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Author Topic: Bay12 Communal Worldbuilding Game  (Read 64527 times)

TankKit

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Re: Bay12 Communal Worldbuilding Game
« Reply #675 on: July 01, 2020, 11:01:19 am »

Year 301.4
Khagatai's death without an heir so early in the war was a devastating blow to the Black Qhaganate. A Black Council was swiftly formed, made up primarily of the Qhaganates finest generals to lead them to victory in the crusade. However, they had mostly reached their position for their loyalty to Khagatai, and were far less competent than he had been. Still, they tried their best, moving their defensive forces to threaten the siege in the east while they concentrated the entirety of their force on an all-out assault the Red Court army encamped in their lands. This was a reckless decision that they knew would be costly in lives, but they hoped that the Aetherials would be more willing to assist the Qhaganate if they proved their determination to continue fulfilling the pact he had made with them - otherwise they could very well lose everything. (Roll for intimidation of besieging forces(difficult) and all-out assault on the Army of Mages(Easier due to overwhelming force against small elite force, but also costlier due to overwhelming force against small elite force, if it's not too bothersome.))

Meanwhile, Dorathine the 13th "The Warrior" decided to personally lead his army further into the shaman lands. While he was a skilled and experienced general and a great inspiration to his troops, his bravery was also quite dangerous, as he had a tendency to charge directly into battle whenever he deemed it necessary for a more decisive victory. (Roll for success of continued Dorathian conquest of the shaman lands - Dorathine straight up dies on a roll of 5 or lower but inspires and leads his troops well.)

Dorathian engineers also begin studying these new cannon designs, looking for a way to improve up on them in their own unique Dorathian way. (Roll for attempts to prove cannon.)

Meanwhile, Zornaraughs raids against the slugmen become larger and more aggressive, pushing deeper into their lands seeking more labour to continue their expansion. The slugmen begin fortifying even small settlements in an attempt to halt the raids. (Roll for Greenskin raids VS Slugmen fortification efforts.)

((I would also just like to say that I'm really liking the look of this new war minigame, it's a really good way of doing it.))
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Naturegirl1999

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Re: Bay12 Communal Worldbuilding Game
« Reply #676 on: July 01, 2020, 11:59:18 am »

Year 301.3
The Thairmar army attacks the Red Court from the East

((Just an FYI for everyone:
Moves related to ongoing wars can be taken in addition to normal actions. So you can do stuff not related to the crusade and play the war minigame at the same time and don't have to choose between the two.))
((What do you think?))
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IncompetentFortressMaker

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Re: Bay12 Communal Worldbuilding Game
« Reply #677 on: July 01, 2020, 12:09:48 pm »

Year 301.52
The Great Scar University has had the skeleton locked up for some time now. Said skeleton has, however, mostly been yelling profanities at any Magi who come near it, probably because its cannon was confiscated. The Magi, after some debate, decide to see whether the skeleton will tell them anything meaningful.
Roll for whether the Magi successfully interrogate the skeleton.
Meanwhile, a few of the more engineer-like people on University grounds study the skeleton's cannon. They attempt to copy it - having heard that there's a war going on, they consider such a weapon useful if the University were to be attacked. Roll for how well the cannon is copied.

Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #678 on: July 01, 2020, 01:26:58 pm »

Year 301.4
Khagatai's death without an heir so early in the war was a devastating blow to the Black Qhaganate. A Black Council was swiftly formed, made up primarily of the Qhaganates finest generals to lead them to victory in the crusade. However, they had mostly reached their position for their loyalty to Khagatai, and were far less competent than he had been. Still, they tried their best, moving their defensive forces to threaten the siege in the east while they concentrated the entirety of their force on an all-out assault the Red Court army encamped in their lands. This was a reckless decision that they knew would be costly in lives, but they hoped that the Aetherials would be more willing to assist the Qhaganate if they proved their determination to continue fulfilling the pact he had made with them - otherwise they could very well lose everything. (Roll for intimidation of besieging forces(difficult) and all-out assault on the Army of Mages(Easier due to overwhelming force against small elite force, but also costlier due to overwhelming force against small elite force, if it's not too bothersome.))

Meanwhile, Dorathine the 13th "The Warrior" decided to personally lead his army further into the shaman lands. While he was a skilled and experienced general and a great inspiration to his troops, his bravery was also quite dangerous, as he had a tendency to charge directly into battle whenever he deemed it necessary for a more decisive victory. (Roll for success of continued Dorathian conquest of the shaman lands - Dorathine straight up dies on a roll of 5 or lower but inspires and leads his troops well.)

Dorathian engineers also begin studying these new cannon designs, looking for a way to improve up on them in their own unique Dorathian way. (Roll for attempts to prove cannon.)

Meanwhile, Zornaraughs raids against the slugmen become larger and more aggressive, pushing deeper into their lands seeking more labour to continue their expansion. The slugmen begin fortifying even small settlements in an attempt to halt the raids. (Roll for Greenskin raids VS Slugmen fortification efforts.)

((I would also just like to say that I'm really liking the look of this new war minigame, it's a really good way of doing it.))

((I like that the new War system has been seemingly well recieved, but it was designed to be pretty streamlined(and a bit more "gamey") compared to the rest of the game.

Heres how it generally is meant to be played, maybe i should've put that in the update post, oh well, i suppose i can edit it:

1 move per player, per war, per update.(which are the Wargame's "Turns") and each army can only take 1 action per update.
You need only tell me which army/force/unit you want to do what, and i'll handle the rest, including determining the difficulty of the rolls, if needed.
Don't forget to include WHICH army you want to do WHAT, else i'll just get confused and have to try to figure it out myself.

(the previous turn by naturegirl1999 is great example of a wargame turn. Fluff can be added, but make sure what you want to be done and by which army is clear.)

Year 301.3
The Thairmar army attacks the Red Court from the East

((Just an FYI for everyone:
Moves related to ongoing wars can be taken in addition to normal actions. So you can do stuff not related to the crusade and play the war minigame at the same time and don't have to choose between the two.))
((What do you think?))

((I like it. I've always kinda liked your turns that deal with the Purple Leaves and their mind and the Plantira is an interesting touch, shall i make her as you said "a deity of the plants"?
I also just realized something, the Blue plants do have their own niche in all this. The Purple Leaves eat the conscious thoughts of humans, Red ones eat those of the Purple ones, but Blues are the odd ones out, and since they are related to Elysium, so are they to dreams, since they all look like something in a vivid dream, like they're mostly correct but SOMETHING is off about them. Oh yeah, Elysium and Elysians have some stuff going on with dreams, hopefully i'll get to elaborate on it soon, in whatever way.))
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Naturegirl1999

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Re: Bay12 Communal Worldbuilding Game
« Reply #679 on: July 01, 2020, 01:35:46 pm »

((Yes, Plantira would be the deity of plants. The reason the petals are different sizes is because of which leaf color the plants directly around her have the most of. Currently, that’s the purple leaves, and less so the red leaves. Is this making sense?))
« Last Edit: July 01, 2020, 01:38:28 pm by Naturegirl1999 »
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #680 on: July 01, 2020, 01:42:20 pm »

((Yes, Plantira would be the deity of plants. The reason the petals are different sizes is because of which leaf color the plants directly around her have the most of. Currently, that’s the purple leaves, and less so the red leaves. Is this making sense?))

((yeah it makes plenty sense. And i will make her a goddess in the next update, then

EDIT: and maybe give her a icon on the map, too.))
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #681 on: July 02, 2020, 05:48:42 am »

Notices


Combat
Dorathian Crusade
Dorathian Kingdom vs. The Coalition of the Lakes
Code: [Select]
Bonuses
Dorathian Kingdom
Reckless Attack +2 Attack, -3 Defence

Dorathian Kingdom 2d20= (18+2=20)+(19-3=16)
vs.
The Coalition of the Lakes 2d20= 4+16
The Dorathian Kingdom's army continues its march forward, toward the capital of the Hamsterfolk Shamans. Continuing along the valley and the alongside the great river, they marched once more into enemy territory to find their enemy entrenched deep. Dorathine the 13th attacked the Coalition forces with a wild, reckless attack but much of the attack was mitigated by the Hamsterfolks' almost clairvoyant defence of their land. The Hamster folk returned little in the way of damage, instead opting to hold their ground against the oncoming tide and only exploiting the few openings that the enemy's recklessness caused. In the end, the Coalition Retreated backward as the casualties began to pile up.
(The Dorathian kingdom Occupies more of the Hamsterfolk Shamans' land)

The Third Crusade
Kingdom of Arghila attempts to Resupply
Code: [Select]
1d20=11The forces of Arghila loot the land they occupied but the small southern section of land they took from the Red Court bears few resources, and certainly not enough for a sustained campaign. They've had to supplement their income of supplies with ones brought in by their old allies, the Dorathian Kingdom, what little they could supply them.
(the KIngdom of Arghila's army health has increased by 5%)


The Thairmar army vs. Red Court's defensive armies, Eastern attack
Code: [Select]
Bonuses
Red Court's defensive armies
Larger Force +2 attack, +2 defence

The Thairmar army 2d20=10+9
vs.
Red Court's defensive armies 2d20=(16+2=18)+(16+2=18)
The Thairmar Army attacks the Red Court's lands from the east, intending to capture their capital. The Red Court's capital city is in middle of the desert sands, still bearing the scars of previous conflicts fought on this soil. But when last time the city was attacked it marked the end of a nation, this time the defence held firm. The army of Thairmar attempted to besiege the city but they are far from home and in unfamiliar lands and around unfamiliar people, where their enemies had the advantage in every regard. The army of Thairmar took great losses in attempting to take the city and were still sent into a retreat back into the Black Qhanganate's lands and the Red Courts garrison took almost nothing in the way of casualties.

The Black Sky-Legion vs. The Army of Mages, Occupied lands.
Code: [Select]
Bonuses
The Black Sky-Legion
Aerial: +3 Attack, +3 Defence
Reckless Attack: +2 Attack -3 Defence

The Army of Mages
Infinite Provisions +1 Attack, +1 Defence, Immune to encirclement

The Black Sky-Legion 2d20= (14+5=19)+(17-2=15)
vs.
The Army of Mages 2d20= (12+1=13)+(11+1=12)
The Black Sky legion attacked the occupied lands where the Army of Mages had set up camp with a reckless attack. The black sands still covered with the red crystal that marked the attack of the Legion.
The Death of Khagatai filled the Legion with rage and they held nothing back in the attack. The Army of Mages was unprepared for the onslaught and were decimated in the attack, their encampments burnt and their forces driven out of the Qhanganate's land. The Army of Mages could do little against such a violent assault and the few successes they scored were because of the enemy's recklessness.
(The Red Court has lost the occupied lands)

Rolls


Arghila's security investigation
Code: [Select]
1d20=19After a large amount of cross-referncing and consulting with his advisors, the King of Arghila manages to root out Yarlac Drem, the crime-lord. However, they are unable to verify whether he does infact possess Necromantic power or not. Still, a sneaking suspicion remains: What is a major crime lord from Arghila doing in a crusade pretending to be a healer. However, it is largely irrelevant, because Yarlac is still a criminal with a bounty on his head in Arghila, as such, he was locked up and bound in chains, waiting to be transported back to Arghila and probably executed. His apprentice was left untouched, as he is considered a nobody.

Dorathian Kingdom attempts to improve the Ziani Cannon
Code: [Select]
1d20=20!The Cannon's design is generally relatively simple, with some alterations to the design, a smaller even more portable cannon has been experimentally trialed. These "Hand Cannons" are wieldable and fireable by single person, barely. Although they fire smaller cannonballs which are especially designed for it, the damage these weapons deal is still staggering, far outclassing any bow or crossbow.
However, such weapons are probably far off from actual production and even then they would be specialist weapons.

Greenskins attempt to raid the Slugmen AGAIN...
Code: [Select]
1d20=15The Attempts by the slugmen to fortify their lands against further greenskin invasions has had some effect of slowing and stopping their raids, however it is not enough and the greenskins just keep raiding and taking slaves to further their own expansion. However, someone still needs to keep watch over the slaves too lest they run away and they can not be sent into the wilds alone to settle further territories, for obvious reasons. As the Greenskins' numbers are still somewhat stretched thin, they've been unable to further expand their territory for now.

University attempts to Interrogate the Skeleton.
Code: [Select]
1d20=14The attempts by the University researchers to interrogate the Skeleton only results in the skeleton in question only becoming more agitated and spit out even more profanities at the researchers, mostly because it is frustrated by the fact that it itself has no idea how it got there, either.

University attempts to copy the Skeleton's cannon.
Code: [Select]
1d20=20!The problem isnt with the cannon, the cannon itself is incredibly simple, almost trivial for the researchers to replicate, the problem is with the blasting powder it needs to fire. Namely, it is expensive and hard to get, especially on Dragolia, with the only supply coming from Refugio Guerra. While supply is expected to improve once the Jahtari complete their Sky-ship, the Magi have come up with an ingenous solution to the problem: Why not fire MAGIC out of the cannon? Crawling through some older plans and prototypes of the humans and their warships. The Magi of the university believe they can miniturize the Arcane cannons, and make them small enough to be used by a single operator and simple enough that even the dumbest oaf can fire one. The resulting prototype is a magical device that looks like a smaller cannon at first glance but actually contains an Arcane crystal that it draws power from to fire, a "Mana Blaster" if you will. The cannon is small enough to be wielded and fired by a single person, barely.

A working production model is probably far off, and even then it will be a specialist weapon.


YEAR 301.6
The Third Crusade: After their failed attempt to find and kill the necromancer, Rheis' Paladins instead focus on their main objective, and begin marching toward the Aetherials' Portal. But first they intend to take back the occupied land that was lost with the Defeat of the Army of Mages with furious, zealous attack.
Rheis' Paladins attack the Black Qhanganate from the Red Court and toward the portal with a Reckless attack.

Rheis' Paladins vs. Black Qhanganate, from the red court toward the portal.
Code: [Select]
Bonuses
Rheis' Paladins:
Reckless Attack: +2 Attack -3 Defence

Black Qhanganate:
Larger Army: +2 Attack +2 Defence

Rheis' Paladins 2d20= (15+2=17)+(20!)
vs.
Black Qhanganate 2d20= (19+2=21)+(4+2=6)
Rheis' Paladins marched out of the Red Court's lands with a bitter taste in their mouths and a thirst for blood unquenched by the previous battle. Everything within the Black Qhanganate hated and feared them, even the black sand seemed to attempt to avoid them as the paladins' steel boots landed on the sands. It took mere hours after stepping into the Black Qhanganate's lands for its defenders to assault them in mass, and the numerically inferior Paladins slaughtered the corrupted monsters in droves, their wretched flesh and twisted armor offered little defence against the light of the Paladins or their blades. The Attack of the Black Qhanganate was one of a ferocity and scale never before seen in any war, but no weapon of the Qhanganate could even so much as scratch the armor of the Paladins, whether it was the magical barriers of light or some greater force was watching over them, not a single Paladin fell in the battle, despite being attacked from all sides. Soon the defenders of the Black Qhanganate finally realized their mistake and retreated. Legends would soon spread of the Warriors of Light being invincible among the Qhanganate's ranks.
(The Red Court has occupied a large section of the Black Qhanganate, Taken by Rheis' Paladins.)

With the hull and the skydock of the Sky-ship well and truly done, the Jahtari need just one last part before the Sky-ship is complete:

The lift system, something to bring the airship into the sky and keep it there and also to descend.
The Jahtari Sultanate asks the University for help with the Sky-ship
Code: [Select]
1d20=13
The University's apparently having manpower problems, what with the war going on and numerous other projects, however the Jahtari are able to convince some of the Magi who originally worked on the Aquatic Gondola to help them make a propulsion system for the sky-ship. However, it will likely still take a while before the sky-ship is truly finished and can finally take flight, at last.

Auto-Combat
Dorathian Crusade
The Orc-Slayer bandit and his bandits Attack the Hamsterfolk Shamans, Along the eastern side of the great valley

The Orc-Slayer bandit and his bandits vs. Coalition of the Lakes, from the south, east side of the great valley.
Code: [Select]
The Coalition of the Lakes takes half damage, Anti-Bashing protection.

Bonuses

The Orc-Slayer bandit and his bandits 2d20=8+13
vs.
Coalition of the Lakes 2d20=17+11
The Orc-Slayer and his bandits do not succeed in taking any territory from the Hamsterfolk Shamans. They deal little damage and recieve a lot in return.

Coalition of the Lakes attempts to Resupply
Code: [Select]
1d20=2instead of looking for provisions, some of the Coalition of the Lakes' troops desert the army, instead.
(The Coalition of the Lakes has lost 5% army health)

The Third Crusade
It is not known how, but The Aetherials seem to have somehow aquired a bunch Ziani Cannons and split off 20% of their forces to turn into an Artillery force.

The Desert Shades attempt to sabotage the supplies of the Kingdom of Arghila's army
Code: [Select]
1d20=12The Desert Shades succeed in depriving the Kingdom of Arghila's army of some supplies.
(Kingdom of Arghila gains a -1 debuff to both attack and defence for the next turn)

Kingdom of Karhan attempts to resupply after its failed siege on the Black Qhanganate's fort
Code: [Select]
1d20=7Despite trying their best to find extra supplies, they could come up with none.
(Karhan gains no army Health)

The Great Diplomatic Army attacks the Black Qhangante toward the south west
The Great Diplomatic Army vs. Black Qhangante, from the northeast
Code: [Select]
The Black Qhangante takes half damage, anti-bashing protection.

The Great Diplomatic Army 2d20= 16+7
vs.
Black Qhangante 2d20= 9+10
The Great Diplomatic army takes some land further to the southwest in the battle. The Great army does a lot of damage to the Black Qhanganate and takes little in return.

The Black Qhanganate attempts to Resupply after the massive beating its taken
Code: [Select]
1d20=2Instead of looking for provisions, some of the Black Qhanganate's troops desert the army, instead.
(The Black Qhanganate has lost 5% army health)

The Army of Mages Attempts to Resupply
Code: [Select]
1d20=12The Army of Mages succeeds in recruiting some additional forces
(The Army of Mages gains 5% army health)

The Red Court attempts to fortify their positions
Code: [Select]
1d20=1!Somehow, in an attempt to shore up their defences, the Red Court has made its defences far weaker than they were before
(The Red Court gains a -3 Defence debuff for the next turn)



Summary
Spoiler (click to show/hide)

Ongoing Wars
(Updated)
Spoiler (click to show/hide)
Map and Legend
(Updated)
Spoiler (click to show/hide)

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Unraveller

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Re: Bay12 Communal Worldbuilding Game
« Reply #682 on: July 02, 2020, 05:52:36 am »

Year 301.6
The Wharg have bourne enough sorrow, have they not? Yet still they weep upon the ashes of the first flame and no steam comes forth, yet still they heep bundles of sticks, dried grasses, and all manner of tinder upon the pile. The bones of the Wharg grow chilled, already accustomed to the warmth of fire. So too do they hurl curses upon the wind, the rain, and the clouds. All the while creating a new caste within their society, tribals you or I might call Stormseekers.

The apemen banded together and bore waving, carved sticks, shaped like their idealized version of the lightning bolt that created their flame and rose to the highest tree tops, waving them in the air along with sacred Wharg chants. The storms might have forsaken them, so maybe they would steal the power of fire from the very skies themselves!

Does the conviction to see flame again bear fruit for the Wharg?
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TankKit

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Re: Bay12 Communal Worldbuilding Game
« Reply #683 on: July 02, 2020, 06:20:30 am »

Year 301.7

The Dorathian Kingdoms military industry churns as it begins mass-producing Ziani Cannons. It will take years before there are enough for them to be fielded as part of a proper military force, and even more years before the Dorathian Hand-Cannons are employed in their military at all, but they will no doubt be a formidable force one it is completed. For now, however, Dorathine the 13th "The Warrior" surrounds the capital of his enemy and lays siege to it without these tools. (Dorathian Kingdom offensive army besieges the enemy capital.)

Meanwhile, with the Coalition forces exhausted, the newly crowned Kaiser Garidius of the Celestial Emperor begins asserting his control over the slugmen duchies to his east and west. Citing the Celestial Empires borders before the Heavenly War, during which these lands were unjustly taken from them by the dragons and then conquered by the Slugmen Duchies, he demands that they abandon their foolish 'Archduke' and swear subservience to him instead. If they don't, he will take the rightfully Celestial Imperial lands by force.(Roll for success of Garidius intimidating the old lands into rejoining him. If it doesn't succeed, he declares war on them.)

Meanwhile, the New Qhaganate enjoys a period of healthy peace and prosperity. (Roll to see how prosperous the New Qhaganate is.)
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auzewasright

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Re: Bay12 Communal Worldbuilding Game
« Reply #684 on: July 02, 2020, 06:30:22 am »

301.63

The Great Diplomatic Army decides to resupply with more soldiers and diplomats while they wait for the diplomatic agreements below to be negotiated.

The first diplomatic message is sent to the Kingdoms of Karhan & Arghila, requesting them to cease-fire on all Armies once Streamland forces them into peace, starting with them and the Black Qhaganate.

The second one is sent, in light of recent victories, at the Black Qhaganate. The terms of the ceasefire is that the Qhaganate will agree to the following conditions:
1. Peace and reliable supplying of Vision Dust for as long as needed to wipe out the Purple Leaf Disease
2. A human controlled territory free from corruption through which such trade can be conducted
3. Containment of the expansion of the forces of The Qhaganate (not really considered a priority so much as something to be disposed of at the right time as a "compromise" in return for the above terms).
As well as the allowing of the occupation of a corridor going to the Western attacking armies, for the purpose of forcing peace through aggressive diplomacy there as well.
« Last Edit: July 02, 2020, 06:33:17 am by auzewasright »
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Lidku

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Re: Bay12 Communal Worldbuilding Game
« Reply #685 on: July 02, 2020, 08:32:37 am »

301.8

With the some of the army supplies seemingly becoming sabotaged by some outside force, Ludicrous-Sales Halloween takes it that the Red Court hasn't taken heed to his message to broker a separate peace of negotiation. He supposes that the only way to open up talks is to increase the martial presence he has in Red Court lands as of now.

Roll for Kingdom of Arghila offense on the Red Court

Quote from: auzewasright
The first diplomatic message is sent to the Kingdoms of Karhan & Arghila, requesting them to cease-fire on all Armies once Streamland forces them into peace, starting with them and the Black Qhaganate.

Meanwhile while the forces of Arghila assemble to stage an assault, King Ludicrous-Sales Halloween replies to Steamland: "The Crusade I primarily have is with the Red Court as they possess an artefact of great importance- a piece part of a greater collage. The Black Qhaganate was never the priority of mine, only the Red Court. Besides is it not that both of these realms are ones wrought of Chaos? If the Black Qhaganate is forced to a peace, my part of the war will continue unless the Red Court wishes to come to a peace."

The King of Arghila also sends a falcon with a letter to Rheis asking him why is he serving under the employ of the Red Court despite both the Black Qhaganate and Red Court being aligned with Chaos. The letter also tells that he has captured the Necromancer they seek, which he will give to them to see fit if they relinquish loyal to the Red Court.


Mi'akl knew this was a horrible idea, joining a campaign of this calibre with his master so notorious the way he is. Luckily the camp internal security didn't pay Mi'akl any heed and thought him to be a common medial aide, so he was spared capture. With this in mind, Mi'akl summons a Chameleon-Demon in the dead of night and has it try to free Yarlac who would be chained in a large tent next to the barracks which serves as the camp prison.

Roll to see how successful the Chameleon-Demon is
« Last Edit: July 02, 2020, 08:47:26 am by Lidku »
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Naturegirl1999

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Re: Bay12 Communal Worldbuilding Game
« Reply #686 on: July 02, 2020, 08:58:50 am »

301.9
Thairmar attacks the Red Court again, in light of their decreased defenses.

Meanwhile the Sandpond Clan, fearing the battles in the southeast might reach them, begin building a wall around their city.

((If the second action isn’t allowed due to it involving the war, indirectly, tell me and I will change it))
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #687 on: July 02, 2020, 09:23:20 am »

301.9
Thairmar attacks the Red Court again, in light of their decreased defenses.

Meanwhile the Sandpond Clan, fearing the battles in the southeast might reach them, begin building a wall around their city.

((If the second action isn’t allowed due to it involving the war, indirectly, tell me and I will change it))

((No that's totally fine, it'd be fine even if it did directly interact with any of the ongoing wars. Armies and Nations are largely seperate from one another. You could totally build a fort during a war, and i encourage trying it. it'll take a while, but as you know from Karhan vs Eastern fort, forts are incredibly powerful. Even totally new armies can be added to an existing war as long as it makes sense.

Even the rules aren't really hard and fast. I have no problem bending the supposed "rules" for the sake of the game and the players.
The rules are there for those who would go out of their way to violate them. A good example would be bashing an army repeatedly within the same post with every other army. Or erasing an entire continent from existence.))
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Re: Bay12 Communal Worldbuilding Game
« Reply #688 on: July 02, 2020, 10:37:51 am »

Year 302- A more focused expedition sets out to explore the previously uncharted island off the coast of Karhan. Covered in thick jungle, the island is home to lots of wildlife but little else at first glance. Explorers stumble upon the ruins of a small tribal settlement with a colossal stone head as it's centerpiece. These adventurers, lacking detailed knowledge regarding the Moko and their society, excavate the head, load it up on one of their ships and set sail back to Dalai and the mainland.

The Aetherial Cannon Artillery test out their new weaponry by bombarding the positions of the Great Diplomatic Army

Back in Refugio Guerra the irritable alchemist, Kore Jonhara, has been taken completely by the mesmeric qualities of the Great Ruby and constructs a small shrine to it in his home. He begins deluding himself into thinking that the mysterious growths on the Ruby demonstrate a divine nature and so begins preaching that the Ruby will give birth to a new god and that he is the rightful shepherd
Roll to see if anyone in Refugio Guerra actually buys into this manic preacher talk
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IncompetentFortressMaker

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Re: Bay12 Communal Worldbuilding Game
« Reply #689 on: July 02, 2020, 11:31:39 am »

Year 302.11
The University releases the skeleton, having nothing more to gain from it. Unfortunately for them, the skeleton appears to really not like Magi. Which results in the skeleton attempting to punch nearby Magi to death. While doing this, the skeleton happens to catch sight of the "Mana Blaster" and just about goes berserk as a result, yelling about theft, designs and gold. In the ensuing melee, the skeleton somehow manages to grab the "Mana Blaster" and starts trying to shoot people with it. Roll for whether the skeleton manages to hurt anyone.
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