alexian on the other. Bevenov stepped over, picked up one of the coins, and examined it closely.

    "Sterlings will no longer be the bargaining tokens of mages, but for the whole Realm! Currency, I call it! Sterlings will become Regalia's new, widely used currency! No longer will people need to barter their bread and wood to get what other things they need, they will be able to exchange goods and services using sterlings instead!" Paris excitedly told, "The Treasury is currently printing hundreds of thousands of coins, all to be released into circulation very soon; we have been building up quite the mountain of sterlings! Once enough coins have been minted, we will be able to start distributing them throughout the Realm, awarding people and businesses alike with sterlings instead of resources. This way, our Realm's total material wealth will all go straight to market, making it all available to be bought by any and all! In the short term, the influx of additional resources will create a shock in the market, but it will very quickly stabilise as an equilibrium is developed."

    "This sounds like an incredibly fast change, Paris." Bevenov observed nervously, "Are you certain this course is wise?"

    "But of course! It is my plan, and so nothing could ever go wrong!" Paris cheerfully returned, "Once sterlings become widely used, we can then tax our people, mages and mundanes alike, rather than demand tithes. I already have a tax policy in place, one in which will encourage economic growth over the next several years, as well as improve trade with our loyal vassal states. I also have plans in place for Regalia to out compete any potential economic rivals, as well as draw more wealth and trade from abroad to our lands. And all this is simply the beginning, Bevenov! Give me twenty years, and I will forge us an economy so prosperous that the wealth we enjoy today would seem like a mere pittence in comparison! Not just for us, not just for mages, but for everyone! Mages and mundanes alike, we will all prosper!"

    "Our future will be rich, my dear Bevenov!" Paris grinned widely, "Very rich indeed!"
 
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The Ru-Ten Amalgam
Ru-Ten flag 2.png

The Oaken League...

It had begun as such a simple suggestion from the Leader of the Gnarlroots overseeing the Rootlane. A simple request to provide more emphasis for the Strength of Body, to allow Contests of the Body more grandeur and public fanfare. The Triumvirate had seen the potential of such an offering, as Contests such as those were not a rarity yet not common enough to lose the allure they could have for Ru-Ten who led safer trades. All knew to respect the concept of the Three Strengths, yet displays of the body were nowhere near as common as those of the mind and Spirit. Any merchant, scholar or member of the Buried Palm could flaunt their knowledge of the ways if the world. Anyone struck with inspiration or devotion to a cause could pit that devotion to the public in one way or another.

For the Strength of the Body? It was primarily warriors who could display the benefits of such, with displays of peak physical performance not going far unless that physique could be put to the test. While Physical competitions were suited for the task, the Ru-Ten people knew that it was the Contest of the Body which stood as the ultimate display of that strength.

So when that request reached the Triumvirate in Yomus, the Capital of the Amalgam, it became one of the few motions that passed to the Sirewood with unanimous agreement.

Not only did Gurok and Tal-Run wish for the Strength of Body to be spread and displayed to the public as much as possible compared to the other legs, but even Pagon found the Arenas to be a promising source of revenue. While the Arenas would be open to the public, the finest seats would be for sale to those with the greatest appetite for carnage. Such unity from all legs of the Triumvirate was reportedly enough to bring the Seventh Sire himself to a state of gracious enthusiasm.

And so, the Arenas were worked on, and would become a staple for future Settlements as well. While the one for places like Gerudo Valley were less sizable due to the lack of populace, the Garrisons stationed there would not be denied access to such a display.

And what a success they proved to be.

All across the Amalgam, there was now a place to hold Contests of the Body where the most could bear witness to it. You no longer merely stated your intent to have a contest, you made a show of it. Rooted for or against by the teeming crowds drove the participants to deeper levels of fervor, and led to combat that some said would be remembered for years.

And as victories and losses were held, a colloquial term for this new brand of public Death Battles arose amongst the people: The Oaken League.

While the opportunities to prove physical superiority were still there, the Oaken League was also home to combatants who became known for strings of victories. Some names would garner fear from would-be challengers, and wise merchants began using it to scope out suitably vicious muscle to guard their wares. To slay numerous challengers and rise to a place of status became a new goal for those indulging in the Oaken League, with the most powerful among them becoming known as Oaken Gladiators.

While many of these Gladiators would be recruited by anyone in need of proper muscle, others became the center of gambling rings which became more common the greater the Oaken League grew, and rumors began spreading that soon the Amalgam's military forces would begin hiring gladiators to join them in the midst of combat.

But for Pagon, such rumors weren't his to dwell on. No, they were more fit for the old General sitting beside him.

The two members of the Triumvirate were sat above a crowd of spectators, their seats giving them a perfect view of the arena below. Inside it, two large Ru-Ten were busy mauling each other with claws and teeth, cheers arising whenever one managed to gain an advantage.

The Arena hadn't even been cleaned of the blood from the last bout, though the remains had been carted out just in time for the new challengers to have at it. In Yomus, it had become common occurrence for Gurok to be found in the City Arena. But Pagon was a much greater fan of the taverns nearby, where wealthy traders and merchants could often be found placing bets moments before the bout began. While Gurok's growing fascination with the Oaken League's offerings may have been what led to the rumors about Hiring Gladiators, Pagon's presence was far more unforeseen.

"Watch here... the spin of the heel." Gurok spoke, pulling Pagon from his thoughts as he turned his eyes back on the fight "He believes to have knocked his opponent off their footing, hasn't realized they've already gone for their counter."

Just before a fist could land, its intended target spun back and dug his fingers into flesh. Suddenly the attacker was off his game, his effort turning to panic as he was tackled onto his back.

"Yes yes, very fascinating I'm sure." Pagon nodded as his eyes went back to Gurok, who hadn't looked away since the match had started "Though I'm sure you know such details would better serve someone who gambles on such events."

"Would it not benefit one who coordinates with such gamblers?" Gurok asked, prompting Pagon to lean back in his seat.

"Dispense with the work-arounds, friend!" Pagon insisted before patting his own chest "You know what I wish to speak of."

"Tal-Run's proposition." Gurok stated, eyes tracking the movements of the fighters below just as the one on top took a viscous slash across the face which sent him rolling away "You feel as though speaking with me in the midst of my entertainment would sway my opinion?"

"No, I figure I'd catch you at your most clear-minded." Pagon corrected "You always get so focused when speaking on conflict, so..."

Gurok didn't answer immediately, a bad sign for Pagon. After the success of the Arenas, Tal-Run had been convinced they had resources to spare on reigniting her research into the properties of Photosynthesis. This research had been on hold for some time now, and the resources to continue it at the scale she wanted would be even greater than before. Yet the resources they gained as a result could not be undersold, and Pagon was willing to invest in even greater returns.

It was Gurok who given them hassle over the continuation of this research the last few times it had come up. A question of resources each and every time, his opposition had been quite consistent. However, he'd had less fervor in such things after the Expedition at Vineyar unveiled its wealth of treasure, and his mood had continued to improve after the Oaken League began.

While Pagon would be inclined to believe he'd be more receptive to the idea before, never before had Tal-Run asked for so much to continue this research. Such demands could very easily lead someone as cautious as Gurok to fall back to safer ideals, and that could clog up their decision-making. That was a bad sign for any Triumvirate, and so Pagon was adamant in at least easing their next decision prematurely.

Yet Gurok finally spoke, saying "I shall not restrain her on the matter." with such ease that Pagon found himself frowning.

"Excuse me?" he said

"We have the excess resources for such a venture." Gurok shrugged, still not looking at him as a challenger tore fingers from his opponent with his gnarled claws "Even a complete failure will not hurt too drastically."

As the crowd cheered the new bloodshed, Pagon sat up in his seat, "That'd still be a nice fraction of our supplies, General." he noted "I'm surprised you wouldn't want that going towards building forces in case those 'Raiders' from the west show up."

"I shall continue to marshal Bentvines for that front, I never claimed to stop." He shrugged.

Below, the fighter clutched at his mutilated hand right before a fist cracked against his head. He fell to the ground as several more blows followed after, only on the fourth did he turn his head and spread his mouth wide. Teeth sank through flesh as he yanked back, ripping a chunk of his opponents arm from him as he fell back. The cheers rose even greater as Gurok finally turned away from the fight and locked eyes with Pagon.

"Most of the wealth we've used for our recent works were found by the Bentvines of Vineyar." Gurok stated before leaning close "If Tal-Run and her boys were to flounder a great portion of those gains on their pursuits, the people may not care, but the Bentvines who fought and died for those gains will not forget anytime soon."

With that he sat back, leaving Pagon to mull on his words as the fighter with the Bloodied mouth tore his challenger to shreds painting himself in blood at the behest of the crowd.

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

Movement
(N/A)
Actions
Action 1: Advancement Photosynthesis Exploitation Lvl 2
Action 2: Recruit 2 Benvtvine Skirmishers for Gerudo Valley
Action 3: Recruit 2 Bentvine Skirmishers for Yomus Garrison
Free Actions
(N/A)

Resource Transactions
Balance: 41
+Income: (Yomus 4) (Vineyar 3) (Gerudo Valley 5) (Rootlane 3) 15
-Expense:
Advancement- Photosynthesis Exploitation lvl 2 {6- (Strength of Mind )1-(Advanced Knowledge)2 }3
Recruitment-{2 Bentvine Skirmishers (Streamlined Bentvine Training +0.5 )3}+{2 Bentvine Skirmishers (Streamlined Bentvine Training +0.5)3} =6

15- (3+6)=6

New Resource Balance: 47
 

Error 404: lore not found
Cities:
Raven's Heart refugee camp: refugee camp; +1 resources +1 population
Dymraen refugee camp; +1 resources +1 population
Ru-Ten refugee camp; +1 resources +1 population
Safeguard: standard settlement; +4 resources +2 population
Policies and advancements:
Unknown horizons: Being a colonization mission sent to an unknown planet, the crew of Unity was trained in handling the dangers of unknown territory. Exploration a tile is more likely to yield a favourable outcome. [policy]
Resource extraction: Intensified prospecting and advanced mining techniques lead to more efficient utilization of mineral wealth. All settlements gain +1 resource income. [advancement; lvl 1]
Military reserve corps: Takrian military, aside from its active service branch, also operates a reserve force. Those are troops trained for combat, but not on constant deployment. Whenever combat takes place or a settlement is attacked in takrian territory, the settlement spawns Xd3 legionary units, with X being the level of the settlement. Reserve legionaries disappear when the threat is over. [advancement; lvl 1]
Marksmanship training: Though mostly used to shower enemy troops in a hail of arrows, takrian archers are additionally trained in individual marksmanship, serving as a makeshift replacement to snipers of Nazgir in eliminating high value targets. Archers gain +2 attack when targeting heroes and leaders. [advancement; lvl 1]
Organized resistance: In an event where takrian territory comes under occupation, the government takes precautions to ensure occupying forces will not be able to use their resources to further their goals. Some of the military and civilian officials hide among the populace, and establish basic structures of an underground state, ensuring that the resistance is never smothered and always has open avenues of development. Takrian resistance does not dissipate over time. [advancement; lvl 1]
Underground contact network: Even though the government itself might be in exile, it nonetheless maintains contact with the resistance back home, the two entities coordinating their actions and supporting eachother whenever necessary. All income or resources lost to takrian resistance activity is directly translated into income for the government in exile. [advancement; lvl 1]
Underground education: Even under occupation, the takrian people take effort to preserve their society and culture. Takrian resistance cannot be suppressed or destroyed by manipulating culture or education, including attempts at resettling population. [advancement; lvl 1]
Specialist integration: Wherever takrians are allowed to establish a refugee camp, workers specialized in various fields not busy in the camp itself are loaned to the host settlement, bringing with them unique expertise and abilities. Nation hosting takrian refugee camps are affected by one takrian advancement or national strength of their choice. [advancement; lvl 1]
Refugee police: One of the first things taken care of when establishing refugee camps is restoring some semblance of a police force, to keep the refugees safe and ensure the daily life in the settlement is not negatively affected. Add 1 to all unrest rolls caused by takrian refugee camps. [advancement; lvl 1]
Units:
Army 1: 5 refugee warriors, Hoodoo the Crusher, 3 bandit warlords, 3 bandit warriors
Resources:
Starting: 20
Settlement income: +7
Trade with Zanzir: +3
Trade with Ru-Ten Amalgam: +3
Trade with Khazar Dymraen: +3
Unit recruitment: -2
Final: 34
Population:
Starting: 35
Growth: +5
Unit recruitment: -2
Final: 38
Movement:
Army 1: movement boosted 2 times, moves north-east two times, east one time, assaults dwarven rebel settlement
Actions:
Actions 1 and 2 used to boost army 1 movement
Action 3 used to recruit a legionary in Safeguard
 
The followers of the universe itself;


The Order of Kerem;
Cerath/Farming Settlment East of the Capital
Before the capture of Proteus

It had been a rather problematic couple of months ever since word of war have reached the ears of the people, and while stories of such brought concern to the people of conflicts to not only the East but to the West as well with an foreign threat sieging none other than the cities of Azera itself, which had brought forth the reason of enforcing their rules and security protocols in order to ensure none of their people will be taken care of whether traveling upon the many roads their merchants and travelers trek, or within the cities itself and ensuring that corruption of their people will not spread, or in other cases, be removed as need be.

Within one of these settlements, was none other than the recent farming settlement of Cerath, what was considered their first snd only farming settlement east of the grand capital, what was considered the barren desert sands of the endless golden ocean where the sun reigns has been turned into prospering small town whose main source of income was none other than the crops itself. Centuries upon centuries living within the desert had taught them survival techniques in order to survive the lands of Kerem itself, such as irrigation systems and ways of preserving food, although, most locals believe that it was Kerem itself who made it seem fit that they survive what was considered an harsh and barren land into something that could sprout none other than life itself. The fields were being tended to by farmers, planting seeds of plants that can survive the constant heat of the desert, along with the large and mighty Keremian Isopolis, or as others instead call, Great Desert Isopods, which we’re pulling carts and pushing plows.

All in all, it was a rather peaceful town, and it has been for months ever since it had been constructed. Although, within a particular building, peace was all but at the back of the mind, for the commanding officer of the settlements defense, the leading captain of the Royal Guard, Opal Orelious, was going over an recent piece of intel that may as well remove all the peace within the town. Word has been going around that an fresh batch of Mesanian recruits had gone missing from the ‘coastal’ settlement nearby to the Northwest, and paired with reports of an singular group of what appeared to be the Mesanian recruits being led by a single individual who had strange aura around them was something to not look away. The reports from those who traveled the road had details regarding this small group was arriving to none other this Settlement itself, which brought more even more concern of what could happen. Before he could think more about such, an single cloaked individual wearing the standard armor of an Footsoldier had opened the door with hurry, panting from running towards where the lead captain’s current location was.

“Opal!” The Footsoldier said before giving a small salute, he then continued with: “the troops have spotted what appeared to be the ‘Mesanian’ group off in the distance, with the troops at the ready to arrest them for any further details. The Militia and reinforcement troops sent here from the capital to aid in the protection of the Settlment are also ready… shall I give the word of action right now?”

The Royal Guard clenched his teeth in response, clearly not expecting the group to have arrive so soon, but, nonetheless, they must go into action, as the Royal Guard gotten off his seat, and, going to the wall behind him to grab his spear, had gone outside along with the Footsoldier, before giving his command.

“Alert the other troops about such and prepare them to begin the arrest, and make sure to send in the Javelin Warriors first in order to block off escape from the backside. Our goal is to surround them and give them no other option other than to give up and let themselves be arrested until any further notice. Do not resort to any lethal force unless absolutely necessary.” Opal had finished, before moving to where his fellow Brothers and Sisters who took the oath of protecting the lands of the universe itself as Royal Guards, for they shall be needed here. Only time could tell what could occur next.


After the Capture of Proteus

In all honesty, Opal was expecting… more from those they had fought yesterday. He had heard word of the skill and brutality the Mesanian soldiers carry and the fury they can unleash upon their foes, as well as that strange individual who was more skilled than any one else within that group, but in the end, it was… an trifling victory, but a victory nonetheless. Their forces had quickly overwhelmed even the best fighters of the group when the Mesanians had gone onto a fruitless and meaningless fight by drawing first and killed from what he saw was 7 of their own soldiers, all of which were from the Footsoldier regiment who were taken by surprise. They were quickly repaid with almost an entirely elimination of their forces, leaving 7 alive, including that strange man he was speaking about earlier. He still recall those shouts that were thrown at them by the Mesanian troops, insults upon their people and wishing to make them ‘pay’ for their ‘crimes’ against Mesanian. Of course, he knew naught of the meaning behind their words, but even when leg and arm chained together and bring put onto carts to bring back to the grand capital for trial and to bring up this fact amongst none other than a representative of the Mesania, they still wasted energy on meaningless words and threats. Pitiful within his opinion. Although, the one who fought well had remained silent… which was… strange. Perhaps he was a outlier to his brothers?


Opal was currently writing his report of the battle that occurred, making sure to not forget any details of such. But it was rather sad that a few lives had lost their lives within such. None of his men should never experience such, and once he figures out who had done such, he will personally lead an entire army itself if it meant getting back at those who tried to arise conflict within the followers of the universe itself.

Back at the Capital

A pair of guards were awaiting at the entrance of the gate, not being a part of the guards who were stationed here, but instead, were sent to grab a relic sent to them by none other than the Oni themselves, an item created from this ‘Great Forge’, and they had decided upon goodwill to give the first of what will be many relics created from this forge. The Pair of guards stood at attention, awaiting for such, although it was also obvious they were overcome by boredom due to waiting in the sun for what appeared to be… uh, well, the sun had moved a noticeable amount ever since they had waited here. Although, what broke the silence was none other than the arrival of what appeared to be an Oni Representative escorted by a couple of soldiers, possibly to make sure the relic arrived undamaged.

No words were exchanged (well, there was, but I’m running out of ideas to add more fluff to the post), as the Order soldiers gave an simple bow, with the Oni giving a bow in return, as they went their separate ways, with one returning home to detail their success of escorting the package and the other, to deliver the package to the council itself so that they can decide upon who to give it to.
“Even now, when a year must come to an end, things appear to be better off before the introduction of the outside world than now.”

Gain item from the Great forge:

Helmet of Kerem
0/+1

Strength: For every 10 resources spent before battle on this battle, gain 0/+1 in addition
Weakness: None


Army Make up:

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

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

Free Actions:
1. x2 Javelin Warriors and x1 Footsoldier disengage from Army 1 to create Army 3, and escort Proteus/prisoner to the Order of Kerem Capital. Army 1 remains in the settlement.

2. Brothers 3 and x1 Footsoldier Split off from Army 2 to form Army 4 and head one tile southwest, begin exploration.

Paid Actions:
1. The mastery of the trade: “Our people have mastered none other than trade itself, using the known resources and providing them to certain nations with high demand for such products and looking out for any potential trade deals is how far we have come ever since our first meeting with another nation.”; Trade now provides an extra +3 to trading, increasing the gain for Order territory to +12 per trade route with other nations gaining +10. Complete advancement.

2/3. Lvl 2 Trade Routes: “Better routes and more safer ways of travel allow us to bring much needed supplies throughout these roads far quicker than before” For every friendly settlement joined by a road +2x to each friendly, with X being multiples by 2 Lvl. Lvl 2 advancement. -6 resources.

Expenses;
Current resources: 90

Capital: +4
Settlement: +4
Farming Settlement: +6
Trade with Mesania: +9
Trade with Oni: +9
Trade with Azerans: +9
Trade with Draken: +9
Trade Routes benefit between settlements: +12
Per Turn: +62

Lvl 2 advancement: -6

End Result: 146 resources
 
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(Didn’t wanna disappoint Grampa Trek so here goes my attempts to revive a last place nation-)


Paid Actions:

Due to the egregious and joyous feasting of the new greater tribe, several teenage ogres have now graduated the ranks into full blown tribe warriors!

• Recruit 2x Ogre Bulls (-10 Resources)

“Ogre beasts are now awakening from their winter hibernations and are more readily available to be tamed for use”

• Advancement - Hunters Whisper: Allows recruitment of tier 2 monsters (Mournfang, Frost Trolls, Gorgers) (-6) Resources

Free Actions


• Move 3 Ogre Bulls 1 tile west to join army 2

• Army 2 explores their tile




Diplomacy

“You’s sayin dis Slimm wants ta fight my champion? WELL BOIS YA HERD DA MESSENGA, TO DA MAW-PITS”

Grock accepts the Oni’s challenge, and the battle determining the future of Tiny’s life shall commence!



(12 Remaining Resources)
 
The Fall of the Azerans and the Dymareans

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


“These new “machines” are amazing. I hear that with enough of them, they can build an entire city in a month”- Regalian Citizen

“We fight for our lives and the protection of the Allfather. Without him. All will be lost for our people.” - Dwarven Soldier just before heading into a losing battle at the Capital

“Darkness is rising to the East and Barbarians and Monsters lay in the West. Perhaps we should just shut ourselves back off into the desert..” - Zanzarian Noble

“Those Elves are going to put on a pretty show, battling our boys. They’ll be lots of food, drink and entertainment. With things like that, we should be doing it every year!”- Drunken Tolouis Guardsman moments before he downed his Fourth bottle of wine




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Dymaeran Settlement
Population: 45 Resources: 20 Order: 1


The City guards attempted to hold the line against the invaders. They wore their best armor, their finest weapons and stood fiercely against the endless tide of foes. But it was obvious to all assembled that even though they were able to hold back the previous attempt with casualties, their foes now being backed up by their former allies, The Mitsura, that all would be lost.

However, they would not give up without a fight. They would protect the Allfather with every fiber of their being. He was the First Dwarf and he was the one that was the symbol of what they stood for. He was their might and their power. All of the Dwarven clans, even being so disjointed, still followed his whims when he spoke up and out.

Hisrum held his battleaxe tightly. He could hear the sounds of fighting getting louder and louder to the Chamber of the AllFather. Gripping his Axe tightly, he could feel the dark energies in the air. The door exploded as plant troops burst through the door, followed by the possessed dwarves.

He swung his axe as soon as an opponent was near, but the Dwarf smirked at him and grabbed it with his hand. “Don’t worry, you will be joining with us soon.” With an incredible force, he threw the axe backwards, causing Hisrum to fall on his back. The pain almost paralized him as he watched them hold down the AllFather, taking him away. Before he blacked out, he could hear these words:

“Don’t worry. There will be a special fate for him.”

Dwarves Train 3 Guards at the Fallen City.
Army 3: 2 Protectors, 3 Guards




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Azera

The survivors fled and arrived at Lord Jigamundo’s castle. They only managed to escape due to the quick thinking of the Shadowman. Trent bought the rest of them time to escape with his barrage of ballista.

The horde of the enemy was almost beyond numbers. But it wasn’t the rank and file troops that were the big problems. Powerful, almost godlike heroes commanded the troops, flanked by elite men and women, that seemed to be followed by holy men and women of some kind. They seemed to be empowered and it wasn’t long before they managed to breach even their powerful walls. They evacuated as many people as they could before the walls fell. This was a coordinated strike, unlike any that had been seen before. Their people, with all their preparation, could do naught before the onslaught.

Lord Jigamundo surprised all, by opening up his castle to the survivors, taking in the influx of refugees and what little troops remained of the Azeran people. It was unfortunate, but it was doubtful that they would rise again to the heights that they had before.

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Draken Guard
Population: 42 Resources: 40 Order: 1



The Drakenguard Council has been enjoying the talks with the Emperor of the Oni. During one of the brief recesses that they held, Xixus, the Red Dragon sent word of the talks to the Regalians. If there was something to be done about the Leader of the Oni, now would be a prime opportunity to do something about it. After all, he was here, only with his honor guard, in a floating land, far above the ground.

What better time to work from a position of strength?

Train Dragoon in Army 3

Army 1: 1 Nymph, 1 Dragoon
Army 2: 2 Dragoons
Army 3: 7 Dragoons, 2 Dragon Warriors, 2 Juggernauts
End Pop: 40
End Res: 36
Order: 1


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Toulais
Population: 44 Resources: 44 Order: 2




Charlene Gaverene now had the knowledge and the resources in order to build these marvels, these wonders of engineering. She would have these massive boats that would help them gain an advantage on the waters. Something that would be an important thing to have. Especially since the land bridge in between the continent seems to be currently hotly contested between those that live there and those that want to have it.

She has been in communication with boat builders from Regalia and even though they don’t have attack vessels of these types, they were very forthcoming about helpful design improvements that will make sure that we can have a superior naval force.

Train 3 Advanced Attack Boats in the Capital

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

End Turn: Pop:41
Res:26

The Gecklicko Realm
Population: 30 Resources: 21 Order: 1


Both Geki and Gensari both had their own platforms for how best to lead the new Gecklicko Realm. Geki wished to build up their troops to prevent an invader from taking advantage of their small troop numbers. While Gensari wished to build up their infrastructure so that they could better care for their people in the long term.

Both parties had merits, especially with the possible need for a war machine in the future. Rumblings of the Fall of the Dwarves, caused many to want to assemble an immediate fighting force for protection in case those enemies decided to continue further north. And with word that their previous allies of Mitsura helping take out the Dwarves, the general population was scared.

Army 1 to the East to guard the settlement
1 strider unit moves to the Southeast of the new settlement and spends all 3 actions building a settlement.
Army 3 Moves back to Lost City

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


2 AA, Turn 13, Month 1

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The Oni
Population:95(Max Pop) Resources: 53 Order: 1


Western Alliance Actions

The Great Bank Upgrade: Stored funds accrue 10% interest each turn.

The Great Forge: Turn 3 of 3

Free

-Kawada Defeats Tiny in a Duel (Diplomacy Chat conclusion)
-Samanosuke's army defeats the combines Dwarven and Zanzarian armies
-Army 6 SW - Build Road - 5 Resources
-Army 3 - NE to Kerem Settlement
-Hojo appears in Northernmost Oni Farming Settlement
-Recruit 2 Builders in Kerem Capital

Paid

Recruit x2 Hedge Mages - 15 resources
Recruit x2 Hedge Mages - 15 resources
Extra movement

Zanzir
Population: 46 Resources: 49 Order: 1


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

Mitsura
Population: 66 Resources: 38 Order: 2

  • Advancement: Consolidate pantheon, -3 resources, proposed effect: all hoshi convert to the faith of the Dark Ones (better name pending). The Kaminoki, Uthredal and the Dark One gain divine status in this faith. Unifications with nations and factions who worship a dark one now become possible.​
  • Advancement: Ruby Priesthood, -3 resources, proposed effect: Enables recruitment of elite unit Ruby Priest. The Dark Diciple recruited many hoshi to his priesthood, but only a few had the true potential to reach the Ruby Priesthood.​
  • Advancement: Hidden roads, -3 resources, proposed effect: enemy units cannot use roads within Mitsura. The hidden roads of Mitsura grow beneath one’s feet only when one holds no ill intention towards the nation.​
Continuing processes:
  • Complete Policy: Growth of a new forest tile, caves on the south west coast, location army 2. 1/1 (4, -2 due to forest irrigation 2, -1 due to presence niwashi)​
  • Inventor Hekron creates a new invention 1/3 (4 -1 for the Inventor’s Workshop advancement)​
  • Complete Borage uses action to grow forest tile 1 tile SE of the Gecko settlement 1/1 (4-2 due to forest irrigation, -1 due to presence niwashi)​
  • Complete Quest for the dark one: grow 4 tiles of forest/swamp 4/4​
Reward: Aura of Darkness- All interconnected forests surrounding these 4 tiles of forest are inflicted with the Aura of Darkness. All enemy troops that enter this location gain a sense of dread and -1/-1. Movement deeper into the forest causes movement to drop by 1 unless the movement is to leave the forest in which case movement is boosted by 1.

Quest 3: Surround 1 settlement that is not Mitsura with Forests on all sides and fill the settlement with 4 troops.


“The forest protects that which is important to us. Of course, what is important to us at one point, perhaps might not be so at a later date. And the forest can reflect that.”- The Dark One

The Dwarven settlements fall to the combined attack of the Possessed Dwarves and the Mitsura.


Mitsura notices Elves riding strange wheeled machines that move very fast. They seem to be observing the situation from a distance.


Regalia
Population: 26 Resources: 37 Order: 1


Free Actions
~ Army 3 > Move 1 Scout Motorcycle to the South West over two tiles > Form Army 7
~ Army 3 > Move to the South East over two tiles

Action Points
~ Train 6 Builders > 3 of 3



Army 3 comes across a large scale battle between the Dwarves and Plant people. It seems as though the Dwarves are in some sort of civil war, with the side with glowing eyes, being aided by the plants.

Army 7 comes across the Takrian settlement (Continued in Diplomacy)
Quest 1 Complete- Reward: -1 resources/turn for training troops (Minimum 1)



Quest 2: Have a total of 4 Farming Settlements


"An Army Marches on its stomach. It's time to make sure that you can provide for them." -Unknown"


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


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

Takrian Republic
Population: 38 Resources: 34 Order: 1



Army 1: movement boosted 2 times, moves north-east two times, east one time, assaults dwarven rebel settlement
Actions:
Actions 1 and 2 used to boost army 1 movement
Action 3 used to recruit a legionary in Safeguard

Elves riding strange metal vehicles arrive at the Takrian Settlement. (Continued in Diplomacy)

The army is still outside the Dwarven settlement sieging it.

The Order of Kerem
Population: 41 Resources: 146 Order: 1

Alliance Bank Resources: 150



Free Actions:
1. x2 Javelin Warriors and x1 Footsoldier disengage from Army 1 to create Army 3, and escort Proteus/prisoner to the Order of Kerem Capital. Army 1 remains in the settlement.

2. Brothers 3 and x1 Footsoldier Split off from Army 2 to form Army 4 and head one tile southwest, begin exploration.

Paid Actions:
1. The mastery of the trade: “Our people have mastered none other than trade itself, using the known resources and providing them to certain nations with high demand for such products and looking out for any potential trade deals is how far we have come ever since our first meeting with another nation.”; Trade now provides an extra +3 to trading, increasing the gain for Order territory to +12 per trade route with other nations gaining +10. Complete advancement.

2/3. Lvl 2 Trade Routes: “Better routes and more safer ways of travel allow us to bring much needed supplies throughout these roads far quicker than before” For every friendly settlement joined by a road +2x to each friendly, with X being multiples by 2 Lvl. Lvl 2 advancement. -6 resources.


Ogre Kingdoms
Population: 38 Resources: 20 Order: 0



Recruit 2x Ogre Bulls (-10 Resources)

“Ogre beasts are now awakening from their winter hibernations and are more readily available to be tamed for use”

• Advancement - Hunters Whisper: Allows recruitment of tier 2 monsters (Mournfang, Frost Trolls, Gorgers) (-6) Resources

Free Actions


• Move 3 Ogre Bulls 1 tile west to join army 2

• Army 2 explores their tile

Tiny lost One on One Battle. (Continued in Diplomacy)

Army 2 explores and discovers a village of Halflings. They seem to be farming and enjoying the ummer heat. (Continued in Diplomacy)








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



In response to this letter a group of Sirens arrive at the Capital wishing to speak with the Council on behalf of High Commander Kyros Aetós, son of Athena,whom is leading the front line invasion of the continent. (Continued in Diplomacy)​
 
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The Battle of Ga’lade Plains

The battle was a stalemate, no matter how many Takrian’s fell to Agathos, there seemed to be more to take their place. As he waded ankle deep amongst the dead, a mixture of Mesanian’s, Takrian’s and Zanziran’s, he simply continued to slaughter what lay before him. He could hear the joyful roars of the Minotaur not far away but for the capability of the pair, the longer the battle drew out, the greater their chance of defeat. What had started and seemed like a certain victory was now hanging in the balance.

For the Zanziran alliance however, there was a hope that the battle would turn their way, regardless of the might of two individuals. Zanziran, Dwarf, Ga’ladian and Takrian alike fought hard against the invaders, their massed surprise attack catching the Mesanian threat off guard. From a distance the Zanziran commander of the forces, Waqqas, observed and directed his army with extreme precision.

“Have the Knights and Dwarves swarm those two,” he said gesturing with a boney finger towards Agathos and the Minotaur. A young servant boy hurried off towards nearby riders and in turn rode towards the battle to direct it as Waqqas ordered.

“Excellent…” the Zanziran said out loud as he saw his orders carried out. The heavily armoured Knights of Ga’lade and walking Dwarfen tanks began to cut a route through the Mesanians, heading towards the leaders of the invading army.

“Sir…” called out a haggard voice, “they…”

The man fell to the floor, revealing two black scorch marks on the back of his armour. Two broken arrow stumps rose from the scorches. Waqqas and his attendants rushed to the man's aid, the commander cradling him in his arms.

“What is it my brother?” he asked softly, knowing the scout was not long for the world.

“The…” a cough splattered blood across the pristine robes of the Zanziran commander. The scout took a handful of the robes of Waqqas, using all of his strength to pull himself up to his ear, whispering a word that made the commander drop him to the floor. The commander backed away, thinking quickly, his elite strategic racing.

“What is it sir?” one of his attendants questioned. The others listened intently as Waqqas turned slowly, a look of concern across his face.

“...Oni,” he said through gritted teeth. “Tell the men to fall back to the castle, we can’t afford to let them…"

Waqqas stopped mid sentence, the faces of his attendants telling him more than words ever could have. He turned slowly to see horsemen emerging atop a ridge opposite his own. Their numbers weren’t that intimidating, however the sight of Samanosuke atop a flaming phoenix was enough to make anyone gasp. The heat of the flaming creature radiated across the entirety of the battlefield but for the Oni the flames felt no more than feathers on a bird.

“Messenger boy!” Waqqas called out, but there was no reply. The young lad was too busy watching the wondrous creature dance through the air.

The line of Oni horsemen raised their bows and drew them. Samanosuke flew the phoenix across the entirety of the line, with each bow they moved past, the arrowhead ignited in glorious fire. With the entire line ignited, Samanosuke nudged his mount and the phoenix let out a cry. In unison the flaming arrows were unleashed into the sky. The individual lights of the flames was a sight to behold in itself but moments later became the stuff of legend. Samanosuke and the phoenix charged after the arrows and as they drew close, the flames from the arrows grew until they became a blanket of fire blocking out the sky. Those fighting beneath stopped and looked up as it appeared the sky itself was aflame. Even Agathos and the Minotaur paused, the thought that Ares himself had arrived crossing their mind for a moment.

The blanket of fire soon descended and crashed like a wave into the back lines of the Zanziran forces. Waqqas lost sight of the battle behind the large wall of flame kicked up by the attack that had been unleashed. All thoughts of preparing for the Oni’s arrival had faded and he was resigned to watching his men, along with their allies, burn.

Samanosuke directed the phoenix towards the Minotaur and the nearby Agathos, leaping from the phoenix to the ground below. The creature returned to the air and began to fly across the ranks of the Zanziran army, scorching all beneath its flaming wings. Elsewhere, the Oni cavalry had stowed their bows and drew their blades, charging from atop the ridge down into the fray. They hit the Zanziran flanks with ferocious might, Samurai and Ashigaru alike cutting swathes through those unfortunate enough to get in their way.

Samanosuke bowed before Agathos in greeting.

“Agathos I presume?” he said. “My name is Samanosuke, my scouts received word that your initial engagement with the Zanziran forces was a stalemate...I decided to bring my men to come provide assistance.”

Agathos grunted in acknowledgement. He didn’t need assistance and even if he did, he would prefer to fight until the end. Samanosuke’s action meant that the Mesanian now had a debt to him, something he would be honorbound to repay.

“Thank you,” he said, doing his best to be polite.

“There is no need for a thank you, we are just ensuring that our allies remain safe...it is the purpose of our alliance after all.” Samanosuke turned to see the Mesanian’s gaining an advantage over the Zanziran army, their forces at the rear reduced to ash while their flanks crumbled beneath the skill of the Oni cavalry. “It seems the battle is turning. If you are done with the fighting, then please accompany me so we can discuss your plans for the castle. As we are here, we will assist as best we can.”

David versus Goliath

Kawada had journeyed northward with the sole intention of trying to get the beasts of the north on side. From his journey and speaking to those who had been on the receiving end of their attacks, the only thing they understood and respected was power. The creatures towered above the comparatively diminutive Oni but in terms of skill...well he just hoped he had enough to overcome the difference in size.

He found himself in an arena that rose high into the air. The giant wooden structure surrounding him housed many of the giant ogres, their bellowing cries for blood were deafening. Then with a blast of a horn, the bloodthirsty crowd fell silent.

“Dis slimm ‘as come ‘ere lookin’ for a fight...Tiny is gonna giv’ ‘im one!” yelled one Ogre adorned in a range of colourful fur pelts. His words caused the crowd to erupt into laughter and cheers of, “TINY!”

Kawada was impressed to see that there was some semblance of order to the proceedings rather than just a rabble of titanic bodies causing chaos. The horn blew once more bringing the crowd to silence.

“So slimm…” said the fanciest of the ogres, his words directed to Kawada, “...why do you want to fight Tiny?”

Kawada smiled wide, ensuring the onlookers could see. He breathed deep before speaking to make sure his words could be heard throughout the arena.

“I am here because I offer you the chance to take part in battles the size of which you have never seen,” he spoke charismatically, many of the Ogre’s ears perking up at the prospect of large battles. “I am here because I am going to prove to you that not all slimm’s are weak...not all slimm’s cower before you...not all slimm’s shy away from battle. My people and I do not look for war but when it comes to our doorstep, we will wipe our enemies from existence. I hope that by seeing me bring your biggest champion to heel, you will see that my promise of good battles and glory is real.”

A couple of rogue Ogres clapped before stares from their brothers caused them to stop. The Ogre draped in pelts looked disgusted and spoke with scorn behind his words.

“Slimm...your words mean nothing and you will be nothing by time Tiny finishes with you. You and your people are weak and we do not need you to show us the way to battle...now…die.” The Ogre took the opportunity to give his horn three almighty blasts. All eyes turned to two titanic doors at the opposite end of the arena to Kawada. They opened with a high pitched creak as the hinges struggled against the weight of the giant trees held together with several miles of rope.

As the doors opened, the ground beneath Kawada’s feet shook. He had walked next to several ogres on his way to the arena and even with their combined weight the shaking of the ground was nothing compared to whatever approached. From the darkness of the doorway emerged a walking mountain, at least twice the height of even the tallest ogre he had seen...he soon realised the gravity of his situation.

The chants of “Tiny!” restarted and the titanic ogre thumped his chest violently. His size was such that he didn’t wield a club but rather a whole tree.

“Where is ‘e?!” Tiny yelled, his eyes scanning the arena floor. Kawada simply looked on trying to work out how he was going to go about beating what was before him. Soon the large, bulbous eyes of the giant spotted the small Oni. “Der you are!”

With a speed that defied his size, Tiny launched the tree he held towards Kawada. The Oni man rolled to avoid the incoming weapon, getting clear...just. The floor rumbled like thunder as Tiny charged forward, bringing his giant foot down towards Kawada. Another deft dodge saw the Oni survive and put himself behind the ironically named ogre.

Kawada drew his sword and charged forward, sticking it into the lower calf of his opponent. The giant let out a quiet growl but didn’t even flinch at the attack. He swung his leg backwards, sending Kawada and his ineffective blade across the arena. As the Oni slowly rose to his feet, there was no letting up from his opponent. Already Tiny had retrieved his weapon and began to swing it towards Kawada.

The massive trunk bent under the force of the monster’s swing and was part of the reason why Kawada was able to successfully get out of the way. Tiny was already lining up another swing of his sword when Kawada took an unusual option. He rushed towards the foot of the beast and in an act that made many of the crowd cringe, he drove his blade under the toenail of his opponent. This time the giant let out an agonised roar, lifting his foot to inspect the wound. In turn Kawada found himself hanging a great distance in the air, his sword firmly lodged under the giant’s nail. The mammoth fingers of Tiny reached to grab at Kawada but the Oni used his agility to leap and grab onto Tiny’s wrist.

“Get off me ya maggot!” Tiny yelled as he swung his other arm across his chest, trying to squash Kawada. The impact of his hand hitting his arm sent out a loud slap that could be heard around the arena. By this point Kawada had already scaled up onto his neck and held his second, smaller blade to a bulging artery in the giant’s neck. He could hear the pulse of blood rushing through the giant figure of Tiny, that was how close he was.

“I wouldn’t move if I were you.” Kawada shouted. “You clearly are a great fighter and I don’t think i’ve ever met anyone as strong. The last thing I want is to kill someone who I would relish seeing in battle. So why don’t you drop the tree…” Kawada laughed slightly, realising the ridiculousness of having to tell someone to put a tree down, “...and let me tell you about how I can make sure you are your people can have all the fighting you want, what do you say?”

Kawada awaited the beasts answer.

After the battle…

The offer from Samanosuke to Lord Ga’lade was a simple one…

“Lord Ga’lade,” he said with a bow, choosing to lead negotiations instead of allowing their Mesanian brothers to do so. “May I offer my sincerest apologies that this situation has arisen. The reality is that we would not be here if it were not for Zanzir. We have done nothing but try to avoid conflict, giving them fair warning to leave our lands, yet they chose to wander deeper. Most recently we have apprehended someone capable of altering their appearance trying to give orders for our allies to attack each other...we suspect Zanzir is behind this also.”

Samanosuke’s sincerity behind his words was clear and he pleaded with the Lord to see sense.

“I, like you, am a man of honour...my word is my bond and I am honorbound to stick to it. So I offer you two options. Option one, you leave behind the Zanziran’s and join our honourable cause where we meet our enemy on the field of battle and don’t resort to subterfuge. Option two...is far less preferred. Option two, you and your people will be given exactly one month to leave this settlement and anyone who remains will be put to the sword. We need a deterrent to the Zanziran’s and your castle provides one that is very strong. I beg you consider our first option, your people are formidable and we can offer you means to a much better life through medicine, resources and the capability to defend yourselves.”

Samanosuke rose to his feet and bowed.

“I will return to you in thirty days to hear your answer. Thank you for your hospitality.”

As Samanosuke moved to leave the tent he heard the voice of Lord Ga’alde and stopped.

“Lord Samanosuke…” his voice was one of someone tired, as if he had seen too much war in such a short period of time. “Please understand, my people and I...we are tired and we are weary. The Mesanian’s you ally with are responsible for reducing a nation to nothing more than refugees. I hope you understand that.”

Samanosuke returned to his seat opposite the Lord and spoke.

“It hasn’t taken us long to understand that the Mesanian’s are a vicious dog that you need to restrain on a leash. That being said, if that dog gets used to your scent then you lose the viciousness and find the heart of the creature. The Mesanian’s are an artistic people, deeply philosophical and a people that need to be kept entertained lest they find something…less desirable to do.”

Samanosuke let out a deep sigh as he continued.

“I do not feel any joy for some of the actions they have committed but those were the early, fledgling days of our alliance. Now we only take action that we agree on...so we can avert any more incidents like that with the Takrians.”

Lord Ga’lade took a moment before looking at the eyes of Samanosuke.

“My people and I will work with you Lord Samanosuke, but we ask that we come under your governance and not that of the Mesanian’s...some of my people are still wary of them after what happened to the Takrians.”

Samanosuke nodded to the proposal, rising to his feet and giving a formal bow.

“Lord Ga’ade, my people and I accept your terms. I hope that we can forge a future where we can all live peacefully. Now...I must beg my leave, I hope to see you again soon.”

As Samanosuke left the tent he could see the glares from the Mesanian guards, approaching Agathos and the Minotaur who looked equally perturbed. The Minotaur even took a step towards Samanosuke before the arm of Agathos held him back.

“What was that?!” Agathos questioned.

Samanosuke looked at the Mesanian and raised an eyebrow.

“I understand you may be aggrieved by this turn of events but this works out for the best.”

Agathos did his best to hide his displeasure but simply ended up gurning instead.

“It is okay for you, you have gained yourself a wonderful new castle while our brothers lie dead outside it.” The pain in Agathos’ voice was apparent and Samanosuke was not oblivious to it.

“What you have to remember Agathos, is that we are no longer our own people. We are an alliance who work together for the betterment of each other. Yes, in name Lord Ga’lade and his people will become part of the Oni, but his people, his resources, his castle...they all belong to the alliance.”

The anger seemed to alleviate somewhat from the Mesanian but Samanosuke could completely understand. Agathos and his men had fought for the castle for a full month before the Oni arrived and it was the Oni who got the castle. The Mesanian knew that Ga’lade’s people were far more useful to them alive and working with them than dead, he just had to work through the feeling that his prize had been stolen from him.

Western Alliance Actions

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

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

Great Forge: Turn 1 of 3

Oni Actions

Free


-Ga’lade joins the Oni

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

Paid

Recruit x2 Hedge Mages - 15 resources
Recruit x2 Hedge Mages - 15 resources
Recruit x2 Hedge Mages - 15 resources
[Completes Oni Quest]

64 Resource Remaining
119 Population of a 140 Cap

Mesania Actions

Free

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

Paid

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

Toughened Armour: Bastarnae 0/+1

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

Quest: 2 out of 5 Weapon/Armour Upgrades Completed

50 Resources Remaining
50 Population of a 50 Cap
 
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