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Astoriel Dominion


The once verdant clearings the coast of Sahucet were rife with activity, humanoid shapes descend from flying beasts of metal, expelling boxes of metal and wood, and from there it went more nonsensical! They made things appear almost on will, trees of metal, gates and walls erected in matter of days where it would’ve taken years for a wooded tree to do the same!

Many tried to oppose them. But they were killed swiftly, and at night smoke fumes would carry the smell of their corpses as merry cheer and song ascended into the night.


Scouting
Scout to N 1 tile and explores

Movement
1 Elf riders N 1 tile.

Construction
Finish Frontier Outpost North
Finish Exploit agricultural sector

Venerable : The elves venerate their elders, giving them greater understanding of the world around them. Gains +1 Resource from Mountains, Forests and Mines
Communal : The elves are a communial people and as such do everything together. For every unit trained, a second unit is trained at half cost to a minimum of 1
Resilient : The elves train night and day to become tougher than others. Units gain +1 Defense

Buildings:
Units: 2 x Elf Assassins, 2 x Elf Riders, 1 Elf Scout, Hero Orpheus.
Research:
 
Turn 5, Month 6 Year 2350
CaptainSully CaptainSully , Athanas Athanas , cinnabuns cinnabuns , The_split_Nation The_split_Nation , waifu waifu , Bruhaha Bruhaha , Just_a_loneley_pilgrim Just_a_loneley_pilgrim , [U]Blue.[/U] , Queen Boudica Queen Boudica , LadyOfStars LadyOfStars , Maeteris Maeteris

2f6de5c644455606f63cc9f0df081fca.jpg

Sergeant Gilgamesh The Holy Shield standing in defiance of enemy fire

A small scouting party had arrived near Argosian lands in order to get a better idea of the situation for our glorious troops so as to enable them not to fall into some sort of devious trap that The Holy Order would not put past the Diabolical King Malcador. It was there that it was discovered a large army that was being trained. It was obvious to all there that Malcador was able to inspire some sort of misplaced loyalty. For a people that had the emblem of the Sun of their flag, they would have done much better in a Knight's Regiment. Especially so given the first hand accounts of our troops. Theirs were poorly trained though extremely well equipped with weapons and armors that our people did not have. But ours were as always the better trained and prepared.

It was then that our scouting party was noticed, with the enemy army beginning to enagage. However, the mighty Sergeant Gilgamesh, now known as Gilgamesh The Holy Shield, defended the scouting regimen from enemy Fire, causing great panic among their rank and file. The enemy discipline is non existent, it seemed as most abandoned their posts while the remainder took off in a "tactical" retreat by their commanders at the sight of our Mighty Scouts.

To all you reading at home, our forces will crush this enemy force, bring them the Light and be back home for the Feast of St Augustin. Praise the Strength of the Sun.


----------------------------------
The Nation of Arcturus

Resources: 28 Population: 18 Order: 1
Special Resource- Unknown Red Crystal: 2

The Diplomat spots a small village in the distance. It looks as though an Elven people live there with a lower level of modern technology.

Principality of Lumous
Resources: 0 Population: 14 Order: -2

Due to the large amounts of unrest in the country, activities, construction and research are taking longer than expected. A cult worshiping Chaos has taken root in the slums of Luminous.

The Helios Religion of The Sun has attracted 2 Units of Helios Fanatics have been raised. -2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.

Restore Mine (1/2 remaining)
Research Tiakong (2/3 turns remaining)

The Paobu arrives at the outskirts of a mining encampment. Outside it's borders are a few guards wearing heavy looking metal armor, but carrying weapons similar to the guards at the large city of Crystal Spires.

Wakken

Resources: 1 Population: 16 Order:2

The Wakken Capital has been upgraded to Level 2. Buildings and Research now cost 4. Access to higher units and tier 2 structures. Defenses and Population increased.

The Western Scout constructs a new settlement around a field of magical crystals. The magical energies radiate all around them. (Build structure to take advantage of magical crystal energy)


The Unity of the Broken States

Resources: 14 Population: 18 Order: 1

Aegis Heights Constructed on the older ruins. A slight fog runs in and seems to have restorative properties. Everyone in the city seems healthier than they have ever been and extremely virile. +2 Population from Aegis Heights

Haven Anti Air batteries constructed.

Black Site Level 1 Complete.

A scribbled note is found on the table that the Council uses for their meetings. It reads: We Are Coming and Have Not Forgotten.

Astoria Dominion
Resources: 5 Population: 12 Order: 1

Frontier Northern Outpost has been completed.

Exploit Agricultural Center Complete(+1 Resources from all settlements. +2 from Farming Settlements)

The Elf Riders continue to travel North through the mountainous terrain and explore. They come across the ruins of a city built into the mountainside.

Union of Aleyran Socialist Republics (UASR)
Resources: 2 Population: 20(Max Population) Order: 2

The Enlightened Oligarchy of Valmyrei
Resources: 4 Population: 20(Max Population) Order:2

Tuatha Dé Danann
Resources: 13 Population: 22 Order: 2

Oculi
Resources: 19 Population: 22 Order: 1​
 
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Principality of Lumous

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No longer a burning ruin barely housing its citizens, Eureka was almost fully restored. Homes had been reconstructed and order somewhat restored with the servants of Helios doing their best to keep the peace in the city. Everything seemed to be on the up and up. Mara, now deemed a priestess by the people, she was responsible for keeping the faith alive. Her main message was always the same though.

“Princess Nana will return!” Everyone knew the monarchs to be immortal, but with her death announced the way it was, and then the invasion, it was uncertain if any of the monarchs were still alive. Mara held out hope though and continued to preach it to the others.

“May Nana’s light guide us all.” Mara said softly before a large crowd that had gathered before the ruins of the palace. They’re afternoon prayers had just concluded and as everyone seemed to break away and head about their day, As she stepped down from her makeshift podium of a boulder, MAra was approached by a man breathing heavily. “Priestess Mara…” The man said in an exasperated voice.

“Are you ok?” The dark haired woman inquired as she turned her attention on him rather than her own thoughts.

“I saw in the alleyways a group of men and women who were....drawing dark symbols upon the walls. They seemed to be worshipping something frightening.” There was a nervous look in the man’s eyes that could only have been described as panic. He looked shaken and unfocused.

“What had this man witnessed.” Mara asked herself. Confidently she laid her hand upon the man’s shoulder and held him firmly. “You needn’t worry. Heresy will root itself out in time and these people will soon be on their way when they see there is no space for their dark faith here in Eureka.” The words came naturally to her, as if someone had written them down and slipped them into her mind. Mara believed wholeheartedly in Helios and Nana, but she was truely unsettled by the prospect of darkness forming in their holy city. She would need her people to fight back and resist being led astray. They would need warriors of Helios.

ACTIONS:
Move Princess Nana’s Army West 1 Tile
Research Tiankong (3/3)
Restore Mine (2/2)

Exploration:
Paibu Scout moves West 2 tiles

STATUS

CITIES:
Eureka (Capital)/Palace - Destroyed/Mine x1

MILITARY:
1x Taotie ( Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.)
1x Paxing ( Burrowers: Armies consisting of just these can move underground, hidden from other players' maps until they attack. Cannot burrow for 2 turns after their reveal.)
1x Paobu (`Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.)
1x Assassin
2x Helios Fanatics (-2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.)

TECH & SPELLS
Gates -
Mana Beacons -

BONUSES/TRAITS

The Three in One
- Troops cost half as much resources
Immortal Expertise - (Research and new tech construction -1 turn/cost)
Safe and Sound - (+1 to population growth in every city.)
Self-sustaining Military - (When engaged in combat, Lumous’ armies have no upkeep cost.)
Exalted March - (When marching in armies of 10 or more units against armies following different religions, gain +1 attack and defense.)​
 
HUMAN FILTHReports from our nation's network of patriotic observers abroad have brought to light false claims from the Holy Order that they bested our soldiers outside of our capital. It is clear the humans and their false God have been blinded by the robot menaces lies. The simple fact is that they too shall fall to our great forces.

Lord Malcador has been visiting all of our nation's training camps and delivering speeches to all of our brave men and women. Many soldiers were found weeping with pride as his words washed over them, cheers followed and the heightened vigour and willingness to protect our home will see them become true heroes of our people.

THE WAR MACHINE MARCHES
Armoured vehicles and aerial craft roll off the production lines of our great factories at a pace that will give us the largest mobile force on the planet. Nobody will be able to stand against us and we will show everyone that we are not to be trifled with.

Insider reports suggest that the march onto Redridge will commence within the next four months. There are also suggestions of Lord Malcador developing a doomsday weapon to prove our power to all. All hail our Glorious Leader!

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Our tanks under production
__________________________________

Actions

Upgrade City

-Upgrading the Hive [Completed due to Overdrive roll]

• Turns: 1 due to overdrive
• Resources: 4 [-1 from Complete Efficiency Policy]

---

Build Structure:

Federation of Unity Halls I - The place where the Federation of Unity sits to discuss all matters. As the state that formed the Federation of Unity, it was decided the Halls would sit in Arcturan territory.

+2 order and +1 to all FU members. Has deciding vote on ties.

• Turns: 1
• Resources: 1 [-1 from Complete Efficiency Policy]

---

Research: Red Crystals - The red mineral deposit the Arcturans have found warrants further research

• Turns: 1
• Resources: 1 [-1 from Complete Efficiency Policy]

---

Prototype Policy Roll: 8 - Create Weapon/Armour for Character

The Shield: A small device that emits a vast wave that provides all Arcturans with an electromagnetic charge that can help deflect incoming attacks. All Arcturans in the same army as a character wielding this item gain +1 to their save. [Armour]

---

Free Movement

• Diplomat: North West 2
• Scout: North West 1, explore City

End of Turn Information

• Starting Population: 18
• Starting Resources: 28
• Starting Energy: 0
• Starting Order: 2
• Starting Red Crystals: 2
• Prototype Roll: 8
• Production Facilities: 3
• Energy Production: 0 [Winter]
• Standard Production: +6 Resources / +6 Population
• Refinery: +3 Resource
• Trade Route: +3 Resource
• Deep Core Mine: +1 Resource
• End Population: 18 + 6 = 24
• End Resources: 28 + 13 - 6 = 35
• End Energy: 0
• End Order: 1+2 = 3
• End Red Crystals: 2

Units

• x3 UNITs
• x1 Sentry
• x2 Soldiers [Holy Order]
• x1 Engineers [Holy Order]
• x1 Hound
 
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Astoriel Dominion

They left.

The knife-eared riders from the south rode on their steeds, only dust and smoke lay hint of their presence. In their wake, a compound stood--a myriad of sounds and scents resonated from the area. The beasts were wise to avoid them, for the hunters would come, cloak in black, their three eyes glowing green and red as they stalked the vast savanna for a meal. They waste not on easy prey, stalking only the largest and carry their quarry back with ridiculous ease on a flat machine.

It knew not where the knife-eared riders go. It only knew this place wont be the last to be touched by their kind.





Scouting
Scout explores current tile.
Elf riders explore city ruins

Movement
None

Construction
Train Elf riders x 1
Expand mining operations North-east of CC Sahucet. (Mining colony)

Venerable : The elves venerate their elders, giving them greater understanding of the world around them. Gains +1 Resource from Mountains, Forests and Mines
Communal : The elves are a communial people and as such do everything together. For every unit trained, a second unit is trained at half cost to a minimum of 1
Resilient : The elves train night and day to become tougher than others. Units gain +1 Defense

Buildings:
Units: 2 x Elf Assassins, 2 x Elf Riders, 1 Elf Scout, Hero Orpheus.
Research:
 
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Takrian Exile Fleet

Very recently, a previously empty stretch of coast in one of the hotter climate zones of Menai had turned into a zone of frantic activity. Shortly after entering orbit above Vachore, an alien fleet has chosen a small peninsula to become its primary staging ground. Now, prefabricated buildings sprung up to house the colonists arriving in great numbers to claim a portion of this planet as their new home, hopefully ending the centuries long exile, without a planet to call home, their race had to face.

Once enough houses were set up to shelter a suitable number of population on the surface, the priorities changed. Makeshift airstrip servicing the shuttles landing in Tarkzuii, this newly erected settlement, which had previously seen mostly civilian colonists and their prefabricated homes arrive, began receiving mostly shipments of terraforming supplies. Selective herbicides, chemical solutions meant to drive away local wildlife, artificaially grown spores and seeds of Nazgirian plantlife were the most common among them. When initial steps of the terraforming were completed, While a portion of them was destined to supply a mobile terraforming installation, currently under construction away from the shuttle service area, vast majority of them would be quickly expended to alter the environment of a rather large area around Tarkzuii. This rapid action was primarily meant as a defensive measure, unfamiliar environment giving takrian defenders an advantage against any potential attacks from local wildlife or inhabitants. Secondarily however, it would also serve as a minor morale booster. The colonists now living on this alien worlds would feel somewhat more at ease if even the immediate area around their settlement would be familiar to what they had learned about their species' long lost homeworld.

As inside the city preparations were being made before the terraforming process, two aircraft flew away from the airstrip, over the area outside the settlement that would soon become an agricultural zone, and out in the direction of the unexplored continent. While still large, they were noticeably smaller than the cargo shuttles used to carry loads to and from the orbiting exile fleet. These unmanned research probes were currently being controlled remotely from aboard one of the spaceships, but would soon be released from manual control and left to follow a preprogrammed path, exploring the land, seeking out usable mineral nodes or anomalies that would be of interest to the exile fleet.

Construction
Build agricultural zone (lvl 1) in Tarkzuii Provides +1 resources per turn; 1 resource cost
Unit recruitment
Recruit mobile terraforming spire in Tarkzuii; 4 resource cost
Exile fleet orbital support
Terraforming supplies shipment - capital tile terraformed to Nazgirian plains
Scout movement
Both research probes move 1 tile west and explore
Settlements
Tarkzuii [planetary capital] - level 1; no buildings; 10 population
Population total: 10 +2 growth

Military
2x Takrian marines
1x Akurii utility car
2x Research probe

Resources
Starting: 6
Income: +2 basic
Expenses: -4 unit recruitment; -1 construction
Final stockpile: 3
National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)
 
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Turn 6, Month 7 Year 2350
CaptainSully CaptainSully , Athanas Athanas , cinnabuns cinnabuns , The_split_Nation The_split_Nation , waifu waifu , Bruhaha Bruhaha , Just_a_loneley_pilgrim Just_a_loneley_pilgrim , Queen Boudica Queen Boudica , LadyOfStars LadyOfStars , Maeteris Maeteris , Martydi Martydi , Flutterheart Flutterheart

Heinsch_Jan_Jiri_-_Sv._Mikulas_udeluje_almuzny.jpg

Priests of the Holy Order giving alms and support to those refugees of The Argo

Due to the spreading of the holiness of the Light from the Order of the Sun, many refugees have begun to flee their doomed capital of the Argo. Their corrupt and false king has driven them down a darker path, deeper into the bowels of the planet, away from the Light. Having been ill treated by their own government, The Holy Order of The Sun stands by to assist all refugees, whether or not they wish to convert to the Light. It is part of the inherent goodness of our religion.

Under Command of Lieutenant Caulder and with assistance of our Grand new mechanical allies, it is believed that now that the winter has ended, the fighting should be finished in a few months. Especially with new recruits rolling in from among the refugees that wish to fight back against their oppressors.

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


Principality of Lumous
Resources: 2 Population: 16 Order: -3

Research Tiankong (3/3) The Prinicipality can now create Tiankong flying units after constructing a hatchery
Restore Mine (2/2) the Mine has been restored to working order.

The Scout finds a small boat beached upon the shore.

The Chaos cult seems to be growing with each passing day, in spite of the powerful presence of the new religion of Light. A heavy darkness seems to be hanging in the air as the occasional acts of destruction plague the every day activity of its citizens. (-1 Order)

The Nation of Arcturus

Resources: 35 Population: 24 Order: 3
Special Resource- Unknown Red Crystal: 4

Research Red Crystal reveals that they seem to harbor an innate electrical charge about them. They can be used as battery sources, EMP grenades, or even in Long Range electrical weapons with further research and development.

The Hound arrives at the large concrete walls of the city. Beyond them lay large skyscrapers of glass. Lines of vehicles wait their turn to enter in through the checkpoint at the gate into the city.

Astoriel Dominion
Resources: 4 Population: 12 Order: 1

Mining Settlement under construction (2 more turns of construction remaining)
2 Elf Riders are trained in the capital due to communal

Elf Rides continue to explore the city ruins (Take place in exploration/diplomacy chat)

A small group of human mages have heard of Orpheus arriving in your settlement and seek to join you. Gain 2 units of Human Street Wizards. +1/+0 Ability: Light offensive spells, +1 Attack

Takrian Exile Fleet
Resources: 3 Population: 12 Order:1

The Research probes travel to the west, coming across the edge of a large lake which has a small fishing village attached to it. Small green people seem to live there.

The Tenebrous Dominion
Resources:6 Population:10 Order:1

The Cold harsh winter has finally receded and now has allowed the expansion based nation the ability to fulfil its ambitions.

Mara-Sara
Rescources:6 Population:10 Order:1

Mar-Sara, the land of never ending parties, alcohol and drugs has begun to spread the word of its greatness to the world so that all will know of their laid back nature and good times to be had.


Wakken

Resources: 3 Population: 18 Order:2

Union of Aleyran Socialist Republics (UASR)
Resources: 4 Population: 20(Max Population) Order: 2

The Enlightened Oligarchy of Valmyrei
Resources: 6 Population: 20(Max Population) Order:2

Tuatha Dé Danann
Resources: 17 Population: 26 Order: 2

Oculi
Resources: 23 Population: 23 Order: 1​
 
WE WILL PREVAIL
In today's main article we have a direct message from our glorious leader, Lord Malcador himself. I had the pleasure of receiving the message in person and my eyes are still a haze such was the angelic glow of him.

"I speak to you all, my brothers and sisters of the Argo Monarchy, to bring you the message you all know to be true. We will prevail! We will defeat the robot menace quickly and decisively. No longer will a machine falsely believe it lives and no longer will we suffer at the hands of their terrorist atrocities. Our military numbers have swelled upon my call and no force on this planet would be able to stand up to the might that we created over the last six months of training. I have personally witnessed the training of our soldiers, the improved technological advancements and the secret weapon which we shall unleash to finally wipe out the machine threat. I must just say, I love you all and will be on the battlefield with our men until victory is secured. If you haven't joined our forces, it is not too late. For those who are unable then please help our soldiers by donating credits at your nearest recruitment office. All hail the Argo Monarchy! Down with the robot menace!"

FALSE REPORTS FROM GENERAL
One of our most decorated generals has found himself on the receiving end of a firing squad for propaganda and treason. General Barrak Kaus has served in our military for over thirty years with distinction but has recently been found to be spreading lies about the extent of the robot threat. In a leaked e-mail he falsely claimed that the machines city had grown to a size dwarfing our own capital. A patriot on the receiving end immediately referred the e-mail to our military wing and soon enough the general was dealt with. Such traitors, no matter their status, must be dealt with firmly and quickly. One less traitor in our midsts is always welcome.
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Our glorious leader, Lord Malcador
__________________________________

Actions

Build Structure:

Construction Factory I - A place where specialist machinery and tools are made to improve the construction process.

-1 turn to structure building.

• Turns: 1/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Build Structure:

Research Lab I - A place where specialist equipment and the Arcturans smartest undertake important research.

-1 turn to research.

• Turns: 1/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Biology I - The Arcturans are looking at the make up of biological beings to further their own forms.

Artificial Muscles: +1 movement to infantry.

• Turns: 1/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Dimensional Research I - Research by the Arcturans has found that there are realms of existence beyond their own.

Unlock Warp UNIT

warp.png

Unit Type: Infantry
Attack Type: Special
Attack Range: Melee
HP: 2
Attacks: 3
Atk: 3
Def: 2
Movement: 1/Special
Save: 8+
Basis: Tech
Preference: Infantry
Resource Required: 2 Energy

Warp Jump Generators: Dimensional travel is dangerous as it is in its infancy. Instead of normal movement, roll a D4. If multiple units are in a stack roll once. The unit may move that many squares. On a 1 there has been a malfunction. Roll a D3. On a 1 or 2 a unit is lost. On a 3 the stack may move one square. Can not use warp jump to move non warp jump units.

Multi-Phasic Blades: Weapons that exist between realities making them extremely dangerous. Enemy saves are -X where X is this units tier. +1 attack.

• Turns: 1/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Prototype Policy Roll: 8 - Create Weapon/Armour for Character

Refraction Field: Any enemy rolls of 5 or less will always miss in combat against the bearer. [Armour]

---

Free Movement

• Diplomat: East 1, South East 1 and explore
• Scout: West 2

End of Turn Information

• Starting Population: 24
• Starting Resources: 35
• Starting Energy: 0
• Starting Order: 3
• Starting Red Crystals: 2
• Prototype Roll: 8
• Production Facilities: 3
• Energy Production: 1 [Spring]
• Standard Production: +6 Resources / +6 Population
• Refinery: +3 Resource
• Trade Route: +3 Resource
• Deep Core Mine: +1 Resource
• End Population: 24 + 6 = 30
• End Resources: 35 + 13 - 12 = 36
• End Energy: 1
• End Order: 3 + 0 = 3
• End Red Crystals: 2

Units

• x3 UNITs
• x1 Sentry
• x2 Soldiers [Holy Order]
• x1 Engineers [Holy Order]
• x1 Hound
 
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Takrian Exile Fleet

In the centre of Tarkzuii a new building was set up. A prefabricated structure, that would soon house the newly crated border control department, in charge of guarding the planetary borders. Currently, the military soldiers have been on patrol. The newly created border guard would take over once the bureaucracy has run its course. While they wouldn't be able to do much to stop an invasion, unlike the marines, they would free the soldier up for more important duties. Walking along a chainlink fence, and occasionally scaring away a wild animal was not especially demanding in terms of equipment or combat prowess. In addition to the newly established border guard, a customs bureau would be housed alongside it, to control the trade and eventual civilian traffic. They would coordinate customs control and trade tariffs going across the border.

And that would soon be needed, because after establishing contact with a goblin village belonging to the Spearfish tribe, there was a trade agreement set up. The goblins offered their agricultural produce and seafood, in exchange for takrian technology in these fields. Most exports were expected to be complex farming tools, as well as various chemical mixtures of agricultural significance, and occasional consumer goods the goblins could not produce themselves. However, the contact with locals also revealed a portion of this planet's past. Apparently, much of the continent was depopulated in a large plague. Even if cross species transmissions were extremely uncommon, even more so between species from different planets, the risk was nonetheless there. While military personnel wore pressurized suits at all times due to their past as spaceship guards, and would most likely be protected on expeditions, much of the population did not. As such, with foreign contacts soon to begin, an order was instated, that everyone leaving or entering the nation had to wear some basic protection. For now the mandate only included basic face masks and rubber gloves, but should actual strain of the disease be encountered, the regulations would likely be raised severely, and expanded to encompass the whole nation, instead of just incoming or outgoing traffic.

While the preparations for foreign contracts were made, the military made moves as well. The recently constructed terraforming spire moved out under escort. While it was decided that an area around the Spearfish village would be left untouched, as to not disturb the locals' life, areas outside of it would still be terraformed. In addition, a number of marine units were being formed, either recruited from the population, or pulled from the starship crews. Even though there was no hostile contact as of yet, there were more advanced civilizations on the planet than the goblins. Takrians had no intention of being caught off guard.

Movement
Mobile terraforming spire and one takrian marines unit move one tile west

Exile fleet orbital support
Prefabricated structure transport - Build main border control office in Tarkzuii

Unit recruitment
Recruit takrian marines in Tarkzuii

Scout movement
Research probe 1 moves one tile south
Research probe 2 moves one tile north and explores
Settlements
Tarkzuii [planetary capital] - level 1; agricultural zone (lvl 1); 12 population
Population total: 12 +2 growth

Military
Terraformer escort
1x Mobile terraforming spire
1x Takrian marines

Tarkzuii garrison
1x Takrian marines
1x Akurii utility car

Scouting parties
2x Research probe (separate groups)

Resources
Starting stockpile: 3
Income: 3
Expenses: 1
Final stockpile: 5
National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)
Agricultural zone - An expansive area outside of the settlement, used for agriculture. Livestock and crops are grown here for various uses. While it's not necessary for a settlement's survival, it helps boost the local economy.
+1 resources per level; upgradeable
Main border control office - A government building, coordinating and controlling planetside customs nationwide, and serves as headquarters for border patrols. Bureaucrats and officials ensure that procedures are enacted and followed for foreign traffic and trade, and that no contraband arrives in the nation's territory. While every settlement possesses their own minor office, this location binds them all together.
Allows foreign trade and traffic; non-upgradeable; national unique
Orbital logistics hub - A combination of a communications nexus, a control centre and a logistical facility, this installation serves as a support for operations conducted from orbit, allowing larger scale deployment of naval assets planetside.
Increases the effects of exile fleet support; non-upgradeable; can only be built in tier 2 settlements
 
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Tenebrous Dominion

A glorious era of peace had ushered in a new way of living for the many races that called the Tenebrous Dominion home. While equality for all was still a dream, most of the races lived happily. Although it was uneven, the four individual territories that made up the Dominion thrived in their own way and each had their own unique way of living.





Nosfernus

The Nosfernus lands, aka the blood gorounds, are home to the NIght Empress Morgana and her vampire brethren. The land there was once bathed in the blood of mortal creatures, but their keen minded inventors have advanced the technology within Nosfernus territory. Their bloody days are behind them and they hold the title of most intelligent in the dominion. Their armies are no longer made up of hordes of undead, but instead machines that they constructed to make them superior foes.

Morgana and her coven of blood suckers are responsible for ensuring that the nation progresses technologically and keeps up with their enemies. While some of the leaders refuse to institute the machines created by Morgana, they still have access to the equipment.

Unfortunately the vampires are low in number, the second lowest population in the dominion. Morgana’s picky personality leads to very few making the cut as vampires, but more elite individuals. The entirety of the vampire population lives within the Nosfernus palace.

4dnKgwcKrpMJ6_q7Y2x7jKt6vLllwjNq9Kvp7GMg7doKt_BEvYWZc_LZryAu6vVhXrTjZmlfiZUj97FE9oIWnnJJzeschl50mxbVAyEoEaS6uk07lCgVBeTOSxG66cREuEIs-ehJ



Soleil

Soleil, also known as the Sun Lands, are homes to the Light Fae. The first of the light fae are said to have come into being after the nature spirits took a physical form to tend to the world garden themselves. Since then many creatures that resemble those first beings have sprang up from the ground like new flowers ready to blossom. Races that benefit nature and thrive in the sun god’s light are classified as light fae, even mankind.

Of all the territories Soleil is only the second largest with the second largest population. Their city is designed to allow in as much of the sun’s light as possible. Titania, Queen of the Light Fae is known for her kindness and compassion which makes her a beloved monarch in every territory. The Queen and her kin mainly focus on agriculture and feeding the many races within the dominion.

While she is highly opposed to war, Soleil does have a few military units they created using magitech.

Do you need music for your DnD game but don't know where to start? - Imgur



Lune

Built in the dominion’s only real forest, Lune is a land showered in eternal darkness due to the denseness of the forest canopy. Only at the edge of the forest does sunlight come in and that’s how the Dark Fae that call this place home like it. Said to be the manifestation of darker energies in the world, the dark fae are the opposite of the light fae and seek only to do what benefits the horde. The horde refers to the dark fae collective; dark elves, orcs, goblins, and general creatures that crave darkness and enjoy isolation.

Mozenrath, the Tyrant of Lune is feared by the citizens of the other three territories for his past cruelty towards those who weren’t Dark Fae. Now that cruelty is aimed towards enemies of the dominion as Mozenrath and his horde make up the vast majority of the military. Lune is one of the few territories which refuses to introduce new and updated technology into their homes. Mozenrath believes that technology will cause a disconnect between his people and be their downfall.

Lune is also the largest of the four territories with the largest population of dark fae and other minor races.

ArtStation - Cover artwork - Forest village, Leon Tukker


Viserion

On the edge of the Lune forest, just on the other side of the border lies the dragon castle of Viserion for which the dragon territory is named after. The only land smaller than Viserion is Nosfernus, but just like the vampires, the entirety of the dragon race lives within their palace.

The draconic race comes in more than just one fearsome size and the most common of this species are the fire drakes. Zetian the Mountain Guard and the leader of the dragons is also the oldest and largest of the ferocious reptiles. She is revered for having created the borders between each of the territories and putting an end to the fighting between the different races. The dragons are involved with very little in the nation and focus solely on the protection of their allies in all territories.

The Council is supposedly equal in their power, but the members of the council know without a doubt that Zetian is the most powerful and often look to her to settle disputes.

Eles querem elas Elas querem ser livres Dois caras poderosos Duas … #fanfic # Fanfic # amreading # books # wattpad


Nox Fortress
Gérico, a terceira maior cidade do continente, conhecida por ter a mais poderosa cavalaria de todo o continente.


Center of the dominion territories is host to Nox Palace, a fortress where the Council meets. It is also the designated place where the residents of the Tenebrous Dominion are expected to go should an invading force conquer one of the territories. That is also the only time an army of any of the territories is welcome.



Actions:

Movement: Move Cavalry unit north 1 tile

Research: Magitech Barrier

Construction: Found Mining city

Free Actions:

Exploration: Worm Scout moves west 1 tile​


STATUS

City List:

Capital Nox - Palace

Military:

2x Light Spearmen:
(Javelins - When faced with airborne units, this unit can hurl their spears as javelins. If the unit dies the spears are retrieved.)

2x Aurum Knights:
(Fists and Hind Legs - This unit can engage in cqc when approached by melee units.)

1x Worm: Scout unit
(Can scout adjacent tiles with a spyglass.)

Tech/Spells: N/A

Bonuses/Traits:


Power Equals Order - The most powerful creatures of the Tenebrous Dominion sit upon the thrones which govern each of the major races within the nation. With each race clearly represented and their needs known, order is maintained by their respective monarchs. (Order in the Tenebrous Dominion cannot fall below 0 while all four monarchs live.)

Centuries’ Knowledge - The Vampires of the dominion have centuries worth of technological knowledge and the whole nation benefits from it. (Research costs reduced by one turn.)

Supernatural Labor: The various creatures within the dominion are taught to utilize their unique talents to see greater rewards from labor work. (+1 Resource gathered for every 10 Population.)

Unified Front - Armies with a mixed comp put up a harder fight against outsiders. (+1 Def to armies with more than two different units.)
 
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Principality of Lumous


ACTIONS:

Movement: Princess Nana and her army moves west 1 tile.

Research: Youyong - A new amphibious mutant

Research: Mana Canons - A mana-based artillery unit

Bonus used: Immortal Expertise - (Research and new tech construction -1 turn/cost)

Free Actions:

Exploration: Scout unit moves 1 tile West then 1 tile North West

STATUS

City List;

Capital Eureka - Palace(Destroyed)/Mine


Military:

1x Taotie ( Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.)

1x Paxing ( Burrowers: Armies consisting of just these can move underground, hidden from other players' maps until they attack. Cannot burrow for 2 turns after their reveal.)
1x Paobu (`Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.)

1x Assassin

2x Helios Fanatics (-2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.)


Tech/Spells:

Mana Beacons - These spires drag ambient mana to the tile on which they are constructed, making more available to those on the tile.

Gates - These devices teleport users to another Gate up to five tiles away.


Bonuses/Traits

The Three in One - Troops cost half as much resources

Immortal Expertise - (Research and new tech construction -1 turn/cost)

Safe and Sound - (+1 to population growth in every city.)

Self-sustaining Military - (When engaged in combat, Lumous’ armies have no upkeep cost.)

Exalted March - (When marching in armies of 10 or more units against armies following different religions, gain +1 attack and defense.)
 
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Astoriel Dominion


TBA

Scouting
Scouts explore current tile.

Movement
Moving 1 Elf Rider From Sahucet to North.

Construction
Continuing mining community north east sahucet (1 turn remaining)

Venerable : The elves venerate their elders, giving them greater understanding of the world around them. Gains +1 Resource from Mountains, Forests and Mines
Communal : The elves are a communial people and as such do everything together. For every unit trained, a second unit is trained at half cost to a minimum of 1
Resilient : The elves train night and day to become tougher than others. Units gain +1 Defense

Buildings: Mining district
Units: 2 x Elf Assassins, 4 x Elf Riders, 1 Elf Scout, Hero Orpheus, 2 x Human Mages
Research:
 
Agonized screeching noises


Research: Specialization II- Reduce specialist-to-unit ratio by 2
Research: Insulated gear- Units take no penalties from moving through snowy terrain. Gives +2 defense against frost based attacks or magic.
Research: Stabilizing agents- Science fanatics ability is now successful on a 3 or 4. Upon rolling a 4, immediately roll a d10-on a 6+, the created mutant unit gains +1/+1.
 
coollogo_com-300601915.png
The eventful world of Mara-Sara finally springs to life and decided to make itself known to the world after a few months of consideration by the Protectorate and Duchess. They came to an agreement that while their culture and way of life is fun , it would be so beneficial and even more fun to learn the cultures and lifestyles of other races that may be out there.

Don't get them wrong though , through all the partying , relaxing and life living . They are far from naive and know that the world out there isn't as friendly as them. Because of this they thought that maybe it would be best to scout around their land first before thinking of interaction. Before they do that though the Protectorate decided that maybe it it would be best to strengthen themselves first before venturing outwards. A Frost Fighter or two would do the trick but without the requirements , they won't be making a lot of them so he asked the Duchess to grant permission to build a temple to Icen so that they can have access to military and research of the Water Element Branch.

The Duchess on the other hand continued her job of overseeing the people. She heard the voices of her people as well as her Protectorate. She agreed that a temple to Icen will be built as well as considering the possibility of building a temple to Flor to open possibilities in military and research for the Earth Element Branch later. For now she will fill 1 request from her Protectorate and 1 request from her Citizens. They cry out , they want more entertainment at night but they do not want to settle for the same entertainment , this adds to her ideas a bit.

Since they might be branching out and meeting new nations , she might want to add a place for the people and merchants of other nations to rest and relax , she decided to allow the construction of a Sari Desire House , this sates the thirst of the Sari people as well as give income and give the merchants , adventurers and visitors of other nations a taste of Mara-sara's nocturnal wild side .

==========================================
Actions
==========================================
+ Construction of a Temple to Icen
Cost : 2 Resources / 1 Turn
Result : Allows the summoning of Military/Researching from the Water Element Branch
+ Construction of Sari Desire House
Cost : 2 Resources / 2 Turn
Result : Increased Income and Happiness (+1/turn)
Free turn (Because i posted to late so don't give to much grief)
 
Turn 7, Month 8 Year 2350
CaptainSully CaptainSully , Athanas Athanas , cinnabuns cinnabuns , The_split_Nation The_split_Nation , waifu waifu , Bruhaha Bruhaha , Just_a_loneley_pilgrim Just_a_loneley_pilgrim , LadyOfStars LadyOfStars , Maeteris Maeteris , Martydi Martydi , Flutterheart Flutterheart
8962bed792198bc092e999379df8f7ce.jpg

Commander Halifax inspiring the troops with his appearance in full armor

The Holy Order of the Sun has prepared during these long months, taking in refugees from the doomed country of Argo as well as building relations with our new mechanical allies who support all things of the Light. They might not be flesh and blood such as we are, but they understand all that the Light stands for. It stands for Freedom, Order, and Security of those under our care. All those things are thrown out the window by our enemy. The Argo kill their own people, their own decorated war heroes, all to keep their citizens from seeing the truth that is right in front of their very eyes.

We will not stop until we remove this corrupt leader from his position. We will not stop until we have shown these people the error of theirs ways by giving them the Light. And we will not stop until we have secured the right to exist for The Nation of Arcturus.


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


The Nation of Arcturus

Resources: 36 Population: 30 Order: 3
Special Resource- Unknown Red Crystal: 2

Explore: Entering a large forest, a pile of rocks seem to be giving off an electrical aura. Also, there seems to be the ruins of a settlement nearby, overgrown by the nearby foliage.

Takrian Exile Fleet
Resources: 5 Population: 12 Order:1

Explore: A wide open plain exists all around. A large and wide crack can be seen in the ground up ahead as though something long ago had rendered it asunder.

The Tenebrous Dominion
Resources:8 Population:10 Order:1

Magitech barrier complete-Settlements gain +1 Defense

Worm exploration: A wide open field that is filled with wild tomatoes have run rampant in this area.

Principality of Lumous
Resources: 2 Population: 13 Order: -3

Research: Youyong - A new amphibious mutant (1 more turn)

Research: Mana Canons - A mana-based artillery unit (1 more turn)

The Princess and her group return to the city. This turn no decrease in Order from the cultists.

The cultists have caused more death in the city. (5 population killed)

Explore: The washed up fleet of derelict and destroyed boats litters the shore.

Astoriel Dominion
Resources: 10 Population: 16 Order: 1

Mining Settlement under construction (1 more turn of construction remaining)

Scout Explore: Deep inside the Mountain range, the scouts come across a large cave.

The Tank has been returned to the capital. It has been studied secretly by Orpheus and he has developed the schematics for the tank. Can now produce Spider Tank Mark I. Stats: 1 HP 3 ATTACK/3 DEFENSE 10 RES/ 3 turns to build
Ability: Hearty- If this unit gets hit, roll a d10. On a 8+, it becomes a glancing blow and the unit is not destroyed.

The Enlightened Oligarchy of Valmyrei
Resources: 7 Population: 20(Max Population) Order:2

Research gained: Specialization II- Reduce specialist-to-unit ratio by 2​
Research: Insulated gear- Units take no penalties from moving through snowy terrain. Gives +2 defense against frost based attacks or magic.
Research: Stabilizing agents

A strange, armored figure approached the gates of the city.

Mara-Sara
Rescources:4 Population:12 Order:1

Temple to icen constructed
Sari House of Desire constructed

Guests from other parts of the continent have already begun to arrive to sample the various wares that Mara Sara has to offer. Rumors of strange, foreign people in suits to the south, communists to the North and rock stars to the west.​
 
Principality of Lumous

The return of the Princess, the prophet of the Helios faith, was marred by the sight of her city that awaited her. Burned buildings, and even the palace was somewhat missing. As her army strode through the shattered gates of the city, Nana’s eyes wandered from one side to the next, wide and afraid. “What….happened?” With the foreign delegation beside her and her mutants walking behind them, Nana was at a loss for words. The city was nearly silent with the only sound being the low hum of chanting prayers.

“I’m late.” A young voice cried out as a child rushed on by the main gate, only to be stopped dead in his tracks by the sight of figures at the gate. After he stopped and looked over the figures a little his eyes slowly opened wide and a big toothy grin started to stretch across his face. “Y-Your...majesty? You’re back?” Tears swelled up within his eyes and large drops started to fall down his face. “YOU’RE BACK!!”

The boy collapsed to his knees and bowed to the princess, disregarding the people that accompanied her. “The people need to see you! So much has happened!”

As they were guided through the unfamiliar remains of the city, the chanting became louder and louder until the princess and her entourage stood before a massive gathering of almost every citizen. From across the congregation, standing on a platform, Mara spotted the princess and distinguished her by her attire. “By Helios’ light. The Princess is alive!!” She pointed to the monarch across the group and all heads turned to verify An eruption of roaring cheerings filled the city as the crowd raced towards Nana, surrounded her, and started to cheer and shout merrily.

Making her way through the crowd, Mara approached the princess and knelt down before her. “Welcome home High Priestess.” Mara who had been the head figure of the Helios church bowed her head to the church’s founder.
Within the palace word spread of dark cults within the city, but what shook the murderers the most was the announcement of the Princess’ return to the city. “That’s impossible!” Hachi remarked. The overweight man was infuriated and it showed on his reddened face. “Calm yourself Hachi.” Clovis warned. “We must prepare to take our work underground, hurry. The nation will rally behind her now more than ever.”

As the advisors of Lumous prepared to conceal their true nature, Princess Nana was brought up to speed on the events which unfolded in her absence. The tales were heartbreaking and there didn’t seem to be any silver lining in sight. They would be struggling to rebuild and she would need every bit of help she could get to restore order. What scared her were the stories of a dark cult in their midst. How could she have left her people so vulnerable.

Later

After establishing an interim palace for the princess, business was back to normal in Lumous with her spearheading their return to stability. “After much debate and consideration I have decided to launch an inquisition! We must route out this...evil, dark cult if we are to remain in the Sun God’s light. We cannot allow their desires to take root or their goals to succeed.” Sitting on a throne before her advisors and many of the nation’s leaders, Nana declared the dawn of a holy civil war. Although her voice was firm, she was unsure if this was the best course of action. What else could she do though? “Please be vigilant and do not let me down.”

Now all that remained would be to gain the trust of the delegates from the crystal city. Nana, Hachi, and Clovis gathered in what remained of the palace’s laboratory with the foreign delegation. “Pardon the mess, we are rebuilding, as you know.” Hachi said politely.

Stepping forward Clovis held out a Soul Carrier for the guests to view. He went into detail about the origin of the device before he showed the guests his own embedded carrier. Then unexpectedly Haci hit Clovis with a lightning spell that effectively killed Clovis. Moments later Clovis strolled back into the room while his body still laid on the floor. “Even if the soul carrier is destroyed we can still use backup data to place you into a new one and revive you.” Nana was unsettled by how easy this demonstration was for her advisors to do, but she was grateful for their willingness to assist her.

:”So as you see, Clovis is alive with all his memories. Ge picked up right where he left off. And cloning technology allows for the copying of the original body so there will be no mental troubles with coming back in a new body. This is our secret to immortality and it can be yours as well.” The princess stepped forward to bring everyone’s attention to herself. “We won’t teach you the method, but we will sell the devices to you and your people, as well as send someone to perform the procedures. For the memory backup technology and the cloning technology as well, it will cost extra. In total we’ll need 25 gold up front and a continued payment of 2 gold every month for continued maintenance.”

Nana was betting everything on this deal working in their favor. She had a nation to rebuild and couldn’t do so alone or without funds.



ACTIONS:

Enact Policy: Inquisition- An Inquisition formed of the hardliners of The Light of this new religion are rigid, strict, and intolerant towards others that are against the religion. Immediately gain +1 Order and every turn roll d10. On a 8+ evil forces are routed out. On a 5-7 nothing is found. On a 1-4, d4 population is falsely accused and eliminated.

Research: Youyong - A new amphibious mutant (2/2)

Research: Mana Canons - A mana-based artillery unit (2/2)

Free Actions:

Exploration: Scout unit moves 1 tile West then 1 tile North West​

STATUS

City List;

Capital Eureka - Palace(Destroyed)/Mine

Military:

1x Taotie ( Nothing Goes to Waste -The Taotie are capable of multiplying asexually, given they have enough energy. Sacrificing captured enemies to the Taotie will spawn a free Taotie unit.)

1x Paxing ( Burrowers: Armies consisting of just these can move underground, hidden from other players' maps until they attack. Cannot burrow for 2 turns after their reveal.)
1x Paobu (`Mad Dash - Paobu are capable of performing a high-speed sprint once every turn, granting them the ability to move one extra tile.)

1x Assassin

2x Helios Fanatics (-2/-2 Ability Fanaticism: Gets to attack even if it dies at the end of the round. If unable to attack due to Range issues, gives an ally +2 attack for that round.)


Tech/Spells:

Mana Beacons - These spires drag ambient mana to the tile on which they are constructed, making more available to those on the tile.

Gates - These devices teleport users to another Gate up to five tiles away.

Bonuses/Traits

The Three in One - Troops cost half as much resources

Immortal Expertise - (Research and new tech construction -1 turn/cost)

Safe and Sound - (+1 to population growth in every city.)

Self-sustaining Military - (When engaged in combat, Lumous’ armies have no upkeep cost.)

Exalted March - (When marching in armies of 10 or more units against armies following different religions, gain +1 attack and defense.)
 
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Actions

Build Structure:

Construction Factory I - A place where specialist machinery and tools are made to improve the construction process.

-1 turn to structure building.

• Turns: 2/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Build Structure:

Research Lab I - A place where specialist equipment and the Arcturans smartest undertake important research.

-1 turn to research.

• Turns: 2/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Biology I - The Arcturans are looking at the make up of biological beings to further their own forms.

Artificial Muscles: +1 movement to infantry.

• Turns: 2/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Dimensional Research I - Research by the Arcturans has found that there are realms of existence beyond their own.

Unlock Warp UNIT

warp.png

Unit Type: Infantry
Attack Type: Special
Attack Range: Melee
HP: 2
Attacks: 3
Atk: 3
Def: 2
Movement: 1/Special
Save: 8+
Basis: Tech
Preference: Infantry
Resource Required: 2 Energy

Warp Jump Generators: Dimensional travel is dangerous as it is in its infancy. Instead of normal movement, roll a D4. If multiple units are in a stack roll once. The unit may move that many squares. On a 1 there has been a malfunction. Roll a D3. On a 1 or 2 a unit is lost. On a 3 the stack may move one square. Can not use warp jump to move non warp jump units.

Multi-Phasic Blades: Weapons that exist between realities making them extremely dangerous. Enemy saves are -X where X is this units tier. +1 attack.

• Turns: 2/2 [On Hold]
• Resources: On Hold [-1 from Complete Efficiency Policy]

---

Prototype Policy Roll: 10 - Unit Upgrade

TBC [TBC]

---

Free Movement

• Diplomat: East 2, Enter diplomacy
• Scout: West 1, Enter diplomacy

End of Turn Information

• Starting Population: 30
• Starting Resources: 36
• Starting Energy: 1
• Starting Order: 3
• Starting Red Crystals: 2
• Prototype Roll: 10
• Production Facilities: 3
• Energy Production: 1 [Spring]
• Standard Production: +6 Resources / +6 Population
• Refinery: +3 Resource
• Trade Route: +3 Resource
• Deep Core Mine: +1 Resource
• End Population: 30 + 6 = 36
• End Resources: 36 + 13 - 0(paid for actions last turn) = 49
• End Energy: 2
• End Order: 3 + 0 = 3
• End Red Crystals: 2

Units

• x3 UNITs
• x1 Sentry
• x2 Soldiers [Holy Order]
• x1 Engineers [Holy Order]
• x1 Hound
 
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coollogo_com-300601915.png
With the Temple to Icen built , the people can already feel his presence throughout the city. The Sari are grateful and love the Tiber even more. Not only did the Tiber give them a new nocturnal activity to do with the completion of the House of Desire , they gave the citizens a closer connection to their faith in The Six. Now that the Temple of Icen is complete , it's priest can forge a direct connection to His realm and summon forth the elementals , creatures and creations of Water as well as hear his voice directly now for wisdom on advancements that he can grant.

Furthermore , the Capitol of Mara-Sara , Voicinda now opens it's doors to the world beyond and it is no surprise to the Sari that the foreign people are quite interested in what they had to offer. The wind of new people brings forth questions from people but it will be addressed in time. Rumors also follow the foreign people and it is these rumors that The Tiber are now concerned about . Again the Sari my be friendly , relaxed , artistic party-goers ....but they aren't naive .

They discussed in privacy one what steps to take now that they have finally opened themselves to the world. Again the Protectorate suggests scouting. Given that they now have the Temple to Icen , they can summon more frost soldiers in the event that the ones they send on scouting missions are sent back to the frozen embrace of Icens' realm. The Duchess agreed and said that the Protectorate should send as many scouts as he deemed.

The Protectorate decided that 2 frost fighters should be enough , one could explore north of Mara-Sara while the other Explores south of Mara-Sara. To the Protectorate , that is at least a start to getting to know the world around them. As for the Duchess , she returned to hearing the voices of her citizens and her now new visitors. Sari don't need at lot to survive but now they have others to worry about . The Duchess thought on the matter before smiling , with Icens' temple in the city , it would be very bountiful for them if they had a Dock , that way they can fish and then that would lead to them being able to provide food to the new visitors. It won't cost much to build a dock , plus it adds the possibility of sea trade to.

The Duchess had to take a moment to relax and think. One thing at a time , get the docks build , that is the mission for her now

==========================================
Actions
==========================================
+ Exploration to the North
Cost : 1 Frost Fighter / Turn 1
Results : Explore 1 tile Up
+ Exploration to the South
Cost : 1 Frost Fighter / Turn 1
Result : Explore 1 tile Down
+ Construction of Dock
Cost : 1 Resources / 2 Turns
Result : Generates Food , Fish (1
 
Tenebrous Dominion


Nox Fortress

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“This seems like a way to further divide the races if you ask me, and an attempt to garner more territory and power for yourself.” Zetian stared across the table at the vampire queen, eyes narrowed and her temper flared after hearing Morganna’s ludacris ideas.

“Listen to me Zetian.” The Night Empress insisted. “Specialized settlements will produce better yields as well as allow for better control over non-mixed populations. We don’t want Titania and her faeries to man a fort do we? What will they do, throw squash at the invaders?” She let out a low chuckle as she mocked the Light Fae and their queen.

“Very funny Morganna.” Titania replied with a dry tone.

“Yes Morganna is a comedian,” Mozenrath snapped. “But she is also correct. Why let people waste their time on things they do not excel at? Let the Light Fae farm and the Dark Fae wage war. This way the country can move forward with equal speed on all fronts.” The Tyrant of the Dark Fae stood up from his seat and gestured to the large map unraveled on the table before them. “Nox will still be the capital of the dominion, it is not like we will be breaking from the kingdom. But there is also land out there suited better for specific races and their goals.”

“I wonder what goals you two may have. It is rare that you agree on the same topic.” Titania’s eyes shifted back and forth between the two of them as they supported one another on the topic. She disliked any idea that they proposed and this one would be no different. They were up to something and she wouldn’t let them have their way.

“I hate to say it but I can’t see a reason why this should not be allowed.” Zetian finally relented. It made Titania’s head spin around. “We each rule a separate land, just working together towards our mutual survival. Plus if either of you were to betray the alliance, there are consequences to make you regret your choices.” As always Zetian was a calm storm, ready to strike any of her fellow council members down and constantly reminding them of the dangers of turning their back on the dominion.

“Three to one! It’s settled then, we’ll begin specialized settlements right away.” Morganna declared with the most excited expression plastered upon her face. Titania shook her head disapprovingly as she rose from the table and began to take her leave of the meeting.


Actions:

Enact Policy: Specialized Settlements

Movement: Move Cavalry Unit from Nox 1 tile West

Construction: Found Tepes (Thrall Refinery city) 2/2

Free Actions:

Exploration: Worm Scout moves west 1 tile and explores​


STATUS

City List:

Capital Nox - Palace

Military:

2x Light Spearmen: 1 ATK
(Javelins - When faced with airborne units, this unit can hurl their spears as javelins. If the unit dies the spears are retrieved.)

2x Aurum Knights: 1 ATK
(Fists and Hind Legs - This unit can engage in cqc when approached by melee units.)

1x Worm: Scout unit
(Can scout adjacent tiles with a spyglass.)

Tech/Spells:

Bonuses/Traits:


Power Equals Order - The most powerful creatures of the Tenebrous Dominion sit upon the thrones which govern each of the major races within the nation. With each race clearly represented and their needs known, order is maintained by their respective monarchs. (Order in the Tenebrous Dominion cannot fall below 0 while all four monarchs live.)

Centuries’ Knowledge - The Vampires of the dominion have centuries worth of technological knowledge and the whole nation benefits from it. (Research costs reduced by one turn.)

Supernatural Labor: The various creatures within the dominion are taught to utilize their unique talents to see greater rewards from labor work. (+1 Resource gathered for every 10 Population.)

Unified Front - Armies with a mixed comp put up a harder fight against outsiders. (+1 Def to armies with more than two different units.)

Specialized Settlements - At the cost of 2 extra resources and one extra turn, dominion settlements can be constructed solely for one of the major races, allowing them to meet their full potential and increase output.

Dark Fae Strongholds - Military settlements are replaced by these structures and the Dark Fae’s combat focus increases the defense of the settlement by .5 for every two units garrisoned here.

Light Fae Farmlands - Farming settlements manned solely by the Light fae deliver better results and increase the population by .5 for every level of the settlement.

Thrall Refineries - Vampire run mining settlements filled with fledgling vampire workers. These settlements produce .5 more resources for every settlement level.
 
Astoriel Dominion

It moved on six legs, bigger than a bison perhaps three! Each crash of it’s spindly feet sent a quake through the dirt, but it’s not cumbersome, it crawled faster than a beast of its weight should have. It’s joints swiveled smoothly with each motion, the turret hung it’s barrel in the air as if announcing a challenge.

The prototype moved towards the beach head, the mass of metal attracted attention from the inhabitants of the newly christened Illiana city; stopping their vehicles by the wayside to watch as the spider tank conquered the sandy beaches, it’s turret slid towards the sea.

There was a silent build up, but they knew what was coming. Shouts from ecstatic young boys thrown in the air.

Crack, boom!

The blast sent sand in the air, and waves coming into the beaches blown back by the sheer force. In the distance a shower of seawater rose in the air, like a miniature waterspout. A silence. Then a deafening cheer.



Scouting
TBA

Movement
1 Elf Assassin to East Sahucet CC

Construction
Finishing mining settlement

Research
Better camouflage experiment

Venerable : The elves venerate their elders, giving them greater understanding of the world around them. Gains +1 Resource from Mountains, Forests and Mines
Communal : The elves are a communial people and as such do everything together. For every unit trained, a second unit is trained at half cost to a minimum of 1
Resilient : The elves train night and day to become tougher than others. Units gain +1 Defense

Buildings: Agricultural district, Mining district.
Units: 2 x Elf Assassins, 4 x Elf Riders, 1 Elf Scout, Hero Orpheus, 2 Human mages
Research:
Av. Units: EA, ER, ES, Spider Tank Mark I. Stats: 1 HP 3 ATTACK/3 DEFENSE 10 RES/ 3 turns to build
 
Takrian Exile Fleet

Should any Vachorians find themselves in a general area southwest of Tarkzuii, they would witness a large amount of unmanned drones coursing through the area, spraying chemicals in various states across the countryside. With a prolonged stay, they would also notice plantlife wilting and dying out in areas frequented by the drones. After a few weeks, a progressively smaller number of local animals appearing in the vicinity would become known to a keen observer. It wouldn't take a genius to connect the strange drones with the environmental change.

To the takrian expedition in the region however, it was a sign of progress. The unmanned aircraft coursing through the area were terraforming drones, based in a large mobile structure, resembling a tower at first glance. Clearing out the local biosphere was a sad, but necessary step on the road to full terraformation and creating a better living for the settlers. The aforementioned settlers were scheduled to begin arriving after a few weeks. Currently, after the terraforming crew and their escort established a perimeter, a city was being constructed in a fashion not too dissimilar to Tarkzuii's first days. This city would soon expand to house more takrians planetside.

Movement
Mobile terraforming spire and one takrian marines unit move one tile south; begin terraforming tile to Nazgirian plains (1/4)

Settlement creation
Port city Arvan-zkii on new terraformer location (1/2)

Unit recruitment
Recruit takrian marines in Tarkzuii

Scout movement
Research probe 1 moves one tile west
Research probe 2 moves one tile south and explores

Settlements
Tarkzuii [planetary capital] - level 1; agricultural zone (lvl 1), main border control office; 14 population
Arvan-zkii [port city] - under construction (1/2)
Population total: 14 +2 growth

Military
Terraformer escort
1x Mobile terraforming spire
1x Takrian marines

Tarkzuii garrison
2x Takrian marines
1x Akurii utility car

Scouting parties
2x Research probe (separate groups)

Resources
Starting stockpile: 5
Income: 4
Expenses: 6
Final stockpile: 3

National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)

Agricultural zone - An expansive area outside of the settlement, used for agriculture. Livestock and crops are grown here for various uses. While it's not necessary for a settlement's survival, it helps boost the local economy.
+1 resources per level; upgradeable
Main border control office - A government building, coordinating and controlling planetside customs nationwide, and serves as headquarters for border patrols. Bureaucrats and officials ensure that procedures are enacted and followed for foreign traffic and trade, and that no contraband arrives in the nation's territory. While every settlement possesses their own minor office, this location binds them all together.
Allows foreign trade and traffic; non-upgradeable; national unique
Orbital logistics hub - A combination of a communications nexus, a control centre and a logistical facility, this installation serves as a support for operations conducted from orbit, allowing larger scale deployment of naval assets planetside.
Increases the effects of exile fleet support; non-upgradeable; can only be built in tier 2 settlements
 
Turn 8, Month 9 Year 2350
CaptainSully CaptainSully , Athanas Athanas , cinnabuns cinnabuns , The_split_Nation The_split_Nation , Bruhaha Bruhaha , Just_a_loneley_pilgrim Just_a_loneley_pilgrim , LadyOfStars LadyOfStars , Maeteris Maeteris , Martydi Martydi , Flutterheart Flutterheart , Huntertabbysandshark3 Huntertabbysandshark3

See the source image


The old man sat in the corner of the tavern, sipping his freshly brewed elven ale. It was light, frothy and fruity, but it got the job done. And in this day and age, it seemed almost appropriate compared to all the tales that he was hearing. He heard that Robots in the southern regions were forming an alliance against a dangerous monarchy, one in which The Holy Order of The Sun had joined. That must mean that things are getting serious.

To the East, he heard of strange men from beyond the stars with advanced technology have landed and begun to change the landscape into a much more alien one that disorients the unwary. Of course, these rumors seem to be coming from a small and remote Goblin village. So it must be taken with a grain of salt.

To the South, the emergence of a large mechanical fortress surrounded by Gecko mercenaries could only mean that the sounds of war are going to be ever louder and more present soon. He wouldn't want to be on the other side of one of these mechanical monstrosities and atrocities.

He took another sip from his stein and laid back in his chair. These were interesting times indeed.


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

Principality of Lumous
Resources: 2 Population: 13 Order: -2

ACTIONS:
Enact Policy: Inquisition- An Inquisition formed of the hardliners of The Light of this new religion are rigid, strict, and intolerant towards others that are against the religion. Immediately gain +1 Order and every turn roll d10. On a 8+ evil forces are routed out. On a 5-7 nothing is found. On a 1-4, d4 population is falsely accused and eliminated.

Research: Youyong - A new amphibious mutant (2/2) Completed

Research: Mana Canons - A mana-based artillery unit (2/2) Completed

Free Actions:

Exploration: The Scout spots a strange looking musician man off in the distance as well as a large boat sitting in the middle of the water.

The Inquisition did not uncover anything at this time. The people are both in awe and afraid of their skills. The minions of Chaos continue to lurk in the shadows. For the moment they have taken pause.


The Nation of Arcturus

Resources: 49 Population: 36 Order: 3
Special Resource- Unknown Red Crystal: 2

The Hound enters a city that seems to be experiencing a rebirth of sorts with reconstruction of destroyed buildings and some still in a state of crumbling.

Mara-Sara
Rescources: 5 Population:14 Order:1

The Frost Fighter to the South uncovers a large crystalline structure that seems to emit electrical energy. There also seems to be a small tribe of people living in huts nearby.

Docks under construction (1 turn remaining)


The Tenebrous Dominion
Resources:8 Population:12 Order:1

Actions:

Enact Policy: Specialized Settlements

Movement: Move Cavalry Unit from Nox 1 tile West

Construction: Found Tepes (Thrall Refinery city) 2/2

Free Actions:

Exploration: Worm Scout comes to the edge of the water and uncovers extremely fertile ground. It looks as though there was a large amount of people that wandered through this area recently.

Astoriel Dominion
Resources: 17 Population: 18 Order: 1

Mining Settlement finished construction

Research better camouflage (1 Turn remaining)

Takrian Exile Fleet
Resources: 5 Population: 14 Order:1

Port City under construction (1 turn remaining)

Research Probe detects the remains of a large battlefield. Machines and humans in various states of decay lay on a broken field.

Legion of the Lost


Resources: 6 Population: 10 Order: 2

The Mercenary Geckos of The Legion of The Lost have finally built up enough forces that they can stride out on their own and start selling their services on to all of the nations on the continent.

The Enlightened Oligarchy of Valmyrei
Resources: 9 Population: 20(Max Population) Order:2​
 
What happened to the peaceful Woodland was a dramatic one rising out of the ground bellow was a titanic fortress in the shape of a spider shaking years of geological build up off it’s metallic carapace the inside of the great factory where abuzz with active many of its internal systems has been damage the almost synchronised marching of those that resides within it echoing throughout the halls of the Titan. The first order of business was to begin repairs on the factories materials processors, the creatures that worked on it where short there bodies covered by welding gear and other equipment to allow them to work on the Titans systems with little issue to there own safety.

the factory itself would making great groaning and and thunderous noises deployment racks dropping hundreds of mechs all of them either in the shape of a gun armed box or something more humanoid in nature only the true veterans where held in personal command of the legion the rest of the younger pilots where tasked with mercenary work to bring themselves some experience before being allowed to pilot new and more advance models. Along with this a strange truck was deployed it.. seemed to have.. legs? As if the geckos entirely skipped over wheels all together.
once this has happened the Titan itself began a slow march eastward towards a point of interest command staff has spotted form there vantage point. The strange scuttle truck south easterly direction as it seemed there where other things to explore.

actions:
the factory: moved one space east

construction: recycling system repair: level 1 structure: cost 2 resources effect: +1 resources per turn: “all thing can be made into something so long as you recycled it“

research: Improved firing arcs: effect: grimbard units have a +1 attack when fighting infantry: “while a hail of bullets is all well and good a accurate hail of bullets is even better“

free actions
the scuttle truck moves 1 tile south east and then 1 tile south. Then takes it's explore action.

military
grimbard X2
hunturk X2
scuttle truck X1
 
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Takrian Exile Fleet

Recently, takrian activity on Vachore has seen a short period of calm. Current terraforming efforts and the foundation of new settlement continued, as did the constant expansion of military presence, but no new projects were started. This lull however did not reach the higher echelons of Fleet's command. A native city, spotted in the distance by one of the research drones, was finally reached. The unmanned probe would soon reach the outer perimeter of a city, unless it was intercepted by some form of patrol. In either scenario, the contact would be made. Rather unexpectedly, the fleet would be making two first contacts almost at once, as opposed to one. A foreign presence was spotted near Tarkzuii, and made its way near the goblin village that traded with the fleet. A military patrol was sent to make contact with the new presence. In the government building in Tarkzuii, Nirki-Zuk Kuadi, the newly appointed Frontier Commodore of Takrian Exile Fleet on Vachore, was expecting to receive reports and possibly direct contacts from the natives any day.

Movement
Akurii utility car and two takrian marines move from Tarkzuii one tile east, do diplomacy, and return (akurii's transport ability used for marines)

Settlement creation
Port city Arvan-zkii on terraformer location (2/2)

Unit recruitment
Recruit takrian marines in Tarkzuii

Scout movement
Research probe 1 moves one tile west and explores
Research probe 2 moves one tile south and engages in diplomacy

Ongoing terraforming
Terraformer 1: Vachorian plains into Nazgirian plains (2/4)
Settlements
Tarkzuii [planetary capital] - level 1; agricultural zone (lvl 1), main border control office; 16 population
Arvan-zkii [port city] - under construction (2/2)
Population total: 16 +2 growth

Military
Terraformer escort
1x Mobile terraforming spire
1x Takrian marines

Tarkzuii garrison
3x Takrian marines
1x Akurii utility car

Scouting parties
2x Research probe (separate groups)

Resources
Starting stockpile: 3
Income: 4
Expenses: 1
Final stockpile: 6
National traits
Desperate innovation - When researching technology, lower either the resource cost or turn time by -1 (minimum 1)
Unused to the arcane - -2 defence against magical attacks
Alien environment - -1 defence in Vachorian environment
Policies
A new home - Buildings cost -1 resources and take 1 less turn to finish (minimum of 1)
Agricultural zone - An expansive area outside of the settlement, used for agriculture. Livestock and crops are grown here for various uses. While it's not necessary for a settlement's survival, it helps boost the local economy.
+1 resources per level; upgradeable
Main border control office - A government building, coordinating and controlling planetside customs nationwide, and serves as headquarters for border patrols. Bureaucrats and officials ensure that procedures are enacted and followed for foreign traffic and trade, and that no contraband arrives in the nation's territory. While every settlement possesses their own minor office, this location binds them all together.
Allows foreign trade and traffic; non-upgradeable; national unique
Orbital logistics hub - A combination of a communications nexus, a control centre and a logistical facility, this installation serves as a support for operations conducted from orbit, allowing larger scale deployment of naval assets planetside.
Increases the effects of exile fleet support; non-upgradeable; can only be built in tier 2 settlements
 
WE MARCH TO VICTORY
This will be this journalists final article for the next few months as it is now time for our great army to march onward. Finally the day has come where our military is ready to leave our great city and finally claim vengeance against the robotic menace. We shall not fail in our endeavour to defeat the machines! Our great leader, the glorious Lord Malcador, has given the word that we will march forward in the coming weeks. Our infantry and armour is unmatched by the hostile machines and we will surely steam roll them into oblivion. We will all lose brothers and sisters in this coming fight, yet fear not, they will move onto the afterlife with the blessing of our glorious leader, guaranteeing them an eternal existence of happiness.

NOTE TO MY READERS
I will gladly give my life so that you shall all be able to sleep restfully at night in the knowledge the machines are gone. Thank you for reading my articles over the years, I wish to one day be able to return to these articles but should my life be needed so that Lord Malcador can win us the day, then so be it! All hail Lord Malcador!

4f2b0af805f49f422eb1b542188c54e1.jpg

A painting of this humble journalist, Elias Sinn
__________________________________

Actions

Build Structure:

Construction Factory II - A place where specialist machinery and tools are made to improve the construction process.

-1 turn to structure building.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Build Structure:

Research Lab II - A place where specialist equipment and the Arcturans smartest undertake important research.

-1 turn to research.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Build Structure:

Barracks II - Upgraded Barracks allow for quicker, more efficient construction of weaponry.

May recruit two infantry units for every one recruit action.

• Turns: 1
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Research:

Dimensional Research I - Research by the Arcturans has found that there are realms of existence beyond their own.

Unlock Warp UNIT

warp.png

Unit Type: Infantry
Attack Type: Special
Attack Range: Melee
HP: 2
Attacks: 3
Atk: 3
Def: 2
Movement: 1/Special
Save: 8+
Basis: Tech
Preference: Infantry
Resource Required: 2 Energy

Warp Jump Generators: Dimensional travel is dangerous as it is in its infancy. Instead of normal movement, roll a D4. If multiple units are in a stack roll once. The unit may move that many squares. On a 1 there has been a malfunction. Roll a D3. On a 1 or 2 a unit is lost. On a 3 the stack may move one square. Can not use warp jump to move non warp jump units.

Multi-Phasic Blades: Weapons that exist between realities making them extremely dangerous. Enemy saves are -X where X is this units tier. +1 attack.

• Turns: 2/2
• Resources: 3 [-1 from Complete Efficiency Policy]

---

Prototype Policy Roll: 6 - 2x Resources where X is hive tiles

Currently 5 = 2x5 = +10 resources

---

Free Movement

• Diplomat: East 1 & Diplomacy
• Scout: NW 2 & Explore

End of Turn Information

• Starting Population: 36
• Starting Resources: 49
• Starting Energy: 2
• Starting Order: 3
• Starting Red Crystals: 2
• Prototype Roll: 6 = +10 res
• Production Facilities: 3
• Energy Production: 1 [Spring]
• Standard Production: +6 Resources / +6 Population
• Refinery: +3 Resource
• Trade Route: +3 Resource
• Deep Core Mine: +1 Resource
• End Population: 36 + 6 = 42
• End Resources: 49 + 13 + 10 - 9(paid for actions last turn) = 63
• End Energy: 3
• End Order: 3 + 0 = 3
• End Red Crystals: 2

Units

• x3 UNITs
• x1 Sentry
• x2 Soldiers [Holy Order]
• x1 Engineers [Holy Order]
• x1 Hound
 

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