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Council Chambers

"They found a rogue Blizzen!? Are they on their way back or do I need to leave immediately to meet them," Blacktop practically interrogated Requen, leaning over the Taur-Ahe's desk and slowly spreading frost along the small trinkets that adorned it.

"Calm yourself Blacktop, Callarhan decided it would be best to have her join the rest of your kin here as soon as she could. We are not quite sure why she was kept separate from the rest of you but from what she has told him I believe that some members of the Azghul wished to experiment further with her, something that seems to have given her the ability to create blizzards from nothing. I think they wished to have her lead, or at least be in a support role, among the greater masses of Blizzen in order to give them the strength that they seem to gain during winter constantly," Requen eased the Blizzen's hands off his desk halting the spread of the frost before it could damage anything. "She should be arriving within the week along with a few veterans who are to old to keep fighting, when she arrives I'll send for you and make sure you can comfort her.

"Good, thats good. I must get quarters set up for her, she will most likely be considered to be an equal to me by the others if she has that kind of power, it isn't common for us to be different," the Blizzen quickly left the room, muttering to himself about his new plans.

The Council Head sighed before turning back to the paperwork that occupied one of the few untouched parts of his desk. He scanned over several letters from the various spies that Tasuma had sent out, noting how most of them had failed to find anything important in the time since their last reports. He paused and began a more thorough reading of the most recent of the spies to reach their destination as a grin broke out across his face. With letter and a small package in hand he quickly left his office and strode toward Rahdek Storm's, his steps conveying a sense of excitement.

"Rahdek! Good news, one of our spies discovered a new kind of crop that we can grow fair amounts of and increase the yields of our harvests, he was even able to send us seeds back," the Taur-Ahe didn't bother knocking and ignored the indignant look on his friends face at the intrusion. "I want you to get this to Storm's Rest and send half of the samples to River's Bounty for immediate planting."

"Ah, Requen? Can you perhaps come back later? I was quite busy," the Storm's Eye gestured to the candlelit dinner sitting across his desk and his wife sitting on the opposite side holding in her laughter. "And do make sure you knock next time, you got lucky it was just dinner this time."

"Don't leave your office unlocked next time then Rahdek, here's the seeds," Requen tossed the seeds to him before turning and leaving quickly, his face flushed in embarrassment and ignoring the rush of laughter that filled the room as soon as he left.

Halls of the Shaman


"Today class, we will be attempting to summon Water Elementals and will be beginning to demonstrate how to summon combination elementals, or elementals who could be considered to be two different kinds of elementals at once. Can anyone give me an example of one of these elementals? Roran?" Vigo pointed to the human as he raised his hand.

"The Ice Elemental sir! They are considered by many to be a combination of the elements of Air and Water and combine many of the traits of the two in their summoning and binding," the excitable young man was quick to answer and go above and beyond with said answer.

"Correct lad, and good on you for answering my next question as well. Moving on though, we will not be summoning the lesser elementals that you all have been summoning previously and will instead be summoning what could be considered natural elementals. These elementals are on par with the average 'wild' for lack of a better term elementals that you may at times see in the wilds. The reason for this is the unfortunate nature of my former title as High Shaman of the Waters, when I am near any summoning that involves the element of water then stronger spirits will try to force their way into the summoning no matter what amount of power is put into the ritual. As such, we will begin to demonstrate to you how to summon stronger elementals in general, a task I believe that you are all ready for now that you have more experience," the shaman moved to the side and waved towards the summoning circle on the ground behind him. "This is the advanced circle that you all will be using from now on. Notice that there are more runes for safety and containment, as well as several more enhancing runes that must be drawn to perfection for the circle to work properly. Make sure that you have perfectly drawn and contained each of them as well, we are now reaching levels at which a spirit may actually be able to fully control you if they are able to break out of the circle before you are able to form the contract."

The class stepped forward carefully and several pulled out rolls of parchment and began to draw the circle down, making sure to draw it as close to perfection as possible. Roran stepped around the circle, observing it from all sides and making note of how many of each symbol was present and their location along the main circle.

"Now then class, the council has actually requested that I summon a group of water elementals for our forces so you will have the treat of witnessing myself perform a ritual after you have all had your own first attempts. Oh, and the sooner you all perform them, the sooner you are able to watch one which goes off properly. In other words, get to it."

Within mere moments all the shaman trainees had rushed to the section of the training hall that they had claimed as their own and began the grueling process of drawing their circles, excitement at witnessing such a rare treat making them move as fast as was safe.


Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
348528876106770
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 48 (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: 528Unit Recruitment: 106 Total: 106

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]
3x 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

Army 5 [Sunset Mountain]
1x Earthen Shaman

Order/Happiness
1/0

Population
21/40

Paid Actions
Recruit Elite Water Spirits x2 (2/2)
Recruit Elite Ice Spirits x2 (1/2)

Free Actions
March Army 5 to Storm's Rest and merge with Army 1
Merge Army 4 with Army 1
March Army 1 North one tile from Storm's Rest
March Norma South to Storm's Rest and Merge with Army 2
Equip Caged Beast to Callarhan Storm
Receive Stolen Advancement 'Rice Paddy' from Yamabuki
Farming settlements produce an extra ten resources

Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+
Xion Corporation: Corvan - Steal Advancement on roll of 8+
Coghaven: Veren - Two 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
 
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The city was truly unlike anything the party had seen before. Where Coghaven had been advanced, it still bore some resemblance to the architecture of the Old World, the world that Trystan, Tam, Elijah and Rokk were familiar with, but this? This was new. The slopped, tiled buildings, the parchment doors, the paper lanterns, the odd, angled buildings and walls... The group had collectively gasped when a draconic creature had sword overhead and no one seemed perturbed. After a few hours, the party too began to start to take less and less notice of the creatures, they were simply as part of this city as any of the buildings or its people. Armored warriors with strange metallic facemask and curved blades strutted down the streets as if the streets were lucky to have such warriors walk upon them as the peasantry lowered their eyes, bowed and moved on. It was a bizarre mixture of order, serenity and oppression that Trystan could not put a mind to. The truly odd things were the numerous palanquins that were marched down the street, held up by well dressed and groomed servants. Not even in the Fafrium Empire did Trystan see such things, they screamed of an excess, of an excessive belief in caste, that it had taken him a few moments of observation before he realized that people were in those. Carried in their enclosed spaces, seperated and above the masses that walked the streets as if the very act of being in the same space as them would somehow dirty them, or the very act of walking was beneath them.

Lagging a bit behind the group, Elijah and Tam were both writing in their notepads but for two entirely different reasons. Elijah was studying the people, the buildings, the forms of technology and theorizing what developments and paths the culture must have gone through, or needed, to develop them while Tam was drawing sketches of the beautiful architecture and people as she filled the margins with observations and notes so she could better recall what she would see so she could call it forth when she properly transferred her notes into the novel that would someday bear her name and be published and shown throughout the world, to immortalize their adventures and all the people they came across, to have her creation sit upon proud, pristine bookshelves in the academy and other universes in the old world.

The group herded themselves into a moderately sized building that smelt enticing even though none of them knew what it actually was. The dimly lit room was filled with extremely low tables, almost to the ground, and the patrons sat upon cushions as they drank tea, ate and even seemed to be playing some sort of dice game, the occasional cheers, curses and pleading filling the air as dice fell where they fell. In dark corners, men with similar curved blades, but lacking the ornate armor and instead sporting tattoos stood to glare at any who looked their way, occasionally, a man would walk up to them, their shoulders slumped, and would start to beg. From the hushed whispers, Trystan was only able to make out that some were either borrowing money, begging for more time or even offering up collateral..

The group moved to a table far away from the tattooed men and slowly lowered themselves to the cushion, and Tam had to suppress a giggle as Rokk tried, and failed, to fit his massive legs under the table. "This is really nice," Tam said as she gave Rokk a large, toothy smile, "You going to be fine, Rokk?"

"Hn," Rokk grunted as he lifted the table a bit and rested the lip against his lap. It got him under it, but did nothing for the tables balance as it now sat on a very slight angle, "It will do."

"That doesn't seem structurally stable," Elijah frowned as he took off his glasses to clean them with a cloth he produced from one of his many pockets, "Maybe we should life the other end a bit to bring back equilibrium," he murmured as his mind went to work measuring the angle of the table before he dug into his pack and produced two thick books, sliding each under the legs of the opposite end to stabilize it and make it surprisingly flat even with Rokk's rather bulky thighs.

"Did you see those like carriage things?" Trystan asked the group as he set his elbows on the solid table and leaned over it to talk to his companions, "Don't those seem a little... odd?"

"Not really," Ren chimed up, a large bundle of blankets, suspiciously similar to a sphere, sat in her lap, "In many cultures they were used a symbol of status, especially for women who were not allowed to travel unaccompanied, it kept them out of the elements and kept them from building muscle or callous," the android continued as she sat almost unmoving, the shimmering emerald hood they purchased earlier in the markets hung low over her head.

"But it seems a bit dehumanizing, right?" Trystan asked as he looked around for support.

"Hun, its always been like that," Tam said as she opened up her notebook to review the notes and sketches she had taken that day, "Sometimes its just not so in your face, but people like us and people like them, we're not the same," she said as she ran a thin hand through her obsidian hair to tuck a loose strand behind her long pointed ear.

"Well.." Trystan started but paused, she was right. He had lived on the streets as a child and then lived in the lap of luxury under his 'mother' in the Fafrium Empire. Once he had gotten used to the silver spoon, he stopped looking down, stopped looking at the alleys and shadows fearing where the next source of pain would come from... Not because he was no longer afraid, but because he did not want to be reminded of what other life could have waited for him. How many of those in those palanquins even considered the people outside of them? Or was that the point of the windows and curtains? So they didn't have to look.

"You're almost cute when you're trying to think," Tam said, her emerald eyes danced in the lantern light, "I can almost see the smoke coming out of your ears."

"I-Hey, what's that supposed to mean?" Trystan asked, his heckles raised, he knew she was teasing him, he just could not figure out the angle, was she calling him dumb? That he overthought things? That... Trystan gentled rubbed his chin as his brow furrowed.

"Just like that!" Tam cried as she bounced a bit in her cushion and pointed, a large smile curled at her lips.

"I'll have you kn-" the young 'master' mage began but the words died as an old lady came to the table and gave a small bow, a warm smile on her face as she spoke to them, "Hello, its rare we get so many different people in one group, is there anything I can get you? We have many types of tea and we have some lovely gammon that my granddaughter helped make," she said as she looked at each in turn.

"That would be lovely," Tam said as she smiled at the elder lady, a bit surprised that she seemed okay with the presence of a goblin, perhaps her eyes weren't all that good?

"Would that be enough for five?" The hostess asked as she took a quick headcount.

"Fou-" Trystan started as Ren had no need for it, but Rokk interrupted, "Five," and give a stiff nod fully intending on eating Ren's share.

The old woman bowed once more and moved away from the table to disappear into the crowd, yet not a moment later another woman approached. A much younger woman. Tattoos ran down her dark skin and her chest was covered only by what appeared to be thin strips of cloth that were bound tightly around leaving her toned stomach bare to the world. Long dark hair tied into a ponytail, her sharp black eyes took each person of the table in like a great cat sizing up her next meal. In one hand she had a wood cup and in the other she was rolling dice in her hands, letting them glide over her knuckles and catching them before they could fall to the ground in lazy, smooth motions, "Foreigners?" She asked with a raised eyebrow, she moved a cushion from a nearby table over to theirs and dropped down to it before they could even answer her question, "Its nice to meet you, I'm Kana," she said as she flashed them a large smile.

"Why are you here?" Tam asked, a frown had settled on her face as her emerald eyes noted the similar tattoos she had to the armed men and the dice she kept playing with, "We're not interested in gambling."

"Now, don't say that," Kana said as she tossed the dice in the air and caught them in the cup, "This is cho-han, its an ancient game, an art, and if you're here, you have to play a few rounds, its the rules of the establishment," she finished with a shrug.

"How do you play?" Elijah asked curious despite himself

Kana's dark eyes seemed to jump and focus in on the bespectacled boy and almost seemed to ignore everyone else, "Its very simple. I roll the dice, and you pick either Cho, even, or Han, odd. If they add up to what you guessed, you win. If you guessed wrong, I win."

"Straight forward," Mumbled Elijah as he glanced at the wooden cup, "Odds are the same either way. Sure, I'll try."

A small slide across her face as she leaned over the table to run a finger down his cheek, "Of course you will, I knew you were bold when I first laid my eyes on you, lets start with a small wager, who knows, you may get lucky with more then just money tonight," she cooed.

A flash of red ran across the young inventors cheeks as he leaned into her caress, "O-Oh! No, that's okay, I'm okay? Yes, I'm okay. T-Thank you," his words came out jumbled and rushed.

"Don't worry about it now, lets see where the night takes us," Kana said as she tipped the dice in her hand, she rolled them between her fingers, tossed them into the air, caught them in the cup and slammed the cup face down onto the table with a loud clack that seemed to echo through the teahouse, "Cho or Han?"

"Han," Elijah said as he leaned over... Kana pulled the cup away to reveal a one and a two, "Three, you're right," she said as she slid over a strange shaped golden coin, "Would you like to try again?"

Elijah lifted the coin and turned it over in his hands, "Y-Yes! This could be most enlightening."

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡

Eight throws later and Elijah was out of money, his glasses askew on his face and his shirt was a rumpled mess. Eight throws, eight wrong guesses. How? It wasn't possible, "I don't understand.." Elijah said as he tried to fix his glasses with a shaky hand.

"She's cheating," Tam said through gritted teeth. She knew a conman when she saw one, she had grown up around them, but she had thought Elijah would be smart enough to avoid gambling.. if anyone was going to fall into something so obviously stupid and a trap, it would have been Trystan, not Elijah! But at least Trystan could get out of it by throwing some fire, Elijah was about as ferocious as a puppy, more likely to design and build someone a clock then fighting back.

"Cheating?" Kana asked, her thin brow raised, "How hurtful. I'd never cheat, that would bring great dishonor upon my family, no, I am merely the hand of fate and fate has taken a dim view on your handsome friend here, but, Elijah, you can't really be done already? I'm sure the winds of fate will blow in your favor once more, the Dragon favors the bold~"

"I-I don't have any money," Elijah said as he patted his pockets looking for something, anything, he could bet with, "T-Trystan can I borro.." He paused and shook his head, "No, no, unprofessional I shouldn't ask you."

"My friends," Kana said as she gently set her chin on her palm, "Right over there would be happy to loan you some money, just to help you until you get back onto your winning streak, of course."

Elijah turned to look at the large, armed tattooed men in the dark corner who were staring back at him, "T-Them? Well, I..."

"I'll play a few rounds," Trystan spoke and tossed a large coin purse on the table.

"You?" Kana said as she gave Trystan a once over before a smile floated across her face, "How gallant! Coming to the aid of your friend, a true hero, fate is kind to heroes around here~" Once more, she tossed the dice in the air, caught it and slammed it down on the table, "What will it be, handsome?"

"Cho," Trystan said, as he leant forward, his hands under the table.

Kana started to pull the cup off, "Oh, I'm sorry hun it-Cho?" She said, startled as she looked down at the Two and Four proudly standing up.

"S-See? The Dragon surely has their eye on you," Kana said, but her voice wavered for the first time since sitting down, "A second hand? We have some way to go before we can catch our darling Elijah back up."

"Yes, I'll go with Han," Trystan said.

"But I haven't rolled yet," Kana said, confusion written on her face.

"That's okay, I think it'll be Han," Trystan said as he leaned over the table, "You know, the winds of fate and all that."

Her mouth tightened to a line and she once again repeated the motions, pulled the cup back and... A three and a four, "Han," she growled, "You're cheating."

"Cheating?" Trystan repeated with a raised brow, "How? I'm over here. I was only right twice, you were right eight times! But you know, I'm feeling really lucky tonight, I think I can win every time."

Tam looked between them and gave a large, toothy grin, "Yes, Trystan has always been really lucky, I think its that big ol' butt of his," she mused as she joined in on the fun.

"Is there something the matter?" A deep voice said, one of the large, tattooed warriors had come to see what the ruckus was about.

"Everything is fine," Kana said, the predatory woman almost seemed to shrink in the man's presence.

"Kana is one of our best," the tattooed, scared man said as he reached down to stroke his knuckles against her face, "I'm sure she'll take good care of you, and if you ever need a bit of coin to keep playing, don't be afraid to come by, our little Kana here knows just how generous we can be."

"Hn," Rokk grunted as he gazed at the large man from the corner of his eye, sizing him up, apparently finding it not worth his time, the berserker gave a dismissive snort and returned to staring at the wooden table.

The man narrowed his eyes at Rokk and his hand inched a hair closer to the blade at his waist but he paused when he took a look at the large pile of coins sitting in front of Kana, "Have fun tonight, and if you need anything, anything, I'll be right over there."

The group watched the tattooed man move to another table to speak to the occupants, "How much do you owe them?" Tam asked softly.

"I don't owe them a thing," Kana growled, "My father did."

"What's that have to-oh," Elijah spoke but paused when he figured it out... The debt of the parent must pass on in these lands, or, at least, with these thugs.

"We can help you get rid of them," Tam said as she reached across the table to try and touch Kana's hand, but the woman pulled away, "You can't help me, and I know all too well what your help will cost."

"We don't want anything," Trystan said as he raised his hands from under the table, "Helping people is just kinda what we do. We're adventurers."

Kana shook her head, "What even is that?"

"You know, adventurers. We go on adventures. Find things. Fight monsters. Save people. You know, heroic stuff," Trystan said as he leaned over the table, "We've fought demons and crazy cultist and giant insects and..."

"That's the stupidest thing I've ever heard," Kana bit back, this sounded like a fairy tale and a whole lot of nonsense on top of that.

"It really is stupid," Tam agreed with a nod, "Especially since Trystan is the reason why most of those fights happened."

"Hey, it wasn't all my fau-" he paused and let his shoulders slump, "Okay, but we didn't die, so how about it, Kana? Do you want some help?"

Kana looked at each of them.. her lip trembled, "Why not.. Its not like you can make it worse, but how were you cheating?" She asked as she looked down at her dice and frowned.

Trystan smiled as small blue runes appeared at his finger tips, he flicked his fingers and one of the dice tipped over to the side, "The winds of fate."

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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

Emerald Green Cape - Equipped by Ren
0/+2

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
3015*045
*Sold 15 furs last turn

Actions
Force March
South, South West, South [For 4 moves total {with free move} which should put them at at the Pass]

Hunt for Furs [Rolled 14]

Hunt for Furs [Rolled 17]

Free Actions
Move South West
Explore

I drew it on the map for reference [They will be heading to star]
Birth-of-Nations-Rennaissance12.jpg
 
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
3 Rock Hunters
1 Dragon Dancer


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


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

Standing Army
3 Wyrms
1 Bejeweled Crabs
1 Monk


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

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


Bagua Arts

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

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

Roll: 6
Rerolls: N/A

Total Troops

Red Mother Leader
2 Samurai Troop
3 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero
3 Skeletons Troop
3 Rock Hunters Troop
Twin Pixies Hero
Broken Jaw Butler Hero
3 Bejeweled Crabs Troop
Nerida Hero
3 Navvie Engineers Non- Combatant
1 Ningyoburi Troop
The Great White Wyrm Hero
Metal Mystic Hero


Order/Happiness
0/0

Population
28/50

Spirit Tokens
1

Orders
Paid Actions:

Build Advancement Tenko Transformation (9 resources)
Allows the production of unit(s)
Sky Fox
Legendary
Thousand Ri stare: + 2 to own retreat rolls and -2 to enemies. Can only have one per army/settlement and only recruit up to equal current capital level.


Upgrade Capital Settlement Huang He (180 resources) with Standing Army (5/7)

Instill Policy Martial Law
When capturing a settlement, settlement remains in the original players control but unit costs are doubled, half of it's resource gains go to occupying player, and the occupying player may produce/ house unit's there.

On a +8 settlement returns to original players control and invading players unit return to nearest friendly settlement. If no invading units are within settlement, control returns to original player.

Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free)
Move Unit Wyrm to Tower of Trials (Roll 10)
Hero Unlocked


Movement (Illegitmate's) 1 Tile NE
(Current Tile - Noctis)
Begins Siege

The Illegitimate's
Gargamel

2 Lost Troop
3 Wyrms
Water Elementals
Metal Mystic


Movement (Workforce) 1 Tile North
(Current - Huang He)

Workforce

3 Navvie Engineers
(Canalwork 1/2)


Movement (Army Two) 1 Tile East
(Current - Huang He)

Army Two

1 Boat
Nerida

2 Bejeweled Crabs

Resources

Start: 405
Income: 146
Expenditure: 69

End: 482




After the dust had settled on the battle, the hesitance of her troops boded ill for Wu's future plans, with the Red Mother contemplating other means to enact her will. But with her hateful spiel still fresh in the heads, The Red Mother could still use it to her advantage, though more slowly than she would have liked.

It seemed the mapmakers hadn't found it prudent to inform her until the last minute of certain changes, the cretinous cartographers feeding her old and useless intel for the last few months. All her carefully laid plans and practiced speeches had almost unravelled, as her Army met on the battlefield not men but beasts in men's clothing. Unsettling the more meek of her fervent forces, it had only been the Yamabuki who had lost lives this day, with the beast men captured alive.

After this excursion she would be sure to send one of her latest brood to deal with the mapmakers, the dead eyed drifters perhaps.... The Lost Troops seemed to have a certain rage inside them, and the doodling deviants seemed an appropriate outlet for it. But to the task at hand...

Rather than raze the city to the ground, as first planned, her highness would capture it, preaching that this free city could very well be harbouring the Digger demons and only by taking it could they truly know if the malicious miners hid within.

Wu would still have to go about this through different avenues, however, and as she sat in her tent, she continued her impromptu interviews with local mercenaries, a foreign concept for the people of honour that were the Yamabuki. To fight for coin was unheard of in their homeland but here these people had different ideals, ones more fitting for the Red Mother. Hence why Wu now shared a tent with an almost toothless, tuft haired hunchback and his mangy cat.

"So these, blue creatures? Which are a type of fungus?" Gargamel nodded along as Wu spoke. "They are the key for you to make gold?"

"Yes!" the wizard simply stated, spit escaping between his missing teeth.


"If it's gold you seek, Gargamel, know we have plenty of that. In our homeland, we are a very nation of gold"

The wizard lowered his eyes and pouted slightly, almost disheartened. "You find such a premise, disappointing?" questioned Wu "All the gold in the land could be yours, if you just promise your service to me..."

Gargamel stroked his cat, his eyes darting around as if contemplating some great and unfathomable truth, known only to him. Wu waited patiently, as the man mumbled to himself, marking his feline friend with streaks of blue as the dirty tabby's fur, in turn, turned his fingers in black.

"No...." he murmured "No... It's no longer about gold...."

Gargamel's voice grew louder and louder, as if some great dam had broke inside him, his face twisting into a fearsome scowl. "No! I want to crush those blue mushrooms between my teeth! I want to erase them from existence! NO MATTER WHAT IT TAKES! I WILL DESTROY EACH AND EVERYONE OF THEM!"

Wu blinked, her eyes wide in surprise, as Gargamel stood heaving before her, his chair shattered on the floor and his mouth frothing, while his cat hung precariously from him like a tatty belt . An insidious smile crossed Wu's lips. "I'm sure that can be arranged.."



[/font]
 
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The Flessi Assembly
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
Gain a free soiling with every soiling trained.
Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
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
7 Flessi
2 Soilings
The Spine Garrison
1 Shellbound
Metal Man
3 Soiling
7 Flessi
The Bowels Garrison
Magic Shroom
Chest Mimic
6 Flessi
2 Soiling


Expedition League 2
1 Flessi
Expedition League 3
1 Flessi
Expedition League 4
1 Flessi

Movement
(N/A)

Actions
1,2,3: Upgrade Bowels to Lvl 2 (3/4)


Free Actions
Expedition League 2-Cultivate & Spread (3/3)
Expedition League 3-Cultivate & Spread (3/3)
Expedition League 4-Cultivate & Spread (2/3)



Resource Transactions
Balance: 498 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:

Upgrade the Bowels (50/60) 50 REC

New Balance: 635 REC
 
Birth of Nations: Act 2: Age of Colonialism

The Large boats soon arrived, dropping off large numbers of troops, engineers, laborers and resources. Within a matter of weeks, settlements have been erected, strong settlements with battlements and both outer and inner defenses.

The first to be constructed was at the original location of the colony. The General turned up his nose at the destruction and the decay that had been there when he had arrived.

They had heard reports from their spies that this was done by a faction of nature worshippers that had traveled in the mists. But they had also received reports that a faction known as CogHaven had defeated them and caused what was left to scatter to the 4 winds.

They would have to send an emissary to this place. It was said to be a haven for criminals and upstarts from Greater Titania. That was a country they were often at odds with. After all, they were a place ruled by the foul magics that befuddled them to no end.

But, his spies did tell him that these Cogs, while Criminals from their own country, were not overly fond of magic and were more technologically aligned.

This land would be tamed for the Empire, but perhaps there were others that would help them with that goal.

And if not…….

The General watched as the large number of troops in the training yard practiced formations with their guns, while the Cavalry improved their speedy responses and the cannonades were rolled up.

Their army was a well oiled machine and one that was not hampered like the forces of the younger brother. Anyone who dared to stand in their way would be crushed under heel.

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

THE FAFRIUM HOME ARMY HAS ARRIVED!!


Clan Spike Horde


The Winds have begun to change. The elders have felt it in their bones. There was something coming, something that could and would change their very way of life. Would they be able to stand the test of time? Or would they be crushed by this new foe? Either way, the Orcs of Clan Spike Horde would not go down without a fight. They would bring everything they had to bear if a new foe were to appear, such as they had done with The Mabinoji.


Actions: Advancements: Orc Recruit Reinforcements: In battle, roll a d4 at the start of every fresh month of combat. Gain that many Orc Recruits.

Orc Recruit
Troop
HP 1
Attack 1
Offense 0
Defense 0
Horde Mentality: These units cluster and need to be killed before the other units can be hit.

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


—-----------------------

Ogre Nation

Tiny laughed, snickered and even chortled. The foolish Straed Collective underestimated his forces. Everyone always underestimates the Ogres. They think us only dumb brutes. No Longer. Tiny was once a dumb brute. But countless ages in a near dead state can do wonders for you.

Soon the entire continent would be crushed under their impressive weight. With a flying fortress, thanks to Straed technology and their own great strength and numbers, its only a matter of time before they all fall to their might.

Either as corpses for the eating, or slaves to their whims.

The extremely large Ogres was practically salivating at all the possibilities that lay before him.


—-------------------------------

Penumbra

General Pavlova took a handful of nuts from the bowl and stuffed them into her mouth as she watched the destitutes fight in the arena. The winners would get inducted into the army and gain more supplies. Bandages, medicines, food, coin.

The losers would go back to their homes with nothing.

In the many, many months since their people had been changed, life in their lands had changed. The true beginning of those changes was from the constant barrage of attacks and destruction from The Mabinoji.

Their relentless and merciless way of life has begun to change them. And it wasn’t until the gaining of The Scythe, that they all truly embraced the changes.

Now they would spread that change to others. They were not ones to sit idly by any longer. Their Goddess has bid them to spread this plague and that is what they shall do.


—------------------------------


The Fafrium Empire

The Head Engineer had been quietly working on his latest invention when loud noises could be heard throughout the town. He ignored them as he ignored such interruptions before. It wasn’t until his aid rang in that he even paid it any heed at all.

“Sir. The Empire has returned!”

“What?” He looked up from his work, a cold sweat dripping down his back.

“Why have they come now? They had forsaken us so long ago. And they come back, now?”

“Yes. A full complement of soldiers and war machines. I…I think they plan to just outright conquer the continent where the Young Prince had failed.”

“Blast it all!” The head engineer left his workshop to go meet with the head of the military.

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

As the Head Engineer reached the docks, he could see that a large number of troops had already filtered into the town and even a few landships had disembarked.

Blast. They’ll probably take the powerful Landcruiser that they had acquired from the mountain into their forces if they find it.

A Seasoned looking soldier wearing the outfit and insignia of a Fafrium Captain walked over to the Head Engineer and saluted.

“Captain Reginald Pemsbrooke at your service, sir. We have arrived to take full control of this colony for The Empire and use it as a staging ground for this area.

We shall need a full rundown of the surrounding terrain and any friends or foes that have already been discovered.

Your full cooperation would be greatly appreciated.” The man seemed eager to get started in his pacification project that was to be his goal.

This’ll be a long time, for sure………

The Academy

Magic had been flourishing in The Academy. Admission were high as was Graduation. They were becoming well known in the old countries and word was even being spread to other continents whose magic colleges were beginning to send their own correspondences with the headmaster.

He was making a name for himself. And for his great study of the Arcane and other areas of magic that the school would provide for its students.

Word has even reached the headmaster of a Young Master Mage that has been traveling abroad in the continent after graduating. He would continue to see these events with great interest.

—--------------------------------
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:


Ancient Keycard

It is said that it unlocks a location that contains a treasure trove of information


Crown of Virtue
Whispers seem to fill the air around this crown


Dented Flying Machine

A machine that is claimed to move through the sky with ease



Month 5, Turn 17, Year 1291


rMSV0FsQYtT6TrxDTUkdETUFd9pwMgG8Jv6eTDekvet2vTCI4W5xk_svLjKVDXEIC9FGQ19adcvME2jmHbyKGgyYQAzMLm5-_winwgVTueBNKPmEWXLUI8ohy8TIhahtXhTlWETn


The Children of Mekhane

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- They uncover an ancient battlefield between two advanced nations that had been long forgotten. Upon one of the corpses, they manage to discover an intact weapon. A thrown weapon that seems to replenish itself back to the owner after exploding on its enemies.

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

The Synthetic Fae Court
  • 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.​

Explore: The Army comes across A Giant Frog. It states that if it is kissed, it will return to its true form as a Prince. One of the members of the crew indulges the Giant Frog and kisses it. A puff of smoke appears and the Giant Frog now has a Crown on its head and the member of the Crew has turned into a Giant Frog.

The Prince Frog thanks the crew and hops away, leaving the one member of the group transformed.

Gained GIANT FROG

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

Coghaven

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)

During the Upgrading of the settlements, 1 Clockwork Soldier was destroyed by accident.

Rahzen

Recruit Elite Water Spirits x2 (2/2)
Recruit Elite Ice Spirits x2 (1/2)

The Army is unable to find anything of use this turn.

Trystan Galvingar

Force March
South, South West, South [For 4 moves total {with free move} which should put them at at the Pass]

Hunt for Furs [Rolled 14]

Hunt for Furs [Rolled 17]

Tam manages to find a Ring of Protection in one of the shops for dirt cheap on their way out. Apparently it was dirty and the owner didn’t know what it was that they had.

Ring of Protection
0/+2 and Immunity to Fire Attacks

Explore: The Rocky Terrain seemed to be all around the group. They didn’t see any signs of civilization around them, that is until they stumbled upon the ruins of a town. It looked like it was abandoned long ago. The sign seemed to read: We co e to D vli Fi ld. (Continued in Adventure Chat)

The Gobbos

-Recruitment - x2 River Trolls (120 Resources) - x2 Naked Lads
-----
-Recruitment - x2 River Trolls (120 Resources) - x2 Naked Lads
-----
-Recruitment - x2 River Trolls (120 Resources) - x2 Naked Lads

Explore: The Gobbos come across a human in strange garb. They recognize it as belonging to those Fafrium folks, but his clothes are all tattered. He comes to, long enough to say, “Revenge on the Troll.” Before collapsing again.

When eventually they can get more out of him, he said that he came to avenge his brother Wilhelm who was killed by a Troll. But that he’s too tired and weak to do anything about it after having traveled all the way across the continent by himself for many, many months.

Gained Hero unit: Blythe

Blythe
Hero
HP 2
Attack 4
Defense 0
Hero’s Bane: If in battle against an Enemy Hero, he will always target them first and deal an extra 2 Damage
Enduring Rage: If this unit is reduced to 0 HP, roll a d10. On an 8+, he immediately returns to the battlefield. On a 6+, he lives, but is escorted off the battlefield to fight another day. On a 5-, he deals 2 damage to the unit that killed him on the way out.

Yamabuki

Build Advancement Tenko Transformation (9 resources)
Allows the production of unit(s)
Sky Fox
Legendary
Thousand Ri stare: + 2 to own retreat rolls and -2 to enemies. Can only have one per army/settlement and only recruit up to equal current capital level.

Upgrade Capital Settlement Huang He (180 resources) with Standing Army (5/7)

Instill Policy Martial Law
When capturing a settlement, settlement remains in the original players control but unit costs are doubled, half of it's resource gains go to occupying player, and the occupying player may produce/ house unit's there.
On a +8 settlement returns to original players control and invading players unit return to nearest friendly settlement. If no invading units are within settlement, control returns to original player.

Fire Wyrm
Hero
HP 2
Attack 2
Offense 4
Defense 0
Flame Strike: Instead of Normal Attack, can autohit one Legendary, Monster, Hero unit. (Uses up both attacks)

The Army managed to discover out in the field a Strange looking Crown of Thorns.

Crown of Thorns
Strength: Blocks 1 Damage
Weakness: Decreases Stats by 0/-2

The Flessi Assembly

1,2,3: Upgrade Bowels to Lvl 2 (3/4)

The Latest Crop was extra Bountiful, Gain 40 Resources


Captain Lionhearth

To the North of the Continent, a powerful man with some of the most powerful weapons in the Fafrium Empire was entrusted with securing the Northern part of the continent by The General who was securing the Eastern section where the original colony had fallen.

The settlement was called Revenance in honor of their commitment to the cause. He was ready to unload his IRON LEGION utilizing his heavy weaponry and Steam Power Suit warfare.

He was called in on heavy fronts during wars, a specialty group. One of three Captains that was heavily relied upon by The General. His scouts had informed him that the main focus should be the the West of their position where a group of Dragon Worshippers called The Yamabuki lived.

Another fact of note was the school of spellcasters to the immediate NE called The Academy. But intelligence has informed that they have no desire to get involved in any conflict and will not fight unless unnecessarily provoked

Free City of Noctis



Straed Collective





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
 
Free City of Noctis

A new minister had been elected to the council and their idolization of Luna made them the perfect pawns for her great game. The people would always be her priority and now with a majority of the council under her influence, she could more easily guarantee their happiness. With the other council members still out of the city it was the perfect time to utilize her new puppet to enact some changes.

At the request of the Minister of Magic, Starfell Academy set to work on creating a cloaking spell that they hoped would conceal them from the outside world. A few whispers in the twins’ ears about keeping the city safe and they fell in line with Luna’s desires. The Research seemed to be going well and the citizens enjoyed the fact that they had gained a proactive Minister of Magic.

Meanwhile the Minister of Coin continued his journey in search of neighboring civilizations. Already a month had passed with no signs of life aside from those who accompanied him. It was too soon to return home, but Torrin desperately wanted to see the city again and enjoy his luxurious lifestyle. He felt a bit of jealousy take root in his heart when he thought about the comfort Snow and Hollie must be enjoying back in the city.

Unbeknownst to the young owl, Ministers Hollie and Snow had met with a hostile force and were forced to use violence against the strangers. They were unsuccessful in their attempts to best the foreign threat sadly and aid from the city would not come while the leaders were so distracted with themselves.

Actions:

  • Free Colonizer Policy: Veil - Magic produced by the ancient elephant cloaks the giant and the city at the cost of the city’s movement points.
  • Train 1x Death Roll Knights in Capital
  • Move City of Noctis SW 1 Tile

Free Actions:
  • Army 1 moves SE 1 Tile



This Turn Income Expenses Next Turn
Resources 80 20 20 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 E of Capital Captured In Capital


Structure Effect
Free City of Noctis Barracks Decreases the cost of training units by 10 Resources
 
Yamabuki

Settlements

Huang He (Capital Level 3)
Standing Army
1 Samurai
1 Monk
3 Wyrms
1 Boat
1 Fire Crow
Dragons Gate
Green Dragon
Great White Wyrm
Fire Wyrm


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


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


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

Standing Army
3 Wyrms
1 Bejeweled Crabs
1 Monk


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

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


Bagua Arts

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

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

Roll: 6
Rerolls: 5

Total Troops

Red Mother Leader
2 Samurai Troop
3 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero
3 Skeletons Troop
3 Rock Hunters Troop
Twin Pixies Hero
Broken Jaw Butler Hero
3 Bejeweled Crabs Troop
Nerida Hero
3 Navvie Engineers Non- Combatant
1 Ningyoburi Troop
The Great White Wyrm Hero
Metal Mystic Hero


Order/Happiness
0/0

Population
28/50

Spirit Tokens
1

Orders
Paid Actions:


Train Legendary Sky Fox for 60 Resources
-
-


Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free)
Move Unit Samurai to Tower of Trials (Roll 4)
Recruit Mercenaries Sea Barnacle (x2) (80)



Movement (Illegitmate's) 1 Tile NE
(Current Tile - Noctis)
Begins Siege

The Illegitimate's
Gargamel

2 Lost Troop
3 Wyrms
Water Elementals
Metal Mystic


Movement (Army One) 1 Tile NE
(Current Tile - Noctis)
Explore


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


Movement (Workforce) 1 Tile North
(Current - Huang He)

Workforce

3 Navvie Engineers
(Canalwork 2/2)


Movement (Army Two) 1 Tile East
(Current - Huang He)

Army Two

1 Boat
Nerida

2 Bejeweled Crabs

Resources

Start: 482
Income: 146
Expenditure: 200

End: 428




Changpu cut away, absent minded, with his shears as he looked to the sky. The cherry blossom tree he had been pruning had long been cut, with the only risk now being to the tall peaked cap of the Shinshikoi adorning his head as he pushed his head forward and squinted.

It was a cloudy day, coteries of cumulus drifting lazily through the heavens, as if sleepwalking through their days. Something Changpu could easily relate too in his earlier days, though now, as a senior Shinshikoi, he found himself far more dedicated to his work, keeping a keen focus on his duties as a priest. That did not mean he didn't afford himself little moments of respite from time to time, such as watching the clouds as he went about his gardening, a hobby he had adamantly enjoyed since he was a child.

However even with his years of experience spotting stratus, Changpu was currently quite perplexed by one curious cloud...

From atop it came a glint, the light seeming to bounce from left to right as the cloud bobbed in the blue sky. Believing it to be the Sun at first, the shining sphere how long moved past the nimbus, the floating fluffball sitting stalwartly where it was, while his cotton comrades coasted on. Speaking of fluffy things, thought Changpu as he continued as analysis, the edges of the cloud seemed to flicker and twist, like a tail, the circumference of the cirrus extending waving outwards every so often. If the cloud moved on, the perplexed priest could put it down to it's downy dissipation but with the cloud losing no mass or momentum, of which it had none.

"Caught your eye as well?"

Changpu jumped, dropping his shears, the large scissors clattering on the ground. The black clad, old man paid the stumbling Shinshiko no mind, his straw hat obscuring the sight of Changpu as he wobbled precariously on his step.

"It's a Sky Fox, young man. A powerful celestial that watches over the Yamabuki, though it is quite rare in our lands. This may be the first I've seen in my entire life..."

The ebon elder held the brim of his hat as he gazed at the cloud, the two shimmering orbs within it seemingly looking back at him. Changpu however still wavered on his stool, flapping his arms in an attempt at balance.

"It normally takes a 1000 years for such a transformation, sometimes there can be a perfect storm of events, like streams converging into a great lake, where a Kitsune can undergo a rapid metamorphize."

"Let's say a Fox came to our land to steal," he looked into the distance for a moment, as if seeing something, and laughed "'hypothetically, of course. Foxes have never felt like settling here. But if this furry thief did steal something from us, especially in a time of strife or great negativity, all the Yin energy in the air, and the foxes own untoward action, being a creature of Yin itself, could open it's mind in such a way as to make it think of it's actions. Maybe even regret then. And if such a fox, in its soul searching, was then approached by someone of great experience or wisdom, a Shinshikoi or a Monk perhaps, who thought to take it under its wing..."

Unable to hold on anymore, Changpu faltered on his step, and came crashing down to earth in a heap as his aged acquaintance finished. "..Well then. You may very well have a Tenko on your hands"

For just a moment the cloud rumbled, though not of thunder. Perhaps more like laughter, as a sly snout appeared from the top of it's cotton cover. Steadily the rest of it's head appeared, the white furred fox smiling with it's sharp fangs, it's black eyes twinkling as it looked down from the heavens. Above it nine radiant tails splayed themselves outwards like a glorious fan.

Hovering there for only a minute or so, it was a truly beautiful sight but with a quick flicker of its ear it was gone, the legendary lupine leaping off it's cloudy cover, it's woolly white fur a mere streak across the sky as it disappeared into the heavens.

A true once in a lifetime sight...



And Changpu missed it...



[/font]
 
Great Cog.gif
Coghaven


"We've had an industrial accident in the fabrication quarter," reported the Minister of Industry with a somewhat embarassed tone and expression. The look from some of the other ministers was a bit withering considering how seriously safety was taken in Coghaven. Worker injuries were not a laughing matter from a moral and religious perspective. The Great Cog taught of safe workings to preserve lives and prevent injury.

"How bad is it?" Runcible asked with a thoughtful as he looks to the minister. He wasn't showing disapproval as much as concern. This sort of situation could cause them plenty of issues if not handled well. The last thing they needed were the workers getting upset, but he had not heard anything from the Cog Priests.

"They've trashed an entire detachment of Clockwork Soldiers," said the Warmaster from his seat at the side of the Overseer. The muscular elf looked annoyed more than anything. "Thankfully it was only the constructs and not the few living Cog Guard we usually keep with the unit to command them. We at least can replace them."

"Loss of a unit is troubling. We'll need to see about getting things back online. The Orcs are starting to gather more soldiers... and their shamans seem to be sensing something coming..." Runcible said as he referred to reports coming in from Dal Gargo. "I do not like to put faith in superstition... but the Orcs are our allies and their shamans have been there for us as we have for them."

"What are we going to do?" asked the now worried looking Minister of Academics.

"We're going to have to dip into the special currency reserves that Fizzo encouraged us to create. I'm ordering a rush completion of the work on Finley Station. We need our primary troop production facility fully operational. Clockwork troops are needed. I will also be prepared to issue orders for the creation of a War Academy to train Cog Guard more quickly. We need better command of our clockwork if we are to weather what is coming. Do I hear any objections?" Runicble asked as he looks around the Council of Ministers.

There were just worried expression and a few that looked skeptical still at Orc superstition, but no one could argue that the ranks of Coghaven's military neede to be swelled if another crisis was potentially on the horizon. They would not see all of their work undo.

"Then this meeting is adjorned. I'll have Fizzo commence the dispensing of Widgets to work groups before we ship them off to Finley to complete is work."​


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

Deployment
1st Clockwork Legion
4 Clockwork 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
12/40

Resources
Start of Turn Income Current Expenditure Remaining
277 160 + 25 Trade 462 80 382
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
39 3 42 30 12

Free Action
Build Submarine at Finley Station (80)

Actions
Upgrade Finley Station to Level 2 (2/2 Turns) (30 Widgets spent to halve Turns required to 2)
Upgrade The Anvil to Level 2 (2/4 Turns)
Upgrade Port Sprocket to Level 2 (2/4 Turn)​
 
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Xion Corporation Bunker

"How's the arm doing Corvan? Up to your old level of use yet?" Auren looked over at the diplomat from his bunk within the room that the trio had been given by their hosts.

"Almost, I'm glad these Xion folk knew enough about replacing limbs to get me something basic so quick," the vulpine flexed the prosthetic with a fluid motion marveling at how smooth it was for a false limb and losing himself in thought for a moment. 'Although I do wish that they were a little less careful about guarding some of that tech of theirs, I haven't been able to find anything particularly useful to send back to Tasuma since we got here.'

"Aye, this secret mission of yours that you still refuse to tell me or Lyen anything about. And don't give me that bull about just being a diplomat, I've seen how you case the place for anything valuable whenever you enter a room," the burly guard snorted at the very thought of his companion and charge being only a diplomat.

"I've told you once and I'll tell you again, I was ordered to not tell you more by those far more important than either of us will most likely ever be. Speaking of Lyen though, he still trying to court that scientist girl he met?"

"Aye, said something about volunteering to help her move some of her stuff out of the bunker and into one of the new places they got built the other day. I wonder how long it will be before he realizes she isn't interested in him at all and is just getting some free labor out of him?"

"I doubt he ever will, he ain't a half-bad mage when he needs to be but otherwise he isn't exactly the brightest Taur-Ahe out there. Whatever though, come on they should be opening up the kitchens soon for lunch and I'm hungry.

"Bah, you always are you annoying fox," the warrior got up grumbling about making a new hat from fox fur and followed the 'diplomat'.


Wilderness near Coghaven


"I've got about a months worth of travel left Vigo, its certainly taken bloody long enough to get this far so I'm ready to get there and stay for a while," the whiskered form of Veren was easily visible high in a tree and illuminated by the glowing form of the shaman.

"Excellent news Veren, once you arrive be sure to keep an eye out for anything new in the area, I recently witnessed the arrival of a few dim lights that are similar to one that I have been unable to form a connection to no matter how many times I attempt to," the man looked troubled at the news before clearly shaking it off. "In the meantime I know that Tasuma will be glad to hear of your progress, he has been complaining more and more about his lack of intelligent assistance since you left."

"If he has been stuck with Ardail like he was thinking he might be I'm not surprised, that Vulpine is about as intelligent as a pile of dirt," chuckling to himself the diplomat and thief looked throughout the nearby trees before nodding and turning back to the man. "Same orders as previously given for when I finally arrive?"

"Aye, search out any useful technology and do your best to steal or copy any blueprints in order to turn their work into our own. I need to release the spell now to continue check ins, stay safe for the final leg of your journey Veren and I will contact you again in a week."

"Aye aye boss, see ya then," Veren leaned against the trunk of the tree he was sitting in and relaxed, getting ready for another night of rough sleep. "What I wouldn't give for a bloody proper bed though."


Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
7705281298431255
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 48 (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: 528Unit Recruitment: 23 Advancement Research: 20 Total: 43

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

Troops
Army of the Earth (Army 1)
3x Bulls
1x Foxes
2x Order Knight
2x Lesser Earth Elementals
2x Lesser Fire Elemental
1x Earthen Shaman
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]
3x 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 Water Elementals

Order/Happiness
1/0

Population
23/40

Paid Actions
Recruit Elite Ice Spirits x2 (2/2)
Recruit Air Elementals x2
Research Advancement TITAN's Fall
(An attempt to turn the TITAN container into a useful item)

Free Actions
Explore tile with Army 1

Ears of the Fox
Straed Collective: Ralen - Steal Advancement on roll of 8+
Xion Corporation: Corvan - Steal Advancement on roll of 8+
Coghaven: Veren - One month 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+​
 
The Synthetic Fae Court
Apologies fellas, I am making this update from the lab as we put the finishing touches on our capstone design project. I will be doing a couple small side stories instead of continuing the main plotline. Also sorry if the writing and formatting is more poopoo than normal :(




Skeleton

Ever since the historic deal had been made between Lord T'rment and Zestari, the undead were welcome with open arms into the halls. Despite the robotic elk not being the typical representation of a fearsome undead sorcerer, it was one of his major arcana as a fae. He had lost count of how many times he died, and the skeleton lord likely took note of such prowess.

Click click click resonated throughout the vast halls of the Court. It stopped as a lithe skeleton stopped by the grand garden, mesmerized. Leaves gently rustled against one another as the climate controls generated a bit of wind to give the garden a pleasing aesthetic touch. Bony fingers wrapped around branches rife with life, and the tortured consciousness left in the skeleton was placated by finally being in such a serene place. The garden was almost heavenly; with its scents and sights. Fruit dangled from open green fingers, and carefully introduced insects flitted from flower to flower pollinating. It was a scene that would make mortal artists cry in awe. Thousands and thousands of years devoted to nature and gardening, and this was the magnum opus. A sanctuary forest of a dying race.

The skeleton paused, taking everything in. Tools slipped out of its fingers and clattered to the ground as its mouth went agape. Had it truly died? Was this heaven?

Penance

"He killed my son!" a woman sobbed, prostrating herself before Zestari. Wiping tears from her eyes she begged "Please, please do something about this. He's sleeping now, I can't...I can't go back home."

Images flashed and ran through Zestari's head, as the interlinked security systems played all footage from the past couple hours in a matter of seconds. A young man and older man got in a screaming match outside a tavern an hour ago, and it ended with the older one beating the younger one and leaving him for dead.
"Ok." rumbled the elk plainly. He walked away, leaving the sobbing woman to tear at the ground alone. "Why couldn't she have gone to the guards?" thought the horned one to himself, annoyed to be doing something other than watching the garden.

Cool night air touched Zestari's metallic coat, as small synthetic neurons transmitted the sensation of wind to his mind. It was the little things that gave him some small semblance of joy. A tree standing alone as the sun touched it. Night wind. Such things were peaceful and could be observed while standing still. Eventually he reached the home of the family, and the locks automatically disarmed as Zestari willed them to. He stepped inside and saw a grizzled man lying on the couch, sleeping.

"Wake up" he commanded imperiously.

The grizzled man fell off the couch, rubbing his head. As soon as he saw it was Zestari himself, he flatted against the couch as sweat began to bead onto his head. "A-ah...Y-you're here...b-because my son tried killing me earlier. That's what this is about."

Zestari rolled his eyes. "I have access to every security system in the Court, your lies do nothing."

"W-well if you get rid of me you're losing a squad leader for the Zealots, the fae need every hand they can get!"

With a sigh Zestari shook his head. "Yes I know. Why couldn't you just control your temper?" He looked around the room, noting broken glassware and general filth- presumably from a wife too afraid to come home every day. "Now, I'm down a trained official and have a hysterical woman tearing up my grass."

The man fell on his knees. "Look this won't happen again. You need me. Send me off on a mission- anything!"

Ignoring the mans pleas, Zestari continued. "And now I have to clean up your son's body too. Other citizens will be frightened if they see it." His eyes flashed green and the man stood up in fear. "Your thoughtless actions have caused so much disharmony. I'm going to have to put together a speech so everyone feels safe once more."

Rot began to creep up the man's leg as a sickly sweet smell filled the room. He felt nothing as the rot crept up his leg, killing the nerves before they even had a chance to fire. "PLEASE Zestari PLEASE JUST SEND ME TO PRISON."

"Why would I do that? You took an explicit oath that you'd keep our laws. Rehabilitation is for those who did not take the oath."

The man began to cry as the rot reached his neck, and soon he was a pile of steaming rot. Flowers and plants began to spring from the decay, and eventually the room had a beautiful pile of vegetation sitting in the middle.

"You defied Dialeth-Astor, and your soul will be dispersed by entropy."





Actions :)




Initial Points of Interest

  • Random Access Memory: A comrade awakens: Gain a hero [TBD, will happen when the story concludes. I will keep a reminder here if I don't get to it next update.]
Paid Actions

  • Spend an action to complete upgrading Wightfield to a level 2 farming settlement.
  • Research advancement: Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
  • Spend 40 resources and 1 action to begin constructing standard settlement: "The Bonehall." With the many undead stalking the corridors of the fae, they thought it prudent to give them a home.

Current Military Standing

UnitTroop TypeTierArmy DesignationDeployment
Masked ZealotTroopTier 1 Army 1, Dove-Masked, "Oak" Abroad, Fungal Domain
Masked Zealot TroopTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
Giant ToadHeroTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
14x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
5x Undead ReaversLegendaryTier 1Army 3, "Redwood"The Court
2x Party Animal EliteTier 1 Army 3, "Redwood"The Court

Free Actions


  • Zestari asks Lord Tr'ment about any additional questlines he can pursue.
Resource Expenditure


Start of TurnIncomeExpenditure Remaining
432(60 Roserest + 40 The Court + 40 Wightfield) * 1.25 = 175- 20 (Research) - 40 Bonehall642

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.
  • Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
Extra Special Units
Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

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

(5)

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






 
58a3723030195831efdc6e0d19d99375.jpg


≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Night had fallen on the party, and the small fire crackled in the night. The party had settled into a bit of a rhythm over the months of traveling together. Rokk took care of gathering the wood, clearing the area and eating the leftovers, Ren set up the tents, set up the supplies and would spend the night patrolling the perimeter with C-BO as neither seemed to need to sleep or rest. Elijah usually spent the night jotting in his notebook or tinkering away at some contraption or another, often mumbling to himself and only occasionally joining whatever larger discussion was at hand while Trystan and Tam took care of the cooking and spent most of the night talking and, often, taunting in the case of Tam. But tonight was different.

Tonight Elijah and Ren had large sacks all around him and was carefully taking out gem stones and gold of various sizes and shape as they wrote down an inventory and an estimated value of its worth for record keeping. Trystan stared into the fire, deep in thought of the days events while Tam and Rokk were 'training', but really were playing with the rune blade. Tam would sheath the blade into solid boulders, the blue glowing rune blade slicing through the solid rock like it was paper and then she would let it go and Rokk would attempt to pull it out. The red runes locking the sword into the stone with a magical force that could not be overwhelmed, but it didn't stop Rokk from trying. His arms bulged, his face reddened and large veins that Tam never knew existed appeared on his neck and face and she was sure, every time, that his head was about to explode like an overripe tomato. After a few minutes of back breaking exertion, Rokk would slacken his grip, take a step back and draw in deep heavy breaths before grunting and trying again. From what Tam and the others had gathered, Rokk saw this as a good chance to exercise, to put a lot of strain on his muscles without having to actually move anything although Tam felt like it was just sheer stubborn determination to defeat the runes on the blade and was equally sure that sooner or later, he was going to pull his back out doing this, but she was content to let him try.

Her emerald eyes traveled the length of the runed blade, the polished silver that she still couldn't believe was hers. That sword was like the swords of legend, swords in storybooks, and it had picked her! Her! Tamif Fizzlewick was considered worthy by a blade of legend, at least that is what she was going to say it was in her stories. For the first time in a long time, Tam was feeling something she hadn't felt in a long time, pride and moreover, the belief that not only did she belong in this group but that she was an adventurer in her own right and, someday, could even be a hero.

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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

Emerald Green Cape - Equipped by Ren
0/+2

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Tamif Fizzlewick

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

WR3N

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

Rokk
Hero
HP 4
Attack 2
Offense 4
Defense 0

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

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

Communication Bot
Hero
HP 2
Attack 0
Offense 0
Defense 4

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

Resources
Start of TurnIncomeExpenditureRemaining
45326*-80291
*Adventure

Actions
Force March [South East, North East, North East]

Hire Scorched Earth

Hunt [Rolled 20]

Free Actions
Explore Volcano
Move North East

I drew it on the map for reference [They will be heading to star]
pasted-image-0.png
 
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
(lore almost done)



Actions:

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

2. Army 6 "Her Blessed Consecrators" (1 Earth-Breaker, 1 Skirmisher) move south and begin consuming tile (will be 1/3 at end of turn)

3. Army 7 "Her Industrious Spirit" (1 Earth-Breaker, 1 Skimisher) move southeast and begin consuming tile (will be 1/3 at end of turn)

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

5. Begin and complete level 1 advancement: "Bronze Destiny" - On the start of each turn, roll a d10. On a 9 or 10 a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources)
"As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause'.

6. Begin and complete level 2 advancement to upgrade Mekhanite Skirmishers to tier 2; "Mechanical Reflexes" - Gain trait "Mechanical Reflexes", Unit now has an initiative tier of "First". (1 Action, 20 Resources)

7. Pay 95 resources to Coghaven for the piece for OMAR (COMPLETE THIS QUEST FINALLY!)

8. Army 3 moves 2 tiles south
1650173725593.png


Quests:

"Old World Robotics Facility - OMAR" - Quest 2 - Have Coghaven Build a Needed Component (COMPLETED THIS TURN, AWAITING REWARD)
"Cull the Growth" - Quest 1 - Killing the Growth Beast in the cave to unlock the location of a piece of Mekhane.


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.
(UNUSED)

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

Armor Piercing Rifle
+3/0
(UNUSED)

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

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

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

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

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

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


Economy:
Resources - "Amoni-Ram is a beating heart, not just of life, but of faith, technology, and industry."
At Turn StartIncomeExpensesAt End of Turn
286210215281

Economics Breakdown
Income Generated by Amoni-Ram: 120 (80 base from level 4 * 25% (faction bonus) = 100 base * 20% ("Advanced Resource Extraction and Purification Machinery") = 120.
Trade Income: 40 (Goblins, Warrior Women)

Mekhanistic Devotion - "As the corruption of Mother Nature and its FLESH is purged from the land, the influence and power of MEKHANE begins to flourish"
At Turn StartIncomeExpensesAt End of Turn
0202

MEKHANES RESURGENCE
Influence Tier: 1
Converted Tiles: 1
Tiles In Progress: 3
Next Tier: 5 Tiles


Nation Summary

Order: 1
Happiness: 1

1650222929768.pngThe Shepherd Bumaro
Leader
HP: 5
M: 2
Attacks: 4
Offense: 1
Defense: 4

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

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

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


[/tr]
Unit NameTroop TypeTierArmy DesignationLocation
Earth BreakersCivilian UnitTier 2Army 5, "Her Hungering Maw"Abroad
Earth BreakersCivilian UnitTier 2Army 6, "Her Blessed Consecrators"Abroad
Earth BreakersCivilian UnitTier 2Army 7, "Her Industrious Spirit"Abroad
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 6, "Her Blessed Consecrators"Abroad
Mekhanite SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 1Army 7, "Her Industrious Spirit"Abroad
Mekhanite SkirmisherTroopTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 1Army 5, "Her Hungering Maw"Abroad
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 1Army 4, "Her Purifying Flames"Abroad
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 (1/8 actions for upgrade)

Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Strategic Logic2 Mekhanite Legionnaires become Tier 2 units and gain the following trait; "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Each Legion member is trained not only in the physical art of warfare, but the mental as well.
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH. "A digusting abomination such as THE GROWTH must eradicated, in all its form."
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100. "Amoni-Ram is a beacon of industry. When the Forgemasters and Master-Fabricators set their mind's eye on a task, it will be not only achieved, but perfected."
Mekhane's Consecrators2"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology. "This world will be purified in honor of MEKHANES return."
Advanced Resource Extraction and Purification Machinery220% increase in resources production. "The Divine Secrets of the Old World are put to good use."
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties. "Mechanical limbs with built in shock absorbers, armor with air-conditioning, and sharpened blades. These tools made quick work of Nature's obstacles."
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid. "The world has turned into a hostile and illogical place during MEKHANESabsence. We must meet its tendrils with sharpened steel."

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
"Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3.

Name: Her Fighting Falcons, Mekhanite Skirmishers
Type: Troop
Tier: 1
M: 2
HP: 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

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)
 
Last edited:
The Flessi Assembly
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 1)- Gain a free soiling with every training of Soiling
Lvl 2 Gain a free soiling with every soiling trained.
Flessi Movement Tactics (Lvl 1) The Flessi better learn to traverse the Environment- Flessi gain +1 movement in rough terrain
Lvl 2- When Flessi move into a battle, they gain 0/+1 for that turn of combat
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: 9
Quest 2: Kill 6 Enemies (0/6)

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


Expedition League 2
1 Flessi
Expedition League 3
1 Flessi
Expedition League 4
1 Flessi

Movement
(N/A)

Actions
1- Upgrade Bowels to Lvl 2 (4/4)
2- Advancement Soiling Movement Tactics Lvl 1
3-Advancement Better Shellbound Cultivation Lvl 1



Free Actions
Expedition League 2-Cultivate & Spread (3/3)
Expedition League 3-Cultivate & Spread (3/3)
Expedition League 4-Cultivate & Spread (3/3)



Resource Transactions
Balance: 635 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:

Upgrade the Bowels (60/60) 10 REC
Advancement Lvl 1 (Single-Focus) 40 REC
Advancement Lvl 1(Single Focus) 40 REC

New Balance: 732 REC
 
Act II, Turn 17
Prime Ship, Freedom - Capital Settlement


Sky Office

Aleksey was stopped before the doors to the Sky Office. She frowned at looked at Kiel's assistant who blocked her way while sweating profusely.

"Apologies, Director, but the Chairman is undergoing meditation and wishes no interruption." The male assistant winced as they heard the sound of a glass broken with force. He looked at Aleksey and coughed awkwardly.

"James. Move." The assistant froze and could only smile wryly as Aleksey pushed her out of the way and barged into Kiel's office. There's a couple of people who he could never stand up to and Aleksey topped that list. His sheer terror of the Research and Development director trumped virtually everything.

"What is the meaning of this?" Aleksey shouted as she entered a room of chaos with paper and shards of glasses scattered everywhere. She tried to navigate through the messy room and found Kiel slumped below his chair with disheveled hair and messy clothes. "Kiel Wisteria, get the hell up before I pull you up myself."

"Go away, Alex." Kiel groaned and mumbled.

Aleksey's eye was full of fury as she swiped her hands and slammed Kiel to a wall with magic.

"W-what the f-fuck, Ale-" With another swipe, Kiel was launched up and hit the ceilings before dropping to the floor with a thump.

"STOP! ARE YOU TRYING TO KILL ME, YOU CRAZY WOMAN?" Kiel shouted in anger as he casted magic on his own to cancel Aleksey's relentless assault of telekinetic magic.

"WITH HOW YOU ARE NOW RIGHT NOW, YES, I AM!" Aleksey replied and began casting another spell but was shocked when it was forcefully broken, making her suffer a backlash that immediately put her down on her knees.

"Are you trying to assassinate the Chairman, Director?" Enigma Prime asked from behind her as the mech's eye turned red.

"Enough. No, she is not, Enigma Prime. You are dismissed." Kiel sighed as he stood up and walked back to his desk before dropping to his chair.

"As you wish, Chairman." Enigma Prime scanned the room one last time, pausing for a second at Aleksey before leaving the room through the balcony.

"You are an embarrassment, Kiel Wisteria." Aleksey spoke as she struggled to support herself on the floor with her hands. "The Chairman of the Straed Collective... reduced to this embarrassment... This is a sight you could only see from failed scientists who was consumed by darkness and devolving into a mess."

Kiel looked at Aleksey who raised her head and met his eyes. He could only see disgust on the eyes that used to carry respect.

"A small stumbling block on the Collective's path to greatness already reduced you to this. I thought you were more than this. Failure is a familiar friend to us, Kiel. As for the lives lost, for all we care, it's just numbers." Aleksey carried on as she summoned her cane and tried her best to stand up.

"LIVES WERE LOST, ALEKSEY, HOW COULD YOU SAY THEY ARE JUST NUMBERS."

"In the grand scheme of things, they are. Lives were lost on war and that is not something unusual. The world, WE, still move on despite the casualties and damages. The best we could do is remember their sacrifice and try to avenge them. Not to mention the war is not yet over. The Ogres are still out there, Kiel, and they won't wait for you to get out of this state before they threaten more lives." Aleksey looked at the dazed Kiel one more time before calling for James. "Never appear before the Council with this state. We would rather see your resignation letter than you like this."

James rushed inside the room and shock immediately appeared on his face as looked at the state of the two most powerful people in the Collective. He looked at Kiel who nodded before immediately assisting Aleksey out of the office. Kiel who was left alone in the room in a daze before standing up and sighing.

"Being a leader in times of war is so much harder compared to being one at a time of peace."


Resources
Start of TurnIncomeExpenditureRemainingNext Turn
76286360602488

Income: [60+60(Capital), +20(Golden City) +20%(Advancement)] -25% + 70(Trade with Rahzen and C'Tini) = 196
Upkeep: 110

Pure Magic Crystals
8

Settlements:
Prime Ship, Freedom - Capital Level 3
Floating Pyramid, Golden City - Standard Settlement Level 1

Total Units:
Odin Prime, Military Leader
Enigma Prime, Military Hero
Lord Ga'Lade, Military Hero
Nickel the Stout, Military Hero
L'lthor the Guardian Golem, Military Hero
Lord Katazok, Civilian Hero
Uloh, Civilian Hero
Kartoosh the Lich, Military Hero
Ga'Lade's Brigage, Legendary Unit
1 Valkyrie, Legendary Unit
2 Traveling Mages, Elite Unit
1 Aegis, Elite Unit
2 Swamp Witch, Elite Unit
3 Curator, Troop Unit
8 Sentinels, Troop Unit
4 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
2 Sentinels
1 Curators

Empyrean Legion, Cloud Detachment
Nickel the Stout
L'lthor the Golden City Guardian
Kartoosh the Lich
2 Traveling Mages

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

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

Order/Happiness
-1|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.
Ancient Keycard
It is said that it unlocks a location that contains a treasure trove of information. The location which it can be used in is in the forest just north of The Court


Paid Actions:
Build Settlement: Bounty Secundus(Farming Settlement)
2 Pure Magical Crystals used for Project Fund Injection. Expediting the construction of the settlement.

2 Additional actions initially needed
-1 from Construction Advancement
-1 from Project Fund Injection
Build Settlement: Fertility Prime(Farming Settlement)
2 Pure Magical Crystals used for Project Fund Injection. Expediting the construction of the settlement.

2 Additional actions initially needed
-1 from Construction Advancement
-1 from Project Fund Injection
Research Advancement: Smoke Screen
For x resources, can launch a smoke screen that prevents any attacks on and from the settlement as well as external explorations.

Free Action:
Project Fund Injection: 4 Pure Magical Crystals Spent
Manufacture of Greatness: Rolled 4, no artifact.
Movement: Golden City moves 1 Tile South-West
Sky Path: Freedom Ship opens a Sky Path 4 Tiles South-West(Where the Golden City will move).
Movement: Freedom Ship(and the 2 new Farming Settlements) travels through the Sky Path and appear next to the Golden City.

Note: 2 Random Artifacts pending from Manufacture of Greatness
 
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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 7: AND THE WALLS SHALL BUCKLE, BUT NEVER BREAK
1. The lone scholars in a world of barbarity stood atop their ramparts, prepared for the raging river of red that was to assail their fortifications- yet this assault did not come. Not as first, not as it had before.

2. The previous siege of THE FLESH had been a chaotic affair. There had been no discernable leadership, no coordinated assaults. It had been but an endless war of attrition, a never ending stream of twisted beasts and men.

3. Yet, when the red sea came to Ram, it did not crash against it's walls in choppy waves. Rather it pooled around the city, surrounding it as if it was an island and not but gently lapping against its shores. The BEAST held its breath, seemingly waiting.

4. The sea was calm for 7 days and 7 nights, swelling and threatening to burst into storm but always simmering down to a calm before the flood walls were breached.
5. On the eve of the 7th night, the red sea parted, and a figured emerged forth from the chaos- the heathen Lughan, or what he had become.

6. The being that spewed forth from the caustic mass of FLESH was unrecognizable as a man. The heathen had grown to a terrible size, his head swelling into a bulbous mass dotted with inky black eyes. Distended limbs grew from his body in random places. Legs where arms should be and claws where hands once were. Wings made of flesh drawn taught across thin bones spread from his black. His flesh was covered in snaking vines and blistering fungus. The heathen Lughan was no more, now but a vessel, an embodiment of THE FLESH. An instrument, a weapon of ITS will.

7. The unholy aspect of THE FLESH approached the city walls and opened its maw; a crater in the center of its face that tore open its flesh to reveal jagged and misshaped fangs, and out spewed equal parts spittle and malformed words;

“Oh how the great servants of the MIND have fallen. Their cities of metal and stone ground to ash and dirt by the hands of FLESH. Their people bloody and beaten, hiding within the last bastion of a pointless hope, atop the grave of their dead god.”

“Where is your Shepherd? Where is the one who promised you the salvation that metal could bring? The gift that the rejection of our Mother’s blessing would earn you has seemed to be not but destruction and despair- the same ails you had sought to avoid. Yet they come all the same. Our Mother always takes back what is owed to her and punishes those who would deny her.

Your Shepherd has abandoned you, for he fell by my hand. You may hide beyond your walls for a time, but they will not stand forever. You cannot keep us out.”

8. The unholy beast offered the faithful no quarter, no mercy nor escape. It raised its many arms into the air, and a gurgling roar rose from the gathered Flesh-Things. Like a sudden flood, the once calm sea became violent and the tide of Flesh-Beasts crashed against the bronze walls of Amoni-Ram.

9. The sea slammed against the walls of Amoni-Ram in a constant torrent. From atop the ramparts HER defenders fought by day and night to drive back the horde, which, unable to break through the blessed bronzed walls through sheer force, climbed atop each other in a withering mass of clattering claws and slithering flesh, stepping atop and pulling the other down in a desperate struggle as each beast vied desperately to be the first to scramble over the cities walls and inflict The Mother’s wrath.

10. From towers spewed great lances of fire; great hoses were mounted atop them and fed from great vats of oil from below, the mixture set alight as it emptied from the end of the lance, coating the hordes below in a sfiery death as Mekhane’s Wrath stuck to flesh, bone and metal like, coating the walls and consecrated earth in a fiery coat. From the consecrated ground large clockwork machines of spinning blades lashed out to cut and grind the horde. From the walls came forth balls of pure iron that shook the very foundations as thunder rang forth with every shot. From atop the walls Legionnaires kept the Flesh-Beasts at bay with sharpened spear and above them Skirmishers flew on golden wings and rained death down below with their thunder-spears. From behind the walls the towering Colossi battered the largest of the Flesh-Things with their blessed flail and purified those that threatened the city within in divine flame.

11. All the technological wonders Her Shepherd had bestowed upon them were brought to bear against the swarm, decimating its numbers. Though for every beast that fell, countless took its place.

12. Flesh-Beasts began to breach her walls. Small numbers at first, quickly stamped out and pursued by blessed steal and divine fire. But each small assault weakened Rams-defenses. A flame tower would be scaled and its intricate pipping torn. A great colossi would be infested and toppled. The blades of the wall and consecrated ground would be brought to a creaking, grinding, halt as the beasts shoved their bony limbs deep within their mechanisms. Slowly Rams defenses were sabotaged by the Flesh. In time, the city would fall.

13. On the morning that the city was sure to fall, the heathen Lughan, profane aspect of Nature, once again approached the walls.

14. “Oh, how the Divine Machines have fallen into disrepair, been sundered by hands of FLESH. It was once said to me by your Shepherd that the FLESH would fail me, that only the Machine could bring salvation. Yet we see that it is the Machine that has failed, and the FLESH shall bring purity to the world once more. MEKHANE and HER Shepherd are a blight upon our Great Mother. One that will be wiped clean, it’s seed returned to Nature’s womb.”

15. As the Demon laughed and the walls threatened to be overwhelm, a sudden flash of brilliant light appeared above the city, it’s center directly above where HER HEART lay buried.

16. This light seared the flesh of the Beasts that cling to the walls, blinding them and sending them hurtling down the walls in a holy blaze, their ashen forms clattering to the bronze-plated ground below.

17. From the sky descended the Shepherd Bumaro, wrapped in the same golden light that spread from golden metal wings that protruded from his back. In his hands was grasped the Hammer of Mekhane.

18. As The Shepherd descended to rest atop the Bronze Walls, they shouted in a booming voice, proclaiming;

“Divine Machines have indeed been sundered, fallen into disrepair, torn down by hands of FLESH. Yet HER city still stands. Machines can be repaired, rebuilt, made new. But FLESH can only mend and reknit it’s broken self with what remains, leaving a jagged scar. A piece, once missing, cannot simply be replaced. HER people may rebuild, but yours can only decay. HER city will stand, I as it’s protector.”

19. As the Shepherd spoke and Their golden light spread across the land, every broken machine, every shattered automaton, and every crack in the Great Wall began to repair. Broken joints mending themselves, missing parts reforming from bronze ichor and shattered pieces reassembling. The injured and fallen found their broken bodies of flesh reforged from blessed steel, given new life and new strength.

20. The great towers were reassembled, the great Colossi raised from the ground and new Men of Steel reborn. With renewed hope and power the hordes of FLESH were once more repelled from the walls.

21. The Shepherd cast their gaze across the sea of FLESH, seeing the fear in the eyes of the beast, before their gaze settled upon the heathen Lughan, who stood defiant amongst the receding tide.

22. As the forces of MEKHANE drove the masses of FLESH back, driving forth from the walls and cutting down the horde, the Heathen Lughan strode forth towards the city, rage filling his eyes, his body writhing and growing in size.

23. A great towering colossi, which now seemed like a small child before the monstrous Lughan, spewed forth it’s divine flame at the beast, which roared in pain and swatted aside the Colossi with a single backhanded swipe, sending the divine construct tumbling through the air.

24. Men remade in the Living Flesh of MEKHANE rallied against the beast, thrusting blessed steel deep within its sickly hide, draining it of puss and blood. But their spears were like small needles that merely pricked at the thick flesh of the beast. The monstrous Lughan seemed not to even notice their efforts as he brought his clawed feet down atop them, grinding their metal bodies into warped limbs and broken cogs against the consecrated ground.

25. The faithful of MEKHANE assaulted the beast with divine flame and blessed steel, but found their attacks useless against the profane aspect of Nature. The Heathen Lughan waded through HER holy legions, unabated from his quest to tear down the walls of HER city and sunder HER BLESSED HEART.

26. The Shepherd Bumaro knew that only they, the divine aspect of Logic, could stand against the beast. And so they unfurrowed their wings, and ascended from the walls, to meet the Heathen in combat, to decide the fate of Ram and her people.


 
Birth of Nations: Act 2: Age of Colonialism


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

THE FAFRIUM HOME ARMY HAS ARRIVED!!


Clan Spike Horde


They have found the name of these newcomers from across the sea. They were the Fafrium Empire. But not the ragtag colonists that had been almost completely wiped out by the Mabinoji. No.

It was instead their actual military strength held out on display before all of them on this continent. This did not strike Chieftain Mahk as the work of those who arrived in peace. No. It seemed to him to be the work of those who have come here to conquer and subjugate all that lay before them.

He wasn’t about to let that happen to either his people, or their allies. The Cogs had left that world behind and he for one, did not want it following them.

Actions: Train 2 Orc Catapults

9 Orc Warriors , 5 Orc Catapult, 3 Dire Boar Rider


—-----------------------

Ogre Nation

Tiny took another bite of large unidentified meat. It sloshed and churned in his mouth as he spoke. The Ogre had no inclinations of following any sort of standard of manners, at least not those represented by most races. Nor would he ever seek to do so.

“Report, Scout.”

The humble Ogre Scout before him gave a salute of an arm across his large chest.

“The Collective is in full retreat, Chieftain. We believe that they are retreating to a nation of fox and bull people.”

Tiny swallowed as he turned his mouth upwards into a devious grin.

“Hahah. Let them run. It’ll just let us wreak more havoc across the land. Ready more troops and have them strip mine the lands as we go. We head south soon.”


—-------------------------------

Penumbra

General Pavlova swung her poleaxe down hard into the shield of the one opposite her. Her opponent was flung backwards at an incredible force as the shield itself went flying out of their grasp.

The weapon was a heavy one. But one that was quite rewarding to use and one that she would use to crush their enemies and grind them into dust. Those that would not become a part of their ways, either willingly or unwillingly would feel her wrath to be sure.

It would be a mercy compared to what The Goddess would perform on the non believers. There was a time that that path was not theirs, that theirs was one of leading towards a peaceful age of enlightenment and knowledge.

But that time has passed. It was destroyed by the constant harrowing and death that was brought about by The Mabinogi. They showed how the world was a cruel place and in order to survive, they would have to be crueler still.


—------------------------------


The Fafrium Empire


Captain Reginald Pemsbrooke was reading the latest reports of the grounds. Apparently there were trolls in these woods that they would have to get through to make any headway towards this Academy and Coghaven.

Ghastly beasts, that. Trolls were horrid monsters that reeked of magic from their very birth. Even if they did not cast any such spells, their very nature was of a magical hue and something that was abhorrent to their worth.

He would be readying the battalions soon enough to work on dealing with them in short order. Can’t have them be mucking about when there were more important enemies to be having to take care of, instead.

A report came across his desk of some sort of strange club of sorts. It seems that not only are the elites allowed in, but the common folk as well.

Quite strange. After he dealt with this Troll situation, he would deal with this one as well.

The Academy

Word has spread of the arrival of The Fafrium Empire and not in a capacity that they were explorers of those willing to learn.

No.

Instead, it was their warband, broken up into three separate assault groups. From his sources, it seemed as though they’d check to see which among the nations would be useful and then subjugate or destroy the rest of them.

It was obvious which of those camps that The Academy would fall into as the hatred of magic is well known of those from Fafrium.

However, unless any moves would be made against the Academy or its mages, he would try to maintain their neutrality as a school.

—--------------------------------
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:


Singing Top Hat

This hat sings a jaunty tune.


Bracer of Light
This bracer is bathed in a white Light at all times

Tree Branch

A normal looking tree branch


Month 6, Turn 18, Year 1291


fl-JUJFQy2JKmg_5ARrMa1BgSHyGYdlZBPNcpfp2E7boIGdX9tq1YGUMgaD6LFaI3ecCPQUFZNRJ4smk1Gm_4JympAWmXSLt_XbGhhgTRp5Vn_RK4pswM_6C-v-KZM13B6gesuDR


The Gobbos

-Recruitment - x2 Spearmen (10 Resources) + 2 Naked Ladz
-----
-Recruitment - x2 Spearmen (10 Resources) + 2 Naked Ladz
-----
-Recruitment - x2 Spearman (10 Resources) + 2 Naked Ladz
-----
Free Advancement: Bigga Tents: All settlements provide +5 population.

Orlov's Creation:
Steam Train
Allows free movement between Gobbo Settlements as long as they are within 2 tiles of each other

Free City of Noctis
  • Free Colonizer Policy: Veil - Magic produced by the ancient elephant cloaks the giant and the city at the cost of the city’s movement points.​
  • Train 1x Death Roll Knights in Capital​
  • Move City of Noctis SW 1 Tile​
Yamabuki

Train Legendary Sky Fox for 60 Resources

Explore: Army 1 explores the abandoned mines and comes across a large horde of unprocessed ores and gems. Gain 30 Resources

Coghaven

Upgrade Finley Station to Level 2 (2/2 Turns) (30 Widgets spent to halve Turns required to 2)
Upgrade The Anvil to Level 2 (2/4 Turns)
Upgrade Port Sprocket to Level 2 (2/4 Turn)

Rahzen

Recruit Elite Ice Spirits x2 (2/2)
Recruit Air Elementals x2
Research Advancement TITAN's Fall- Gain 10 Resources a turn as its transformed into a pop up restaurant.

Explore: Army 1 comes across an abandoned school of witchcraft. Inside they discover an old wand that still has powers.

Wand of Weather:
Strength: Turns a tile to any weather or season type
Weakness: Cannot change back for 3 turns

The Synthetic Fae Court
  • Spend an action to complete upgrading Wightfield to a level 2 farming settlement.​
  • Research advancement: Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.​
  • Spend 40 resources and 1 action to begin constructing standard settlement: "The Bonehall." With the many undead stalking the corridors of the fae, they thought it prudent to give them a home.​
Lord Tr’Ment tells Zestari of an ancient power locked away in the lands of Penumbra. He hears rumors that the lands are now cursed with a sickness.

Trystan Galvingar

Force March [South East, North East, North East]

Hire Scorched Earth

Hunt [Rolled 20]

Explore: The Volcano is an extremely hot place. But recent legend tells that it was until less than a year ago, home to one of the Great Clans of The Mabinogi and the source of their Quest to expunge the world of all things against nature. The group comes across an opening that leads into the volcano. Based on the surroundings, it looks as though Kobolds may live in this area. (Continued in Adventure Chat)

The Children of Mekhane

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

2. Army 6 "Her Blessed Consecrators" (1 Earth-Breaker, 1 Skirmisher) move south and begin consuming tile (will be 1/3 at end of turn)

3. Army 7 "Her Industrious Spirit" (1 Earth-Breaker, 1 Skimisher) move southeast and begin consuming tile (will be 1/3 at end of turn)

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

5. Begin and complete level 1 advancement: "Bronze Destiny" - On the start of each turn, roll a d10. On a 9 or 10 a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources)
"As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause'.

6. Begin and complete level 2 advancement to upgrade Mekhanite Skirmishers to tier 2; "Mechanical Reflexes" - Gain trait "Mechanical Reflexes", Unit now has an initiative tier of "First". (1 Action, 20 Resources)

7. Pay 95 resources to Coghaven for the piece for OMAR (COMPLETE THIS QUEST FINALLY!)

Quest 2 Completed: Gain 2 Armored Personnel Carriers and the ability to build more

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

OMAR QUEST 3: “We are almost at complete capacity. We just need a little bit more funding to make it a reality.” -OMAR

Give 200 Resources to OMAR.

The Flessi Assembly

1- Upgrade Bowels to Lvl 2 (4/4)
2- Advancement Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement
3-Advancement Better Shellbound Cultivation Lvl 1- A second shellbound can be trained to cost+half

Straed Collective

Build Settlement: Bounty Secundus(Farming Settlement)- 2 Pure Magical Crystals used for Project Fund Injection. Expediting the construction of the settlement.

2 Additional actions initially needed
-1 from Construction Advancement
-1 from Project Fund Injection

Build Settlement: Fertility Prime(Farming Settlement)- 2 Pure Magical Crystals used for Project Fund Injection. Expediting the construction of the settlement.

2 Additional actions initially needed
-1 from Construction Advancement
-1 from Project Fund Injection

Research Advancement: Smoke Screen- -1/0 to attacking enemies

Clockwork Orb
Strength: +1 to saves

Multifire Rifle
Strength: Gives user a +2 Attack
Weakness: Every additional attack past the normal number is -1/0 and -2/0

Captain Lionhearth





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
Knights of The Hidden Valley Elite HP 1 Movement 3 Attack 1 Offense 1(2) Defense 1 High Mobility Charge- Has +2 movement and if they move into battle gains a +1/0 Fast and Noble Warriors 2 40 Resources 20 Resources
Iron Legion Legendary HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Warrior of Power: Can subtract 1 point from either Offense/Defense up to a max of 4 to do that much extra damage in an attack Soldiers from across the sea that never remove their armor and fight with relentless strength 1 60 Resources 30 Resources
Lillith HP 2 Movement 1 Attack 2 Offense 2 Defense 2 Love is Love: When entering battle, roll a d10 for each enemy unit non hero on the field. Any that roll above an 8, do not fight. Any that rolls a 10, immediately defects Make Love, Not War: If sitting on an enemy settlement, allows the one that hired Lillith to train Enemy units A beautiful woman with a long, thin tail 1 80 Resources 40 Resources
 
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The Children of Mekhane


"And the Heathen, wreathed in the Primordial Flame, disappeared within its maw, consumed and purified."


Turn 16, Fall



"The War of Heart and Mind" - Mekhanite Holy Text
CHAPTER 8: AND THE HEATHEN IS STRUCK DOWN, PURIFIED BY DIVINE FIRE.
1. The Shepherd and the Heathen met in combat, just beyond the walls of Ram. As The Shepherd flew towards the Heathen, They transformed, morphing into a large mechanical titan wielding a hammer that shined brightly with forge-light and radiated heat.

2. The two Titans traded blows while below the swarms of FLESH had re-coalesced and now battled the forces of MEKHANE in a fight for the survival of the very HEART of HER.

3. The battle between divine and profane took the opposing Titans to the sky, where claw tore into steel plate and hammer smashed against bone and flesh.

4. Broken cogs and metal ribbons of Beryllium-Bronze fell to the earth besides shards of bone and tenderized flesh as the Titans battle criss-crossed the landscape, pieces of MEKHANE and FLESH scattered once more across the land, gathered pieces of HER lost to the wilds.

5. The Shepherds Hammer delivered terrible blows against the Beast, but each chunk of bone smashed free, each piece of flesh turned to mush, each tooth or horn knocked loose, cost The Shepherd twice the pain. Mekhane was still disassembled and weak, but the FLESH had grown unimpedent for centuries.

6. The Heathen Lughan sensed his advantage, and pressed it, entering a feral rage as his stripped the metal and gears from The Shepherd's body.

7. "You are weakening Shepherd! My claws rake deep into your being, tearing away at your mechanical soul! Soon you will be reduced to scattered, shattered bits and gears."

8. And The Shepherd knew that he was right. In a battle of pure strength, they could never hope to win.

9. But The Shepherd had more than pure strength and power with which to best the Heathen. They had the greatest gift of MEKHANE, a mind pure and logical. They devised a plan with which to slay the beast, to use the weakness of its FLESH against it.

10. The Shepherd feigned defeat, softening their blows and slowing their reactions, appearing to grow weak as the Beast tore into them with tooth and nail.

11. The apparent weakening of The Shepherd was not unnoticed by the Heathen, who roared in delight at the victory he saw coming.

12. The Heathen was driven further into his frenzy, being consumed by his blood lust as confidence surged through him.

13. He did not notice how The Shepherd turned just so to direct his blows to areas less vital, how The Shepherd pulled their fight northward and eastward, the landscape rapidly shifting as they flew.

14. He did not notice how they hovered over the gaping maw of earth and fire, the towering rocky mass that exposed the heart of the primordial flame, as he slammed The Shepherd to the ground just besides the awaiting jaws.

15. The Heathen was grinning ear to ear, a misshaped, toothy smile that cut across his face in a jagged line. He stood over the mess he had made of The Shepherd, gloating of his seeming victory;

16. “Oh how you lay broken Great Shepherd, just like your God. The strength and purity of steel and blessed bronze has failed you, just as it failed HER. Know this as I tear you apart and scatter your pieces to the 4 corners of the world; SHE will never be reconstructed.”

17. As the Beast swung down, both hands clasped together, to deliver the killing blow, The Shepherd, sprung into action, using the strength they had hid from the beast to roll under its attacks and between its legs.

18. The lumbering beast, made slow by its gorging on overconfidence, was caught by surprise as The Shepherd now stood behind it. The Shepherd wielded Their hammer with a divine strength the Heathen had not seen before, smashing down on the boney lumps from which the Beast’s flesh-taught wings protruded from, both crushing and searing them at once so that they could not heal. (edited)

19. The Heathen Lughan howled in pain as The Shepherd gave a mighty kick and sent the flightless Flesh-Thing tumbling over the edge, into the primordial heart of fire below, which reached up with hungry hands to grasp and pull him down.

20. A great spurt of flame spewed from the heart, carrying with it the smells of burning flesh and the screams of the Beast. Soon though, all was quiet, the Heathen consumed by the ever hungry cosmic flame.

CHAPTER 9: AND HER CHILDREN SHALL REMAIN WATCHFUL UNTIL THE COMING DAWN

1. The profane aspect defeated, The Shepherd returned to Amoni-Ram, finding the battle there also won, the remaining forces of FLESH scattered to the corners of the land, hiding once more in the untamed wilds.

2. Ram and HER BEATING HEART were saved, but far from safe. It was a time that called for both great celebration and great mourning. A time to act with certainty and confidence, yet patience and caution. HER children lived, but barely.

3. MEKHANE was yet weak, HER presence still but unknown in this world and HER form shattered, what pieces that had been gathered now scattered once more in the haze of battle. Only HER Shepherd, and but one of HER great cities remained, bruised and bloodied. SHE was vulnerable- SHE would not survive another assault from THE FLESH.

4. The people of Ram yearned to chase down the fleeing FLESH, to sunder it from this world, and rebuild their great cities and spread the faith to all edges of the land. But The Shepherd, in their divine logic, forbade them from doing so, for to do so would be to awaken other tendrils of THE FLESH, to see another aspect of FLESH rise to resist them, one that they may find themselves unable to smite as they barely had before.

5. THE FLESH was not a thinking beast, it was complacent and instinctual, it only took note of that which clawed at its face, but was oblivious to any threat that loomed over it. To go out and tame the world, spreading HER light, would be to poke the beast and awaken it's rage. (edited)

6. But to remain still and cautious, tucked away in their corner of the land, hidden from Empires and Servants of FLESH, would be to loom over it and remain unnoticed.

7. They MUST remain unnoticed by THE FLESH and its followers if they hoped to survive, gather their strength and their faith until such a time as they were strong enough to fight the FLESH and all of its slaves once more.

8. The people of Ram resisted, wanting desperately to finish the ancient war and reclaim those lost pieces, but the Shepherd was resolute, reminding them that they now gave into the same blood-lust that was the downfall of the Heathen, and would be theirs if they did not temper it with the faculties of logic.

9. The people saw the truth in The Shepherds words, and were thus silenced, and listened to The Shepherd, who offered new commandments and prophecies to guide them for the coming age.

10. The great fortress city of Ram, the HEART OF MEKHANE, which they had fought and died within would be their new home, them having proved their faith and worthiness to be in communion with the divine. No other cities, great or small, would be constructed until such a time that MEKHANE was rebuilt. They must dedicate all of their efforts to defending HER BEATING HEART from the forces of FLESH. The city would thus be renamed; "Amoni-Ram", "Last Hope".

11. None were to travel out past the border of consecrated ground; they must do all in their power to avoid the notice of FLESH. They must also ensure that none outside of HER faithful knew the location or existence of Amoni-Ram and her people. Not until such a time as when a bronze-colored sun had risen above the horizon, signifying that the PURE MIND deemed their people ready.

12. HER pieces would remain lost for now, for to search for them would be to break The Shepherd's 2nd commandment and risk the notice of FLESH. They would in the mean time sate their minds with the rediscovery of HER truths and the technology lost in the past age. This would be the preparation for her reconstruction, and their purification of the land.

13. But HER Children would not remain hidden forever. There would come a time when all of The Shepherds commandments would be lifted, when they would venture forth from their walls in search of HER pieces, to spread HER word and purify this world of FLESH. They must only wait, patiently, forging their steel and unlocking HER secrets, until such a time as they were strong enough to contend with the evils of this world.



Actions:

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

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

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

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

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

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

7. Pay 140 to the Auctioneer.

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

9. Army 7 explores.

10. PAY 200 TO OMAR (COMPLETE QUEST 3)



Quests:

"Old World Robotics Facility - OMAR" - Quest 3 - Gift OMAR 200 resources (COMPLETED THIS TURN, AWAITING REWARD)
"Cull the Growth" - Quest 1 - Killing the Growth Beast in the cave to unlock the location of a piece of Mekhane.


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.
(UNUSED)

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

Armor Piercing Rifle
+3/0
(UNUSED)

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

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

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

Grenade of The Ages
Strength: Uses 1 attack of a hero. Is capable of hitting 1d4 enemies per use. Only hits on an 8+, but deals 2 damage on each successful hit.
(UNUSED)
Dented Flying Machine
A machine that is claimed to move through the sky with ease
A flying machine from an ancient civilization.

Strength: Adds +3 Movement
Weaknesses: After movement, hero and units flown are at 0/-2 for the remainder of the turn
(UNUSED)

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

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


Economy:
Resources - "Amoni-Ram is a beating heart, not just of life, but of faith, technology, and industry."
At Turn StartIncomeExpensesAt End of Turn
281180 (miscalculation meant I spent 20 extra last turn40556

Economics Breakdown
Income Generated by Amoni-Ram: 120 (80 base from level 4 * 25% (faction bonus) = 100 base * 20% ("Advanced Resource Extraction and Purification Machinery") = 120.
Trade Income: 40 (Goblins, Warrior Women)

Mekhanistic Devotion - "As the corruption of Mother Nature and its FLESH is purged from the land, the influence and power of MEKHANE begins to flourish"
At Turn StartIncomeExpensesAt End of Turn
2204

MEKHANES RESURGENCE
Influence Tier: 1
Converted Tiles: 1
Tiles In Progress: 3
Next Tier: 5 Tiles


Nation Summary

Order: 1
Happiness: 1


The Shepherd Bumaro
Leader
HP: 5
M: 2
Attacks: 4
Offense: 1
Defense: 4

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

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

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


Unit NameTroop TypeTierArmy DesignationLocation
Mekhanite LegionnaireTroopTier 2Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite PsionEliteTier 1Army 1, First Expeditionary Legion, "Her Hopeful Wanderers"Abroad
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite LegionnaireTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Armored Personnel CarrierLegendaryTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Honor GuardEliteTier 1Army 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
The Shepherd BumaroLeaderN/AArmy 2, First Defensive Legion, "Her Proud Bulkwark"Amoni-Ram
Mekhanite SkirmisherTroopTier 2Army 3, Second Expeditionary Legion, "Her Fleetfooted Emissaries"New Londonium
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 4, "Her Purifying Flames"Abroad
Mekhanite LegionnaireTroopTier 2Army 5, "Her Hungering Maw"Abroad
Earth BreakersCivilian UnitTier 2Army 5, "Her Hungering Maw"Abroad
Mekhanite SkirmisherTroopTier 2Army 6, "Her Blessed Consecrators"Abroad
Earth BreakersCivilian UnitTier 2Army 6, "Her Blessed Consecrators"Abroad
Mekhanite SkirmisherTroopTier 1Army 7, "Her Industrious Spirit"Abroad
Earth BreakersCivilian UnitTier 2Army 7, "Her Industrious Spirit"Abroad

TINAHeroHP 2 Attack 2 Offense 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 (1/8 actions for upgrade)

Advancement NameAdvancement LevelDescription
The Strength and Certainty of Steel28+ Save and +0/+1 on legionnaires -"From the moment I realized the weakness of my flesh, it disgusted me. I craved the certainty and strength of steel. I aspired to the purity of the blessed machine." - Blessed-Fabricator Mekkin, 8th Cardinal
Strategic Logic2 Mekhanite Legionnaires become Tier 2 units and gain the following trait; "Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3. "Each Legion member is trained not only in the physical art of warfare, but the mental as well.
Purifying the Growth1Troops deal +1 Damage and gain +1/0 against FUNGUS type enemies. Also allows 2 free rerolls in Adventures involving GROWTH. "A digusting abomination such as THE GROWTH must eradicated, in all its form."
Production Mandates1May spend actions to gain resources. More actions spent, more resources. 1A is 20. 2A is 45. 3A is 100. "Amoni-Ram is a beacon of industry. When the Forgemasters and Master-Fabricators set their mind's eye on a task, it will be not only achieved, but perfected."
Mekhane's Consecrators2"Consecrated Earth" - Every tile consumed by a unit of Earth Breakers is coated in the Divine Flesh of Mekhane, the holy Berrilyium-Bronze that is used to make the augments that the Mekhanites use to purify their bodies, now used to purify the very earth itself. Each tile converted this way become a tile of "Consecrated Bronze" and generates 2 points of "Mekhanistic Devotion" every turn that may be spent to upgrade units, summon special Divine Machine-Angels or unlock Divine Technology. "This world will be purified in honor of MEKHANES return."
Advanced Resource Extraction and Purification Machinery220% increase in resources production. "The Divine Secrets of the Old World are put to good use."
All-Terrain Ruggedization Enhancements2All units now ignore climate and terrain penalties. "Mechanical limbs with built in shock absorbers, armor with air-conditioning, and sharpened blades. These tools made quick work of Nature's obstacles."
Mechanized Training and Augmentation Facilities2When an action is used to train a unit, a second unit of the same type may be trained using the same action, if half the additional cost for this unit is paid. "The world has turned into a hostile and illogical place during MEKHANESabsence. We must meet its tendrils with sharpened steel."
Bronze Destiny1 On the start of each turn, roll a d10. On an 8+ a Mekhanite Hero Unit rises up from the mechanical masses. (1 Action, 20 Resources) "As ancient prophecies and the promises of MEKHANE and HER Shepherd begin to be realized, a surge of religious fervor and inspiration spreads throughout the Golden City, and Heros dedicated to HER vision rise up to aid the cause".
Mechanical Reflexes2The initiative tier of Mekhane Skirmishers is now First. "No being of FLESH can match the speed of pistons and finely tuned mechanisms".

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

Honor Guard
Elite
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
"Strategic Logic" - Each unit of Mekhanite Legionnaires gives other units of Mekhanite Legionnaires +1/+1, to a maximum of +3/+3.

Name: Her Fighting Falcons, Mekhanite Skirmishers
Type: Troop
Tier: 2
M: 2
HP: 1
Attacks: 1
Off: 0
Def: 0
"On the Wings of Mekhane" - +1 Movement and +1/0 against fliers
"Mechanical Reflexes" - Initiative tier is First

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

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

Mechanized Transport: Can transport up to 3 units (meaning these units will "use" its M characteristic)
Armored Personnel Carriers
Legendary
HP 2
Movement 4
Attack 2
Offense 0
Defense 4
Fast and Spacious: +3 Movement. If destroyed, allows two allied units to gain 0/+2 until the end of the fighting
Can carry 4 units
 
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Return

A massive, stadium sized room made from a strange living marble sets the scene. Exotic plants grow from this living marble, and the entire room has an aura of some kind of eldritch living forest. Candles float throughout this sacred place, giving the room an arcane sense that betrayed the amount of technology buried within. Bones were worked into the marble, with entire skeletons dotting the walls- frozen in a state of serenity, just peeking out from the marble. Many have symbols from card and dice games meticulously carved into the bone. This was Zestrai’s inner sanctum, wherein he was having a quiet discussion with Orchid, expressing concern about the absolute madman that surrounded the fae on all sides.

Suddenly, a crackling blue portal opens in the center of the ornate room, and Pylos comes tumbling out clutching her rifle. The rogue agent stands up woozily, greeted by a confused duo. Orchid immediately notes the symbol hanging from her neck- the crest of a greenwarden. They draw their blade angrily. “Cadeya, you dare insult my people by mocking our symbol? Remove it at once, or I will duel you and remove it at the neck.”

Pylos clutches her head, temples throbbing from the stresses of time travel. She was an anomaly that shouldn’t be here, a relic from the past.

She looks around the strange room, vision blurring. “This place reeks of chaos. Tell me, o mighty servant of Dialeth-Astor. Why isn’t it in flames right now, as it rightfully should be?” Pylos crumples to her knees as the strain of her battle with the artefact finally takes its toll.

“You’re not Cadeya, are you?” Orchid says, lowering their blade.

Pylos starts to laugh. “That insufferable bitch? She abandoned you. Said her dreams of seeing the fae empire at its peak was fulfilled. Didn’t even help me fight the artefact that pulled her through time.” A bit of oil leaks from her mouth as she speaks and woozily tries to stand up. “Orchid, was it? There’s an agent of the chaos god here.”

Orchid approaches the woman with an ornate handkerchief and wipes the oil from her face. “Honey, it’s just Zestari and I. He’s the eldest fae and patriarch of what remains. You’re just tired.”

“Your connection to the twin gods has faded with time. The stench of evil is upon that great beast!” she says, pointing her rifle at Zestari.
Up until this point, Zestari was watching the duo with annoyance, knowing what was about to happen. This would sunder his peace and quiet. A fresh agent of Dialeth-Astor can sniff out beings touched by entropy with frightening efficiency. Orchid just wasn’t nearly as good as they thought.

Battle

Finally, Zestari spoke. “I recommend not doing whatever stupid thing you plan on doing” he says in a level tone as he begins to back away.

Pylos continues speaking to her new friend as she lines a shot up on the old elk’s head. “On your honor as a Greenwarden, we must purge this abomination. The aura of rot and decay hug him like a blanket.” Orchid shoots back. “He’s dutifully led us ever since we crash landed here, I think I’d know if he was a servant of entropy.”

Rolling her shoulders in preparation for a fight, Pylos jumps to a nearby tree and begins firing her rifle at Zestari. As soon as she pulls the trigger, her gun jams. She shakes her gun in surprise. 30 years using the same rifle. Never once did it jam. What happened? Zestari shakes his head. “I don’t want to fight you. Walk away.”
Orchid asks Zestari, fingers gripping around their longsword. “Are you blessed by chaos, yes or no? Don’t weasel your way out of it, answer directly.”

Zestari sighs. “Yes, Orchid. Luck and undeath? Do those sound like domains Dialeth-Astor would endorse?” His eyes begin to smolder with a deep jade, and the stench of sickly sweet death begins to waft into the room. The two greenwardens could almost taste the iron on their tongues. “I wouldn’t call it much of a blessing though. Every time I die, I pray it will be the last. The powers have a perverted sense of humor. That said, you’re not Greenwardens anymore. You don’t have to fight me.”

The shock and betrayal of hundreds of years came crashing into Orchid like a wave. Memories of the duo fighting off savage tribes together, shoulder to shoulder. All the weekends drinking tea and complaining about Cadeya. It was all a farce. They pledged their sword to an abomination, the very thing the Greenwardens fought tooth and nail.

“You…monster. My soul belongs to the twin gods. To say otherwise is a slap in the face!” Orchid charges towards Zestari, a veritable flurry of blades. Each slash just so happens to hit the meatiest part of Zestari’s plates. The talented swordfighter was succumbing to hundreds of small, unlikely mistakes. In a pleading tone that was unusual coming from Zestari, he begs “Orchid, I don’t want to fight either of you. Just put this aside. Please.”

While this scene unfolds, Pylos prays to her gods and blesses her rifle. The jam magically clears and she takes aim once more at the elk. Four charged rounds arc through the air, blasting fist sized holes in Zestari’s body. The smell of melted metal oozes from the wounds. He grabs Orchid with his horns and hurls the fae across the sanctum, while his injuries rapidly close with a peculiar shrieking sound. Pylos readies another volley, and her gun explodes in her hands as the plasma chamber unintentionally overloads. Pylos was now missing a few fingers, and was losing her ability to think clearly. The reeking stench of death was filling the room quicker and quicker, and it began to burn her throat. Her metal was beginning to corrode in some places, a sure sign of entropy taking over her body.

“Fine you fuck…” she murmurs, arming every grenade on her grenade belt. “Guess we both die today.” Pylos charges Zestari with a scream, as every grenade on her belt begins to detonate. The old elk’s luck was running out it seemed. The blast fills the air with the reeking stench of ozone. A massive pool of plasma severs Zestari in half. Dialeth-Astor must have been smiling on her today, because her kinetic shield didn’t fail. The force of the blast was still tremendous, and slammed Pylos into a granite pillar, nearly snapping her spine in twixt.

Zestari’s first half coughed up a black fluid as he began to laugh. “Really? Oh Pylos, it will take much more than that to break my body” he says as his two halves begin to walk towards one another in a jerking, unnatural manner. It was like two marionettes with half their strings missing.

“I wasn’t trying to kill you” the broken agent says, running for the umpteenth time towards Zestari. This time, she was brandishing an ornate silver dagger with poetry written in a dead language inscribed on the blade. With a ragged, desperate scream, Pylos jams the dagger into Zestari’s eye socket as the blade runes glow with a blinding blue light.

Agony

Zestari’s body is wracked with an unimaginable pain. He’d been killed in so many ways. Dismemberment. Disintegration. Explosives. He’d been stabbed in the head plenty of times too. None of it hurt him anymore. But this? This was something new. Every atom of his being wanted that horrific dagger out of his skull. A piercing wail fills the sanctum, unlike anything either of the Greenwardens have ever heard. Chunks of rock begin to fall from the ceiling, as the undead embedded in the walls begin to reach out, ready to protect their master. Skeletal hands reach from the ground as buried monstrosities broke through the beautiful granite of the inner sanctum. A horde was coming.

Zestari roars like a predatory animal, screaming in a voice that was no longer his. “The rot will take all of you. It always wins in the end. Nothing has ever beaten entropy, not even your incestuous twins.” Orchid and Pylos shake at the sound of this insult, the false myth of the twin gods. The plants of the sanctum begin to putrefy with frightening speed. Massive trees pathetically wilt and cave in on themselves as the rot takes them. Lights extinguish and plunge the room into an oppressive darkness that even the Greenwarden’s night sight have trouble seeing through.

As the duo try to make their escape down a hallway, the hissing of pneumatics crush their hopes. Every door and security system is networked to the elk’s head, especially the ones in the inner sanctum. Blast doors close. Pylos begins to seriously regret using all of her plasma grenades.

The dull thud of heavy, boney feet echo through the long hallway. Orchid brings their blade at the ready, as Pylos sinks against the wall in a hopeless stupor. Zestari slinks from the shadows flanked by five hulking skeletons clutching war weathered battleaxes. These were no doubt the reavers gifted to Zestari by the profane Lord S’yul T’rment. Shadow obscured the elk’s face.

Without warning, the reavers charge the duo. The fight was over in seconds, as neither fae was able to stand up to these monstrosities boosted by Zestari’s infuriating luck aura. One of the reavers stomps on Pylos’ chest, its grinning skull mocking the broken Greenwarden. It reaches down towards her eye as she begins to scream in fear. “An eye for an eye” it hisses. Pylos feels the bony fingers violating her eye socket as it reaches into her faceplate and pulls at an agonizingly slow pace. With a wet snapping sound, her eye rips from the socket as the reaver cackles the whole way. It steps back and brings its axe down on her chest, hewing the screaming woman in half. Blood and oil spatter the walls. While this happens, Orchid reaches into the aether and pulls the soul of Pylos into their blade, shielding it from further harm.

Zestari walks from the shadows, face now in full view. The left half of his face is covered in a strange viscera that is slowly sloughing off, revealing a layer of bone that is fused onto his faceplate. Predatory animal teeth jut from the once steel jaw, and black ichor slowly oozes from his mouth. It was as though undeath and bone were now weaved into his body like a cancer. Orchid smells the reeking scent of chaos holding Zestari like a blanket, and recoils against the blast doors. He slowly walks towards Orchid with a twitching, unstable gate until he is right in Orchid’s face. “Look what she did to me, Orchid. Take a good look. It hurts. It hurts so much.” With each exhale, a hot putrid smell assaulted Orchid’s nostrils.

Every nerve in Orchid’s body wanted to run away from this creeping horror that was once their friend. They drop their scimitar to the ground and the clattering rings out through the long hallway. After the reverberations stop, the only sounds that remain are the occasional clicks of bone and Zestari’s ragged, hot breaths.

The duo waits an uncomfortably long time until Orchid finally speaks up in a quavering voice. “What now?”

“I will give you clemency this once. Get the fuck out.”

With that, the blast doors unseal and Orchid runs for dear life. Zestari slowly walks to the center of his sanctum and collapses, fighting with every fiber of his being to prevent the chaos from eating his insides. The reavers surround him and sit down, and the one that struck down Pylos speaks in a ragged voice. “Your allies hate you. They’ll all catch wind of this, imprison you for eternity, and never grant you death.”

Zestari says nothing, gazing at the ground with his good eye like a wounded animal. The reaver continues. “The only reason that traitorous wretch didn’t kill you was because you’re so much stronger. But your strength will fail you unless you give in to your gifts.” It gingerly lifts Zestari’s head and speaks to his face.

“To the north there is a great scythe of plague and rot. It dulls the nerves. Kill its bearer, sack the town, and take it as a symbol of your transcendence. It will free you from this agony.”




FaeActions.png







Initial Points of Interest


  • Random Access Memory: Rusty Joints- Lose an action.
  • Orchid and the Archivist take Pylos' soul and infuse it into a mechanical suit they built over the course of a month. They send this courier out into the wilderness.
Paid Actions


  • Research Advancement: Joint Lubrication: When a "rusty joints" effect is rolled, roll a d10. On a 2, the effect continues as normal. Otherwise, roll on the Random Access Memory table again. This effect triggers any time a "rusty joints" effect is rolled.
  • Research Advancement: Bardic Travelling Companions: Any army with a Masked Zealot in it gains an additional movement.
Current Military Standing




UnitTroop TypeTierArmy DesignationDeployment
Masked ZealotTroopTier 1 Army 1, Dove-Masked, "Oak" Abroad, Fungal Domain
Masked Zealot TroopTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
Giant ToadHeroTier 1Army 2, Dove-Masked, "Sycamore"Abroad, Amoni-Ram
14x Masked ZealotTroopTier 1Army 3, Hippo-Masked, "Redwood"The Court
5x Undead ReaversLegendaryTier 1Army 3, "Redwood"The Court
2x Party Animal EliteTier 1 Army 3, "Redwood"The Court

Free Actions


  • Neo Pylos performs a forced march as a free action.
  • Neo Pylos begins diplomacy with Yarmunkle-Booty.
  • Neo Pylos explores the tile she is on.
  • 1650759813881-png.978698
Resource Expenditure





Start of TurnIncomeExpenditure Remaining
432(60 Roserest + 40 The Court + 40 Wightfield + 20 Bonehall) * 1.25 = 200- 40 (Research) - 250 (Auction)552

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.
  • Tome of Movement: Equipped hero gets +4 movement. Given to Neo-Pylos.
  • Crown of Virtue: +2 damage on magical attacks. On failed attack, summons 1d4 dark spirits to attack the allied army. "Whispers seem to fill the air around this crown." Currently unequipped.
Advancements
  • Skeletal Builders: Reduces building and upgrading costs by 10 resources and an action.
  • Increasing Savagery II: Each Each "Masked Zealot" in an army grants +1/+1, to a max of +2/+2. This bonus counts for other units only. So two masked zealots in an army will only get +1/+1 each. The animal masks begin to fuse to the masked zealots as a surge of power beams through the realm. They begin to take on more animalistic traits as well, and fight with supernatural abilities.
  • Cycle Saver +: Increase the benefit from Cycle Saver to 1.25x.
  • Frenzied Devotion: Now, when a Masked Zealot or Demi Elf is recruited, another unit is produced for free. The fae empire is returning, and all want to be a part of the eternal revel.
  • Zestari's Own Luck- Gives all units a 9+ save. The Luck of the Great Horned One curves away bullets and blade alike.
  • Eminence of Undeath: Enemy units get -0/-1 when in a tile occupied by Masked Zealots. Between S'yul T'rment and Zestari, the power of undeath was beginning to warp fae magic.
  • Research Advancement: Joint Lubrication: When a "rusty joints" effect is rolled, roll a d10. On a 2, the effect continues as normal. Otherwise, roll on the Random Access Memory table again. This effect triggers any time a "rusty joints" effect is rolled. Research Advancement: Bardic Travelling Companions: Any
  • Research Advancement: Bardic Travelling Companions: Any army with a Masked Zealot in it gains an additional movement.
Extra Special Units
Soul Reavers
Legendary
HP 2
Attack 2
Offense 2
Defense 2
Warriors of Undeath: When a Soul Reaver kills an organic foe, roll a d10. On an 8+, they rise up as an undead warrior.

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

(5)

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

Neo Pylos
Hero
HP 2
M 2
Attack 2
Offence 2
Defense 2
Mechanical Courier: Pylos was designed by Orchid and the Archivist to reach far lands very quickly. She may forced march as a free action.






 

Attachments

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Yamabuki

Settlements

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

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


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


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


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

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


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

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


Bagua Arts

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

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

Roll: 2
Rerolls: 3

Total Troops

Red Mother Leader
2 Samurai Troop
3 Monk Troop
10 Wyrms Elite
2 Boats
3 Dragons Gate Non-Combatant
2 Fishing Boats Non- Combatant
Abraxas Hero
3 Skeletons Troop
3 Rock Hunters Troop
Twin Pixies Hero
Broken Jaw Butler Hero
Green Dragon Hero
3 Bejeweled Crabs Troop
Nerida Hero
3 Navvie Engineers Non- Combatant
1 Ningyoburi Troop
The Great White Wyrm Hero
Metal Mystic Hero
Fire Wyrm Hero


Order/Happiness
0/0

Population
29/50

Spirit Tokens
2

Orders
Paid Actions:


Upgrade Advancement Tenko Transformation (Lvl 2) for 60 resources


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

-


Build Advancement The Illegimate's for 9 resources

Mercenary Units ignore Saves in the first round of combat


Free Actions:
Recruit Dragonic Unit(s) with the Dragon Gate(s) Wyrm (Free)
Move Unit Samurai to Tower of Trials (Roll 4)
Recruit Mercenaries Rusted Warriors (x2) (60)



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

The Illegitimate's
Gargamel

2 Lost Troop
3 Wyrms
Water Elementals
2 Sea Barnacles


Movement (Army One) 1 Tile NW
(Current Tile - NW)


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


Movement (Workforce) 2 Tile South
( Huang He - South - South)

Workforce

3 Navvie Engineers
1 Boat

Resources


Start: 578
Income: 146
Expenditure: 229

End: 495




Wu had withdrew with the rest of her forces, unable to do what they had originally set out to do but in the end, it didn't matter. The capture of a city was merely a bonus, an extras source of revenue and manpower, and a neighbour for their already considered community, of which they were soon to make a head start with. However Wu was still sore over previous events

The main force had tried diplomacy with the Free People, a fitting distraction Wu had thought for the real assault. But the moment the gates were opened, their prisoners took their chance of escape, the captive crocodilians surging forward with planned precision, knocking their watchman Abraxas and his Butler away and stealing back their treasure.

Which is when all hell had broken loose.

While she had hoped to capture the city, the moment the metropolitan mammoth had awoken, standing taller than any of the mountains it had rested between, Wu knew that would be impossible. With each step an earthquake and every trumpet from it's titanic trunk like thunder, to take such a thing while awake would be a grave risk. The experience however had been a crucible for the mercenaries, forging bonds between them. Gargamel transforming the dust storm that followed the Elephants stampede into rain, covering his fellows with the Lost Troop taking full advantage of the clearing storm to take shots at the gargantuan creature thick hide. The Wyrms manoeuvred between its feet, nipping and tearing away with Azrael, Gargamel's tatty cat, in tow. And the Metal Mystic had just hovered there doing nothing... Yet Wu sensed he had done far more for the battle then it seemed.

Still the elephantine establishment had been driven away, the Illegimate's following behind it, harrying and pestering the trumpeting titan. This would allow the Yamabuki to decisively establish a foothold in the North. At least when the Capital had finally completed its configurations for the canals.

What could be distracting her so. With her and her son away, she had been left in charge. As a member of the Golden Treasury, Lady Genmei held high rank within the governmental structure but with that status came certain requirements, ones she had not been filling as of late. The Red Mother brooded for just a moment before smiling with the corner of her lips. More fuel for the fire perhaps.....

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


Lady Genmei sighed as she stared out the window, watching the Prince of Most Brilliant Blue depart. In her hands she held a beautiful rose, a gift from Gaozu, running her fingers over the velvety petals as she looked on from above

On the grounds of the Treasury, the two Wyrms stepped aside and let the Prince pass, the larger, pale one of the pair flashing a contemptuous look at Gaozu. It licked it's lip's hungrily, but a quick fiery snort from his combustion kin stopped the thought before it could go any further. With a hiss, the Great White Wyrm lumbered after the Fire Wyrm, the two watchdogs following behind their Sovereign.

This would be the final time Lady Genmei would see him as the young monarch travelled back to the frontier to continue his great dream. She let out another deep sigh.


"I fear you shall pick apart that gift as a child picks apart a Posie"

An enormous emerald eye peered back through the open slit, The Green Dragon tilting its head as it watched events unfold. He had coiled around the building like his kin rested upon their troves, the golden walls of the centre of commerce the perfect substitute.

The Golden Treasurer looked at the rose for a moment, before letting her wrist go limp, sparing the flower her constant coddling.


"You know pining does you, nor your city, much good?" stated the Green Dragon, seeing this whole situation play out for the last two months as he delivered his wisdom and advice to both her and the Prince.


Lady Genmei retreated from the window, and tried to busy herself, knowing full well how right the divine deity was. She knew how distracted she had been these last few weeks, masses of paperwork and letters strewn across her desk as invoices and financial request's kept piling up. While normally devoutly attendant, nowadays...

The Dragons tone grew softer "You are not much older than him, yes? And he obviously respects and values you, as you do him?"

"I have lived long enough to see people come and go and nations rise and fall, so know I speak from experience when I say life is fleeting. You must grasp it with both hands while you have the chance, dear lady...."


[/font]
 

Great Cog.gif


Coghaven


There was something wrong. The workers could feel it in the air for the Overseer had been seen going into the Ministry of War with the bloated Minister of Commerce, Fizzo Glint. Generally that meant something serious was going on, considering this trio were the figures who made Coghaven function as a nation up to this point. More so, the armies were moving. Clockwork soldiers were gathering on parade grounds for inspection by inspectors and their living officers. It gave a chill that the people of Coghaven had thought they'd escaped with the defeat of the much dreaded Mabinogi. War.

"What's the situation?" Runcible asked as he entered into the War Room as military staff were rushing about. The sounds of chimes rang as reports came in with staff chattering into speaking tubes or updating a vast board on the main wall. Panels spun and shifted to display information. The main word that ran a chill up the Overseers spine was one only heard about from Mabinogi refugees. Fafrium.

"We have confirmation that Fafrium has landed forces in the Refugee settlement in the Northern Range," Otherion said with a concerned and serious expression as he looks at a map that was laying on the table displaying positions and numbers with small markers. Several staff were making adjustments with longs sticks, pulling and sliding pieces around as more information was coming in.

"Worse still, Finley Station indicated sightings of similar ships arriving at the ruins of the original Fafrium colony. There is concern another prong could land elsewhere. This is not an expedition of peace. This is an invasion force," Otherion intoned grimly as he looks over at the Overseer and immensely bloated goblin.

"Don't think we can talk'em down from this?" Fizzo asked with a frown of his own, always preferring talking to warfare. He wasn't above fighting but was the closest thing they had to a seasoned diplomat beyond his expertise in industry and business.

"No one brings that much and expects to just talk," Runcible said with a grim expression. "I suppose we should be happy Greater Titania is content to just keep abusing their treaty with us to continue supplying us with new exiled citizens. No, I can feel it, this isn't going to be good."

"My sentiments exactly, Overseer. I'm requesting permission to devote all available resources to military production. Finley Station is online and ready again after its improvements and staffing. Our friend there seems ready to start up the clockwork plants again since he got the first hints of intel before it reached us. The Orcs are also mustering and preparing for war. I fear we are going to have to march North. Send the First Legion to help the Trolls who are in the way of our 'visitors' from abroad. I've dispatched warning along the trade route to our new trade partners, those tech cultists," Otherion said with a determined look. "I'll be taking command of the newly renamed Expeditionary Legion."

"I would argue you need to remain here... but I fear you are best used to prevent true disaster from reaching us. We'll set the Homeland Legion in place to reinforce the Orcs and guard us here. The Second Fleet will continue to discreetly build up in preparation for attacking the Fafrium Navy ships. We have to fight them with logistics, so any connection or supply line back to the Empire needs to be severed if their intent is hostile," Runcible admits as he taps Finley Station's position. The markers there hinting of the curious and growing fleet of powerful submersibles hidden beneath the waves.

"Sounds like you boys got this. I'm gonna worry about keeping the lines clears and supplies available. Maybe chat up the Cog Priests a little to intone a few war chants like they used to do for the work periods. Gotta let the people know we're likely about to go to war again. I ain't gonna leave the Trolls hanging after what they did for us, no one in Coghaven is as far as I know. So war its gonna be," Fizzo said with a shrug as he moves to exit while leaving the others to remain and ponder the developing strategic map.

"Dispatch warnings to anyone we have some means of contact with. They need to know..." Runcible said with grave tone as the map and charts continued to update with troubling numbers. "May the Great Cog give us strength and wit to halt this..."​


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

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

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


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

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

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

Settlements
Forgeheart
Capital Level 2

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

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

Finley Station
Floating Base Specialized Military Settlement Level 2

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

The Anvil
Industrial Settlement Lvl 1

Port Sprocket
Water Settlement Lvl 1

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

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

Deployment
1st Clockwork Legion
4 Clockwork 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)
2 Submarines

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

Order/Happiness
1/2

Population
12/40

Trade
Clans Spike Horde: 25
Children of Mekhane: 30

Resources
Start of TurnIncomeCurrentExpenditureRemaining
382160 + 55 Trade597141456
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
12315015

Free Action
Build Submarine at Finley Station (80 Resources)

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

"You turned the giant metal container, which you wasted an absolutely massive amount of our resources on by the way, into a restaurant," Requen stared at the other tribal leader in bafflement, not believing the words he was hearing.

"Yes! I figured that if it was just sitting there no one would mind me practicing my cooking in there and one thing lead to another till I had a small restaurant in it!" Taran River smiled before letting out a gasp and rushing back and pulling a skewer off a fire. "Here, just try it Requen!"

Even as he took the meat from the other Taur-Ahe Requen hoped that some of the others were having more productive days than his was shaping up to be. With a sigh he took a bite and was pleasantly surprised at the fact that it actually tasted good.


60 Miles North of Storm's Rest

The Greater Elemental observed as Living-Lightning spoke with the others, making plans for the rest of their journey to the second of the settlements of the Many-Who-Became-One. It would be guarding the flank alongside its brethren among the elements and would be joined by Earth-Brother Tal'Ki and the Riders-Followed-By-Light. It nodded after receiving its instructions and continued to observe the others among the leaders. Earth-Watcher was doing much the same it noticed but thought little of it, even after many moon turns it still watched the West more than any other among them and took to observing the others when it couldn't.

"That will be all for this meeting, those of you who require sleep be sure to get some tonight as we set out as soon as possible for Storm's Rest and I'd like to get there within the week," Living-Lightning looked around the tent before nodding and motioning that they were dismissed, looking down at the map on his table alongside Wearer-Of-Light.

It left the tent quickly and moved to take its customary spot alongside the Northern edge of camp and began its silent vigil, sensing the elements to the north and falling into the trance that could almost be considered its own sleep.


"The scouts said that they still hear rumors of war to the North Callarhan, maybe we should head that way and see what's going on," Vin'Taur eased himself into a seat across from the warchief and flicked open the bottle of wine that sat next to the map, pouring the both of them a glass.

"Perhaps so Vin'Taur, but I would rather not risk it while we don't have the full breadth of our forces with us. I worry however that even with all of our forces that whatever it is raging that direction will still defeat us, I would prefer that Blacktop does not need to use our last trap in the capitol after all," Callarhan took the offered glass and took a long pull from it, relaxing slightly as he felt the drink spread through his body. "I just hope that we can build our forces up quickly enough to face whatever it is that's coming before it decides to come south to us."

"I'm sure we will be able to, especially since Vigo's class is finally getting some properly powerful elementals to us!"

"Perhaps so my friend, perhaps so. now get out of here and get some rest, the morrow draws ever closer."


Actions

Resources
Start of TurnIncomeCurrentUsageRemaining
12556741929601869
GainUsage
Settlements: 60 (Capital) + 100 (Storm's Rest) + 20 (Haaster) + 100 (River's Bounty) Advancements: 10 (Bless the Harvests) + 40 (Crop Rotation) + 50 (Light Taxes) + 10 (TITAN's Fall) + 49 (Extraction Magic Research) Trade Routes: 2 x 30 (Added ten due to Ears of the Fox advancement) 1 x 40 (Added twenty due to Ears of the Fox advancement and Gobbo trade post) Order Bonus: 145 Total: 674Unit Recruitment: 60 Total: 60

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

Troops
Army of the Earth (Army 1)
3x Bulls
1x Foxes
2x Order Knight
2x Lesser Earth Elementals
2x Lesser Fire Elemental
1x Earthen Shaman
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]
3x Blizzen
Norma (Hero)
Blacktop the Undaunted (Hero)

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

Army 4
2x Water Elementals
2x Air Elementals
2x Ice Elementals

Order/Happiness
1/0

Population
27/40

Paid Actions
Recruit Blizzen x3

Free Actions
March Army 1 South one tile to Storm's Rest
March Army 4 North one tile to Storm's Rest
Explore tile with Army 1

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

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

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

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

Soiling Movement Tactics Lvl 1- Soilings gain +1 Movement

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

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

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


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

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


Expedition League 2
1 Flessi
Expedition League 3
1 Flessi
Expedition League 4
1 Flessi

Movement
2 Soilings move from Carcass Garrison Northwest twice to join with Expedition League 4
3 Soilings and 5 Flessi move northeast from The Spine twice to meet with Expedition League 3
Expedition League 3 Moves Southwest twice and adds The Spine Units to their ranks.

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



Free Actions
Expedition League 2-Cultivate & Spread (3/3)
Expedition League 3-Cultivate & Spread (3/3)
Expedition League 4-Cultivate & Spread (3/3)



Resource Transactions
Balance: 732 REC
+Income:
(Carcass: 60) +(Growth's Boon 25%) =75 REC
(The Spine: 30) +(Growth's Boon 25%) = 37 REC
(The Bowels: 80) + Growth's Boon 25% = 100 REC

-Expense:
Cultivate 2 Shellbound (Better Shellbound Cultivation) 60 REC
Cultivate 3 Soilings 20 REC

New Balance: 864 REC
 

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