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Birth of Nations: Act 2: Age of Colonialism

ALL NATIONS NOW HAVE ACCESS TO MERCENARY DUE TO ALL NATIONS THAT HAD MERCENARY HUB ARE NOW NPCS


Clan Spike Horde


The army was now larger than it had been before the war had arrived at their nation. With this influx of great warriors with their new and improved training regiment and equipment, they have never been a stronger people than they are right now.

But something felt missing. Something outside of direct battle. Something that was needed and something that was wanted.

Chieftain Mahk had felt the pangs of this missing from their spiritual needs. He would call forth the council. He would set up a spirit walk for the people as long as the Council approved.

It would be somewhere they could be alone with their thoughts with nothing but untamed wilderness all around them.


Actions: Train 3 Orc Warriors

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


—-----------------------

Ogre Nation

Bone Crusher, The Ogre Chieftain laughed a deep belly laugh from his throne in his new flying fortress. It was courtesy of all that they had learned from The Collective. The gullible fools hadn’t realized until it was too late that they had not only turned their lands into a flying fortress, but also that the ogres and their sympathizers had managed to sabotage all of the Straed Collective.

One advantage of everyone believing that you and your entire species were only dumb brutes. It made the act of betrayal all the more easier and just that much sweeter.

Now, him and his people were geared up for delicious combat with powerful technologies that they never would have managed to develop before. But with the proper training and education, now they were able to.

OGRE SETTLEMENT BECOMES REBEL CITY AND GAINS FLIGHT, LEADER AND UNKNOWN TROOPS

UNKNOWN AMOUNT OF SUPPORTERS WITHIN STRAED RANKS


—-------------------------------

Penumbra

The realm was now one of pestilence and disease. Its people once a crown jewel of civilization and religious learning, now one of filth removed from its once civilized stance. Education is still quite fluid within the nation, but many of its members now prefer to be loners due to their new appearance from the contagious disease.

None have been spared from its disgusting hold. None could stop it and with the new guidance from their goddess, they wouldn’t even if they could.

Their new goal as a people was to spread this holy taint to the rest of the world. It was the new order of things. It was what gave them all meaning.

Newly christened General Pavlova held her spear in her hand. Soon the world will feel the welcoming touch of the Goddess…….


—------------------------------


The Fafrium Empire

The engineering core was happy with what was brought back. A powerful new landship and in functioning order. With time and enough resources, they might just be able to build some of their own.

For self defense of course.

Now that they had a new place to call home and they have long since separated themselves from the dangers of the South, perhaps it was time to open up to their new neighbors. Especially those of Cghaven with whom they had fought beside against the dreaded Mabinoji when they were taken in from their kindness.

They’d send a representative soon enough.


------------------------------------

The Academy

More and more students have been arriving every day to the Academy. It has been a glorious thing. So many young minds being molded by pure unfettered research and education, untainted by those of the previous Empires and Kingdoms that would have us control our knowledge, to keep it all locked away and never given freely.

This place expands and grows more greatly than before. Even students have been arriving from nations that exist only in these lands, something that gives even greater knowledge to our repository. It’ll have more classes and causes for research to grow to even more improved heights.

Upgrade Capital to Lvl 4

—--------------------------------
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:


Eyes of True Sight

Strange mechanical eyes that when implanted within a person gives strange vision

Totally Not A Mimic Chest

Did you just hear the chest burp?

Strange Flute

When played, it sounds like a loud brass instrument instead



Month 2, Turn 14, Year 1291

9h58Vr6MHA0OwvKbbxf6aStWCCj2H1pYbeC2PRZtbP2pn6Tq83Ut7RYJ8dQyO0O-MdYAmo-pH04xQDr3sFXP34IQqLskI4uN1PMVUMH-aqsWLQPNaujViZ94lixJXGxo8HZkA_0W


The Children of Mekhane

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".

Explore: The Jungle seems eerily quiet until the group is approached by a single solitary monkey eating a banana. (Continued in Exploration)

Coghaven

1. Advancement Lvl1 (15): Clockwork Mine
+10 Resource production in Forgeheart

2. Build 2 Fishing Vessels in Forgeheart (40)
3. Build 2 Fishing Vessels in Forgeheart (40)

The Gobbos

-Build Farming Settlement - Use 3 actions to complete - This will complete Quest #1.
-Research: Da 'eck ya say?! - Learns basic phrases and words. Gains access to improved Mushroom Farming- +10 Resource gain to Capital

Quest 1 Complete
Reward: 5 Goblin Spearmen
5 Goblin Archers

Quest 2: Kill 10 enemy units in the field of battle

“With so many gobbos, now we need to prove their metal. Kill some bastards!”

Explore: In the mountains, they come across an ancient abandoned mine. It looks as though it has ancient dwarven runes marked around. (Continued in Adventure Chat)

Yamabuki

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.

The Flessi Assembly

1. Lvl 1 Advancement- Settlement Defenses- Garrisoned Troops gain an extra 0/+2
2. Advancement- Better Soiling Cultivation (Lvl 2) (2/2)- Gain a free soiling with every training of Soiling
3. Lvl 1 Advancement- Better Farming Techniques- Farming settlements earn an extra 10 Resources


Rahzen

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

Quest 1 Complete:
Troop units gain +1/0 against non organic units

Quest 2: Provide 150 Resources

“Now that it has taken sprout, now it must be grown to its fruition with plenty of nutrients and sunlight.”

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

Trystan Galvingar

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 an 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.

Explore: The streets of Coghaven are a busy one, but their journey has an advantage of having a guide in Elijah who takes them to his workshop as a base of operations within the city.

Soon the group hears rumors of strange mechanisms underneath the city that might have even been there before the city was even built. (Continued in Exploration Chat)

The Synthetic Fae Court
  • 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.​
Quest 1 Complete
Reward: Advanced Skeletal Servants- All construction and settlement upgrades are now decreased by 10 resources and 1 turn

Quest 2: Build/Donate a Settlement

“My Lord Requires a proper base of operations from which to rebuild his full might. As such, if you were to provide him with such a place, he would show you much gratitude.” -Lieutenant Guldan

Explore: A haggard group of humans huddle around a fire. Their belongings look megear and they seem as though they haven’t had a good night's sleep in weeks. (Continued in Adventure Chat)

Straed Collective

-OGRE SETTLEMENT BECOMES A REBEL SETTLEMENT AND GAINS FLIGHT WITH 10 UNITS AND AN OGRE LEADER
-ALL CURRENT OGRE UNITS TURN AND ATTACK STRAED UNITS
-ROLL A D10 FOR ALL MACHINE UNITS. ON AN 8+, FOR A SPECIAL EVENT
ALL STRAED SETTLEMENTS ARE SABOTAGED FOR D3 TURNS WHERE MOVEMENT IS REDUCED TO 1. NO ACTIONS REQUIRED TO REPAIR, ITS JUST ASSUMED

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]- Order +1

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 Elite Aegis Unit.

Explore: The Freedom fleet arrives at a long ago burned out ruins of a large city. Many, many corpses in various states of decay litter what was clearly a battlefield. The occasional pack of wolves lingered nearby with the arrival of the fleet. (Continued in Adventure Chat)




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
 
Last edited:
Yamabuki

Settlements

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


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


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


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

Standing Army
5 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.
Shūmei: Allows the production of
Ningyoburi

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


Bagua Arts

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

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

Roll: 8

Total Troops

2 Samurai Troop
2 Monk Troop
9 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
3 Navvie Engineers Non- Combatant

Order/Happiness
0/1

Population
23/50

Spirit Tokens
1

Orders
Paid Actions:

Train Troop
Ningyoburi (20 resources)
Upgrade Capital Settlement Huang He (180 resources) with Standing Army (3/7)
Upgrade Advancement Dam* (Lvl 2)

Dam (Lvl 2)
Allows own nation units to pass through


Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free) (x2)
Move Unit Wyrm to Tower of Trials (Roll 7)


Movement (Army One) 1 Tile SouthEast
(Hechaung - SE)

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


Movement (Army Two) 1 Tile NorthWest
(Hechuang - NW)

Army Two

1 Boat
Nerida

2 Bejeweled Crabs

Movement (Army Three) 1 Tile NorthEast
(Shan - Xusunde)

Army Three
Dragons Gate

2 Wyrms

Movement (Workforce) 1 Tile NorthEast
(Hechuang - NE)

Workforce
3 Navvie Engineers


Resources


Start: 382
Income: 297
Expenditure: 340

End: 339




'Squelch'

'Plop'

'Squelch'

'Plop'

'Slurrppp!"


There was a sudden shake as the palanquin came to a halt, the unexpected jar rocking the Golden Treasurer from her cushion. Peering through the grate of her little window to no avail, Lady Genmei opened the door of her small booth to check what was afoot, only to be met with a voice from behind.

"Deepest apologies my Lady but our brother Chuanli finds himself stuck."


From her vantage point, it was clear the poor porter ahead of her had lost his leg to the mud, the brave man balancing the pole of the hefty litter on his shoulder as he tried to wrestle his leg free. "It is no problem Fa. Place me down and see to your fellow. I will go the rest of the way on foot."

"Thank you, my Lady"

Placing the palanquin down as gently they could, it's brilliant gold quite the contrast to the once rich brown of the muddied ground, Fa and his fellow porters quickly bowed before going to Chuanli's aid. Without hesitation, Lady Genmei stepped into the mud, the ends of her robe already gripped tight in her hands, as she waded towards the group of people in the distance and the rhythmic sounds of clinking picks and scraping shovels.

It wasn't long before she could see who she had come here for, The Prince of Most Brilliant Blue, right in the thick of it, his pick pecking away against the hard rock. The small boulder seemed just as a resolute in it's conviction to remain where it was, as was the Prince in breaking it, sweat dripping from his body in the warm sun. It seemed the battle between the two had gone on for so time, with neither budging, but in his attempt to deal a decisive blow to finally end it, the stalwart stone seemingly almost parried the blow, a stony shard flying off it's immense frame and cutting past the Prince's cheek.

The boulder had drawn first blood.

Lady Genmei winced at the display, the sight of royal blood a foreign thing to her. Quickly scanning around for aid from the workers, all of them busy at work, she quickly took it upon herself to see to Gaozu. Before she had even taken her first step, the Prince shifted the pick in his hands with experienced ease, holding it like a hammer, and after only a second's thought swung the tapered tool with all his strength, the honed edge of the pick smashing into the stone's side and cracking it open like an egg.

With an enormous exhalation, the Prince of Most Brilliant Blue wiped the blood off his cheek, smearing the wound with mud from his dirtied hands. In the corner of his eye, he spied an old friend, a big smile crossing his lips. Shoving the pick into the ground, he waved with both his hands. "Lady Genmei! Hello!"

Eager to see her, the Prince took massive strides within the trench towards her. "It's been too long! How are you, fair lady!?"

Standing before her, he rested his hands on his sides, stretching his taut and worked muscles, not noticing the Golden Treasurers mouth slightly agape. From a distance Gaozu had looked much the same as when he had left but now....

The Prince of Most Brilliant Blue once fair skin was now an olive tan, the rays of the sun working their magic on his complexion as well as his body. Gone were any remnants of the puppy fat of youth, the sleek and toned muscles of arduous labour a far more fitting image for the new man that stood within the mud. Though the work was not without it's cost. All across his body were nicks and scars, his soft skin now rugged, almost leathery, none more so evident then on his hands, the fingers and palms dry and calloused.

"Everyone! Let's break for now!"

There was a slight cheer from the Navvie's, everyone happy for the recess but some too tired to show their appreciation. "I am quite fine, my Prince.." she stammered, the procession of glistening, muscular flesh of nearly everyone on display as they walked by. Even the women amongst them seemed to be developing quite the fine musculature....

"Lady Genmei, do I see you have brought something with you?"

The Golden Treasurer had almost forgot about the important package she had brought, the documents tucked away in the deep pockets of her robe "Ah.. Yes." Her eyes glued to his bare chest "Reports and... uh.. a little something for you as well.."

"Business before pleasure" stated Gaozu lifting the documents from her hands. "Though upon seeing you, I guess the saying is reversed today."

Browsing through the papers, The Prince nodded along thoughtfully. "All seems to be order, Lady Genmei. I should have already guessed that with you at the helm, of course. Our plans on the front however have changed."

He turned around and pointed into the distance "We had planned to head southwards but there seems to be a settlement nearby so we shall let the army proceed there first. The Navvies and I will head North and continue our work. When the coast is clear we shall head south once again and complete our grand design."

"How is the Capital?" asked Gaozu, turning his attention back to the Golden Treasurer.

Lady Genmei had managed to pull her gaze away from his glistening body, looking at his face this time "The renovations are slow but we will get there in the end, my Prince"

"And my Mother, how does she fare?"

"I have been told she is safe with the Army but communication has been irregular in recent months. I have been told this is due to unrest in other settlements..." responded the Golden Treasurer, slightly sombre.

"Growing pains, I suppose?" said the Prince, pondering. "Attaining our goals is always hard but we are a hardy people. Do not worry yourself, fair Lady."

Gaozu took her hands in his, giving them a gentle squeeze to reassure her. "Now on to the most pressing issue.. The surprise gift you have brought me.."

He flashed a disarming smile. "I am not sure what I have done to deserve it but it certainly is greatly appreciated. The work of the Navvies is certainly hard..."

Lady Genmei turned away, slightly embarrassed as the Prince unfurled the silken satchel that held the small box and gently opened it.

"Wagashi!" exclaimed Gaozu, his face lighting up like a kid in a candy shop "And so much of it! The box is practically brimming!"

He looked her in the eyes "Thank you so much Lady Genmei! I will certainly share these with my fellows."

Looking back at the box, the Prince motioned his finger over the sweet treats, his face twisting in deep consideration. "I have never tried some of these before ... Which one is your favourite, Lady Genmei?"

"Well, I know most favour the Taikyaki, of which I have brought sweet potato and custard varieties but I myself, much prefer the Dango. An uncommon choice I know but..."

"Then it must certainly be the most delightful!" the Prince jovially interjected

"I shall lay claim to this one then..." he stated, taking the two golden lathered dumpling skewers from the box. "And of course, I shall take one for you, fair Lady."

Lady Genmei should have known the Prince of Most Brilliant Blue would do such a thing for her but that did not stop her cheeks reddening all the same

"Do not tell the others though, I would not like them to think I am abusing my station by having first choice." Gaozu smiled impishly.

"Well then let us find a suitable place to eat these wonderous sweets."

He scanned the surroundings. "I would suggest the boulder I have broken but that does not seem a place worthy of your station..."

"My Prince? May I suggest the palanquin that brought me here. It may be a little cramped but it would be more comfortable..."

"A splendid idea!" he nodded.

Gaozu looked over her shoulder. "My dear Lady, could you hold these for a moment?"

Lady Genmei nodded, dropping the ends of her robe to carry the two skewers, the fine garment resting in the mud for only a moment as she was suddenly whisked off her feet by the Prince. Carrying her in his arms, Lady Genmei wrapped her arms around his neck, doing her best to keep the two sticky sweets and their sharp skewers around with him. Trudging through the muck, the Golden Treasurer couldn't help but find herself burrowing into his warm embrace as he took her away....




[/font]
 



Army of the Earth

Callarhan roared with laughter as he spun through the forces arrayed against him, his spear spinning through his hands as if it was second nature to him. He charged forward and struck the first of his enemies as electricity arced and hit another two of them, knocking all three to the ground in mere moments. He slid smoothly to the side as a sword and axe collided in the space he had just occupied before he turned and stabbed forward to put two more onto the ground, one with the initial stab and the second with a blow to the head. He turned to the last of his opponents and charged, electricity arcing along the length of his spear as he threw it at the center of the trios formation and blew the three off their feet.

"That's the spar! Winner: Warchief Callarhan!" Vin'Taur grinned viciously as he watched the Taur-Ahe, humans, and Vulpine pull themselves to their feet after the warchief had soundly trumped them all in mere moments. "And to think Warchief, that was just a training spear! Imagine what you will be able to do in a true battle with the Black Spear!"

"Aye, and soon I shall have a mount to ride into battle as well. Tell me, have Vulpes' builders arrived yet? I want to get the settlement constructed quickly before we are once more distracted by whatever is to come," the warchief strode towards the camp's mess hall, the other Taur-Ahe following quickly.

"They have been sighted about two miles out from camp, Tal 'Ki dispatched half a battalion of the knights to meet them and form a guard for the remainder of their approach. Azghul reported as you were preparing for the spar as well, he and our Greater Elemental ally have finished clearing a large space to provide a basis for the construction and were able to locate a source of stone to provide supplementary material should it be needed. We received word from Aquilosh as well, he located another new ally in the waters near Talon's Watch and has recruited them. He says that the leader of this band calls itself The Fallen Star, it and its fellows are apparently starfish who are able to grow to large sizes over time and will eventually grow to breath air. In exchange for help once they achieve this size they are willing to join our nation for the time being," the tall warrior was out of breath at the end of his rather long report, having pushed it out as quick as he could.

"Excellent, make sure that Aquilosh is aware of the risk that he is taking with his recruitment but otherwise that is excellent news. Is there anything else to report Vin'Taur?" the warchief turned to look at the other warrior, one hand holding the mess tent open.

"No sir, we are free for the next hour or so as the builders come," Vin'Taur accepted the unasked question and moved to follow Callarhan into the tent.

"Excellent, I could use some food after showing off!"

Actions

Resources
Start of Turn Income Current UsageRemaining
30136366459074
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: 363Settlement Construction: 50 Auctioneer/Booky Payments: 540 Total: 590
Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 1 Farming Settlement) [Constructed]
Talon's Watch (Level 1 Standard Settlement) [Constructed]
Haaster (Level 1 Standard Settlement) [Adventure Reward]

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

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

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

Army 4
2x Lesser Fire Elemental

Order/Happiness
1/0

Population
19/40

Paid Actions
Construct Farming Settlement "River's Bounty" at location of army 1 (3/3)

Free Actions
Explore tile with Army 1
March Army 4 from Talon's Watch to capitol
Pay 540 Resources to Auctioneer
Receive Titan Container and Caged Beast from Auctioneer

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

Quests
Spirit Seed Questline:
Pay 150 Resources to Seed (0/150)​
 
The Children of Mekhane

1647790713962.png
Turn 13, Fall



"The War of Heart and Mind" - Mekhanite Holy Text
CHAPTER 3: AND ITS CRIES POISON THE MINDS OF MANY
1. And so the Shepherd moved on from the village, satisfied that it had been set upon the silvered path. The memory of the Heathen quickly leaving the focus of their mind.

2. The Shepherd traveled through the untamed wilds towards the next village, arriving to find that a primitive wall of sharpened sticks and river stones had been erected in expectance of their arrival.

3. Behind the wall stood the men of the village, and at their front, alongside their elders, stood the heathen Lughan, who raised his spear and shouted from the battlements;

4. “Begone False Shepherd, for I have already warned these peoples of the lies of the Mind. Your silvered tongue will have no hold here, for I have strengthened their hearts and faith against your poison.”

5. The Shepherd, in their eternal patience, tried once more to illuminate the Heathen’s wrongs, show him the fallacy of his reasoning and the fallibility of his flesh, but the Heathen would hear none. His mind was set in stone and refused to yield.

6. He then turned his attention to the people of village, offering them the blessing of Mekhane, but was refused, each repeating the lines fed to them by the heathen Lughan.

7. The Shepherd stood outside the walls, assailing their defenses with logic and reason, but was driven back each time by the ignorance of THE FLESH, strengthened by its vessel, Lughan.

8. On the seventh night the heathen Lughan rallied the villagers, who sallied out of the village and assaulted the Shepherd, who, though in no mortal danger, fled, not wishing to inflict harm upon the poisoned fools of the village.

9. The Shepherd, not dissuaded from their most holy of tasks, traveled onwards to the next village.

10. However, upon reaching it they were dismayed, finding it much the same as the first, surrounded by primitive walls and the peoples infected by the lies of the heathen Lughan, and no amount of reason could shake them from their willing slavery.

11. And so the insidious Lughan, eager servant of THE FLESH, burgeoning herald of corruption, had poisoned the minds of two villages, and quickly went on to a third, a fourth and more, always keeping ahead of HER Shepherd, spreading the pestilence of THE FLESH and infecting villages with illogical dedicated to "the Mother" before The Shepherd could arrive and save them their fate.

12. Quickly large swathes of wilderness became aligned in malignant purpose against HER LAW, in ignorant service to THE FLESH, a twisting snake with Lughan at its head. The Shepherd realized that the once lone dissenter now stood as a prophet of HER mortal enemy, and threatened not just the primitive people of the jungle, but HER return as well. And so The Shepherd set out to confront the heathen Lughan and bring upon him HER righteous wrath.

CHAPTER 4: AND THE SILVERED MIND STANDS RESOLUTE, THE BEAST CHARGES

1. The Shepherd Bumaro, accompanied by 30 men made pure in steel, traveled to the village of Jong, having heard rumor that the heathen prophet Lughan had laid the foundations of his church within.

2. As they traveled, the jungle landscape grew denser and more wild, the logic of HER beginning to break down as IT gained purchase. In areas FLESH had begun to crawl across the land, taking root with bleeding tendrils as the natural landscape grew uncontrolled by logical bounds.

3. Many times the Shepherd and their men were attacked by strange Flesh-beasts, men reverted into unthinking primal states, their bodies warped and twisted into monstrous forms. Tentacled things that broke HER LAWS, large beasts covered in blistering wounds and shapeshifters that tried to lure the Shepherd and their men into the shadows. By time the Shepherd and their men arrived at the village of Jong, only half remained.

4. The village of Jong laid in the center of the corruption, vines and brush had twisted and formed into great walls surrounding it, trees had bent and swelled into dizzying towers and across everything lay festering FLESH. At its center, a beating heart of fungus, beast and plant. It pulsed with an uneven rhythm, spasms that increased in intensity and rocked the entire structure until they culminated in a dying tremble that burst forth a new Flesh-Beast from its womb.
5. It’s gates were guarded by men made unclean by THE FLESH, their forms twisted into hulking beasts, disgusting and putrid. The horned men mocked the approaching Shepherd, saying; “Oh great Teacher! What lesson do you have for us today? Have you and your men come to show us the weakness of our flesh?”

6. The Shepherd did not respond, not with word. Instead they raised up their arms with open palms, reaching towards the guards before forming fists. And at that, they were smitten, their weak flesh reduced to puddles of bronze ichor.

7. “Hear me!” The Shepherd announced in a voice that filled the treetops. “I am HER VOICE, my words are HERS. You have sold your minds and souls to the corruption of THE FLESH, becoming but vessels for its influence. See the world around you and see how it has been twisted. Look upon your bodies and see how they have been infested. Gaze upon this wretched heart and see how it spews forth abominations that defy all knowledge and reason. This infestation will not stop with your jungle, it shall consume the world if you let it. Bring me the heathen Lughan so that you and this world may be saved. It is not too late for my mercy.”

8. From deep within ITS HEART, a rumbling laugh was heard. Bursting forth from his throne of sinew and blood, the Heathen Lugan emerged from the heart; his body horribly twisted and corrupted by THE FLESH. He was no longer recognizable as the mortal he once was, for his face was covered by many mouths and black eyes. His arms, of which there were now many, were elongated and malformed, ending in bloodied claws. Vine and FLESH snaked across his form and atop his head sat a crown of thorns.

9. Ringing out across the sickened landscape; in the voice of the heathen Lughan, though it was not he but IT that spoke, he spoke; “You gaze upon the heart and yet still speak of corruption and reason, as if such concepts hold any worth in the natural world. Do you still believe in the weakness of nature and FLESH, even as half your men, whom you claimed to have made strong through steel and mental fortitude, fell to it? FLESH is simply the way things are and meant to be. You seek to fight against the natural order of things- a battle which no man nor god can win.”

10. He raised his arms to the heart, tendrils writhing across them, and proclaimed; “Hear ME, for I am ITS Shepherd and I am ITS voice. Those who would bring destruction upon the breast of our Mother and claim that this is Good are he who is truly corrupted, not us. You reject the reality of this world and all of its truths. How ironic it is that the corrupted are so desperate to point the finger at any but themselves. I give YOU one last chance. Accept the Mother’s embrace, or face her wrath.”

11. From the vine covered treetops to the dark jungle floor, guttural cries rang out in unison, rejoicing in the proclamation of THE FLESH. Hungry eyes and the whispers of inhuman forms peered out from the dense foliage, surrounding The Shepherd and their men.
12. The Shepherd, through their divine intellect, knew that this was a battle they could not win. Not here, not now, for their enemy was numerous and at the very source of their power, and they were few and far from theirs. They would not throw away the lives of their followers to but scratch at the heart.

13. And so The Shepherd, to much dismay, commanded their men to flee saying; “Go now to your towns and families and warn them of what is to come. For THE FLESH will not sit here idly festering. It has but one goal in this world and that is to spread. What has occurred here shall come to pass at each of your homes if they have not been made strong in both faith and steel. Go now and raise your walls and ready your legions. THE FLESH knows that so long as SHE remains, it’s attempts at domination shall always be frustrated by blessed metal. Thus it shall throw itself against HER while SHE yet remains broken and unable to muster HER full strength. You must therefore defend HER BLESSED HEART from destruction. Fail in this task and this world shall surely fall. Remain steadfast and defend our people until I return and call upon you to strike down THE FESTERING HEART. You will know when I call, and I trust that each of you shall answer.”

14. Their men, though strong in faith and willing to die here and now, did as they were told. And any Flesh-Beast that gave chase was smitten by The Shepherd. Soon, alone, only The Shepherd remained standing before the heart, surrounded by those that kneeled to it.

15. “You are alone dear Shepherd, for your flock has been sent off, to villages that will soon fall and be returned to the womb of our Mother.” The heathen mocked The Shepherd, laughing in a chorus of thousand damned voices that filled the wild, joined by the chittering and wailing of the Flesh-Beasts.

16. The Shepherd stood resolute, unphased by the festering FLESH, and shook their head. “I am never alone, for MEKHANE lives through me.”

17. And at that The Shepherd, placed their hands above their breast uttered a prayer, and burst into a holy flame that engulfed the land, disappearing from view, leaving the landscape and all within it charred; though the heart still did beat and thus so did the heathen.

18. And thus, the War of Mind and Flesh began anew. The FLESH, weakened but still alive, was left to regrow while The Shepherds loyal warriors brought the news of the coming conflict back to their cities.



Actions:

1. A Mekhanite Legionnaire and the Earth Breaker split from Army 4 ("Hey Purifying Flames") to form Army 5 "Her Hungering Maw". Begins consuming the tile (will be 1/3 at end of turn).

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

3. Begin and Complete Level 1 Advancement; "Mechanized Troop Transport" - unlocks unit "Mechanized Troop Transport" (1 Action, 10 Resources)
1647789012845.png

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

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

4. Begin and Complete Advancement: Upgrade "Industrialized Training and Augmentation Facilities" to Level 2 -> Mechanized 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 an additional cost for this unit is paid, equal to half the normal cost of the unit. (1 Action, 20 Resources)

5. Train 2 units of Mekhanite Skirmishers (1 Action, 60 Resources)

Economy:

At Turn StartIncomeExpensesRemainder
11614090166


Nation Summary

Unit NameTroop TypeTierArmy DesignationLocation
Earth BreakersCivilian UnitTier 1Army 5, "Her Hungering Maw"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 5, "Her Hungering Maw"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 4

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
Industrialized 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
 
Free City of Noctis

“We need to send a hunting party! A group to check our surroundings and ensure this region is safe to settle!” Othern’s proposal was met with silence. His fellow council members looked to one another with disinterested eyes, agreeing to the same rejection of the idea. Othern’s hands tightened into fists as he watched the young owl and tiny mouse looked down on him. They were a glorified banker and a scavenger, who were they to look down on a celebrated general and skilled warrior?

“Our attention should be turned inward, our priorities need to be the people and their happiness.” Hollie’s words earned her scoffs and eyerolls from the other two members of the council. “For a second I thought Luna spoke through you. Or perhaps her hand his up your backside and she controls you like a puppet.” The blatant disrespect Othern showed Hollie shocked Torrin. The young owl remained silent however, not one bit interested in joining their squabble. “Makes me wonder whether you and the Speaker know that the role cannot be inherited.”

“Hero or not, I’ll have your tongue!” Her threat was made all the more real as she brandished her blade at the buck and took several steps toward his side of the table. While she was barely taller than his ankle, Othern did not want to be the instigator and as he leaned back he conceded the argument to the smaller council member.

The large glass doors to the balcony slid open and as she walked through, Speaker Luna waved her hand once more and the doors slowly closed themselves. She walked with her head slightly lowered and moved around the table, passing Council Othern to the head of the table where her seat was. “Good morning Councilors.” She said softly, eyes finally opening to see Hollie stepping back to her seat. Having served on the council for so many years she had seen many personalities come and go and they did not always mesh well. The feuding between Hollie and Othern was not news to her nor was it something she hadn’t seen before. So long as their bickering did not hinder the city’s growth they could fight like humans for all she cared. “Councilor Hollie, I believe you know weapons are not permitted at this table. Do not make that mistake during our next meeting or you will be dismissed…indefinitely.” Luna ran her hands over her skirt, smoothing out the creases and then leaned back in her seat. “Now, let us begin.”

Noctis had settled in the deserts of a new continent, seated atop the back of Gan as he rested, the city was weary of their new home, but curiosity kept them from staying within their walls. They had work to do and neighbors to meet.

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The first to depart from Gan was Torrin, Master of Coin and the man responsible for the growth of Noctis’ economy. To celebrate his departure to the continent, a large festival had been thrown in his honor. “If I may have everyone’s attention please.” Without a microphone, Speaker Luna’s voice carried over the crowds of birds, rodents, and other countless creatures. A small smile graced her face when she could no longer hear their voices. “The time has come to wish Councilor Torrin Tyto farewell and good luck!” She turned to look at the owl as he stood alongside several pilots and their aircrafts. “Of course this will be his first time bearing the responsibility of greeting our new neighbors and establishing not only trade with them, but also making a great first impression.”

Torrin felt the weight of Luna’s words bearing down on him in the form of a sped up heart rate. It was only the hand of another pilot upon his shoulder that helped to steady him. “Don’t worry kid, I helped the last two on their first trips, you’ll do just fine.” The aged wolf expressed confidently.

Without further delay the young Councilor and his fleet took off through the air and over the city’s walls. Luna let out a heavy sigh, putting all of her faith in the owl. The same could not be said for councilor Othern who was taking a squad of soldiers out of the city at the same time. He departed without the fanfare and crowds however. He and Hollie were told to leave the city in secret, but Luna had not given them a reason for sneaking around.

With Noctis joining the world stage once more, Luna now had to plan the city’s path for the days to come. Luckily for her the city was easier to control with all of the other councilors now outside of the city.

Actions:
Army 1 moves SE 1 Tile
Army 2 Moves SW 1 Tile

This Turn Income Expenses Next Turn
Resources 100 20 0 120
Happiness 0 0 0 0
Order 0 0 0 0


Army 1 Army 2 Army 3
Composition Torring Tyto 1x Flying Talons Snow Othern Hollie Laurent 1x Death Roll Knights Speaker Luna 1x Arcane Turrets 1x Flying talons
Location 1 Tile SE of Capital 1 Tile SW of Capital In Capital
 
FaeCourtBanner.png



THIS IS MY FAVORITE THING I'VE WRITTEN PLS READ :)

1 Conquest

Golden light casts expressive shadows on the stained wood floorboards. The smell of sweat mingles with the scent of burning plastic as a sea of figures dressed in fine garb imbibe in carefully synthesized drugs. Armored men toting slim laser rifles patrol a catwalk overlooking the entire scene. Some of them occasionally look down at what can only be described as a sea of degeneracy and sin.

Lord Jotun Shalle grasps a meaty hand around a smooth metal pipe and takes a slow drag. “I tell ya toots,” he said to a rail thin woman sitting on his leg “that invasion made me the richest man in the galaxy. They laughed at the space pirates. Thought we were a joke. But look at us now! We virus bombed a whole fuckin’ planet!” The waifish woman whimpers in reply.

Upon hearing this tyrade, several of the men in the room raise their glasses in unison. Jotun stands up, his confidence inflated by the howler dust he’d been consuming over the past few days. A thud sounds out from under him, as he had forgotten about the woman on his lap.

“Yea, those Greenwarden slags think they’re better than us. That jamming metal in your fuckin body and jerkin’ off to every flower you walk past makes you some kinda GOD.” He grabs the woman by the hair and pulls her to his face. Hot breath and rotting teeth create a putrid stench that could sear the scales from a fish. In a low tone he says “Where is your god now?” He throws the woman to the crowd and takes a drag of his pipe, watching the unfolding scene.


2 Assembly

A spear shaped ship floats through the air like a fish swimming through water. Strange bioluminescent moss curls over the ship, and beats rhythmically to some unheard drum. Two masked beings sit in the belly of the ship, hyper focused on strange rituals. In the middle of the beings is a 6 foot long rifle with a mass of cylinders at the very end. Soft clicking sounds fill the room and break the silence, as a human woman tinkers with a box composed of thin sheets of metal arranged horizontally on top of one another. “These magnetron radiators were a bit misaligned. Now your shots will group a bit tighter, Rue” She says, looking at a severely out of code android in a ragged cloak.

“Good. Seeing as how the oaf with me right now is here to make a show, I’ll need all the help I can get. Isn’t that right, Orchid?”

Orchid flicks their scimitar into the air, and balances it delicately on a single finger. “Look darling, your little rifle has panache, sure. But it doesn’t quite send the message we’re looking for. Besides, didn’t we replace your job with servitors ages ago? Swordplay is a timeless, fi-”

“Shut up, Orchid. As always, you get to play around and have fun while I do the real work” interjects the dilapidated construct.

Though Orchid’s face was hidden behind a metal mask, they rolled their eyes. “Art is work, darling.”

The cattish back and forth is punctuated by a loud clicking sound as the mortal woman places the magnetron into the rifle. Humming fills the room as the ship begins its descent. Rue picks up the rifle with supernatural strength, as the mortal woman looks in awe. “Please…come home safe tonight she says,” lifting up Rue’s mask and kissing her. “I will, Matilda.”

Orchid lets out a cartoonish gag, to the exasperation of everyone in the room.


3 Assault

Two figures slip through the night like bandits, mechanical bodies intuitively avoiding every leaf. Massive purple trees dot the landscape, slowly withering due to a virulent infection. Occasionally, sickly wild animals stop their nightly wanderings to pay respect to the fae beings in their wood. Soon the grim duo reaches a hastily constructed shack wrought from purple wood. A few space faring vessels are poorly hidden in the leaves behind the building.

Orchid and Rue nod at one another, as a set of retractable claws flick from Rue’s hands and feet. She scales the tree effortlessly, and is soon several stories in the air. Shouldering her rifle and peering into the scope, Rue sees hundreds of heat signatures. Soft clicking resonates from her scope, as her neural-link wills the scope to zoom in onto many armed guards patrolling various levels of a catwalk. Remembering the withered animals and feeling the wilting bark of the tree makes a deep anger well within the ancient assassin. She says a short prayer to Dialeth-Astor, and fires her first shot deep into the skull of an armed mortal. A humming, invisible beam of concentrated microwave energy silently lances through the sky. It penetrates through the wall, and instantly cooks the medulla of its target. With this, the man’s breathing instantly ceases. Before he can even fall, Rue fires off a salvo of pure hate into each hostile. Every man in the catwalk is now silently suffocating on the ground, and no traces of a weapon being fired are visible to the crowd below. Proud of her work, Rue nods to Orchid from down below.

Orchid twists each of their fingers completely in place, giving one final test to make sure the magnetic interlocks holding everything together didn’t give out at the worst possible moment. Neither fae in the duo wanted a repeat of the Olsen Labs incident. Shimmering waves covered Orchid’s body, as they began to take on the appearance of a rough-and-tumble space pirate. “Showtime baby..”


4 Combat

Strolling right through the front door like they belonged there, Orchid was greeted with a party that would have made even the fae a little jealous. “Help….me” a ragged voice begs from the wall. Their calculating eyes fall to a battered blonde woman, rail thin. Noting a crest of the Greenwarden tattooed on the figure, Orchid cocks their head to the side. “So that’s how you know it’s me. You must be what’s left of the planetary research force” said Orchid, kneeling for the woman. “I’ll be causing quite a scene. Drag yourself out when it happens, this isn’t something a mortal should see.”

Orchid then strolls up to a jolly bartender, roughly pushing a group of men out of their way. “AHOY LAD, WHAT’LL YOU BE HAVING?”

“You’re much too nice for a line of work. Real shame.” Before the man can react to this strange comment, Orchid’s hands punch into the bartender’s abdomen and grip the raw intestine within. “Yes, I’m sure you have a sob story and everything.”

Ragged yelps erupt from the bar as Orchid swiftly pulls several feet entrail from the specimen, all but bathing in the carnage. Three intoxicated pirates rush Orchid with beer bottles in protest. The fae effortlessly dodges a barrage of drunken pummels, as a scimitar made from a brassy metal materializes in their deft hands.

“WHERE THE FUCK ARE THE GUA-” was the last thing one of the three men managed to utter before Orchid cleaves a perfect ruby line down his center. After watching their friend get bisected, the other two men slowly back away.

Orchid stands atop the bar, and points a finger to the catwalk. “That’s what’s left of your contemptible, subhuman guard regiment. Cooked brains. An improvement, really.” They hold their arms out in a boisterous manner “Where’s that gung-ho that so bravely massacred an unarmed, Class I planet? Don’t you all lead the most vicious band of men ever born?”

As the scene rages from within, the thin woman drags herself out of the raucous building. Her vision is beginning to fade as the lack of sleep and forced injections of nova tears start to take their toll. She sees withered animals, peering from the trees with malice in their eyes. Blackness slowly slurps the scene up, and the last thing the battered woman feels is a cat curling up next to her in solidarity. Melancholy grasps at Rue’s mind as she watches this pitiful scene unfold. She looks back to the building to hear the rest of Orchid’s monologue.

“Give me your best fighter that doesn’t have liquified brains dripping from his ears. If he can manage to best me, you all go free.” Upon hearing this, Lord Jotun Shalle stands up and fires a bolt of crackling lightning where Orchid stands. Not even bothering to move, the bolt washes over its target and the reeking scent of ozone cuts through the putrid smell of body odor. “Mm…intermediate witch bolt. I guess the pirates are selling their soul to the lowest bidder now. I mean com-” another bolt flies at Orchid, this one literally screaming with eldritch power. They backflip behind a particularly muscular pirate specimen, and the bolt collides with him. Chunks of meat and gore rain down on the crowd.

Orchid sighs. “Usually when I offer a challenge like this, I mean a swordfight. Not…” they gesture to the steaming pile where a pirate used to stand “this cowardly magic hogwash. If I wanted to cheat, I’d just have my partner bore a hole in your head.”
Jotun picks up an ornate cutlass and desperately charges Orchid from across the room. Blade crackling with electricity, Jotun takes several hasty slashes at the lithe being. Swaying like a tree in the breeze, Orchid dodges all of them. “My dearest, I see why you rely on magic so much.” With a howler-dust infused scream, Jotun cuts a wide arc aimed at Orchid’s head. They swiftly dip back, and then behead the man in one fluid motion.

“No appreciation for the finer arts I see....rather sad” Orchid pulls a gem from the hilt of their scimitar “Well, looks like the show’s over. This was a disappointing night.”

A torrent of screaming souls pour from the gem, and wave after wave engulfs the yelling pirate crowd. Clawed hands reach into hairy chests, and pull out red and writhing auras. Screams of man and screams of spirit mingle into an ear-shattering cacophony. One by one, the spirits return to the gem with their unwilling haul- and Orchid is surrounded by limp bodies.


5 Modern Day, Year 1290
It was a brutally hot summer. Orchid was sparring with the best fighter the fae could provide- a mortal male enhanced with cybernetics. “No…no…parry like this…you’re doing it all wrong.”

“Oh I’m sorry, like this you said?” The man repeats the flourish and offers a sheepish smile as sweat drips off his cheek.

Orchid lets out a low sigh and sits on a marble slab. “Yea…like that. You know what, we’re done for the day honey.”

The man drops his shoulders and protests: “Please, I can DO this, you just have to give me mo-”

“Please, just leave.”

After the man leaves the room, Orchid begins to cry for the first time in millenia. They were truly alone here. None of the remaining fae even knew what the Greenwardens were.





FaeActions.png


Initial Points of Interest

  • Random Access Memory: Gain a level 2 advancement: Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Artifact Gain: Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
  • Ability Gain: Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
Paid Actions

  • Spend 40 resources and 1 action to begin gifting a settlement to the S'yul T'rmnt.
  • Spend 10 resources to recruit 2x masked zealots.
  • Spend 10 resources to recruit 2x masked zealots.
  • Spend 10 resources to recruit 2x masked zealots.
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
8x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
Party Animal EliteTier 1 Army 3, "Redwood"The Court

Free Actions

1648272830189.png
The following movement takes place.
  • Have Army 1 explore the hex that it's on
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
572(60 Roserest + 40 The Court + 40 Wightfield) * 1.25 = 175-40 (settlement) - 400 (auction) - 30 (army)277

Quest Progress

Recruit 10 new units: 6/10
Gift the Lord Tr'mnt a settlement: 1/3 actions

COMPLEATED:
Gift Lord Tr'ment 50 resources. REWARD: Skeletal Builders

Royal Archives

Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.







 

Attachments

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Last edited:
Great Cog.gif

Coghaven


WIP​


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

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

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


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

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

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

Settlements
Forgeheart
Capital Level 2

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

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

Finley Station
Floating Base Specialized Military Settlement Level 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
1 Submarine

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

Order/Happiness
1/2

Population
13/40

Resources
Start of Turn​
Income​
Current​
Expenditure​
Remaining​
72​
140 + 25 Trade​
237​
130​
107​
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of Turn​
Income​
Current​
Expenditure​
Remaining​
30​
3​
33​
0​
33​




Actions
First Fleet builds new Water Settlement (3 Actions, 50 Rescoures)
Port Sprocket

Free Action
First Fleet Moving SW
First Fleet Explores SW Hex
Finley Station Produces Submarine (80)​
 
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Camp Somewhere Along the Coast

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The crackling fire bathed the small camp in a warm glow as the darkness crept along the edges as if they waited for their chance to bring it into their embrace. Three crude tents were arranged around the fire and just barely visible off in the distance was Elijah's flying machine. Around the crackling fire were several logs and large rocks that could act as seats, dragged and dropped there by the infallible might of Ren who could carry them as easily as a man could carry a stool. The stars shined overhead as the moon bathed the land in a very dim light, just beyond sight, in the darkness, the waves crashed against the shore and gave a constant source of noise to help drown out the world.

Elijah rubbed his hands together as he tried to warm them in the fire, he had so many questions but he wasn't sure he should ask them. Ever since they had come back from their trip a few days ago, there had been a tense weight in the air as if there was a fight brewing on the horizon and all anyone could do was try to ignore it until it was upon them. It wasn't too unusual for Ren or Rokk to not talk, especially Rokk unless random grunts constituted a conversation, but Tam and Trystan were always chatting, to Elijah, to each other, to Ren and Rokk even if the latter never responded much.. Did they get into a fight? Elijah had assumed there was something going on between them, but he hadn't thought much about it as people were complicated and weird. He much preferred machines. If they acted up, there was something wrong, something that could be fixed. Machines made sense. What if he made a machine that helped him understand people? Elijah moved closer to the fire as he pulled out a worn, oil stained notebook and started to scratch his ideas onto it. Another creation of the Inventor Extraordinaire that could solve so many issues!

≡≡≡≡≡

Trystan sat on the hard log, but had to maintain a careful balance as the log didn't quite sit flush on the ground and threatened to tip him over at the slightest provocation, and stared deep into the flickering flames. The first time he used the Eye, he didn't remember much. Just vague notions and memories, but this time... He remembered the lights, he remembered the strings, he remembered taking a string, ripping it from someone as if it was nothing, a toy to be played with, and he remembered It. The light, the shadows in the dark, the voices, his hands shook and he pressed them together to stop the quakes that were making their way up his arm. He saw it, he could still feel it's gaze on him, can still feel the hands on him, could still remember the chorus of voices that drowned out all thought. Trystan let his head slump down and ran his shaking hands across his face as if trying to will the memories away.

The log jostled a bit as someone sat next to him, he peeked at them through his fingers, the light green skin that glowed in the dark, the short, loose dark hair, those emerald eyes that reflected the fire, in her hands was a notebook that was closed. Trystan tore his gaze away from her and let his hands fall back to his side. They hadn't really spoken since that night, and it had hung over them and the group since. The two young adventurers watched the flicking flames and traced the occasional ember that broke free of the fire to fluttered away into the dark, "Are you okay?" Tam's asked, her voice was soft, as if she was speaking to a frightened animal.

"I killed someone," Trystan whispered, the voice seemed hollow, distant, like someone else was speaking, and as the words hung in the air, his heart wavered. Hearing it gave it so much more weight and like a dam, once opened, it all started to flood out, "I always knew I'd have to kill people, adventurers, right? But only when I had to. Only when there was no other way, I-" Trystan paused as he remembered how it felt, as a wave of nausea built in his chest, "I didn't have to. I did it because I wanted to. Just because I could. Who does that?"

"It wasn't you," Tam argued as she faced him, but he wouldn't, couldn't, look back at her, he kept his eyes trained down at the fire, "It's that thing in your pocket. That stupid amulet," her voiced lowered almost as if there was a fear that it could hear her.

"What if it was me?" Trystan said, "What if that was who I am? What if it just brings out what is already there?" he said giving voice to a few that had been plaguing him since the library.

"It's not," she said, and shook her head as her hands balled into fist, "That's not you. We all have something dark in us, but that doesn't make us evil. That thing is changing you. Just throw it away. You don't need it."

"Are you afraid of me?" Trystan asked as his hand drifted down to his pocket where the amulet lay.

"No," Tam started, but her voice was hesitant, "Yes," she admitted, "It's changing you, and I don't like what it's turning you into, hun."

"What if you die? What if I don't have the power to save you without it?" Trystan said as his hand closed around the metallic amulet that seemed to warm to his touch, "What if we need it?"

"It spoke to me," Tam said, she pulled her cloak tighter around herself as a shiver made it's way through her body.

"What did it say?" he asked as he looked at her.

"It called me 'interloper'," Tam paused, "I don't think it likes me," she finished with a weak smile.

The two were silent for a bit, the crackling fire, the scratching of Elijah's pen and the far off waves the only sounds to fill the night sky as Trystan slowly stood up, he reached a shaky hand into his pocket and pulled out the Eye of Pandora. Tam stiffened in her seat as she watched him, her breath held as she waited and hoped. The amulet grew warm in his hand, as if begging him to press it to his chest, to hold it, as if the warmth alone was all he needed. Thoughts filled his mind, thoughts of what he could accomplish with the power, he could become the greatest mage to have ever lived, he could leave his mark on the world that would endure forever, he could protect his friends even from death, he could do anything so long as he had it. His knuckles turned white as he clenched the amulet, his jaw clenched and finally, almost abruptly, Trystan took a step forward and the the amulet with all his strength and with a gut wrenching howl. The small object disappeared into the night and he heard a small splash as the amulet disappeared into the ocean. Trystan took a weak step back and collapsed onto the log as his legs turned rubbery, he felt so very tired.

Trystan drew in shaky breaths and he thought he heard Elijah mumble something about 'needing that device soon'. He felt Tam brush against his arm as she scooted closer to lean against him and rested her head against his shoulder. Slowly, and a bit stiffly, Trystan rested his head against hers and a small blush made it's way across his face as her small hand slid into his. They sat in silence for a few minutes, just content with each other's warmth and company, "Did they.. the man I-" Trystan paused as he couldn't finish the sentence.

"It was quick," Tam said, softly, she gripped his hand a bit harder and ran her thumb gently across the back of his hand, "I-I don't think it hurt."

"Thank you, Tamif," Trystan whispered as his breath hitched, as his vision grew hazy and a tear slipped down his cheek to fall into the dirt, "For being here."

"We're partners, hun," Tam said, "Someone has to be around to get that big butt out of trouble, but I'm still mad at you," she said as she gave him a playful nudge as they stared into the fire together.

The next morning, the tension that hung over the group had lessened greatly, but when Trystan would go to check his pack, he'd find it there. The Eye of Pandora. Over the next week, they'd tried more ways to rid themselves of it. They threw it, they buried it, but the next morning, without fail, it would be back in his pack, waiting for him.

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Steampunk-Punk-1.webp


The Nuts 'n Bolts
Forgeheart [Coghaven]

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The day had been a blur as Elijah had dragged them around Forgeheart to show off all the sights and wonder. The city was filled with all sorts of people including orcs and trolls which had surprised everyone as neither of those two seemed like the type they'd have expected to see in a city of industry. Elijah had proudly said that they were allies of Coghaven and had fought together to defeat a great threat, people that fought in fog, that wore human skin and used disgusting magics... And he promptly gave a quick apology to Trystan and assured him that his magic seemed okay. Smoke lazily bellowed in the skies, fed by the numerous factories and foundries that were everywhere. Trystan was sure he couldn't throw a rock without hitting six. Children laughed and scurried in the streets, men and women moved about the streets, to work, to the shops, perhaps just out to enjoy a nice walk. Mechanical warriors and machines stomped through the street, it seemed the people of Coghaven did not fight themselves and instead built mechanical wonders to do that for him. When that had been said, the entire party had turned to look at Ren who had simply stared back, seemingly unconcerned with the similarities to the Old World they had heard about. In Elijah's words, the clockwork men were a marvel of engineering and while they lacked Ren's level of sophistication, it was only a matter of time before Coghaven created things just as advanced as her especially if they had the help of an Inventor Extraordinaire like himself! It was the smell of Coghaven that Trystan found most odd. The smell of smoke and oil that was everywhere. It was almost impossible to escape and the way it mingled with the 'normal' smells of a city were enough to make it difficult to breath at times, but Elijah had waved such concerns off as merely the 'hiccups of progress!'

The group had debated a long time on what to do, with Trystan wanting to march right up to the Council Chambers to see if they had work for them, but he was promptly voted down as he was a mage and they had no idea who he was. They should look for a place to stay and get to know the city first. They found a small hole in the wall inn called the 'Nuts 'n Bolts' that Elijah had called 'entirely improper as any establishment of reputation should clearly have a cog in some shape or manner'. It was small, but comfortable, although there was a constant layer of smoke in the dining room as many of kitchen equipment seemed to be mechanical in nature, churning and cranking as black smoke fluttered through the air and machines produced food and drink for the guest. After paying, the group huddled around one of the tables that looked like wood, but upon closer inspection, was actually metal painted to appear like wood.
"This is an odd city," Ren stated as her head turned to examine the few other people around, "Are all your cities like this?" She asked her companions.

"Nope!" Elijah said proudly as he fixed his glasses and puffed out his chest, "This city is a marvel of Coghaven planning and industry!"

"I see," Ren said as she tilted her head, "And 'Coghaven' is special?"

His chest sank a bit, "W-Well, to me and the beating heart of the forge will spread as we make a new home here, free from tyrants where the rule of law and knowledge will form the basis of the land."

"Nice sales pitch," Rokk said with a grunt as he grabbed a pair of questionable looking pastries and shoved them into his mouth.

"It's not a-" Elijah said as he put his hands on his small waist and glared at the large man, "It's-"

"Hun," Tam said as she gave the young man a toothy smile, "You're trying to argue with a Rokk. No matter what happens, you're both going to lose."

"Well, I-," Elijah sputtered before he sank into his chair, "Yes, quite right. Now that we're at my home town, we can get some supplies! I have so many ideas for new inventions like my People Thinker and the Habbleknacker 3000!," his eye practically glowed behind his glasses as he spoke, as if the inventions were about to spring into being right before him, "So, um, Ren, can you come with me to get the supplies? They're pretty heavy and," a blush stretched across his cheeks as he looked down at his very thin body.

"Of course, Elijah," Ren said as she stood from her chair and followed the aspiring adventure. The trio watched them leave before an awkward silence fell across the table, punctuated only by the loud chomping and eating of Rokk.

"So," Tam started as she ran a hand across the cool metallic table, she looked over at Trystan with her bright emerald eyes, their relationship had been a bit odd ever since that night, like something unspoken was hanging between them, but neither of them were ready to really talk about it just yet.

"We should go on an adventure!" Trystan said, a large toothy smile on his face as his eyes lit up, "Think about what cool stuff is here for us to find! We can talk to the innkeeper and then I can-"

"No," Tam said, "You're not leading any adventures for three months," she said as she waged a green finger at him.

"Wait, what?" Trystan asked, his mouth hanging open in shock, "Are you grounding me?" he said incredulously.

"Something like that," Tam said with a small nod, "Ren and I already talked it over. Elijah, Ren and I will take turns leading the next few adventures until we feel you've learned your lesson."

"Come on, I said I was sorry and it..." Trystan argued but was cut off by the look in Tamif's eyes, "Fine," he said as he rolled his eyes and slumped in the chair, "You guys can lead the next few."

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Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
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.

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

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


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

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
500-2030

Actions
Force March
South Westx2, North West x1 [For 4 moves total {with free move} which should put them in the canyons to the North East of New Krenchov]

Hunting
The party will hunt on the tile to collect furs.

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

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

Free Actions
Move North West
Explore

I drew it on the map for reference [They will be heading to star]
Birth-of-Nations-Rennaissance10.jpg
 
The Expedition Leagues Made Their Way...
DamUb9oVMAEP4LV.jpg
From the beautiful forests to treacherous mountainsides all the way to the scorching deserts of the far west, these expeditions made trails far outside of the Assembly's homelands in order to fulfill whatever mysterious goals the New Cultivation had set out for them. Though somewhat saddened by their growing distance from the pulsating homelands of the Growth, each and every Flessi within the expeditions knew that they had a job to do, a purpose to solve. Along the way, they did what little cultivation they could here and there, but without the churning, factory-like systems the cultivators back home had, these efforts were minimal at best.

They couldn't exactly stay stationary after all, they were all on a schedule that had to be kept. And so they focused their attention on travel, utilizing their familiarity with harsh terrain to make the dauntless treks through clogged jungles and daunting mountains almost trivial. And the entire while, they sent back what information they could through a series of convoluted message-bearers. They took stock of what had changed in the years, noting changes in the environment that had gone undocumented for who knows how long.

Slowly but surely, the Assembly grew more familiar with the lands beyond its borders, but that was only one part of the New Cultivation's goals. The others would require extensive interaction with neighboring lands, unknown communities, great factions.

To this end, the Second and Third Expedition Leagues made their way towards territories they were at least somewhat familiar with. Skullcap and Graywisp's ventures at the Auction house had given the Assembly at least some idea of where a nation of Goblins had established themselves in the southwest. Meanwhile, their prior interactions with the Penumbrans gave them some idea of how to reach them as well.

The Second League took the time to scale to the top of mountains in the south, gaining a lay of the land to the east. They made camp in those peaks for several days as they took stock of the odd formation of the coast. Only when they had finished their examination did they finally head west towards what looked like settlements among the mountains. All together, their travels had started off uneventful compared to the other expeditions.

For the Third Expedition had to contend with Penumbra's plague.

Any forewarning that Skullcap and Graywisp could've given concerning the effects of the Plague Scythe failed to live up to what they saw before them. Even before coming into contact with even a single one of the citizens, the mire of death and sickness was almost tangible. It wasn't like the decay that fueled the Cultivation of the Growth, it felt far more destructive in nature, a risk to the Growth.

But they had a mission to do, and that led them to continue on their path to Penumbra's capital, giving a wide berth to the Penumbran settlements they spotted along the way. Keeping in the nearby mountains to minimize contact with the populace until the capital lay before them.

They could only hope they would not have to endure the plague for long, but such hopes could only be supported through strict efforts. And so, the Third Expedition turned towards Umbra from the mountains west of the capital, eager to be finished with their task so they may continue on to a less hazardous portent of their Expedition.

But in truth, the First Expedition had an all too different challenge ahead.

Graywisp and Skullcap's endeavors at the Auction house had given the Assembly some portent of knowledge concerning their closest neighbors. But for the northwest, all they truly knew of was the desert. It was stated as fact that another nation lay on the other side of the great expanse of sand, but the First Expedition had no idea how to tell how long crossing would take. In comparison to the dense woods and treacherous mountains, which the Assembly had grown rather adept at maneuvering through, the Sandy Expanse was both new and empty.

Though small scraps of life were found here and there, the Sandy Expanse was no place for cultivation even half-heartedly. And without familiarity to the type of terrain, they were unable to match the speed of the other Expeditions. The Expanse would prove a daunting foe to overcome, but the First Expedition were resolute. Their efforts would pay off once they finished their crossing, the New Cultivation would need them to not only persevere but to thrive in the face of such hardship.

Besides, the dry and arid journey had been foreseen.

What hadn't been foreseen was the odd settlement they spotted not long into their crossing. With how Graywisp and Skullcap had put it, there wasn't to be another sizable nation so soon, but the possibility of it being an unknown nation was something the first expedition could not overlook. With their mission kept to the forefront of their minds, they sought to investigate the odd settlement and ascertain why it was there.

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 three turns straight will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 2)- Gain a free soiling with every training of Soiling
Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Settlement Defenses (Lvl 1)- Garrisoned Troops gain an extra 0/+2
Better Farming Techniques (Lvl 1)- Farming settlements earn an extra 10 Resources

Total Growth Tiles: 7
Quest 2: Kill 6 Enemies (0/6)

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

Expedition League 1
1 Flessi
Expedition League 2
1 Flessi
Expedition League 3
1 Flessi

Movement
Expedition League 1 moves North 1 tile
Expedition League 2 Moves southwest one tile then moves northwest 1 tile to Da High Peaks
Expedition League 3 Moves Northeast 2 tiles to Umbra

Actions
1+2: Advancement Better Farming Techniques (Lvl 2) 2/2
3.Advancement Flessi Movement Tactics (Lvl 2) 1/2

Free Actions
Expedition League 1-Cultivate & Spread (1/3)
Expedition League 2-Cultivate & Spread (1/3)
Expedition League 3-Cultivate & Spread (1/3)
Diplomacy with the Gobbos
Diplomacy with Penumbra
Expedition League 1 Explores tile after movement

Resource Transactions
Balance: 517 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 50) + Growth's Boon 25%+ = 62 REC

-Expense:

-Lvl 2 Advancement (Single Focus) 60 REC
-Lvl 2 Advancement (Single Focus) 30 REC (30/60)
-200 REC to the Auctioneer

New Balance: 401 REC
 
Act II, Turn 14
Prime Ship, Freedom - Capital Settlement


Kiel Wisteria, Sky Office
"Fools. Do they think they can just bite the hand that fed you?" Kiel's expression was calm as he stood on the balcony of the Sky Office listening to his assistant reciting a confidential report of the Ogre's rebellion. If his assistant didn't know better, he would have thought that Kiel didn't care but other than knowing his boss really well, the menacing glint in Kiel's eye betrayed his calm exterior. He knows very well that the Chairman of the Straed Council is beyond furious.

"We have been kind to these natives, Sir. The Collective offered them extra protection, knowledge beyond their reach, and technology they could only dream of but now they have the audacity to betray us as soon as they thought they were powerful enough? They are gravely mistaken!" His assistant was visibly fuming in anger but considering he was in the presence of Kiel, he tried to restrain himself. A couple of seconds later, Kiel looked at him and smiled which made him shiver in fear as his eyes met Kiel's.

"Oh, Justin. Maybe the Collective has been too kind?"

"Y-y-yes, Sir." Justin furiously nodded in agreement as he began to visible sweat under the invisible pressure exuded by the Chairman. "It's time to finally unsheath the blades that we have been whetting and finally display to all in the continent our dominance!"

Kiel simply nodded and looked back in the direction of the Ogre Settlement. "Under Article 2 of the Straed Chapter, if the Collective is faced with a major military threat, the Chairman of the Council will assume complete authority over the Collective and has the authority bypass the Council. At the same time, a War Council will be convened to advise the Chairman on this matter."

Justin opened his mouth to say something but decided against it as no sound came out of his mouth. He just nodded. "As you wish, Chairman."


Odin Prime, in front of Prime Ship Freedom
"My creation is timely, don't you think so? I didn't think I would see battle almost as soon as I arrive." Odin Prime asked Enigma Prime as they were hovering in the air in front of Freedom. Gungnir, the heavenly spear on his hand was stained and dripping with blood.

"Indeed so, m'Lord. The blood of the Ogres has baptized the Heavenly Spear of Gungnir." Odin Prime chuckled at Enigma Prime's reply. Behind them, the highest tower in Freedom began to glow mysteriously as magical energy was visibly seen converging at what seemed like a mechanical eye at the top floor of the tower. A couple of minutes later, the surrounding turned peaceful as the mechanical eye was filled to brim with magical energy.

"We're ready." The Mechanical Eye at the tower shot a ray of pure magical energy towards the front of the ship. Odin Prime raised Gungnir up and received the energy with the tip of the Heavenly Spear before swinging hard in front of him. Though it was completely unnecessary, Odin Prime still requested to do his just to simply experience the thrill. The space in front of Freedom immediately distorted and some areas started to show signs of spatial collapse. Odin Prime's eyes glinted as he pointed Gungnir's tip at the destabilized space. "Sky Path open!"

The space collapsed before immediately reforming to establish a Sky Path that stretched all the way to the sky above the Guardian Coast Village.

"Foolish Ogres! You are mistaken if you think we will not reach on time as you attempt to siege our settlements!" Odin Prime laughed as he flew forward and immediately disappeared. Enigma Prime and the Freedom Fleet immediately followed behind him.

Village Chief, Guardian Coast
The Village Chief sighed as he looked at the Bounty settlement above the village with deep thought and then towards the location of the Ogre Settlement. Lines of strongmen stood at attention behind them as they prepare for the invasion by the Ogre Rebels. He was immediately pulled out from his deep thought when the SID on his wrist vibrated. He read the notification and his serious face immediately broke into a smile. He looked at the sky above them and he spotted an area where space began to distort. He silently observed as the space collapsed and then immediately reform as the other end of the Sky Path. A few seconds later, a giant mech emerged from the Sky Path, followed by another giant mech and then the Freedom Fleet.

"They're here." The Chief muttered as the villagers around him also began cheering. "Those bastard Ogres are in for a beating now!"



Resources
Start of TurnIncomeExpenditureRemainingNext Turn
89244582072517

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
Upkeep: 90

Pure Magic Crystals
8

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[ROGUE]
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[ROGUE]
2 Swamp Witch, Elite Unit
6 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
2 Valkyries Combination(2 Swamp Switch, 6 Sentinels)
1 Aegis
3 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
1 Valkyrie(1 Aegis, 2 Protector, 1 Curator)
6 Crystal Cannon

Guardian Coast Garrison
1 Valkyrie(1 Aegis, 2 Protector, 1 Curator)
2 Crystal Cannon

Resource Ship Bounty Garrison
1 Valkyrie(1 Aegis, 2 Protector, 1 Curator)
2 Crystal Cannon
Note:

Orc Military Camp Garrison[ROGUE]
2 Protector
1 Crystal Cannon

Golden City Garrison
1 Valkyrie(1 Aegis, 2 Protector, 1 Curator)
2 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.

Odin Prime
Flying Leader Unit
Movement 2
HP 4
Attack 4
Offense 4
Defense 4
[Unknown Traits]




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 8
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
Strength: Blocks 2 Damage
Weakness: Can only be worn by living heroes

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

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


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


Artifact Protector Bot
Hero
HP 3
Attack 3
Offense 2
Defense 2
Hearty Bot- HP and Attack +1
Demonic Protection- +1 HP and Attack when protecting the Demonic Urn

Magical Traps- Add 10 Defense to 1 settlement

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[Equipped to Lord Ga'Lade]
Strength: Blocks 2 Damage
Weakness: Can only be worn by living heroes

Book of the Ages[Equipped to Artifact Protector Bot]
Strength: Unit can cast Blizzard, causing the effects of winter on the tile.

Amulet of Garzon[Equipped to Odin Prime]
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[Equipped to Lord Ga'Lade]
A shiny golden crown inlaid with colorful gemstones.

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

Chains of Maat[Equipped to Odin Prime]
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[Equipped to Lord Ga'Lade]
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: Heavenly Artifact Stabilizer Machine [Level-2 Advancement of 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 6+).
Research Advancement: Heaven's Fury Bombardment [Level-2 Advancement of Heavy Bombardmennt]
For 20 resources, settlements can bombard the enemy troops with magitech artillery. At the start of every combat round, roll a d10 for every enemy unit. At a 9, the unit is hit by a magical shell from the bombardment and takes 3 Damage. The order is Troops > Elites > Legendary > Heroes. (This is separate from the normal settlement attack)
Research Advancement: Purified Crystal Cannons [Level-2 Advancement of Crystal Cannons]
Effects: Settlements count as a number of units equal to 2x their level.

Free Action:
Policy Action: Manufacture of Greatness - Roll a d10, develop a GM Equipment on an 8+. [Rolled 6, no artifact manufactured(artifact manufactured if advancement takes effect)]
Expedited Recruitment: 4 Curators(1 Each settlement to be integrated to Garrison Force)
Equipment: Empyrean Vault is opened and Artifacts are equipped for the remaining Heroes.
Mercenary Recruitment: Kartoosh the Lich, Ga'Lade's Brigade, The Traveling Mages(2)

Attack: Empyrean Legion will attack Rogue Ogre Chieftain and 2 Ogre Marauders
STRAED COLLECTIVE FORCES

Empyrean Legion, Valkyrie Detachment
Odin Prime
Enigma Prime
2 Valkyries
2 Swamp Switch
1 Aegis
7 Sentinels
2 Curators

Empyrean Legion, Cloud Detachment
Nickel the Stout
L'lthor the Golden City Guardian
Artifact Protector Bot
Kartoosh the Lich
Ga'Lade's Brigade
2 The Traveling Mages

Prime Ship Freedom Garrison
Lord Ga'Lade
1 Valkyrie(1 Aegis, 2 Protector, 1 Curator)
6 Crystal Cannon

VS

ROGUE OGRE DETACHMENT
Ogre Chieftain
2 Ogre Marauders

Instructions:
Sky Barrier(2 Health) will absorb damage.
7 Sentinels(Total of 21 Health) to absorb any damage.
2 Curator to give stack +1/+1

Sky Path: Spend 40 resources and open a sky path to the sky above Settlement Guardian Coast(Fishing Village).
Movement: Freedom Fleet moves through the Sky Path, appearing next to Resource Ship Bounty.
Exploration: Explore Freedom Ship

Operational Boost: Resource Ship Bounty doubles resource gain.
 
Last edited:
Birth of Nations: Act 2: Age of Colonialism

ALL NATIONS NOW HAVE ACCESS TO MERCENARY DUE TO ALL NATIONS THAT HAD MERCENARY HUB ARE NOW NPCS


Clan Spike Horde

It was a time of celebration for those of Clan Spike Horde. Their people had fully recovered and then some. The Clan had become all the more stronger for the alliance that had forged between themselves, Coghaven and the Troll Tribes.

It was not an uncommon sight to see trolls alongside metal men and Orcs clad with Coghaven gear training side by side.

The Alliance grows stronger by the day. People that fought together, trained together and ate and drank together formed the very foundation of those that lived in the North Eastern reaches of the continent.

Something that they believed would continue on in the same vein.


Actions: Alliance training program- Coghaven can now recruit both Orc and Troll units in its settlements

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


—-----------------------

Ogre Nation

The Collective was weak. And the Ogres knew it. Even with the initial push with those still integrated, falling to the military might that is the Collective, it was only a matter of time before the flying cities crash and burn on to the ground below.

Their True Leader had returned.

Tiny, the largest and most powerful Ogre of them all. Returned from the depths and millenia and with a far greater intelligence and guile than he had ever shown before.

He would lead the Ogres to victory.

The Ogres cheered as they rushed headlong with their new technological might towards the nearest flying ship, eager to bring it crashing down. If they were lucky, they might even land it on the fishing village below.


—-------------------------------

Penumbra

General Pavlova approached the Flessi Troops that had arrived. What better way to help them spread their glorious plague, than through the mushrooms that grew in the muck and the decaying corpses.

The plagues masses surrounded those assembled, ready and eager to act should the answer be not to their liking.

The General approached with a bargain for The Fessi.

“We give you our dead in exchange for you spreading our plague to another nation. What say you?”


—------------------------------


The Fafrium Empire

The chief engineer had buried himself in his work. There was always something to fix in their new home of Iron Will. After all, they had less to work with here than they did in their previous capital settlement.

An aide walked in. “Sir, we have a bunch of refugees. They say that they are other survivors from the Capital.”

A grunt as the chief engineer pulled a wrench free from where it was stuck on a bolt. “Send in their leader then and we shall speak.”

“Right away, sir.” The aid scurried away and a robed bespectacled figure arrived from the doorway.

“My aide tells you that your group is made up of fellow survivors?” The chief engineer didn’t look up as he continued his work.

“Yes, we are sur…survivors.”

“Well, you lot are welcome here as long as you all pitch in. There’s lots to do here and it’ll get very cold during the winter.”

“Th…thank you for your generosity.” The robed man gave a slight bow with a smirk crossing his lips. “You shan’t regret it…….”


------------------------------------

The Academy

With the hiring of a powerful lich, the headmaster made sure to open up a new series of classes on necromancy, detailing with all its pros and cons in the world at large.

It soon became a popular series of classes.

Many of the first students that had arrived had graduated and began to teach classes or became adjutants for other teachers, while a select few began to venture out beyond the borders of The Academy to see the world and test what they've learned.

Upgrade Capital to Level 5(¾)

—--------------------------------
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:


Winged Boots

Boots with small little wings on each of them

Gauntlet
of Power

You can almost here someone say, “Its so Bad”

Treasure Map

A map of the continent which seems to lead to treasure.



Month 3, Turn 15, Year 1291

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Yamabuki

Train Troop Ningyoburi (20 resources)
Upgrade Capital Settlement Huang He (180 resources) with Standing Army (3/7)
Upgrade Advancement Dam* (Lvl 2)

Dam (Lvl 2)
Allows own nation units to pass through

Wyrm becomes Hero

The Great White Wyrm
Hero
HP 2
Attack 2
Offense 2
Defense 2
Winter Strength: Gains +1 HP and +1 Attack during Winter Months
Silence is Golden: Can negate magic attacks against it on a roll of a 7+

The Gobbos

-Floaty Mushrooms - After hearing about the nation with flying cities the Gobbo's had a
conversation that went something like this: "Yeah so we believe this type of mushroom can float."
Now the mushrooms float.
Ground units can attack airborne units without penalty.
-----
-Betta Red Caps: Better Shrooms for more crazed fanatics.
Fanatics don't hit friendly units on a 4 or 5 and instead just miss, ending the cycle.
-----
-Teleporta's: Don't even ask why it works...goblins are weird.
Goblin armies with a hero may move up to three hexes. If they move only one then they may choose
their direction. Any more than one hex and they must roll a D10. On a 1 or 2 they must move in a
direction decided by a D6 representing the hexes around them rather than their own choice.
-----
Naked Lads: Some mad gitz with a deathwish after a few too many shrooms.

Gain a unit of Naked Ladz for every unit recruited. They do not count to population or goblin
numbers for any abilities, traits etc. Their stats can never be improved however saves can be
bestowed upon them as long as it's not physical armour.
Naked Ladz
Troops
HP: 1
Attacks: 0
Offence: -2
Defence: -2
Nobody Likes 'em: -1/-1 and cannot attack. When a friendly unit takes a hit, redirect it to the Naked
Ladz.


Explore: Gain a Normal Settlement

Rahzen

Construct Farming Settlement "River's Bounty" at location of army 1 (3/3)

Explore: Gain hero, Norma (Blizzen Hero)

Norma
Hero
HP 2
Attack 2
Offense 3
Defense 1
Frozen Wastes: Turns the square resting on into a winter tile
Winter Wonderland: All Blizzen units gain +1 Attack on Winter Tiles

The Children of Mekhane

1. A Mekhanite Legionnaire and the Earth Breaker split from Army 4 ("Hey Purifying Flames") to form Army 5 "Her Hungering Maw". Begins consuming the tile (will be 1/3 at end of turn).

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

3. Begin and Complete Level 1 Advancement; "Mechanized Troop Transport" - unlocks unit "Mechanized Troop Transport" (1 Action, 10 Resources)

Explore: Gain item- “Sword” of Damocles

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

Free City of Noctis

Quest 1: Own an Army of 10 Units

“We must be able to protect our people from those who would do us harm.”
The Synthetic Fae Court
  • Spend 40 resources and 1 action to begin gifting a settlement to the S'yul T'rmnt.​
  • Spend 10 resources to recruit 2x masked zealots.​
  • Spend 10 resources to recruit 2x masked zealots.​
  • Spend 10 resources to recruit 2x masked zealots.​

Explore: Nothing of interest is found

Coghaven

First Fleet builds new Water Settlement (3 Actions, 50 Resources)

Explore: A large underwater castle is discovered beneath the waves (Explore)


Trystan Galvingar

Force March
Hunting
Advancement: Lazarus Pit

Explore: The group finds a mine that is being worked on by a large number of Dwarves. (Adventure)

The Flessi Assembly


1+2: Advancement Better Farming Techniques (Lvl 2) 2/2
3.Advancement Flessi Movement Tactics (Lvl 2) ½

Diplomacy with Penumbra (Look above for Diplomacy)

Diplomacy with Gobbos (Commence)

Explore: A large monster with huge rows of teeth attacks. Lose Expedition 1(Currently 1 Flessi)

Straed Collective


Research Advancement: Heavenly Artifact Stabilizer Machine [Level-2 Advancement of Artifact Stabilizer Machine]- Allows choice of either Offense, Defensive, or Utility type item

Research Advancement: Heaven's Fury Bombardment [Level-2 Advancement of Heavy Bombardment]- NO!

Research Advancement: Purified Crystal Cannons [Level-2 Advancement of Crystal Cannons]- Effects: Settlements count as a number of units equal to 2x their level.

Attack: Empyrean Legion will attack Rogue Ogre Chieftain and 2 Ogre Marauders- VICTORY FOR COLLECTIVE

Sky Path: Spend 40 resources and open a sky path to the sky above Settlement Guardian Coast(Fishing Village).--- CURRENTLY NON-EFFECTIVE UNTIL MOVEMENT PENALTY IS REMOVED
Movement: Freedom Fleet moves through the Sky Path, appearing next to Resource Ship Bounty.
Exploration: Explore Freedom Ship- A Giant War Rhino emerges from below decks and destroys 1 Valkyrie before it is taken down.

Operational Boost: Resource Ship Bounty doubles resource gain.


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
Sea Barnacle Elite HP 1 Movement 1 Attack 1 Offense 1 Defense 1 High Defense- Once per turn, removes 1 damage from an incoming attack Slow moving, powerful warriors of the Sea 2 40 Resources 20 Resources
Iron Legion Legendary HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Warrior of Power: Can subtract 1 point from either Offense/Defense up to a max of 4 to do that much extra damage in an attack Soldiers from across the sea that never remove their armor and fight with relentless strength 1 60 Resources 30 Resources
Gargamel HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Taste for Mushrooms: When up against Mushroom type enemies, they lose all defense and can only deal 1 damage to Gargamel A strange wizard that is highly focused 1 80 Resources 40 Resources
 
Yamabuki

Settlements

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


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


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


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

Standing Army
3 Wyrms
1 Bejeweled Crabs


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

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


Bagua Arts

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

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

Roll: 1
Rerolls: N/A

Total Troops

Red Mother Leader
2 Samurai Troop
2 Monk Troop
10 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
3 Navvie Engineers Non- Combatant
The Great White Wyrm Hero


Order/Happiness
0/0

Population
24/50

Spirit Tokens
1

Orders
Paid Actions:

Train Troop Rock Hunter (20 resources) at Shan
Upgrade Capital Settlement Huang He (180 resources) with Standing Army (4/7)
Train Troop Monk (20 resources) at Hechuang

Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free)
Move Unit Wyrm to Tower of Trials (Roll 3)
Workforce Canalwork (2/2)
Recruit Mercenaries Gargamel (80) / The Lost Troop (x2) (60)


Movement (Army One) 1 Tile South
(Current Tile - South)
Army One Engages Digger Army

Army One
Abraxas
1 Skeleton
Broken Jaw Butler
1 Monk
3 Wyrms
Dragons Gate
Red Mother


Movement (Army Two) 2 Tile NorthEast
(Shan - N - NE)

Army Two

1 Boat
Nerida

2 Bejeweled Crabs

Resources

Start: 439
Income: 146
Expenditure: 180

End: 405




Between the rusty peaks and under the blood red sun, the gathered army scuffed their feet, impatient and eager to fight. Already in formation, the Wyrms at it's head and the Monks only a few steps behind, it was up to Abraxas to finish the time tested Gyourin.

With a fierce thrust and wave of his hands, the damask dust and scarlet sands rose and fell away as the dry bones of the dead awoke from their slumber. Motioning them forward, the parched skeletons clattered and creaked to the left and right, flanking the Wyrms as they took up position.

With the unliving legion in place that left only one skeleton at Abraxas side, his faithful vassal and butler. Pulling from underneath his jacket, to the sound of clattering ribs, the slanted jaw servitor handed the necromancer a blue orb, the light dancing off it like sunlight on a stream. "Thank ye kindly, my good man" said Abraxas.

Rubbing his hand over it as if polishing a prized pearl, the gaunt gentlemen lifted the sapphire sphere to the heavens and from it came flowed a torrent of water, the two cascading vortexes rushing from their prison and crashing to the dusty ground as if trying to quench it's thirst. Quickly the two converging streams began to take shape, powerful limbs spouting from them as the water made a murky attempt at humanity, the liquid forming a broad torso before a misshapen and faceless head grew from it. With a clear, unfeeling gaze they looked to their master.

"Join the others" the necromancer ordered.

As they slid into formation, their Leader appeared from behind Abraxas.

Surrounded by the finest of swordsman, all adorned in ruby red armour, these Wards of Swords would do anything for their Mother. Rescued from despair or misfortune these Ronin had no cause, no future in their eyes but thanks to Queen Wu they now had the greatest of roles. Her proud protectorate led her in, as she strolled forward, adorned in her battle regalia.

With a kumadori mask, The Red Mother's face was a ghastly white, her sharp features enhanced by the black lines and chalky makeup and hiding the signs of age, making her look like an immortal spirit. Vengeful and lofty seemed this projected phantom, in it's striking armour like that of her surrounding Samurai, her sharp, lengthy shoulder guards and blackened, broad breastplate an indication of her military might. Standing within her massive army, she raised her voice to speak.

"My children. My most cherished of children." cooed Wu, placing her hands over her heart.

"Battle is something the Yamabuki are born into, from our birth till our death, every person of the Yamabuki must fight every day of their life's. The elements as we march, life's hardships, our personal tribulation, even each other as we seek to improve ourselves. And all to become who we were meant to be!"

Wu jabbed her finger into the distance "But these people no nothing of battle, espousing pacifism and peace. But this is just a mask these demons wear." she snarled, her white mask cracking as she bore her teeth.

The Red Mother flicked her gaze back to the Army, her eyes resting on the Monks . "Through meditation and hardship, the Monks of the Yamabuki seek knowingness and true enlightenment while these dirt loving demons have to use tools and trickery to get their way."

Her face darkened and her tone dropped. "As was the case with noble Yan Chai... His young life snuffed out in an instant, as should been have that Diggers terrible tool if he had practiced what he preached." she spat the words, the venom practically palpable.

"Look amongst yourselves, do you see a weapon amongst you!" Wu screamed, as she slashed the air with her finger

"Even now, we afford our enemies an undue respect and fight how young Yan did!" Wu cried, passing her gaze over the Army in turn.

"Through keen intellect!..." Abraxas nodded along.

"Exceptional endeavour!..." The Monks lowered their heads in silent prayer for their fallen brother.

"Unwavering will..." The skeletons and elemental's stood unflinching.

" ...and tooth and claw!" The Wyrms paced around, eager and every ready.

"But his death will be a ripple, galvanising all of us, turning our Army into a raging river that will sweep over them like a flood that they could never believe! Where Yan brought mercy to his opponent, today there shall be none"

Wu raised her hands into the air "By the benevolence of your beloved Mother.... KILL THEM ALL!!!" roared the Red Mother.

The Yamabuki Queen remained where she was, clouds of dust and sand kicked up as the Army marched into battle

"Abraxas. Stay with me." she commanded the Necromancer, as he passed her, the Ward of Swords taking their place around her "I want you to protect the Dragons Gate."

"Sure thing, mam" replied Abraxas, tilting a phantom hat.

"If they like play in the dirt, then let their bodies lay in it. And if they hide in their holes at our coming victory, then will just bury them all in them."


[/font]
 
Last edited:



Army of the Earth

"Damnit! What's with this blizzard coming on all of a sudden, especially in the middle of bloody fall!' Callarhan snorted and knocked the snow gathering on the top of his head off once more even as more began to gather immediately. "Vin'Taur, what's the word from the scouts? Have they found the center of this bloody weather?"

"Not yet warchief, they are still searching! We may need to break camp soon, the men are exhausting quickly in the cold and many of them are barely able to stand now!" the other Taur-Ahe was shivering himself and panting slightly, having forced his way to the back of the column and back multiple times already.

"Damn it all! Tell them to stop and call the scouts back when you can get them word! Get me Azghul and Tal'Ki, they should be able to keep going a while yet to find the source with me! I want a full camp made and the men resting and warm by the time I return though Vin'Taur!" the warchief ignored the hasty 'Yes Sir' that came as a response and glared out into the distance, trying to catch sight of whatever was causing the winter storm.

"You called for us Callarhan?" the earthy voice of Tal'Ki called from the side after a few minutes of waiting.

"Aye! We are going out and finding whatever is causing this bloody storm and getting it to stop! Now come with me!" the angered leader marched towards the distance, having spotted the briefest flash of movement.

As the party of three marched, quickly losing sight of the still-in-construction camp due to the snow, the weather grew worse and worse, soon causing them to march through masses of snow that were growing ever closer to the size of themselves. Throughout their march they began to hear strange sounds in the distance, sounds of monsters roaring, men yelling, weapons clashing, and yet more strange sounds echoed around them. They knew not how long they marched, only that after what seemed to be both days and seconds they came upon a clearing in which stood a single Blizzen. Snow and ice swirled around the feminine appearing form and it became quickly apparent that she was the source of the weather that was risking the lives of the army.

"You there! Blizzen! Calm your storm, you are risking the lives of allies and friends with your actions!" Callarhan forced himself towards her, his companions trailing behind him. "Control it blast you or I will kill you where you stand!"

Jumping as if she had been struck the blizzen turned to face the trio, naked shock showing upon her face at their presence. The storm quickly begins to die down and within moments there is nothing but the lightest snowfall replacing it, concentration showing upon her face.

"I- I am sorry, I have been alone for so long that I had forgotten how natural beings react to my blizzards. Please, forgive me," the blizzen bowed her head, frozen tears forming upon her eyes. "Y-you said you were friends? Have you met others then? Others like me? I thought that they had all been destroyed centuries ago."

"Nay, we encountered them some time a year ago and they chose to begin living alongside us as equals and friends," the warchief continued his approach, now at a much more sedate pace upon seeing that the female being meant no harm to him or his own. "You have been alone for so long? Why? Why were you separated from the others for so long?"

"The masters saw fit to attempt to give us more power, power that could control the very weather around us. As you can see, they succeeded with me and created a monster instead of the leader they wanted," as she trails off the Blizzen seems to draw in upon herself, shivering and beginning to truly sob.

"You are not a monster, not if you were created like this. You are a victim of madmen's plans and of cruel creators," Callarhan seems to hesitate for a moment as he continues his approach but continues after a moment, drawing her into an embrace and giving her what comfort he can. "What is your name?"

"I-I don't have one, the masters just called me experiment 134 before they were- were," she broke off into more sobs, unable to finish her sentence.

"Its alright lass, its okay. We can think up a name for you later just relax now and we'll take ya back to your people," Callarhan began stroking the 'hair' of the woman as she shivered against him, quietly lulling her into sleep. "You're alright, you are normal, not whatever those freaks called you, you are normal.

"Normal, Norma," the Blizzen mutters as she drifts off falling into sleep.


Actions

Resources
Start of Turn Income Current UsageRemaining
74484558210348
GainUsage
Settlements: 60 (Capital) + 80 (Storm's Rest) + 20 (Haaster) + 80 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 44 (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: 484Quest Payment: 150 Total: 210
Settlements
Sunset Mountain (Level 3 Capital)
Storm's Rest (Level 1 Farming Settlement) [Constructed]
Talon's Watch (Level 1 Standard Settlement) [Constructed]
Haaster (Level 1 Standard Settlement) [Adventure Reward]
River's Bounty (Level 1 Farming Settlement) [Constructed]

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

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

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

Army 4
2x Lesser Fire Elemental

Order/Happiness
1/0

Population
19/40

Paid Actions
Recruit Blizzen x1
Recruit Earthen Shamans x1

Free Actions
March Army 1 from River's Bounty to Storm's Rest
Explore tile with Army 1
March Army 4 from Capitol to Storm's Rest with Caged Beast
Pay 150 Resources to Spirit Seed quest
Use Skull of the Seer to Contact Synthetic Fae Court
Use Skull of the Seer to contact Mekhane
Use Skull of the seer Free City of Noctis

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

Quests
Spirit Seed Questline:
Pay 150 Resources to Seed (150/150) - Complete at end of Turn​
 
Free City of Noctis

As Speaker, one of Luna’s prime responsibilities was to oversee the election of new members to the council. Currently the council is missing a Minister of Magic with Luna filling in for the role. In her first election she was the prime candidate for the position but the sudden disappearance of the Speaker at the time gave her the chance for a much more strategic role and she did not hesitate to throw her name in the hat.

This year's most promising prospect was a pair of twins who uniquely enough shared one body. Apophis and Sotek they were named and while Luna herself was no fan of the duo, they were fans of hers. Her mastery of celestial magic inspired many of the mages in the years that followed and she became a legend in all fields.

Following the announcement that they would begin picking a new Minister of Magic, all of the academies were whipped up into a frenzy. While only the most skilled practitioner would be chosen, everyone rushed to finish their projects in the hopes of showing their potential as future candidates. Teachers even put their classes on hold for the chance to ascend to the council.

The month started with the big announcement and Luna made her way to Starfell Academy, renamed such in her honor. She knew the teachers here were all worthy candidates, but the majority of them were content where they were and hadn’t produced anything new since she was a student.

1648919193953.png

“We are so glad to have you back within these halls, Speaker Luna.” Exclaimed the headmistress who had been in this position for several decades, even before Luna graduated. Many believed the old crocodile was immortal and possessed a spell for eternal life, but she never spoke of her secret to such a long life.

“I wish I were here for a trip down memory lane, Headmistress, but I’m here on business as you well know.” The feline replied in a cool tone as the two of them strolled through the corridors of the academy. “What I know is that the council is late on choosing the new Minister of Magic and I cannot help but wonder if you had something to do with it. But I also cannot explain why you would do such a thing.” The croc opened her one good eye and glanced up at the poised cat who did not return her stare.

“Show me to Apophis and Sotek." Luna commanded of the elderly woman. The snap from Luna caught the headmistress off guard and although she had half a mind to put Luna in her place, she did not want to be seen as an enemy of her greatest student. The two hurried along to the laboratory where the twins were working and along the way they were bombarded by eager students and professors who wanted to be considered for the role. They all paled in comparison however to the twins who had managed to set themselves apart from the rest of the academy.

"Apophis, Sotek, you have a visitor." The Headmistress spoke. When the two older women entered the room they were hit with flashes of light and bursts of elemental magic. L:una smirked and her sudden applause forced the twins to stop what they were doing. "Well done gentlemen. If I'm not mistaken that looked like the first stages of star crafting. Celestial Magic."

Seeing Luna and the Headmistress, the twins immediately bowed their heads and didn't lift them until the Speaker had said her bit. "we hope you are not angered by our attempts to follow in your footsteps." They said in unison. "I am Apophis." The brother on the right declared. "And I am Sotek." The other sibling said.

The Headmistress was shocked and it showed as her mouth hung agape. No one other than Luna had managed to understand celestial magic and to her knowledge the feline had taken no apprentices. "How is this possible?"

"Through divination." Luna vaguely explained.

The brothers both smiled and nodded their heads. Divination was what had put the two of them on the Council's radar and their success with the skill and their general talent for magic made them the only option for Minister of Magic. "We were able to use our gifts to gaze into the past and watch, Speaker Luna create celestial magic. We still have a great deal of learning to do, but we feel as though we are getting close."

"Well your unique talents in divination are why I am here. To offer you a position on the council as Ministers of Magic." Luna looked across the messy room to where the twins stood, a cunning in her eyes that was masked by her innocent and warm smile.

"Us? The Council wants us?" They looked to the Headmistress who nodded wildly in approval. "Say yes you fools!" She urged.

"Of course!" Apophis replied. "Absolutely!" Sotek said with a toothy grin.

"Then it's settled. We will announce your ascension tomorrow mornings. In the meantime, you should clean up your lab, pack your belongings, and meet me at the council building. You're no longer students here."


Actions:
  • Army 1 moves NE 1 Tile
  • Army 2 Explores Tile
  • Construct Barracks
This Turn Income Expenses Next Turn
Resources 120 20 60 80
Happiness 0 0 0 0
Order 0 0 0 0


Army 1 Army 2 Army 3
Composition Torrin Tyto 1x Flying Talons Snow Othern Hollie Laurent 1x Death Roll Knights Speaker Luna 1x Arcane Turrets 1x Flying talons
Location 1 Tile SW of Capital In Capital
 
fire-logo.jpg


≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

[Going out tonight, {Already running late} so will be doing fluff tomorrow morning]

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Units
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot

Deployment
Adventuring Party
Trystan Galvingar
Tamif Fizzlewick
WR3N
Rokk
Elijah Tillbury the Third
Communication Bot

Order/Happiness
0/0

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

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

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

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

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

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

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

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

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

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

Spell Scroll [1]
May cast an additional spell

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

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

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

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

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

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

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


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

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

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

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

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

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)
Crossfire
Can sacrifice any points from offense/defense to add to damage on a 1:1 basis up to a max of +3 damage

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+

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

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

Resources
Start of TurnIncomeExpenditureRemaining
300030

Actions
Force March
North West, North West [For 3 moves total {with free move} which should put them at Huang He]

Party will do Odd Jobs in Huang He x2

Free Actions
Move North
Sell Furs at Huang He [15]
Explore

I drew it on the map for reference [They will be heading to star]
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FaeCourtBanner.png




The End

Burning air and smog choke a blood red red sky as buildings crumble and burn. Clouds shift and take the form of wailing skulls as the dying fae littering the streets dump their arcane power in a desperate attempt to cling to life. Nature itself warps and screams as the scene unfolds; beings deftly interwoven with the lifeblood of the soil are experiencing feverish agony, and the earth cries in kind. The few fae that manage to survive the withdrawals prowl the streets in a state of feral mania- their metallic bodies in a state of disrepair as they rip at their bodies in the absence of stimuli. What was once a glimmering, solar powered city of the ages is now reduced to rubble.

A loud clang resonates as an orbital drop pod slams into the ground. Pylos swiftly kicks the door off with a dainty metallic leg. As she steps out of the dropod, butterflies begin to congregate from thin air onto her metallic plates. The tall yet sleek android surveys the carnage. “Well then…looks like my work is cut out for me.” Wealwebs were already beginning to form, just as her contractor predicted. With this much fae suffering at the hands of compound, a powerful artifact was bound to form as a result. Pylos walks through the rubble, sneering at the pathetic fae that succumbed to their vice.

A shattered android reaches for her leg and utters in a pitifully weak voice “Please…just a little more compound…” he sits up against the wall, the damage to his lower half now apparent. “I have 3000 bits stashed in a memory cell in my unit, I’ll tell you where they are if you just give me a little more com-” Pylos fires her rifle several times into his chest. A smile creeps across her face as she watches the pathetic worm cough electrogel all over his chest and die. He earned this fate.

Formation

The anathema's will made manifest, suffering and woe births gems- just as the irritation of clam makes pearls. Emerging from the damned souls is a shimmering blue diamond, the size of a basketball. It hums and vibrates, floating in the center of the wrecked city. Time is a manifold, branching and flowing. The diamond saw it all, every which way. Clinging to burgeoning sentience, it saw the agent of Dialeth-Astor approaching it. A cleric, nothing more. A foolish cleric with a paltry rifle.

Tremors rocked the ground as the diamond began to pull monstrous, primordial abominations from shimmering portals around it. Pylos shouldered her rifle, and the resounding sound of her internal fusion reactor began to fill the empty city as it powered up to begin synthesizing rifle rounds. Magerounds and buffering magics would make short work of this aberration.

Death….life…the diamond saw all possible fates for itself. Pylos could drag it to some huffing, impudent fae lord. Pylos could get torn to shreds by primeval titans. Pylos’ internal reactor could give out due to an errant atom, and end up a fireball. Focusing on the manifold of time, something screamed at the malevolent intelligence, and the diamond saw something odd. The body of Pylos…speaking to some rusted out elk and effeminate greenwarden. What could this mean? She began walking to a lavish sleeping suite, full of detailed paintings. This…was uncharacteristic of the agent. All of the visions where Pylos won…she celebrated in a sparse room made from corrugated metal. This version of Pylos…was so much weaker.

Present, past, future. All one in the same. The diamond reaches forward, and touches the strings of time. This future Pylos didn’t have the chops to keep warding runes around herself. Perfect prey.

Dreams-Present Day

“...yes, and Darius also found himself a nice little bunker. We’ll be handing them some resources, and we’re going to hope they have some kind of fissile material we can use. I’m sure they have a fusion reactor or something” says Cadeya, in a matter-of-fact tone.

Zestari bows his head respectfully. “Your expedition efforts have been going even better than I hoped. The Oak squadron has made contact with some fungal people, they have yet to give word of the results. I believe they may be one of the possible threats. In any case, good work.”

Cadeya smiles. “Excellent. That’s all I had today.” She walks back to her chambers, the nova tears already calling her name. After injecting, sleep takes her mind. Howling and the firing of rifles occupy her dreams, as Cadyea sees a thrilling battle take place from a bird’s eye view; a ghostly hand reaches for the mind’s eye and startles the dreamer awake.

“You were out for quite some time, my queen” says a well dressed thrall in a monotone voice as he hands her some hot towels scented with rose oil. Cadeya tries grabbing them, but her hand grabs nothing. When she looks at the face of the thrall, nobody is there anymore. Odd.

Throwing the luxurious silk sheets off herself, Cadeya quickly gets out of bed and dons an elaborate green gown. That thrall was going to pay for disappearing like that. “Arlyss! Where are you? Get back here with my towels!” she yells down the hallway. Nothing responds. Frustrated, she begins to hastily walk down the hallway. With each step, the walls begin to smudge. By the end of the hallway, the walls were all but melted and took on the appearance of hot wax. Getting increasingly disturbed, Cadeya runs through the labyrinthine layout of the fae home base trying to find Zestari. He’d know what to do.

The door to Zestari’s private chamber hisses open, and the rusted elk can be seen frozen in place, surrounded by alien plants. A swing orchestra plays a plodding jazz riff, and Orchid sits in a rickety wooden chair drinking tea. The duo turn to look at Cadeya, as the walls melt around them.

“They’re going to think I’m crazy, I need to be careful here…” Cadeya thinks to herself. “Hello! Do either of you notice anything strange going on?” Orchid and Zestari look at each other. Orchid takes a slow swig of tea and gently places it down on a platter. With a catty smile, Orchid says “Well I’m noticing that your outfit looks terrible, sweetie. Did you just roll out of bed?”

Cadeya takes a deep breath. They must not see it. Something is seriously wrong. Suddenly, a ghostly raptor phases through the wall and lunges for Cadeya. She yelps and fires a crackling bolt of green energy at the creature. As soon as the spell leaves her hand, the raptor disappears and her bolt blows a hole in the wall. Orchid leaps out of their chair and their characteristic floating blade aims its point at the hole Cadeya blasted in the wall. Zestari does not move. “Are we under attack? What the blazes is going on?” Orchid yells.

Cadyea, hands shaking, lowers her magic. “I’m just feeling a bit jumpy tod-” she barely manages to speak before passing out.





FaeActions.png


Initial Points of Interest

  • Random Access Memory: Rusty Joints: lose an action (Really?! Again?!)
Paid Actions

  • Finish gifting settlement to S'Yul T'rment
  • Spend 10 resources to recruit 2x masked zealots.
  • Spend 10 resources to recruit 2x masked zealots.
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
12x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
Party Animal EliteTier 1 Army 3, "Redwood"The Court

Free Actions

1648959198187.png
The following movement takes place.
  • Have Army 1 explore the hex that it's on
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
277(60 Roserest + 40 The Court + 40 Wightfield) * 1.25 = 175- 20 (army)432

Quest Progress


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

Royal Archives

Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.







 
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180517-zombies.jpgThe Expedition Finds obstacles rather quickly...
Although the threat of such obstacles varied wildly between the three.

In fact, the Second Expedition League was apparently doing swell so far, far cry from the First Expedition. Only stragglers remained to tell the tale of a supposedly savage beast that had scattered them to the winds with little quarter, having apparently made its den in an abandoned settlement not too far into the Sandy Expanse. What they had thought would be an unforeseen interaction with a smaller player on the world stage turned into a gruesome bloodbath that left little for recultivation.

But while lives had been lost, they were only few in the greater workings of the Assembly.

In fact, their deaths had offered up a valuable piece of information.

It held little value to the Assembly, of course, as the terrain of the sandy expanse was far too bleak and lacking in nutrients for any inclusion into the New Cultivation. And while the ruins were of some interest, there was no doubt that their neighbors to the north would find them far more interesting.

So with a new assembly of Flessi hastily stitched together to take the First Expedition's place as the Fourth Expedition, they were quickly sent off in the same direction. They would not make the same mistake as the first, they had far more knowledge of the area and a willingness to use it in the talks to come. Giving the creature's settlement a wide berth and sticking close to the coast, the Fourth Expedition drew closer to their northern neighbors with every passing day.

If anything, it was the Third Expedition which found itself in an even worst predicament, for at least the First Expedition's fate didn't bring the threat of potential international conflict with it.

Stories of Penumbra's plague had failed to capture the true potency of the sickness, for even Fungal beings well versed in decay and rot like the Flessi had difficulty bearing the presence of the afflicted. That being said, the Penumbrans greeted the Third Expedition with a fairly straightforward ultimatum immediately upon arrival. Surrounded on all sides with very little hope of escape, the Penumbran General offered corpses in return for aid in spreading their plague.

While the Assembly was often eager to add more flesh to the Growth's Cultivation, the Head of the Third Cultivation was quick to pick up on the potential threat involved. Given what the plague had done to Penumbra, there was no telling what could happen if it worked its way into their system of Cultivation.

Greenvine was aware that a simple refusal would mean certain death and potential war, however, so figured seeing their original goal of diplomacy through to the end was the only option they really had left.

Striding forth from the rest of the Third Expedition to make his status as leader known, Greenvine made sure to voice at least some of his concerns in the same straightforward tones that most of the Flessi had.

"If only the Mabinogi... had not dissappeared." he said slowly as he leaned against his shephard's crop "From what tales we hear... from the auction house...we'd have received nothing but praise if we helped you devastate them."

With his free hand he gestured towards the General, "We came to question... on what history you have on them... so that we could better understand the threat they posed."

Standing straight, he gave a shrug "But if plaguebearers you wish for instead, then plaguebearing we can offer if only you give us the target you wish to see stricken."

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 three turns straight will be converted into a Growth tile, whereas successfully building colonies instantly converts them.
Better Soiling Cultivation(Lvl 2)- Gain a free soiling with every training of Soiling
Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Settlement Defenses (Lvl 1)- Garrisoned Troops gain an extra 0/+2
Better Farming Techniques (Lvl 2)- Farming settlements earn an extra 20 Resources

Total Growth Tiles: 7
Quest 2: Kill 6 Enemies (0/6)

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


Expedition League 2
1 Flessi
Expedition League 3
1 Flessi

Movement
1 Flessi splits from Carcass Garrison and forms Expedition League 4- travels northwest 1 tile then directly north 1 tile

Actions
1.Advancement Flessi Movement Tactics (Lvl 2) 2/2 (Complete)
2. Cultivate 2 Flessi for Carcass Garrison
3.Cultivate 2 Flessi for The Spine Garrison


Free Actions
Expedition League 2-Cultivate & Spread (2/3)
Expedition League 3-Cultivate & Spread (2/3)
Expedition League 4-Cultivate & Spread (1/3)
Diplomacy with the Gobbos
Diplomacy with Penumbra


Resource Transactions
Balance: 401 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 60) + Growth's Boon 25%+ = 75 REC

-Expense:

-Lvl 2 Advancement (Single Focus) 30 REC (60/60)
Cultivate Flessi(New Kin) x2 60 REC

New Balance: 498 REC
 
FLUFF WILL BE ADDED SOON, I BEG THEE GODS FOR MERCY

Resources

Start of TurnIncomeExpenditureRemainingNext Turn
517425180337762

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
Upkeep: 110

Pure Magic Crystals
8
Pure Magical Tokens: 5+4-9=0

Paid Action:
Research Advancement: Sky Aegis(Tier 2 Advancement of Sky Barrier): Settlement projects a barrier that absorbs 4 damage.
Research Advancement: Magna Legacy Tier 2: Up to GM
Research Advancement: Replication: For every construction[expedited or not(?)] of a troop mechanical unit, there is a 50% chance of making a replication without the cost of another action. The full price in resources is paid.

Free Action:
Manufacture of Greatness: Failed
Expedited Recruitment: 9 Sentinels on Bounty Ship

Note: If attacked, heavy bombardment is authorized to be used for the settlements. Settlements also have the sky barrier/aegis.
Note Note: Can I have a revised effect for the tier 2 heavy bombardment instead?
Note Note Note: The garrison force for each settlement can form a valkyrie and they have the settlement crystal cannons.
 
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The Children of Mekhane


"And IT spewed forth like puss from an infected wound, full of hungering maws and jealously for the creations of MEKHANE"


Turn 14, Fall




"The War of Heart and Mind" - Mekhanite Holy Text
Chapter 5 - AND HER CHILDREN STEELED THEMSELVES
1. The men of steel returned to their cities, spreading word of the malignant BEATING HEART OF FLESH and the horde of unholy Flesh-Beasts at its command, setting about the task of readying HER children for the coming battles. Great walls were erected, legions raised and new Men of Steel forged. The Jungle surrounding their cities and towns were burned, made pure, so that the infestation of THE FLESH could not strike against their walls.

2. HER BLESSED HEART, which had long been a most sacred place, devoid of all but a small group of priests that tended to it and welcomed pilgrims, was woefully unprepared for the onslaught that was to come. And so a great, sweeping fortress was erected around it, HER BLESSED HEART siting as a nigh-impenetrable citadel surrounded by great towers and keeps filled with the most dedicated and talented of warriors. They named this fortress city “Ram”

3. HER BLESSED HEART, in the beginning ordained as a place no man of flesh would be allowed to call home, now served as host to whole legions of those still tainted by it. And yet, this was good, for those that lived near HER BLESSED HEART to serve as its bulwark found their faith strengthened, their mind sharpened, and their flesh slowly turned to pure machine.

6. Their fortresses built and legions armed, they thus awaited the call of their Shepherd, whom they had not seen for many months.

7. Without Her Shepherd to guide and organize Her Children in their holy duty, the task fell to the most intelligent and capable of her faithful to carry Their mantle. Scholars, Inventors and Smiths of equal talent, faith and intellect from across her domain organized themselves into a series of councils and guilds, a network of most efficient buacreracy where the Scholars would divine strategy to withhold the tide of FLESH, the Inventors would create wonderous machines cull the FLESH and the Smiths would see to it that these strategies and machines were fabricated and put to use. At the head of this righchteous assembly was Triuvernt Overseers; three of the most trusted of all the faithful whom would guide this beauracracy.

8. And thus Her Children were ready as the FLESH began to pour forth from the wilds.





Actions:

1. Army 5 "Her Hungering Maw". Continues consuming the tile north of Amoni-Ram (will be 2/3 at end of turn).

2. Army 4, First Purity Legion, "Her Purifying Flames", moves NW and Explores - Attempt Quest 2 "Slay the Growth"

3. Begin and Complete Level 1 Advancement; "Research Growth Fungus in Old World Bunker" - Complete Quest 3 "Corrupted Researcher" (1 Action, 10 Resources)

4. Upgrade Amoni-Ram to Level 5 (1/8 Actions, 0/113 Resources)

5. Train 2 units of Mekhanite Skirmishers (1 Action, 45 Resources)
1649012128704.png

Quests:

"Old World Robotics Facility - OMAR" - Quest 2 - Have Coghaven Build a Needed Component


Economy:

At Turn StartIncomeExpensesRemainder
166140155151


Nation Summary

Unit NameTroop TypeTierArmy DesignationLocation
Earth BreakersCivilian UnitTier 1Army 5, "Her Hungering Maw"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 SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 5, "Her Hungering Maw"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 4

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
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid.
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 View attachment 968661 Name: Mechanized Troop Transport Type: Elite Tier: 1 HP: 1 A: 0 M: 3 O: N/A (Cannot attack) D: 0 Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic)
 
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Birth of Nations: Act 2: Age of Colonialism

Battle has begun to rage on in the continent from many different people deciding that they needed to push out against those that they disagreed with or felt were too different from them.

THE WINDS OF FALL ARE UPON THE CONTINENT. WINTER WILL BE UPON THEM SOON ENOUGH


Clan Spike Horde


Chieftain Mahk stood on the new battlements of the Capital as he surveyed the land before him. It was being worked mainly by orcs, but also some cog machines and even some trolls. It was truly the dawn of a new age, for all of them.

It was something that 1 year ago, he would never have even been able to envision or even wish to believe in. But as he looked at the statue of Chieftain Griizakis, he could see that that man, he could see that future, the one they were living in now.

And he wished to do Grizaakis and the fallen proud.


Actions: Advancements: Technological Growth- With the help of the Cog Alliance, Clan Spike Horde now takes 1 less turn for advancements

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


—-----------------------

Ogre Nation

Tiny watched from a distance as the newly formed Ogre attack force attacked the floating ship of a settlement. He knew that not only would its juicy contents would soon be theirs, but that with its positioning, why, they could crash that settlement into the one down below. The fishing village that housed those Strongmen.

They will show the Strongmen who are the strongest. It is the Ogres. We are the one and only strongest in the entire world.

We only got defeated 1000 years ago because the Toulsians cheated in Battle. No Commander should have been able to keep them going as well as that female dog should have. Tiny bit down on a rack of Partially cooked Beast as the smoke from the City signaled him that it was taken.

He smiled a nasty grin.


—-------------------------------

Penumbra

General Pavlova smiled a devious grin of the kind as only one who was so heavily plagued as she could have. She motioned towards another who brought forth a map.

“I am happy that you have been so amenable to our cause, Mushrooms of the South. There is a land to the North known as Yambabuki. Infect them and we will provide you with many corpses to aid in your growth. Along with many other good things to come as such that our Goddess of Pestilence demands.”

The soldiers laughed and moved away from the Mushrooms.

“I believe that this is the start of a wonderful working relationship.”


—------------------------------


The Fafrium Empire

The new machines were ready to help make things in the colony much, much better. In fact, the head engineer was certain that this was going far more smoothly than he could have predicted. There weren’t even half as many interruptions as there usually was during his work.

It seemed that many of the workers in their off hours were mingling with the new refugees. Apparently they had a lot to say and they ran some “friend” circles or whatever it was that they were called.

But what they wanted to do in their off hours was of no concern to him.

------------------------------------

The Academy

The school was becoming more and more affluent, with influxes of coin from various nations in the Old World that had heard of their wonders and wished to partake in their exquisite learning. The type of learning that one could not get in then Old Country, not bound by the older restrictions on magical learnings.

New students were churning in daily, while older students were graduating and becoming fellow educators or venturing out into the world.

Upgrade Capital to Level 5(Complete)

Adancement: Upgrade Student Lodging

—--------------------------------
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:


Gargantuan Banana

A banana that is larger than your average person. It seems to be a bit Green

Caged Bird

A bird that seems very sad in its cage

Arm of Destiny

A mechanical Arm that pulsates with electrical energies



Month 4, Turn 16, Year 1291

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Yamabuki

Train Troop Rock Hunter (20 resources) at Shan
Upgrade Capital Settlement Huang He (180 resources) with Standing Army (4/7)
Train Troop Monk (20 resources) at Hechuang

Army 1 Engages with Free City of Noctis Army of 1 Unit. Loss of 1 Wyrm and Capture of Unit along with their recently uncovered buried treasure worth 20 resources

Explore: The army discovers a Metal Man in a cave that claims to be a Mystic of ancient wisdom. He not only agrees to join the Yamabuki, but also gives plans for a new type of unit.

Metal Mystic
Hero
HP 2
Attack 2
Offense 0
Defense 4
Ultimate Defense: When in a settlement, adds 0/+1 to all allied troops within its walls
Mystic Knowledge: When in a settlement, decreases cost of advancements by 5 Resources

Mobile Walls
Elite
HP 1
Attack 0
Offense 0
Defense 2
Wooden Defenses: For every 4 in an army, can block 1 killing blow of a unit. (Usable Once per Battle). Extra Weakness: Any Fire attack towards this unit will have its Defense be reduced to 0 for the attack.

Rahzen

Recruit Blizzen x1
Recruit Earthen Shamans x1

Spirit Seed Questline Complete

The Tree of Spiritual Enlightenment
Strength: All Elementals gain a +1 HP and a 9+ save while in a Rahzen settlement

Explore: While investing an unruly patch of vines that seemed to be blocking the path forward, the army managed to cut through and found a relic on an overgrown pedestal. It was a helmet that seemed to be brimming with magical power.

Helmet of The Forest
Strength: Summons powerful vines that cut through enemy armor
Weakness: After an attack, the user is reduced to 0 Defense for the remainder of that fight

The Gobbos

-Recruitment - x2 Spearmen (10 Resources) - x2 Naked Lads
-----
-Recruitment - x2 Spearmen (10 Resources) - x2 Naked Lads
-----
-Recruitment - x2 Spearmen (10 Resources) - x2 Naked Lads


Explore: The Gobbos were exploring a field near the capital that seemed to be an ancient battlefield of some sort uncovered from a massive rainstorm that passed through the area. The gobbos gleefully roamed around and were blown to bits by buried explosives known as landmines. (Lose 1 Unit)

Free City of Noctis

  • Army 1 moves NE 1 Tile​
  • Army 2 Explores Tile​
  • Construct Barracks​

Explore: Army 2 Uncovers a large horde of Buried Treasure. Gain 20 Resources

Army 2 engages in combat with the Yamabuki. They kill 1 Wyrm and are then taken Captive along with the 20 Resources of treasure

Barracks- Decreases the cost of training units by 10 Resources

Trystan Galvingar

North West, North West [For 3 moves total {with free move} which should put them at Huang He]

Party will do Odd Jobs in Huang He x2

While doing Odd Jobs in Huang He, the group comes across an Emerald Green Cape.

Emerald Green Cape
0/+2

Explore:A celebration is occurring in the streets, but what seems to catch the party’s eyes is the shifty looking man that hurriedly walks through the celebration and into a small building where its lights immediately go out. (Continued in Adventure Chat)

The Synthetic Fae Court
  • Finish gifting settlement to S'Yul T'rment​
  • Spend 10 resources to recruit 2x masked zealots.​
  • Spend 10 resources to recruit 2x masked zealots.​

“The Master is Pleased with your gift of a settlement. Here are some warriors to assist you in your endeavors.”

Quest 2 Completed: Gain 5 Soul Reavers

Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

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

Explore: Army 1 explores the strange fleshy lands of the Mushroom people. While investigating an odd light coming from a cave, they found a skeleton clutching a tome in its arms.

Tome of Great Speed
Gives the army that is with the equipped hero a movement of 4

Quest 2 Completed

Reward: Enlightened Warriors

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

The Flessi Assembly

1.Advancement Flessi Movement Tactics (Lvl 2) 2/2 (Complete)- When Flessi move into a battle, they gain 0/+1 for that turn of combat
2. Cultivate 2 Flessi for Carcass Garrison
3.Cultivate 2 Flessi for The Spine Garrison

Explore: The army explores a strange growth that had grown larger and larger before them. After about a few hours, it exploded, giving the Flessi a large amount of illustrious goop that could be used for cultivation. GAIN 20 RESOURCES

Straed Collective

Research Advancement: Sky Aegis(Tier 2 Advancement of Sky Barrier): Settlement projects a barrier that absorbs 4 damage.
Research Advancement: Magna Legacy Tier 2: Prime Ship Freedom can fire its massive cannons into the fray but at a cost. Can attack during the battle for the chance to eliminate enemies. Roll a d10. On a 4+, kills a troop unit. On an 6+ kills 2 troops or 1 elite. On a 8, kills 4 troops or 2 elite, or 1 hero. Costs 20 resources to fire the cannons.
Research Advancement: Replication: For every construction[expedited or not(?)] of a troop mechanical unit, there is a 50% chance of making a replication without the cost of another action. The full price in resources is paid.

The Expedited forces on Bounty were defeated by the Powerful Ogre Horde. Upon Capturing the Bounty, they crashed into the fishing village below.

THE PEOPLE OF THE STRAED COLLECTIVE ARE SCARED AND AFRAID OF THIS NEW MENACE: -1 ORDER


The Children of Mekhane

1. Army 5 "Her Hungering Maw". Continues consuming the tile north of Amoni-Ram (will be 2/3 at end of turn).

2. Army 4, First Purity Legion, "Her Purifying Flames", moves NW and Explores - Attempt Quest 2 "Slay the Growth"

3. Begin and Complete Level 1 Advancement; "Research Growth Fungus in Old World Bunker" - Complete Quest 3 "Corrupted Researcher" (1 Action, 10 Resources)-- Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH

4. Upgrade Amoni-Ram to Level 5 (1/8 Actions, 0/113 Resources)

5. Train 2 units of Mekhanite Skirmishers (1 Action, 45 Resources)

Slay the Growth Explore: The Army approaches a safe distance from the cavern. It looks as though from the months away, that it has expanded out from the collapsed parts of the cave. A few beasts covered in Growth seem to linger nearby. (Continued in Adventure Chat)

Coghaven


A message written on weathered parchment is received. It reads the following. “There exists in every time and place one who understands what you seek, but does not wish cooperation, only destruction.”



Mercenary Hut

Name Description # Available Cost Upkeep
Rusted Warriors Troop HP 1 Movement 1 Attack 0 Offense 0 Defense 0 Rust Dust- The rust allows these warriors to give one enemy unit a -1/0 Displaced warriors that have no cause 2 30 Resources 10 Resources
Sea Barnacle Elite HP 1 Movement 1 Attack 1 Offense 1 Defense 1 High Defense- Once per turn, removes 1 damage from an incoming attack Slow moving, powerful warriors of the Sea 2 40 Resources 20 Resources
Iron Legion Legendary HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Warrior of Power: Can subtract 1 point from either Offense/Defense up to a max of 4 to do that much extra damage in an attack Soldiers from across the sea that never remove their armor and fight with relentless strength 1 60 Resources 30 Resources
Scorched Earth HP 2 Movement 1 Attack 2 Offense 2 Defense 2 I Love The Smell of Napalm in The Morning: The Flame attacks deal 3 Damage to Living Targets Living Tank: The First 3 Damage in a Battle is ignored A strange heavily Armored Figure from head to Toe that carries a large Flamethrower pack on their back. They do not speak and their gender is unknown 1 80 Resources 40 Resources
 
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The Children of Mekhane


"And IT spewed forth like puss from an infected wound, full of hungering maws and jealously for the creations of MEKHANE"


Turn 16, Fall



"The War of Heart and Mind" - Mekhanite Holy Text
CHAPTER 6: AND THE BEASTS THROW THEMSELVES UPON THE WALLS

1. It was but months before the first tendrils of THE FLESH could be seen creeping to the Jungle’s edge. Thick as tree trunks, twisted and wild, IT crawled along both canopy and forest floor, only being stopped by the consecrated metal earth that had been forged at the jungle edge.

2. From this corruption came forth the horde, a writhing mass of misshapen man and beast, void of all but hunger and primal savagery.

3. They threw themselves upon the walls of our great cities, tearing at the stones with tooth and nail. They were repelled by spear and Divine Fire which seared their flesh and cleaned their corruption.

4. In the beginning, the cities held strong, legions of flesh-beasts lay dead in the fields surrounding them, our people safe within the walls. But the horde was an endless stream that soon grew into a raging river, slamming its force against the stones, slowly wearing them done.

5. Out from the festering wilds came an unnatural fog that shrouded the land, casting it into an eerie near-darkness, with even the bright sun of mid-day barely able to penetrate its suffocating canopy. This fog influenced the minds of those within it, filling Her Children with an unreasoned fear.

6. Terrible beasts of THE FLESH spawned from this fog. Large, hoofed humanoids which were part tree and part man, pale fur covering their flesh and their faces obscured with the skulls of deer. From their antlers hung bloody heads and glowing talismans and many other indescribable horrors of FLESH.

7. These new fiends were possessed of eldritch, sorcerous powers that defied and spat in the face of HER LAWS.

8. They bent and twisted reality, summoning forth great storms and massive limbs that struck down the great walls of Her Children, allowing the great river of FLESH to drown the cities behind them. And thus the cities of Her Children began to fall.
9. One by one HER cities fell, their walls smiten by corrupting magics and crushed beneath the hooves of massive tree-things, and their people buried beneath the endless tides.

10. The Triumvirate Overseers and their followers tried desperately to reinforce their cities, protect them from the Flesh-Sorcerers and nullify their earthly powers. But nothing they could muster could withstand the full force THE FLESH unleashed.

11. The Triumvirate Overseers realized that in time, even HER BLESSED HEART would come to fall to the tide of corruption. And then all would have been for nought and the world would be thrust into an unending darkness of mindless agony.

12. They realized but one option remained to safeguard HER BLESSED HEART- to rally all that remained of their forces to the fortress city of Ram and pray that they could hold until The Shepherd returned.

13. And so they planned a great exodus from their remaining holdings. Knowing that traveling across the land would be impossible, they dug great tunnels beneath the earth towards Ram. Tunnels large enough for entire cities worth of men and women to travel within. And so these tunnels were dug, straight from the farthest cities and to HER BLESSED HEART. All of HER other holdings and cities were vacated, and these great tunnels were collapsed behind them to prevent THE FLESH from following in pursuit.

14. HER Children's great cities thus laid abandoned, soon consumed by the FLESH and turned not even to rubble. So absolute was the corruption of the FLESH that all traces of civilization were wiped from the lands IT conquered. Where cities of stone and bronze once stood tall, twisted trees covered in sickly vines now rose. Where farms managed by great clockwork machines once grew lay overgrown fields and swamps. Even small villages of wooden and thatch huts that had not yet been enlightened by HER were not spared; turned into rocky fields and their inhabits made to serve as terrible writhing Flesh-beasts. THE FLESH allowed no trace of HER light to remain.

15. THE FLESH swept across the land unimpeded- for no peoples who have not recognized and committed themselves to MEKHANE and HER laws can hope to withstand ITS corruption, erasing all traces of HER light that IT could find, until the land had returned to its primitive state- wild jungles and savage men. Only Ram stood as a beacon in the darkness, a silver dot surrounded by a red sea.



Actions:

1. Army 5 "Her Hungering Maw". CONSUMES tile north of Amoni-Ram and consecrates the ground in Holy Bronze. (will be 3/3 at end of turn).

2. Begin and Complete Level 2 Advancement; Earth Breakers to Tier 2; "Mobile Strip Miners" -> "Mekhane's Consecrators" (1 Action, 20 Resources)
Earth Breakers unit becomes tier 2 and gains the following trait;
"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology ("free" advancements). Exact rules to be discussed.

3. Begin and Complete Level 2 Advancement; Mekhanite Legionnaires to Tier 2; "Strategic Logic". (1 Action, 20 Resources).
Mekhanite Legionnaires become Tier 2 units and gain the following trait;
"Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3.

4. Train 2 Units of Earth Breakers (1 Action, 45 Resources)

5. Mekhane Army 2 moves 2 tiles and explores
1649538713282.png



Quests:

"Old World Robotics Facility - OMAR" - Quest 2 - Have Coghaven Build a Needed Component
"Cull the Growth" - Quest 1 - Killing the Growth Beast in the cave to unlock the location of a piece of Mekhane.


Economy:

At Turn StartIncomeExpensesRemainder
15120065286


Nation Summary

Unit NameTroop TypeTierArmy DesignationLocation
Earth BreakersCivilian UnitTier 1Army 5, "Her Hungering Maw"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 SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 5, "Her Hungering Maw"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 4

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
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH
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
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid.
2 trade routes: Goblins, Warrior-Women Happiness: 0 Order: 1 INVENTORY: Silver-Fish Pistol Weapon of Magnitude: When entering battle, choose 1 enemy type or weakness. When attacking that type of unit, gain +2/0 and +1 damage. The user will prioritize the unit type selected. Land Boat Armor Piercing Rifle +3/0 Military Grade Armor 0/+3 Decreases damage by 1 Phaser Rifle Pick 1 mode during combat: Stun Mode Instead of inflicting damage, on a successful hit, knocks out the enemy of a roll of an 8+ Kill Mode +3/0 Deals 1 extra Damage Disintegrate Mode -3/0Attach files On a successful hit, deals an additional 4 damage and negates saves 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 View attachment 968661 Name: Mechanized Troop Transport Type: Elite Tier: 1 HP: 1 A: 0 M: 3 O: N/A (Cannot attack) D: 0 Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic)
 
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1649565367015.png



A large mechanical creature stands over the akimbo body of Cadeya. From inside a large hollowed out animal skull reach a set of scythes, legs, and two dainty hands that are currently picking apart Cadeya’s faceplate. “Hmm..no physical damage that I can see. I don’t have any tools that I would normally use, but physical damage resulting in unconsciousness would have to be quite severe.” The clicking of tools awkwardly resumes as none of the fae respond to the statement of fact. “Yes, this seems to be some kind of magical attack- involving some temporal force.”

Orchid snickers. “Are you sure it’s not just her brain being fried? Well I guess we wouldn’t need you to tell us that, Mr. Archivist.” Not looking up from his work, the Archivist begins polishing Cadeya’s face plate, as it was rather scuffed. The Archivist looks to Zestari, its bulbous head contorting into an expression of worry. “My Lord, her soul is somewhere else right now. Ripped away by a powerful artefact.” Despite his worried visage, the archivist was quite excited. A powerful temporal artefact ripped Cadeya’s soul into another dimension, which means there was hope for escaping this insufferable hellhole. He didn’t want to say this, and let the group down when Cadeaya inevitably died in some alien wasteland.

Zestari steps forward imperiously. “Is there anything you can do? As little as a I care about the old world, our nightmares are true. Darius confirmed to the East that there’s a group of machine worshipers, and Farzin confirmed to the West that there’s a faction of rot and decay. We are running out of time.” Clicking begins to get louder and louder as Cadeya’s face is sealed back into place. “Old friend, I was once a schoolteacher. You really think I have the ability to do anything about this?”

Zestari lowers his head to the limp body of Cadeya. “You’ve taken inventory here for as long as I can remember. I’m sure you’ve at least heard of artefacts like this before. What are the chances of her surviving?”

The Archivist nervously clicks his fingers together, producing almost a musical rhythm. “You said that Darius chap was promising, right? If Milady doesn’t make it, we can fuse him with the body of Pylos, just like we did with her.” The message was not lost on the old elk.

Orchid puts both hands behind their head and leans against a wall, their smugness almost palpable. Looks like Zestari’s luck was helping the old Greenwarden out today!

Meanwhile…

Cadeya wakes up in the middle of a burnt out city, her body feeling as though it was injected with lead. In the distance, machine gun fire resounded. The Fae Queen had had enough. First, some degenerate started spying on her. THEN, her beauty sleep was ruined by hallucinations. To top it all off, she made a fool of herself in front of that prancing [a;lskdj] Orchid. Oh, and she was in a garbage dress to boot. This was shaping up to be the worst day ever.

Angrily, Cadeya walks to collapsed skyscraper, her sensors picking up faint vibrations of life. Huddled together in a roughshod camp are about 35 humans. Her eyes flash blue, and every single one of them fall under a powerful enthrallment spell. There was a lot of gunfire, she’d need all the meat shields she could get. “You” she said pointing at the least dirty of the group “Where are we, what’s happening, and who is shooting all those guns.”

The hunched figure stands up and monotonously says “We were once the great city of Estaria. The Pitoprin wars finally reached us.” If Cadeya’s face could go pale, it would. There wasn’t a living fae that didn’t know about these wars. Even a newly created one such as her knew this was quite literally the end of an era...she must have gone back in time. Cadeya begins pacing around the room, until a moment of inspiration struck her. A time artefact...if she could somehow bring this back, the fae were saved and she could see the empire in all its glory. No more living in a constant state of anxiety.

Renewed, Cadeya sends the thralls scavenging the city for broken weapons, until they all came back somewhat armed. She marches towards the sounds of gunfire, until she reaches what appeared to be a glowing crystal. The figure firing its gun rapidly turns, sensing the approaching army.

Cadeya and the figure lock eyes, realizing they look identical aside from a change of clothes.

“What”

“The”

“Fuck”

says each one, in an alternating manner.


1649565382673.png




Initial Points of Interest

  • Random Access Memory: Streamlined Process: Gain one elite. Choosing Party Animal.
Paid Actions

  • Research Advancement: Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.
  • Spend 2 actions to and 60 resources upgrade Wightfield.
  • Spend 1 action and 10 resources to recruit 2x Masked Zealots.

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
14x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
2x Party Animal EliteTier 1 Army 3, "Redwood"The Court

Free Actions


The following movement takes place.
  • Army 1 moves into Amoni-Ram.
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
432(60 Roserest + 40 The Court + 40 Wightfield) * 1.25 = 175- 10 (army) - 60 upgrade527

Quest Progress


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

Royal Archives

Items
  • Eyes of True Sight: "In battle or in exploration allows 3 rerolls as it displays all kinds of important statistical and analysis data for you." Soon to be implanted into a thrall.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.
  • Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.







 
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Great Cog.gif
Coghaven


The Council of Ministers gathered as the various leaders of Coghaven's government department gather to report to the Overseer. It was uneventful as things had been calming down in the growing nation. The celebrations were calming down and the last month had been a bit of a void, recovering as others were happy to just see that another new settlement was up and running.

"So as all of you know, we've received a dispatch from the Empress," Runcible said in a sour tone as he help up a letter marked with gold filigree and the emblem of the Empire of Great Titania. All of the Ministers looked far more sour at seeing the most hated insignia in Coghaven.

"What does that cow want?" snarls one of the Ministers as others nod in agreement at the inquiry.

"It is to inform us there was another uprising in Baggodan in the southern empire. It was suppressed but the Empress is electing to trigger our treaty agreement. She is going to exile all the various Baggodan fighters here. We need to be ready to take on this new population surge. I'm going to order the beginning of a Great Working. The improvement of our three standing settlements outside of Forgeheart. Are there any objections?" Runcible asked after giving the Ministers the news.

There were no objections but they all looked rather surly about having to deal with Greater Titania at all. The hostility was tense and they hated the idea of Titanian ships docking in their ports, but it was going to be stomached to give safe passage. As the vote goes around the table, there was no objection, only more grumbling and complaints coming from the Ministers. The nation had to face the fact that Greater Titania was going to continue to interact with them and use that treaty agreement to dump more souls into exile. The refugees would be embraced, fed, sheltered and taught to ensure they would have a future in Coghaven.​


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

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

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


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

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

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

Settlements
Forgeheart
Capital Level 2

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

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

Finley Station
Floating Base Specialized Military Settlement Level 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

Port Sprocket
Water Settlement Lvl 1

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

Total Troops
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 (at Port Sprocket)
2 Ships
1 Submarine

Second Fleet (at Finley Station)
1 Submarine

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

Order/Happiness
1/2

Population
13/40

Resources
Start of Turn Income Current Expenditure Remaining
272 160 + 25 Trade 457 180 277
Widgets
30 Widgets may be expended to cover the cost of production on something or shorten the time of production.
Start of Turn Income Current Expenditure Remaining
36 3 39 0 39



Actions
Upgrade Finley Station to Level 2 (1/4 Turns, 60 Resources)
Upgrade The Anvil to Level 2 (1/4 Turns, 60 Resources)
Upgrade Port Sprocket to Level 2 (1/4 Turns, 60 Resources)​
 

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