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Four books were spread out on the small wooden desk, the words on the weathered pages illuminated by a dim flickering candle, the scratching of a quill the only sound in the room, well, almost the only sound. An occasional groan of frustration also came, interrupting the persistent scratching as Trystan ran a hand through his hair. This was... hard. Resurrection and Restoration Spells for Beginners had been true to it's namesake and even proved somewhat useful as a reference guide for True Resurrection: Daunting Task Made Manageable but the title of the book taunted him. He wasn't sure for whom it was made manageable but it sure wasn't him. When the frustration grew too large, Trystan would study Protection from Elemental Magic from A-Z by Gina H'torn which acted as a useful diversion. His quill continued it's jerky dance across the page of his notepad as he jotted down notes for the spells he had gathered so far. It would be so much smoother if he could use the library to study these or ask for assistance from the professors, but that wasn't really an option when he had destroyed the golem and they were looking for the culprit... He felt awful about destroying property and stealing the book, but surely they'd understand, he was trying to save someone. Or, well, bring them back. He'd find a way to pay the Academy back, he wasn't sure how, but he was sure he'd think of something eventually.

A loud knock on his door sent a jolt through his body as he scrambled over his desk to hide, accidentally knocking over the inkwell sending black ink spilling over the corner and edge of his desk to drip down to the floor boards. Trystan blew on the still wet page of his notebook as gathered up the stolen books in his arms and shoved them under the bed. A second and third knock followed, each faster then the last, as whomever was out there was clearly getting impatient at waiting. Trystan took a few deep breaths to steady his nerves and ran an ink stained hand through his brown hair before he opened the door to reveal a familiar, and impatient, looking blond elf.

"Uh, hey?" Trystan said as he peeked into the hall to see if anyone else was around.

"I can't believe you did that," the elf said as she rubbed her brow and pushed her way past Trystan into his small dorm.

"What did I do?" Trystan asked as he checked one final time before closing the door.

"You broke the golem and stole the books!" She hissed, her voice as venom filled as always, but it seemed almost exasperated as if she wasn't quite believing what was going on as she rubbed her brow.

"How did you know?" Trystan asked, his stomach fluttered as panic lurked on the edge of his mind, he had not even considered lying or pretending otherwise "Does anyone else know?"

The elven woman looked at him with a raised brow, her sapphire blue eyes rolled once more, "It had to be someone from the Academy who knew the library layout and could get in, and there is only one person stupid enough to break into the restricted section and destroy the warden."

"I didn't intend to destroy it, it just kinda happened," Trystan said as he moved to drop down on the bed and put his head in his hands, "I thought it was going to hurt Tam so I.." his voice trailed off as his hand drifted down to touch his pocket, where the amulet rested, "I did what I had to."

"The goblin?" She asked as her mind tried to put the name to one of the 'companions' he never shut up about, "Well, tt wouldn't have hurt you," she continued as she sat down at his desk chair, but not before looking at the spilled inkwell and clicking her tongue, "It just would have grabbed you and brought you to the headmaster."

"I know that now," Trystan groaned, "But in the moment, when it had her in it's grip, and it was marching at me, I don't know, I just panicked and, well.." the words died off.

"Stupid," the elf sighed, "Some adventurer you're supposed to be, still, it's a bit impressive you managed to destroy the Warden. It was built to stop people like us from getting things we aren't ready to have," she spoke almost as if she was copying the tone and words of another, probably some professor.

"I didn't have a choice, I needed a book on resurrection," Trystan said as he got off the bed to fish the three tomes from under it and piled them back on the desk, far away from the puddle of ink in the corner.

"Resurrection?" She asked, her voice softer then it had... ever been, "Did one of them die?"

"No, it's for someone else. They lost their friend and needed help," Trystan shrugged almost helplessly, "And, well, I can help."

"So, you broke into the library, destroyed the Warden Golem and stole books to help someone you've never met before?" her voice was level, but her eyes said it all.

"Pretty much," Trystan sighed.

"You need to be careful," she said with a flick of her hair, sending the golden locks over her shoulder, "You're going to get tangled up into things you've no business being in if you keep that up."

"I can't help it, if we have the power to help people, we should help them, not just hide in this place, hoarding our knowledge," Trystan said, repeating an argument that had been floating in his mind for months.

"Sometimes we cause more harm then good when we try to help," the elf said as she picked up one of the tomes and read the cover, "So, do you need help?"

Trystan's head shot up to her and a large smile wormed its way across his face, "Yes! Some of these concepts are, well, not as easy as I imagined they'd be. With the two of us, we can do it! Thanks A......."

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[Filling this in tomorrow, browser was being weird.]


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Units
Trystan Galvingar [Adept Mage]
Tamif Fizzlewick
WR3N
Rokk

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk

Order/Happiness
0/0

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

Silver Mirror

Eye of Pandora

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

Grand Health Potion [1]
Restores 3 HP

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

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

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

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

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

Spellbook
Reflection
During Battle if attacked by a ranged or magic spell, roll a d10. On an 8+, the attack is reflected back to the unit that sent it, giving them the full damage of their own attack.

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

Academy Education
5/6 - Practical Class [Adept]

Unit Rules
Tamif Fizzlewick
Hero
HP 2
Attack 2
Offense 2
Defense 2
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)

WR3N

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

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

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

Resources
Start of TurnIncomeExpenditureRemaining
900090

Actions
  1. Study Resurrection and Restoration Spells for Beginners by Antion Fertoil
  2. Study True Resurrection: Daunting Task Made Manageable by Phole Vidyr
  3. Study Protection from Elemental Magic from A-Z by Gina H'torn

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

The Refugees of Fafrium:
(W.I.P)


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





Order:
0

Happiness:
0

Population:
4/10

Refugee group 1:
-4x Refugees

Army 1:
-None

Actions;
1. Explore tile with refugees

Paid actions:
1, 2. Hire Infatrymen

3. Better Capital reinforcement: “In order to repair the damage that has been done to our colony, we must be able to build up our new home even faster than Before. And what better time than to start doing so now.”

Resource gain/Expenses;


Current Resources:
60 resources

Resources per turn:
30 resources (20 from Capital, 10 from Strength)

Expenses:
-40 resources from soldiers

-20 from advancements

Total amount left:
30 resources​
 
Act II, Turn 11
Prime Ship, Freedom - Capital Settlement


WIP



Resources
Start of TurnIncomeExpenditureRemainingNext Turn
25329770227524

Income: [10(Fishing Ships), 40(Fishing Village), 60+60(Capital), 40+40(Farming Village) +20 ] + 10% = 297


Pure Magic Crystals
0

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

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

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

2 Protector Units per Settlement

Order/Happiness
0|0

Population
20/35


Magna Legacy
Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 6+, kills a troop unit. On an 8+ kills 2 troops or 1 elite. On a 10, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

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

Surveying Magical Technology
2 Dice rerolls every exploration.

Valkyrie Development Program I
Qualitative upgrade on the Valkyrie Mech. Opens up additional and advanced options for unit combinations for an upgraded version of the Mech.

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

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

Sky Coat

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

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

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

Effects: +1 movement for settlements.

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

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

Heavy Bombardment
Effects: For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 10, the unit is hit by a magical shell from the bombardment and takes 2 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

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

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

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

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

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

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

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

Effects: Order +1

Research Advancement: Sky Barrier
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its unit. Magical barrier absorbs x worth of damage before breaking. The barrier will repair automatically if it's not damaged for 3 turns otherwise y resources must be spent to repair it.



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

Enigma Prime
Flying Hero Unit
Movement 2
HP 5
Attack 5
Offense 3
Defense 3
Goliath Programming: The power of the Orb has given this unit strength. +2 HP and +1 Attack(Orb was upgraded +2 attack)
Aura of Power: Gives other Valkyrie units +1/+1

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

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


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

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

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

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

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

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


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

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

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


Paid Actions:
Upgrade Settlement: Capital, Freedom Ship(5/5)
Research Advancement: Improved Research Tools
Reduces advancement action cost by 1 action, to a minimum of 1.
Implement Policy: Project Fund Injection
Can spend 2 Pure Magical Crystals or 20(?) Resources to substitute for action. Maximum of 1, 2, 3 action(s) per turn can be substituted if Capital is level 1, 3, or 5 respectively.

Free Action:
Policy Action: Manufacture of Greatness - Roll a d10, develop a GM Equipment on an 8+. (Rolled 8, artifact manufactured)
Policy Action: Magic Crystal, Operational Boost - Double Resources generated by Capital for 3 Turns
Knowledge Begets Knowledge - (Rolled 2,9) Artifact Tinkering
Once per turn, roll d10. At a roll of 8+, can edit the traits of an artifact either adding a positive trait or removing a negative trait.
Movement: Freedom Fleet moves 1 tile north, 1 tile northeast.
Exploration: Freedom Ship explores tile after movement.
Diplomacy: Diplomacy with Rahzen
 
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The Magic Shroom Emerged
istockphoto-1200154211-612x612.jpg
After months of preparation and doubt.

After being relocated time and time again as its needs were altered.

With concerning amount of resources being pumped into it day after day.

The Flessi Assembly was finally granted a being that drew the awe of even the most devoted herder.

For in the Bowels, Whitebranch's Magic Mushroom reached the Apex of its development.
She stood upon the precipice of the gaping hole in the ground leftover from its metamorphosis, head tilted up towards the new source of the gleaming blue light that now flickered in the sky. Its radiance could be seen for miles, as if a star had been born over the Assembly's lower territories. But this was no star, it was the culmination of the broken soiling's passion. Her love and respect for the Growth, her restrained need to serve and slay in its name given a new form and released upon the world.

That was what the Magic Shroom was, all that pent up willpower given a form with which it cold act. She nearly dropped her branch from the waves of joy rippling throughout her growth infested form, instead collapsing at the edge of the pit as more and more of the Bowel's workers gathered in curious awe.

The Magic mushroom bore even less facial features than the average Flessi, yet it turned in the air as if viewing its kin as they assembled. A humanoid shape smaller than the Flessi but larger than the Soilings with skin a psychedelic rainbow of purples and blues. No figure could be seen within the visual distortion that was its ever unstable skin. It floated despite appearing to just be sitting, almost as if in a meditative phase.

And with a chorus of voices that put any other member of the Assembly to shame, it reared back.


And released a deafening laugh that reverberated throughout all of the Growth infested lands.


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

Units
Carcass Garrison
The Hungry Planter
1 Shellbound
6 Flessi
2 Soilings
The Spine Garrison
1 Shellbound
Metal Man
3 Soiling
6 Flessi
The Bowels Garrison
7 Flessi
2 Soiling

Movement
(N/A)

Actions
1+2. Upgrade Carcass to Level 3 (5/6)
3. Cultivate Magic Shroom for The Bowels Garrison(3/3)

Free Actions
(N/A)

Resource Transactions
Balance: 311 REC
+Income:
(Carcass: 40) +(Growth's Boon 25%) =50 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 40) + Growth's Boon 25% = 50 REC

-Expense:
-Cultivate Magic Shroom (60/60) 20 REC

New Balance: 428 REC
 
Post

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


ACTS

Cost Actions:
  • Advancement: Faith Multiplied - The people find strength in their shared faith and are made more devout by those around them. (Cities adjacent to one another and following the Way of Light Pantheon produce an extra 2 Faith for every adjacent city also following the religion.)

Free Actions:
  • None
© pasta


Divine Power Progression




This Turn Income Expenses Next turn
Faith 86 15 0 101
Resources 115 100 60 155


Umbra Teera Barenziah
Temple, Statue Temple, Statue Temple, Statue


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


Army 1 Army 2 Army 3
Composition: 2x DawnGuard (Greatswords) 1x Aurum Wyverns 1x Soleil Canon Aldur, God of War 1x Spectrum Sailor 1x DawnGuard (Greatswords) 1x Soleil Canon Song-Guardian Slitherscop
Location: Umbra Umbra Teera
 
Birth of Nations: Act 2: Age of Colonialism


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


Nidria looked over the map on her screen once more. The end of the tournament had not been satisfactory to her. None of the ones that she had wanted to win had made it all the way. In fact, that goth girl that was a member of the cult had died in the very first round.

The only pleasure she received from that scenario was the very graphic death that her killer had in turn been given by that living snowman.

But still, she couldn’t believe that that honking large and frankly disgusting Troll managed to eck out the win over that very determined soldier. Very sad.

But here she was, looking over the map at all that had been going on as of late. The North East was rebuilding after the very deadly and costly war, the West was preparing for some inevitable clash and those of the middle of the map seemed to be floundering about, doing their own thing.

Nidria’s tail swished back and forth as she watched detailed information and videos go on by. It seemed that things were going on at The Academy. A young mage called Trystan was becoming an interest to be sure.



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


Clan Spike Horde

With their army almost completely rebuilt up to their current needs, Mahk was soon planning to turn the resources of the Clan on to other needs. Especially those of learning how to appropriately use and maintain the new factory that was gifted to them by The Cogs.

He had given his blessing to many young Orcs that wished to join with the Cog Armies and make them all the stronger by it.

Fighting side by side with a true ally was something that every young orc warrior dreamed of and he was not about to deny them. Especially when the Cogs have shown that they were willing to bleed and die for their allies.

In these many months, Mahk has truly matured from a young hot blooded warrier, into the kind of leader that Grazzkis would have approved of. He would have to continue to honor that memory.

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

Orc Warriors 6, 2 Orc Catapult, 2 Dire Boar Rider


—-----------------------

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

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

The current ones up for bid are:


Varghul’s Plate

Armor that binds to the bearer and protects them from even the most grievous wounds.

Chains of Maat

Great Chains of binding that can contain even the most powerful foe

Amulet of the Itzan

A golden amulet worn by a mighty warrier



Month 12, Turn 12, Year 1290

n7XDVMzOBzWo_TK9MGvDCyfKvtJE-a5iV7DlKiZMs0_3-B3QVtvrCCBYa_WbybSH5WyErcLXzlauzkl5bsoH9jK43BGEJXd8CsiQ9HXiKshonPIDiEBWoZo2ODrPEp1WoX6mHzlq


The Gobbos

-Recruit x2 Goblin Spearmen
-Recruit x2 Goblin Spearmen
-Recruit x2 Goblin Spearmen
-Advancement: Goblin Enclaves - Anyone who the Goblins trade with can allow a Goblin Enclave to
help boost trade. +10 resources for each party generated from the trade route.


Explore: They return to the cave once more. Before them stands the strange black metal door with a destroyed panel next to it. It continues to spark. (Continued in Adventure Chat)

The Children of Mekhane

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

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

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

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


Explore Capital: While exploring, they discover a strange hidden door underground. Its circuitry looks advanced, but non functioning. (Continued in Exploration Chat)

Rahzen

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

The skull can now allow communication between multiple people all at once, no matter the distance.

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

Spirit Seed Quest 2:
Use 3 Actions to tend to the Spirit Seed

Coghaven

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

A female troll approaches and says, “Your metal men are funny. They don’t have any spirit and yet can perform the functions of a living being. How do they do that?” (Continued in Adventure Chat)

The Synthetic Fae Court

Roserest upgraded to Lvl 2 Farming Settlement

Explore: A well lies in the middle of a break in the forest. There are no buildings or people around. Just the well. (Continued in Adventure Chat)

Yamabuki

Build Advancement Waterway Surveying for 9 resources*
Build Advancement Rice Paddy for 9 resources- Farming settlements gain an extra 10 resources
Build Advancement Never Give Up!*** for 9 resources

*Unlocks Navvie Engineers
***When in harsh weather, for every turn a unit remains away from a settlement, unit receives +1 to movement to a max of +1. Only activates the turn after unit leaves a settlement. Entering a settlement resets any bonuses.

Trystan Galvingar

Study Resurrection and Restoration Spells for Beginners- Gives a 9+ Save for one unit in the stack except for Trystan as a free action

Study True Resurrections: Daunting Task Made Manageable- After current Questline is completed, will allow the resurrection of one unit in stack other than Trystan after the current round of battle as long as Tystan is still alive.

Study Protection from Elemental Magic A-Z- Once per turn will be able to block 1 Elemental Attack

Explore: Ever since the incident at the library, there seems to be more guards patrolling the Academy grounds and town. But Trystan manages to sneak out with his cohorts and discovers what looks like some sort of strange metal contraption stuck in a tree. (Continued in Adventure Chat)

The Fafrium Empire

1, 2. Hire Infatrymen

3. Better Capital reinforcement: “In order to repair the damage that has been done to our colony, we must be able to build up our new home even faster than Before. And what better time than to start doing so now.”

Explore: The explorers come across a strange metal boxy object. (Continued in Adventure Chat)

Straed Collective


Upgrade Settlement: Capital, Freedom Ship(5/5)
Research Advancement: Improved Research Tools- Reduces advancement action cost by 1 action, to a minimum of 1.
Implement Policy: Project Fund Injection- Can spend 2 Pure Magical Crystals to reduce an action by 1 per every 2 crystals spent in this manner to a minimum of 1 turn.
Negative Aspect of Policy:
Roll a d10 when used. On a 1 or 2 a major Error occurs. Depending on what you are using it for, apply below:
-recruitment: Lose any actions dedicated to this recruitment and the resource cost. No units are recruited this turn.
-settlement upgrade: Lose any actions dedicated to this and the resource cost. Settlement loses one level. If this would reduce it to zero, settlement is destroyed. Cannot be upgraded for 3 turns.
-Settlement construction: Lose any actions and resources dedicated to this.
-advancements: Lose any actions and resources dedicated to this and advancement is reduced one level. Cannot be upgraded for 3 turns.

Artifact Manufactured: Combat Scanner- Gives a +1/0 and 1 free reroll per battle on a miss

Explore: The villagers look up with fear and awe at the huge flying ships. Many take shelter inside while others ready weapons. (Continued in Adventure Chat)

The Flessi Assembly

1+2. Upgrade Carcass to Level 3 (5/6)
3. Cultivate Magic Shroom for The Bowels Garrison(3/3)



Penumbra
  • Advancement: Faith Multiplied - The people find strength in their shared faith and are made more devout by those around them. (Cities adjacent to one another and following the Way of Light Pantheon produce an extra 2 Faith for every adjacent city also following the religion.)​










The Academy


Mercenary Hut


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



Council Chamber's, Requan Sunset's Office

"YOU BOUGHT A WHAT YOU IDIOT!" Requen practically roared in Taran River's face, glaring at the other Taur-Ahe from across his desk.

"I bought a bomb. A bomb that could wipe out up to three hundred miles and kill everything within it," the River's source was shaking, a terrified look on his face as he reported his most recent acquisition from the auctioneer. He pulled a flask from his pocket and drained it in one pull, laughing with an unhinged gleam in his eye. "I bought a weapon that could kill us all and willingly had it brought into our capitol. What the hell am I going to do Requen?"

"You are going to get out of my office, sober up, and figure out what the hell you are going to tell the rest of the council at tomorrows meeting you idiot!" the council head stood up and shoved the other Taur-Ahe out of his office, cursing him all the while. Once the drunk was gone he sat back down in his chair and held his head in his hands, sighing at the headache he could already feel forming at the idiocy that was his fellow councilor's decisions. He broke out a bottle of whiskey from his desk and poured himself a measure as he stood back up and looked out over the capitol from the window behind him. A knock sounded from the office door and he turned to see Bos Moon standing there with an eye raised at the drink in his hand.

"I take it that Taran just left your office then? I can't think of any other reason you would be drinking this early in the day after all. No matter though, you wanted to see me Requen?" the old shaman took a seat, waving away an offer of refreshments.

"Aye Bos, I want to know what you and my father did to my head to make me think I was of the Sunset clan from birth and why you hid my Dawn heritage from me," Requen looked at the shaman coldly, any friendliness normally in his gaze gone.

"I told Rajen that you were to old, that the ritual would break down eventually. Make no mistake Requen, you are a Sunset no matter what anyone else may attempt to claim. Your mother was Rajen's sister and was married to Veldan Dawn long before the war broke out between our tribes. This was something that was struck from the Sunset's history after the war which wiped away the Dawn," the Moon's glow made himself comfortable, preparing for a long story. "When war broke out the Mountain tribe was in the midst of a power struggle between Grantine, the rightful heir, and Boldos, his younger brother. Boldos led an attack on the Dawn tribe's village and wiped it out almost completely, capturing you with the intent to attempt to have his shamans change your memories to make you believe that you were his son. When he heard about this act Rajen led his own warband and personally slew Boldos and many of his followers due to their actions being seen as cowardly by his men. Rajen, however, wished to save you from Boldos. You were the only remaining connection he had to his sister and he didn't want to lose you as he lost her. That is the real reason that the Dawn tribe was wiped away as well, they were infuriated at the destruction of their homes and the slaughter of their civilians and thus fought us to the last. You were the unfortunate witness to much of the fighting and Rajen was worried that it would cause you far to much harm, so he asked me to perform a ritual which would seal away the memories of what occurred to you during those months and replace them with memories of you growing along his sons as one of his own."

The Council Head leaned back in shock, barely believing a word, but even as the shaman spoke he began to remember more and more of what truly happened. As the memories flowed through his mind he shed silent tears for the family that he had forever lost and that he had not remember till then.

"Lad, I know that this is not what you were expecting but it is something you deserve to know. You are the only hope for the return of our ninth tribe. I hope you are going to be willing to become both the Rising and the Setting Sun, for it is your destiny to begin the Dawn anew and to lead the Sunset on," the old shaman spoke once more as he looked directly into the other Taur-Ahe's eyes.

"Well, with that kind of destiny I better do my best to hold myself up to it. First though, I'm going to need a damn drink to process all of this," Requan chuckled even as he spoke, feeling lighter than he had in months.



Halls of the Shamans

"Today we will be attempting to have you all summon your first elementals. We will be starting with myself drawing the circle but allowing you to perform the majority of the ritual yourselves. Can anyone tell me why I am the one drawing the circle's for you at first?" Vigo looked over the ritual circles that he had drawn carefully, making sure that he had made no mistakes before he turned to the small group of shamans that he was instructing. "Yes lad, you there in the front."

"It is due to the complicated nature of the circles and the large risk of a strong magical backlash should something be drawn incorrectly or poorly," the human student answered quickly, very aware at how alone he was in the class of Taur-Ahe and Vulpine.

"Correct lad, I've had circles that nearly killed me drawn in a hurry before so it is utmost that you take your time and ensure that your ritual will be a success," the older man smiled at the younger, attempting to ease his worry. "Today we will be summoning full strength versions of the earth elementals that I have been having you practice with. Earth elementals are by far the calmest of the lot when it comes to beginners and will usually not attempt to trick you while you are forming the contract, thus making them the safest for when you are not as experienced at looking for all the tricks of an elemental's wording. Now then class, group up in twos or threes and choose one of the circles, once everyone has a circle and group I will have you begin the ritual. Whatever you do do not start your ritual till I say and once you have summoned an elemental agree to no contracts until I can confirm that you have created one which will be safe for all involved parties. Now get moving lads and lasses!"

Actions

[TD230[/TD]
Resources
Start of Turn Income Current UsageRemaining
454684423261
GainUsage
Settlements: 60 (Capital) + 80 (Storm's Rest) + 20 (Haaster) Advancements: 10 (Bless the Harvests) + 20 (Crop Rotation) + 40 (Light Taxes) + 33 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Order Bonus: 91 Total: 454Advancements Research: 20 Troop Recruitment: 23 Auctioneer/Booky Payments: 380 Total: 423
Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 1 Farming Settlement)
Talon's Watch (Level 1 Standard Settlement)
Haaster (Level 1 Standard Settlement)

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

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

Aquilosh's Shiver (Army 3) [Talon's Watch Ocean]
4x Aquilosh Warriors
Aquilosh (Hero)
Order/Happiness
1/0

Population
14/40

Paid Actions
Care for Spirit Seed (1/3)
"Get me a blasted farmer, I don't know how to take care of a seed!"
- Bos Moon, Leader of the Moon Tribe


Research Advancement: Sharkyards
"You want me to figure out how to build what?!"
-Vulpes Claw, Leader of the Claw Tribe


Recruit Unit: Lesser Earth Elemental x 2 at Talon's Watch

Free Actions
March Army of the Earth (Army 1) one tile Northwest
March Aquilosh's Shiver to Talon's Watch and explore surrounding waters
Pay 380 Resources to Auctioneer
Use Skull of the Seer to contact Mekhane
Use Skull of the Seer to contact Synthetic Fae Court
Use Skull of the Seer to make contact between Gobbos, Straed Collective, Coghaven, and Yamabuki
Receive XM-103 and The One Ring

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


Quests
Spirit Seed Questline:
Use 3 Actions to tend to the Spirit Seed​
 
Great Cog.gif

Coghaven




WIP - Food Poisoning


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

Failsafe Advancements
Fury of the Great Cog (Lvl 1) - The Attacking Tribe is trapped in the space with Forgeheart. Forgeheart then Attacks and Self Destructs to attempt to destroy the Tribe and its forces.
Soul Engine (Lvl 1) - Slaughtering or Sacrificing Forgeheart citizens fuels and amplifies the power of Fury of the Great Cog ten fold as their very souls feed the divine working.

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


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

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

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

Settlements
Forgeheart
Capital Level 2

Clockwork Fishery (Lvl1) - Can recruit fishing vessels. Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.
May only have 4x where X is capital Level.
Modular Walls (Lvl 1) - 0/+1 to settlement defense bonus
Scientific Institute (Lvl 1) - Roboticist Training and Research
Cog Alliance Monument (Lvl 1) - Trade between all alliance members improves by +10.
CORA HOME DEFENSE SQUADRON (Lvl 1): CORA now is able to provide defense troops to the Capital of CogHaven.
These consist of 2 Defensive Robots. If they are destroyed, they will be rebuilt in 4 turns.

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

Finley Station
Floating Base Specialized Military Settlement Level 1

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

The Anvil
Industrial Settlement Lvl 1

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

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

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

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

First Fleet
2 Ships

Order/Happiness
1/1

Population
13/40

Resources
Start of TurnIncomeCurrentExpenditureRemaining
4590 + 25 Trade + 25 Resource Gain +22 Happiness 1 Gain2070
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of TurnIncomeCurrentExpenditureRemaining
24327027




Actions
1. Advancement Lvl1 (15): Cogturn Holiday
+1 Happiness in Coghaven as the workers enjoys various new year celebrations more so that they ahve survived
Coghaven has endured a year of challengs to its survival and forged powerful alliance. As the first year end approaches since exile, the Overseer and Council of Ministers in cooperation with the Cogpriests had begun preparations for their New Year celebrations. They admittedly hope to make use of the new influx of seafood as well to show their citizen things are getting better and that the Great Cog Provides.

2. Build 2 Fishing Vessels in Forgeheart (40)
Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.

3. Build 2 Fishing Vessels in Forgeheart (40)
Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.

Free Action
-All forces hold position due to summer heat. Dig in for cool cover and await special provisions. Happy Cogturn!


[/font]
 
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The Children of Mekhane
"All logical thought leads to the truth that is MEKHANE. Thus any thought that does not lead to MEKHANE is not logical. " - Blessed-Apostolate Mariam Reed

Turn 12, Spring
1645858147674.png
The inside of a industrial facility within Amoni-Ram


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


CHAPTER 3: THE FORMS OF THE FLESH

But what forms does the HATED FLESH take? How can one recognize IT and thus dispel IT’S influence?

The FLESH comes in forms both obvious and hidden. It is both a physical creature of the world and a cosmological force of being. It is both a way of thought and mode of action. It is a singular entity but also entire classes of creatures, plants and infestations. It is metaphysical, metaphorical and yet also material.

It is all of these things and more, all made possible by its influence as a cosmological force of the world, as anything it touches will in some way become a part of IT. The things IT touches need not be physical, for the cosmic forces transcend the concepts of physicality and materialism. It may take the forms of worship, lifestyle, even philosophy and thoughts. One can easily recognize a creature of the FLESH, a twisted mass of limbs and gore, but the unequipped often fall victim to the FLESH in less recognizable spiritual and philosophical forms. To obtain spiritual purity, IT must be purged in all IT’S forms, and thus it follows that we must recognize how it may pervade our thoughts.

One must understand that the most problematic and insidious aspect of THE FLESH is not its physical forms nor the terrible Flesh-Beasts it creates of its victims or summons into this realm. It is the mode of thought and action it encourages in its unwitting slaves. To understand why errors of thoughts and action are worse than terrible beasts, let us use a simple allegory.

Even more insidious is that he whose window is dirtied will believe that it is clean, they will be adamantly convinced that they are observing the true world, rather than a twisted simulacrum. Even one who uses reason and logic, but does so upon false presuppositions, will come to wayward conclusions. If one's window of the mind is dirtied from the onset, it matters not how logical the rest of ones deductions are, for their basis is in falsehood. This is why those who would seem to be men of reason can seemingly come to divergent conclusions from our holy teachings. These scholars are fundamentally possessed of THE FLESH.

This conclusion begets one that is almost opposite. If one begins with a clean window and deduces the truth of the world using objective and impersonal logic, they will come to the same conclusions no matter who they be, or where and when they are. A mind, properly utilized, will by design come to the conclusion of the DIVINE MACHINE. Even one whom has never heard of MEKHANE or of our teachings must come to the realization that there MUST be a DIVINE MACHINE, THE PURE MIND, and of its rules; for that is the ONLY logical conclusion that can be drawn.

This unavoidable logical truth spurs THE FLESH to invade all minds it can, to prevent the individual from the obtainment of Gnosis and the rejection of FLESH.

1645890563864.pngCHAPTER 4: THE PHILOSOPHICAL FLESH

The philosophies of THE FLESH are those that have their basis in false suppositions, illogical idealizations, and often emotion.

One most familiar is worship of THE FLESH itself, in the form of "Mother Nature". Equipped with our knowledge of the cosmos we can see why this idolization is fundamentally flawed. But it is not only flawed because it is illogical to worship ones own abuser, but also because of the mode of thought it encourages.

Nature worship often encourages establishing a spiritual connection with nature and seeking from that a deeper understanding of the world; an attempt to come to some form of Gnosis. It places much importance on an unspoken, unreasoned, intuitive understanding of the world formed from experience. This mode of thought is dangerous, as it prevents one from questioning how things OUGHT to be and establishes the cruel “Mother Nature” as the simple “order” of things, blinding worshippers to the harm inherent to Mother Nature by establishing them as simply the ways things are and should be. It is a mode of thought that rejects logical thinking and enshrined acts as barbarism as “good” while labeling many rational actions as “evil.” Thus it poisons and blinds the mind to the truth. If one sees suffering and barbarity as the natural order of things, and thus good, what motive do they have to challenge THE FLESH?

Other forms of the influence of THE FLESH are more subtle.

Any mode of illogical or irrational thought and actions are ultimately sourced in THE FLESH, and anything that encourages these modes of thought is also derived from attempts of THE FLESH to hinder Gnosis and the rebuilding of MEKHANE.

Modes of thought ingrained in or layered with emotion, or place special importance in it, are those of THE FLESH. This realization seems overwhelming , as emotional reasoning is almost instinctual in mortals. This is the influence of THE FLESH in our formation. Attempting to break away from this pattern and influence of thought seems daunting, impossible even. And while overcoming part of our nature is indeed a challenging task, it is one that is necessary if one is to achieve true eudaemonic wellbeing and spiritual Gnosis.

But why is emotion bad? Think to the cause of much conflict and suffering in the world. One may point to limited resources; and this may indeed appear to be a significant cause upon a cursory examination. But looking closer tells us that this cannot be a primary cause; as even when resources abundant mortal races still bicker and war. So the cause must be other than this.

Think about the personal conflicts in your life. It is doubtful these are often caused by limited resources; at least those that could not be reasonably shared. Most conflicts root in arguments and disagreements, hurt feelings and unstable tempers. That is to say- in emotions.

Emotions are the root cause of most conflicts in the world. If all thought with a level head and rational mind, it is likely most if not all conflicts would disappear. Even resources that could not be divided amongst all would not cause conflict within truly logical actors; as each would come to identical conclusions about whom should have and whom should have not.
Actions and philosophies that encourage or are based heavily in emotions are logically thus to be avoided. Such things include conventional dramas and comedies, Non-tonal and lyrical music, gardening, many forms of art, and many of the philosophies and religions found outside of Amoni-Ram, just to name a few. One should talk to their priest regarding holy hobbies and activities one ought to take part in to avoid the pitfalls of activities that encourage wrong modes of thought.

Actions and philosophies that inhibits ones ability to think logically and rationally are by definition also evil. These include drug use, the creation of art, non religious celebrations, and most evil of all; the use of magic.

Our prohibition and condemnation of magic usually comes as a surprise to new converts, who often come from tribes where magic is held in high and often holy regard. In these tribes magic is usually used to make up for the technological advancement they lack, utilizing it to aid in crop growth, construction and healing. Given all these seemingly positive things it helps them accomplish, the new convert is left confused as to why we do not take advantage of it. If our goal is to maximize well being, why do we turn away magic that could heal, is a challenge often given.

While it is true that magic can be used for good- the evil lies not in how it can be used. Magic, just as technology, can be used for both great evil and great good, but the mode of thought required for the practice of Magic is one that requires often raw emotion, illogical studies of the esoteric and irrational actions. Thus the very act of magic requires one to embrace the philosophical FLESH and prevents the obtainment of Gnosis. If we were to allow its practice, it would be the same as welcoming the FLESH to Amoni-Ram.

This has been but a primer, a simple introduction to THE FLESH, what IT is, what forms IT takes, and the philosophies that reinforcement our servitude to IT. I hope that this pamphlet has aided in the newly converted’s understanding and will assist them during their spiritual journey.

Glory to MEKHANE.


Actions:

1. Begin and complete advancement - advance "Atmospheric Conditioning Augmentations" to level 2 -> "All-Terrain Ruggedization Enhancements": In addition to ignoring climate penalties, all units now ignore these penalties and difficult terrain penalties. (1 Action, 20 Resources)

2. Begin and complete advancement - level 1 advancement "Industrialized Training and Augmentation Facilities": When an action is used to train a unit, a second unit of the same type may be trained using the same action, if the additional cost for this unit is paid. (I.e. an action taken to train 1 unit of Mekhanite Skirmishers for 30 resources, the same action could instead be used to train 2 of these units for 60 resources). (1 Action, 10 Resources)

3. Upgrade Amoni-Ram to level 4, 1 Action, 90 resources.

4. Army 3, Second Expeditionary Legion, "Her Fleetfooted Emissaries", travels 2 squares SW (towards Barenziah) and explores the tile.


Economy:

At Turn StartIncomeExpensesRemainder
46900136


Nation Summary

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

TINAHeroHP 2 Attack 2 Offense 2 Defense 2Guide: Used in Adventures, allows a single reroll per adventure Guardian: In battle, will take a killing blow for another unitArmy 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad

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

Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100.
Mobile Strip Miners1Unlocks Earth Breakers Civilian Unit
Advanced Resource Extraction and Purification Machinery220% increase in resources production.
Atmospheric Conditioning Augmentations1Troops now ignore climate penalties



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

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

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

Name: Her Right Hands, Mekhanite Legionaries

Type: Troop
Tier: 2
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 1
"Zealots Resolve" - 0/+2 when defending a settlement
"Strength And Certainty of Steel" - 8+ Save and +0/+1 on legionnaires

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

Name: Her Chosen Wrath, Mekhanite Psions
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1
"Shield of Faith" Gives another unit 0/+1
Earth-Breakers
Civilian unit
Material Gain, Land Lost: If this unit is on a tile for 3 turns, it destroys the tile by harvesting all its resources, turning it into a barren wasteland. This gives the owner 50 Resources
Ignore Difficult Terrain
 
Last edited:
Act II, Turn 12
Prime Ship, Freedom - Capital Settlement


TO BE ADDED





Resources
Start of TurnIncomeExpenditureRemainingNext Turn
604(755-151)408160444852

Income: [10(Fishing Ships), 40+40(Fishing Village), 60+60(Capital), 40+40(Farming Village) +20(Golden City) ] + 20% = 408
210(7 Turns Backlog of Trade Income from Rahzen) added to Start of Turn

Pure Magic Crystals
3

Settlements:
Prime Ship, Freedom - Capital Level 3
Fishing Village, Guardian Coast - Farming Settlement Level 1
Resource Ship 001, Bounty - Farming Settlement Level 1
Orc Military Camp - Military Settlement Level 1
Floating Pyramid, Golden City - Standard Settlement Level 1

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

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

2 Protector Units per Settlement

Order/Happiness
0|0

Population
20/50


Magna Legacy
Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 6+, kills a troop unit. On an 8+ kills 2 troops or 1 elite. On a 10, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Extraction Magic Research
Upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 10% percentage bonus to resource income.

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

Surveying Magical Technology
2 Dice rerolls every exploration.

Valkyrie Development Program I
Qualitative upgrade on the Valkyrie Mech. Opens up additional and advanced options for unit combinations for an upgraded version of the Mech.

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

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

Sky Coat

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

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

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

Effects: +1 movement for settlements.

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

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

Heavy Bombardment
Effects: For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 10, the unit is hit by a magical shell from the bombardment and takes 2 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

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

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

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

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

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

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

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

Effects: Order +1

Research Advancement: Sky Barrier
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its unit. Magical barrier absorbs x worth of damage before breaking. The barrier will repair automatically if it's not damaged for 3 turns otherwise y resources must be spent to repair it.

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

Enigma Prime
Flying Hero Unit
Movement 2
HP 5
Attack 7
Offense 4
Defense 3
Goliath Programming: The power of the Orb has given this unit strength. +2 HP and +1 Attack(Orb was upgraded +2 attack)
Aura of Power: Gives other Valkyrie units +1/+1
Magic Blade: +1 Damage
Magic Pearl: Enigma Prime ignores enemy saves if it lands the killing blow.

Combat Scanner(Hero Equipment)
:
Gives a +1/0 and 1 free reroll per battle on a miss

Dented Helm(Hero Equipment)
Strength: Gives a 7+ save
Weakness: If save passes, another allied unit takes the killing blow

Belt of Great Speed(Hero Equipment)
Strength: +2 attacks
Weakness: Takes an extra damage per successful enemy strike

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

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


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

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

L'lthor the Guardian Golem
Hero Unit(Modified Flying)
HP 4
Movement 2
Attack 2
Offense 5
Defense 1
Thick Stone: +2 HP
Guardian of the Tomb: When fighting in defense of the pyramid, Gains 0/+2

Nickel the Stout
Hero Unit(Modified Flying)
HP 2
Movement 2
Attack 2
Offense 5
Defense 1
Napoleon Complex: Deals an extra +4 damage against anyone taller than him
Hero's Welcome: When in a settlement, can recruit Dwarven Militia. They are 0/0 troops that you gain 2 for each you train

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

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

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

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


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

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

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

Combat Scanner(Equipped by Enigma Prime)
Gives a +1/0 and 1 free reroll per battle on a miss

Ceremonial Sword
A beautiful piece of craftsmanship that looks like it had a ton of care and effort put into its creation.

Strength: It looks great on your mantelpiece.
Weakness: If you tried to use it in a fight against a stick the stick would win.

Beating Mechanical Heart(Equipped by Lord Ga'Lade)
A heart made of metal. It seems to continue to beat at regular intervals as though processing something.

Strength: Can be inserted into a living being and give them a 5+ save
Weakness: Every time they make a successful save, an attribute decreases

The Key
It can open any door whether natural, technological, or magical in nature.

During explorations, do not roll to open doors, remove magical barriers, or similar. A keyhole isn't needed, the key simply touches the door/barrier and it opens.

Giant Slayer(Equipped to Nickel the Stout, Dwarven Hero)

Hits from the Warhammer known as Giant Slayer is powerful be enough to bring even the hardiest beast to its knees.

Strength: Against units with the monster type, gain +2/0 and inflict 3HP damage per hit. Will prioritize monsters in battle, ignoring meatshield.
Weakness: -2/0 versus other units

The Celestial Dial
A strange contraption that radiates a strange, intense power.

This nation has heard the song and it has started to fill the minds of the population. The nation suffers -1 order. Creates an army near the capital that is made up of that nation's units, in essence, those that have fallen to the song.

Dented Helm(Equipped by Enigma Prime)
Strength: Gives a 7+ save
Weakness: If save passes, another allied unit takes the killing blow

Belt of Great Speed(Equipped by Enigma Prime)
Strength: +2 attacks
Weakness: Takes an extra damage per successful enemy strike

Goggles of All-Seeing
Strength: Prevents raiding if the Hero is in a settlement(only on the settlement that Hero is on)
Weakness: Enemies can target this unit in battle*

Ebony Armor
Strength: Blocks 2 Damage
Weakness: Can only be worn by living heroes

Book of the Ages
Strength: Unit can cast Blizzard, causing the effects of winter on the tile

Amulet of Garzon
Strength: Keeps the Hero from death. They are only knocked out instead. (Enemies will not double-tap)
Weakness: They won't wake up for 2 Turns after falling in battle.

Golden Crown
A shiny golden crown inlaid with colorful gemstones.

Strength: +2 HP
Weakness: Deals 2 less damage to a minimum of 1

To be added


Paid Actions:
Research Advancement: Advanced Knowledge begets Advanced Knowledge(Tier 2 of Knowledge Begets Knowledge)
Every 2 Level 2 advancements, gain an additional advancement on a roll of a 9+
Research Advancement: Empyrean Refinery(Tier 2 of Heaven Refinery)
Through a breakthrough in the developments of magical engineering, the Collective has developed a new and more advanced refinery that allows them to refine more pure magical crystals.

Effects: Gain an increase in the monthly pure magical crystals production dependent on the Capital level.
Level 1 Capital +2
Level 3 Capital +3
Level 5 Capital +4
Research Advancement: Advanced Extraction Magic Research(Tier 2 of Extraction Magic Research)
Advanced upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 20% percentage bonus to resource income.

Free Action:
Policy Action: Manufacture of Greatness - Roll a d10, develop a GM Equipment on an 8+. (Rolled 2, no artifact manufactured)
Policy Action: Magic Crystal, Operational Boost - Double Resources generated by Fishing Village for 3 Turns
Movement: Freedom Fleet moves 1 tile north, 1 tile northeast.
Exploration: Freedom Ship explores tile after movement.
 
Last edited:
Yamabuki

Settlements
Huang He (Capital Level 3)
Standing Army
1 Samurai

1 Monk
2 Wyrms
1 Boat
1 Fire Crow
Dragons Gate


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


Xùnsù De (Military Level 1)
Standing Army
1 Samurai

Twin Pixies

Héchuáng (Farming Level 1)
Standing Army
2 Wyrms
3 Bejeweled Crabs



Advancements
Fishing Wharf: Can recruit fishing vessels. Non combatant units that generate 5 resources a turn. Can be recruited two for one at the cost of an elite unit, although recruited in one turn. May only have 4x where X is capital Level.

Lumber Yard: -1 action to settlement construction/upgrades
Longmen Journey Shrine: Unlocks specialized building Longmen Journey Shrine
Stone Quarry - Construction costs 5% less resources
Clay Pit - Construction costs 5% less resources
Dam - Unlocks specialized building Dam
Bagua Arts - Unlocks Bagua Spells

Treasury- Receive X10 resources where X is the amount of buildings every Season.
Dragon Festival: Allows the production of two units; Fire Crow/ Dragon Dancer
Irrigation Techniques: +1 Happiness

Waterway Surveying: Allows production of Navvie Engineers
Rice Paddy
: Farming Settlements produce 10 more resources
Never Give Up!: When in harsh weather, for every turn a unit remains away from a settlement, unit receives +1 to movement to a max of +1. Only activates the turn after unit leaves a settlement. Entering a settlement resets any bonuses.


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


Bagua Arts


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

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

Roll: 2
Reroll: 9


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


Order/Happiness
0/1

Population
17/50

Spirit Tokens
1

Orders
Paid Actions:
Train Non-Combatant Navvie Engineer (20 resources)
Upgrade Capital Settlement Huang He (180 resources) with Standing Army (1/7)
Build Building Longmen Journey Shrine (9 resources)


Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (x2) (Free)
Move Unit Wyrm to Tower of Trials (Roll 1)
Move Unit Wyrm to Tower of Trials (Roll 4)


Movement (Army One) 2 Tile SouthEast (Never Give Up! +1)

Army One
Abraxas
1 Skeleton
Broken Jaw Butler
1 Monk
2 Wyrms
Dragons Gate
1 Boat
Nerida


Resources

Start: 316
Income: 147
Expenditure: 209
End: 254




"This way please. Everyone, please proceed in an orderly fashion"
A generous queue had formed outside the construction shed, patiently waiting to do their part in crafting the new canal system. From the meek to the mighty, the exceptional and the average, man or woman, each one took their place in line, the queue swelling like a sated snake even with the rather organised turnaround.

In turn, every person was shown in, asked a few minor questions and given a tool that best suited their abilities before being sent off through the open air exit. The more educated of them were given maps and charts to study, to help steer their fellows along the right tracks and allow the project to proceed smoothly while the more laymen of the lot were given the hard but honest work of digging and lining the canals. However none of the participants took offense or notice of theirs or others roles, each of them was here to do their proud part.

As the man left with their picks and shovels, barrows and saws they did not expect the sight before them. Before them a massive crowd had formed, the Prince of Most Brilliant Blue at it's head, clapping and cheering for the good men who would work on the canals. Most of them were mere layman and to receive such a send off was truly touching. With all going to plan and the sounds of optimistic ovation too tantalising to resist, Lady Genmei exited the shed, clapping along with her clipboard in hand. Making her way through the ceremonious crowd, she took up a place next to Gaozu. "Everything is in order, my Prince." she quietly stated.

The brilliant boy of blue looked at her with a smile. "Of course. I would not doubt you for a second Lady Genmei. I am here for them, and for you. To proudly proclaim my gratitude for everyone's contribution!" Gaozu let out a hearty cry, the applause growing louder for the Navvies.

Most of the workforce were abashed, though some gladly accepted the applause, the biggest of grins on their faces as they lapped it up. Swept up in the moment, Lady Genmei slid her clipboard under her shoulder to clap and cheer as good as the rest of them. In the process, the Golden Treasurers hand brushed past Gaozu, as he cupped his mouth with the other to let out another merry cry and as if acting in instinct or something deeper her fingers slid into his hands. Seconds flew by, before the Lady herself had realised what her own appendage had done. However she did not let go of his hand, even as turned to him in tribulation for her act, but all that melted away as he just looked at her the exact same way he always did, with utter affability and kindness. Gaozu did nothing to dissuade her action and so they stood together for a minute, hand in hand.

For the Golden Treasurer, the moment was magic. His soft skin between her fingers, Gaozu's firm grip as he held her porcelain like hands, the warmth that was synonymous of the Prince of Most Brilliant Blue encapsulated under his skin. But as quickly as it happened it was over, Gaozu's hand slipping from hers as he moved towards the Navvie's, the enthused engineers already on the move as the last of them peeled out from inside the shed. "Forgive me Lady Genmei.." he called as he followed them "but I feel obliged to go with these good people. What kind of leader would I be if I did not join them in their great labours! If you see my Mother tell her I have gone with the great men and woman who work the canals!!"

Even with the knowledge she would not see him for months, and with feelings left unspoken, the Golden Treasurer held her tongue as her sapphire sovereign took off after the Navvie Engineers.


[/font]
 


Fantasy-Tavern-featured-894x488-e5ec87f483fcde36dcd55d3ee86b7c24.png


The Snoring Dragon Inn

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Rokk gripped the tankard in his large, scarred hands, the wood creaked and groaned under the pressure, the frothy amber liquid swayed back and forth as it almost reached the lip before receding back down to try and crawl up the other side. He let his heavy gaze rise to take in the small inn that had been his 'home' for the past few months, it was small, humble but well kept by the proprietress, an older woman who wasn't overly fond of himself or the goblin girl, but was more then willing to take the coins the boy gave her. A pair of women came every two days to clean the tavern, girls from the wash, if Rokk had to hazard, trying to make a bit of extra coin for their families. Rokk raised the tankard and took several deep gulp, a trail of the amber liquid slipped out to splatter down his bare chest, he slammed the now empty tankard unto the table as the clack echoed through the small dining hall, "Another!" He barked his voice echoed through the inn and though the woman was out of sight, he had no doubt she heard him and would be around soon enough, likely with the same fake polite smile she always gave him even as her gaze told the truth that she desperately tried to hide from him out of fear.

As he waited, he returned more to the dark recess that was his mind, it would happen soon. The boy was 'graduating' today and would become a true wizard, he had learned the resurrection spell and would be bringing her back. Finally, they would have a chance to rebuild, a chance to reclaim vengeance, a chance to do what they were always meant to. It had been a long journey, the handful of people they had managed to find were unable to complete the ritual and the Eye had consumed those that had potential. But this time it would work, he could feel it. It had to work, he did not just waste months of his life babysitting children for it to not work. His gaze fell to a nearby window, the ledges were worn with time, and the glass had a light layer of dust, if it did work, what would happen to these 'companions'? Would they be killed? Perhaps. Withers was not quite the same timid, pathetic man he once was, forged in the fires of war and loss as was right. To let them live was to invite risk of discovery... In the last few months, he had been studying them, evaluating their risk and the best way to kill them when the time came.

At first, the machine had been the largest threat, it was strong, it was fast, it was smart... Killing it would not have been easy, but that was before he overheard the girl whispering to the machine about what had happened in the library. The boy had used it. He had used the Eye and survived, even more, he seemed unchanged. He was still the insufferably positive and naïve child he always had been. It seemed impossible, the very notion sent shivers down his spine as Rokk knew of only one other being who had used the Eye and she had certainly not managed to do so unscathed. He wasn't sure what it meant, but Rokk was smart enough to know that academic thinking was not his strong suite. If the boy was capable of using the eye and somehow could still maintain his sanity, and it turns out to not be a fluke.. Something unfamiliar, and long forgotten, fluttered in his chest. Small taps and clatters filled the air and Rokk's gaze fell on the tankard in his hand as it danced and shook on the table's surface, his hand shook as it clenched it, subconscious tremors that ran down his spine as his mind called forth images he had long since tried to fight, the image of a single eye that blazed in the dark.

"I'm sorry, sir," an old, yet soft, voice said as it pulled his attention away from the image to the small, prune faced woman who had a polite smile on her lips, but her eyes were cold as they peered down at him, as if looking at a distasteful stain she hadn't quite figured out how to scrub out yet, "I was in the kitchen preparing dinner," she explained as she tipped the pitcher into his tankard to fill it up, "Will there be anything else?"

Rokk grunted in way of answer as he brought the tankard back to his lips as he watched her retreating form. Yes, if they had to kill these people, they had to start with the boy. Rokk would ensure he stood behind him during the ritual, if needed, he could cleave him in two before anyone could react. The boy had to die first. If the machine or the goblin fell first... Another shiver went down his spine as bits of amber liquid spilled over the lip of the tankard as the tremors made their way down his spine, the boy would use the amulet... And there would be no escape for any of them. For a moment, a single moment, Rokk felt a pang of regret, he had spent some time training the goblin girl and she had showed some level of promise, it would be a shame to end his work so soon, but if that was what was needed then that is what would be done. If it was demanded then so shall it be, for when all was said and done, those three would make mighty sacrifices for the Ascendancy.

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KuInWHw.png


Madam Lillian's Boutique and Emporium

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"Hun, I'm really not sure about this," Tamif said for what felt like the thousandth time but it suddenly felt far more real and daunting now that they were finally here. The large glass windows displayed beautiful hats and dresses, they looked so... unreal as if she were to touch them they would slip through her fingers as if they never existed, the mad delusions of a street rat that spent too long gazing up at the stars. As people entered and left the shop, small wisp of perfume filled the air that made her dizzy, it smelt of lavender and something else that she could not put her finger on. Everything looked so far beyond her, things she couldn't imagine even in her most feverish dreams.

"You require a dress," Ren said, her head and body covered as it always was when inside the city, "The ball requires formal clothing," she supplied as if Tam had somehow forgotten it as people moved past them on the streets, but not before some took a moment to give the pair a rather dismissive once over as if they had nearly stepped in a pile of refuse that had dared to sit upon their path.

"I know that," Tam said as she tore her gaze from a particularly beautiful white dress that almost seemed to shimmer as the rays of light touched it, "But this isn't me," she hissed as she plucked her worn, dark cloak and dirty clothing.

"I do not believe that dress is anyone," Ren said as her head tilted as she examined her small companion.

"That's not what I meant," Tam said as she threw her hands in the air, "Fine, hun, but I'm telling you this is a bad idea."

Tam opened the door and let the warmth and smell of lavender was over her as she took a small step through the door... and then another small step, despite having stolen from places similar in the past, actually being in one, as a 'patron', felt different. She felt excited, overwhelmed, welcomed, rejected and awkward all at once, her green hands clenched at her side as she fought down the urge to pull the cloak tightly around herself and slip into one of the dark reaches of the room. People moved about in the room, women and young girls excitedly trying on dresses, being measured, gossiping about what she could hardly fathom as the noise joined together in a buzz. Other, more modestly dressed, women fluttered around the room like worker bees, long bolts of cloth in their hands, needles stuck in their hair or on some sort of bundle on their arm so they could quickly reach them. Her body froze as her emerald eyes jumped to all the different women not quite sure where to start. Suddenly, her body jolted forth as something hard pushed against her back, her head swiveled as her short black hair swept around her face and her eyes widened when she saw Ren with her hand raised, she had been shoved!

"You-" Tam started, her face flushed but before she could say anything, a round faced woman swirled before her, the woman gave her and Ren one long once over as she slowly lifted her nose, "Can I help you?" She asked, although her tone made Tam quite sure she meant anything but.

"No-" Tam started, on the streets, Tam would have fired back, maybe even thrown a stiff kick here and there, but here? She didn't belong here. The room was almost suffocating, she felt lost and yet trapped, surrounded and yet totally alone, "Yes," the slightly metallic voice of Ren spoke and sliced through Tam's hesitation, "We require a dress."

"A-A dress?" The portly woman said, her curled hair bobbed alongside her head as she blinked rapidly, apparently caught off guard by them speaking back to her. As if the woman had entirely expected for them to usher a few apologize an excuses and then leave her sight, "Well, I am sure there are other establishments that could suit your... taste," she said as she made a show of giving both them yet another one over.

"This establishment is said to be the best," Ren continued as she stepped closer and her head turned to examine the room as she took note of their stock, of how both customers and staff alike had stopped to watch, to gawk at them as some waited with glee for them to be ushered out, "Is that not the case?"

"Yes, this is the finest establishment but we only serve the finest clientele, I'm afraid the wait list for custom orders is too long to fit in someone of..." The round faced woman paused as she struggled to find the right word, "your charm. Even adjustments are out of the question."

"What is your deal?" Tam barked, fed up with this woman, her anger at how Ren was being treated quickly overriding her unease, her fist balled as she set them against her hips, "We just came here for a dress, or is that too much for such a 'fine establishment'," she said as she rolled her eyes.

"Why, I-" the portly woman started, shades of red filling her large cheeks as she was stuck between embarrassment to be talked back to in front of others and anger at someone of such... interesting status not obeying her and leaving when they were clearly not wanted, "I should have known better then to expect even the barest level of decorum from someone like you, leave the establishment."

"Someone like me?" Tam said, her voice spluttered for a second before her body reacted without thought as her hand lashed out to find it's way across the portly woman's face, knocking loss the curls as her head was wrenched to the side as murmuring and surprised gasp filled the air, "Say that again," she hissed.

The large woman raised a trembling hand to her cheek where a small red imprint was already appearing, tears were in her eyes, tears of pain and anger, "You dar-"

"What is going on here?" A stern, matronly voice said. The voice had an immediate effect, workers quickly moved back and patrons averted their gaze as a tall, rail thin woman strode towards the trio. Despite the lines on her face from years, she was beautiful and had an authority that spoke to both confidence and experience. A thin azure dress fell down her sides and seemed to grip her body with every moment, despite being a thin woman, she moved with an almost alien grace that seemed to command respect and attention.

"Ma-Madam, she hit me," the portly woman said as she pointed to the red hand on her face.

The matronly woman closed the distance with the duo and took a few seconds to gaze at both, her gaze lingered on Ren for just an extra second before he spoke, "Why are you here?"

"We are here to acquire a dress for the Academy Ball," Ren said as she pulled a think pouch from her sleeve that clinked. Tam's eyes bulged when she saw the large purse, Trystan had given her that!? For a dress?

The woman gazed at them for a moment longer before she spoke, "Patricia, go home."

"But Madam-" the portly woman started, her gaze went around the room as if to seek support, but the patrons just stared back at her, some giggled behind their hands, as the other employees kept their gaze averted.

"Now, Patricia," the woman repeated.

"Yes, Madam," Patricia said as she reached up to weakly fix a loose curl as she walked out of the store.

Tam opened her mouth to say.. something, she wasn't really sure what, but her voice stopped when the woman's long, thin fingers snapped around her jaw. She forced Tam's head back as her blue eyes narrowed as she took in her features, "Pretty. A bit thin," she said as she let her gaze fall down Tam's body, "Beautiful eyes, a nice complexion, like a brave ferret. Shame you cut your hair so short, if you let it grow out and braid it, could be quite lovely."

"Hey-" Tam protested but the woman didn't seem to care as she let go of her chin and grabbed her hands, a frown settling across her lips as she took stock of their condition, the short dirty nails, the ink stained skin, she clicked her tongue before finally she let go.

"I am Madam Lilian and this is my humble store, you have..." she paused as she waved a thin hand in the air as if to conjure the word, "Promise. Pretty, but petite, what you lack in curves you make up for in spirit. Yes, very well, come with me," she said as she snapped her hand and went back the way they came.

Tam and Ren shared a look before they followed the strange woman deeper into the store.

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The Academy

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Trystan blew on his hands and rubbed them together to get some warmth as the evening chill sank in. The closed doors behind him buzzed with sound as the lull of conversation drifted out along with the soft music that was playing. The steps outside were all but empty save for a few stragglers that stayed behind to talk a bit in the quiet before they entered. Trystan stopped rubbing his hands together for a moment to pick at his clothing. The double jack and tails felt.. odd and the less that was said about the vest that hugged his chest a bit too snugly the better. He felt like he was wearing some kind of costume and he hated it, he felt like a big fool. For the thousandth time that night, he wished the academy hadn't been so determined to go with 'formal', it was their last night as students, the least they could do was let them do what they wished, but whenever Trystan brought that up, they'd start talking about tradition and expectations and how they were 'Masters' now and certain things were expected. He could handle it, it was soon to be one of his last nights at the academy, soon he would be going off to see the New World, to explore, to see the people of Rahzen, to find wonders never imagined, his heart skipped a beat in his chest as his head swam with the possibilities, so lost in his daze, he was even able to forget how awful the pants itched his legs. His thoughts were interrupted as a carriage rolled up to the stairs, that, in itself, was not unusual as a near unending line of carriages had been pulling out to the front door, but something about it called to him.

His forest green eyes watched as the familiar figure of Ren stepped out of the carriage, wrapped from head to toe in her obscuring clothes and hood and she held out her hand to the door as from the darkness came Tamif. Trystan breath hitched in his throat as he took her in, she looked resplendent. The ruby dress hugged her frame and fell down her body like waves, a small gem stud sash sat across her waist and her right shoulder was bare to the world as her left had a long sash rolled over it that draped behind her as she walked. Under the dim starlight, she seemed to almost glow as the deep red hue of the dress brought out the soft hue of her light green complexion. Her lips were a bright red and around her eyes, there was a slight dark shadow that only seemed to make her already startling emerald eyes shine all the more. As she came closer, Trystan wiped his palms on his pants as he tried to organize his thoughts, suddenly feeling way underdressed and unprepared for the night as his heart fluttered in his chest.

"H-Hey," Trystan said with a weak smile, "You-uh," he paused as he looked away for a second before his eyes shot a few sneak glances in her direction, "Look good."

"Thank you," Tam said, a soft smile drifted across her face as she reached up to brush a strand of dark hair out of her face and tucked it behind her ear, "You look good too, cutie."

"You both look wonderful," Ren said, nearly causing them both to jump as they had forgotten her presence in the moment.

"S-Shall we?" Trystan asked as he awkwardly held out his elbow to her, "We shall," Tam said as she lopped her arm through his.

Ren watched the duo ascend the stairs and enter the large doors... Her gaze fell to her hand, wrapped and bundled up in cloth, but she could still picture. The silver metal that would be glinting back at her, she closed and opened her hand. Her gaze fell down her own body, wrapped and bundled in old and worn cloth and for a moment, she wondered what it would be like. To feel it against her skin, to enter such a place and feel that anxiety. Her gaze lifted back to the doors and for a moment, she wanted. Slowly, she turned and finally tore her gaze from the entry and began the long walk down the empty, dark street.

----

Tam let out a soft breath as she took in the room, it was so.. beautiful. Marble flooring stretched out before her as tall columns rose out of the ground along the walls, but they weren't walls, they were windows overlooking some bizarre yet beautiful crags. Large holes were open on the roof that burned with a gentle glow as small petals and orbs of light seemed to flow up through the stone to disappear in their warmth, illuminating the room, "This is beautiful," Tam whispered, "Is it real?" She asked as she wasn't sure she could trust her eyes.

"Some of it," Trystan said with some level of pride as his arm where she touch felt like it was burning, his mind and body hyper focused to that point although he could not understand why, "A lot of it is illusion though, I helped set it up," He said as he flashed her a smile, but she wasn't looking at him, her gaze was still running over all the sights, the dancing couples, the stern looking elders watching the assemble from the high tables... to the long table filled with all kinds of foods, many of which she had never seen before including a large silver platter filled to the brim with small sandwiches. She eyed them for a moment, as a war was waged in her soul, before she tore her eyes away and looked up at Trystan, "You did an amazing job, hun."

"Should we go and.." Tam started as she pointed to an out clove against the wall where they could hide and wait out the party, but her words died when someone approached them. A tall, elven woman in a sapphire dress, her long blond hair was tied up above her but long strands fell to sit on her neck or rest against her pointed ears. Her skin was pale, but she seemed to almost bring with light, more beautiful and ethereal then the petals that danced around them could ever hope to be. The elven woman looked back at her with striking blue eyes that looked like they had been carved from ice, but there was a surprising warmth in their depths, "Hello, you must be Tamif, I've heard a great deal about you, even when I didn't want to," She said, a soft smile on her lips as she gave a meaningful look at Trystan as if to try and convey his gossiping nature.

"Yes, I am," Tam said, her spine stiffening, "You're the elf," she stated as her mind recalled only to vividly the school 'friend' Trystan had that would often help him study. She knew she would be beautiful because all Elves were but this... Tam felt frustration rise in her chest, a helpless anger.

"I must be," she said, an elegant eyebrow raised as if she had not expected the tone. Deciding she should not engage, the woman turned to Trystan, "So you are all set to leave us?"

"Yes! I've made arrangements already, need to take care of a few things before we leave, but I am excited," Trystan said, oblivious to the change, "I said I would explore this land, and now I finally get to."

"So you did," the woman said as she tilted her head, "Still a fool though."

"Bah, you don't mean that," Trystan said as he waved her off, "Are you going home?"

"I was, but I decided to stay a bit longer. They just built a new tower for Masters, so I think I'll stay a spell. Study some more and see what I can do here before heading back," She said as she crossed her arms before her. Her blue eyes fell to Tam who had her cheeks puffed out as she picked at her dress as if suddenly finding it ill fitting, "But I'll leave you to your date, Farewell, Trystan."

"I'll see you later," Trystan said with a large smile, "See? She isn't so bad. More bark then bite."

"Yeah," Tam murmured as she stared at the ground, lost in thought.

"Tam?" Trystan asked as he gently touched the hand over his arm.

"Yes?" She said as she looked up into his eyes.

"Wanna dance?" Trystan asked, his eyes held a strange glint that Tam was not sure she liked.

"I don't know how," Tam said as she tried to pull away but Trystan's grip was too strong, "Me neither! That's what makes it fun, come on!" He said as he all but dragged her to the dance floor."

----

Tam leaned her forehead against his chest as they swayed back and forth. Trystan had been dancing like a fool, and while it had made her laugh, after a few too many stomps on her foot, she had decided to give him a sharp elbow to the ribs to calm him down, so now they just.. swayed. His arms around her as she let herself sink into the embrace, it was nice. She closed her eyes to try and enjoy it, but the thoughts came back, they always came back. Ever seen seeing the elf, Tamif couldn't help but feel less. That she didn't belong. This place was filled with the wealthy and powerful, with wizards who could change reality with a flick of their wrist, Trystan was a wizard! And he seemed to be very wealthy... and he had such ambitions. Tam was just.. Tam. If they hadn't met, she'd still be out there, stealing to make a living, moving from abandoned building to abandoned building to find a place to sleep, doodling and writing in her notebook as her mind dreamed of things beyond her, as she prayed for change but lacked the ability to bring that about, but it had all changed in a moment... Thanks to a hole and a butt two sizes too large. If she wasn't around, Trystan would still be fine, he would still have graduated, still be going out on his adventures. He had the ability and strength to change his future, but she just... went along with it. She was afraid and she hated it.

She gripped his coat in her hands, as if the physical proof he was there would help calm the nerves, but it didn't. She shouldn't be here, surrounded by all this. This wasn't where she belonged, that Elf should be here, she suited him more. Tam was just a fool who was letting herself get carried away because someone was nice to her, swept up in a life of adventure she dreamed of having but never thought she could. It was selfish, to cling on like this, to hope for something that... That would never be hers. It was a dream, a delusion, nothing more.

"Hey, are you okay?" Trystan asked as he looked down at her, only able to see the soft black hair, her face buried in his jacket.

Tam shook her head, as tears filled her eyes, "No," she said her voice cracking, "I'm not okay, I'm going to go."

"What?" Trystan asked as she pushed herself away, the light of the petals glinted off the tear that rolled down her chin, "Why? Did something happen? Did I step on your foot again? I didn't me-"

"No, no, it's not you, I just need to go," Tam said as she gripped the side of her dress with her hands and lifted, not wanting to break down here, in front of all these people, she whirled around, the sash over her shoulder flying through the air as she strode out of the ballroom, she kept her head up high.. and then let it drop the second she was out the doors.

"Hey!" Trystan yelled, causing a few dancing couples near him to jolt in surprise, "Tam?" He asked as she disappeared into the night. Did he go after her? He should, right? But she hated to be seen like that, she hated being seen vulnerable, but why? Had he done something? What had went wrong? He ran a hand through his short hair as frustration and a sense of uncomfortable helplessness came over him.. So instead, he just stood there, on the dancefloor, looking at the large doors.

An all too familiar elven voice came from his left, only it held less acid then normal, if anything it sounded exasperated and almost defeated, "Dumbass."


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Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk

Order/Happiness
0/0

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

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

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

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

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

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

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

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

Grand Health Potion [1]
Restores 3 HP

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

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

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

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

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


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

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

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

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

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

Academy Education
6/6 - Practical Class [GRADUATION! Six turns of Practical Classes, what did I learn? Level Up Policy can now be used, woot woot]

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

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

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

Tamif Fizzlewick

Hero
HP 2
Attack 2
Offense 2
Defense 2
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)

WR3N

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

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

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

Resources
Start of TurnIncomeExpenditureRemaining
900090

Actions
Create Spell Scroll

Free Actions
Return to Withers to complete the Quest
 
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The Growth's Thirst Grows...
Every member of the Assembly could feel it, from the most impassive looking Shellbound to the most frantic of Soilings. But above all of them was the one who heard its desires most clearly, the one who recognized the beginning of its hunger years ago when it had first surfaced. Ever since then he'd guided the Assembly towards a state of rampant productivity to usher in the bloodshed that the Growth requested. It became easier to fabricate more of their kin, and their structures had improved day after day.

Even now Carcass had become unrecognizable from its initial state.

What had once been a menacing pit, massive in circumference and unfathomable in depth. Though the pit remained, the numerous growths and clumps of entrapped land had arisen, clumping together in an odd assembly of nature and fungus that covered the entirety of the pit.
Now, the small mountain was even rivalling the Spine in height.

Walking amongst the massive, hive-like caverns crisscrossing throughout Carcass was almost intuitive to the Assembly. It wasn't too much different from navigating the stalks and veins of fungus that once were suspended openly over the pit.

27631d004316b2bc5f6d5336bf08f4e7.jpgBut now, instead of the constant risk of falling, they were encased in a symbiotic construction of hardened fungus that glowed dimly to illuminate the more vast chambers.

Despite the drastic change in appearance, the Flessi within were still the same.

Herders herded, the farmers farmed, and cultivators cultivated.

Even the Soilings, though now reverent of the Magic Shroom that had been spreading the joy and prosperity in the south, were still manhandling and assaulting one another jovially on a practically hourly basis.

And once again, Irecap bent low to massage the side of a great fungal beast's head. Its growths were dim, and its flesh tired and old. It had produced many young that were now growing fat in one of the Assembly's herds, serviced the growth amicably in its time. Yet it was still flesh, too much flesh to persist like many in the Assembly did.

Which meant it was time, and Irecap held the honor of preparing it for slaughter.

As a Corpsemaker, this too fell to him. And like all other trials and tribulations a Corpsemaker had, he took to it not just with pride, but soulful dedication. So he stroked its head whilst allowing it weakly graze on a patch of soft grass prepared specifically for it. After allowing it several bites, he rose at its side and grabbed hold of his blade. Lifting it high, he prepared to bring it down when heavy footsteps led the beast to crane its head out of place.

He paused, following its gaze to the entrance to the chamber, where the massive form of the Archtect lumbered in.

"Away from his post at the bottom of the capital..." Irecap's chorus spoke in a musing tone as he tilted his head towards the Architect, watching as he leaned his heavy frame against the wall of the chamber.

He didn't speak initially, leading the fungal beast to resume consuming the grass with slow, deliberate movements. Though it was content to return to its movements, Irecap was a professional. He would not risk doing his job improperly, and so lowered the tip of his blade to the ground and slowly drove it into the mossy grass below. They sat in comfortable silence for a moment, until finally the Architect's head lifted.

"Its thirst grows stronger." he stated, with Irecap nodding.

"Unusually straightforward interpretation from our guiding hand." he turned away from his blade "Is the sating of its thirst not what the Cultivation League is being constructed for?"

92c4906f2c3482280789070b5a2ebde6--fantasy-monster-doodle-designs.jpg"Our methodical endeavors have led this thirst to become more potent in a manner." The Architect stepped away from the wall "I suppose I came to confide in another a worry, a worry that in fulfilling the Growth's request we shall endanger its recuperation immensely. I had hoped that by now one of our neighbors would've given us reason to engage in bloodsport with them, to further cement our right to conflict."

Irecap looked back to the Architect wordlessly, silently prompting him to continue.

"Blueglow's dealings with outsiders has been effective at turning their eyes away from us." He noted before shaking his head "Perhaps too effective. Considering Skullcap and Graywisp's accounts of the auctions, I had thought the beings of the other nations to be far more volatile and eager for combat than they have been."

"Our solidarity has been fairly uncompromised for some time."
Irecap agreed, finally folding his hands behind his back "We have invoked no ire so far, yet the Growth itself's demand is not enough incentive to shed blood?"

"That's not it, I merely considered cultivation far more effective without having to deal with violence outside our borders."
the Architect admitted "To condemn a sentient race to bloodshed instead of seeking to improve cultivation methods seems sloppy. But the Growth's desires are clear."

"If hesitation is what strikes you, then allow our neighbors to draw us in for you."
Irecap shrugged as he returned to his blade, "If Skullcap and Graywisp are to be believed, the hesitation is a result of the Mabinogi's disappearance."

"What?"
the Architect looked to him.

"They had been harassing many of the peoples of the other lands if the info they gleamed from the auctions is to be believed." Irecap gave numerous chuckles "It would seem we were lucky to impress them with our manner of living. But nonetheless, without them the others are still busy gauging one another. Only after the damages have faded shall conflict spread amongst our kindly neighbors. So as one of the few who not only encountered, but thrived throughout those times, should it not fall to us to seek that such carnage not occur once again?"

The Architect noticed the odd shift in Irecap's direction, watching as the Corpsemaker pulled his sword from the ground and inspected it for a bit.

"They could've threatened the Cultivation if we had not been lucky, their speed and movements tricky for a single nation to predict and prepare for." he eyed the fungal beast for a moment before carefully angling the blade over its neck "Why, many nations had to suffer their presence because of that, had to scramble at the last minute just to be prepared for them. But if they had aid and communication with one another, allies across vast distances that could keep track of such threats, surely they'd have an easier time repelling such carnage. Surely, an alliance could stifle such abject danger before it grows out of hand."

"But the Growth's thirst is what guides us, Corpsemaker."
The Architect pointed to him "How does assembling an alliance to thwart carnage do anything but deny it its feast?"

Irecap brought the sword down suddenly, decapitating the fungal beast in one clean strike and leaving its old yet plump body to sag to the ground afterwards. Irecap was quick to set his blade aside and grab the severed head of the beast by a large fungus stalk growing from its skull.

"My apologies," Irecap set the head aside before reaching down to grab one of the beast's legs "it is just that I sometimes forget the difference in our age."

"Explain, Irecap."
The Architect watched as he dragged the body away from the chamber's entrance to a massive pit in the floor.

"In time sir," he hauled the body to the edge of the pit "but know that even if this method fails the assembly of allies cannot be undervalued."

With a single push, he the body dissappeared in the pit, soon to be consumed and repurposed for the final cycle of Carcass's evolution.
Colonies
Carcass (Lvl 2 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 1 Farming Colony)
Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for long enough will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Soilings train two for each train action
Total Growth Tiles: 7
Quest 2: Kill 6 Enemies (0/6)

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

Movement
(N/A)

Actions
1. Upgrade Carcass to Level 3 (6/6)
2. Advancement- Better Soiling Cultivation(Lvl 2) (1/2)
3. Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment

Free Actions
(N/A)

Resource Transactions
Balance: 428 REC
+Income:
(Carcass: 40) +(Growth's Boon 25%) =50 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 40) + Growth's Boon 25% = 50 REC

-Expense:
-Upgrade Carcass to Level 3 (90/90) 30 REC
-Lvl 2 Advancement (Single Focus) 60 REC
-Lvl 1 Advancement (Single Focus) 40 REC

New Balance: 435 REC
 
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Raindrops softly fall on the land, as the low rumbling of thunder echoes through the walls. A figure dressed in fine green robes wearing a black metal masks holds out a clawed metal hand to feel the rain slip through their fingers. Sitting on the roof, Orchid thought to themselves “Why did I go to that place…what drove me to do so?”

The usually upbeat fae was having somewhat of an existential crisis. Goblins married to cows in a sprawling marketplace, the likes of which has never existed for thousands of years. Strange artifacts sitting on pedestals as a goblin spoke broken common to auction them all off. What did it all mean? Enemies were on all sides, or so the dreams said.

The dove-masked men haven’t haven’t given any reports, and their progress was unusually slow. Orchid was never the type to get nervous, but it couldn’t be denied that the empire was a fraction of a fraction of what it used to be. Such dreams would have been jokes in the past. The fae had access to war machines that could have turned the land to glass, and boiled the oceans from their beds. Any enemy force that dared stand against their eminence would be met with seas of jade flame.
JadeKnight.png Now, military gear laid dormant and long forgotten in the land. The few remaining lords were reduced to giving mortal humans tastes of fae power, to serve as some kind of military. Gone were the days of sending legions of shimmering green warriors to slaughter whatever the fickle beings wanted with impunity.

Orchid sat on the roof of the grand opera house, thinking with an unusual stroke of depression. “140 piddly resources. All we fucking have anymore. We, an ancient race of fae, outbid by a bunch of mortal stock. Pathetic.” Orchid jumped off the massive roof and landed gracefully on the ground with a roll.

Orchid made their way to the small dinner party that was currently brewing in the opera house. Upbeat swing music bounced around the ancient amphitheater, as fae and mortal alike danced arm in arm. “Well if it isn’t my favorite little sword swinger” a jeering voice rang out from the crowd. Orchid groaned- the uppity fake fae was talking again. Breaking through the throng of people, clad in a flowing pink dress, walked Cadeya. Behind her were several enthralled humans- blue light emanating from their glassy eyes. A few of them held her flowing robes from touching the ground. Two flanked her holding silver platters covered with pink rocks resembling rose quartz. “Care to partake?” Never being one to say no to some howler dust, Orchid smoked an entire platter’s worth of crystals.
thrall.pngAfter the drugs finally set in, Orchid felt better. “You know what? Fuck that dumb little goblin and his ugly fucking husband. I didn’t want to sleep with either of them anyways!” Orchid said out of nowhere to Cadeya.

“Erm..is this about the little incident in the market? I don’t see what the big deal is, that little creature sounded dreadful. You should be more worried about Zestari, he was not pleased that you were gambling with what little money we have” said with a huff. The enthralled humans crushed some of the pink crystals with a mortar and pestle, and poured the dust into a pipe. Orchid snatched it up with their lightning fast reflexes, much to the annoyance of Cadeya. “Ugh, you’re hogging it all now!”

Orchid chuckled. “I deserve it, I’m the one that got rejected by a mortal for the first time in ages. It’s not a fun experience. I’m salving wounds here! Enough about my little rejection though. How goes the eternal crusade against that wretched old elk?”

Cadeya both loathed and deeply respected their ancient leader. On one hand, he was an ancient elk that was almost entirely responsible for her present state. On the other hand, he was stubborn and apathetic. His prime was long done, it was time for someone who had the Court’s best interests to step in. She knew what Orchid was trying to do- the snide swordfighter was trying to get her to say something that could be used against her later. Court politics were annoying when clods like Orchid tried stirring a pot they knew nothing about.

“Oh, I don’t know what you mean by that,” she said with feigned confusion. “I think he does a decent enough job, he’s just a little stubborn. Let’s finish off this howler dust.”




FaeActions.png


Initial Points of Interest

  • Random Access Memory: Granted free level 1 advancement. Call it "CycleSaver+." It upgrades the "Cycle Saver" policy by increasing the resource gain to 10%.
Paid Actions

  • Spend 3 actions and 50 resources on building another farming settlement. Call it "Wightfield."
  • Spend additional action and 20 resources for new advancement called "Frenzied Devotion." Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. More and more people are getting enthralled and obsessed with fae technology and influence.
Current Military Standing

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

Free Actions

  • Move Army 1 to the West one hex (closer to the mountain range)
  • Move Army 2 to the East one hex (closer to land bridge)
  • Have Army 1 explore the hex that it's on
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
132(60 Roserest + 40 The Court) * 1.25 = 125-70217






 

Attachments

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Birth of Nations: Act 2: Age of Colonialism


Summer has ended and Fall has begun. No penalties are from the weather this season.

LEADER UNITS ARE UNLOCKED

The continent was becoming an interesting place, Nations and their armies continued to rise. The cost of everything from the auctions skyrocketed in value, whether or not they were worth such things.

But most of all, the most powerful warriors from each nation have finally taken to the field, for better or for worse.

Would they be able to face the dangers that were to arise soon enough? The world waits with bated breath.



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


Clan Spike Horde

It was a time of joy. A time of celebration brought forth by the Cogs. The Cogturn Holiday, they call it. A celebration of them surviving a full year far away from the lands of their birth. It was strange for Mahk to think about, but these people had left their lands in pursuit of a better one, one where they were able to be themselves and where they would not be persecuted for being different than others of their lands. He could understand wanting to leave a place where you are not wanted.

But together they have overcome to darkness that tried to snuff them all out in this land. They ended this fight against the clan of Pwca and now their bodies lay cultivating the fields that support the soon to be booming population of young orcs, ready and eager to take the place of their fallen elders.

But he was no longer one to scoff at the things ahead, the changes brought forth by the Cogs. They brought with them new ideas and new technology, things that Grizzakis had wanted for Clan Spike Horde. A better future for those to come.

He raised a glass of Thick Frothy Grog and toasted to the people out at the celebration before downing the mug in one motion. He’d be out there soon enough. But first, he had to look over these plans.


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

6 Orc Warriors , 3 Orc Catapult, 3 Dire Boar Rider


—-----------------------

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

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

The current ones up for bid are:


Sword of a Thousand Truths

A weapon whose very name strikes fear into all who hear it.

Titan

An extremely large metal container with TITAN written on it.

Attire of the Laughing God

A strange, brightly colored costume.


Month 1, Turn 13, Year 1291

nYtn1wC_6U7SC-LXCc5GSYdeXRPtKWVzYBas1mGLdMjmYpiDYdg3QyO0ELl3449yG4F7e-Ifx5590P_cO6HGZdqKlbT5k2eEvxIYIuVQofx8q0BJ8dMVdwMdK1DklhgTy0QRNoBp


The Gobbos

-Upgrade Capital to Level 3 - 12 units on Capital = 3 less actions required from Get Stuck In!!!. Use 3
actions to complete.
-Advancement: Research Book - Research book found in the Cathedral- Against units of THE SONG, gain 0/+1

Explore Capital: They come across an abandoned mushroom field at the edge of the capital lands. Many of them are overgrown and some seem to be pulsating. An outside force seems to beckon them further and a voice could be heard in their minds.

“Come closer to find me, my children. I wish to see you in all your glory.”

(Continued in Exploration Chat)

Rahzen

Care for Spirit Seed (1/3)
"Get me a blasted farmer, I don't know how to take care of a seed!"
- Bos Moon, Leader of the Moon Tribe

Research Advancement: Sharkyards- Can now train Aquilosh Warriors
"You want me to figure out how to build what?!"
-Vulpes Claw, Leader of the Claw Tribe

Recruit Unit: Lesser Earth Elemental x 2 at Talon's Watch

Explore Open Waters: Underneath the waters lies a sunken castle, its ancient battlements partially crumbled from the underwater waves and normal erosion of time. (Continued in Exploration Chat)

Coghaven

1. Advancement Lvl1 (15): Cogturn Holiday
+1 Happiness in Coghaven as the workers enjoys various new year celebrations more so that they ahve survived
Coghaven has endured a year of challengs to its survival and forged powerful alliance. As the first year end approaches since exile, the Overseer and Council of Ministers in cooperation with the Cogpriests had begun preparations for their New Year celebrations. They admittedly hope to make use of the new influx of seafood as well to show their citizen things are getting better and that the Great Cog Provides.

2. Build 2 Fishing Vessels in Forgeheart (40)
Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.

3. Build 2 Fishing Vessels in Forgeheart (40)
Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.

EVENT: A figure in black robes approaches the Main Gate (Continued in Adventure Chat)


The Children of Mekhane

1. Begin and complete advancement - advance "Atmospheric Conditioning Augmentations" to level 2 -> "All-Terrain Ruggedization Enhancements": In addition to ignoring climate penalties, all units now ignore these penalties and difficult terrain penalties. (1 Action, 20 Resources)

2. Begin and complete advancement - level 1 advancement "Industrialized Training and Augmentation Facilities": When an action is used to train a unit, a second unit of the same type may be trained using the same action, if the additional cost for this unit is paid. (I.e. an action taken to train 1 unit of Mekhanite Skirmishers for 30 resources, the same action could instead be used to train 2 of these units for 60 resources). (1 Action, 10 Resources)

3. Upgrade Amoni-Ram to level 4, 1 Action, 90 resources.

Explore: (Double checking location)

Straed Collective

Research Advancement: Advanced Knowledge begets Advanced Knowledge(Tier 2 of Knowledge Begets Knowledge)- Every 2 Level 2 advancements, gain an additional advancement on a roll of a 9+

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

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

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

Explore- Visible underneath the waves lies a large smooth Orb about the size of a city. (Continued in Exploration Chat)

Yamabuki

Train Non-Combatant Navvie Engineer (20 resources)
Upgrade Capital Settlement Huang He (180 resources) with Standing Army (1/7)
Build Building Longmen Journey Shrine (9 resources)

Trystan Galvingar

Create Spell Scroll

Adventure: Withers Encampment can be found easily enough with the previous directions given. The cave at first seems damp and covered in algae, but it isn’t long before they realize that they have the feeling that they have been watched the entire. Withers is sitting near a campfire, writing in a large book. He seems completely focused on this task, almost as though his very essence and existence was dependent on it. (Continued in Adventure Chat)

Level Up: Trystan gains a new ability- THE BENEFITS OF EDUCATION: When in Battle, may target any enemy that he wishes unless an enemy ability causes redirection or blocking

The Flessi Assembly

1. Upgrade Carcass to Level 3 (6/6)
2. Advancement- Better Soiling Cultivation(Lvl 2) (1/2)
3. Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain

The Synthetic Fae Court
  • Spend 3 actions and 50 resources on building another farming settlement. Call it "Wightfield."​
  • Spend additional action and 20 resources for new advancement called "Frenzied Devotion." Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. More and more people are getting enthralled and obsessed with fae technology and influence.​
Explore: A large cave beckons ahead. A foul smell erupts from it, but there is something almost alluring about it. (Continued in Exploration Chat)

Questline Lord S’Yul T’Rment
Quest 1: Donate 50 Resources

“In order to begin rebuilding the Army of the Dead, my Lord requires additional resources now that he has been freed from his imprisonment. “ -Lieutenant Gulden

Synthetic Fae Court Main Questline
Quest 1: Own a total of 10 units

“In order to gain access to more power, we need more troops to search for it. Get on that.” -High Party goer.


The Fafrium Empire

Penumbra

The Academy


Mercenary Hut


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

Turn 13, Fall



"The War of Heart and Mind" - Mekhanite Holy Text

CHAPTER 1: HER VOICE RAISES

1. In the time before our Bronze City, the people of this land were scattered across the cruel jungle; hidden from HER light by its suffocating canopy and gripped by shackling-vine. They lived short and brutish lives, dominated by pain, hunger, and pestilence. Their minds were ruled not by logic, but by animalistic urge and fear. In HER absence, all had been subjugated, made servants to THE FLESH.

2. When the Shepherd Bumaro was remade, made clean, HER LIVING VOICE alone stood as a beacon against the darkness that had swept across the land and ensnared its inhabitants in HER absence. They alone could return reason to the world, and SHE tasked HER VOICE with driving back THE FLESH and freeing HER children.

3. This they did, traveling between tribes, sharing HER word, and spreading HER gifts. Through the divine wonders revealed to them, the ails of the body were laid to rest. The lame were made to walk, the blind were made to see, the sickly made strong and the old made young.

4. They taught the savages how to use the gifts of the mind. To meditate and use reason and logic, to act rationally and resist the primal urges of THE FLESH within. Thus began The Standardization of Thought.

5. In time, many savages came to kneel before HER LIVING VOICE, casting aside their primitive spirits and gods- realizing them as but aspects of THE FLESH and banishing IT in favor of the purity of the mind. With eagerness, they stripped away their forms of tainted flesh, replacing limb with holy metal. Thus began the Rites of Ascension.

6. Those recent converts, their minds, and souls filled with a burgeoning faith begged to gaze upon HER heart, and were made to do so, and those that did; wept.

7. Many wandering and barbaric tribes were turned into burgeoning villages and towns, where the warrior and shaman fell to the wayside and in their place rose the inventor, the scholar and the philosopher. For the first time in millennia, civilization returned to the land.

8. But not all welcomed HER gifts, not all were willing to see how they were but meat-filled puppets of THE FLESH, their strings pulled by cruel hands and lives filled with irrational suffering. Not all were willing to lay aside the demons they worshipped, unable or unwilling to see that they were but aspects of THE FLESH.

9. In every village there were those that were skeptical of HER word, even entire villages that threatened violence against the Shepherd. They feared HER word, for THE FLESH was all they knew.

10. With these the Shepherd showed great restraint and patience. The lone dissenter in the village of recent converts was protected from the wrath of zealots by the Shepherd, whose divine logic with utmost certainty eroded away the resistance of the heathen. Many were in time convinced, made to realize the failings of their flesh and the purity of the divine machine. Those who yet remained steadfast in their heathen allegiance were cast out into the wilds which they worshipped; but were otherwise unmolested. For many would return in time and beg the forgiveness of the Shepherd, which would be received.

11. Even the resistant village, led by elders whose enfeebled minds could consider no alternative to THE FLESH slowly came one by one under HER fold, their pillars of resistance succumbed to the weakness inherent within. To these villages The Shepherd would provide food and water in times of famine and drought, showing that SHE could provide what THE FLESH denied them. When sickness visited their villages and their heathen rituals could offer no aid, The Shepherd brought cure. Most were made to realize HER glory, and most came under HER fold. Those that did not, in time crumbled, as pestilence and barbarity took their due.

12. And so HER faith spread, and HER vision returned to the world, villages turning to towns and then to cities.

13. But not all would be well, for even as SHE was strengthened and rebuilt, so too did THE FLESH weave its sinew strings and move its puppets to tear down all that SHE had made.
16. The heathen trembled with rage, his composure failing him as his error in thought was laid bare by The Shepherd. “This world is her creation and we are but her guests! What right do you have to tear it all down! You want to destroy her world and all her creations. And you call her the demon?” Spittle flew from his face as the heathen began to fall into madness.

CHAPTER 2: AND THE HEATHEN HOWLS IN RESPONSE

1. The Shepherd Bumaro traveled far and wide from HER HEART, often not returning to it for rest for fortnites or more as They worked to spread HER blessing. At this time, HER HEART was yet unmolested, unpunctured. it had not yet been made to bleed.

2. It was during one of these times, when The Shepherd was far from HER, that They visited the village of Trijn to spread upon it HER gifts.

3. The primitive people within worshipped the FLESH-spirits of ancestor and nature that had become common during the time of HER passing, and suffered much the ails of THE FLESH so that when the Sherpherd Bumaro offered onto them HER gifts most were quickly made to cast down their heathen effigies and embrace HER teachings.

4. All but one of the villagers embraced reason. Alone, against all logical thought and in defiance to HER stood a young man of the village.

5. He was called Lughan, and he alone questioned The Shepherd, asking “Who are we l to change the natural order of things? What gives us the right to tamper with the designs of the great Mother?”

6. To this the Shepherd asked “If one were to fashion a tool crucial in use to obtain ones needs and give it as a gift to another, but in their design had made such a fatal error that the tool could not function, would it not be permissible, even good that the bearer of the tool fix the flawed design, even if they were not it’s maker?”

7. The heathen spat, saying “But this must presuppose that there lay an error in the form of the tool. Let us say that the tool was made so that in time it would come to a natural end of its use, and this tool given as a gift to the bearer. What right would the bearer have to change its form? How could one do so without disrespect to the toolmaker?”

8. The Shepherd, in Their patience, offered “If this tool needed be used to continue ones life, and no other tool could be made to replace its failing, would it not therefore be right, even if seen as a disrespect, to fix the form of the tool? Does one not have a right to continue their own life?”

9. The heathen, in his stubborn ignorance shook his head. “It is not right that one would extend the life of the tool beyond its natural intention, as the part of nature used to construct it must be in time returned to the toolmaker, so that she can make a tool anew to give as a gift to the next. To make the tool last indefinitely is to steal its materials not only from the tool maker, but from he would receive it next.”

10. He raved further, shouting “This is what your sin; you disrespect the forms the Mother has given you and selfishly prolong your lives, stealing from the Mother and her earth in the process, so that you can defile her with cursed machine. Can you not see how you wound her?”

11. The Shepherd was almost taken about by the Heathen vitriol filled ramblings. They had met and dealt with many who refused the blessing of HER and clung to the abuse of THE FLESH, but none of zealous and articulate as the heathen Lughan.

12. “You refer to a mother, though I can assure you most confidently that any demon of FLESH whom you believe to be a mother of man must be anything but. For what mother seals the fate of their child to that of a slow decay and a life of suffering? What mother would rave at their child improving upon her gifts, and what mother would demand the return of that which she has freely given to breath life upon you? Why, even if truly a mother in the sense that we are from her womb, would you continue to follow her word as such?”

13. The Heathens face began to turn the deepest shades of red, and retorted saying; “You slander the Mother with a causal tongue. She is no mortal mother, though we are her children. We exist only through her grace and kindness. We owe all to her and thus must return it to her earth. She has given us pain yes, but also great pleasure. Can you not see the beauty in the world that she has made?”

14.The Shepherd once more shook his head, saying; “I see none, for there is none to see. It is a world in which man is born, grows old and sick, and then dies, with only the empty pleasures of THE FLESH to fill the gap. There is no true pleasure to be found in your “Mothers” creation.”

15. “And what should we owe here, and why? Our lives, simply because she birthed us and this world? This on its face may seem to be the logical order of the world, but consider that we did not ask, had no choice in the matter. If one were to thrust a tool into my hand and then demand payment, should it be owed?”

16. The heathen trembled with rage, his composure failing him as his error in thought was laid bare by The Shepherd. “This world is her creation and we are but her guests! What right do you have to tear it all down! You want to destroy her world and all her creations. And you call her the demon?” Spittle flew from his face as the heathen began to fall into madness.

17. The Shepherd, knowing he had won, smiled, saying “That right which is given to us by rational thought, that which Mekhane has gifted to us and yet asks nothing in return save to use it well, unlike your “mother”. What is valued by all, even lowest of beast, even by those who refuse to acknowledge, is well-being, a life well lived. This is the only good, one which your mother makes impossible, offering only carnal pleasure and taking far more than her due. It is thus our right we tear down her oppressive order and rise up the blessed machine.”

18. And with this the Heathen let out a pained howl and charged The Shepherd, banging fist against pure steel, until he was restrained by his village. He spat and cursed Mekhane and her Shepherd. He was cast out from the village, into the exile of his mothers embrace.

19. And so the Shepherd was pleased, for he had exposed to the village the error in the thought of the heathen, and they were all the more zealous for it.




Actions:

1. Upgrade Amoni-Ram to level 4, 3 Actions.

2. Army 4, First Purity Legion, "Her Purifying Flames", moves N and Explores

3. TINA moves back to Army 2, First Expeditionary Legion, "Her Hopeful Wanderers".


Economy:

At Turn StartIncomeExpensesRemainder
161100116


Nation Summary

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

TINAHeroHP 2 Attack 2 Offense 2 Defense 2Guide: Used in Adventures, allows a single reroll per adventure Guardian: In battle, will take a killing blow for another unitArmy 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad

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

Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100.
Mobile Strip Miners1Unlocks Earth Breakers Civilian Unit
Advanced Resource Extraction and Purification Machinery220% increase in resources production.
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties
industrialised Training and Augmentation Facilities1When an action is used to train a unit, a second unit of the same type may be trained using the same action, if the additional cost for this unit is paid.


1 trade route: Goblins

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

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

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

Name: Her Right Hands, Mekhanite Legionaries

Type: Troop
Tier: 2
M: 1
HP: 1
Attacks: 1
Off: 0
Def: 1
"Zealots Resolve" - 0/+2 when defending a settlement
"Strength And Certainty of Steel" - 8+ Save and +0/+1 on legionnaires

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

Name: Her Chosen Wrath, Mekhanite Psions
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1
Def: 1
"Shield of Faith" Gives another unit 0/+1
Earth-Breakers
Civilian unit
Material Gain, Land Lost: If this unit is on a tile for 3 turns, it destroys the tile by harvesting all its resources, turning it into a barren wasteland. This gives the owner 50 Resources
Ignore Difficult Terrain
 
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Great Cog.gif
Coghaven




Fireworks crackled in the sky over Forgeheart as the various sections of the developing city were celebrating. Not a single factory or workshop worked tonight for it was Cogturn and they had survived a year so far in this remarkable land. There would be easily a week of celebrating and drinking as the workers stepped away from their tasks to show thanks for this fortune and to honor the edicts of the Great Cog. No machine could work forever and that applied to workers themselves. The city had labored desperate for a year but finally they could fully show their faith beyond the hard toil of labor and war.

Overseer Thorpe watched from his balcony alone, lost in though as the Council of Ministers were scattered about the city celebrating with their staff, family and friends. It left him time to just contemplate the future of his people as the world continued to present new discoveries and curiosities to them. He felt a slight twinge of dread as he knew more ships would arrive sooner or later with more exiles from Greater Titania. That had been the treaty, that Coghaven would become the port of exile for all undesirables from the empire. He didn't mind since he imagined even hardened criminals wouldn't balk at a new life with people who would embrace them as kin. Fellow exiles all just trying to survive and build a better life.

It was just as well they had a reliable stream of new citizens. There was always more work and the people of Coghaven seemed to take pride in making outsiders feel like their were part of it all. Already a number of orcs had moved into Forgeheart to learn and/or fight as part of their own military. They were welcome instantly and were being integrated, taught terms and methods for the various tasks they took up. The Great Cog was not an isolating deity, instead encouraging discourse and new ways of thinking. Outsider and newcomers were simply that potential for another viewpoint. Feeling a slight twinge from within, Runcible put his hand on his chestplate, where a mechanical heart of divine artifice churned, keeping him alive.

"I don't know what you intent for me is... but so long as it helps these people, you have no protest from me," Runcible said as if addressing the Great Cog itself. "I'm still scared of what is to come for me, but I will face whatever may come for their sake. You have been here with us through it all, so I will trust I am not insane for now. I will follow your guidance and see what I can do for Coghaven, for our people."

There was no direct response as the Great Cog rarely wasted time on words. There was simply a strange feeling of acknowledgement and approval. The feeling of a promise that Coghaven would not be forsaken as it had continued to remains firmly faithful to their curious, industrious deity.​


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

Failsafe Advancements
Fury of the Great Cog (Lvl 1) - The Attacking Tribe is trapped in the space with Forgeheart. Forgeheart then Attacks and Self Destructs to attempt to destroy the Tribe and its forces.
Soul Engine (Lvl 1) - Slaughtering or Sacrificing Forgeheart citizens fuels and amplifies the power of Fury of the Great Cog ten fold as their very souls feed the divine working.

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


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

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

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

Settlements
Forgeheart
Capital Level 2

Clockwork Fishery (Lvl1) - Can recruit fishing vessels. Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.
May only have 4x where X is capital Level.
Modular Walls (Lvl 1) - 0/+1 to settlement defense bonus
Scientific Institute (Lvl 1) - Roboticist Training and Research
Cog Alliance Monument (Lvl 1) - Trade between all alliance members improves by +10.
CORA HOME DEFENSE SQUADRON (Lvl 1): CORA now is able to provide defense troops to the Capital of CogHaven.
These consist of 2 Defensive Robots. If they are destroyed, they will be rebuilt in 4 turns.

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

Finley Station
Floating Base Specialized Military Settlement Level 1

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

The Anvil
Industrial Settlement Lvl 1

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

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

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

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

First Fleet
2 Ships

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

Order/Happiness
1/2

Population
13/40

Resources
Start of TurnIncomeCurrentExpenditureRemaining
112110 + 25 Trade24717572
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of TurnIncomeCurrentExpenditureRemaining
27330030




Actions
1. Advancement Lvl1 (15): Clockwork Mine
+10 Resource production in Forgeheart
Coghaven is continuing to develop its heartland and gather more materials for plans to further their expansion. This mining complex contains an entirely clockwork workforce employing the living mainly as supervisors, engineers and maintenance. This leaves the more dangerous work to the clockwork laborers while the mine itself has been designed for future improvement and adjustment like most Coghaven structures.

2. Build 2 Fishing Vessels in Forgeheart (40)
Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.

3. Build 2 Fishing Vessels in Forgeheart (40)
Non combatant units that generate 5 resources a turn.
Can be recruited two for one at the cost of an elite unit, although recruited in one turn.

Free Action
-FInley Station produces a Submarine (80)
-Clockwork Legion 2 will move to Forgeheart
-Clockwork Legion 1 will move to The Anvil


 
Yamabuki

Settlements

Huang He (Capital Level 3)
Standing Army
1 Samurai
1 Monk
2 Wyrms
1 Boat
1 Fire Crow
Dragons Gate


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


Xùnsù De (Military Level 1)
Standing Army
1 Samurai
Twin Pixies


Héchuáng (Farming Level 1)
Standing Army
4 Wyrms
3 Bejeweled Crabs
Abraxas
1 Skeleton
Broken Jaw Butler
1 Monk
Dragons Gate
1 Boat
Nerida



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


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


Bagua Arts

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

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

Roll: 2
Reroll: 7

Total Troops

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

Order/Happiness
1/2

Population
17/50

Spirit Tokens
1

Orders
Paid Actions:

Train Non-Combatant Navvie Engineer (20 resources)
-
Build Advancement Shūmei* (9 resources)

*Shūmei: Allows the production of unit(s);
Ningyoburi
Troop
Hp 1
Attack 1
Offense 0
Defense 0
Mie: At the start of battle roll a d10. On a 9+ unit receives +1/+1. For every other friendly troop unit in battle, +1 to the roll to a max of +4.



Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free) (x3)
Move Unit Wyrm to Tower of Trials (Roll 3)
Canalwork (3/3) Complete)


Resources


Start: 254
Income: 184
Expenditure: 49

End: 382




"SHIBARAKU!!!"

From behind the canopy of trees, leapt an impressive figure clad in scarlet and white, his hair like a tremendous tongue of fire as he whipped around to face the arrogant aristocrat. A sharp scowl covered his ghostly white face as he stared down his opponent, the red lines of his war paint accentuating his fury. Out of nowhere and as if taking by a great and almighty wind, the aristocrat was knocked off his feet and hurled away, as the mighty warrior struck a powerful pose, the superhuman strength behind his eyes made jaw-droppingly apparent.

"And, Scene!!"

A man with a fine moustache approached the stage, clapping his hands as he navigated the walkway.


"Fine work, everyone! Fine work! The Red Mother will be exceptionally pleased with all of you!"

All the actors clapped their hands, applauding each other and celebrating another job well done. This was to be their last rehearsal before they would finally unveil the latest iteration of the famous play Sendenbaraku before the audiences of Xusun De.

Pushing himself up off the ground, Hisoka groggily got to his feet. "Here let me help you"

"Thanks Aigou." said Hisoka, letting his completely black clad buddy dust off his brilliant blue costume "You'd think I'd be used to that by now.."

He reached towards his pale face "How's my kumadori? It's not smudged again is it?"

"Seems fine to me. Good job you rolled with the blow this time, otherwise it might have been a different story" teased Aigou, obviously smiling from behind his mask.

"Yeah, Kamakura is something else this time..."

"You should of known what you were getting into, Hisoka. We've been part of this troupe for years now, so it shouldn't come as such a surprise how strong are lead is. You just proved that, yourself"

Aigou teased Hisoka once again, though one look at his friend quickly stopped him keeping on. "You ok?" Aigou asked, pulling off his skin-tight mask, his short brown hair now sitting mussed up on his head.

"Doesn't this play seem a bit off to you.." questioned Hisoka, the blue lines of his kumadori serving to enhance the solemn look on his face

"What do you mean...?" quizzed Aigou

"Well, all these changes the Red Mother's implemented as of late to the show..." Hisoka hesitated a moment, taking a deep breath "Normally they have someone older play the role of the evil aristocrat but this time they've chosen someone younger.."

"Isn't that a good thing? Gives you a chance in the spotlight doesn't it?" interjected Aigou

Hisoka continued on despite his friends comment ".. and normally the role is dressed in black, not blue..."

Hisoka looked at his uncomprehending friend "And the final scene, where the aristocrat is killed where he normally repents..."

"A bit of added flair. The Red Mother probably thinks audiences find that a bit dull"

"But to be hung and beheaded..."

Aigou grimaced slightly "Yeah, that is a bit dark..."

"Doesn't this whole thing strike you as just a little too close to home? You know, with the recent discontent with the Prince.."

Aigou quickly blew his friend off, waving his hand dismissively. "Your thinking way too much into it, Hisoka. Jidaimono are historical plays, set centuries in the past and all these little changes are probably just gonna make the whole performance better. Definitely for you, 'evil aristocrat'"

Hisoka smiled slightly at Aigou's words, as his friend put his arm around his shoulder "You probably nit-picking because your all worried about doing this live in public for the first time." Aigou grinned, cheerily, his smile infectious, causing Hisoka to smile alongside him

"Come on, I'll treat you to a late lunch.." said Aigou, leading his friend away.


[/font]
 
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The New Cultivation begins with a speech...
92c4906f2c3482280789070b5a2ebde6--fantasy-monster-doodle-designs.jpgCarcass had finished its transformation completely.

What had once been a giant hole in the ground was now a mountain whose peak could be seen for miles. From the dozens of holes which dotted this massive mass of fungus and dirt the glow of the Assembly's work was apparent. The run off from the lower tunnels led to a partial moat of sickly purple ooze forming around the base, which led numerous fungal creatures to drink deeply throughout the day.

Within Carcass, the largest of chambers housed another one of those great pools, where cultivated bowls of hardened fungus were lowered in to be filled with the cultivated essence. An organic factory that would only continue to flourish, but Irecap strode through without giving their improved capital a second glance. He was to bear witness to a far more important occurrence, and the evolution of their cultivation was not surprising.

On the western side of Carcass, where the mountain faced away from the Spine in the distance, a large number of Flessi had been assembled just beyond the wobbly moat of cultivated fluids at the base of their capital. Many of their legs still dripped from passing through the moat, but they were all facing the single creature that still remained inside.

Irecap was on the other side, having emerged from the tunnels of Carcass he could only see the back of the Architect as he dragged his large fingers though the sloppy mush in the moat.

"You are cultivators... you are warriors of the Growth." his chorus rumbled before his stalks lit up "But from today onwards you shall not travel under these titles, for the Assembly has enjoyed our solitude for too long. If the Growth's will is to be fulfilled, knowledge of what has happened to the neighboring lands is required, so the Expedition Leagues most go forward to collect such knowledge."

He raised a large hand and let the pink ooze slip between his fingers and into the churning moat below, "You know what to seek, what to ask, and what to note, accompany your Head and see to it that they are fed all that you discover. Remember, this journey doesn't end until you link up with the other Expedition Leagues."


With that, he raised a finger and pointed west. There was no grand order, no screech of empowerment or call to arms.

That single gesture was all it took for the Expedition League to turn and begin their trek westward.

All across the Assembly's lands, similar scenes were unfolding.

In the south, the glow of the Magic shroom cast the southern Expedition league in an ominous blue glow as they departed from the Bowles and set southward towards the sea.

In the Spine, many Flessi of the Eastern Expedition League had to endure the emotional goodbyes of numerous Soilings who hugged and hollered in reluctant cheer as they sent their favorite training partners into the vast unknown of the east.

The Expeditions were but the first move of the Cultivation League, and it would be far from the last.



Colonies
Carcass (Lvl 3 Capital Colony)
The Spine (Lvl 2 Standard Colony)
The Bowels (Lvl 1 Farming Colony)

Policies and Advancements
Cultivate & Spread- Any tile the Assembly leaves units on for long enough will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 1)- Soilings train two for each train action
Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Total Growth Tiles: 7
Quest 2: Kill 6 Enemies (0/6)

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

Movement
1 Flessi Splits from Carcass Garrison and forms Expedition League 1, Expedition League 1 Moves west one tile and northwest one tile.
1 Flessi splits from the Bowels Garrison and forms Expedition League 2, Expedition League 2 moves south two tiles.
1 Flessi splits from the Spine Garrison and forms Expedition League 3, Expedition League 3 moves northeast two tiles.

Actions
1. Lvl 1 Advancement- Settlement Defenses
2. Advancement- Better Soiling Cultivation (Lvl 2) (2/2)
3. Lvl 1 Advancement- Better Farming Techniques

Free Actions
(N/A)

Resource Transactions
Balance: 435 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 40) + Growth's Boon 25% = 50 REC

-Expense:

-Lvl 1 Advancement (Single Focus) 40 REC
-Lvl 1 Advancement (Single Focus) 40 REC

New Balance: 517 REC
 



Council Chamber's, Requan Sunset's Office

"How are you faring after the demanding summit call Vigo? I know that it took far more magic than you let on," Requan Sunset passed the man a glass of water across his desk as he asked the question.

"I am doing well Council Head, I should be recovered in time to teach my class of shamans later today," the old man gladly took the glass and took a long pull from it, sweating slightly as he felt his mana roil beneath his skin. "Speaking of the shaman class, many of them are progressing quite rapidly and should soon be ready to begin their training as war shamans to replace those that were lost in the exploration of the ship graveyard."

"Good, what of Callarhan? You said that he felt odd during the last check in of him and his forces, have you discovered what occurred to him to cause that?"

"Aye, the spirits have awoken the power within him and unleashed his potential in a shocking way. He is now easily the single strongest individual in the nation and most likely one of the strongest across all of them, most likely matched only by similarly chosen forces," the shaman's excitement is palpable, an excitement in his eyes that would shock many who had never seen it before.

"He is going to be insufferable when next we meet, I just know it," Requan sighed before beginning to chuckle. "Of course, I can always say that it took him being chosen by the very spirits themselves to finally beat me in single combat, I suppose that will keep him humble enough. Head to your class Vigo, they have greater need of you know that I."

"By your leave Council Head," Vigo stands and bows before he leaves, leaning heavily on his staff.

"Recovered in time for his class he says, barely able to walk and thinking he still has the power to ensure that his students don't burn down the capital!" the voice of the newly re-christened Tasuma Claw causes Requan to look to the door as the Vulpine slinks in, taking the recently vacated seat.

"Tasuma, right on time. Your report on the actions of our 'diplomats'?" the Taur-Ahe ignored the casual reveal of the eavesdropping with the ease of one long accustomed to it.

"Corvan will make it to the bunker soon, Veltin, Roran, and Ralen are all still trying to steal more tech from the others, and Veren and Erdan have around five and two months till they reach their destinations. That reminds me boss, why did ya have me doing those tests with the robot thing that the Straed left us?" the black market dealer pays half attention, more focused on looking for unsecured valuables on the desk.

"Why, I had to see if it could be affected by magical backlash of course, wouldn't want the council to be hit by it. It proved its worth well getting the fifteen signatures that we needed wrote down and that's all you need to know Tasuma," the Rising Sun leaned forward, towering over the Vulpine with a glare. "Is that clear?"

"Aye boss, crystal clear. I uh, need to go and get a few more of my foxes trained! Yea, totally not running from the pissed Bull!" the terrified fox runs from the room, though not before sneaking a small gold statue off the desk.

Requan snorts before taking an identical statue out of a drawer and replacing it, looking down at the 'magically binding' contract that he had had Vigo draft with a smirk on his face. His council would not be held to their word without this young mage proving himself and his companions to be worth the investment, not when they were offering so much.


Halls of the Shamans

"Pay attention! You all will be completing several of the smaller harvest rituals yourselves while myself, Vigo, and several of the other elder shamans will be performing the major ones, so you must ensure that you know exactly what to do so that we can properly thank the spirits for a good harvest!" Bos lectured a large group of newly inducted shaman trainees as Vigo returned to the hall, passing the class as he entered his personal office. He moves the Skull of the Seer from its place on his desk to a shelf behind it before taking a seat and sighing as he relaxxes minutely.

"Master Myrt, may I speak to you for a moment?" the human shaman from the advanced class stood in the doorway of the office, looking in with a nervous look on his face.

"Aye Roran, come and take a seat lad," the older man waves the younger in and sits up a bit straighter, attempting to hid the small moment of weakness that he had experienced. "What did you need lad?"

"I wanted to ask about the skull sir, I know the runes inscribed in it are more advanced than anything I can find in the libraries but I was able to puzzle out that the initial set is meant to summon up the soul of the original seer in order to use their powers. Would you be willing to explain the rest to me sir?" the young man leaned forward eagerly, a look of pure excitement on his face.

"I suppose so lad, the second set is what is actually used to convey the seers power to us in a way that we can understand, allowing us to understand what it is they see. What this causes are the lights that I witness and can choose from in order to contact the person or group that the seer has recognized as important. The third set provides us with the ability to darken the world around us in order to better witness these lights. The fourth set is what is actually used to initiate contact by sending my magical signature to who I wish to contact before bouncing it back to me and repeating the cycle until a true connection is established and I am projected to their location. The fifth, and final of the original set of runes, simply transmits what I would see if I was in person at the contacted locations to me and allows me to witness it as if I was there. The sixth set amplifies the fourth and allows multiple contacts to be created at once but increases the drain on my magic accordingly," Vigo quickly takes on a lecture like tone as he speaks, an honest excitement about the subject hidden within his voice. " I hope that sufficiently answers your question?"

"Yes sir Master Myrt! Thank you! "Roran practically sprints from the room, a look of pure excitement on his face as if a problem has been solved.

'Ah to be young again,' the old shaman thought with a chuckle.


Actions

Resources
Start of Turn Income Current UsageRemaining
261363624323301
GainUsage
Settlements: 60 (Capital) + 80 (Storm's Rest) + 20 (Haaster) Advancements: 10 (Bless the Harvests) + 20 (Crop Rotation) + 40 (Light Taxes) + 33 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Total: 363Troop Recruitment: 23 Auctioneer/Booky Payments: 300 Total: 323
Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 1 Farming Settlement)
Talon's Watch (Level 1 Standard Settlement)
Haaster (Level 1 Standard Settlement)

Troops
Army of the Earth (Army 1) [Talon's Watch Land]
1x Bulls
1x Foxes
1x Blizzen
2x Order Knight
2x Lesser Earth Elementals
Tal 'Ki (Hero)
Ancient Golem {Azghul} (Hero)
Callarhan (Leader)

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

Aquilosh's Shiver (Army 3) [Talon's Watch Ocean]
4x Aquilosh Warriors
Aquilosh (Hero)
Order/Happiness
1/0

Population
15/40

Paid Actions
Care for Spirit Seed (3/3)
"Get me a blasted farmer, I don't know how to take care of a seed!"
- Bos Moon, Leader of the Moon Tribe


Recruit Unit: Lesser Fire Elemental x 2 at Talon's Watch

Free Actions
March Non-Blizzen elements of Army of the Earth (Army 1) North
March Non-Blizzen units of Army 2 Northwest and merge with Army 1
March Blizzen elements of Army of the Earth to capital
Pay 300 Resources to Auctioneer
Equip XM-013 to Army 2
Receive Varghul's Plate from Auctioneer
Ferry Varghul's Plate and Black Spear with units moving from capital to Army 1
Equip Varghul's Plate and Black Spear to Callarhan Storm
Receive Leader Unit:
Warchief Callarhan Storm, Son of the Storm
Leader
HP 4
Attack 4
Offense 6
Defense 2
Storm's Descendant: Attacks always count as electric. On an unmodified hit roll of 10, roll an extra 4d10-on each 6+, lightning arcs from the initial target. Make another attack at half the leader's offense against a new target. If the initial attack kills the target, you may reroll one of the dice when making lightning rolls. Only the initial attacks may cause this effect.
Coalition of Races: Gain a stacking bonus the more different races are in the leader's army. [2 Races = +1/+1, 3 Races = +2/+2, 4 Races = +3/+3 and +1 Attack]
Spirit's Chosen: Either choose a trait from the spirits to use as own, or steal one trait from an enemy spirit type, gaining it while denying it to the spirit [Only Enemy Spirt is denied it's ability if taken

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

Quests
Spirit Seed Questline:
Use 3 Actions to tend to the Spirit Seed - Complete at end of turn​
 
[WIP, I.. kinda need to resolve my adventure first, but I do have some solid ideas for a nice thicc fluff portion depending on what happens.]

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Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk [TBD]
Elijah Tillbury the Third

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk [TBD]
Elijah Tillbury the Third

Order/Happiness
0/0

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

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

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

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

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

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

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

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

Grand Health Potion [1]
Restores 3 HP

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

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

Spell Scroll [1]
May cast an additional spell

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

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

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


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

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

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

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

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

Quest
N/A

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

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

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

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

Tamif Fizzlewick

Hero
HP 2
Attack 2
Offense 2
Defense 2
The Pen is Mightier
When in battle, if facing off against a foe that has more HP, instead of fighting, can distract the opponent on a roll of an 8+ with wordcraft and style. This prevents that unit from participating in the battle.
Adventure Partners
While on an Adventure, allows a reroll at a +2. ( Usuable once per adventure and the roller must take the second roll)

WR3N

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

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

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

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

Resources
Start of TurnIncomeExpenditureRemaining
900090

Actions
Force March South Eastx2
[For 3 moves total which should put them at Forgeheart]

Advancement: I can't carry it, but I can carry you
[Advancement to let them ignore terrain penalties if... Ren is still 'alive'?]

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

Free Actions
Move South East
Explore
 
FaeCourtBanner.png



Cyrus Ahmadi thought himself a wise man, and thought himself an agent of good fortune. Cards fell into place with games of chance, and falling objects hit just out of reach. Fate was a kind mistress, and gave all it could to those who found their way into its providence. The problem with relying on fate is that it makes you rather complacent. Why learn to do things the hard way when they always ended up working out in the end? Work was a foreign concept to the suave Cyrus, as he always happened to get money when he needed it most, just in the nick of time.

There is another problem with relying on fate as our intrepid hero always has. When you win enough times, you start to attribute your success to your own efforts, rather than luck. Cyrus was convinced that he was the smoothest talker, the most erudite scholar, and best fighter his small town had ever seen.

Every pretty nymphet spoken to happened to be coming out of a horrible relationship, and looking for any man to take her mind off broken love. A combination of poor decision making and a string of foolish women made the man sire many kin, without ever really knowing. Lies and cheap platitudes flowed like a river of shit, but it always happened to fall on the perfect ears.

One day a bet was made, and the dice didn’t fall in the right favor. Shocked, Cyrus was now indebted to a degree that would make even the rich shudder. He begged and pleaded, and was given a month to appropriate the necessary funds by any means, lest his organs make the payments.
1647153074357.png Reality set in as it always eventually does, and Cyrus was beginning to panic. Drinking alone in the woods, he blamed the gods for forsaking him. It was their fault the bet fell through. He cursed and screamed, until a passing elk turned to look at him.

One hundred men to the town walk
With them, carrying axe and saw
and slicing ripping hatred stalks
They cut trees under guise of law”


Cyrus cried out in disbelief as the elk speaks with a humming tone.

Stop the leader by any means
Plunge a blade through his heart
Or lie until you stop those thieves

With that, my reward will start
And you and luck shall never part”


“YES, I’LL DO ANYTHING!!”

Cyrus ran back to the town, reinvigorated with meaning. Either the elk was a hallucination, or it was the gods answering his plea. Time’s arrow resumed after that enchanted evening, and loggers began to infest the town like ants over the course of the next few days.

For once in his mediocre life, Cyrus had a purpose. Detective-like words held the key to finding the mark, and eventually the desperate man found the leader of the loggers in a local tavern after much inquisition.

“Hello. We might not know each other, but my name is Cyrus. I will pay you and your men ten gold pieces each if you stay in the next town over for a week.”

Laughter began to rumble from the bellies of muscular loggers.

“I’ll make it double. I just need you to leave town for a week, please.”

A strangely obnoxious scratching filled the room as the lumberjacks rubbed their beards in contemplation. “Fine. We skip town for a week, and you pay us. Makes no difference either way, and we get paid if all goes well.”

The ills of fate leaving were finally over, and a grand plan was set into motion. Thieves steal money from, but geniuses steal luck from gods. That very night, Cyrus wandered into the woods once again, crying out for the elk. “I got rid of them! I got rid of them all! Look at them leave the town!”

His mark emerged from the bushes.

So it seems the many men have left
No longer will you find fate bereft

For a fae cannot lie
As all our words aurify


His mark took the bait like a fool, and now life was back to normal. Everything was perfect for a few weeks. So perfect in fact, that Cyrus forgot to pay his debtors back. One day a note was pounded into his door that simply read:

“You have 3 days to give us what you owe.”

There was also the additional problem of the loggers coming back and beginning their proverbial crusade against nature. Cyrus owed them money too. He wandered into the woods once more at night and sheepishly begged. “Please...just give me something...”

Once more the elk emerged.

Your promise a sham
The land screams
Your actions did a forest damn
It shall be a thing of dreams


“I can fix this I can fix this, I just need more money. Where can I find more money?”

Cyrus fell to his knees and his voice began to quiver.

“I’ll go anywhere, I’ll just pay them to leave for real this time.”

To the mines you must go
In the earth a golden glow
From the earth a treasure gives
Perhaps with that, the forest lives


“You promise? You promise I’ll find money down there?”

In the earth a golden glow
It is there you must go

Remember this, I am not sly
For a fae can never lie


“YES YES!!! I will go there, I won’t let you down this time. I’ll make gold rain from the skies like manna from heaven! I promise your forest will be safe. I swear this time.”
1647153011528.png In the distance was an abandoned dwarven mine that once brought tonnes of gold from the earth. Cyrus got what provisions he could from his house, and started down the tunnel. Dust choked the air, and the torch threw dim light through the vacuous space. Cobwebs kept getting in his mouth as he walked, but he held steadfast. After about 3 hours of navigating through the mine, woefully unprepared, Cyrus thought he heard scrabbling in the walls. Probably just rats...probably just rats.

SNAP

Cyrus fell on his knees screaming. Toothed metal bars wrapped around flesh, and sank deep into bone. The trapped man put trembling hands around his his leg to stave the bleeding off. Vision began to darken, and the smoke of the torch became suffocating as more blood left his leg. He leaned against that wall, ready to die. That elk lied to him. There was no treasure down here.

“Lorg mi feòil. Feumaidh sinn a thoirt do Fangheim” echoed from the walls in a shrill voice, as a pair of small red kolbolds stalked from a cavern. They grabbed the fading man from the trap, and drug him through the tunnel. When Cyrus awoke, he was sitting in the middle of a vast trove of treasures. Gold was stacked to the ceiling of this cave, blades littered the ground, and eldritch banners draped from the cold stone walls. Atop this trove sat an imperious red lizard, covered in scars. Its eyes were turning gray, and had slimy cataracts developing.

“Hello, meal. It’s been so, agonizingly long since I’ve had food that wasn’t emaciated and disgusting. You’ve got some fat on your bones.”

Cyrus sat up. “You….the gold….that elk...he lied to me….please, let me go. I’ll do whatever you wa-”

“Begging will get you nowhere, and I doubt that elk lied. He promised me an intrepid, gold hungry fool, and that’s exactly what I got. Don’t you know? A fae has never told a lie.”




FaeActions.png


Initial Points of Interest

  • Random Access Memory: Lose an action :(
  • Donate 50 resources to Lord S'Yul T'Rment.
Paid Actions

  • Spend 2 actions upgrading Wightfield.
  • Spend 1 action and 20 resources to research advancement. "Increasing Savagery: Each "Masked Zealot" in an army grants +1/+0, to a max of +2/+0. This bonus counts for other units only. So two masked zealots in an army will only get +1/+0 each.
Current Military Standing

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

Free Actions

  • Move Army 1 to the West one hex (closer to the mountain range)
  • Move Army 2 to the East one hex (closer to land bridge)
  • Have Army 1 explore the hex that it's on
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
217(60 Roserest + 40 The Court + 200 explore + 40 Wightfield) * 1.25 = 425-50 (army) - 20 (research)572






 
Last edited:
Act II, Turn 13
Prime Ship, Freedom - Capital Settlement


TO BE ADDED(Will wait for Leader Unit)





Resources
Start of TurnIncomeExpenditureRemainingNext Turn
852535495357892

Income: [10(Fishing Ships), 40+40(Fishing Village), 60+60(Capital), 40+40(Farming Village) +20(Golden City) +20%(Advancement)] + 25%(+1 Order) + 70(Trade with Rahzen and C'Tini) = 535

Pure Magic Crystals
4

Settlements:
Prime Ship, Freedom - Capital Level 3
Fishing Village, Guardian Coast - Farming Settlement Level 1
Resource Ship 001, Bounty - Farming Settlement Level 1
Orc Military Camp - Military Settlement Level 1
Floating Pyramid, Golden City - Standard Settlement Level 1

Total Units:
Enigma Prime, Military Hero
Orc Chieftain, Military Hero
Lord Ga'Lade, Military Hero
Nickel the Stout, Military Hero
L'lthor the Guardian Golem, Military Hero
Lord Katazok, Civilian Hero
Uloh, Civilian Hero
2 Valkyrie, Legendary Unit
1 Aegis, Elite Unit
2 Orc Marauders, Elite Unit
2 Swamp Witch, Elite Unit
2 Curator, Troop Unit
9 Sentinels, Troop Unit
2 Strongman, Troop Unit
10 Garrison Protectors, Troop Unit

Deployment
Empyrean Legion, First Army
Empyrean Legion, Valkyrie Detachment
Odin Prime
Enigma Prime
2 Valkyries
3 Valkyries Combination(1 Aegis, 2 Swamp Switch, 9 Sentinels)
2 Curators

Empyrean Legion, Cloud Detachment
Ogre Chieftain
Nickel the Stout
L'lthor the Golden City Guardian
2 Ogre Marauders
1 Strongman

Prime Ship Freedom Garrison
Lord Ga'Lade
2 Protector
3 Crystal Cannon

Guardian Coast Garrison
2 Protector
1 Crystal Cannon

Resource Ship Bounty Garrison
2 Protector
1 Crystal Cannon

Orc Military Camp Garrison
2 Protector
1 Crystal Cannon

Golden City Garrison
2 Protector
1 Crystal Cannon

Order/Happiness
0|0

Population
20/50


Magna Legacy
Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 6+, kills a troop unit. On an 8+ kills 2 troops or 1 elite. On a 10, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.

Extraction Magic Research
Upgrades on the Extraction Magic used on Resource Extraction Magitech. Gives a 10% percentage bonus to resource income.

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

Surveying Magical Technology
2 Dice rerolls every exploration.

Valkyrie Development Program I
Qualitative upgrade on the Valkyrie Mech. Opens up additional and advanced options for unit combinations for an upgraded version of the Mech.

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

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

Sky Coat

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

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

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

Effects: +1 movement for settlements.

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

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

Heavy Bombardment
Effects: For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 10, the unit is hit by a magical shell from the bombardment and takes 2 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)

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

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

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

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

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

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

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

Effects: Order +1

Research Advancement: Sky Barrier
At the start of a battle, settlements can deploy a magical barrier that protects the settlement itself and its unit. Magical barrier absorbs x worth of damage before breaking. The barrier will repair automatically if it's not damaged for 3 turns otherwise y resources must be spent to repair it.

Research Advancement: Advanced Knowledge begets Advanced Knowledge(Tier 2 of Knowledge Begets Knowledge)- Every 2 Level 2 advancements, gain an additional advancement on a roll of a 9+

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

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

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

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

Enigma Prime
Flying Hero Unit
Movement 2
HP 5
Attack 7
Offense 4
Defense 3
Goliath Programming: The power of the Orb has given this unit strength. +2 HP and +1 Attack(Orb was upgraded +2 attack)
Aura of Power: Gives other Valkyrie units +1/+1
Magic Blade: +1 Damage
Magic Pearl: Enigma Prime ignores enemy saves if it lands the killing blow.

Combat Scanner(Hero Equipment)
:
Gives a +1/0 and 1 free reroll per battle on a miss

Dented Helm(Hero Equipment)
Strength: Gives a 7+ save
Weakness: If save passes, another allied unit takes the killing blow

Belt of Great Speed(Hero Equipment)
Strength: +2 attacks
Weakness: Takes an extra damage per successful enemy strike

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

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


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

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

L'lthor the Guardian Golem
Hero Unit(Modified Flying)
HP 4
Movement 2
Attack 2
Offense 5
Defense 1
Thick Stone: +2 HP
Guardian of the Tomb: When fighting in defense of the pyramid, Gains 0/+2

Nickel the Stout
Hero Unit(Modified Flying)
HP 2
Movement 2
Attack 2
Offense 5
Defense 1
Napoleon Complex: Deals an extra +4 damage against anyone taller than him
Hero's Welcome: When in a settlement, can recruit Dwarven Militia. They are 0/0 troops that you gain 2 for each you train

Uloh
Civilian Hero
Craftsman: By paying 300 Resources, he can unlock a new ability for an item
Immunity: Instead of dying, he merely runs away and joins a new Faction

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

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

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

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


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

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

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

Combat Scanner(Equipped by Enigma Prime)
Gives a +1/0 and 1 free reroll per battle on a miss

Ceremonial Sword
A beautiful piece of craftsmanship that looks like it had a ton of care and effort put into its creation.

Strength: It looks great on your mantelpiece.
Weakness: If you tried to use it in a fight against a stick the stick would win.

Beating Mechanical Heart(Equipped by Lord Ga'Lade)
A heart made of metal. It seems to continue to beat at regular intervals as though processing something.

Strength: Can be inserted into a living being and give them a 5+ save
Weakness: Every time they make a successful save, an attribute decreases

The Key
It can open any door whether natural, technological, or magical in nature.

During explorations, do not roll to open doors, remove magical barriers, or similar. A keyhole isn't needed, the key simply touches the door/barrier and it opens.

Giant Slayer(Equipped to Nickel the Stout)

Hits from the Warhammer known as Giant Slayer is powerful be enough to bring even the hardiest beast to its knees.

Strength: Against units with the monster type, gain +2/0 and inflict 3HP damage per hit. Will prioritize monsters in battle, ignoring meatshield.
Weakness: -2/0 versus other units

The Celestial Dial
A strange contraption that radiates a strange, intense power.

This nation has heard the song and it has started to fill the minds of the population. The nation suffers -1 order. Creates an army near the capital that is made up of that nation's units, in essence, those that have fallen to the song.

Dented Helm(Equipped by Enigma Prime)
Strength: Gives a 7+ save
Weakness: If save passes, another allied unit takes the killing blow

Belt of Great Speed(Equipped by Enigma Prime)
Strength: +2 attacks
Weakness: Takes an extra damage per successful enemy strike

Goggles of All-Seeing
Strength: Prevents raiding if the Hero is in a settlement(only on the settlement that Hero is on)
Weakness: Enemies can target this unit in battle*

Ebony Armor
Strength: Blocks 2 Damage
Weakness: Can only be worn by living heroes

Book of the Ages
Strength: Unit can cast Blizzard, causing the effects of winter on the tile.

Amulet of Garzon
Strength: Keeps the Hero from death. They are only knocked out instead. (Enemies will not double-tap)
Weakness: They won't wake up for 2 Turns after falling in battle.

Golden Crown
A shiny golden crown inlaid with colorful gemstones.

Strength: 2 HP
Weakness: Deals 2 less damage to a minimum of 1

Chains of Maat
Great chains of binding that can contain even the most powerful foe.

Strength: Choose any enemy unit you wish. That unit and the bearer fight in singles combat. The bearer may make one single attack before the combat starts.
Weakness: If the bearer dies, his army is given -1/-1
Sword of a Thousand Truths
A weapon whose very name strikes fear into all who hear it.

May duel a random enemy character with them receiving -1 attack to a minimum of 1.


Paid Actions:
Research Advancement: Artifact Stabilizer Machine
Effects: Allows more creative control on the effects of the artifact generated by Policy: Manufacture of Greatness as well as lower the needed roll by 1(will be 7+).
Research Advancement: Aegis Droids [Level-2 Advancement of Security Droids]
Effects: +1 Order
Research Advancement: Collective Aegis Protection [Level-2 Advancement of Collective Protection]
This new continent is not a place of peace. With many enemies lurking around, settlements cannot be left without a standard garrison so the Council has passed laws and enacted defensive measures to ensure the increased security of every settlement.

Effects: Each Collective settlement gains a garrison force of 1 Troop Protector Unit and 1 Elite Aegis Unit. These units, as they are, cannot leave the settlement they are garrisoned in. (If this is unbalanced, I can settle for just the 1 Elite Unit)

Free Action:
Policy Action: Manufacture of Greatness - Roll a d10, develop a GM Equipment on an 8+. (Rolled 8, artifact manufactured)
Movement: Freedom Fleet moves 2 tiles north, 1 tile northwest(cult ruins).
Exploration: Freedom Fleet explores tile after movement.
 
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