Author Topic: DoW the 3rd  (Read 133151 times)

PrincessHotcakes

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Reply #195 on: September 08, 2013, 01:02:05 AM
Turn 13

Digital Vulpine - (9-8=1) 1+3+6=10 moved
Donnie - (14-14=0) 0+3+4=7
Draykin - (17-15=2) 2+1+7=10 moved
Fax - (14-14=0) 0+3+9=12 moved
FrostedLights - (12-11=1) 1+3+6=10 moved
I am the IZOD - (9-8=1) 1+3+5=9
Kenku - (25-20=5) 5+1+11=17 moved
Radioactive Toast - (14-14=0) 0+3+10=13
Snow - (12-11=1) 1+3+7=10 moved
Stormkit - (21-21=0) 0+1+7=8 moved
Tech - (15-0=15) 15+0+2=17 moved
Tizocoatl - (12-0=12) 12+0+9=21 moved
Trask - (9-9=0) 0+3+10=13 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3

Geo

Alignment

Underground

Climate

Races

Race color key


Races
Aeons+0
  Orders:
  The Balance
  The League of Necessary Evil
  The Unextinguished Hope
  Joy Afflicted
    Armies:
    Standard Tainted Army Responders-in Snuggles
    Restoring Force-in Snuggles
Carcharordons+0
  Orders:
  Predatory Chain
Chiaro+2
  Orders:
  Adventurers' Guild
  Order of the Second Tail
  Sky Isle Ocean Brigands
    Armies:
    Black Lanterns(from the Zemeri)-in Blackwatch
Crondins+0
  Orders:
  Legion of Shadows
  Order of the First Tail
  Elder Rights
  Sakari
    Armies:
    Army of the Elements-in Kelorn
    1st Brigade-in Korvesh
    Volunteer Corp-in Korvesh
Followers of Origin-1
  Orders:
  Priory of Origin
    Armies:
    Followers Unto The Sun-in Highland
Jaegers+0
  Orders:
  The Order of Hunters
    Armies:
    The Consuming Pyre-south of Daishi
    First Spark Recon Corps-south of Daishi
Knowlsek+0
   Subraces: Tin
  Orders:
  The Plex
  The Mercury Eye
    Armies:
    Path Guard-in Maze
    First SightSeekers-East of Maze
Melodians+1
  Orders:
  Church of the Lights
Miz+0
  Orders:
  The Hexogon
Nocturnals+0
  Orders:
  Temple of Nyx
True Queenites-1
    Armies:
    Army of the Vengeful Queen-in Den Atzintli
    Army of the Dark Gaze-in Den Atzintli
    Plague of Locust-in Den Atzintli
Pendri+1
  Orders:
  Church of the Burning Light
    Armies:
Terrans+0
  Orders:
  Council of the Round Table
  Knights of the Round Table
  Order of the Third Tail
    Armies:
    1st Terran National Guard-in Ter
    2nd Terran Armored Division-in Ter
    1st Joule Infantry Regiment-in Say
    1st Say Marines-in Say
    2nd Say Fleet-in Say
    2nd Hayek Tank Division-in Hayek
    3rd Hayek Mobile Infantry Regiment-in Hayek
    2nd Columbian Infanty Regiment-in Columbia
    3rd Columbian National Guard-in Columbia
    4th Columbian Bomber Wing-in Columbia
    2nd Joule Mechanized Infantry Regiment-in Joule
    3rd Joule Fighter Wing-in Joule
    3rd Joule Orbital Drop INfantry Regiment-in Joule
    3rd Say Carrier Battle Group-in Joule
    5th Columbian Heavy Artillery Division-in Joule
    3rd Terran Mobile Infantry Regiment-in Joule
    4th Hayek Tank Division-in Joule
Tiatlaca+0
  Orders:
  Water-Bearers
  Order of the Fifth Tail
    Armies:
    Explorational Defense Force-in Den Zacatl
    Army of the Frost Blades-in Den Zacatl
Utoypia+1
  Orders:
  Toymancers
  Order of the Fourth Tail
  Puppetmasters
  Armies:
    Legion of Happiness-in Daishi
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Snuggernaut-in Huggleburg
    Gigglers-Plushville
Zemeri+0
  Orders:
  Scions of Shadow and Moonlight
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow
    Nightspire Lancers-in Delini Pusobu
    Shattered Coast Reavers-in Duchlesa Breh
    Rekapivonian Superheavy Dragoons-in Reckapivo
    Hussars of Palazzo-in Reckapivo

Other
Jack-The-Ripper-In-The-Box
  Armies
  From the Utoypians
    Jack-The-Ripper-In-the-Box's Army-in Snuggles


Avatars
Adam Smith
Adriana
Aeolus
Belzon
Corvo the Allfather
Danyel Yekson
The Dungeonkeeper
Ember Wind Dragon
Entopius
Fios the Sea-lamander
Flurps
The Ghul
High Priest of the Church of the Burning Light
Hrakihk
Ignis
Isaac Newton
Jack-The-Ripper-In-The-Box
John Locke
Khayos
The Kitsune
Morgana, The Faerie
Myrddin Ambrosius
Nicephorus
Nyx
Richard, God of Fate
Syrask Kyuro
Tehuan
General Telectol
Tempest
Tizocoatl
Trasiro Kyuro
The Wanderer
The Wheel of Fortune
The Zenith
Zerky

Aeon Leviathan Assault on HuggleBurg
8(roll)+6(Advances) vs 7(roll)+9(Advances)
2(roll)+6(Advances) vs 5(roll)+9(Advances) -1(prior combat)
The seas quake as the Leviathan charges the floating islands of Huggleburg, using its dimensional distortions to bring down the inflatable islands in the sky one by one, attempting to bring down its defenses.  The challange does not go unanswerd, as rising from the seas comes the Utoypian construct, the Snuggernaut.  The great monstrosity can at will fill itself with water, air, and helium, allowing it to rise into the air, float on the water, or dive under the waves whenever it suits its purpose.  The two giant beasts have at each other, the Leviathan skilled in the Aeons dimensional warping and shifting, the Snuggernaut possessing the enchanted helium, ink, and regenerative abilities of the Utoypians.  The fight is brutal, lasting hours as the few spectators and scouts have to move to quite a safe distance as they giants thrash in the waves.  In the end though, the Snuggernaut is able to use its magical ink to create a hole in the great Leviathan, ripping it open and tearing the beast asunder.

Utoypian Victory
Armies that survive: Snuggernaut
Armies destroyed: Leviathan


Aeon Assault on Snuggles
7(roll)+6(Advances) vs 4(roll)+9(Advances)
7(roll)+6(Advances) vs 11(roll)+9(Advances)-1(prior combat)
8(roll)+6(Advances) vs 5(roll)+9(Advances)-2(prior combat)
The Aeons charge onward into Snuggle simultaniously, smashing into the Toysaders that defend the city.  The Standard Tainted Army Responders strike at the center in a full on assault, not wishing to besiege the city for fear of powerful Utoypian reinforcements.  This assault fares better than the Utoypians expect, as despite their powerful magics they are are unable to destroy the attackers.  However, the STAR army is bloodied severely and is forced to pull back prematurely.  The Super Tactical and Necessary Deployment, coming in on the side, is unable to reach position before it is smashed into by the high morale Toysaders.  The fight is fierce, but the Utoypians manage to surround their flank and wipe the Aeon force out as a fighting force.  Their sacrifice is not in vain however, as the Utoypians break formation all across the island to try and crush the 2nd army force as much as possible, and they are thus unprepared for the Restoring Force which attacks from the rear at the moment of maximum disorganization among the Toysaders.  The result is devestating for the defenders, as Aeon squads and formations strike and break apart the scattered Toysaders piecemeal, siezing control of the island and of the city of Snuggles.

Aeon Victory
Armies that survive: Standard Tainted Army Responders, Restoring Force
Armies destroyed: Toysaders,  Super Tactical and Necessary Deployment



Chiaro Assault on Blackwatch
9(roll)+8(Advances) vs 5(roll)+8(Advances)
3(roll)+8(Advances) vs 7(roll)+8(Advances)
10(roll)+8(Advances) vs 7(roll)+8(Advances)
2(roll)+8(Advances) -1(prior combat) vs 4(roll)+8(Advances)
9(roll)+8(Advances) -1(prior combat) vs 5(roll)+8(Advances) -1(prior combat)
11(roll)+8(Advances) -2(prior combat) vs 8(roll)+8(Advances) -1(prior combat)
The Chiaro launch a coordinated strike upon Blackwatch from all directions: from the tunnels, from the surface, and in the air as well.  It is their intent to break the Follower forces simultaniously and hopefully prevent them from reinforcing each other; the plan is if they attack swiftly enough the Followers will not be able to coordinate and will fall apart into dissaray.  Outnumbered by the defenders, it is an incredibly bold plan.  Chiaro excell at boldness however, and throw themselves into the attack.  Their use of defectors and reverse brainwashed citizens throws the Follower plan of defense into dissarray; they were certainly expecting an armed assault from the tunnels by regular Chiaro forces, but nothing of this magnitude from their own ranks from a supposedly secure city.  As hit and run attacks in and out of the tunneled city commence, more subterfuge is utilized with the use of Zemeri mercencaries, flying in their own airships marked as trading vessels.  They approach the city slowly, then suddenly dart in on the hovering Air Battlecruiser Camelot.  The massive airship is replete with weapons, but Zemeri tactics and advances are unfamiliar to the Followers, and their Sub-Orbital Defense Platforms take the defenders completely by surprise, not having spied their construction.  Their tough new Ghestalian alloys presevere the attacking vessels for quite a long time, enough to eventually break the Battlecruiser in half in the skies.  The battle below proceeds bloodily, with the attackers driving fast and hard into the city, fully aware of its layout and landscape of the tunnels.  Outnumbered as they are, they still manage to take out many Followers and disrupt the defensive layout.  By the time the Followers succeed in wiping them out, the Black Lantern mercenaries strike from the surface, sweeping into the caves with terrifying ferocity, using their dark auras to full effect.  The result is a close thing, but by the end of the bloodletting the Chiaro stand victorious, reclaiming Blackwatch just in time for scouts to report a massive Terran army approaching.  While somewhat dismayed such massive reinforcements were unable to be sent against the Followers, the Chiaro are grateful they were able to reclaim the city itself, fearful that otherwise it would have been liberated under the auspices of Terran "protection," whatever that would entail.  Satisfied that the Follower threat has been dealt with for now, the Terran army withdraws and causes no futher incident.


Chiaro Victory
Armies that survive:Black Lanterns
Armies destroyed: Chirish Republican Army, Burning Justice Brigage, Flame of Purifying Light, Avengers of Justice, Battlecruiser Camelot, Knights of Camelot



Crondin Assault on Korvesh
8(roll)+6(Advances) vs 7(roll)+7(Advances)
11(roll)+6(Advances) vs 3(roll)+7(Advances)-1(prior combat)
When the ancient Crondins spill out of the low lying swamplands to assault Korvesh, the Pendri are taken by suprise and a great deal of alarm that their secretive neighbors have suddenly turned their arms against them.  They have just completed more defenses to the city, including one of their great magical towers, but the resourceful Crondins do not simply throw themselves against its might.  They probe and prod, taking losses but steadily ascertaining the capabilities of the city and its defenses.  Pendri morale rises when they see the Crondins seemingly beat themselves a wall, thinking perhaps the attackers are rife with indecision and do not know how to proceed.  When the attack finally comes, it happens swiftly during the dead of night, Crondin magical beam weapons lancing out and blasting holes in the defensive perimeter.  Korvesh's defenses are fierce, and many Crondin units are forced to withdraw lest they are slaughtered.  The advance is steady and sure, however, and within days the attackers breach the city from three sides and swarm in, overwheliming the High Priest Army defending and take the city.

Crondin Victory
Armies that survive: 1st Brigade, Volunteer Corp
Armies destroyed: High Priest Army



Queenite Assault on Den Atzintli
7(roll)+5(Advances) vs 5(roll)+5(Advances)
5(roll)+5(Advances) vs 4(roll)+5(Advances)-1(prior combat)
6(roll)+5(Advances) vs 7(roll)+5(Advances)-2(prior combat)
If there was to be an assault on Tialaca lands, the white amphibians certainly expected it to take place to the north, on one of their Megaships, or the exposed Den Zacatl, or the strategic Den Tietzal.  The strike on Den Atzintli is totally unexpected; none foresaw an enemy force striking north directly from the path throught the south pole.  Fearing that the attackers are alien, terrifying strategic geniuses, the citizens and defenders panic and morale plumets.  Thus, even when Zerky's erratic and haphazard battle plan goes into effect, much to the chagrin of his subordinates, resistance is not all it could be.  The jetpack assisted attackers are swiftly able to overcome the cliffs and land on the mainland, striking into the city in haphazard droves like a bunch of uncoordinated barbarians.  No doubt Morgana will be disgusted when she awakens soon, but the general chaos of the barbarian-like attackers sends the city into further despair, causing many defenders to simply melt and retreat into the streets without putting up more than a token resistance.


Queenite Victory
Armies that survive: Army of the Vengeful Queen, Army of the Dark Gaze, Plague of Locust
« Last Edit: September 14, 2013, 10:54:58 PM by Radioactive_Toast »

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Tizocoatl

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Reply #196 on: September 08, 2013, 02:38:26 AM
With the news of the latest attack in mind, the entire Tiatlaca population begins a mass evacuation. every citizen is moved to the new Cloudcutter Megaships. they are easily capable of sustaining the full population and soon all of the old cities except for Den Zacatl are nothing but empty ghost towns. The Tiatlaca are now more secure in their Megaships and ready to ride out a terrible war.


Create Avatar (8 pts)

Having remained in nearly complete obscurity until now, the gold-scaled scientific advisor to Tehuan had been seen by almost nobody until she was forced to flee the city of Den Atzintli with general Telectol and Tehuan. Akuritli led the people of the capital city into the caves where specially designed vehicles were waiting...

13 points remain

Create Order (4 points)

the Military Council is established to improve efficiency in military decisions

9 points remain

Command Order //Military Council// create city: (2 pts)

Having successfully moved a good chunk of citizens and all major government figures out of Den Atzintli, the new Tiatlaca capital is set up on board the heavily fortified new megaship Cloudcutter Lethicutl. the ship immediately takes off to a safe altitude in the center of [I6]

7 points remain

Command Avatar //Tehuan// raise army (1 pt)

Shock Force A is created and stationed on the Memepixque

Command Avatar //Telectol// raise army (1 pt)

Shock Force B is stationed on the Pixacosta

Command Avatar //Akuritli// raise army (1 pt)

Shock Force C is stationed in Den Tietzal

Command Order //Water Bearers// raise army(2 pts)

Shock Force D is also stationed on the Pixacosta

2 points remain

Command Avatar //Tizo// command armies(1 pt)

the Queenite armies almost don't see the Cloudcutter Pixacosta as it drifts slowly across the water and over Den Atzintli, but when they do, it is definitely quite a surprise. Even more of a surprise is that as the Queenite force deliberate over how to deal with the flying warship looming overhead they don't notice as the Explorationary Defense Force surround the city and the Frost Blades Army emerge from the caves below, striking first with deadly precision. Shock Forces B and D drop down from the Pixacosta to join the battle as cannon fire rains down on the abandoned city...

no matter who wins, the attack on Den Atzintli will be a short one...

1 point remains

« Last Edit: September 08, 2013, 02:40:27 AM by Tizocoatl »

Loop-Dee-Loop-Dee-Loopity-Doop


DigitFiredrake

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Reply #197 on: September 10, 2013, 07:43:19 PM
The Knowlsek see the Tiatlaca mobilizing, and choose to aid their trading partners and allies. Starting to equip them with some of thier advanced weapons and tools! Flying ships, and... choose to risk teaching them the arts of energy manipulations within their spirits!  This grants them many magical like powers!  Advance Civ + 2!! -12 points

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Snow

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Reply #198 on: September 11, 2013, 11:12:27 PM
Starting points: 10

Advance Civ (6)
"Oh, wipe that grin off your muzzle. They were designed as spacesuits first! Very practical. The artificers' design just happens to also be suitable for making ten-ton stompy battle golems."
Said Ten-Ton Stompy Battle Golems were impressive centauroid creations made of stone, wrought iron wreathed with climbing roses, and the obligatory crystals. They fought with weapons and shields made of solid light, and rarely accepted commands from anyone but the most hot-blooded, spiky-haired youths. A slight oversight led to the most impressive golems being built twenty feet tall inside a room with ten-foot doors, so Chiaro mage-engineers did the logical thing: upgrade the mecha to be able to transform.

Command Avatars (both) to Raise Armies (1x2)
Emboldened by the new magitech, Tuatha raises two armies to protect its most crucial research and the main entryways to Ultima Thule. These units are the Tuatha Home Guard and Henry's Hooligans. Some of the Hooligans were eager to race off and "calibrate their weapons" alongside the Terrans in their eastern war, but their leaders held them back for now.

Remaining points: 2. Next turn bonus: +3.
« Last Edit: September 16, 2013, 10:58:45 AM by Snow »

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Fax

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Reply #199 on: September 13, 2013, 09:36:17 PM
Advance Civ (Phase Shifting) - Further investigation into the effects of magicite reveals other properties that enable the users to shift into near parallel dimensions, allowing them pass through solid matter without effect while also enabling them to return to normal states at will
Command Avatar (Create Army) - The Dungeonkeeper, seeing the incredible utility of the suborbital platforms orders another development with the formation of the 'Void Knights', an armored force of Zemeri troops stationed on the platforms and equipped with drop ships so that they can rapidly deploy anywhere worldwide.
Command Avatar (Create City) - The wanderer decides that the time is right for the Zemeri to move on to the next frountier. To that end the order is given for the founding of the Orbital Station Narshe, the first stepping stone towards the stars for the Zemeri.
Command Avatar (Command Army) - The Zemeri gather the Nightspire Lancers, The Rekapivonian Superheavy Dragoons and Hussars of Palazzo and proceed to finish purging the influences of Adriana from the Chairo lands.



FrostedLights

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Reply #200 on: September 14, 2013, 03:49:59 PM
Korvesh has fallen, and the Pendri are infuriated. Word spreads through the kingdom and armies emerge from the day and night.

Alismor, New Alsimor, and Sarsil all pour out their wrath against those that would deign to call themselves lords of a Pendri city.

Command Cities: Create Armies (6 points)

Points Remaining: 4

Command Avatar (High Priest)

The High Priest leads the armies of the Pendri in an attack on Korvesh, to reclaim the city.


Not Just Another Weathermare


Digital Vulpine

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Reply #201 on: September 14, 2013, 07:22:36 PM
With the Eastern Front appearing contained for now, the Terrans turn their eyes west.  There is much oppression and injustice in the world, and, so the argument goes, it is their manifest destiny as a world power to carry the light of liberty to the corners of the world. 

Command Avatar: Raise Army: 1 point
Isaac Newton inspires more aggressive exploitation of recently developed technology, forming the 5th Joule ODIN regiment.  Additionally, a clerical error is corrected and the 3rd Joule ODIN regiment is renamed to the 4th Joule ODIN regiment.

Command City: Raise Army: 2 points
The city of Ter raises the 4th Terran Tank Division.

Command City: Raise Army: 2 points
The city of Say raises the 4th Say Fleet.

Command City: Raise Army: 2 points
Hayek raises the 5th Hayek Mobile Infantry regiment.

Command Avatar: lead armies: 1 point
With John Locke's blessing, the 2nd Say Fleet, 4th Joule ODIN regiment, 4th Hayek Tank Division, 4th Columbian bomber wing, and 5th Hayek Mobile Infantry Regiment assault Kelorn.

Command Avatar: lead armies: 1 point
With plenty of fuel for a long-range strike, Adam Smith leads the 5th Joule ODIN regiment, 3rd Joule fighter wing, 4th Terran Tank Division, 2nd Columbian Infantry Regiment, and 2nd Terran Armored Division against Bulwark.

Command Avatar: lead armies: 1 point
Publius leads the 3rd Say Carrier Battle Group, 1st Say Marines, 5th Columbian Heavy Artillery Division, 3rd Terran Mobile Infantry Regiment, and 1st Joule Infantry Regiment to liberate Htark.

Remaining armies are tasked with defending the homeland as needed, and are distributed as necessary.

"Old soldiers never die, they just fade away for a little while..."


William Swiftfoot

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Reply #202 on: September 14, 2013, 08:29:25 PM
Awake and Aware, the Kitsune looks over the world it has been born into, and watches the choas with slight sadness. As he looks about, one little race intreguies it to which it floats over.

EVENT - Enlightening the Companions

As the foxy entity floated over, the Miz looked upon it with awe, before it landed and looked like a ant would look at a mountain. The kitsune smiled...but was kind sad. How could one communicate with one so small. Pondering a moment, he came up with an idea! With a slight step back into the sea, he cast a spell of light upon the Miz, which began to enchant them, and cause them to grow in size, until they Miz were a few feet tall. As the growth finished, there was a sudden feeling of surprise, as the Miz realized that they could now communicate through thought...and thus the Kitsune's blessing was completing, making the Miz no longer companions, but a race of themselves. (Miz grow to 3ft in size, and have Telepathic Powers)

Create Order - Miz - Mindwalkers Among the Miz now, as thoes who walk through the realm of thought, and through that, give guidance to the Miz in their new look on life.




PrincessToyTime

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Reply #203 on: September 14, 2013, 08:41:10 PM
Tired and lazy, so here we go, short and simple move actions. [:P

Command Avatar - Syrask Kyuro - Create Army - 1 point.

New army made at G15 in Bubbles, known as Windup Floatilla.

Command Avatar - Trasiro Kyuro - Create Army - 1 point.

New army made at E15 in Fluff 'n' Stuff, this one shall be called The Fluffy.

Command Order - Toymancers - Create City - 2 points.

New city at E15, named Fluff 'n' Stuff

Command Order - Puppetmasters - Create City - 2 points.

New city at G15, named Bubbles.

Command Race - Utoypia - Create City - 3 points.

New city at D15, named Thread Town.

Create Order -  4 points.

New order created, named The Keypers.

13 of 13 points used up, 0 remain.

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Stormkit

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Reply #204 on: September 14, 2013, 10:25:57 PM
Sorry it took so long... today has been less than fun. I have eight points, so I'm going to use three to corrupt the Utoypians since a *lot* of dark magic has gone on over there. It only makes sense after all. I'd add more flavor text but I'm still not feeling so great so I'm just leaving it at this.

Of the four elements,
None is predominant.
Of the four seasons,
None lasts forever.


Draykin

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Reply #205 on: September 14, 2013, 10:53:44 PM
Advance Civilization: Jaegers: Advanced Pyromancy - 6
Through militaristic training did the Jaegers learn a uniform method to controlling the flames that burned across their island, and in turn fire that they could create with their own bodies. From lances of flame to savage blazing orbs, their arsenal for combat increased.

Command Order: The Order of Hunters: Create Army: Strike Force Vulcan - 2
From the elite of the elite of the elite, the Order of Hunters hand-picked their best fighters and most loyal subjects of Ignis, and paired them with those who showed the best potential for strategy and quick thinking to create Strike Force Vulcan.

With armies in position, the Jaegers await...

Points at Round Start - 10
Points Remaining -2

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Donnie

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Reply #206 on: September 14, 2013, 11:22:23 PM
Command Avatar
When Morgana awoke from her slumber she quickly gave the current situation her full attention. Zerky was having a tasty meal of fish at his table in the great hall when Morgana burst forth, flanked with obedient slaves in heavy mechanical mail. She crossed her arms and glared into Zerky's eyes... then gave him a subtle congratulations for making the best of bad situations. However Morgana will not suffer disobedience and understanding that this creature is very much likely to flee after the current ordeals, she tries to make the best of things.

Raise Army - Levvied Tiatlaca
The Tiatlaca that were unable to escape were rounded up and measured for their worth. The strongest, most able, but also the more expendable of the people were enchanted and levied into Morgana's army, training them to utilize the latest in equipment they have to defend from the approaching assault.

Command City Den Atzintli
Raise Army - Ice Golems
Morgana went to work stretching the limits of her ability to transmute matter and technology to create a veritable army of ice giants. These creatures make good thralls and cannon fodder.

Out of the mists, Danyel Yeckzon appears in the grand hall from which Morgana resides.
"Ah, so it is the archaeologist, what may I do for one of my own?" she grins, her subjects shocked that she would treat another as her equal.
"Morgana, you've really hit a low haven't you?" Danyel crossed his arms, his massive pom wiggling.
"It comes with the package of taking a mortal image. I'm afraid the races of this world are truly difficult to tame. I'm surprised Myrddin hasn't been discovered yet."
"He keeps feeding the Terrans technology and wisdom, for all I know he has something up his sleeve. For now Morgana, you need to leave these people."
Morgana grins, "Very well, I'll leave this place. But after I deal with some.... problems. Do me a favor, talk to our sister Adriana. You know what I'm talking about."


;-------------------------------------------

Command Avatar - Adriana Highland Raise Army Battleship Sword of Hannibal
Command Avatar - Myrddin Raise Terran Army 1st Squadron, 1st Cavalry Regiment of the 1st Armored Division.
Command Avatar - Danyel Jeckzon Raise Follower Army The Truth

Remaining Points: 1
« Last Edit: September 21, 2013, 04:34:57 PM by Donnie »



I am the IZOD

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Reply #207 on: September 15, 2013, 04:40:54 PM
The Crondin Senate is greatly disturbed by the news coming from the south.  They had been concerned with keeping the borders secure from the interloping young races, but now were receiving reports that action had been taken to the southwest, and the Pendri city of Korvesh had been taken.  Many within their ranks believed that this was a gross misjudgement that would bring forth reprisals.

And now it seemed that reprisals had come.  Terran forces were now moving to assault all the Crondin, and action was needed.  Sensing that the Senate was incapable of handling the crisis, they voted to suspend the Senate meetings and put one man in charge to lead in the defense the Crondin homeland.  The man's name was Kysir.

Command City- Create Army (2)

Quickly, Kysir sends out calls for defenders, and so the 2nd Brigade is born, and immediately is sent to reinforce Kelorn.

Command Avatar-Command Armies (1)

Kysir sends word to the troops stationed in Korvesh to abandon the city to the City Guard, and march at the double-quick to Kelorn, for if the capital is lost, the Crondin Republic will fall. And so the 1st Brigade and the Volunteer Corp make their way back to Kelorn, and garrison the city for incoming attack.

Command Avatar- Create Army (1)

A call goes out, and the 2nd Volunteer Corp is formed and stationed at Kelorn.

9-4=5
« Last Edit: September 15, 2013, 07:05:49 PM by I am the IZOD »



PrincessHotcakes

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Reply #208 on: September 15, 2013, 09:32:57 PM
Apologies for delays, homework is attempting to crush me.

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PrincessHotcakes

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Reply #209 on: September 21, 2013, 11:27:58 PM
Purify Civ-4 points
A disquieted mood comes over the beleaguered Utoypians, as they feel a corrupting presence bear down upon them, weighting their movements and stifling their natural joy.  A strange a frightening experience, the sapient toys come together to attempt to figure out what has gone wrong, and how to fix it.  To outsiders it seems almost as if their entire society has come to a stop, as intense collective mediation overtakes the whole race.  The result however, is a wave of white light bursting out of every one of their controlled cities several days later, as the entire race repurifies itself, casting off the strange Underworld magical curse, that they have no doubt is the work of the hostile Aeons.  Thanks to these dedicated efforts however, their alignment recovers from its recently induced gray neutrality.

Command Avatar-raise army-1 point
Zerky’s position with the Queenites is quite tenuous, and he knows it.  He sees the way Morgana looks at him… and she’s entirely right to suspect him of wishing to leave right away.  However, the Tiatlaca army is currently assaulting from all sides… leaving Zerky little avenue of escape (not that he doesn’t try, only that he has to run back when an army is coming in his direction).  Instead, he realizes with a great deal of anxiety the only way out of this without getting ruthlessly dismembered (again!) is to stand and fight.  To this end he forms the Morgana’s Most Loyal corps.

Command Avatar-raise army-1 point
To the north, Nicephorus regards the looming situation with impotent rage and alarm.  The other recent conquest of the Followers, Blackwatch, just retaken by the Chiaro?  And the moving military juggernaut of the Terrans?  This cannot be allowed.  He immediately forms the Avenging Phalanx in Highland.

Command Avatar-raise army-1 point
Hrakihk is quick to vacate the fortress city of Blackwatch, managing to slip out quietly, as the Chiaro led mercenaries were not expecting a Utoypian to be around.  Slipping south, he considers simply fleeing but part of him wants revenge, so heads south for Highland.  There, regrouping with the rest of the Followers, he helps organize the Joy Hater Corps

Command Avatar-raise army-1 point
Flurps hears of the disasters befalling her homeland and in squeaky dismay she races back.  In the city of Squeak she forms the Joyful Surfers to serve as a Utoypian naval grouping

🏳️‍⚧️Princess is a contagious condition🏳️‍⚧️
She/her pronouns please ❤️