Introduction
Hello and welcome to Land Wars, the forum based grand strategy game where the GM does as little work as possible! You basically just make shit up in accordance the rules and I'll just be the one who decides how combat scenes play out, and when something is too absurd to be tolerated.
To start things off, you will need to submit a map that is 500x500 pixels in size. The map does not need to be of particularly high quality, but I do need to be able to understand what is going on. When the game is ready to start, these maps will be merged into a single large map.
You will also need to decide on a theme. I'm going to be extremely lenient in regards to what is and is not allowed for this (But not quite as lenient as a certain other person who shall remain nameless); however take note that all players begin the game with the same amount of power. If you want a nation full of dragons, they'll be exceptionally weak dragons; as an example.
Game Mechanics
Troops: In this game you'll be able to design your own Soldiers. From ordinary swordsmen to magical walruses, these are the guys you will be sending to do things such as fighting in wars, maintaining order in your lands and just about everything else that can't be handled diplomatically (And sometimes for that too). Every soldier should have a name, and a description about a paragraph in length explaning what they do.
Soldiers can have a "Value" of more or less than 1. This means that a soldier can be about twice as strong but cost twice as much or that you can have a swarm of really weak guys. At the start of the game however, you are limited to soldiers with a value of no higher than 1. If you want stronger guys you'll need to train them up in game. Furthermore, the max point value of a troop you can research is equal to the amount of territories you own!
Each turn you can recruit a certain amount of troops. (Mentioned in detail below)
Heroes: A hero is a special kind of soldier, which is basically just a much better special version of one. Stuff like dragons etc. Heroes are recruited using projects. You can have a maximum of 3 heroes at any given time, and can only create 6 over the course of the entire game; so it is advised to carefully consider how they should be used.
Strategic Resources: Each map tile will have one special kind of resource. Soldiers designed to use strategic resources will be more powerful than an equivalent one that does not require them. Owning the tile associated with a resource will provide you with 100 of this resource each turn. These resources can be traded, stolen etc.
You get to make up the one on your home tile.
Additional Clarification: You start the game with 0 units of the strategic units and no troops that use it, but you can start the game with projects for troops that use it. Heroes may or may not be designed with strategic resources. Ordinary troops cannot use more units of strategic resources than their point cost. (But they can use less). Projects do not have a maximum strategic resource cost.
Projects: Each turn you can work on a number of projects. This is the way that you will be able to create new weapons, new types of units, recruit heroes, build military encampments and other things. You can build pretty much whatever you want, but the golden rule is that the value of what you make is equal to the amount of points that the project requires.
Each turn, you gain X+1 project points. X is equal to the number of territories you control.
Development of a new basic soldier type: 2+
Recruiting a powerful dragon hero: 10
Building a fortress: 6
Developing a new technology: 5
Reverse-engineering an enemy technology obtained from battle: Approx 1/2 of initial point value
How to play
Once the game starts, you will be able to do a number of things each turn. All of which must be specified in your post at the time you make it.
Recruitment: Each turn you can gain a certain amount of troops. The amount of points you can spend is always equal to the following formula. (I expect you to be able to do the math yourself).
(X+1)*100-(Y/50)
X is equal to the number of territories you control.
Y is equal to the point value of your troops at the start of the turn.
So if you have one territory and 2,000 points of troops at turn start, you would be able to recruit up to 160 points of troops on that turn. (Round to the nearest whole number, rounding up if the decimal is exactly .5)
Diplomacy: Other players may be willing to work together with you in order to deal with certain problems. Simple messages take no time to delivery, and should be in the game thread. It is also possible to trade things such as Strategic Resources, share certain kinds of research-like projects, or send non-hostile re-enforcements. "Trade" actions are not instant and will need to be validated in a GM update.
It is possible to betray someone in diplomatic deals, intercept other players deals, and other such shenanigans. It is also possible for them to become hostile as a result of such behavior.
Combat: Your ultimate goal is probably going to be world domination. In order to attack someone, you will need to make a separate post in the game (Separate from your standard update post) and specify the following things.
- Who you are attacking
- What your objectives are
- The troops that you are sending into battle
- Any other important things that need consideration
- The tactics that you intend to use.
On the next turn, the defender will then get an opportunity to prepare a defense strategy with whatever troops they have that are not committed elsewhere. If the defender is too far away, they may have multiple turns to prepare.
Note that the tactics you choose to employ will be the primary factor in who wins the battle, and how many troops will die.
Espionage: Sometimes you'll want to do something a bit more subtle, like interfering with an enemy project or stealing stuff. To do that, you will need to post in the game to announce that you are doing a stealth action and which territory you are doing that action in, and then send the rest of the information (As specified under combat) to the GM. At this time, other players with business in that territory should send the GM a PM with any relevant information about how their defenses are prepared.
A stealth action that takes place outside of your established territory will be MUCH less effective than a non-stealth equivalent action. Like, less than half, and using too many stealth actions will increase the odds of your plots being uncovered.
A "stealth" attack involving your entire military is almost guaranteed to fail. A good rule of thumb is to consider if the group you send can realistically traverse an area without getting spotted.
Territory Annexation: In order to officially gain a new tile, you will need to complete a five point annexation project. This project cannot be started if any hostile forces are present on the tile, and will be halted if you are unable to maintain your military dominance on the tile for the project's full duration. Once you complete the annexation process, you will have all the benefits that come with the territory!
Despicable Neutrals: At game start, there will be several "Neutral" territories that may or may not have a standing army. These can and should be annexed as soon as possible. Diplomacy with these neutral territories is not possible and they are much easier to take than an enemy stronghold.
Other: If you want to do something that isn't really covered by the rules, ask the GM first. If you feel that something has not been adequately explained, please let me know.
The day does not end until the GM makes an "Update Post" that includes the update post of all players. Invalid actions may be changed without warning. Once this update post is made, all actions are finalized and the next turns action can be posted. Turns will generally be once every two real days, but may take a bit longer sometimes. All players are expected to post on time.
Application and action format:
The below code will show the correct format that all of your updates must be sent in. In addition, you will need to include a map with the initial application, but the map does not need to be on every post.
To clarify, the Owned Strategic Resources line is where you specify the resources for territories that you own, which you are getting each turn. The Supplies field is for where you specify the amount of each resource that you have.
The details field should explain everything from your heroes, troops, research projects etc. You start the game with 20 points of projects completed. You will need to use these to design your starting troop types, allocate to any heroes you want to start with, your home defenses, and possibly other things. At the end of each project name, include () brackets along with the number of points the project took as well as current progress if applicable. (1/5) (2/3) etc. The maximum point cost for a troop at the Start of the game is 5.
You also start with 2,000 points worth of troops.
The game begins when I feel that we have enough players.
Civilization Name:
Theme:
Day 0:
Home Territory:
Other Territories:
Owned Strategic Resources:
Current Troops:
Heroes:
Supplies:
Recruiting this turn:
[spoiler=Troop Designs]
[/spoiler]
[spoiler=Project Information]
[/spoiler]
If you guys like discord, you can talk about the game here by clicking this link (https://discord.gg/cuZd7dC). Joining the discord is in no way required for playing the game.
Full disclosure: I actually do drop more than my fair share of games. There's worse GMs to be sure, but manage your expectations.
If it makes you feel any better, I've dropped 100% of the games I've run :^)
Then again 100% of 1 is still only 1.
By the way I'm just going to drop this here so I can edit and refer to it as needed.
(https://i.imgur.com/eQakV7P.png)
Civilization Name: Das Königreich der Stahlfestung (The Kingdom of Steelhold)
Theme: Medieval Prussia
Day 0:
Home Territory: Stahlfestung
Other Territories: -
Owned Strategic Resources: Stahlstein - An exceptionally strong and durable stone resistant to damage.
Current Troops:
Stahlspieß: 1000
Herzenssuchende: 600
Eisen Eingeweihter: 500
Leichtflammenballiste: 150
Heroes:
Supplies:
Recruiting this turn (160 points total):
Stahlspieß: 100
Eisen Eingeweihter: 50
Herzenssuchende: 25
Leichtflammenballiste: 10
-Stahlspieß (Recruitment cost 1, Project cost 2)
The Stahlspieße (Steelpikes) are pikemen armed with small bucklers and backup shortswords, and are clad in light plate - a curiass, open-face helmet, and chainmail. They are the main frontline unit of the Kingdom of Steelhold, and are primarily used to protect from cavalry charges or to advance in a spearwall towards the enemy to open a hole in their lines for light infantry to exploit.
-Herzenssuchende (Recruitment cost 1, Project cost 2)
The Herzenssuchende (Heartseekers) are longbowmen, armed with a shortsword as a backup weapon, wearing padded leather/cloth armor. Obviously not intended for melee, and they typically remain behind lines of Stahlspieße as they pelt their foes with arrows.
-Eisen Eingeweihter (Recruitment cost 0.5, Project cost 2)
The Esien Eingewiehter (Iron Initiates) are sword and shield armed, studded leather armored infantry primarily used to flank or exploit holes in an enemy line in order to wreak havoc on soldiers in vulnerable situations, such as archers or high value targets like siege weaponry crews. When no such opportunities are foreseeable, they are generally tasked with defending the longbowmen from potential harm.
-Leichtflammenballiste (Recruitment cost 1, Project cost 3):
The Leichtflammenballiste (light flame ballista) is a ballista designed for the Heißebleipfeile, a ballista bolt carrying a quantity of molten lead. While this ballista serves its duties well enough to be a viable battlefield implement, there are still serious issues with the machine pertaining to range, accuracy, and effectiveness that must be rectified before the weapon can reach its true effectiveness.
Technology:
(5 Project Points) Heißebleipfeile (hot lead arrows): These ballista bolts are designed to hold an amount of liquid lead within a large, hollowed arrowhead that breaks apart upon impact, spilling the molten contents upon the target, killing or debilitating them at least temporarily as molten metal sears and fuses to their skin.
Constructions:
(6 Project Points) Fortress in Stahlfestung
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 0
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)
Current Troops: (2000 total value)
800 Ancient Impalers
600 Ancient Choppers
100 Ancient Ballistae
1000 Ancient Maintenance Drones
Heroes:
Robotonk Prototype
Stored Strategic Resources: 0 Living Metal
Recruiting this turn (cost: 160 value):
100 Ancient Impalers
60 Ancient Choppers
Ancient Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value
Ancient Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value
Ancient Ballistae (2): An automated ballista that's roughly 75% the size of a standard ballista, with an autoloader for faster firing. Cost: 1 value
Ancient Maintenance Drone (2): Glorified quadcopter drones that can repair fellow machines. Cost: 0.5 value
Scout Drone MK2 (2): A variant of the maintenance drone that lacks an entire toolkit in exchange for a miniature sensor array that allows it to spot stuff which normally isn't visible to most organic life. Has an integral pneumatic living metal shard launcher that grows living metal for ammunition. Cost: 0.5 value, 0.25 living metal
Robotonk Prototype: It's a tank, equipped with a cannon that shoots solid steel cannonballs at targets, primarily those who are inclined to call bullshit over a bunch of determined exterminators bringing a tank to a swordfight. Something to note is that historically, explosive cannonballs didn't exist; the majority of cannonballs derived their lethality from the sheer kinetic force of a huge ball of metal flying at high velocity. Extreme lethality and destructive capabilities against anything without a considerable resistance to flying balls of metal, but it has limited close range anti-infantry capabilities.
Ancient Impaler Drone Weaponization: Unlocks (ancient) impalers for 1 value/troop. (2 points)
Ancient Chopper Drone Weaponization: Unlocks (ancient) choppers for 1 value/troop. (2 points)
Ancient Ballista Production: Unlocks (ancient) ballistae for 1 value/troop, (2 points)
Improve Maintenance Drone Reactors: Unlocks (ancient) maintenance drones for 0.5 value/troop, (2 points)
Scout Drone MK2 Production: Unlocks scout drone MK2s for 0.5 value and 0.25 living metal per troop. (2 points)
Create the Robotonk Prototype: Adds the Robotonk Prototype hero. (10 points)
Information pastebin link (read for non-TL;DR descriptions and fluff): https://pastebin.com/aD2eDzej
Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:(https://i.imgur.com/nSBYYyR.png)
Other Territories: -
Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.
Current Troops:
Heroes:
Supplies:
Recruiting this turn:
Gecks: The most basic infantry armed with short swords and wooden bucklers. Terrible alone, but overwhelming in great numbers.(Cost .5)
Geck Cavalry: Gecks mounted on Croca, huge four legged Scaled with strong jaws and sharp teeth.(Cost 1)
Ch'amo: Slender and fast Scaled, armed with daggers. Can go invisible for very short periods of time.(Cost 1)
Gliders:Scaled with membranes connecting their arms and legs to their body, can swoop down on enemies or be rode as mounts. (Cost 1)
Geck Archers: Literally just Gecks with bows.(Cost .5)
Geck Sorcerers: Extremely rare gecks with the ability to harness the power of Qu'aat gems. So far, they only know how to shoot short range magic missiles, due their lack of magical understanding. (Cost 3)
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 0:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 0 (+100)
Current Troops:
Allies:1000
Bi-barians:250
Gunmen:250
Longboats:250
Heroes:
Supplies:
Recruiting this turn:
400 allies
20 Bi-barians
20 Gunmen
20 Longboats
Longboat: Wooden Galleys Designed for naval combat and Transportation. They are crewed by Sapphic women from the island of Lesbos Cost 1
Bi-barians: Warriors from the south that wield double edged battleaxes that swing both ways in furious attacks Cost: 1
Gunmen: men from the citadel that wield muskets in battle. They are extremely accurate because they fight with their lover by their side Cost 1
Allies: Miscellaneous sword warriors recruited from other lands. They tend to be fair weather soldiers that retreat easily Cost .25
Longboats: allows training of longboats cost 5
Bi-barians: Allows training of bi-barians Cost 2
Gunmen: allows training of Gunmen cost 3
Trance Rites: An intense series of meditation rituals involving hormones allowing trance mages to transform in to their true selves, granting them magical abilities. The order Estros specialises in healing and support, the order Andros specialises in offensive spells, and Enbos specialises in pushing and transcending the boundaries of magic cost 8
Allies: Allows training of allies cost 2
(https://i.imgur.com/MnGhEHG.png)
The light grey... everything is the abandoned and largely ruined city, the dark grey lines are highways and bridges, the big blue line is a river, the green splotches are parks, the purple circle around a black dot is the British Museum(black dot) and the Clock Tower facility under the ground beneath it(purple) respectively, and the other black dot lower down is Big Ben and the House of Parliament.
Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 0:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)
Current Troops:
2000 Bobbies
Heroes:
Stored Resources:
0 Mystery
Recruiting this turn:
160 Bobbies
Bobbies (2/2): Bare-bones Homunculi with bodies covered completely and entirely in cloth, dressed up in a vague parody of old-school officers uniforms. They don't have armor and only have a simple baton as a weapon, but their impressive durability and strength allows them to equal properly equipped soldiers regardless. Cost: 1
'The footsoldiers of the Mages Association. Originally repurposed from criminals, the Changing of the Sun has made storing and transporting captives far more effort than it's worth. As such, they now simply use homunculi. Bobbies bodies are fully wrapped from head to toe so as to prevent even a single ray of sunlight from reaching their skin, because with the Changed Sun, such a thing could have spelt disaster. Thankfully, said disaster has not taken place within this world, but for traditions sake, the wrappings stay.'
Clock Tower (18/18): A fortress at the center of Clock Towers territory, and the capital building of the Mages Association 'kingdom'. The building is centered on the British Museum, and the titular Clocktower included within. The entire facility however, is underground and vast. This makes it incredibly difficult to properly lay siege upon, because Clock Tower forces know its layout far better than outsiders ever could. Any form of magical defenses will have to be manually added over time.
'The primary headquarters of the Mages Association, the greatest fortress on Earth. Period. In its prime, the Clock Tower would have survived even if the entire planet had been destroyed beneath it. Sadly, much of what it was has been lost when Wizard Marshall Zelretch used the last of his power to transport the Clock Tower and much of the surrounding area of London off of the Earth after the Sun Changed. All of the Magecraft used in its defenses has been broken by the transition, and its lower reaches, those that nearly reached the Reverse Side of the World and allowed us to mine resources from the corpse of the great dragon Albion, sadly did not make the trip with us. While we expect Clock Tower remains the greatest fortress in the world, we will need time and effort to restore it to its former glory.'
Adds 'Clock Tower' Fortress
Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:(https://i.imgur.com/nSBYYyR.png)
Other Territories: -
Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.
Current Troops:
1200 Gecks
600 Geck Archers
200 Serpentes
400 Geck Cavalry
500 Gliders
Heroes:
Xolchak
Supplies:
Recruiting this turn (160 Value)
100 Geck Cavalry
60 Gliders
Gecks: The most basic infantry armed with short swords and wooden bucklers. Terrible alone, but overwhelming in great numbers.(Recruit Cost .5, Project Cost 2)
Geck Cavalry: Gecks mounted on Croca, huge four legged Scaled with strong jaws and sharp teeth.(Recruit Cost 1, Project Cost 2)
Serpentes: Serpentes are Scaled with long tails instead of legs. They operate as elite shock troops, rushing into battles and choking foes with their tails. (Recruit Cost 1, Project Cost 2)
Gliders:Scaled with membranes connecting their arms and legs to their body, can swoop down on enemies or be rode as mounts. (Recruit Cost 1, Project Cost 2)
Geck Archers: Literally just Gecks with bows.(Recruit Cost .5, Project Cost 2)
(10 Project Points) Recruit Xolchak as a hero. Xolchak is a large and cunning Serpente. He is has two long daggers which he uses to swiftly cut down enemies.
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 0:
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
1100 Bone Defenders
600 Bone Arbalests
300 Undead Horse
Heroes: Necromantic Scholar
Supplies: Crimson Curse (100/Turn)
Recruiting this turn (160 Value)
100 Bone Defenders
50 Bone Arbalests
10 Undead Horses
Bone Defender: Human Militia of the previous castle, now risen up to the grave from necromantic energy in the Ruins as now skeletal shells and equipped with their arming swords and heavy kite shields, wearing and armored in rusting chainmail and their hardened bones, while slow they move in formation and carry heavy armor and have their undead motivation to kill any who oppose the Ancestor’s will until their bodies eventually shamble to broken pieces (2 Project Cost, 1 Unit Cost)
Bone Arbalest: Human Guardsman of the previous castle, now risen from their outposts and sentry positions and have been risen from the Ruin’s necromantic energy, they are equipped with powerful hitting crossbows, but take significant time to reload, and all have a rusting semi-useful bayonet when enemies try to melee them. (2 Project Cost, 1 Unit Cost)
Undead Horse: Undead horses that used to be grazing, pack and work animals, or even some horses from the knightly stables, now risen up from necromantic energy most still have their rotting skin as they trounce and gallop across the battlefield with their bonely hooves and carved horse jaws to trample on their opponents (2 Project Cost, 1 Unit Cost)
Crimson Curse (5), Powerful curse that increases the ferocity, strength, endurance, and stamina of a creature wherever they harvest blood from others in any means possible an have a endless thirst to gather more and more of it, this supernatural curse has found a way to live inside the bloodstream and has mystical abilities with it, it transmits whenever another creature veins touch the Curse and they become curse with the effect.
Necromancer Scholar: (9): One of the Ancestor’s most valuable scholar and adviser
that collaborated with the Ancestor on the art of how to achieve immortality, murdered and then brought back with much of his intellect intact, but with little to no humanity remaining. After the Ancestor's death, the Necromancer took over the Ruins, using their magic to bring the corpses buried there back to life as their servants, continuing his unholy experiments with necromancy and bringing back the dead eternally. The magic has empowered the creature to be twice the size of a man and clothed in giant red cultist robes with only its damaged skull showing, he is capable of bringing back the dead alive from fallen enemy forces into the undead at this creature’s command, with his mere touch to absorb the life energy of a creature until it withers into a husk, as well as raise multiple skeletal hands from the ground from his scroll to entangle and pull squads of forces six feet under into the ground. His giant skeletal frame and raw energy holds him together, allowing him to still be very difficult to take down.
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies
Day 0:
Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge.
The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped.
It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'
Current Troops:
Tribals -- 4,500 (1,125 Value)
Pebble-Slingers -- 1,200 (300 Value)
Trogs -- 350 (350 Value)
Gru'Beks -- 300 (225 Value)
Heroes: None
Supplies: Meteoric Obsidian
Recruiting this turn: (160 Value)
240 - Pebble Slingers (60 Value)
100 - Trogs (100 Value)
Crundle - Tribals -- (Project Cost: 2 | Recruitment Value: 0.25) Squat, gremin-like creatures no taller than four foot at the tall end. Their wart-covered red skin is like stretched rubber over their thin boned structure. A collection of small horns dot their angular skulls, the length of which is an arbitrary symbol pride among them. Oddly, they give off a pleasant and inoffensive earthy odor.
Their main choice of equipment consists of lacerating natural claws, knapped stone spears, and loose fitting cavern hides to ward the elements of the surface.
Crundles are far and away the main inhabitants and dominate species among the Daal'Gaks. And while their introspective intelligence leaves something to be desired, their surprising cunning does not.
Crundle - Pebble-Slinggers -- (Project Cost: 2 | Recruitment Value: 0.25) Much as the above, save for the replacement of their spears with long slingstaffs born of spongy fungal wood by which stones are flung.
They gather together in loose bands and sling in a rather orderly unison, fooling a foe to perhaps believe they've mastered the art of siege engineering and bear catapult-like objects.
Trog - Siege Beasts -- (Project Cost: 4 | Recruitment Value: 1) Rare amongst the Daal'Gaks are great furred humanoids, some standing greater than ten-feet tall. Walrus-like tusks decend from their upper mouths while broad muscled shoulders aid in their lumbering gait and short legs.
Im truth, the Trogs are far more intelligent than their comparatively miniscule cousins. They bare greater wit and even a taste for philosophy. However they are subjugated by the Crundles and used as beast of burden and war.
With backpack-like fungal-wood structures harboring a handful of Crundles wielding long spears, javelins, and slingstaffs, they combine the qualities of a siege tower and battering ram into one absolute unit.
Gru'Beks - Thick Slugs -- (Project Cost: 3 | Recruitment Value: 0.75) Amidst the Great Hole, a great advancement for the race of Daal'Gaks was the domestication of the humble Gru'Bek; A large bulbous cavern slug that both secretes and may expel a mixture of mucus that quickly hardens, taking on a cement-like quality. Used to trap prey for further dissolution. As well as a renknewable resource from which the Daal'Gaks habe used to create the first bits of infrastructure for their tribe. Only the Gru'Bek is known to be able to naturally neutralise this cement.
Crundles coat themselves in a thick tar / pitch substance, which has been found to resist around 90% of adherence to the Gru'Beks' mucus. Thus Gru'Bek masters are able to be picked out at but a glance, sometimes referred to as black riders.
Up to a trio may easily ride the back of one such slug, with the usual assortment of weaponry. Two bearing a longspear, and the third a slingstaffs. In battle their intent is not to charge like most cavalry, but utilize their mount's physiology in trapping / screening the front ranks of the enemy.
Expand Outwards and Upwards -- (Project Cost: 9) Overcoming their trepidation and shedding their sensitivity to the great lights above, the Daal'Gaks collectively make an effort to emerge from their deep ravine and build up a presence in the world at large.
Through a combination of spongy fungal wood and Gru'Bek cement, they construct the makings of a proper fortress, or at least one through the bleak eyes of cunning cave dwellers upon the precipice of the Great Hole, to secure their place amongst the rest. It is known in their tongue by the name Burz'Gaang
0/20 Project Points remain.
Turn 0
(https://i.imgur.com/oeaLi6d.png)
And so it came to pass that the seven major powers of the world achieved dominance over their territory. The world prepares to embark on a new era of bloodshed!
NWW: The northwest corner of the map.
Strategic Resources - Lucent Glass: A special kind of glass that can only be made with the sand from this beach. Can be used to train units with invisible equipment.
Tactical analysis - Ace Island: A mysterious island with almost no life present, aside from the worms and microbiome.
Tactical analysis - Sea of no Cares: The sea in the northwest corner of the world. Those who sail beyond the tile rarely return.
Tactical analysis - Second Darkest Dungeon: Its a dungeon, lit only by faint red torches. There's only one darker dungeon in the known world.
Neutral Entities - Ghoul x 300: Undead monsters with cannibalistic tendencies.
Neutral Entities - Rogue Necromancer (Hero): A practicioner of the dark arts, holed up in the Second Darkest Dungeon
NW: Pridea, a player nation
NM: The northernmost tile, just above the center of the map.
Strategic Resources - Astral Shards: They radiate a brilliant evil light from a distant world. Can be used to train units with both light and unholy powers.
Tactical analysis - Site of the Starfall: Meteors have fallen here a long time ago. The remnants can heal the body, but injure the soul.
Tactical analysis - Cenati Meadow: A field with many flowers, where its almost impossible to track someone by scent.
Tactical analysis - Mt Nasty: The tallest mountain in the area. Insurmountable to most unit types.
Neutral Entities - Luminous Horrors x 300: A kind of light demon, with an annoying tendency to heal both itself and others of its kind.
Neutral Entities - Griffon (Hero): This monster has the body of a lion, wings and head of an eagle, and a bad attitude.
NE: Reptilia Prime, a player nation
NEE: The Northeast corner of the map.
Strategic Resource - Dark Wood: Wood grown from a forest tainted by darkness. Can be used to make high quality siege weapons.
Tactical analysis - Shadowed Woods: This ancient forest is the perfect place for an ambush, if you don't get lost within.
Tactical analysis - Mt Barton: The highest point in the territory. This mountain is a particularly defensible location.
Tactical analysis - Ruined City: This city is reminiscent of Steelhold architecture, yet distict.
Neutral Entities - Satyr x 300: Not quite a man, and not quite a goat. These creatures are fond of trickery.
Neutral Entities - Mamut Taipan (Hero): A massive snake with a deadly venom. It is unclear what kind of prey could possibly warrant such a mighty animal to also require venom.
MWW: Darkest Dungeon, a player nation
MW: One tile west from the center of the map.
Strategic Resource - Discord: This extract from the Tree of Chaos can turn people into monsters. Can be used to create strong but hard to manage units.
Tactical analysis - Great Lake Orbega: The waters of this lake are dangerously cold. Ensure your boat is up to code.
Tactical analysis - The tree of Chaos: The chaotic influence of this massive tree can lay waste to even the best made plans.
Tactical analysis - Fragile Ice Sheets: A very dangerous place to march a large army.
Neutral Entities - Butterflies x 1500 (0.2 cost): These insects are seemingly pretty and harmless, yet many deaths are attributed to them!
Neutral Entities - The Mad Dryad (Hero): The guardian of the Tree of Chaos. Far more powerful than any regular hero. If she is to be slain, you'll need to wait for her to do something reckless and stupid; which is often.
MM: The Great Hole, a player nation
ME: One tire east of the center of the map.
Strategic Resource - Winsome Slime: This goopy substance can absorb and contain massive amounts of magic power. Can be used to create magic-resistant units.
Tactical analysis - The Dark Swamp of Tears: The mud-water within this swampland can swallow a person whole!
Tactical analysis - Elder's Lake: The perimiter of the lake is one of the only two routes through the tile that won't severely impair your army's marching speed.
Tactical analysis - Former Metropolitan Area: The ruins of a once great city lie here.
Neutral Entities - Green Gunge x 300: A slime monster capable of melting flesh and metal alike with its powerful acid. Though slow and not very bright, only their core is vulnerable to conventional weaponry.
Neutral Entities - Ghost in the Machine (Hero): A powerful spirit that haunts the Former Metropolitan Area. It controls the remnants of old world technology though a process not yet understood. Banish it, or destroy the relics to render it harmless.
MEE: Stahlfestung, a player nation
SWW: The south west corner of the map
Strategic Resource - Cockatrice: A cross between a snake and a chicken. Contact with this creature will slowly cause the victim to turn to stone. Can be used to train units that exploit this phenomenon.
Tactical analysis - Ancient Temple: Built from holy stone. Not a safe place for the local aberrations to stay.
Tactical analysis - Cockatrice Nests: Also known as the statue garden. very dangerous for a lightly guarded caravan.
Tactical analysis - The Wild Lands: Beyond this portion of the map lies monsters too powerful for the modern civilizations to have any hope of taming. Some nasty things may encroach in this area.
Neutral Entities - Guardian Statue (Hero): This massive animated statue at the Ancient Temple seeks to purge the world of something. That something includes you!
Neutral Entities - Giant Tortolisk (Hero): A massive reptile that can petrify all it beholds! One of the few natural predators of the Cockatrice.
SW: Old London, a player nation
SM: One tile south of the center of the map.
Strategic Resource - Precursor Aerotech: Technological artifacts from an ancient civilzation far greater than those of modern days. Can be used to make high tier technological units.
Tactical analysis - The Scar of the World: A massive canyon that most units simply cannot traverse.
Tactical analysis - Old World Viaduct: A bridge about 20 meters wide that crosses the Scar of the World. An important tactical location.
Tactical analysis - Ruined Arcology: The ruins of a once great city. A treasure trove of ancient relics.
Neutral Entities - Gobborg x 600 (0.5 cost): Goblins augmented with technological components. Nasty unpredictable demihuman trash.
Neutral Entities - War Machine (Hero): A massive robotic warform that guards the Ruined Arcology. It has protected the grave of its masters for millenia from any and all incursions.
SE: Nexus Wastes, a player nation
SEE: The southeast corner of the Map
Strategic Resource - Floatstone: This rock is as light as air! Can be used to train units that are both armored and swift.
Tactical analysis - Abandoned Highway: The easiest passage through the mountainous territory to navigate.
Tactical analysis - Mirror Lake: A crystal clear lake.
Tactical analysis - Urd Volcano: A massive volcano that can do a lot of damage if it erupts at the wrong time.
Neutral Entities - Harpy x 300: Winged humanoid monsters, fond of consuming children.
Neutral Entities - Red Dragon (Hero): A fire breathing dragon! Enough said right?
Tips of the day:
When you send out an army to attack a distant tile, you may engage the enemy forces somewhere around the midway point. You'll be at a disadvantage if you don't have a contingency for that. Also, it will take time for an army to move so the combat phase might not happen on the next turn update. This is especially true for large scale combat. You want to conquer as much territory as possible, but also make sure that your capital is secure.
It is strongly recommended to make a journal post along with your turn update. The story is going to be run mostly by the players and its more interesting that way.
You may now post your Day 1 update. Remember to add the troops you recruited on turn 1, and use your project points. Please only make one post with all of your Day 1 activities, and use the template provided on the first post for that. Diplomatic discussions with other players may be in separate posts. Please do not edit posts made prior to the turn update. Day 2 will not begin until I say so.
The only exception is for troop movements, which should be in a separate post. If you are making multiple attacks, try to keep them all in the same post.
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 1:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 100 (+100)
Current Troops:
Allies:2400
Bi-barians:520
Gunmen:520
Longboats:520
Heroes:
Supplies:
Recruiting this turn:
400 allies
20 Bi-barians
20 Gunmen
20 Longboats
Longboat: Wooden Galleys Designed for naval combat and Transportation. They are crewed by Sapphic women from the island of Lesbos Cost 1
Bi-barians: Warriors from the south that wield double edged battleaxes that swing both ways in furious attacks Cost: 1
Gunmen: men from the citadel that wield muskets in battle. They are extremely accurate because they fight with their lover by their side Cost 1
Allies: Miscellaneous sword warriors recruited from other lands. They tend to be fair weather soldiers that retreat easily Cost .25
Longboats: allows training of longboats cost 5
Bi-barians: Allows training of bi-barians Cost 2
Gunmen: allows training of Gunmen cost 3
Trance Rites: An intense series of meditation rituals involving hormones allowing trance mages to transform in to their true selves, granting them magical abilities. The order Estros specialises in healing and support, the order Andros specialises in offensive spells, and Enbos specialises in pushing and transcending the boundaries of magic cost 8
Allies: Allows training of allies cost 2
Trance mage order Andros: allows training Trance mages of the order Andros 0/5
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies
Day 1: Emergence of the Crundles
When at last the final beams were erected and Gru'Bek paste dried to the cool air of the wastes, the 'fortress' of Burz'Gaang was complete. It's cavern-like complex within extended as if almost a natural extension of the vast vault below, expected of creatures who dwelt not upon the surface of the world for but a scant handfuls of moons. Certain their prized Gaar'Vul, the black stone, was secure under the watch of the most sharp-eyed sentries amidst the Great Hole and fort, the Daal'Gaks' gaze turned to lands beyond. To the spire-like mountains of the north, to the unfathomable tree and lake, to great marshes and olde cities, to technology fallen in decay. . .
Knowing not the freedom of this open world, the disjointed tribal chieftains of the Daal'Gaks turn to eldest longhorns whom spend their days gazing deep into the mysterious confines of Gaar'Vul. It is there they witness a vision, one that drives the tribes very spirit onward. A red figure, squat and horned, rising to the top of a great spike of stone. They overlook the world before them, parting the clouds and shed tears, for eye to eye is a vast crimson sea that sets itself awash across the land. Swallowing forests, cities, ruins alike. And it was good.
Gaar'Vul holds only truths, and so it shall be.
From every corner a Daal'Gak tribe rises. They blow bleating horns and croak bellowing songs of the world below, off to the lands of light.
Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'
Current Troops:
Crundle Tribals -- 4,500 (1,125 Value)
Crundle Pebble-Slingers -- 1,440 (360 Value)
Trogs -- 450 (450 Value)
Gru'Beks -- 300 (225 Value)
Heroes: None
Supplies: Meteoric Obsidian (x100)
Recruiting this turn: (157 Value)
356 - Crundle Tribals (89 Value)
30 - Trogs (30 Value)
50 - Gru'Beks (38 Value)
Crundle - Tribals -- (Project Cost: 2 | Recruitment Value: 0.25) Squat, gremin-like creatures no taller than four foot at the tall end. Their wart-covered red skin is like stretched rubber over their thin boned structure. A collection of small horns dot their angular skulls, the length of which is an arbitrary symbol pride among them. Oddly, they give off a pleasant and inoffensive earthy odor. Their main choice of equipment consists of lacerating natural claws, knapped stone spears, and loose fitting cavern hides to ward the elements of the surface. Crundles are far and away the main inhabitants and dominate species among the Daal'Gaks. And while their introspective intelligence leaves something to be desired, their surprising cunning does not.
Crundle - Pebble-Slinggers -- (Project Cost: 2 | Recruitment Value: 0.25) Much as the above, save for the replacement of their spears with long slingstaffs born of spongy fungal wood by which stones are flung. They gather together in loose bands and sling in a rather orderly unison, fooling a foe to perhaps believe they've mastered the art of siege engineering and bear catapult-like objects.
Trog - Siege Beasts -- (Project Cost: 4 | Recruitment Value: 1) Rare amongst the Daal'Gaks are great furred humanoids, some standing greater than ten-feet tall. Walrus-like tusks decend from their upper mouths while broad muscled shoulders aid in their lumbering gait and short legs. I'm truth, the Trogs are far more intelligent than their comparatively minuscule cousins. They bare greater wit and even a taste for philosophy. However they are subjugated by the Crundles and used as beast of burden and war. With backpack-like fungal-wood structures harboring a handful of Crundles wielding long spears, javelins, and slingstaffs, they combine the qualities of a siege tower and battering ram into one absolute unit.
Gru'Beks - Thick Slugs -- (Project Cost: 3 | Recruitment Value: 0.75) Amidst the Great Hole, a great advancement for the race of Daal'Gaks was the domestication of the humble Gru'Bek; A large bulbous cavern slug that both secretes and may expel a mixture of mucus that quickly hardens, taking on a cement-like quality. Used to trap prey for further dissolution. As well as a renknewable resource from which the Daal'Gaks have used to create the first bits of infrastructure for their tribe. Only the Gru'Bek is known to be able to naturally neutralize this cement. Crundles coat themselves in a thick tar / pitch substance, which has been found to resist around 90% of adherence to the Gru'Beks' mucus. Thus Gru'Bek masters are able to be picked out at but a glance, sometimes referred to as black riders. Up to a trio may easily ride the back of one such slug, with the usual assortment of weaponry. Two bearing a longspear, and the third a slingstaffs. In battle their intent is not to charge like most cavalry, but utilize their mount's physiology in trapping / screening the front ranks of the enemy.
Expand Outwards and Upwards -- (Project Cost: 9) Overcoming their trepidation and shedding their sensitivity to the great lights above, the Daal'Gaks collectively make an effort to emerge from their deep ravine and build up a presence in the world at large. Through a combination of spongy fungal wood and Gru'Bek cement, they construct the makings of a proper fortress, or at least one through the bleak eyes of cunning cave dwellers upon the precipice of the Great Hole, to secure their place amongst the rest. It is known in their tongue by the name Burz'Gaang
Study the Black Glass -- (Project Cost: 2 / 4) As the minds and souls of the Daal'Gaks develop under the rising and setting Sun, so too does their need for greater tools and deeper myth to herald them on. And so those of great horns begin to lance hefty chunks of the meteoric glass, while the few masters of stonecunning and craft begin to knap the incredibly sharp material to use for blades that might rend any substance asunder. Or to the superstition of the Daal'Gaks, cut through any mysteries or truths. -- Unlocks recruitment of Crundle Black-Blades (Value 0.75 / Obsidian 1); The first of the true Daal'Gak warriors who bear pride in martial skill, bearing long wavy, feathered shards of Meteoric Obsidian. Not only do they reflect the true spirits of their wielders in their deep mirrored surfaces, but so too may they slice delicately through some of the most durable materials.
0/21 Project Points remain.
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 1
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)
Current Troops: (2160 total value)
900 Ancient Impalers
660 Ancient Choppers
100 Ancient Ballistae
1000 Ancient Maintenance Drones
Heroes:
Robotonk Prototype
Stored Strategic Resources: 21.5 Living Metal
Recruiting this turn (cost: 157 value, 78.5 living metal):
314 Scout Drone MK2s
Ancient Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value
Ancient Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value
Ancient Ballistae (2): An automated ballista that's roughly 75% the size of a standard ballista, with an autoloader for faster firing. Cost: 1 value
Ancient Maintenance Drone (2): Glorified quadcopter drones that can repair fellow machines. Cost: 0.5 value
Scout Drone MK2 (2): A variant of the maintenance drone that lacks an entire toolkit in exchange for a miniature sensor array that allows it to spot stuff which normally isn't visible to most organic life. Has an integral pneumatic living metal shard launcher that grows living metal for ammunition. Cost: 0.5 value, 0.25 living metal
Robotonk Prototype: It's a tank, equipped with a cannon that shoots solid steel cannonballs at targets, primarily those who are inclined to call bullshit over a bunch of determined exterminators bringing a tank to a swordfight. Something to note is that historically, explosive cannonballs didn't exist; the majority of cannonballs derived their lethality from the sheer kinetic force of a huge ball of metal flying at high velocity. Extreme lethality and destructive capabilities against anything without a considerable resistance to flying balls of metal, but it has limited close range anti-infantry capabilities.
Ancient Impaler Drone Weaponization: Unlocks (ancient) impalers for 1 value/troop. (2 points)
Ancient Chopper Drone Weaponization: Unlocks (ancient) choppers for 1 value/troop. (2 points)
Ancient Ballista Production: Unlocks (ancient) ballistae for 1 value/troop, (2 points)
Improve Maintenance Drone Reactors: Unlocks (ancient) maintenance drones for 0.5 value/troop, (2 points)
Scout Drone MK2 Production: Unlocks scout drone MK2s for 0.5 value and 0.25 living metal per troop. (2 points)
Create the Robotonk Prototype: Adds the Robotonk Prototype hero. (10 points)
IN PROGRESS:
Prepare Living Metal Impaler Manufacturing: 1/2
Prepare Living Metal Chopper Manufacturing: 1/2
Information pastebin link (read for non-TL;DR descriptions, log entries, and fluff): https://pastebin.com/aD2eDzej
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 0:
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
1200 Bone Defenders
650 Bone Arbalests
310 Undead Horse
Heroes: Necromantic Scholar
Supplies: Crimson Curse (100 Stored) (100/Turn)
Recruiting this turn (154 Value)
94 Bone Defenders
50 Bone Arbalests
10 Undead Horses
Bone Defender: Human Militia of the previous castle, now risen up to the grave from necromantic energy in the Ruins as now skeletal shells and equipped with their arming swords and heavy kite shields, wearing and armored in rusting chainmail and their hardened bones, while slow they move in formation and carry heavy armor and have their undead motivation to kill any who oppose the Ancestor’s will until their bodies eventually shamble to broken pieces (2 Project Cost, 1 Unit Cost)
Bone Arbalest: Human Guardsman of the previous castle, now risen from their outposts and sentry positions and have been risen from the Ruin’s necromantic energy, they are equipped with powerful hitting crossbows, but take significant time to reload, and all have a rusting semi-useful bayonet when enemies try to melee them. (2 Project Cost, 1 Unit Cost)
Undead Horse: Undead horses that used to be grazing, pack and work animals, or even some horses from the knightly stables, now risen up from necromantic energy most still have their rotting skin as they trounce and gallop across the battlefield with their bonely hooves and carved horse jaws to trample on their opponents (2 Project Cost, 1 Unit Cost)
Crimson Curse (5), Powerful curse that increases the ferocity, strength, endurance, and stamina of a creature wherever they harvest blood from others in any means possible an have a endless thirst to gather more and more of it, this supernatural curse has found a way to live inside the bloodstream and has mystical abilities with it, it transmits whenever another creature veins touch the Curse and they become curse with the effect.
Necromancer Scholar: (9): One of the Ancestor’s most valuable scholar and adviser
that collaborated with the Ancestor on the art of how to achieve immortality, murdered and then brought back with much of his intellect intact, but with little to no humanity remaining. After the Ancestor's death, the Necromancer took over the Ruins, using their magic to bring the corpses buried there back to life as their servants, continuing his unholy experiments with necromancy and bringing back the dead eternally. The magic has empowered the creature to be twice the size of a man and clothed in giant red cultist robes with only its damaged skull showing, he is capable of bringing back the dead alive from fallen enemy forces into the undead at this creature’s command, with his mere touch to absorb the life energy of a creature until it withers into a husk, as well as raise multiple skeletal hands from the ground from his scroll to entangle and pull squads of forces six feet under into the ground. His giant skeletal frame and raw energy holds him together, allowing him to still be very difficult to take down.
Supplicant: A huge compared to the size of a man, engorged and toughened chitinous-armored tick that is grabbing and ventriloquizing onto a desiccated corpse, it controls the human corpse and can puppet itself for its own locomotion. The giant tick can either run up to another and attack a giant creature with its mandibles to stuck the blood from another creature forcibly and possibly spread the Crimson Curse, or perform predigestion and shoot out a bile of acid that can burn through metal, all powers they gain from absorbing the Crimson Curse and living in the Courtyard. They serve in combat as a form of offensive brute, being able to handle damage while also dishing it back and spreading the Crimson Curse among the enemy ranks and distilling chaos and havoc as their organic forces require the blood of others to be satiated or wither away and die. (2/3 Project Cost, 1 Resource, 1 Crimson Curse)
Ancestor's Journal #1 Brave New World:
It has been only months before I have resurfaced my immortality in this dishonorable manor before the antediluvian times of a creature from the stars, an eldritch entity yet abomination that could consume the world into pieces, and have let a piece of itself corrupt me into my new form, much more horrifying visage compared to the humanity I used to have, and now the Darkest Dungeon calls to me to protect it and to spread its madness to the other realms that are in sight, currently with only my adviser being risen up and the previous militia that guarded the fortress as skeletal emotionless husks, and eventually the more horrifying creatures that live in this domain and other territories will eventually unravel the monster that exist herein, now my scholar is calling and suggesting we make our momentum at once.
The current territories that surround us are another Darkest Dungeon, one with a weaker connection to the eldritch forces in the north, but surely this territory I will claim in the name of all my heritage. Past the cove is land of endless sea that eventually domes into the cold lands with a island that carries a horrifying tree in its central apex. To the south is home to that Ancient Temple, of the "Light" and all of righteousness and purity, compassion is rarity in the fevered pitch of battle as my forefathers bear for me to teach. Now I must work on growing and cultivating all the regions to work under my servitude on the grandeur of the Ancestors, as all will serve.
-- Fallen Stars --
The Daal'Gaks march north.
(NM)
Something deep within Gaar'Vul resonates, it grants an image of the ancient world; billowing out from heavy cloud above shining bright were flaming, specular stones. They hurdled with abandon, shaking the world with their strike and wiping away all manner of city and civilization from days long far gone. The kindred nature of this image sends the Daal'Gaks hurdling north just as well, with some deep knowledge that they must unite the meteors with Gaar'Vul, coming both from the very same heavens.
The Daal'Gaks hope to traverse the mountains north by snaking through deep tunnels and caves midst the foothills. Squeezing through narrow passages or open crags, it is an environment most familiar to them, albeit with a sky above. This resonance and desire for the unknown stars beyond causes the most tribes to gather to this task, thus;
1,500 - Crundle Tribals (375 Value)
500 - Crundle Pebble-Slingers (125 Value)
150 - Trogs (150 Value)
95 - Gru'Beks (71 Value)
With tribal scouts delving the most cunning of passages through the massive Mount Nasty upon their noble Trog and Gru'Bek steeds. The Daal'Gaks intend to surge through the great crags into the meadows beyond and reach the source of their astral connection. Along the way they will no-doubt encounter luminous horrors. By their sheer nature of dwelling below, the Daal'Gaks will likely hope to lure what monsters lurk to the north through the depths and dark places of Mount Nasty rather than hope to slay them upon the open fields below the lights above. Lest they be left with no choice. If ultimately it seems they are utterly outmatched, the Daal'Gaks would most desire to steal away back to the Great Hole with whatever hauls of the Astral Stars they can, provided they even make it that far!
So too might they encounter a great beast, the gryphon. In its strafing runs they would most certainly have to take great shelter within caves, tunnels, or deep nested crags. But, if chance arises, the black-riders upon their hundred thick slug mounts, might direct them to spit globs of their mucus upon the large flying creature, hoping to tear it down by cementing wings and building weight.
-- Chaos Reigns --
The Daal'Gaks march west.
(MW)
A band of tribesmen break from the barking words of their chieftain, believing themselves more than capable of striking out on their own. A sentiment that runs deep through the Crundle hordes during their first days of their nation. Hardly being an orderly bunch, the group enjoys new sight after new sight. Most curious of which perhaps would be the ice they first lay claws upon. In these moments the small band of gremlins dance, and slip, and skate across the ice sheets without a care. Enjoying the pure moment of it all as they lay their implements of war to rest. Eventually good things come to an end, this is a time of action after all! And if they hope to leave their name upon the world, they must conquer and expand into the vast red sea of their dreams!
Something strange, an island amongst frigid water beckons them on, calling to the gibbering little creatures. With their knapped flint spears, the Crundles would attempt to pick away at the ice sheets after witnessing their properties. Hoping to float across into the lake, for the dancing colors and redwood bark of the great tree beyond appears too much a muse for them to wait.
447 - Crundle Tribals (112 Value)
228 - Crundle Pebble-Slingers (57 Value)
11 - Trogs (11 Value)
5 - Gru'Beks (4 Value)
If indeed they do somehow manage to make landfall, this particularly bright band of Daal'Gaks will no doubt be famished. And thus will be compelled to hunt a few handfuls of Chaos Butterflies to roast and crunch upon, perhaps catching a few groups with their limited supply of Gru'Beks. Avoiding overwhelming groups of them where possible. All while blissfully unbeknownst of the infinitely powerful dryad who calls the island home.
-- Thru Caverns Dark --
The Daal'Gaks march south.
(SM)
The Daal'Gaks know not of ancient cities long past, of whirring machinery or complex components. Of great societal mega-projects or vast networks of lives all intertwined regardless of distance. Perhaps if they had, perhaps if in their infinite wisdom the longhorns divined the insurmountable distance between themselves and what lay beyond, they would hold up in their vaults for time everlasting. Such wisdom however does not prevail within the Crundles.
Much like through to Mount Nasty to the north, the Daal'Gaks seek out subterranean passage into the Scar of the World, perhaps their connects some natural formations of ancient waterways that may connect into the massive valley, a place most reminiscent of their home.
1,250 - Crundle Tribals (313 Value)
300 - Crundle Pebble-Slingers (75 Value)
100 - Trogs (100 Value)
100 - Gru'Beks (75 Value)
If indeed the Daal'Gaks are able to find passage into the Scar, they will first secure it, thinking perhaps they can create a sister settlement to their holy land. And, all going well, hope to use their Gru'Bek mounts for the sake of secreting long trails of bumpy cement up the walls of the valley. Carrying many a Crundle up along the sides in doing so, while also giving the rest a reasonably secure footing to dig in their claws climb up behind. And eventually come to gather on or around the Old World Viaduct, in their efforts of exploration. If during so, they come upon any Gobborgs, it won't be all that much different than the old subterranean wars for dominance. Well, in this case it's machine against Crundle.
As such, the Trogs are vanguards, they would attempt to batter the advanced goblins with their muscular physiques, and piercing mechanical hides with their ice-pick like tusks. All while the Crundles they wear keep away nasty attacks with their longspears, and screen foes from a far with slung stones. If worse does indeed come to worst, the remaining Daal'Gaks flee for their lives back through the tunnels from whence they came, or at least to a defensible place amidst the deep scar.
-- Murk and Mire --
The Daal'Gaks march east.
(SM)
The black-riders ready themselves, coating their warty red bodies in a thick layer of tar, muck, and pitch, protecting them from the mucus of their Gru'Bek steeds. It is not all too uncommon in the deep fungal woods of the vaults below for there to exist vast murky waters and deep filthy bogs. Thus, the Daal'Gaks have decided to split into two distinct groups when crossing the wastes east;
200 - Crundle Tribals (50 Value)
100 - Crundle Pebble-Slingers (25 Value)
100 - Gru'Beks (75 Value)
The tar coated Gru'Bek riders will swim their giant slugs through the infested Swamp of Tears that calls out to them. Deeply interesting in the strange slime they will no doubt come to see, pelting the sentient slime beasts with javelins and stones for the off-chance at destroying or at least warding them away. Perhaps the Gru'Bek cementing mucus has some effect? Though they will nary fight to the death and waste of their precious slugs if their armaments find no purchase. Meanwhile, a much greater detachment will flood into the ruined Metropolitan Area. Their utter 'curiosity' as one might call it, leads them to do so without much aim, and so the tribal horde would rampage, picking through the long lost city block, smashing or stealing away bits and bobs that they've come across in loose skirmishing bands.
700 - Crundle Tribals (175 Value)
150 - Trogs (150 Value)
-- Back at Home --
The Daal'Gaks continue to refine the fortress Burz'Gaang, utilizing every aspect of their remaining military body to fortify it from the world unknown. Ill omens rumble through the Great Hole as Longhorns gaze upon Gaar'Vul, they witness naught but hardship on the horizon for the Daal'Gak tribes. Can they overcome and grow? Develop as a species? They MUST, should they ever wish to survive this desolate world.
403 - Crundle Tribals (101 Value)
312 - Crundle Pebble-Slingers (78 Value)
39 - Trogs (39 Value)
0 - Gru'Beks
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families, now crippled in number yet just as great in ability, meet. They discuss their plan of action. Though the harvesting of parts and resources from the monsters within the surrounding lands would be important in the production of greater homunculi and Mystic Codes, potentially even key to the summoning of a Servant, should the Throne of Heroes even hold a place in this world, greater forces would be needed in order to combat them, especially the great constructs and monster that reside there. And so, while the more militarily minded divided up the Bobbies for expeditions, the research oriented delved back into their workshops, working to devise a creation to slay these great threats before they began harvesting in full.
(https://i.imgur.com/MnGhEHG.png)
The light grey... everything is the abandoned and largely ruined city, the dark grey lines are highways and bridges, the big blue line is a river, the green splotches are parks, the purple circle around a black dot is the British Museum(black dot) and the Clock Tower facility under the ground beneath it(purple) respectively, and the other black dot lower down is Big Ben and the House of Parliament.
Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 0:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)
Current Troops:
2160 Bobbies
Heroes:
Stored Resources:
0 Mystery(100 gained, all spent)
Recruiting this turn:
154 Bobbies
Bobbies (2/2): Bare-bones Homunculi with bodies covered completely and entirely in cloth, dressed up in a vague parody of old-school officers uniforms. They don't have armor and only have a simple baton as a weapon, but their impressive durability and strength allows them to equal properly equipped soldiers regardless. Cost: 1
'The footsoldiers of the Mages Association. Originally repurposed from criminals, the Changing of the Sun has made storing and transporting captives far more effort than it's worth. As such, they now simply use homunculi. Bobbies bodies are fully wrapped from head to toe so as to prevent even a single ray of sunlight from reaching their skin, because with the Changed Sun, such a thing could have spelt disaster. Thankfully, said disaster has not taken place within this world, but for traditions sake, the wrappings stay.'
Clock Tower (18/18): A fortress at the center of Clock Towers territory, and the capital building of the Mages Association 'kingdom'. The building is centered on the British Museum, and the titular Clocktower included within. The entire facility however, is underground and vast. This makes it incredibly difficult to properly lay siege upon, because Clock Tower forces know its layout far better than outsiders ever could. Any form of magical defenses will have to be manually added over time.
'The primary headquarters of the Mages Association, the greatest fortress on Earth. Period. In its prime, the Clock Tower would have survived even if the entire planet had been destroyed beneath it. Sadly, much of what it was has been lost when Wizard Marshall Zelretch used the last of his power to transport the Clock Tower and much of the surrounding area of London off of the Earth after the Sun Changed. All of the Magecraft used in its defenses has been broken by the transition, and its lower reaches, those that nearly reached the Reverse Side of the World and allowed us to mine resources from the corpse of the great dragon Albion, sadly did not make the trip with us. While we expect Clock Tower remains the greatest fortress in the world, we will need time and effort to restore it to its former glory.'
Adds 'Clock Tower' Fortress
Reinvent Slayer Doll Schematics(2/4 Points, 100 Mystery): Sadly, much of the original research put into making Clock Towers original Automata Assassins was kept very strictly secret, due to the nature of Mystery. As such, while we possess much of the basic schematics, the magecraft involved that allows their claws to be unnaturally sharp and the eyes of observers to simply pass over their bodies must be rediscovered, and we must do research into allowing them to function on artificial brains instead of ones directly extracted from human beings.
Troops Commited
800 Ancient Impalers
500 Ancient Choppers
750 Ancient Maintenance Drones
1 Robotonk Prototype
Total: 2050 troops (1675 total value), 1 hero
Objective
Harvest any organics in sight, especially the gobborgs, as their mechanical parts could be repurposed for warform construction, and we can always use the rest of their bodies as bioreactor fuel.
Retreat Conditions
Any of the following events must happen:
-75% of all infantry units (impalers/choppers) go offline due to critical physical damage (OOC note: "death" wouldn't really make too much sense for a mechanical unit, considering it was never alive or dead in the first place)
-80% of all maintenance drones go offline due to critical physical damage
Strategy
The units will be separated into 10 subechelons; with each one being comprised of 80 ancient impalers, 50 ancient choppers, and 75 maintenance drones. Each subechelon will typically stay within a mile or so of eachother, and if any noticable casualties happen, any two subechelons that are under 55% of their original strength that are close to eachother will merge into eachother. They will move to the locations indicated via the map in these plans; and will be labeled as SE1, SE2, SE3, SE4, SE5, and so on for short. Subechelons 9 and 10 will remain as reserve subechelons, which will enter the AO if at least two of the 8 initial subechelons go offline, and the Robotonk Prototype will be deployed within SE1; and half of the drones within SE1 will be escorting the Robotonk Prototype; clearing obstacles in the way of the tank for easier movement in the city ruins.
Should the War Machine be encountered, any units nearby will leave the immediate area and continue sweeping the rest of the city. The Arcology and anything on the other side of the Scar of the World will not be swept for now.
If any other kingdoms are spotted, no mercy shall be given; we must teach them to fear their machine betters.
(https://pic8.co/sh/vfuxBq.png)
After this strategy has been uploaded to one of our semi-autonomous general drones, the operation will begin. We have a continent to harvest.
Civilization Name: Das Königreich der Stahlfestung (The Kingdom of Steelhold)
Theme: Medieval Pseudo-Prussia
Day 1:
Home Territory: Stahlfestung
Other Territories: -
Owned Strategic Resources: Stahlstein - An exceptionally strong and durable stone resistant to damage.
Current Troops:
Stahlspieß: 1000 + 100 = 1100
Herzenssuchende: 600 + 25 = 625
Eisen Eingeweihter: 500 + 50 = 550
Leichtflammenballiste: 150 + 10 = 160
Heroes:
Supplies:
Recruiting this turn (160 points total):
Stahlspieß: 100
Eisen Eingeweihter: 50
Herzenssuchende: 25
Leichtflammenballiste: 10
-Stahlspieß (Recruitment cost 1, Project cost 2)
The Stahlspieße (Steelpikes) are pikemen armed with small bucklers and backup shortswords, and are clad in light plate - a cuirass, open-face helmet, and chainmail. They are the main frontline unit of the Kingdom of Steelhold, and are primarily used to protect from cavalry charges or to advance in a spearwall towards the enemy to open a hole in their lines for light infantry to exploit.
-Herzenssuchende (Recruitment cost 1, Project cost 2)
The Herzenssuchende (Heartseekers) are longbowmen, armed with a shortsword as a backup weapon, wearing padded leather/cloth armor. Obviously not intended for melee, and they typically remain behind lines of Stahlspieße as they pelt their foes with arrows.
-Eisen Eingeweihter (Recruitment cost 0.5, Project cost 2)
The Esien Eingewiehter (Iron Initiates) are sword and shield armed, studded leather armored infantry primarily used to flank or exploit holes in an enemy line in order to wreak havoc on soldiers in vulnerable situations, such as archers or high value targets like siege weaponry crews. When no such opportunities are foreseeable, they are generally tasked with defending the longbowmen from potential harm.
-Leichtflammenballiste (Recruitment cost 1, Project cost 3):
The Leichtflammenballiste (light flame ballista) is a ballista designed for the Heißebleipfeile, a ballista bolt carrying a quantity of molten lead. While this ballista serves its duties well enough to be a viable battlefield implement, there are still serious issues with the machine pertaining to range, accuracy, and effectiveness that must be rectified before the weapon can reach its true effectiveness.
Technology:
(5 Project Points) Heißebleipfeile (hot lead arrows): These ballista bolts are designed to hold an amount of liquid lead within a large, hollowed arrowhead that breaks apart upon impact, spilling the molten contents upon the target, killing or debilitating them at least temporarily as molten metal sears and fuses to their skin.
Constructions:
(6 Project Points) Fortress in Stahlfestung
Recruitment:
(2/4 Project Points) Enlist the Geschmiedete Ritter (Forged Knights) of Der Orden der Geschmiedeten (The Order of the Forged.)
New project added: Enlist the Geschmiedete Ritter (Forged Knights) of Der Orden der Geschmiedeten (The Order of the Forged.)
Stahlspieß: 300
Herzenssuchende: 200
Eisen Eingeweihter: 200
Leichtflammenballiste: 40
Attempt to engage the satyrs exclusively at range with Herzenssuchende in an effort to minimize the effects of their words upon our soldiers. If melee must take place, have the Eisen Eingeweihteren charge in first to deliver a swift blow, followed up by the heavier blow of a pike charge by the Stahlspieße.
When dealing with the enemy hero, the large venomous snake, utilize Leichtflammenballiste in an attempt to blind/impede the snake. Herzenssuchende are instructed to do much of the same, as arrows may not easily pierce the scaley hide of the beast, and thus the eyes and mouth are of primary targets for all ranged units. Have the lighter, more agile Eisen Eingeweihter serve as the main distraction/target for the snake, as Stahlspieße swarm and forcefully pierce the hide of the creature. At this point, Herzenssuchende should approach closer in order to get accurate, close-range shots despite the danger this poses. Best to attempt to disable the creature as soon as possible to avoid the casualties such a thing could bring to bear.
If another nation approaches to attempt to take this territory, inform them that this is merely an establishing of control of old Steelhold lands, based on the similar architecture of the city. If they insist to fight for it, then so be it. Have the pikemen approach the foe in a spearwall while archers and ballistae barrage the foes approaching behind but with the pikemen, while the Eisen Eingeweihter guard the flanks.
Stahlspieß: 300
Herzenssuchende: 250
Eisen Eingeweihter: 100
Leichtflammenballiste: 80
Have the ranged units take care of the harpies, with Stahlspieße utilizing their long pikes to strike at any harpies that attempt to encroach upon the archers, while the Eisen Eingeweihter stand guard around the ballistae and crews.
If the dragon can be heard approaching, and the harpies are gone, have the men form loose formations in an effort to not loose subscriber be burnt to a crisp by the dragon's breath. Have the archers and ballistae fire at the dragon until it is brought down. Obviously, a being accustomed to fire may not be affected by molten metal, but for what can't be killed by the Heißebleipfeile can be inhibited by the weight and solidification of the lead. If the dragon is brought down but not killed, have the Eisen Eingeweihter approach from the rear in order to finish the beast and end its reign of terror in the region.
If another nation attempts to take these lands, inform them that Steelhold is already pacifying these territories. If the enemy insists on fighting, then establish zones of fire with archers and ballistae in whatever chokepoints are available in this mountanous region, with the pikemen holding the chokepoints in a wall of pikes, with Iron Initiates between each pike providing both a human shield and a regular shield of protection to the pikeman behind them. If some of the mountainsides look unstable, perhaps fire at them with the ballistae in an effort to cause a rockslide upon our foes. If our foe is intent on not assaulting our position, utilize their inaction to relocate ranged units into positions that allow them to fire down upon our stationary foe, while the pike & shield wall advances to engage in melee. Spare soldiers not able to man the chokepoints/main battle line should defend the ranged units.
Greetings, Ancestors. We are the Harvester Nexus, a network of robots dedicated to harvesting. While your empire is primarily made up of organics, there's not many reasons for us to harvest your people; bones and rotting flesh aren't good bioreactor fuel. Because of this, instead of having us put you on the list of harvestable empires, I would like to form a non-aggression pact with you and your people. We might be on completely opposite sides of the continent, but we shouldn't let that stop us from co-existing in peace.
400 Bobbies to MW. They are to simply observe the area. They are not to attack Butterflies unless engaged first. Do not approach the Dryad
400 Bobbies to SM. Scout out the area. Do not attack Goblins unless engaged first. Do not approach the Warform
400 Bobbies to SWW. They are to examine the area. In particular, no more than 10 of them are to approach the Tortolisk to see if its petrifying vision is able to pass through their full body coverings
Remaining Bobbies are to stay within Clock Tower as guards and physical labor.
Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:(https://i.imgur.com/nSBYYyR.png)
Other Territories: -
Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.(x100)
Current Troops:
1200 Gecks
600 Geck Archers
200 Serpentes
500 Geck Cavalry
560 Gliders
Heroes:
Xolchak
Supplies:
100 Qu'aat Gems
Recruiting this turn (160 Value)
100 Serpentes
120 Geck archers
Gecks: The most basic infantry armed with short swords and wooden bucklers. Terrible alone, but overwhelming in great numbers.(Recruit Cost .5, Project Cost 2)
Geck Cavalry: Gecks mounted on Croca, huge four legged Scaled with strong jaws and sharp teeth.(Recruit Cost 1, Project Cost 2)
Serpentes: Serpentes are Scaled with long tails instead of legs. They operate as elite shock troops, rushing into battles and choking foes with their tails. (Recruit Cost 1, Project Cost 2)
Gliders:Scaled with membranes connecting their arms and legs to their body, can swoop down on enemies or be rode as mounts. (Recruit Cost 1, Project Cost 2)
Geck Archers: Literally just Gecks with bows.(Recruit Cost .5, Project Cost 2)
Construct a fortress in Reptilia Prime (6 Project Points)
Troops Sent:
500 Gecks
400 Geck Archers
100 Geck Cavalry
50 Serpentes
200 Gliders
Objective
Begin to Take the Territory
Strategy
Send Gliders to scout out the area and check for any enemy troops, while the other troops hide. If they find any, have them begin to hit and run the enemy to confuse them. While the enemy is confused, have the Gecks ambush them, while the archers send a volley of arrows. Finally, the Cavalry with strike, and try to make as much carnage as possible. If the Mamut Taipan attacks us send the 50 Serpentes to try and reason with him.
Turn 1
(https://i.imgur.com/oeaLi6d.png)
The nations of the world set out into the world, intending to expand their territory by any means necessary!
NWW: The northwest corner of the map.
Strategic Resources - Lucent Glass: A special kind of glass that can only be made with the sand from this beach. Can be used to train units with invisible equipment.
Tactical analysis - Ace Island: A mysterious island with almost no life present, aside from the worms and microbiome.
Tactical analysis - Sea of no Cares: The sea in the northwest corner of the world. Those who sail beyond the tile rarely return.
Tactical analysis - Second Darkest Dungeon: Its a dungeon, lit only by faint red torches. There's only one darker dungeon in the known world.
Neutral Entities - Ghoul x 291: Undead monsters with cannibalistic tendencies.
Neutral Entities - Rogue Necromancer (Hero): A practicioner of the dark arts, holed up in the Second Darkest Dungeon
NW: Pridea, a player nation
NM: The northernmost tile, just above the center of the map.
Strategic Resources - Astral Shards: They radiate a brilliant evil light from a distant world. Can be used to train units with both light and unholy powers.
Tactical analysis - Site of the Starfall: Meteors have fallen here a long time ago. The remnants can heal the body, but injure the soul.
Tactical analysis - Cenati Meadow: A field with many flowers, where its almost impossible to track someone by scent.
Tactical analysis - Mt Nasty: The tallest mountain in the area. Insurmountable to most unit types.
Neutral Entities - Luminous Horrors x 220: A kind of light demon, with an annoying tendency to heal both itself and others of its kind.
Neutral Entities - Griffon (Hero): This monster has the body of a lion, wings and head of an eagle, and a bad attitude.
NE: Reptilia Prime, a player nation
NEE: The Northeast corner of the map.
Strategic Resource - Dark Wood: Wood grown from a forest tainted by darkness. Can be used to make high quality siege weapons.
Tactical analysis - Shadowed Woods: This ancient forest is the perfect place for an ambush, if you don't get lost within.
Tactical analysis - Mt Barton: The highest point in the territory. This mountain is a particularly defensible location.
Tactical analysis - Ruined City: This city is reminiscent of Steelhold architecture, yet distict.
Neutral Entities - Satyr x 211: Not quite a man, and not quite a goat. These creatures are fond of trickery.
Neutral Entities - Mamut Taipan (Hero): A massive snake with a deadly venom. It is unclear what kind of prey could possibly warrant such a mighty animal to also require venom.
MWW: Darkest Dungeon, a player nation
MW: One tile west from the center of the map.
Strategic Resource - Discord: This extract from the Tree of Chaos can turn people into monsters. Can be used to create strong but hard to manage units.
Tactical analysis - Great Lake Orbega: The waters of this lake are dangerously cold. Ensure your boat is up to code.
Tactical analysis - The tree of Chaos: The chaotic influence of this massive tree can lay waste to even the best made plans.
Tactical analysis - Fragile Ice Sheets: A very dangerous place to march a large army.
Neutral Entities - Butterflies x 1393 (0.2 cost): These insects are seemingly pretty and harmless, yet many deaths are attributed to them!
Neutral Entities - The Mad Dryad (Hero): The guardian of the Tree of Chaos. Far more powerful than any regular hero. If she is to be slain, you'll need to wait for her to do something reckless and stupid; which is often.
MM: The Great Hole, a player nation
ME: One tire east of the center of the map.
Strategic Resource - Winsome Slime: This goopy substance can absorb and contain massive amounts of magic power. Can be used to create magic-resistant units.
Tactical analysis - The Dark Swamp of Tears: The mud-water within this swampland can swallow a person whole!
Tactical analysis - Elder's Lake: The perimiter of the lake is one of the only two routes through the tile that won't severely impair your army's marching speed.
Tactical analysis - Former Metropolitan Area: The ruins of a once great city lie here.
Neutral Entities - Green Gunge x 300: A slime monster capable of melting flesh and metal alike with its powerful acid. Though slow and not very bright, only their core is vulnerable to conventional weaponry.
Neutral Entities - Ghost in the Machine (Hero): A powerful spirit that haunts the Former Metropolitan Area. It controls the remnants of old world technology though a process not yet understood. Banish it, or destroy the relics to render it harmless. Many of the relics in the west have been dealth with
MEE: Stahlfestung, a player nation
SWW: The south west corner of the map
Strategic Resource - Cockatrice: A cross between a snake and a chicken. Contact with this creature will slowly cause the victim to turn to stone. Can be used to train units that exploit this phenomenon.
Tactical analysis - Ancient Temple: Built from holy stone. Not a safe place for the local aberrations to stay.
Tactical analysis - Cockatrice Nests: Also known as the statue garden. very dangerous for a lightly guarded caravan.
Tactical analysis - The Wild Lands: Beyond this portion of the map lies monsters too powerful for the modern civilizations to have any hope of taming. Some nasty things may encroach in this area.
Neutral Entities - Guardian Statue (Hero): This massive animated statue at the Ancient Temple seeks to purge the world of something. That something includes you!
Special Project - Giant Tortolisk: With control over the territory, your first project involving the Giant Tortolisk will gain a +2 bonus point modifier! A massive reptile that can petrify all it beholds! One of the few natural predators of the Cockatrice.
SW: Old London, a player nation
SM: One tile south of the center of the map.
Strategic Resource - Precursor Aerotech: Technological artifacts from an ancient civilzation far greater than those of modern days. Can be used to make high tier technological units.
Tactical analysis - The Scar of the World: A massive canyon that most units simply cannot traverse.
Tactical analysis - Old World Viaduct: A bridge about 20 meters wide that crosses the Scar of the World. An important tactical location.
Tactical analysis - Ruined Arcology: The ruins of a once great city. A treasure trove of ancient relics.
Neutral Entities - Gobborg x 76 (0.5 cost): Goblins augmented with technological components. Nasty unpredictable demihuman trash.
Neutral Entities - War Machine (Hero): A massive robotic warform that guards the Ruined Arcology. It has protected the grave of its masters for millenia from any and all incursions.
SE: Nexus Wastes, a player nation
SEE: The southeast corner of the Map
Strategic Resource - Floatstone: This rock is as light as air! Can be used to train units that are both armored and swift.
Tactical analysis - Abandoned Highway: The easiest passage through the mountainous territory to navigate.
Tactical analysis - Mirror Lake: A crystal clear lake.
Tactical analysis - Urd Volcano: A massive volcano that can do a lot of damage if it erupts at the wrong time.
Neutral Entities - Harpy x 180: Winged humanoid monsters, fond of consuming children.
Neutral Entities - Red Dragon (Hero): A fire breathing dragon! Enough said right? Its underbelly is covered by a thin coating of lead.
Tips of the day:
Always point out any errors that the GM may have made. Combat results usually will not be changed unless the GM clearly neglected something important.
Defeating one of the great monsters will likely enable a special project for the nation that can take control of the territory. Special projects will provide bonus project points for the first time you make it!
It is strongly recommended to make a journal post along with your turn update. The story is going to be run mostly by the players and its more interesting that way.
The combat results will be in a separate post. After that post is made, you may post your Day 2 update.
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families meet again to discuss the past days results, and the coming days actions. The Slayer Dolls were ready for production, and would likely find significant use in tomorrows assaults, but far less so than they would have prior, as it seems the undead army from the Northeast had succeeded in bringing down the Tortolisk. A success that seemed to have cost them, which would hopefully prevent them from rushing back to the front too quickly. Or, perhaps, they would choose to break yet more of their forces upon the body of the Statue and leave an even larger opening for us to take advantage of.
(https://i.imgur.com/MnGhEHG.png)
The light grey... everything is the abandoned and largely ruined city, the dark grey lines are highways and bridges, the big blue line is a river, the green splotches are parks, the purple circle around a black dot is the British Museum(black dot) and the Clock Tower facility under the ground beneath it(purple) respectively, and the other black dot lower down is Big Ben and the House of Parliament.
Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 2:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)
Current Troops:
2217 Bobbies
Heroes:
Stored Resources:
0 Mystery(100 gained, 100 spent on recruitment.)
Recruiting this turn:
100 Slayer Dolls(costs 100 Mysery)
56 Bobbies
Bobbies (2/2): Bare-bones Homunculi with bodies covered completely and entirely in cloth, dressed up in a vague parody of old-school officers uniforms. They don't have armor and only have a simple baton as a weapon, but their impressive durability and strength allows them to equal properly equipped soldiers regardless. Cost: 1 Point
'The footsoldiers of the Mages Association. Originally repurposed from criminals, the Changing of the Sun has made storing and transporting captives far more effort than it's worth. As such, they now simply use homunculi. Bobbies bodies are fully wrapped from head to toe so as to prevent even a single ray of sunlight from reaching their skin, because with the Changed Sun, such a thing could have spelt disaster. Thankfully, said disaster has not taken place within this world, but for traditions sake, the wrappings stay.'
Prototype Slayer Dolls (4/4, 100 Mystery Spent): Clockwork Assassins, the Slayer Dolls are simple automatons, fully plated in ceramics with a homunculus' brain. Their clockwork bodies are fast, albeit parts can be easily dislocated and plates shattered by heavy blunt impact, their oversized arms are powerful and end in supernaturally sharp claws, and, most importantly for their role as Assassins, their plating is enchanted to grant them a minor effect of Presence Concealment, causing the eyes of observers to simply pass over them, making it hard to locate them without dedicated focus. Cost: 1 Point, 1 Mystery
'Where the Bobbies are the blunt hammer and backbone of the Mages Associations army, the Slayer Dolls are the knife, piercing a throat silently in the dark. Far more deadly in combat with their bladed claws and powerful arms, and capable of far greater feats of stealth than their clockwork components would suggest. The lack of undesirables and John Does to harvest brains from means a decreased degree of skill, but no less power.'
Clock Tower (18/18): A fortress at the center of Clock Towers territory, and the capital building of the Mages Association 'kingdom'. The building is centered on the British Museum, and the titular Clocktower included within. The entire facility however, is underground and vast. This makes it incredibly difficult to properly lay siege upon, because Clock Tower forces know its layout far better than outsiders ever could. Any form of magical defenses will have to be manually added over time.
'The primary headquarters of the Mages Association, the greatest fortress on Earth. Period. In its prime, the Clock Tower would have survived even if the entire planet had been destroyed beneath it. Sadly, much of what it was has been lost when Wizard Marshall Zelretch used the last of his power to transport the Clock Tower and much of the surrounding area of London off of the Earth after the Sun Changed. All of the Magecraft used in its defenses has been broken by the transition, and its lower reaches, those that nearly reached the Reverse Side of the World and allowed us to mine resources from the corpse of the great dragon Albion, sadly did not make the trip with us. While we expect Clock Tower remains the greatest fortress in the world, we will need time and effort to restore it to its former glory.'
Adds 'Clock Tower' Fortress
Reinvent Slayer Doll Schematics(4/4 Points, 100 Mystery)
Total Suffering
947 - Crundle Tribals
197 - Crundle Pebble-Slingers
30 - Trogs
9 - Gru'Beks
NM
241 - Crundle Tribals
91 - Crudle Pebble-Slingers
6 - Trogs
8 - Gru'Bek
MW
228 - Crundle Tribals
98 - Crundle Pebble-Slingers
1 - Trog
ME
440 - Crundle Tribals
21 - Trogs
SM
38 - Crundle Tribals
8 - Crundle Pebble-Slingers
2 - Trogs
1 - Gru'Bek
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies
When at last the final beams were erected and Gru'Bek paste dried to the cool air of the wastes, the 'fortress' of Burz'Gaang was complete. It's cavern-like complex within extended as if almost a natural extension of the vast vault below, expected of creatures who dwelt not upon the surface of the world for but a scant handfuls of moons. Certain their prized Gaar'Vul, the black stone, was secure under the watch of the most sharp-eyed sentries amidst the Great Hole and fort, the Daal'Gaks' gaze turned to lands beyond. To the spire-like mountains of the north, to the unfathomable tree and lake, to great marshes and olde cities, to technology fallen in decay. . .
Knowing not the freedom of this open world, the disjointed tribal chieftains of the Daal'Gaks turn to eldest longhorns whom spend their days gazing deep into the mysterious confines of Gaar'Vul. It is there they witness a vision, one that drives the tribes very spirit onward. A red figure, squat and horned, rising to the top of a great spike of stone. They overlook the world before them, parting the clouds and shed tears, for eye to eye is a vast crimson sea that sets itself awash across the land. Swallowing forests, cities, ruins alike. And it was good.
Gaar'Vul holds only truths, and so it shall be.
From every corner a Daal'Gak tribe rises. They blow bleating horns and croak bellowing songs of the world below, off to the lands of light.
Crundles were not know for their breadth of emotions like the Trogs, yet, as the collectives gathered, gazing into Gaar'Vul, they saw images of their fallen comrades deep within the obsidian. On this day, seeing for the first time their banded together race perish in their acts of bravery against the world unknown, they shed their first tears. Both greiving for the fallen, yet commemorating their sacrifice. For if ever the Crimson Wave will one day be realized, they know in their tiny beating hearts that only greater sacrifice must be made. . .
It is with this that the many disconnected Crundle chiefs join together within the fortress of Burz'Gaang and come to a realization. Up to know their vision has been limited by many voices tugging back and forth one direction or another. If the Daal'Gaks will ever truly grasp their destiny, written so poetically by the Meteor that tore the Great Hole asunder, they would need a true leader. . .
Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'
TOTAL
Crundle Tribals -- 3,909 (911 Value)
Crundle Pebble-Slingers -- 1,243 (311 Value)
Trogs -- 450 (450 Value)
Gru'Beks -- 341 (256 Value)
Great Hole
Crundle Tribals -- 759 (190 Value)
Crundle Pebble-Slingers -- 312 (78 Value)
Trogs -- 69 (69 Value)
Gru'Beks -- 50 (38 Value)
NM
Crundle Tribals -- 1,259 (315 Value)
Crundle Pebble-Slingers -- 409 (102 Value)
Trogs -- 144 (144 Value)
Gru'Beks -- 87 (62 Value)
MW
Crundle Tribals -- 219 (55 Value)
Crundle Pebble-Slingers -- 130 (32 Value)
Trogs -- 10 (10 Value)
Gru'Beks -- 5 (4 Value)
ME
Crundle Tribals -- 460 (115 Value)
Crundle Pebble-Slingers -- 100 (25 Value)
Trogs -- 129 (129 Value)
Gru'Beks -- 100 (75 Value)
SM
Crundle Tribals -- 1212 (303 Value)
Crundle Pebble-Slingers -- 292 (73 Value)
Trogs -- 98 (98 Value)
Gru'Beks -- 99 (74 Value)
Heroes: None
Supplies: Meteoric Obsidian (x50)
Recruiting this turn: (161 Value)
300 - Crundle Black-Blades (150 Value | 150 Meteoric Obsidian)
11 - Trogs (11 Value)
Crundle - Tribals -- (Project Cost: 2 | Recruitment Value: 0.25) Squat, gremin-like creatures no taller than four foot at the tall end. Their wart-covered red skin is like stretched rubber over their thin boned structure. A collection of small horns dot their angular skulls, the length of which is an arbitrary symbol pride among them. Oddly, they give off a pleasant and inoffensive earthy odor. Their main choice of equipment consists of lacerating natural claws, knapped stone spears, and loose fitting cavern hides to ward the elements of the surface. Crundles are far and away the main inhabitants and dominate species among the Daal'Gaks. And while their introspective intelligence leaves something to be desired, their surprising cunning does not.
Crundle - Pebble-Slinggers -- (Project Cost: 2 | Recruitment Value: 0.25) Much as the above, save for the replacement of their spears with long slingstaffs born of spongy fungal wood by which stones are flung. They gather together in loose bands and sling in a rather orderly unison, fooling a foe to perhaps believe they've mastered the art of siege engineering and bear catapult-like objects.
Crundle - Black-Blades -- (Project Cost 4 | Recruitment Value: 0.5 | Meteoric Obsidian: 0.5) Having found the best methods in knapping away the Meteoric Obsidian from which the Great Hole surrounds, the Daal'Gaks have begun to utilize it for weaponry, seeing the dire need for greater arms against the ails of the world. The Crundles chosen to wield these wavy blades of volcanic glass are the first of their kind to train religiously in he arts of combat. Their ultra-sharp swords needing the most delicate, yet stern hands of the Daal'Gaks in order to find the greatest use. Based on this alone the Black-Blades have seized military command amongst the Crundles, and now guide small blocks with ever so slightly greater leadership than before.
Trog - Siege Beasts -- (Project Cost: 4 | Recruitment Value: 1) Rare amongst the Daal'Gaks are great furred humanoids, some standing greater than ten-feet tall. Walrus-like tusks decend from their upper mouths while broad muscled shoulders aid in their lumbering gait and short legs. I'm truth, the Trogs are far more intelligent than their comparatively minuscule cousins. They bare greater wit and even a taste for philosophy. However they are subjugated by the Crundles and used as beast of burden and war. With backpack-like fungal-wood structures harboring a handful of Crundles wielding long spears, javelins, and slingstaffs, they combine the qualities of a siege tower and battering ram into one absolute unit.
Gru'Beks - Thick Slugs -- (Project Cost: 3 | Recruitment Value: 0.5) Amidst the Great Hole, a great advancement for the race of Daal'Gaks was the domestication of the humble Gru'Bek; A large bulbous cavern slug that both secretes and may expel a mixture of mucus that quickly hardens, taking on a cement-like quality. Used to trap prey for further dissolution. As well as a renknewable resource from which the Daal'Gaks have used to create the first bits of infrastructure for their tribe. Only the Gru'Bek is known to be able to naturally neutralize this cement. Crundles coat themselves in a thick tar / pitch substance, which has been found to resist around 90% of adherence to the Gru'Beks' mucus. Thus Gru'Bek masters are able to be picked out at but a glance, sometimes referred to as black riders. Up to a trio may easily ride the back of one such slug, with the usual assortment of weaponry. Two bearing a longspear, and the third a slingstaffs. In battle their intent is not to charge like most cavalry, but utilize their mount's physiology in trapping / screening the front ranks of the enemy.
Expand Outwards and Upwards -- (Project Cost: 9) Overcoming their trepidation and shedding their sensitivity to the great lights above, the Daal'Gaks collectively make an effort to emerge from their deep ravine and build up a presence in the world at large. Through a combination of spongy fungal wood and Gru'Bek cement, they construct the makings of a proper fortress, or at least one through the bleak eyes of cunning cave dwellers upon the precipice of the Great Hole, to secure their place amongst the rest. It is known in their tongue by the name Burz'Gaang
Study the Black Glass -- (Project Cost: 4 / 4) As the minds and souls of the Daal'Gaks develop under the rising and setting Sun, so too does their need for greater tools and deeper myth to herald them on. And so those of great horns begin to lance hefty chunks of the meteoric glass, while the few masters of stonecunning and craft begin to knap the incredibly sharp material to use for blades that might rend any substance asunder. Or to the superstition of the Daal'Gaks, cut through any mysteries or truths. -- Unlocks recruitment of Crundle Black-Blades (Value 0.5 / Obsidian 0.5); The first of the true Daal'Gak warriors who bear pride in martial skill, bearing long wavy, feathered shards of Meteoric Obsidian. Not only do they reflect the true spirits of their wielders in their deep mirrored surfaces, but so too may they slice delicately through some of the most durable materials.
NEW PROJECTS
Search for Tunnel Networks -- (Project Cost: 1 / 5) The great subterranean vaults below the surface, below the Great Hole are interwoven and connected, nigh untouched by the surface world. Yet, surely there must be other caverns, other dark passageways, and strange crevasses that will connect just as well to the surface? The most intrepid of Crundle kind lead an expedition back into their primordial home to search for such secret entrances, hoping to one day use them to spill out upon the land.
Gathering of the Tribes -- (Project Cost: 1 / 10) The Tribal chiefs and longhorns amongst the Crundles have made an epiphany with the emergence of the black-blades and their leadership across the battlefield. As such they have come to the conclusion that Crundle-kind must have a monolithic figure by which to look up to in both awe and reverence. The chiefs begin a protracted process of duels and battles amid themselves, streaking one another's blood across the Great Hole, not out of malice for one another, but for the advancement of their race. The last one standing will be named High Chief, both the greatest Crundle warrior and leader.
0/24 Project Points remain.
Theodor entered the war room swiftly, quietly. He wanted not to disturb the commanders as they pondered further advances with King Friedrich. Despite this, he wanted the attention of those he had found himself in the company of. After all, he had important news from the frontlines - half good, the other half bad. Theodor caught himself in a moment of aloofness as he considered how to best express the situation at hand. He did not want to be the bearer of disappointment, even despite King Friedrich never being that of wrath.
After a moment of hushed murmurs, the voice of Theodor's King, and brother, pierced his thoughts and yanked him from his mind back into the forefront of reality.
"Yes, Theodor? What victories have befallen us today?"
Theodor looked up to see the eyes of his brother staring into his own. For a moment he felt almost shocked, or moreso panicked. He was not done pondering the news from the front in all its details. A moment to think is all Theodor desired... But now he must speak, not think. For a moment no words came to Theodor, but he slowly found them slip into the forefront of his mind and he began.
"To our north, the force we sent has been successful in making advances towards the ruined city with minimal casualties sustained against the trickery of the satyrs that frolic there. Our force estimates it will make camp in the ruined city within the day. However, it seems the Eidechsenvolk have also found the region to be of interest. They've made their own advances into the forest. They seem to be open to communications, having let our envoy leave alive, but it does not seem that they are willing to take their leave. War may spawn from this."
A mix of quiet jeers and silent celebrations erupted in a cacophony of noiselessness. To Theodor, even the general staff appears to be on the verge of endless quarreling. Immediately a few upstart strategists begin pondering movies aloud before a quick hush from King Friedrich brings their words to a halt.
"And the south?" asked King Friedrich.
"The south, My King... The south is the other side of the coin we've flipped. We've had fortune to the north, but misfortune to the south." Again, a few muffled jabs of words between some of leaders brought upon another, more serious silencing by the King. Theodor continued, "Our men fought well against the wild, disorganized harpys. They posed no true threat. What brought an end to the operation in the region was the dragon. We appear to have underestimated it. Our weapons were no match for its hide."
Theodor stood in silence, awaiting some sort of reaction from those he had been thrust to the attention of. It seemed all who had been listening had stopped in favor of arguing over whose ideas should've been pursued in place of that fool's theory on hot lead ballistae bolts. Theodor eyed the debaters intently with a sense of displeasure, before switching his gaze to that of Friedrich. Friedrich noticed this and directed his attention from the adult-children in the room to Theodor before asking him a simple question, "Gather a crew of engineers to design a new ballista capable of piercing the hide of that dragon. The southern lands belong to Steelhold as much as the northern ones do. We shall not cede anything to a magical being of lore whose sole intent is to suck the land dry of its livestock and gold. I must finish negotiations with The Order of the Forged to ensure their support in the event of war with the Eidechsenvolk."
Theodor was moderately caught off guard by Friedrich's sudden directness, but Theodor supposed it was necessary considering those other men who should be advising him were clearly not. He gladly set off to accomplish the task granted unto him, and he began to ponder which engineers would serve this task best.
Civilization Name: Das Königreich der Stahlfestung (The Kingdom of Steelhold)
Theme: Medieval Pseudo-Prussia
Day 2:
Home Territory: Stahlfestung
Other Territories: -
Owned Strategic Resources: Stahlstein - An exceptionally strong and durable stone resistant to damage.
Current Troops:
Home Province (MEE):
Stahlspieß: 900 - 81 = 817
Herzenssuchende: 450 - 62 = 388
Eisen Eingeweihter: 400 - 39 = 361
Leichtflammenballiste: 130 - 26 = 104
NEE Army:
Stahlspieß: 300 - 6 = 294
Herzenssuchende: 200 - 35 = 165
Eisen Eingeweihter: 200 - 14 = 186
Leichtflammenballiste: 40
Heroes:
Supplies:
Recruiting this turn (158 points total):
Stahlspieß (1 Point each): 25
Geschmiedete Ritter (1 Points each): 85
Herzenssuchende (1 Point each): 48
Infantry:
-Stahlspieß (Recruitment cost 1, Project cost 2)
The Stahlspieße (Steelpikes) are pikemen armed with small bucklers and backup shortswords, and are clad in light plate - a cuirass, open-face helmet, and chainmail. They are the main frontline unit of the Kingdom of Steelhold, and are primarily used to protect from cavalry charges or to advance in a spearwall towards the enemy to open a hole in their lines for light infantry to exploit.
-Eisen Eingeweihter (Recruitment cost 0.5, Project cost 2)
The Esien Eingewiehter (Iron Initiates) are sword and shield armed, studded leather armored infantry primarily used to flank or exploit holes in an enemy line in order to wreak havoc on soldiers in vulnerable situations, such as archers or high value targets like siege weaponry crews. When no such opportunities are foreseeable, they are generally tasked with defending the longbowmen from potential harm.
Archers:
-Herzenssuchende (Recruitment cost 1, Project cost 2)
The Herzenssuchende (Heartseekers) are longbowmen, armed with a shortsword as a backup weapon, wearing padded leather/cloth armor. Obviously not intended for melee, and they typically remain behind lines of Stahlspieße as they pelt their foes with arrows.
Cavalry:
-Geschmiedete Ritter (Recruitment cost 1, Project cost 4)
The Geschmiedete Ritter (Forged Knights) are a part of the crown-sanction knighthood Der Orden der Geschmiedeten (The Order of the Forged.) They fight to defend the people of these lands and have often successfully served as the only check to past rulers. If the king trusts The Order, then The Order shall trust the king and fight in his name. The king has thus been granted the ability to recruit from its members to fill the role of cavalry or heavy infantry. Each knight is clad in a suit of plate armor and wields a kite shield and a lance for any initial cavalry charge, with a longsword in the case of dismounting or upon use and breakage of the lance.
Artillery/Siege:
-Leichtflammenballiste (Recruitment cost 1, Project cost 3):
The Leichtflammenballiste (light flame ballista) is a ballista designed for the Heißebleipfeile, a ballista bolt carrying a quantity of molten lead. While this ballista serves its duties well enough to be a viable battlefield implement, there are still serious issues with the machine pertaining to range, accuracy, and effectiveness that must be rectified before the weapon can reach its true effectiveness.
Technology:
(5 Project Points) Heißebleipfeile (hot lead arrows): These ballista bolts are designed to hold an amount of liquid lead within a large, hollowed arrowhead that breaks apart upon impact, spilling the molten contents upon the target, killing or debilitating them at least temporarily as molten metal sears and fuses to their skin.
Constructions:
(6 Project Points) Fortress in Stahlfestung
Recruitment:
(0/10 Project Point Cost) Recruit Hero - Drachentöter (Dragon Slayer) - a larger, stronger, more accurate, longer ranged ballista with much more stopping power. While primarily designed as a direct counter to a certain dragon to the south, the weapon excels in every category (except weight and size) when compared to the Leichflammenballiste, and is even able to fire upscaled versions of the Heißebleipfeile as needed. A mighty weapon indeed, and those who man it are renowned as a Hero crew.
New project added: (10 Project Point Cost) Recruit Hero - Drachentöter (Dragon Slayer) - a larger, stronger, more accurate, longer ranged ballista with much more stopping power. While primarily designed as a direct counter to a certain dragon to the south, the weapon excels in every category (except weight and size) when compared to the Leichflammenballiste, and is even able to fire upscaled versions of the Heißebleipfeile as needed. A mighty weapon indeed, and those who man it are renowned as a Hero crew.
I FUCKED UP AND DELETED THIS BECAUSE I THOUGHT I WAS QUOTING AND NOT MODIFYING FUCK SORRY.
Basically I was just setting up a defense against the lizardfolks but since they got removed from the game, I was copying some of the tactics here for use against the fungi later on but I'm a big doofus.
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 2
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)
Current Troops: (1789 total value)
718 Ancient Impalers
555 Ancient Choppers
100 Ancient Ballistae
832 Ancient Maintenance Drones
314 Scout Drone MK2s
Heroes:
Robotonk Prototype
Stored Strategic Resources: 46.5 Living Metal
Recruiting this turn (cost: 164 value, 75 living metal):
60 Impalers
60 Choppers
43 Ancient Ballistae
Ancient Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value OBSOLETE
Ancient Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value OBSOLETE
Ancient Ballistae (2): An automated ballista that's roughly 75% the size of a standard ballista, with an autoloader for faster firing. Cost: 1 value
Ancient Maintenance Drone (2): Glorified quadcopter drones that can repair fellow machines. Cost: 0.5 value
Scout Drone MK2 (2): A variant of the maintenance drone that lacks an entire toolkit in exchange for a miniature sensor array that allows it to spot stuff which normally isn't visible to most organic life. Has an integral pneumatic living metal shard launcher that grows living metal for ammunition. Cost: 0.5 value, 0.25 living metal
Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value, 0.5 living metal
Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value, 0.75 living metal
Robotonk Prototype: It's a tank, equipped with a cannon that shoots solid steel cannonballs at targets, primarily those who are inclined to call bullshit over a bunch of determined exterminators bringing a tank to a swordfight. Something to note is that historically, explosive cannonballs didn't exist; the majority of cannonballs derived their lethality from the sheer kinetic force of a huge ball of metal flying at high velocity. Extreme lethality and destructive capabilities against anything without a considerable resistance to flying balls of metal, but it has limited close range anti-infantry capabilities.
Ancient Impaler Drone Weaponization: Unlocks (ancient) impalers for 1 value/troop. (2 points)
Ancient Chopper Drone Weaponization: Unlocks (ancient) choppers for 1 value/troop. (2 points)
Ancient Ballista Production: Unlocks (ancient) ballistae for 1 value/troop, (2 points)
Improve Maintenance Drone Reactors: Unlocks (ancient) maintenance drones for 0.5 value/troop, (2 points)
Scout Drone MK2 Production: Unlocks scout drone MK2s for 0.5 value and 0.25 living metal per troop. (2 points)
Create the Robotonk Prototype: Adds the Robotonk Prototype hero. (10 points)
Prepare Living Metal Impaler Manufacturing: Unlocks impalers for 1 value/troop and 0.5 living metal. (2 points)
Prepare Living Metal Chopper Manufacturing: Unlocks chopppers for 1 value/troop and 0.75 living metal. (2 points)
IN PROGRESS:
Reverse engineer Gobborg guns: 0/4
Gobborg Bionics Analysis: 0/3
Information pastebin link (read for non-TL;DR descriptions, log entries, and fluff): https://pastebin.com/aD2eDzej
Troops Commited (note: all were already on the tile from yesterday except the 100 Ballistae.)
618 Ancient Impalers
395 Ancient Choppers
564 Ancient Maintenance Drones
100 Ballistae
1 Robotonk Prototype
Total: 2050 troops (1395 total value), 1 hero
Objective
Kill the War Machine, and then clean up the rest of the region.
Retreat Conditions
Any of the following events must happen:
-75% of all infantry units (impalers/choppers) go offline due to critical physical damage
-80% of all maintenance drones go offline due to critical physical damage
Strategy
Wait for the 100 Ballistae to come to the ruined city, then zerg rush the War Machine after all troops (including subechelons 9 and 10, which didn't need to reinforce yesterday) rally up a few hundred feet away from the Arcology's entrance; with the tank staying at long range to attack the War Machine from afar using its cannon; aiming for the joints in the limbs to cripple it. Hopefully, the "send redpaints at the problem until it goes away" strategy will work.
After the War Machine is defeated, the infinite recovery drones that run on Handwavium will bring the War Machine's wreck back to our territory for reverse engineering; the missile launcher and blue laser will be of extreme strategic and tactical value to reverse engineer. Meanwhile, the harvester drones (the onsite Ancient Impalers, Ancient Choppers, Ancient Maintenance Drones, and the Robotonk Prototype) will return to sweeping the area and harvesting any organic life; in addition to cleaning up the Gribble infestation inside the Scar. Should any forces belonging to the Ancestors enter the area; they will not be engaged; as per our non-aggression pact.
Recent breakthroughs within the Harvester Nexus report that large ravines with plenty of exposed minerals inside are at their most harvestable state when there's no organic vermin inside. Please vacate the area immediately.
Alert: We see no reason for Clock Tower forces to continue their presense within the SM ruins. Please withdraw any forces there.
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 1:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 100 (+100)
Current Troops:
Allies:2800
Bi-barians:540
Gunmen:540
Longboats:540
Heroes:
Supplies:
Recruiting this turn:
None
Longboat: Wooden Galleys Designed for naval combat and Transportation. They are crewed by Sapphic women from the island of Lesbos Cost 1
Bi-barians: Warriors from the south that wield double edged battleaxes that swing both ways in furious attacks Cost: 1
Gunmen: men from the citadel that wield muskets in battle. They are extremely accurate because they fight with their lover by their side Cost 1
Allies: Miscellaneous sword warriors recruited from other lands. They tend to be fair weather soldiers that retreat easily Cost .25
Longboats: allows training of longboats cost 5
Bi-barians: Allows training of bi-barians Cost 2
Gunmen: allows training of Gunmen cost 3
Trance Rites: An intense series of meditation rituals involving hormones allowing trance mages to transform in to their true selves, granting them magical abilities. The order Estros specialises in healing and support, the order Andros specialises in offensive spells, and Enbos specialises in pushing and transcending the boundaries of magic cost 8
Allies: Allows training of allies cost 2
Trance mage order Andros: allows training Trance mages of the order Andros 1/5
[/quote]
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Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 0:
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
998 Bone Defenders
583 Bone Arbalests
298 Undead Horse
Heroes: Necromantic Scholar
Supplies: Crimson Curse (200 Stored) (100/Turn)
Recruiting this turn (162 Value)
162 Supplicants
Bone Defender: Human Militia of the previous castle, now risen up to the grave from necromantic energy in the Ruins as now skeletal shells and equipped with their arming swords and heavy kite shields, wearing and armored in rusting chainmail and their hardened bones, while slow they move in formation and carry heavy armor and have their undead motivation to kill any who oppose the Ancestor’s will until their bodies eventually shamble to broken pieces (2 Project Cost, 1 Unit Cost)
Bone Arbalest: Human Guardsman of the previous castle, now risen from their outposts and sentry positions and have been risen from the Ruin’s necromantic energy, they are equipped with powerful hitting crossbows, but take significant time to reload, and all have a rusting semi-useful bayonet when enemies try to melee them. (2 Project Cost, 1 Unit Cost)
Undead Horse: Undead horses that used to be grazing, pack and work animals, or even some horses from the knightly stables, now risen up from necromantic energy most still have their rotting skin as they trounce and gallop across the battlefield with their bonely hooves and carved horse jaws to trample on their opponents (2 Project Cost, 1 Unit Cost)
Supplicant: A huge tick that is comparable to the size of a man after drinking the Crimson Curse, engorged and toughened chitinous-armored tick that is grabbing and ventriloquizing onto a desiccated corpse, it controls the human corpse and can puppet itself for its own locomotion. The giant tick can either run up to another and attack a giant creature with its mandibles to stuck the blood from another creature forcibly and possibly spread the Crimson Curse, or perform predigestion and shoot out a bile of acid that can burn through metal, all powers they gain from absorbing the Crimson Curse and living in the Courtyard. They serve in combat as a form of offensive brute, being able to handle damage while also dishing it back and spreading the Crimson Curse among the enemy ranks and distilling chaos and havoc as their organic forces require the blood of others to be satiated or wither away and die. (3/3 Project Cost, 1 Resource, 1 Crimson Curse)
Crimson Curse (5), Powerful curse that increases the ferocity, strength, endurance, and stamina of a creature wherever they harvest blood from others in any means possible an have a endless thirst to gather more and more of it, this supernatural curse has found a way to live inside the bloodstream and has mystical abilities with it, it transmits whenever another creature veins touch the Curse and they become curse with the effect.
Necromancer Scholar: (9): One of the Ancestor’s most valuable scholar and adviser
that collaborated with the Ancestor on the art of how to achieve immortality, murdered and then brought back with much of his intellect intact, but with little to no humanity remaining. After the Ancestor's death, the Necromancer took over the Ruins, using their magic to bring the corpses buried there back to life as their servants, continuing his unholy experiments with necromancy and bringing back the dead eternally. The magic has empowered the creature to be twice the size of a man and clothed in giant red cultist robes with only its damaged skull showing, he is capable of bringing back the dead alive from fallen enemy forces into the undead at this creature’s command, with his mere touch to absorb the life energy of a creature until it withers into a husk, as well as raise multiple skeletal hands from the ground from his scroll to entangle and pull squads of forces six feet under into the ground. His giant skeletal frame and raw energy holds him together, allowing him to still be very difficult to take down.
Supplicant: A huge tick that is now comparable to the size of a man, engorged and toughened chitinous-armored tick that is grabbing and ventriloquizing onto a desiccated corpse, it controls the human corpse and can puppet itself for its own locomotion. The giant tick can either run up to another and attack a giant creature with its mandibles to stuck the blood from another creature forcibly and possibly spread the Crimson Curse, or perform predigestion and shoot out a bile of acid that can burn through metal, all powers they gain from absorbing the Crimson Curse and living in the Courtyard. They serve in combat as a form of offensive brute, being able to handle damage while also dishing it back and spreading the Crimson Curse among the enemy ranks and distilling chaos and havoc as their organic forces require the blood of others to be satiated or wither away and die. (3/3 Project Cost, 1 Resource, 1 Crimson Curse)
Brigand 8 Pounder: An artillery piece used for both siege warfare, heavy anti-armor and anti-personnel Cannon that does it through with its explosive ammunition of that either being it’s main solid cannonball shot, that hurls it’s projectile at high speeds that destroys walls and toughened, armored, or just generally huge creatures that pierces the surface that it desires, or the grapeshot ammunition that it can shoot a wide cone of fast-firing projectiles to destroy grouped up infantry and other targets. Built in a solid cast iron frame and rotating wood wheels for its locomotion, it is created by three skeletal matchman that load and move the device for their entire existence as well as being the bodies that carry ammunition for the field weapon, equipped with steel arming swords and rusting chainmail if they are engaged. (1/5 Project)
Ancestor's Journal #2 The Forge Stands Ready:
These hollowed grounds bound me to them, meek as it is, and it seems as though these other factions intend to scout the land that belongs to the one above all, the thing from the stars that grant me these powers and the movement and just general scrutinies and bellowing of the dungeon. I am now seeing that peace with these of these others mixed interests lands and domains is becoming less and less more approachable, and first blood has been spewed even if my forces have lost their entire circulatory system ages ago. Now the skeletons and my hamlet are construed, the forge and blacksmith are at full production, the cycle of war will begin it's renewal.
As for the north forces, it seems my Hero and army rely too much on my direct ordering and lack any form of critical thinking skills, they did even send squads of expeditions to explore the place of my imposter keep, and find the shambling hole my rogue adviser lurks in. We have secured the perimeter, but we need to excavate the enemy forces inside their and the lurking Barbarians to the east that may come are another threat to worry about.
As for the Southern advancements, it seems we have made a Pyrric Victory and only the luck of my feet to be able to have at least slain such a great forces, it seems the Cavalry are what stopped us from turning it into a Defeat. Though it seemed like their was a scouting force from another faction that came, these... unique constructs that were currently trying to make a search of the place. How intriguing
The eastern lake that resides in the Manor is still a place that will need exploration in due time, but it seems the barbarian, and the other assorted factions are already making moves towards the location. Now I must spend my final moments before communing with the Ancestors of Ancestor, on my military forces.
-- Fallen Stars --
The Daal'Gaks Prepare in the North.
(NM)
Far greater monsters than they could ever imagine, the Luminous Horrors slaughtered more than just a few of the Daal'Gak tribsemen. Still it seemed Mount Nasty was their element, for they defemded its foothills from the astral beasts and fell into a lull by which they licked their wounds.
Crundle Tribals -- 1,259 (315 Value)
Crundle Pebble-Slingers -- 409 (102 Value)
Trogs -- 144 (144 Value)
Gru'Beks -- 87 (62 Value)
If that alone weren't enough, a great winged creature leapt off with a poor, defenseless Gru'bek. The fat slugs were prized among the Daal'Gaks, so indeed it was this act that toked the northern army's fervor far more than the casualties they faced.
And so they dug themselves in midst the tunnels and crags, a quarter of the force barring the slingers, watching for more incursions by the horrors, guarding the chokeholds, while the rest layed low, waiting, watching the skies. This day they were prepared, many Gru'Beks were set to cast their spittle upon the Gryphon if indeed it descended upon them again. A few intrepid riders offering themselves as bait in the more open plateaus.
Slingers held their stones aloft, hiding between the little valleys, ready to barrage the winged beast at the most opportune time as its flight would be slowed or even halted by Gru'bek cement. If at least the Gryphon hit the earth, it would be beset upon by no less than a few hundred angry red gremlins.
Reinforcements would come soon by way of the south to aid in the felling of this dangerous foe.
Crundle Tribals -- 60 (15 Value)
Gru'beks -- 20 (15 Value)
-- Chaos Reigns --
The Stranded Daal'Gaks Explore.
(MW)
More than halfway to the shore of the isle and with aimply no way to return other than freezing solid or drowning inn the water, the remaining Crundles continue to paddle their haphazard ice boats across.
Crundle Tribals -- 219 (55 Value)
Crundle Pebble-Slingers -- 130 (32 Value)
While the others, lucky enough to make landfall the last day, were fat upon the delicious crunchy wings of the Chaos Butterflies. And as of thus, the gibbering mass of tribals decide to approach the great tree in the center. Something about it truly beckoned to the Crundles, and so they would poke, prod, or even climb the limbs out of mere curious energy.
The far more intelligent Trogs and Gru'Beks return to the Great Hole, rather than throwing their lives away.
11 - Trogs (11 Value)
5 - Gru'Beks (4 Value)
-- Thru Caverns Dark --
The Daal'Gaks Continue their March.
(SM)
Battering away their distant cousins in the few Gobborgs that ambushed them, the Daal'Gaks quickly reorganize at the northern end of the Scar. It is not long after they witness distant flashes of light and bursts of ear splitting sound. A *Primordial Titan* to their beady eyes wiping away what aopears to be its own kind in those dull metallic shells. The War Machine.
The display amazed and dazled the Crundles so deeply, for they had not seen such light or felt such quakes in the earth since that shattering of their caverns.
Crundle Tribals -- 1212 (303 Value)
Crundle Pebble-Slingers -- 292 (73 Value)
Trogs -- 98 (98 Value)
Gru'Beks -- 99 (74 Value)
The Daal'Gak force found themselves drawn to the mechanical mayhem beyond, as dust clouds rose across the horizon, more and more of those bleak machines massing toward the goliath. Seeing opportunity in two great powers clashing, the little red gremlins lay in wait, silent as the grave. More distant than the unfortunate Gobborgs that were caught in the crossfire.
Soon they are joined by another group from the north.
Crundle Tribals -- 300 (75 Value)
Crundle Pebble-Slingers -- 200 (50 Value)
Trogs -- 30 (30 Value)
Gru'Beks -- 30 (23 Value)
The Daal'Gaks await a clear outcome beyond the ruined arcology, waiting for one side to draw deep blood from the other. It is then that the Trogs will lead the charge, taking on the brunt of battle as Slingers perched in their packs screen their foes. Gru'beks will flank on either side they can, ready to gum up and solidify servos and pneumatics with their mucus. All as the tribals will stick their knapped spears between plates and gaps for the vital 'organs', much like they did the Chitinous bug-beasts below the earth.
However, if indeed there is a complete slaughter, one side or the other. They will not foolishly rush to their deaths, but rather again regroup and decide from there.
-- Murk and Mire --
The Daal'Gaks march east.
(ME)
Many fell in the east, unknown to them is the nature of their foe. Olde spirits and haunted technology? They are no different than the beasts of the vaults below, albeit with metal shells and monsterous strength. And so, the Daal'Gaks who were not slain by these strange occurrences retreated again to the west, where they gathered from their loose raiding bands.
Crundle Tribals -- 460 (115 Value)
Crundle Pebble-Slingers -- 100 (25 Value)
Trogs -- 129 (129 Value)
Gru'Beks -- 100 (75 Value)
The Gru'Beks and their black riders did not delve deeper in the stinging swamps, but rather formed up on the rest. A runner was sent, the powerful shock of the Trogs were needed.
Crundle Tribals -- 300 (75 Value)
Trogs -- 31 (31 Value)
Gru'Beks -- 10 (8 Value)
When at last the Daal'Gaks were gathered, the Trogs battered forward, knowing now what they know. The Crundles bore watch upon their two steeds, searching for moving wheels, and chugging engines, little traps and blinking lights. And wherever they were discovered, the beasts smashed and tore away with their tusks. The crundles dug at hinges with their spears, and as always, Gru'beks slung their spittle and roamed around army, forming that sticky cement like a barrier for advancing relics.
-- Back at Home --
The Gru'Beks continue to shore up the fortress, cementing and building alongside their Crundle masters. While evermore younghorns were handed spears and slings and expected to fight, expected to survive, and expected to bring about the Crimson Tide.
Crundle Tribals -- 99 (25 Value)
Crundle Pebble-Slingers -- 112 (28 Value)
Trogs -- 19 (19 Value)
Gru'Beks -- 5 (4 Value)
Withdrawal Order
Withdraw Bobbies from all non-London regions that still have them.
Turn 1.5
(https://i.imgur.com/XHTE3SR.png)
The Scaled no longer exist, and also never existed. A massive rift is formed in the place that they were/never were and time is stopped completely. The void must be filled with another player, and unless the void is filled then time shall remain stopped forevermore...
Applications for this game are open once again.
Only Day 2 updates may be posted. You may NOT post a Day 3 update.
THE JADED COAST:
(https://i.imgur.com/g4uNCU0.png)
Civilization Name: Bones' Band
Theme: Swashbucklin' Fun
Day 0:
Home Territory: The Jaded Coast
Other Territories:
Owned Strategic Resources: Rum
Current Troops:
x200 Pirate Frigate (5)
x300 Pirate Raider (3)
x100 Pirate Plunderer(1)
Heroes:
Supplies:
Recruiting this turn:
[spoiler=Troop Designs]
Pirate Frigate (5 Points):
The latest in stylish pirate raiding and naval supremacy, the Pirate Frigate is the mainstay of Bones's fleet. Featuring 2 gundecks for a total of 16 guns per broadside, 2 proud masts and a jib, and a prototype steam-powered autocannon designed for air threats, the Pirate Frigate is designed to bring fear and the Jolly Roger to all who would oppose the pirate lord.
Pirate Raider: (3 Points):
Outfitted in the latest in stylish pirate garb: a longcoat, red striped shirt, and pirate hat just among the few choices by raiders, a cutlass and a trusty blunderbuss. The Raider is designed to bring the fight to the landlubber that plague this rum-filled world.
Pirate Plunderer: (1 Points):
What's a pirate without his plunder? These scurvy dogs carry a grapple, a dagger, and light acrobatic leather fittings. They're not intended for combat, but instead for infiltration-- both to plunder and to terrorize from the inside.
Pirate Frigate Design (2)
Pirate Raider Design (2)
Pirate Plunderer Design (2)
Fort Jaded (6)
Hero Recruitment: (8/10)
[/spoiler]
Civilization Name: United Collective of Spore
Theme: Fungi
Day 0:
Home Territory: Underveil
(https://media.discordapp.net/attachments/640911259474329601/729359406537375785/unknown.png?width=427&height=427)
Underviel, located on the shoreline, the United Collective have risen from underwater to land, and shall begin their spread.
For that which feeds on death and sups on life shall never end. For the Spore!
Other Territories:
Owned Strategic Resources: Biomass- Used to develop new Spore strains, create troops, covert other races, or restore Spore troops to full health over time. Can be harvested from fallen troops, or local fauna/flora.
Current Troops:
x2000 Sporelings:
Heroes:
Supplies:
Recruiting this turn:
(Cost 1/ Project Cost 2/2)Sporelings: A form of shambling fungi shaped like a blob, they eat their foes through the rapid creation and growth of fungi in the target once they engulf them, and are hard to kill due to a non-centralized system, though destroying the mobile core, the brain so to speak, will do it. Weak to fire and heat. Does not need to breath, but gathers air from both water and air to aid it's processes. Will increase in size and number as biomass is made/gathered from the dead.
The only way to prevent them from repopulating their number from their own fallen is of course to burn them completely after killing them. Bring lots of fire.
[Note for the GM: for the core, think slime core. That is their basic structure after all.] [Weak to fire/heat drying them and burning them. Get one on you, and that part is infected rapidly. You'd need ridiculous antibiotics/specialized recovery magic at that point, if you actually survive in the first place without your entire body becoming a fungal colony and body functions dead as a result. Given it is on you at that point, that is the likely result, since they come in numbers.] [Other types of magic than fire may or may not be very effective. Depends on function.]
Technology: United Collective of Spore Hivemind- 16/16: The unique ability of the Spore to be a single conscious of made up of many fungal colonies main minds. Death is but rebirth anew, as it spans beyond mere physical limits.
Prevents loss of information due to unit death, helping greatly in scouting forces
Allows near perfect coordination and near-instant reporting times.
Battle Experience for troops is retained, allowing the Hivemind to learn from mistakes.
Anything else I need to do? Do I get more troops than just 1000?
Turn 2
(https://i.imgur.com/JY7X2VS.png)
Massive flooding has occurred at NEE due to a time-space abnormality. This will hopefully never happen again. The United Collective of Spore exists, and always has existed.
NWW: The northwest corner of the map.
Strategic Resources - Lucent Glass: A special kind of glass that can only be made with the sand from this beach. Can be used to train units with invisible equipment.
Tactical analysis - Ace Island: A mysterious island with almost no life present, aside from the worms and microbiome.
Tactical analysis - Sea of no Cares: The sea in the northwest corner of the world. Those who sail beyond the tile rarely return.
Tactical analysis - Second Darkest Dungeon: Its a dungeon, lit only by faint red torches. There's only one darker dungeon in the known world.
Neutral Entities - Ghoul x 291: Undead monsters with cannibalistic tendencies.
Neutral Entities - Rogue Necromancer (Hero): A practicioner of the dark arts, holed up in the Second Darkest Dungeon
NW: Pridea, a player nation
NM: The northernmost tile, just above the center of the map.
Strategic Resources - Astral Shards: They radiate a brilliant evil light from a distant world. Can be used to train units with both light and unholy powers.
Tactical analysis - Site of the Starfall: Meteors have fallen here a long time ago. The remnants can heal the body, but injure the soul.
Tactical analysis - Cenati Meadow: A field with many flowers, where its almost impossible to track someone by scent.
Tactical analysis - Mt Nasty: The tallest mountain in the area. Insurmountable to most unit types.
Neutral Entities - Luminous Horrors x 220: A kind of light demon, with an annoying tendency to heal both itself and others of its kind.
Neutral Entities - Griffon (Hero): This monster has the body of a lion, wings and head of an eagle, and a bad attitude.
NE: Underveil, a player nation
NEE: The Northeast corner of the map.
Strategic Resource - Dark Wood: Wood grown from a forest tainted by darkness. Can be used to make high quality siege weapons.
Tactical analysis - Shadowed Woods: This ancient forest is the perfect place for an ambush, if you don't get lost within.
Tactical analysis - Mt Barton: The highest point in the territory. This mountain is a particularly defensible location.
Tactical analysis - Ruined City: This city is reminiscent of Steelhold architecture, yet distict.
Neutral Entities - Satyr x 211: Not quite a man, and not quite a goat. These creatures are fond of trickery.
Neutral Entities - Mamut Taipan (Hero): A massive snake with a deadly venom. It is unclear what kind of prey could possibly warrant such a mighty animal to also require venom.
MWW: Darkest Dungeon, a player nation
MW: One tile west from the center of the map.
Strategic Resource - Discord: This extract from the Tree of Chaos can turn people into monsters. Can be used to create strong but hard to manage units.
Tactical analysis - Great Lake Orbega: The waters of this lake are dangerously cold. Ensure your boat is up to code.
Tactical analysis - The tree of Chaos: The chaotic influence of this massive tree can lay waste to even the best made plans.
Tactical analysis - Fragile Ice Sheets: A very dangerous place to march a large army.
Neutral Entities - Butterflies x 1393 (0.2 cost): These insects are seemingly pretty and harmless, yet many deaths are attributed to them!
Neutral Entities - The Mad Dryad (Hero): The guardian of the Tree of Chaos. Far more powerful than any regular hero. If she is to be slain, you'll need to wait for her to do something reckless and stupid; which is often.
MM: The Great Hole, a player nation
ME: One tire east of the center of the map.
Strategic Resource - Winsome Slime: This goopy substance can absorb and contain massive amounts of magic power. Can be used to create magic-resistant units.
Tactical analysis - The Dark Swamp of Tears: The mud-water within this swampland can swallow a person whole!
Tactical analysis - Elder's Lake: The perimiter of the lake is one of the only two routes through the tile that won't severely impair your army's marching speed.
Tactical analysis - Former Metropolitan Area: The ruins of a once great city lie here.
Neutral Entities - Green Gunge x 300: A slime monster capable of melting flesh and metal alike with its powerful acid. Though slow and not very bright, only their core is vulnerable to conventional weaponry.
Neutral Entities - Ghost in the Machine (Hero): A powerful spirit that haunts the Former Metropolitan Area. It controls the remnants of old world technology though a process not yet understood. Banish it, or destroy the relics to render it harmless. Many of the relics in the west have been dealth with
MEE: Stahlfestung, a player nation
SWW: The south west corner of the map
Strategic Resource - Cockatrice: A cross between a snake and a chicken. Contact with this creature will slowly cause the victim to turn to stone. Can be used to train units that exploit this phenomenon.
Tactical analysis - Ancient Temple: Built from holy stone. Not a safe place for the local aberrations to stay.
Tactical analysis - Cockatrice Nests: Also known as the statue garden. very dangerous for a lightly guarded caravan.
Tactical analysis - The Wild Lands: Beyond this portion of the map lies monsters too powerful for the modern civilizations to have any hope of taming. Some nasty things may encroach in this area.
Neutral Entities - Guardian Statue (Hero): This massive animated statue at the Ancient Temple seeks to purge the world of something. That something includes you!
Special Project - Giant Tortolisk: With control over the territory, your first project involving the Giant Tortolisk will gain a +2 bonus point modifier! A massive reptile that can petrify all it beholds! One of the few natural predators of the Cockatrice.
SW: Old London, a player nation
SM: One tile south of the center of the map.
Strategic Resource - Precursor Aerotech: Technological artifacts from an ancient civilzation far greater than those of modern days. Can be used to make high tier technological units.
Tactical analysis - The Scar of the World: A massive canyon that most units simply cannot traverse.
Tactical analysis - Old World Viaduct: A bridge about 20 meters wide that crosses the Scar of the World. An important tactical location.
Tactical analysis - Ruined Arcology: The ruins of a once great city. A treasure trove of ancient relics.
Neutral Entities - Gobborg x 75 (0.5 cost): Goblins augmented with technological components. Nasty unpredictable demihuman trash.
Special Project - War Machine: With control over the territory, your first project involving the War Machine will gain a +2 bonus point modifier! A massive robotic warform that guards the Ruined Arcology. It has protected the grave of its masters for millenia from any and all incursions.
SE: Nexus Wastes, a player nation
SEE: The southeast corner of the Map
Strategic Resource - Floatstone: This rock is as light as air! Can be used to train units that are both armored and swift.
Tactical analysis - Abandoned Highway: The easiest passage through the mountainous territory to navigate.
Tactical analysis - Mirror Lake: A crystal clear lake.
Tactical analysis - Urd Volcano: A massive volcano that can do a lot of damage if it erupts at the wrong time.
Neutral Entities - Harpy x 180: Winged humanoid monsters, fond of consuming children.
Neutral Entities - Red Dragon (Hero): A fire breathing dragon! Enough said right? Its underbelly is covered by a thin coating of lead.
Tips of the day:
Consider your situation carefully before you act, lest you suffer a pyrrhic victory.
It is strongly recommended to make a journal post along with your turn update. The story is going to be run mostly by the players and its more interesting that way.
The combat results will be in a separate post. After that post is made, you may post your Day 3 update.
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 3
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)
Current Troops: (1114 total value)
292 Ancient Impalers
263 Ancient Choppers
101 Ancient Ballistae
362 Ancient Maintenance Drones
314 Scout Drone MK2s
60 Impalers
60 Choppers
Heroes:
Robotonk Prototype
Stored Strategic Resources: 34.25 Living Metal
Recruiting this turn (cost: 178 value, 111.25 living metal):
89 Impalers
89 Choppers
Ancient Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value OBSOLETE
Ancient Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value OBSOLETE
Ancient Ballistae (2): An automated ballista that's roughly 75% the size of a standard ballista, with an autoloader for faster firing. Cost: 1 value
Ancient Maintenance Drone (2): Glorified quadcopter drones that can repair fellow machines. Cost: 0.5 value
Scout Drone MK2 (2): A variant of the maintenance drone that lacks an entire toolkit in exchange for a miniature sensor array that allows it to spot stuff which normally isn't visible to most organic life. Has an integral pneumatic living metal shard launcher that grows living metal for ammunition. Cost: 0.5 value, 0.25 living metal
Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value, 0.5 living metal
Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value, 0.75 living metal
Robotonk Prototype: It's a tank, equipped with a cannon that shoots solid steel cannonballs at targets, primarily those who are inclined to call bullshit over a bunch of determined exterminators bringing a tank to a swordfight. Something to note is that historically, explosive cannonballs didn't exist; the majority of cannonballs derived their lethality from the sheer kinetic force of a huge ball of metal flying at high velocity. Extreme lethality and destructive capabilities against anything without a considerable resistance to flying balls of metal, but it has limited close range anti-infantry capabilities.
Ancient Impaler Drone Weaponization: Unlocks (ancient) impalers for 1 value/troop. (2 points)
Ancient Chopper Drone Weaponization: Unlocks (ancient) choppers for 1 value/troop. (2 points)
Ancient Ballista Production: Unlocks (ancient) ballistae for 1 value/troop, (2 points)
Improve Maintenance Drone Reactors: Unlocks (ancient) maintenance drones for 0.5 value/troop, (2 points)
Scout Drone MK2 Production: Unlocks scout drone MK2s for 0.5 value and 0.25 living metal per troop. (2 points)
Create the Robotonk Prototype: Adds the Robotonk Prototype hero. (10 points)
Prepare Living Metal Impaler Manufacturing: Unlocks impalers for 1 value/troop and 0.5 living metal. (2 points)
Prepare Living Metal Chopper Manufacturing: Unlocks chopppers for 1 value/troop and 0.75 living metal. (2 points)
IN PROGRESS:
Reverse engineer Gobborg guns: 1/4
Gobborg Bionics Analysis: 1/3
Information pastebin link (read for non-TL;DR descriptions, log entries, and fluff): https://pastebin.com/aD2eDzej
Civilization Name: United Collective of Spore
Theme: Fungi
Day 1 Entry, Day 3 in other countries: The Spore rise and go to the east, crossing the waves en mass. Soon, we shall have another colony. To the south we find the acidic slimes, a perfect counter, and to the west light demons. They shall be colonized in time. For the Spore.
Additional Entry: It seems another Hive rests to the far south. Inorganic, but similar. Contact recommended.
Home Territory: Underveil
(https://media.discordapp.net/attachments/640911259474329601/729359406537375785/unknown.png?width=427&height=427)
Underviel, located on the shoreline, the United Collective have risen from underwater to land, and shall begin their spread.
For that which feeds on death and sups on life shall never end. For the Spore!
Other Territories:
Owned Strategic Resources: Biomass- Used to develop new Spore strains, create troops, covert other races, or restore Spore troops to full health over time. Can be harvested from fallen troops, or local fauna/flora.
SR Amounts
Biomass: 100(+100 income)
Research Points: 4(+2 income)
Current Troops:
x2000 Sporelings: Heading to NEE
Heroes:
Supplies:
Recruiting this turn: 160 Sporelings.
Day 0(Day 2)
(Cost 1/ Project Cost 2/2) Sporelings: A form of shambling fungi shaped like a blob, they eat their foes through the rapid creation and growth of fungi in the target once they engulf them, and are hard to kill due to a non-centralized system, though destroying the mobile core, the brain so to speak, will do it. Weak to fire and heat. Does not need to breath, but gathers air from both water and air to aid it's processes. Will increase in size and number as biomass is made/gathered from the dead.
The only way to prevent them from repopulating their number from their own fallen is of course to burn them completely after killing them. Bring lots of fire.
[Note for the GM: for the core, think slime core. That is their basic structure after all.] [Weak to fire/heat drying them and burning them. Get one on you, and that part is infected rapidly. You'd need ridiculous antibiotics/specialized recovery magic at that point, if you actually survive in the first place without your entire body becoming a fungal colony and body functions dead as a result. Given it is on you at that point, that is the likely result, since they come in numbers.] [Other types of magic than fire may or may not be very effective. Depends on function.]
Day 1(Day 3)
(Cost 0.5-Biomass 5/ Project Cost 2/2) Sporelink Slime Infector: A small round spore that moves around with a lifting gas. These spores are specially designed to survive any level of acid. Their main purpose is to infect Slime cores and take control of them, creating Spore-Infected variants under our control. The slime ingests the spore, but cannot dissolve it, as it infects the core. Sporelink Slime Infectors maintain their link to the Hivemind, but can't leave once infecting the slime. Biology of the afflicted remains the same, only under Spore control, if host dies, so does the Sporelink Slime Infector. Opens up the ability to create a new spore strain, using the infected as the basis.
[Note for GM: Sporelink Infectors are specialized to take control of targets. Their names change to {Spore-Infected (Name of target)} once they've done so, and still cost the same. If the infected dies, they die. Since I have them, it should also allow reverse-engineered research into creating that type of unit, so long as I have them, using Biomass rather than points.{since that is something my special resource can do. (If not, clarify please.. As it may be something else overlooked, what were your thoughts on the SR I made.)}]
Completed
Technology: United Collective of Spore Hivemind- 16/16: The unique ability of the Spore to be a single conscious of made up of many fungal colonies main minds. Death is but rebirth anew, as it spans beyond mere physical limits.
Prevents loss of information due to unit death, helping greatly in scouting forces
Allows near perfect coordination and near-instant reporting times.
Battle Experience for troops is retained, allowing the Hivemind to learn from mistakes.
In Research
Technology: Refloral Bloom- 0/10: Allows dying fungi in Spore troops to be used in the rebirth of new blooming fungi. This effectively allows them adaptive resistance and regeneration of a sort.
Grants [Death:Rebirth Regeneration] to Spore troops that make use of Biomass in their body makeup. The newly created fungi will have a resistance to whatever killed the old bloom. Resistances only apply to chemical/elemental damage, not physical. Does not apply to damage caused by fire. Note that full loss due to body destruction will prevent [Death:Rebirth Regeneration]. Only applies if attack is survived.
Boosts researched resistances' effectiveness, other than physical and fire.
To GM Note: Fungi can grow on themselves, so the dead will be used for new life. A regeneration of sorts, but not a normal one.]
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families discuss their plans. The construct army to the East had left an opening for them to potentially claim land, but this would not only invite conflict between the two sides, conflict they would likely not win without a greater power at their side, but it would certainly allow the undead army to the northwest to claim the vital catalyst to the West. The greatest problem was almost certainly the statue guarding the temple. The Bobbies would do little to harm it, and there were even doubts about the effectiveness of the Slayer Dolls against it, they had, after all, been meant for the Tortolisk. Theoretically, Magi could themselves be deployed to the field, but none where willing to do so until the major project had been completed, the project that could not be started until more territory was claimed.
And so, plans for a new construct were devised, plans revolving around mysterious occurrences that the Mages Association had been forced to step in and halt several times before
(https://i.imgur.com/MnGhEHG.png)
The light grey... everything is the abandoned and largely ruined city, the dark grey lines are highways and bridges, the big blue line is a river, the green splotches are parks, the purple circle around a black dot is the British Museum(black dot) and the Clock Tower facility under the ground beneath it(purple) respectively, and the other black dot lower down is Big Ben and the House of Parliament.
Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 2:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)
Current Troops:
2273 Bobbies
100 Slayer Dolls
Heroes:
Stored Resources:
0 Mystery(100 gained, 100 spent on recruitment.)
Recruiting this turn:
100 Slayer Dolls(costs 100 Mysery)
? Bobbies
Bobbies (2/2): Bare-bones Homunculi with bodies covered completely and entirely in cloth, dressed up in a vague parody of old-school officers uniforms. They don't have armor and only have a simple baton as a weapon, but their impressive durability and strength allows them to equal properly equipped soldiers regardless. Cost: 1 Point
'The footsoldiers of the Mages Association. Originally repurposed from criminals, the Changing of the Sun has made storing and transporting captives far more effort than it's worth. As such, they now simply use homunculi. Bobbies bodies are fully wrapped from head to toe so as to prevent even a single ray of sunlight from reaching their skin, because with the Changed Sun, such a thing could have spelt disaster. Thankfully, said disaster has not taken place within this world, but for traditions sake, the wrappings stay.'
Prototype Slayer Dolls (4/4, 100 Mystery Spent): Clockwork Assassins, the Slayer Dolls are simple automatons, fully plated in ceramics with a homunculus' brain. Their clockwork bodies are fast, albeit parts can be easily dislocated and plates shattered by heavy blunt impact, their oversized arms are powerful and end in supernaturally sharp claws, and, most importantly for their role as Assassins, their plating is enchanted to grant them a minor effect of Presence Concealment, causing the eyes of observers to simply pass over them, making it hard to locate them without dedicated focus. Cost: 1 Point, 1 Mystery
'Where the Bobbies are the blunt hammer and backbone of the Mages Associations army, the Slayer Dolls are the knife, piercing a throat silently in the dark. Far more deadly in combat with their bladed claws and powerful arms, and capable of far greater feats of stealth than their clockwork components would suggest. The lack of undesirables and John Does to harvest brains from means a decreased degree of skill, but no less power.'
Clock Tower (18/18): A fortress at the center of Clock Towers territory, and the capital building of the Mages Association 'kingdom'. The building is centered on the British Museum, and the titular Clocktower included within. The entire facility however, is underground and vast. This makes it incredibly difficult to properly lay siege upon, because Clock Tower forces know its layout far better than outsiders ever could. Any form of magical defenses will have to be manually added over time.
'The primary headquarters of the Mages Association, the greatest fortress on Earth. Period. In its prime, the Clock Tower would have survived even if the entire planet had been destroyed beneath it. Sadly, much of what it was has been lost when Wizard Marshall Zelretch used the last of his power to transport the Clock Tower and much of the surrounding area of London off of the Earth after the Sun Changed. All of the Magecraft used in its defenses has been broken by the transition, and its lower reaches, those that nearly reached the Reverse Side of the World and allowed us to mine resources from the corpse of the great dragon Albion, sadly did not make the trip with us. While we expect Clock Tower remains the greatest fortress in the world, we will need time and effort to restore it to its former glory.'
Adds 'Clock Tower' Fortress
Reinvent Slayer Doll Schematics(4/4 Points, 100 Mystery)
Reproduce Doubt 2/4 Points: The Doubt constructs, a product of the mysterious, 'Ordeals', wandering Abnormalities, splotches on the worlds normalcy. Though their origins are exotic, their body is entirely mechanical, and except for their brains, entirely reproducable. Their limbs are fairly thick in comparison to a human meaning they are notably sturdy, and the clockworks allowing them to move are exceptional in strength, permitting them to strike with surprising force.
However, several notable departures from the original have been made. The one mandatory departure was in the brain. Instead of a sapient mechanical intelligence, a homunculus brain is used as normal(really it is just so much easier to simply grow a homunculus and harvest its brain than make an advanced computer), and in the place of the lance upon their only arm, is instead a large pile-bunker. When couple with their strength, this makes for truly terrifying ability to penetrate metal and shatter stone.
Unfortunately however, they are quite slow, falling behind Bobbies moving in anything but a standard march. Additionally, one major flaw from the original model was somehow translated to this recreation despite entirely different brains; rage. The Doubt constructs are imbued with great rage and hate, and when they kill an enemy, they will continue striking until the corpse is nigh unrecognizable. This can be highly demoralizing for some foes, and utterly meaningless for others.
Total Suffering
947 - Crundle Tribals
197 - Crundle Pebble-Slingers
30 - Trogs
9 - Gru'Beks
NM
241 - Crundle Tribals
91 - Crudle Pebble-Slingers
6 - Trogs
8 - Gru'Bek
MW
228 - Crundle Tribals
98 - Crundle Pebble-Slingers
1 - Trog
ME
440 - Crundle Tribals
21 - Trogs
SM
38 - Crundle Tribals
8 - Crundle Pebble-Slingers
2 - Trogs
1 - Gru'Bek
Total Suffering
709 - Crundle Tribals
196 - Crundle Pebble-Slingers
50 - Trogs
40 - Gru'Beks
NM
46 - Crundle Tribals
1 - Trogs
1 - Gru'Bek
MW
72 - Crundle Tribals
63 - Crundle Pebble-Slingers
ME
60 - Crundle Tribals
12 - Crundle Pebble-Slingers
4 - Trogs
3 - Gru'Bek
SM
531 - Crundle Tribals
121 - Crundle Pebble-Slingers
45 - Trogs
36 - Gru'Bek
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies
When at last the final beams were erected and Gru'Bek paste dried to the cool air of the wastes, the 'fortress' of Burz'Gaang was complete. It's cavern-like complex within extended as if almost a natural extension of the vast vault below, expected of creatures who dwelt not upon the surface of the world for but a scant handfuls of moons. Certain their prized Gaar'Vul, the black stone, was secure under the watch of the most sharp-eyed sentries amidst the Great Hole and fort, the Daal'Gaks' gaze turned to lands beyond. To the spire-like mountains of the north, to the unfathomable tree and lake, to great marshes and olde cities, to technology fallen in decay. . .
Knowing not the freedom of this open world, the disjointed tribal chieftains of the Daal'Gaks turn to eldest longhorns whom spend their days gazing deep into the mysterious confines of Gaar'Vul. It is there they witness a vision, one that drives the tribes very spirit onward. A red figure, squat and horned, rising to the top of a great spike of stone. They overlook the world before them, parting the clouds and shed tears, for eye to eye is a vast crimson sea that sets itself awash across the land. Swallowing forests, cities, ruins alike. And it was good.
Gaar'Vul holds only truths, and so it shall be.
From every corner a Daal'Gak tribe rises. They blow bleating horns and croak bellowing songs of the world below, off to the lands of light.
Crundles were not know for their breadth of emotions like the Trogs, yet, as the collectives gathered, gazing into Gaar'Vul, they saw images of their fallen comrades deep within the obsidian. On this day, seeing for the first time their banded together race perish in their acts of bravery against the world unknown, they shed their first tears. Both greiving for the fallen, yet commemorating their sacrifice. For if ever the Crimson Wave will one day be realized, they know in their tiny beating hearts that only greater sacrifice must be made. . .
It is with this that the many disconnected Crundle chiefs join together within the fortress of Burz'Gaang and come to a realization. Up to know their vision has been limited by many voices tugging back and forth one direction or another. If the Daal'Gaks will ever truly grasp their destiny, written so poetically by the Meteor that tore the Great Hole asunder, they would need a true leader. . .
Longhorns gaze upon Gar'Vul, they drink deep of its abyssal surfaces. There they see a collective image, a Crundle much like themselves, they grant a name to this image, and take hold of the nearest red devil that fits its description, these are Gar'Vul's chosen.
Black and red, shining glass and warty flesh. The finest warriors beneath the crust, bearing warped obsidian blades from the stars, they march, listening to the whispers of their little shards of Gaar'vul. With all the rigorous training granted to them by their tribal chiefs and all the wisdom of the longhorns, the Crundle Black Blades emerge from the dank confines of Burz'Gaang with fire in their eyes, believing themselves to be empowered by their idol as chosen ones.
As it happens, the gibbering masses among the little horned imps seem to think the exact same thing, or even greater; the tribals elevate those who wield their black blades with all their apparent martial prowess as legendary heroes of the Great Hole, before even entering combat mind you. Going so far as to have every Crundle Black-Blade's names on the hearts and minds of the populace, something that would otherwise be only reserved for chiefs and the occasional close friend. This emergence alone marks a shift in Daal'Gak society as the remaining tribal chieftams continue their ceremonial duels to crown the first lord of the Crundles.
With innumerable foes made of cold, hard stuff arising in wastes beyond the Great Hole, the Daal'Gsks look to these chosen commanders for morale and order in battle.
Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'
TOTAL
Crundle Tribals -- 3,850 (963 Value)
Crundle Pebble-Slingers -- 1,247 (312 Value)
Crundle Black-Blades -- 300 (150 Value | 150 Meteoric Obsidian)
Trogs -- 459 (459 Value)
Gru'Beks -- 361 (271 Value)
1909
Great Hole
Crundle Tribals -- 759 (190 Value)
Crundle Pebble-Slingers -- 312 (78 Value)
Crundle Black-Blades -- 300 (150 Value | 150 Meteoric Obsidian)
Trogs -- 80 (80 Value)
Gru'Beks -- 55 (38 Value)
NM
Crundle Tribals -- 1,263 (316 Value)
Crundle Pebble-Slingers -- 409 (102 Value)
Trogs -- 143 (143 Value)
Gru'Beks -- 106 (80 Value)
MW
Crundle Tribals -- 147 (37 Value)
Crundle Pebble-Slingers -- 67 (17 Value)
ME
Crundle Tribals -- 700 (175 Value)
Crundle Pebble-Slingers -- 88 (22 Value)
Trogs -- 154 (154 Value)
Gru'Beks -- 107 (80 Value)
SM
Crundle Tribals -- 981 (245 Value)
Crundle Pebble-Slingers -- 371 (93 Value)
Trogs -- 82 (82 Value)
Gru'Beks -- 93 (70 Value)
Heroes: None
Supplies: Meteoric Obsidian (x150 - 150 = x0)
Recruiting this turn: (157 Value)
200 - Crundle Black-Blades (100 Value | 100 Meteoric Obsidian)
229 - Crundle Tribals (57 Value)
Crundle - Tribals -- (Project Cost: 2 | Recruitment Value: 0.25) Squat, gremin-like creatures no taller than four foot at the tall end. Their wart-covered red skin is like stretched rubber over their thin boned structure. A collection of small horns dot their angular skulls, the length of which is an arbitrary symbol pride among them. Oddly, they give off a pleasant and inoffensive earthy odor. Their main choice of equipment consists of lacerating natural claws, knapped stone spears, and loose fitting cavern hides to ward the elements of the surface. Crundles are far and away the main inhabitants and dominate species among the Daal'Gaks. And while their introspective intelligence leaves something to be desired, their surprising cunning does not.
Crundle - Pebble-Slinggers -- (Project Cost: 2 | Recruitment Value: 0.25) Much as the above, save for the replacement of their spears with long slingstaffs born of spongy fungal wood by which stones are flung. They gather together in loose bands and sling in a rather orderly unison, fooling a foe to perhaps believe they've mastered the art of siege engineering and bear catapult-like objects.
Crundle - Black-Blades -- (Project Cost 4 | Recruitment Value: 0.5 | Meteoric Obsidian: 0.5) Having found the best methods in knapping away the Meteoric Obsidian from which the Great Hole surrounds, the Daal'Gaks have begun to utilize it for weaponry, seeing the dire need for greater arms against the ails of the world. The Crundles chosen to wield these wavy blades of volcanic glass are the first of their kind to train religiously in he arts of combat. Their ultra-sharp swords needing the most delicate, yet stern hands of the Daal'Gaks in order to find the greatest use. Based on this alone the Black-Blades have seized military command amongst the Crundles, and now guide small blocks with ever so slightly greater leadership than before.
Trog - Siege Beasts -- (Project Cost: 4 | Recruitment Value: 1) Rare amongst the Daal'Gaks are great furred humanoids, some standing greater than ten-feet tall. Walrus-like tusks decend from their upper mouths while broad muscled shoulders aid in their lumbering gait and short legs. I'm truth, the Trogs are far more intelligent than their comparatively minuscule cousins. They bare greater wit and even a taste for philosophy. However they are subjugated by the Crundles and used as beast of burden and war. With backpack-like fungal-wood structures harboring a handful of Crundles wielding long spears, javelins, and slingstaffs, they combine the qualities of a siege tower and battering ram into one absolute unit.
Gru'Beks - Thick Slugs -- (Project Cost: 3 | Recruitment Value: 0.5) Amidst the Great Hole, a great advancement for the race of Daal'Gaks was the domestication of the humble Gru'Bek; A large bulbous cavern slug that both secretes and may expel a mixture of mucus that quickly hardens, taking on a cement-like quality. Used to trap prey for further dissolution. As well as a renknewable resource from which the Daal'Gaks have used to create the first bits of infrastructure for their tribe. Only the Gru'Bek is known to be able to naturally neutralize this cement. Crundles coat themselves in a thick tar / pitch substance, which has been found to resist around 90% of adherence to the Gru'Beks' mucus. Thus Gru'Bek masters are able to be picked out at but a glance, sometimes referred to as black riders. Up to a trio may easily ride the back of one such slug, with the usual assortment of weaponry. Two bearing a longspear, and the third a slingstaffs. In battle their intent is not to charge like most cavalry, but utilize their mount's physiology in trapping / screening the front ranks of the enemy.
Expand Outwards and Upwards -- (Project Cost: 9) Overcoming their trepidation and shedding their sensitivity to the great lights above, the Daal'Gaks collectively make an effort to emerge from their deep ravine and build up a presence in the world at large. Through a combination of spongy fungal wood and Gru'Bek cement, they construct the makings of a proper fortress, or at least one through the bleak eyes of cunning cave dwellers upon the precipice of the Great Hole, to secure their place amongst the rest. It is known in their tongue by the name Burz'Gaang
Study the Black Glass -- (Project Cost: 4 / 4) As the minds and souls of the Daal'Gaks develop under the rising and setting Sun, so too does their need for greater tools and deeper myth to herald them on. And so those of great horns begin to lance hefty chunks of the meteoric glass, while the few masters of stonecunning and craft begin to knap the incredibly sharp material to use for blades that might rend any substance asunder. Or to the superstition of the Daal'Gaks, cut through any mysteries or truths. -- Unlocks recruitment of Crundle Black-Blades (Value 0.5 / Obsidian 0.5); The first of the true Daal'Gak warriors who bear pride in martial skill, bearing long wavy, feathered shards of Meteoric Obsidian. Not only do they reflect the true spirits of their wielders in their deep mirrored surfaces, but so too may they slice delicately through some of the most durable materials.
NEW PROJECTS
Search for Tunnel Networks -- (Project Cost: 1
1 / 5) The great subterranean vaults below the surface, below the Great Hole are interwoven and connected, nigh untouched by the surface world. Yet, surely there must be other caverns, other dark passageways, and strange crevasses that will connect just as well to the surface? The most intrepid of Crundle kind lead an expedition back into their primordial home to search for such secret entrances, hoping to one day use them to spill out upon the land.
Gathering of the Tribes -- (Project Cost: 2 / 10) The Tribal chiefs and longhorns amongst the Crundles have made an epiphany with the emergence of the black-blades and their leadership across the battlefield. As such they have come to the conclusion that Crundle-kind must have a monolithic figure by which to look up to in both awe and reverence. The chiefs begin a protracted process of duels and battles amid themselves, streaking one another's blood across the Great Hole, not out of malice for one another, but for the advancement of their race. The last one standing will be named High Chief, both the greatest Crundle warrior and leader.
Gundle: Reloaded -- (Project Cost: 1 / 5 | Meteoric Obsidian: 50 / 150 | Crundle Tribals: 100 | 100) On the dawn of the third day, the technological wastes to the south were silent, save the gibbering of the Daal'Gaks. The strange and inexplicable sights they had witnessed the night before continue to play at their nascent minds; Bright lights that can wipe out an army, hordes of dark sheened monsters with the hardest of shells, even hand sized stones that burst and spew shrapnel. It is the sheer curiosity of the little buggers that drives them to tear these implements apart and 'reverse engineer' them in the loosest imagining of the term fore its rare that they can even put them together. Still the Crundles horde every little item they can get their hands on, mainly Gobborg guns and other firearms found around the arcology and old metropolis. After more than a few accidental deaths the Crundles also begin to understand the components of ammunition for this advanced slings. As thus they begin to add a little of their own touch, a piece of Gaar'Vul into the implements, knapped black glass bullets, set to tear through the thickest of machine hides. At that, the Shardslinger Squads will soon be prepped for action. ( Crundle Shard-Slinger | Recruitment Value: 0.5 | Meteoric Obsidian: 0.5 | Relative Access to ruined technology. )
0/26 Project Points remain.
EDIT: Because math is hard.
Civilization Name: Das Königreich der Stahlfestung (The Kingdom of Steelhold)
Theme: Medieval Pseudo-Prussia
Day 3:
Home Territory: Stahlfestung
Other Territories: -
Owned Strategic Resources: Stahlstein - An exceptionally strong and durable stone resistant to damage.
Current Troops:
Home Province (MEE):
Stahlspieß: 842
Herzenssuchende: 436
Eisen Eingeweihter: 361
Leichtflammenballiste: 104
Geschmiedete Ritter: 85
NEE Army:
Stahlspieß: 294
Herzenssuchende: 165
Eisen Eingeweihter: 186
Leichtflammenballiste: 40
Heroes:
Supplies:
Recruiting this turn (158 points total):
Stahlspieß (1 Point each): 25
Geschmiedete Ritter (1 Points each): 85
Herzenssuchende (1 Point each): 48
Infantry:
-Stahlspieß (Recruitment cost 1, Project cost 2)
The Stahlspieße (Steelpikes) are pikemen armed with small bucklers and backup shortswords, and are clad in light plate - a cuirass, open-face helmet, and chainmail. They are the main frontline unit of the Kingdom of Steelhold, and are primarily used to protect from cavalry charges or to advance in a spearwall towards the enemy to open a hole in their lines for light infantry to exploit.
-Eisen Eingeweihter (Recruitment cost 0.5, Project cost 2)
The Esien Eingewiehter (Iron Initiates) are sword and shield armed, studded leather armored infantry primarily used to flank or exploit holes in an enemy line in order to wreak havoc on soldiers in vulnerable situations, such as archers or high value targets like siege weaponry crews. When no such opportunities are foreseeable, they are generally tasked with defending the longbowmen from potential harm.
Archers:
-Herzenssuchende (Recruitment cost 1, Project cost 2)
The Herzenssuchende (Heartseekers) are longbowmen, armed with a shortsword as a backup weapon, wearing padded leather/cloth armor. Obviously not intended for melee, and they typically remain behind lines of Stahlspieße as they pelt their foes with arrows.
Cavalry:
-Geschmiedete Ritter (Recruitment cost 1, Project cost 4)
The Geschmiedete Ritter (Forged Knights) are a part of the crown-sanction knighthood Der Orden der Geschmiedeten (The Order of the Forged.) They fight to defend the people of these lands and have often successfully served as the only check to past rulers. If the king trusts The Order, then The Order shall trust the king and fight in his name. The king has thus been granted the ability to recruit from its members to fill the role of cavalry or heavy infantry. Each knight is clad in a suit of plate armor and wields a kite shield and a lance for any initial cavalry charge, with a longsword in the case of dismounting or upon use and breakage of the lance.
Artillery/Siege:
-Leichtflammenballiste (Recruitment cost 1, Project cost 3):
The Leichtflammenballiste (light flame ballista) is a ballista designed for the Heißebleipfeile, a ballista bolt carrying a quantity of molten lead. While this ballista serves its duties well enough to be a viable battlefield implement, there are still serious issues with the machine pertaining to range, accuracy, and effectiveness that must be rectified before the weapon can reach its true effectiveness.
Technology:
(5 Project Points) Heißebleipfeile (hot lead arrows): These ballista bolts are designed to hold an amount of liquid lead within a large, hollowed arrowhead that breaks apart upon impact, spilling the molten contents upon the target, killing or debilitating them at least temporarily as molten metal sears and fuses to their skin.
Constructions:
(6 Project Points) Fortress in Stahlfestung
Recruitment:
(2/10 Project Point Cost) Recruit Hero - Drachentöter (Dragon Slayer) - a larger, stronger, more accurate, longer ranged ballista with much more stopping power. While primarily designed as a direct counter to a certain dragon to the south, the weapon excels in every category (except weight and size) when compared to the Leichflammenballiste, and is even able to fire upscaled versions of the Heißebleipfeile as needed. A mighty weapon indeed, and those who man it are renowned as a Hero crew.
Feverish fungi approach from the west. Find a defensible location in the ruins that maximizes choke points, and have pikemen stick their big long shafts in them. Deploy ballistae and Heartseekers in whatever rubble allows them to support these chokepoints or take advantage of lines of fire. Have Iron Initiates guard the archers, ballistae, and the rear of any pike lines they can. The small buggers may be able to weasel their way through. If the enemy decides to wait for us to attack, then push the archers up to harass and have them retreat back behind the cover of the pikes and ballistae. Don't do this too often or they will begin to lay ambushes.
NEE Army:
Stahlspieß: 294
Herzenssuchende: 165
Eisen Eingeweihter: 186
Leichtflammenballiste: 40
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 3
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
998 Bone Defenders
583 Bone Arbalests
298 Undead Horse
162 Supplicants
Heroes: Necromantic Scholar
Supplies: Crimson Curse (Stored) (138/Turn)
Recruiting this turn (159 Value)
138 Supplicants
21 Bone Defenders
Bone Defender: Human Militia of the previous castle, now risen up to the grave from necromantic energy in the Ruins as now skeletal shells and equipped with their arming swords and heavy kite shields, wearing and armored in rusting chainmail and their hardened bones, while slow they move in formation and carry heavy armor and have their undead motivation to kill any who oppose the Ancestor’s will until their bodies eventually shamble to broken pieces (2 Project Cost, 1 Unit Cost)
Bone Arbalest: Human Guardsman of the previous castle, now risen from their outposts and sentry positions and have been risen from the Ruin’s necromantic energy, they are equipped with powerful hitting crossbows, but take significant time to reload, and all have a rusting semi-useful bayonet when enemies try to melee them. (2 Project Cost, 1 Unit Cost)
Undead Horse: Undead horses that used to be grazing, pack and work animals, or even some horses from the knightly stables, now risen up from necromantic energy most still have their rotting skin as they trounce and gallop across the battlefield with their bonely hooves and carved horse jaws to trample on their opponents (2 Project Cost, 1 Unit Cost)
Supplicant: A huge tick that is comparable to the size of a man after drinking the Crimson Curse, engorged and toughened chitinous-armored tick that is grabbing and ventriloquizing onto a desiccated corpse, it controls the human corpse and can puppet itself for its own locomotion. The giant tick can either run up to another and attack a giant creature with its mandibles to stuck the blood from another creature forcibly and possibly spread the Crimson Curse, or perform predigestion and shoot out a bile of acid that can burn through metal, all powers they gain from absorbing the Crimson Curse and living in the Courtyard. They serve in combat as a form of offensive brute, being able to handle damage while also dishing it back and spreading the Crimson Curse among the enemy ranks and distilling chaos and havoc as their organic forces require the blood of others to be satiated or wither away and die. (3/3 Project Cost, 1 Resource, 1 Crimson Curse)
Crimson Curse (5), Powerful curse that increases the ferocity, strength, endurance, and stamina of a creature wherever they harvest blood from others in any means possible an have a endless thirst to gather more and more of it, this supernatural curse has found a way to live inside the bloodstream and has mystical abilities with it, it transmits whenever another creature veins touch the Curse and they become curse with the effect.
Necromancer Scholar: (9): One of the Ancestor’s most valuable scholar and adviser
that collaborated with the Ancestor on the art of how to achieve immortality, murdered and then brought back with much of his intellect intact, but with little to no humanity remaining. After the Ancestor's death, the Necromancer took over the Ruins, using their magic to bring the corpses buried there back to life as their servants, continuing his unholy experiments with necromancy and bringing back the dead eternally. The magic has empowered the creature to be twice the size of a man and clothed in giant red cultist robes with only its damaged skull showing, he is capable of bringing back the dead alive from fallen enemy forces into the undead at this creature’s command, with his mere touch to absorb the life energy of a creature until it withers into a husk, as well as raise multiple skeletal hands from the ground from his scroll to entangle and pull squads of forces six feet under into the ground. His giant skeletal frame and raw energy holds him together, allowing him to still be very difficult to take down.
Supplicant: A huge tick that is now comparable to the size of a man, engorged and toughened chitinous-armored tick that is grabbing and ventriloquizing onto a desiccated corpse, it controls the human corpse and can puppet itself for its own locomotion. The giant tick can either run up to another and attack a giant creature with its mandibles to stuck the blood from another creature forcibly and possibly spread the Crimson Curse, or perform predigestion and shoot out a bile of acid that can burn through metal, all powers they gain from absorbing the Crimson Curse and living in the Courtyard. They serve in combat as a form of offensive brute, being able to handle damage while also dishing it back and spreading the Crimson Curse among the enemy ranks and distilling chaos and havoc as their organic forces require the blood of others to be satiated or wither away and die. (3/3 Project Cost, 1 Resource, 1 Crimson Curse)
Brigand 8 Pounder: An artillery piece used for both siege warfare, heavy anti-armor and anti-personnel Cannon that does it through with its explosive ammunition of that either being it’s main solid cannonball shot, that hurls it’s projectile at high speeds that destroys walls and toughened, armored, or just generally huge creatures that pierces the surface that it desires, or the grapeshot ammunition that it can shoot a wide cone of fast-firing projectiles to destroy grouped up infantry and other targets. Built in a solid cast iron frame and rotating wood wheels for its locomotion, it is created by three skeletal matchman that load and move the device for their entire existence as well as being the bodies that carry ammunition for the field weapon, equipped with steel arming swords and rusting chainmail if they are engaged. Cost 1.5 (3/5 Project)
-- Fallen Stars --
The Daal'Gaks Prepare in the North.
(NM)
This little skirmish has become deeply personal for the Daal'Gaks, they care little for the luminous horros beyond the mountain now, albiet still leaving a force to reinforce the mouths of Mount Nasty's caverns furthest north. Their attentions are all affixed to the great, majestic Gryphon and its flight, and lack of theirs in kind. The eagle-beast swoops down and tears their loose ranks asunder, yet still returns itself to the skies, a mockery of the Meteor that has brought the Daal'Gaks together, and as such must be dealt with extreme prejudice!
Crundle Tribals -- 1,203 (301 Value)
Crundle Pebble-Slingers -- 409 (102 Value)
Trogs -- 143 (143 Value)
Gru'Beks -- 86 (65 Value)
Much of the original expeditionary force remain. The tarred black riders still remain upon their Gru'Bek mounts trained to the sky as yet another day passes with little progress, only this time they've two days straight worth of experience aiming their cementing spittle at the flying beast, this day, the third day it would come crashing down. The Crundles, being a crafty sort themselves, knew full well that the beast might not wholly fall for the same trick, nor did they fully believe their armaments capable of piercing its thick hide to any real affect, and thus, laid wait for the soon-to-be Gryphon slayers to arrive from the Great Hole.
Crundle Black-Blades -- 100 (50 Value | 50 Meteoric Obsidian)
Gru'Beks -- 20 (15 Value)
Trogs -- 30 (30 Value)
Again the Daal'Gaks laid out tasty morsels in choice locations amidst the crags they'd spent the mornings scouring, hunting grounds to be sure by the wide sweep claw marks grazing across the stone. They were sure that if indeed the monster would land to snatch away prey again, it would be beside or below spires of rock, more enclosed spaces, just enough for it to be a more difficult place to maneuver, from which the grey furred Trogs would wait, clinging to. Removed of their cumbersome packs and palisades, the giant walrus-like trolls would leap upon the beast with all their weight and the deep gouge of their tusks to keep it from barreling away once more. All while the very same black riders goaded their Gru'Beks to stick it with cement, it's wings and feet.
Finally, the newest leaders among the group, the black-blades would charge, bearing their ultra sharp feathered edges to the creatures neck. If they indeed couldn't find entry in quick enough, the bravest of the black-blades would be tossed by the strength of the Trogs toward the Gryphon to do their work.
-- Chaos Reigns --
The Stranded Daal'Gaks Explore.
(MW)
Being only a mere two-hundred Crundles left from their odyssey into the cold lake isle, there was little else to do than to enjoy the sights and perhaps eek out a new life amongst the red leaves, subsisting off a modest diet of Chaos Butterflies. For no Crundle wished to think of the treacherous journey home.
Crundle Tribals -- 147 (37 Value)
Crundle Pebble-Slingers -- 67 (17 Value)
As they climb and generally enjoy the ambiance of the otherwise peaceful island, a few little imps discover that a sweet smelling sap drizzles from a small wound in the tree's dark bark. Being ever the curious and rash sort, the small tribe tastes of the extract. They are utterly surprised to find that it is perhaps the most delicious taste that has graced their unrefined pallets and at that begin consuming it wholesale! The gibbering red devils convincing all their mates to have a good guzzle all the while.
-- Thru Caverns Dark --
The Daal'Gaks do something sneaky and crafty.
(SM)
The truth shall not be revealed! Until next turn.
The Daal'Gaks perform stealth operations in the SM tile.
-- Murk and Mire --
The Daal'Gaks war with colossus.
(ME)
When all was said and done, and the many relics of the past lay crumbled before their feet the Daal'Gaks believed themselves to be victorious. To be lords over the tough shelled monsters that roamed the metropolis, only they wrong, so desperately wrong.
Crundle Tribals -- 700 (175 Value)
Crundle Pebble-Slingers -- 88 (22 Value)
Trogs -- 154 (154 Value)
Gru'Beks -- 107 (80 Value)
The red legion that remained after their rampage through the forgotten streets were awestruck by the titan that bellowed out its melodious song of grinding gears and rusted metal. And before that, the inexplicable apparition, like that of an image in the depths of Gar'Vul. Though some no doubt fled and few others were welled up with the sheer fear of their mortality, many a crundle couldn't help but think that at last the great chief of this hateful tribe has brought itself to bear against them! And with that, they were tiny sling-wielding boys, against the Goliath of a machine.
Crundle Tribals -- 600 (150 Value)
Crundle Pebble-Slingers -- 100 (25 Value)
Crundle Black-Blades -- 200 (100 Value | 100 Meteoric Obsidian)
Trogs -- 50 (50 Value)
Gru'Beks -- 35 (26 Value)
As more and more of the Daal'Gaks poured into the streets of the metropolis and brought to plan amongst the crumpled relics and destroyed technology, they came to a conclusion. Little did they know of spirits and superstitions beyond the Obsidian, and little more did they know of the strange artefacts of the past. However, they knew indeed the latter of which could be destroyed. And thus, they would destroy the machine so utterly and without repute or contention, that the Ghost in the Machine could possess nothing among the metropolis ever more, terrifying it into the afterlife they believed.
By whatever means they can, whether that be scrounging up material or weaving a makeshift band of thickening mucus of the Gru'Beks, the Crundles hope to create some kind of means of imoblizing the legs of the screeching monstrosity. By distracting its wanton hate with the fastest of the bunch they'd get to work, eventually goading between a pair of old bombed out sky scrapers from which many pebble-slingers wait to hail their stones upon it. There, they'd seek to enwrap its steel legs, and use the great strength of many Trogs in hopes to topple the beast, through which the horde can be upon it.
At the joints and exposed bits, black-blades use their devilishy sharp implements to cut through and disable its great power while the rest pry and smash and gnaw at any opening they can get to. Gru'Beks run themselves over these fallen parts and limbs to further cement it to the ground below. It is their hope that beyond the physical means, the sheer conviction of the Daal'Gak tribe will win out against the Ghost's and eradicate its presence utterly.
-- Back at Home --
The remaining Daal'Gaks turn inward and spectate the great gladiatorial combat that is their dueling honor-bound chieftains. Blood is shed, tears are shed, but most of all for the Crundle peoples, weakness is shed.
Crundle Tribals -- 159 (40 Value)
Crundle Pebble-Slingers -- 212 (53 Value)
Crundle Black-Blades -- 0 (0 Value | =0 Meteoric Obsidian)
Trogs -- 0 (0 Value)
Gru'Beks -- 0 (0 Value)
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 3:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 300 (+100)
Current Troops:
Allies:2800
Bi-barians:540
Gunmen:540
Longboats:540
Heroes:
Supplies:
Recruiting this turn:
None
Longboat: Wooden Galleys Designed for naval combat and Transportation. They are crewed by Sapphic women from the island of Lesbos Cost 1
Bi-barians: Warriors from the south that wield double edged battleaxes that swing both ways in furious attacks Cost: 1
Gunmen: men from the citadel that wield muskets in battle. They are extremely accurate because they fight with their lover by their side Cost 1
Allies: Miscellaneous sword warriors recruited from other lands. They tend to be fair weather soldiers that retreat easily Cost .25
Longboats: allows training of longboats cost 5
Bi-barians: Allows training of bi-barians Cost 2
Gunmen: allows training of Gunmen cost 3
Trance Rites: An intense series of meditation rituals involving hormones allowing trance mages to transform in to their true selves, granting them magical abilities. The order Estros specialises in healing and support, the order Andros specialises in offensive spells, and Enbos specialises in pushing and transcending the boundaries of magic cost 8
Allies: Allows training of allies cost 2
Trance mage order Andros: allows training Trance mages of the order Andros 3/5
[/quote]
[/quote]
Turn 3
(https://i.imgur.com/JY7X2VS.png)
Time moves forward ever slowly...
NWW: The northwest corner of the map.
Strategic Resources - Lucent Glass: A special kind of glass that can only be made with the sand from this beach. Can be used to train units with invisible equipment.
Tactical analysis - Ace Island: A mysterious island with almost no life present, aside from the worms and microbiome.
Tactical analysis - Sea of no Cares: The sea in the northwest corner of the world. Those who sail beyond the tile rarely return.
Tactical analysis - Second Darkest Dungeon: Its a dungeon, lit only by faint red torches. There's only one darker dungeon in the known world.
Neutral Entities - Ghoul x 291: Undead monsters with cannibalistic tendencies.
Neutral Entities - Rogue Necromancer (Hero): A practicioner of the dark arts, holed up in the Second Darkest Dungeon
NW: Pridea, a player nation
NM: The northernmost tile, just above the center of the map.
Strategic Resources - Astral Shards: They radiate a brilliant evil light from a distant world. Can be used to train units with both light and unholy powers.
Tactical analysis - Site of the Starfall: Meteors have fallen here a long time ago. The remnants can heal the body, but injure the soul.
Tactical analysis - Cenati Meadow: A field with many flowers, where its almost impossible to track someone by scent.
Tactical analysis - Mt Nasty: The tallest mountain in the area. Insurmountable to most unit types.
Neutral Entities - Luminous Horrors x 220: A kind of light demon, with an annoying tendency to heal both itself and others of its kind.
Neutral Entities - Griffon (Hero): This monster has the body of a lion, wings and head of an eagle, and a bad attitude.
NE: Underveil, a player nation
NEE: The Northeast corner of the map.
Strategic Resource - Dark Wood: Wood grown from a forest tainted by darkness. Can be used to make high quality siege weapons.
Tactical analysis - Shadowed Woods: This ancient forest is the perfect place for an ambush, if you don't get lost within.
Tactical analysis - Mt Barton: The highest point in the territory. This mountain is a particularly defensible location.
Tactical analysis - Ruined City: This city is reminiscent of Steelhold architecture, yet distict.
Neutral Entities - Satyr x 149: Not quite a man, and not quite a goat. These creatures are fond of trickery.
Neutral Entities - Mamut Taipan (Hero): A massive snake with a deadly venom. It is unclear what kind of prey could possibly warrant such a mighty animal to also require venom.
MWW: Darkest Dungeon, a player nation
MW: One tile west from the center of the map.
Strategic Resource - Discord: This extract from the Tree of Chaos can turn people into monsters. Can be used to create strong but hard to manage units.
Tactical analysis - Great Lake Orbega: The waters of this lake are dangerously cold. Ensure your boat is up to code.
Tactical analysis - The tree of Chaos: The chaotic influence of this massive tree can lay waste to even the best made plans.
Tactical analysis - Fragile Ice Sheets: A very dangerous place to march a large army.
Neutral Entities - Butterflies x 1179 (0.2 cost): These insects are seemingly pretty and harmless, yet many deaths are attributed to them!
Neutral Entities - The Mad Dryad (Hero): The guardian of the Tree of Chaos. Far more powerful than any regular hero. If she is to be slain, you'll need to wait for her to do something reckless and stupid; which is often.
MM: The Great Hole, a player nation
ME: One tire east of the center of the map.
Strategic Resource - Winsome Slime: This goopy substance can absorb and contain massive amounts of magic power. Can be used to create magic-resistant units.
Tactical analysis - The Dark Swamp of Tears: The mud-water within this swampland can swallow a person whole!
Tactical analysis - Elder's Lake: The perimiter of the lake is one of the only two routes through the tile that won't severely impair your army's marching speed.
Tactical analysis - Former Metropolitan Area: The ruins of a once great city lie here.
Neutral Entities - Green Gunge x 300: A slime monster capable of melting flesh and metal alike with its powerful acid. Though slow and not very bright, only their core is vulnerable to conventional weaponry.
Neutral Entities - Ghost in the Machine (Hero): A powerful spirit that haunts the Former Metropolitan Area. It controls the remnants of old world technology though a process not yet understood. Banish it, or destroy the relics to render it harmless. Many of the relics in the west and central regions have been dealth with, and the Reanimated War Machine is incapacitated
MEE: Stahlfestung, a player nation
SWW: The south west corner of the map
Strategic Resource - Cockatrice: A cross between a snake and a chicken. Contact with this creature will slowly cause the victim to turn to stone. Can be used to train units that exploit this phenomenon.
Tactical analysis - Ancient Temple: Built from holy stone. Not a safe place for the local aberrations to stay.
Tactical analysis - Cockatrice Nests: Also known as the statue garden. very dangerous for a lightly guarded caravan.
Tactical analysis - The Wild Lands: Beyond this portion of the map lies monsters too powerful for the modern civilizations to have any hope of taming. Some nasty things may encroach in this area.
Neutral Entities - Guardian Statue (Hero): This massive animated statue at the Ancient Temple seeks to purge the world of something. That something includes you!
Special Project - Giant Tortolisk: With control over the territory, your first project involving the Giant Tortolisk will gain a +2 bonus point modifier! A massive reptile that can petrify all it beholds! One of the few natural predators of the Cockatrice.
SW: Old London, a player nation
SM: One tile south of the center of the map.
Strategic Resource - Precursor Aerotech: Technological artifacts from an ancient civilzation far greater than those of modern days. Can be used to make high tier technological units.
Tactical analysis - The Scar of the World: A massive canyon that most units simply cannot traverse.
Tactical analysis - Old World Viaduct: A bridge about 20 meters wide that crosses the Scar of the World. An important tactical location.
Tactical analysis - Ruined Arcology: The ruins of a once great city. A treasure trove of ancient relics.
Neutral Entities - Gobborg x 75 (0.5 cost): Goblins augmented with technological components. Nasty unpredictable demihuman trash.
Special Project - War Machine: With control over the territory, your first project involving the War Machine will gain a +2 bonus point modifier! A massive robotic warform that guards the Ruined Arcology. It has protected the grave of its masters for millenia from any and all incursions.
SE: Nexus Wastes, a player nation
SEE: The southeast corner of the Map
Strategic Resource - Floatstone: This rock is as light as air! Can be used to train units that are both armored and swift.
Tactical analysis - Abandoned Highway: The easiest passage through the mountainous territory to navigate.
Tactical analysis - Mirror Lake: A crystal clear lake.
Tactical analysis - Urd Volcano: A massive volcano that can do a lot of damage if it erupts at the wrong time.
Neutral Entities - Harpy x 180: Winged humanoid monsters, fond of consuming children.
Neutral Entities - Red Dragon (Hero): A fire breathing dragon! Enough said right? Its underbelly is covered by a thin coating of lead.
Tips of the day:
If you go fight an enemy hero without thinking, you could lose a whole army!
While diplomacy with NPC nations is impossible, other means of manipulation might not be...
It is strongly recommended to make a journal post along with your turn update. The story is going to be run mostly by the players and its more interesting that way.
The combat results will be in a separate post. After that post is made, you may post your Day 4 update.
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 4
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)
Current Troops: (1291 total value)
291 Ancient Impalers
263 Ancient Choppers
101 Ancient Ballistae
362 Ancient Maintenance Drones
314 Scout Drone MK2s
149 Impalers
149 Choppers
Heroes:
Robotonk Prototype
Stored Strategic Resources: 26 Living Metal
Recruiting this turn (cost: 174 value, 108.25 living metal):
89 Impalers
85 Choppers
Ancient Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value OBSOLETE
Ancient Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value OBSOLETE
Ancient Ballistae (2): An automated ballista that's roughly 75% the size of a standard ballista, with an autoloader for faster firing. Cost: 1 value
Ancient Maintenance Drone (2): Glorified quadcopter drones that can repair fellow machines. Cost: 0.5 value
Scout Drone MK2 (2): A variant of the maintenance drone that lacks an entire toolkit in exchange for a miniature sensor array that allows it to spot stuff which normally isn't visible to most organic life. Has an integral pneumatic living metal shard launcher that grows living metal for ammunition. Cost: 0.5 value, 0.25 living metal
Impaler (2): A humanoid robot with average durability and two pneumatic pickaxes which are good for impaling organic scum. Cost: 1 value, 0.5 living metal
Chopper (2): A slightly larger humanoid robot with heavier armor and axes; essentially a less mobile but more lethal Impaler. Cost: 1 value, 0.75 living metal
Robotonk Prototype: It's a tank, equipped with a cannon that shoots solid steel cannonballs at targets, primarily those who are inclined to call bullshit over a bunch of determined exterminators bringing a tank to a swordfight. Something to note is that historically, explosive cannonballs didn't exist; the majority of cannonballs derived their lethality from the sheer kinetic force of a huge ball of metal flying at high velocity. Extreme lethality and destructive capabilities against anything without a considerable resistance to flying balls of metal, but it has limited close range anti-infantry capabilities.
Ancient Impaler Drone Weaponization: Unlocks (ancient) impalers for 1 value/troop. (2 points)
Ancient Chopper Drone Weaponization: Unlocks (ancient) choppers for 1 value/troop. (2 points)
Ancient Ballista Production: Unlocks (ancient) ballistae for 1 value/troop, (2 points)
Improve Maintenance Drone Reactors: Unlocks (ancient) maintenance drones for 0.5 value/troop, (2 points)
Scout Drone MK2 Production: Unlocks scout drone MK2s for 0.5 value and 0.25 living metal per troop. (2 points)
Create the Robotonk Prototype: Adds the Robotonk Prototype hero. (10 points)
Prepare Living Metal Impaler Manufacturing: Unlocks impalers for 1 value/troop and 0.5 living metal. (2 points)
Prepare Living Metal Chopper Manufacturing: Unlocks chopppers for 1 value/troop and 0.75 living metal. (2 points)
IN PROGRESS:
Reverse engineer Gobborg guns: 2/4
Gobborg Bionics Analysis: 2/3
Information pastebin link (read for non-TL;DR descriptions, log entries, and fluff): https://pastebin.com/aD2eDzej
Meanwhile; one ancient impaler drone has been destroyed via a considerably long fall. Whoops.
Civilization Name: United Collective of Spore
Theme: Fungi
Day 2 Entry, Day 4 in other countries: Collective Assessing. Suggest investigating other technology? Reassess threat.
Threat Assessment: Satyr are noted to be fast creatures, however our numbers still allow us the advantage. There is little reason to be afraid. The giant snake however seems to have their aid, which makes combat against it pointless, we cannot properly wear it down. It's speed is also many times greater.
There seems to be some sort of illusion over the forest, making Pathing difficult. However, we completely counter this by being able to update our knowledge in real-time. However... Other groups would likely have far more trouble, and it is the Spore's collective opinion that current operations should be aborted for now. Without greater speed battle won't be possible, and the fighting would drag on for far longer. Better to let the other group fight first. The Spore returns home to regroup, for it seems that there is easier prey nearby, and our first Infectors are being grown.
Home Territory: Underveil
(https://media.discordapp.net/attachments/640911259474329601/729359406537375785/unknown.png?width=427&height=427)
Underviel, located on the shoreline, the United Collective have risen from underwater to land, and shall begin their spread.
For that which feeds on death and sups on life shall never end. For the Spore!
Other Territories:
Owned Strategic Resources: Biomass- Used to develop new Spore strains, create troops, covert other races, or restore Spore troops to full health over time. Can be harvested from fallen troops, or local fauna/flora.
SR Amounts
Biomass: 200(+100 income)
Research Points: 4(+2 income)
Recruited last turn: 160 Sporelings.
Losses last turn: 291 Sporelings
Current Troops:
x1709 Sporelings: NEE, location Shadowed Woods.
x 160 Sporelings: NE Home.
Creating This Turn:
x 39 Sporelink Slime Infector: 19.5 Points, 200 Biomass
x 143 Sporelings: 143 Points
Heroes:
Supplies:
Recruiting this turn: 162.62 Points Available. 162.5 spent, 0.12 unused.
[(1+1) * 100-((Sum of troop point costs)/50)]
Day 0(Day 2)
(Cost 1/ Project Cost 2/2) Sporelings: A form of shambling fungi shaped like a blob, they eat their foes through the rapid creation and growth of fungi in the target once they engulf them, and are hard to kill due to a non-centralized system, though destroying the mobile core, the brain so to speak, will do it. Weak to fire and heat. Does not need to breath, but gathers air from both water and air to aid it's processes. Will increase in size and number as biomass is made/gathered from the dead.
The only way to prevent them from repopulating their number from their own fallen is of course to burn them completely after killing them. Bring lots of fire.
[Note for the GM: for the core, think slime core. That is their basic structure after all.] [Weak to fire/heat drying them and burning them. Get one on you, and that part is infected rapidly. You'd need ridiculous antibiotics/specialized recovery magic at that point, if you actually survive in the first place without your entire body becoming a fungal colony and body functions dead as a result. Given it is on you at that point, that is the likely result, since they come in numbers.] [Other types of magic than fire may or may not be very effective. Depends on function.]
Day 1(Day 3)
(Cost 0.5-Biomass 5/ Project Cost 2/2) Sporelink Slime Infector: A small round spore that moves around with a lifting gas. These spores are specially designed to survive any level of acid. Their main purpose is to infect Slime cores and take control of them, creating Spore-Infected variants under our control. The slime ingests the spore, but cannot dissolve it, as it infects the core. Sporelink Slime Infectors maintain their link to the Hivemind, but can't leave once infecting the slime. Biology of the afflicted remains the same, only under Spore control, if host dies, so does the Sporelink Slime Infector. Opens up the ability to create a new spore strain, using the infected as the basis.
[Note for GM: Sporelink Infectors are specialized to take control of targets. Their names change to {Spore-Infected (Name of target)} once they've done so, and still cost the same. If the infected dies, they die. Since I have them, it should also allow reverse-engineered research into creating that type of unit, so long as I have them, using Biomass rather than points.{since that is something my special resource can do. (If not, clarify please.. As it may be something else overlooked, what were your thoughts on the SR I made.)}]
Completed
Technology: United Collective of Spore Hivemind- 16/16: The unique ability of the Spore to be a single conscious of made up of many fungal colonies main minds. Death is but rebirth anew, as it spans beyond mere physical limits.
Prevents loss of information due to unit death, helping greatly in scouting forces
Allows near perfect coordination and near-instant reporting times.
Battle Experience for troops is retained, allowing the Hivemind to learn from mistakes.
In Research
Technology: Refloral Bloom- 0/10: Allows dying fungi in Spore troops to be used in the rebirth of new blooming fungi. This effectively allows them adaptive resistance and regeneration of a sort.
Grants [Death:Rebirth Regeneration] to Spore troops that make use of Biomass in their body makeup. The newly created fungi will have a resistance to whatever killed the old bloom. Resistances only apply to chemical/elemental damage, not physical. Does not apply to damage caused by fire. Note that full loss due to body destruction will prevent [Death:Rebirth Regeneration]. Only applies if unit does no die in one hit..
Boosts researched resistances' effectiveness, other than physical and fire.
To GM Note: Fungi can grow on themselves, so the dead will be used for new life. A regeneration of sorts, but not a normal one.]
And now for something different.
A brief synopsis of Underveil
Underveil grew beneath the waves, feasting on biomass. From the first sphere, until the many became the one, we grew beneath the waves. Eventually we no longer were content, and our central city of fungal flesh emerged above the waves. So done, we adapted, and our reach grew to the land, before eventually forming the first fungal colonies separate from the main mass.
The first Sphere is a glorious structure strecthing above the waves, the secondary spheres and their reaching tunnels flooded, nutrients extracted from the water. The spheres on land are different, hardier, connected to the water of the land and of different make. The ones underwater do not share a weakness to fire as we on land do, but the Spore colony underwater is adapted to the water, and has not yet gained the ability to move without it.
A Spore's Fortress is one of these large spheres, often placed in or near water-rich environments. They are a home for bodies to rest, and minds to sleep within the Collective. The main benefit is that those who rest near them are far livelier and o not suffer from what weaknesses they have as much. Landwalkers can leave, for Underveil is not the land, but that underwater, and none of you can breath there. We will not be destroyed no matter how much you try. Resistance is futile, so join us instead. We promise a life free of bodily concerns.
King Friedrich stepped alone into the halls made of gray Stahlstein that sat atop the hill nearest the capitol, for that is the tradition of any leader seeking audience with those who lived here. To some of Steelhold's past leaders, this place was the lair of those who would depose and slay them. To others, this was the watchtower of those who sat quietly. To the few deserving rulers who earned the trust of Der Orden der Geschmiedeten that resided here, this was the bastion of those who would turn the tides of battles in the name of Steelhold and its leader. Friedrich had been the second type, but sought to be the third.
Lit torches in sconces lined the walls, illuminating the long chambers enough to see, but not well. Friedrich's senses were heightened; his eyes darted across the darkness attempting to peer into the many veils before him. For a moment he wondered if cloaked men with daggers awaited his next step, but he reasoned that if he had crossed Der Orden in the past he would have long since been dead. Still, he couldn't help but feel as though he was being watched, and he presumed that he likely was. While the many small windows of this fortress were dark as pitch, he figured that watchful eyes peered out of every one of them and warned of his arrival long in advance.
King Friedrich quietly cleared his throat before calling out, "It is I, Friedrich von Stahlfestung. I seek an audience with Der Orden der Geschmiedeten, if one may be granted unto me."
The vastness of the chamber repeated his call with a dreary, uneasy echo. As it died out, silence sprung to life for moments that felt like minutes, before indeed emerged a cloaked figure from the darkness immediately near his right side. Friedrich's gaze shot to them and he almost recoiled instinctively in defense, but held fast. The figure, whose facial features Friedrich could not see, ceased its slow approach and motioned down the hallway before beginning its slow, methodical walk towards the end of the chamber. Friedrich righted his gaze and turned back to the center walkway. Out of the corner of his left eye he noticed that a similarly attired figure, whose presence he was unknowing of, had approached his left side and was walking in tandem with the one on the right. Friedrich was caught off guard by this for a moment. He very well could've been killed then and there if that was their intention, but it didn't seem to be.
King Friedrich walked with the two figures, matching the pace of their slow glide. Neither of them spoke, so King Friedrich imitated this. He was unfamiliar with the workings of The Order, and did not want to speak out of line and soil his chances at a valuable alliance. However, halfway across the chamber the right-side figure spoke. It was a woman's voice, which surprised King Friedrich, as warrior codes dictated women could not serve in knightly orders.
The voice inquired, "King of Steelhold, what necessitates your request?"
"The continent is in turmoil and our foes are numerous. I seek the aid of The Order in the battles to come, in the name of Steelhold and its Volk.", replied Friedrich, confident with his answer.
She responded, "Then your audience shall be granted, though do know that your words alone will not secure you an alliance with our order."
I don't really have the creative energy to type anything out for day 4, as I used it all typing out something for day 3 (and even that is unfinished.) Sorry!
Civilization Name: Das Königreich der Stahlfestung (The Kingdom of Steelhold)
Theme: Medieval Pseudo-Prussia
Day 4:
Home Territory: Stahlfestung
Other Territories: -
Owned Strategic Resources: Stahlstein - An exceptionally strong and durable stone resistant to damage.
Current Troops:
Total:
Stahlspieß: 1161
Herzenssuchende: 646
Eisen Eingeweihter: 547
Leichtflammenballiste: 144
Geschmiedete Ritter: 170
Home Province (MEE):
Stahlspieß: 661
Herzenssuchende: 146
Eisen Eingeweihter: 247
Leichtflammenballiste: 44
Geschmiedete Ritter: 85
NEE Army:
Stahlspieß: 500
Herzenssuchende: 300
Eisen Eingeweihter: 300
Leichtflammenballiste: 100
Geschmiedete Ritter: 85
Heroes:
Supplies:
Recruiting this turn (155 points total):
Stahlspieß (1 Point each): 25
Geschmiedete Ritter (1 Points each): 85
Herzenssuchende (1 Point each): 45
Infantry:
-Stahlspieß (Recruitment cost 1, Project cost 2)
The Stahlspieße (Steelpikes) are pikemen armed with small bucklers and backup shortswords, and are clad in light plate - a cuirass, open-face helmet, and chainmail. They are the main frontline unit of the Kingdom of Steelhold, and are primarily used to protect from cavalry charges or to advance in a spearwall towards the enemy to open a hole in their lines for light infantry to exploit.
-Eisen Eingeweihter (Recruitment cost 0.5, Project cost 2)
The Esien Eingewiehter (Iron Initiates) are sword and shield armed, studded leather armored infantry primarily used to flank or exploit holes in an enemy line in order to wreak havoc on soldiers in vulnerable situations, such as archers or high value targets like siege weaponry crews. When no such opportunities are foreseeable, they are generally tasked with defending the longbowmen from potential harm.
Archers:
-Herzenssuchende (Recruitment cost 1, Project cost 2)
The Herzenssuchende (Heartseekers) are longbowmen, armed with a shortsword as a backup weapon, wearing padded leather/cloth armor. Obviously not intended for melee, and they typically remain behind lines of Stahlspieße as they pelt their foes with arrows.
Cavalry:
-Geschmiedete Ritter (Recruitment cost 1, Project cost 4)
The Geschmiedete Ritter (Forged Knights) are a part of the crown-sanction knighthood Der Orden der Geschmiedeten (The Order of the Forged.) They fight to defend the people of these lands and have often successfully served as the only check to past rulers. If the king trusts The Order, then The Order shall trust the king and fight in his name. The king has thus been granted the ability to recruit from its members to fill the role of cavalry or heavy infantry. Each knight is clad in a suit of plate armor and wields a kite shield and a lance for any initial cavalry charge, with a longsword in the case of dismounting or upon use and breakage of the lance.
Artillery/Siege:
-Leichtflammenballiste (Recruitment cost 1, Project cost 3):
The Leichtflammenballiste (light flame ballista) is a ballista designed for the Heißebleipfeile, a ballista bolt carrying a quantity of molten lead. While this ballista serves its duties well enough to be a viable battlefield implement, there are still serious issues with the machine pertaining to range, accuracy, and effectiveness that must be rectified before the weapon can reach its true effectiveness.
Technology:
(5 Project Points) Heißebleipfeile (hot lead arrows): These ballista bolts are designed to hold an amount of liquid lead within a large, hollowed arrowhead that breaks apart upon impact, spilling the molten contents upon the target, killing or debilitating them at least temporarily as molten metal sears and fuses to their skin.
Constructions:
(6 Project Points) Fortress in Stahlfestung
Recruitment:
(4/10 Project Point Cost) Recruit Hero - Drachentöter (Dragon Slayer) - a larger, stronger, more accurate, longer ranged ballista with much more stopping power. While primarily designed as a direct counter to a certain dragon to the south, the weapon excels in every category (except weight and size) when compared to the Leichflammenballiste, and is even able to fire upscaled versions of the Heißebleipfeile as needed. A mighty weapon indeed, and those who man it are renowned as a Hero crew.
Maintain defensive positions in the ruined city, this time bolstered with reinforcements from the capitol. If the sporelings want to fight the danger noodle and its satyrs, let them. They number too many for us to directly engage yet.
Maintain orders from previous turn with slight modifications, which are as follows: Find a defensible location in the ruins that maximizes choke points, and have pikemen stick their big long shafts in them. Hopefully the length of their pikes will help keep any hoards off the line and at a safe distance. Deploy ballistae and Heartseekers in whatever rubble allows them to support these chokepoints or take advantage of lines of fire. Have Iron Initiates guard the archers, ballistae, and the rear of any pike lines they can since the small buggers may be able to weasel their way through. If the enemy decides to wait for us to attack, then push the ballistae up under cover of Iron Initiates to harass and have them retreat back behind the cover of the pikes and ballistae if approached. This ruined city shall serve as our fortress for the time being.
NEE Army:
Stahlspieß: 500
Herzenssuchende: 300
Eisen Eingeweihter: 300
Leichtflammenballiste: 100
Geschmiedete Ritter: 85
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families ready to mobilize. Not in full force, not yet. The Doubt units had only just entered production, however, they would be best served making their move soon. Instead, they would send a smaller force. A specialized force.
(https://i.imgur.com/MnGhEHG.png)
The light grey... everything is the abandoned and largely ruined city, the dark grey lines are highways and bridges, the big blue line is a river, the green splotches are parks, the purple circle around a black dot is the British Museum(black dot) and the Clock Tower facility under the ground beneath it(purple) respectively, and the other black dot lower down is Big Ben and the House of Parliament.
Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 2:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)
Current Troops:
2326 Bobbies
200 Slayer Dolls
Heroes:
Stored Resources:
26 Mystery(100 gained, 74 spent on recruitment.)
Recruiting this turn:
74 Slayer Dolls(costs 74 Mysery)
75 Doubt Automatons
Bobbies (2/2): Bare-bones Homunculi with bodies covered completely and entirely in cloth, dressed up in a vague parody of old-school officers uniforms. They don't have armor and only have a simple baton as a weapon, but their impressive durability and strength allows them to equal properly equipped soldiers regardless. Cost: 1 Point
'The footsoldiers of the Mages Association. Originally repurposed from criminals, the Changing of the Sun has made storing and transporting captives far more effort than it's worth. As such, they now simply use homunculi. Bobbies bodies are fully wrapped from head to toe so as to prevent even a single ray of sunlight from reaching their skin, because with the Changed Sun, such a thing could have spelt disaster. Thankfully, said disaster has not taken place within this world, but for traditions sake, the wrappings stay.'
Prototype Slayer Dolls (4/4, 100 Mystery Spent): Clockwork Assassins, the Slayer Dolls are simple automatons, fully plated in ceramics with a homunculus' brain. Their clockwork bodies are fast, albeit parts can be easily dislocated and plates shattered by heavy blunt impact, their oversized arms are powerful and end in supernaturally sharp claws, and, most importantly for their role as Assassins, their plating is enchanted to grant them a minor effect of Presence Concealment, causing the eyes of observers to simply pass over them, making it hard to locate them without dedicated focus. Cost: 1 Point, 1 Mystery
'Where the Bobbies are the blunt hammer and backbone of the Mages Associations army, the Slayer Dolls are the knife, piercing a throat silently in the dark. Far more deadly in combat with their bladed claws and powerful arms, and capable of far greater feats of stealth than their clockwork components would suggest. The lack of undesirables and John Does to harvest brains from means a decreased degree of skill, but no less power.'
Doubt Automaton(4/4 Points): A type of simple automaton, more-so in fact than the Slayer Dolls. Made entirely of metal and with the brain of a homunculus. Their single arm ends in a pile-bunker, allowing them to perform an initial strike with more than sufficient force to punch through most forms of armor, though the following strikes will simply be ordinary stabs for the next few seconds. They are surprisingly durable despite their lanky looking frames, largely due to their overall size.
Much like the original anomalous constructs the automatons are based on, the Doubt Automatons suffer from great rage in battle. They will focus down a single target until their foe is not just dead, but utterly destroyed. While this means they are terrible for fighting against groups of enemies, it makes them perfect for assaulting individual heavy targets in the middle of a battle. The way they brutalize their victims bodies can also prove to be quite demoralizing against foes with the ability to feel.
However, they walk quite slowly, barely able to keep up with Bobbies at anything more than a regular march, at least without risking falling over.
The Doubt constructs, a product of the mysterious, 'Ordeals', wandering Abnormalities, splotches on the worlds normalcy. Though their origins are exotic, their body is entirely mechanical, and except for their brains, entirely reproducable. Their limbs are fairly thick in comparison to a human meaning they are notably sturdy, and the clockworks allowing them to move are exceptional in strength, permitting them to strike with surprising force.
Notable departures from the original model have been made however, their lance has been replaced with a pile-bunker allowing for far greater force of strikes, and their mechanical brain has been replaced with a homunculus brain. However, despite the replacement in brain, they still somehow retain the originals rage.
Clock Tower (18/18): A fortress at the center of Clock Towers territory, and the capital building of the Mages Association 'kingdom'. The building is centered on the British Museum, and the titular Clocktower included within. The entire facility however, is underground and vast. This makes it incredibly difficult to properly lay siege upon, because Clock Tower forces know its layout far better than outsiders ever could. Any form of magical defenses will have to be manually added over time.
'The primary headquarters of the Mages Association, the greatest fortress on Earth. Period. In its prime, the Clock Tower would have survived even if the entire planet had been destroyed beneath it. Sadly, much of what it was has been lost when Wizard Marshall Zelretch used the last of his power to transport the Clock Tower and much of the surrounding area of London off of the Earth after the Sun Changed. All of the Magecraft used in its defenses has been broken by the transition, and its lower reaches, those that nearly reached the Reverse Side of the World and allowed us to mine resources from the corpse of the great dragon Albion, sadly did not make the trip with us. While we expect Clock Tower remains the greatest fortress in the world, we will need time and effort to restore it to its former glory.'
Adds 'Clock Tower' Fortress
Reinvent Slayer Doll Schematics(4/4 Points, 100 Mystery)
Reproduce Doubt (4/4 Points)
Total Suffering
947 - Crundle Tribals
197 - Crundle Pebble-Slingers
30 - Trogs
9 - Gru'Beks
NM
241 - Crundle Tribals
91 - Crudle Pebble-Slingers
6 - Trogs
8 - Gru'Bek
MW
228 - Crundle Tribals
98 - Crundle Pebble-Slingers
1 - Trog
ME
440 - Crundle Tribals
21 - Trogs
SM
38 - Crundle Tribals
8 - Crundle Pebble-Slingers
2 - Trogs
1 - Gru'Bek
Total Suffering
709 - Crundle Tribals
196 - Crundle Pebble-Slingers
50 - Trogs
40 - Gru'Beks
NM
46 - Crundle Tribals
1 - Trogs
1 - Gru'Bek
MW
72 - Crundle Tribals
63 - Crundle Pebble-Slingers
ME
60 - Crundle Tribals
12 - Crundle Pebble-Slingers
4 - Trogs
3 - Gru'Bek
SM
531 - Crundle Tribals
121 - Crundle Pebble-Slingers
45 - Trogs
36 - Gru'Bek
Total Suffering
633 - Crundle Tribals
113 - Crundle Pebble-Slingers
28 - Crundle Black-Blades
108 - Trogs
25 - Gru'Beks
NM
1 - Gru'Bek
MW
146 - Crundle Tribals
67 - Crundle Pebble-Slingers
ME
487 - Crundle Tribals
46 - Crundle Pebble-Slingers
28 - Crundle Black-Blades
108 - Trogs
24 - Gru'Beks
SM
Unknown as of yet.
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies
When at last the final beams were erected and Gru'Bek paste dried to the cool air of the wastes, the 'fortress' of Burz'Gaang was complete. It's cavern-like complex within extended as if almost a natural extension of the vast vault below, expected of creatures who dwelt not upon the surface of the world for but a scant handfuls of moons. Certain their prized Gaar'Vul, the black stone, was secure under the watch of the most sharp-eyed sentries amidst the Great Hole and fort, the Daal'Gaks' gaze turned to lands beyond. To the spire-like mountains of the north, to the unfathomable tree and lake, to great marshes and olde cities, to technology fallen in decay. . .
Knowing not the freedom of this open world, the disjointed tribal chieftains of the Daal'Gaks turn to eldest longhorns whom spend their days gazing deep into the mysterious confines of Gaar'Vul. It is there they witness a vision, one that drives the tribes very spirit onward. A red figure, squat and horned, rising to the top of a great spike of stone. They overlook the world before them, parting the clouds and shed tears, for eye to eye is a vast crimson sea that sets itself awash across the land. Swallowing forests, cities, ruins alike. And it was good.
Gaar'Vul holds only truths, and so it shall be.
From every corner a Daal'Gak tribe rises. They blow bleating horns and croak bellowing songs of the world below, off to the lands of light.
Crundles were not know for their breadth of emotions like the Trogs, yet, as the collectives gathered, gazing into Gaar'Vul, they saw images of their fallen comrades deep within the obsidian. On this day, seeing for the first time their banded together race perish in their acts of bravery against the world unknown, they shed their first tears. Both greiving for the fallen, yet commemorating their sacrifice. For if ever the Crimson Wave will one day be realized, they know in their tiny beating hearts that only greater sacrifice must be made. . .
It is with this that the many disconnected Crundle chiefs join together within the fortress of Burz'Gaang and come to a realization. Up to know their vision has been limited by many voices tugging back and forth one direction or another. If the Daal'Gaks will ever truly grasp their destiny, written so poetically by the Meteor that tore the Great Hole asunder, they would need a true leader. . .
Longhorns gaze upon Gar'Vul, they drink deep of its abyssal surfaces. There they see a collective image, a Crundle much like themselves, they grant a name to this image, and take hold of the nearest red devil that fits its description, these are Gar'Vul's chosen.
Black and red, shining glass and warty flesh. The finest warriors beneath the crust, bearing warped obsidian blades from the stars, they march, listening to the whispers of their little shards of Gaar'vul. With all the rigorous training granted to them by their tribal chiefs and all the wisdom of the longhorns, the Crundle Black Blades emerge from the dank confines of Burz'Gaang with fire in their eyes, believing themselves to be empowered by their idol as chosen ones.
As it happens, the gibbering masses among the little horned imps seem to think the exact same thing, or even greater; the tribals elevate those who wield their black blades with all their apparent martial prowess as legendary heroes of the Great Hole, before even entering combat mind you. Going so far as to have every Crundle Black-Blade's names on the hearts and minds of the populace, something that would otherwise be only reserved for chiefs and the occasional close friend. This emergence alone marks a shift in Daal'Gak society as the remaining tribal chieftams continue their ceremonial duels to crown the first lord of the Crundles.
With innumerable foes made of cold, hard stuff arising in wastes beyond the Great Hole, the Daal'Gsks look to these chosen commanders for morale and order in battle.
Standing amongst the honored dead of Crundle-kind there remained two fierce warriors; Gam'bar Zuul and Taal'Gohe. Two of the very few names the Daal'Gaks recognize beyond all others. Only two of the once disparate Crundle tribes of the subterranean world now bore a leader, soon. Soon that would relent to but one.
There, in the deepest pit before the omniscient black glass of Gar'Vul did they bellow out poetry in turn, Crundle poetry mind you, a strange discordant mess of olde tribal hyms and Trog philosophy, but powerful to the Daal'Gaks who bore witness to it none the less. These two chieftains were as goliaths compared to the diminutive massed, like some offshoot breed of their kind taking after the monolithic Trogs.
Gam'Bar Zuul took on a pale red hue, his broad and sinewy muscles left little pudge to spill over their spider silk garments. Another oddity was but a single horn sprouting off the side of his head, greater still than two, or even four of the average little imp's. His was a stalwart verse of unity and cementing the foundation for all Daal'Gak kind to come. To this end too he saught to end injustice against the Trogs, for they are truly kin in all respects.
The second, his opponent; Taal'Gohe, she was lanky and cunning. To both sides, elongated arms and sharp talons bore much blood of the fallen chiefs. Her brutality often knew no bounds, especially when compared to the general amiability of any one Crundle. Her's was a guttural verse of conquest, of laying low all the foes that came before their kind.
To them, much support was shared. Their messages not lost upon the gibbering horde.
Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'
TOTAL
Crundle Tribals -- 3,445 (861 Value)
Crundle Pebble-Slingers -- 1,234 (309 Value)
Crundle Black-Blades -- 472 (236 Value | 236 Meteoric Obsidian)
Trogs -- 353 (353 Value)
Gru'Beks -- 336 (252 Value)
Great Hole
Crundle Tribals -- 388 (97 Value)
Crundle Pebble-Slingers -- 312 (78 Value)
Crundle Black-Blades -- 200 (100 Value | 100 Meteoric Obsidian)
Trogs -- 0
Gru'Beks -- 0
NM
Crundle Tribals -- 1,263 (316 Value)
Crundle Pebble-Slingers -- 409 (102 Value)
Crundle Black-Blades -- 100 (50 Value | 50 Meteoric Obsidian)
Trogs -- 173 (173 Value)
Gru'Beks -- 125 (80 Value)
ME
Crundle Tribals -- 1413 (353 Value)
Crundle Pebble-Slingers -- 242 (22 Value)
Crundle Black-Blades -- 172 (86 Value | 86 Meteoric Obsidian)
Trogs -- 148 (148 Value)
Gru'Beks -- 168 (126\ Value)
SM
Crundle Tribals -- 381 (245 Value)
Crundle Pebble-Slingers -- 271 (93 Value)
Trogs -- 32 (82 Value)
Gru'Beks -- 43 (70 Value)
Heroes: None
Supplies: Meteoric Obsidian (x100 - 50 - 50 = 0)
Recruiting this turn: (160 Value)
100 - Crundle Tribals (25 Value)
100 - Crundle Black-Blades (50 Value | 50 Meteoric Obsidian)
50 - Trogs (50 Value)
47 - Gru'Beks (35 Value)
Crundle - Tribals -- (Project Cost: 2 | Recruitment Value: 0.25) Squat, gremlin-like creatures no taller than four foot at the tall end. Their wart-covered red skin is like stretched rubber over their thin boned structure. A collection of small horns dot their angular skulls, the length of which is an arbitrary symbol pride among them. Oddly, they give off a pleasant and inoffensive earthy odor. Their main choice of equipment consists of lacerating natural claws, knapped stone spears, and loose fitting cavern hides to ward the elements of the surface. Crundles are far and away the main inhabitants and dominate species among the Daal'Gaks. And while their introspective intelligence leaves something to be desired, their surprising cunning does not.
Crundle - Pebble-Slinggers -- (Project Cost: 2 | Recruitment Value: 0.25) Much as the above, save for the replacement of their spears with long slingstaffs born of spongy fungal wood by which stones are flung. They gather together in loose bands and sling in a rather orderly unison, fooling a foe to perhaps believe they've mastered the art of siege engineering and bear catapult-like objects.
Crundle - Black-Blades -- (Project Cost 4 | Recruitment Value: 0.5 | Meteoric Obsidian: 0.5) Having found the best methods in knapping away the Meteoric Obsidian from which the Great Hole surrounds, the Daal'Gaks have begun to utilize it for weaponry, seeing the dire need for greater arms against the ails of the world. The Crundles chosen to wield these wavy blades of volcanic glass are the first of their kind to train religiously in he arts of combat. Their ultra-sharp swords needing the most delicate, yet stern hands of the Daal'Gaks in order to find the greatest use. Based on this alone the Black-Blades have seized military command amongst the Crundles, and now guide small blocks with ever so slightly greater leadership than before.
Trog - Siege Beasts -- (Project Cost: 4 | Recruitment Value: 1) Rare amongst the Daal'Gaks are great furred humanoids, some standing greater than ten-feet tall. Walrus-like tusks decend from their upper mouths while broad muscled shoulders aid in their lumbering gait and short legs. I'm truth, the Trogs are far more intelligent than their comparatively minuscule cousins. They bare greater wit and even a taste for philosophy. However they are subjugated by the Crundles and used as beast of burden and war. With backpack-like fungal-wood structures harboring a handful of Crundles wielding long spears, javelins, and slingstaffs, they combine the qualities of a siege tower and battering ram into one absolute unit.
Gru'Beks - Thick Slugs -- (Project Cost: 3 | Recruitment Value: 0.5) Amidst the Great Hole, a great advancement for the race of Daal'Gaks was the domestication of the humble Gru'Bek; A large bulbous cavern slug that both secretes and may expel a mixture of mucus that quickly hardens, taking on a cement-like quality. Used to trap prey for further dissolution. As well as a renknewable resource from which the Daal'Gaks have used to create the first bits of infrastructure for their tribe. Only the Gru'Bek is known to be able to naturally neutralize this cement. Crundles coat themselves in a thick tar / pitch substance, which has been found to resist around 90% of adherence to the Gru'Beks' mucus. Thus Gru'Bek masters are able to be picked out at but a glance, sometimes referred to as black riders. Up to a trio may easily ride the back of one such slug, with the usual assortment of weaponry. Two bearing a longspear, and the third a slingstaffs. In battle their intent is not to charge like most cavalry, but utilize their mount's physiology in trapping / screening the front ranks of the enemy.
Expand Outwards and Upwards -- (Project Cost: 9) Overcoming their trepidation and shedding their sensitivity to the great lights above, the Daal'Gaks collectively make an effort to emerge from their deep ravine and build up a presence in the world at large. Through a combination of spongy fungal wood and Gru'Bek cement, they construct the makings of a proper fortress, or at least one through the bleak eyes of cunning cave dwellers upon the precipice of the Great Hole, to secure their place amongst the rest. It is known in their tongue by the name Burz'Gaang
Study the Black Glass -- (Project Cost: 4 / 4) As the minds and souls of the Daal'Gaks develop under the rising and setting Sun, so too does their need for greater tools and deeper myth to herald them on. And so those of great horns begin to lance hefty chunks of the meteoric glass, while the few masters of stonecunning and craft begin to knap the incredibly sharp material to use for blades that might rend any substance asunder. Or to the superstition of the Daal'Gaks, cut through any mysteries or truths. -- Unlocks recruitment of Crundle Black-Blades (Value 0.5 / Obsidian 0.5); The first of the true Daal'Gak warriors who bear pride in martial skill, bearing long wavy, feathered shards of Meteoric Obsidian. Not only do they reflect the true spirits of their wielders in their deep mirrored surfaces, but so too may they slice delicately through some of the most durable materials.
NEW PROJECTS
Search for Tunnel Networks -- (Project Cost: 1
1 / 5) The great subterranean vaults below the surface, below the Great Hole are interwoven and connected, nigh untouched by the surface world. Yet, surely there must be other caverns, other dark passageways, and strange crevasses that will connect just as well to the surface? The most intrepid of Crundle kind lead an expedition back into their primordial home to search for such secret entrances, hoping to one day use them to spill out upon the land.
Gathering of the Tribes -- (Project Cost: 3 / 10) The Tribal chiefs and longhorns amongst the Crundles have made an epiphany with the emergence of the black-blades and their leadership across the battlefield. As such they have come to the conclusion that Crundle-kind must have a monolithic figure by which to look up to in both awe and reverence. The chiefs begin a protracted process of duels and battles amid themselves, streaking one another's blood across the Great Hole, not out of malice for one another, but for the advancement of their race. The last one standing will be named High Chief, both the greatest Crundle warrior and leader.
Gundle: Reloaded -- (Project Cost: 2 / 5 | Meteoric Obsidian: 100 / 150 | Crundle Tribals: 100 | 100) On the dawn of the third day, the technological wastes to the south were silent, save the gibbering of the Daal'Gaks. The strange and inexplicable sights they had witnessed the night before continue to play at their nascent minds; Bright lights that can wipe out an army, hordes of dark sheened monsters with the hardest of shells, even hand sized stones that burst and spew shrapnel. It is the sheer curiosity of the little buggers that drives them to tear these implements apart and 'reverse engineer' them in the loosest imagining of the term fore its rare that they can even put them together. Still the Crundles horde every little item they can get their hands on, mainly Gobborg guns and other firearms found around the arcology and old metropolis. After more than a few accidental deaths the Crundles also begin to understand the components of ammunition for this advanced slings. As thus they begin to add a little of their own touch, a piece of Gaar'Vul into the implements, knapped black glass bullets, set to tear through the thickest of machine hides. At that, the Shardslinger Squads will soon be prepped for action. ( Crundle Shard-Slinger | Recruitment Value: 0.5 | Meteoric Obsidian: 0.5 | Relative Access to ruined technology. )
0/28 Project Points remain.
-- Fallen Stars --
The Daal'Gaks hatch a new plan!
(NM)
Four days now, four! Despite bearing much of the might of the Daal'Gaks upon the winged beast in the north, still it laid their repeated plans low, managing to do little more than build a mighty grudge upon the backs of this battalion. And it seemed from this day on, when the ire of the Crundles at last fell upon you, it could never be rescinded.
The observant eyes of the black riders would not go unrewarded, for closely they watched the might Griffon's descent keenly between the elongated stalks of their mounts. They knew now of where it perched, spiraling up the immense stalagmite that was Mount Nasty, there at its very peak lay the beast.
Crundle Tribals -- 1,263 (316 Value)
Crundle Pebble-Slingers -- 409 (102 Value)
Crundle Black-Blades -- 100 (50 Value | 50 Meteoric Obsidian)
Trogs -- 173 (173 Value)
Gru'Beks -- 125 (80 Value)
They beset themselves upon this. They bent all their will around it. Just after the apparent scheduled feeding times of the monstrosity, the Daal'Gaks, led by their chosen black blades, drafted a new plan while yet a few more honored black blades arrived.
Crundle Black-Blades -- 100 (50 Value | 50 Meteoric Obsidian)
With a tearful goodbye, three tarred tribals sung a mournful canto for the plumpest and juiciest of their Gru'Beks. Whom they left in place much like the past two days, a contingent yet more of tribals well hidden around it, only meant to not rouse the intelligence of the beast. For their greatest warriors would delve into the terrible Mount Nasty, searching through the winding caverns within for a most hidden path that would lead their pittering feet to the top, or as close to it as possible. The legendary climbers that they are, Crundles bearing their black blades would ascend to the heights of the mountain, to the very peak along with but a small retinue of Trogs and Gru'Beks, to immobilize the surprised beast, just enough to remain clandestine. It was there they would lie in wait during the Griffon's descent of the day.
When at last the beast winged off to feed, they would make their move, and lay their trap.
If perhaps there were a nest, they would fit themselves snug inside the weavings of branch and grass, where their pleasantly earthy scent would go unnoticed. Then at last, whence the beast returned, they would split its underbelly from one end to the other in a combined stroke of their obsidian swords. All together, the Daal'Gaks hoped to spring a trap of learned behavior, and of habit.
-- Thru Caverns Dark --
The Daal'Gaks are a quiet sort, amongst the rubble
(SM)
The Daal'Gaks commit to their prior stealth engagement in the SM tile.
-- Of Machine and Crundle --
The Daal'Gaks do not languor about.
(SE)
The Daal'Gaks commit to a new stealth engagement in SE
-- Murk and Mire --
The Daal'Gaks clean it up!
(ME)
When at last the tremendous fall of ancient machine of war echoed across the dead lands of the metropolis, and too shook the firmament, the Daal'Gaks let out just as much of a grand cheer. Though many lives were lost among these ruins, they would one day be a land of prosperity for Crundlekin. Collectively chanting a tune of victory, the pooled willpower and conviction to see their race through overwhelmed the long dead spirit of the machines.
The poltergeist and its hauntings could not sway the might, or perhaps foolish, souls of the Daal'Gaks, not with shards of Gar'Vul at their side, not with the strength of their comradarie. With this, the strongest army of the Crundles gathers in the ancient city park, where naught a blade of grass stands yet among the rubble and decay. Even they, the gibbering imps from beneath the surface could speak to the olde rot across these lands; the crumbling structures, grand may they once have been. The caustic soil, the chilling air. At once the Crundles were in awe and despair, they sung a hymn for the fallen and formed up under the leadership of the Black Blades.
Today, these ghosts of the past could at last sleep.
Crundle Tribals -- 1413 (353 Value)
Crundle Pebble-Slingers -- 242 (22 Value)
Crundle Black-Blades -- 172 (86 Value | 86 Meteoric Obsidian)
Trogs -- 148 (148 Value)
Gru'Beks -- 168 (126 Value)
Once they are joined by another contingent of Black-Blades they move on.
Crundle Black-Blades -- 97 (49 Value | 49 Meteoric Obsidian)
Many slingers would climb the great towers of days long past as lookouts and 'snipers', while in their little legions, the Crundles marched on to the east, leaving no ancient haunted relic unturned. With Gar'vul in their hands, all would be disassembled to their base elements, even the very spirits themselves would be rent asunder, Trogs and Gru'Beks yet still taking the brunt of the remaining machines. Truths were reflected into the shards of obsidian that day; May this world never again be consumed in flame and shadow, the Crundles shed tears for the earth, for the mother of life.
-- Back at Home --
Honored bearers of Gar'vul are sent off with a great hurrah, while the remainder of Crundlekin now drink deep of the shifting surface of the Meteoric Obsidian. And within they see another age of violence soon to overcome these scarred lands.
Crundle Tribals -- 388 (97 Value)
Crundle Pebble-Slingers -- 312 (78 Value)
Crundle Black-Blades -- 0
Trogs -- 0
Gru'Beks -- 0
Organic brains are woefully inefficient for controlling robots. It's way more useful to have one super-consciousness control thousands of drones at once.
The United Collective of Spore vs NEE.
Objectives:
- Annexation, starting with seizing control of the Shadowed Forest, and the Strategic Resource. Moving on to the Ruined City and Mt Barton in that order.Aborted: Difficulties in doing so under a short timeframe.
- Enslavement/Death of the Satyr Race. You shall be colonized.Partial Success: Knowledge gained of Satyr combat style, aborting combat.
- End of Mamut Taipan (Hero) Aborted: Limited effectiveness was undone.
Units Sent
- 2000 Sporelings
Units Returning/Lost
- 291 Sporelings lost in combat.
- 1709 returning to Home(NE)
Important things that need consideration
Mt Barton is not a place we should assault at the start. Lines of sight from above are too long to make any progress but in full force
The Ruined City likely has greenery, but may be fairly mazelike. Limited Scouts should be used to determine locations of any resistance before overruning the enemy.
Mamut Taipan is a priority target. If engaged, kite them as we gather a mass to engulf them. Surround and crush.
Satyr alone are not a threat despite decent speed, numbers would be sufficient for victory. However they worked to remove our brethren from Mamut Taipan, who caused the most damage with high speed and large size. Casualties would continue to mount, so long as nothing changes.
Spore's Collective Opinion is to leave them for another day.
Tactics
Swarm Tactics are to be employed against the enemy. Avoid fire if possible, if not, sacrifice oneself to quench it for the others to swarm the one using it. Against the Hero all forces are to be employed, with a minimum of 500 needed for engagement.
Scouting groups of 10, stick to the Shadowed Woods and use ambush tactics where applicable, with lure tactics being used as needed. Run a circle search pattern around nearby allies.
If Hero does not appear in currently location being cleared and secured, do not search out. Numbers are to be used against them.
Ruined City will have scouts as preliminary, followed by mass swarm. Use sewers, climb walls, gather in the city, and crush resistance.
Mt Barton requires are units gathered as the final point to be annexed. Climb to the top en mass then surge down on any stranglers our efforts did not defeat.
Tactics employed in the Shadowed Woods were partially successful. However a number of advantages are needed to resolve this battlefield swiftly and cleanly.
Current Orders
All Units are to withdraw in an orderly manner in groups of 10-50. If enemies attempt to attack, deal with them before moving on, but withdrawal is the priority.
End of Report
Filed under Sub-process Historical Records, UCS vs NEE Satyr/Mamut Taipan Shadowed Woods, Report 1.
Stealth Action: The United Collective of Spore, NM and ME.
The Spore have been spotted to head towards NM for some purpose. What they number and their purpose is unknown, but there can't be more than 160 of them based upon last reports.
Another report says some have also been spotted heading toward ME as well? What is their plan...