Author Topic: Dawn of Worlds the 2nd!  (Read 90641 times)

Fax

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Reply #120 on: May 03, 2013, 08:44:07 AM
Erm Fax, nothing agianst the result, but I think you ran the multi-army fight wrong. If Im reading the rules right, there is a die roll for each army 1on1 one, with the surviving army taking a -1 to their next roll, and it goes till there isn't a side to fight(due to retreat orders or elimination)


That is entirely possible. I was kind've rushing to get everything done that I may have had that oversight. I'll take a look at it later today and if anything changes I'll be sure to make a note of it

DV, it wasn't supposed to. I just missed seeing the earlier advance since apparently I haven't been keeping close enough track of them all
« Last Edit: May 03, 2013, 08:46:34 AM by Fax »



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Reply #121 on: May 03, 2013, 07:20:06 PM
Staring Points: 17

CRIMES AGAINST THE ANTENNAE-HAIRED FIRE GOD WILL NOT GO UNPUNISHED

COWER, MORTALS. TREMBLE AND DESPAIR!! WITNESS THE WRATH OF THE GOD WHOM YOU HAVE DISERVICED!!


(-10)

The earth cracked and moaned. Magma angrily vied for the epicenter of all that was wrong with the world-- the hateful hive of arrogant, ignorant xenophobes who picked the wrong side, and the dreadful poms, scornful miscreants of the insulting god.  The angry pressure swelled. The land cried in pain.

THE CITY OF LUMINUBRIS, ABOVE AND BELOW, IS UTTERLY AND COMPLETELY DESTROYED BY A TITANIC INDIGNANT GUISER OF CLENSINGLY BURNING LAVA.

IN ITS PLACE ERUPTS A VERY LARGE ANGRY BLASTED VOLCANO!!!!!!



In the wake of the destruction, the sky darkened and crackled. A very long figure with angry draconic eyes hovered above the billowing ash cloud. The Great and Very Long Shin Foxdragohu'hil'heen' looked down upon the piteous Foxkind, and said, in a very scary dragon voice:

"WRETCHED MORTALS WHO DARE INTERFERE WITH THE AFFAIRS OF THE GODS. IF YOU ARE SO KEEN ON KEEPING YOUR INNER BORDERS CLEAN OF SO-CALLED 'TAINT', THEN TASKED WITH THIS GEAS YOU SHALL BE!

"A CURSE IS HEARBY LAID UPON YOU, WRETCHED MAGIC-LESS ABOMINATIONS. SECRETLY WITHIN THE NETWORKS OF YOUR SOCIETY LIES THE MOST HENIOUS, EVIL CREATURES KNOWN AS THE POMS. EVERY 100 YEARS (THAT IS TO SAY, ONE TURN LENGTH) A TERRIBLE DISASTER SHALL BEFALL YOUR KIND SO LONG AS THESE POMS EXIST WITHIN YOUR BORDERS.  THIS IS A PROMISE FROM THE FLAMING ANTENNAE-HAIR IN THE SKY THAT WILL FOLLOW YOU UNTIL THE WORLD COLLAPSES, OR THE VERY LAST POM IS SEVERED FROM ITS HEAD AND THROWN INTO THE FIRES OF THIS VERY VOLCANO. ONLY THEN SHALL THE FLAMING ANTENNAE-HAIR BE APPEASED. ONCE DRIVEN FROM YOUR LANDS, THE POMS MUST FOREVER BE YOUR ENEMIES, OR ONCE AGAIN SHALL A TERRIBLE FATE BEFALL YOU."

With that, The Great and Very Long Shin Foxdragohu'hil'heen' spun around the volcano in a blur, flames rising into the clouds, then promptly exploded, bloodening the sky as a blistering wave of heat radiated throughout the land, serving as a reminder of his promise.

Command Avatar (-1)
The Great and Very Long Shin Foxdragohu'hil'heen': Shape Climate

As a result of the explosive display, much of Foxkind lands, that is to say D6, E6, D7, and E7, become BLAZINGLY HOT.


Command Avatar (-1)
Divine Agent Smith seeks Pepto Bismol (Then gathers an army.)

Knowing when to run, cursing, and with an inexplicable tummy ache, Smith got the heck out of Foxkindia, stole a boat, and high-tailed it to the safest stronghold around-- namely Trabzand. Here the Fox-Foxes eyed him warily, given Luciledragon was away and their Very Long dragon avatar was off blasting volcanos, no major advatar-ian figure was around to tell them he was okay, so they were quite suspicious of the pom, despite his enraged rants and ravings about Foxkind. However, before he was locked up as a lunatic, his warnings were proven correct when the vile Foxkind assault force was spotted in the distance.

While The Dual Point Legion prepared to defend Trabzand, Smith organized the Disgruntled Areal Legion to aid in defense as well. This force was comprised entirely of flying Fluff Batosian units carrying magic-armor boosted Fox-Foxes (who shoot fireballs from their mouths). On the horizon this legion gave the same feeling of dread as a swarm of flying monkeys.


Command City (-2)
Dual Point and the Enraged Flyers

Dual Point, in hearing about the impending attack, immediately prepared another flying unit in the same manner of Smith's, named the Angry Wings.


Command Avatar (-1)
Luciledragon: LET'S KILL THINGS ALREADY

Luciledragon, having returned to Dual Point after her desert escapade, squealed in delight at the prospect of an invading army. Finally.

Leading the Second Dual Point Legion and backed by the Angry Wings, she charges out to aid in Trabzand's defense.


Meanwhile, ENRAGED by the arrogance of Foxkind, Fox-Fox officials put their heads together and decide enough is enough! This world can stand violent xenophobes who can't appreciate art in defensive weaponry NO LONGER. ESPECAILLY dread facilitators of the poms they are!  Offers of alliance are extended to all the major powers of the world, powers REJECTED by the brash, self-destructive, militant Foxkind.

To the Aire, they say: Look, these guys have ignored your peaceful offers and you and us don't get along all that badly. We've even shared telepathy and stuff! Join us in beating them back before they turn on you next!

To the NullPointerException!, they say: We don't know much about you, but you're pretty tiny. It would be terrible if the ABUSIVE, EVIL Foxkind turned on you next! Join us and we shall cleanse the world of this threat together!

To the Wyrms they say: Oooops... sorry we took so long to get back to you. But look! Foxkind hates you because you're different! It's only a matter of time before they attack you next! Join us so that doesn't happen! They are the true enemies of the world (second only to the poms)! You can sabotage their ships and stuff!

To the Ocean Cast they say: Look, don't sit in the ocean all depressed and stuff. Just look at what's happening to the world! Such oppressive tyranny MUST be stopped! Join us in beating back the abusive Foxkind!

To the Ferrin they say: Look at this xenophobic race of arrogant fools trying to pick on smaller races! They need to be taught a lesson! Join us in teaching them their place!

And because, it's always good to explore all options, to the Sons of Annihilation, they say: Wow, everyone hates you. But we're on opposite sides of our mutual enemy. Don't you think something mutually beneficial can come out of a little... arrangement? [;)


Remaining Points: 2

[fox] Virmir


William Swiftfoot

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Reply #122 on: May 03, 2013, 08:26:30 PM
Erm Fax, nothing agianst the result, but I think you ran the multi-army fight wrong. If Im reading the rules right, there is a die roll for each army 1on1 one, with the surviving army taking a -1 to their next roll, and it goes till there isn't a side to fight(due to retreat orders or elimination)


That is entirely possible. I was kind've rushing to get everything done that I may have had that oversight. I'll take a look at it later today and if anything changes I'll be sure to make a note of it

DV, it wasn't supposed to. I just missed seeing the earlier advance since apparently I haven't been keeping close enough track of them all

Erm...I apologize...I think I missworded what I meant. From how Ive read the rule, basically the "Front Army" of each side fights each other, then if an army falls, the next group in line fight them, and for each fight past the first the army has to deal with, they take a -1/fight done. So for Solaris, the Claw would fall to the Phalanx of Adamis(or whatever the first line is for the Sons)(9vs10), The Phalanx of Adamis would fall to the 1st Flame Lancers(11vs6(-1 for the second fight)) and then the Lancers fall to the second Solaris army (7(-1 for second fight)vs10). From there I could see the Breath having retreated as ordered, either before or after the Ferrin fight, as fatigue penalties on the Phalanx would of still ended up with the same result.
« Last Edit: May 03, 2013, 08:36:06 PM by Kenku »



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Reply #123 on: May 04, 2013, 05:24:48 PM
(To clear things up, as a quick summary these are my advances so far:
Ironclad warships
Guncotton
Breech-loaders
Combined Arms Doctrine)

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


William Swiftfoot

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Reply #124 on: May 07, 2013, 11:41:05 AM
Ocean Cast's Response to the Fox-Fox: "Find us a way to return to the land, and we will talk."

Aarie Council's Response to the Fox-Fox: "While relations have soured, they are do not threaten us in the least. Furthermore, they are a force agianst the great darkness that threatens this land, and one to which we fight. Your request is denied."

(WIP, Points will be doled out in a later post, or editied if no other responses.)



Geary

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Reply #125 on: May 07, 2013, 04:11:25 PM
The Awakened gathers forces from any volunteers among the Batosians, deeming the combined threat of the Demons, Shades, and Foxfoxes too dangerous to simply rely on a single fleet.

Command Avatar (1): The city of Co'Mu'Non forms the 1st Followers Airship Fleet, often reinforcing the Ascendant's fleet.

Command City (2): The city of Co'Mu'Non forms the 2st Followers Airship Fleet, which is often fielded to flank the opposing army if fortifications prove too troublesome.

Command City (2): The city of An'Ter'Ai forms the 1st Guardians Airship Fleet, made to protect any city that might come under siege.


Command City (2): The city of Stor'Gu'Ard forms the 1st Highwind Airship Fleet, made for hit-and-run tactics and mostly formed of renovated transportation and exploration craft for their high speeds and low profiles.


While this is occurring, two Pomharpii make themselves known in the city of Co'Mu'Non. As their cloaking device deactivates and the two small creatures fade into view, surrounding Batosians look on in surprise and awe. A crowd forms around the two Pomharpii, slowly closing in around them as their threat is deemed less present each passing second. Suddenly, one of the bat-like creatures moves out from the crowd in front of the unarmored Pom, speaking foreign gibberish and making various forms of physical contact not generally considered appropriate between strangers.

The Black Pom operative takes a step forward, before a sudden sensation of curiosity and awe overwhelms him, forcing him to stop for a second while he reorients himself and distinguishes his emotions from those around him.

A mediator steps out of the crowd, shooing the overly-anxious Batosian away, before turning back to the two Poms and speaking in Foxkind, "I apologize, we're all quite anxious to... ah... meet new species. I couldn't help but notice you felt rather confused while our brother was attempting to... how do you say... communicate?"

The black-robed Pomharpii brushes himself off, speaking in the mutual tongue. "Yes, we came here to..."
"...Establish relations," the Black Pom finished, much calmer now.

The mediator lit up. "Oh! Yes! Then follow me, I can... escort? Yes, I can escort you to the Spark's chamber!" The small Batosian led off through the crowd, which parted in his wake to allow the visitors easier passage. The Poms looked at each other quizzically, shrugged, and followed.

Purify Civilization (Batosians) (4): The Batosians benefit greatly from the exchange of ideas and the relations they foster with the Aarie and Pomharpii, allowing them to freely move about their society and distracting from the ongoing wars being sparked by the more violent races.

Purify Civilization (Pomharpii) (4): The Pomharpii, likewise, find brevity in being able to freely walk among the Aarie and Batosians, and their relations with their ancestors spark hope that one day they might not even have to hide themselves amongst the Foxkind.

---

Stats

Points: 19
Cost: 1 + 2 + 2 + 2 + 4 + 4 = 15
Total Points: 4
Points Spent: 132
« Last Edit: May 07, 2013, 05:18:51 PM by Geary »

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Reply #126 on: May 07, 2013, 07:51:48 PM
The NullPointerException, having had neither positive nor negative interactions with either the Fox-Foxes or the Foxkind, opt to remain neutral, and not get involved in a conflict they know next to nothing about.  They are, however, cautious, and suggest a non-aggression pact between themselves and the Fox-Foxes, instead, with promises of trade and  the possibility of military aid in times of dire need.

Realizing from this visit that the world is a scary, warlike place, Betonia raises a massive Betonium wall, and stations a newly formed army within.

The Council also sees fit to raise another army in Null City, as it would not be right for Beta to return to find his city in ruins.

Taking the Fox-Foxes' comment on the tininess of their civilization, the NullPointerException! spread outward, claiming as much of the peninsula for themselves as they are able, and scattering small Betonium-constructed towns throughout.  Among the most noteworthy is NullPort, at the western tip of the landmass.


----------------------
Point Breakdown
----------------------
37   Starting
2     Command City: Betonia: Raise Army
2     Command City: Null City: Raise Army
5     Advance City:  Betonia:  Raise Wall
3     Command Race: Claim Peninsula
__
25   Remaining





William Swiftfoot

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Reply #127 on: May 07, 2013, 09:12:21 PM
The failed seige of Solaris sends whispers and discussions through the Aarie, of fear of counter attack, and need to better prepare for the next time. Due to this, the Council puts some plans into action to better prepare for the next phase.

Advance Race(6) - Aarie - Scouting Believing that part of the issues with the seige was a poor knowledge of the battlefield, the Aarie begin developing their skills in the arts of stealth, scouting, and information gathering. Taking these skills, they start teaching their forces on how to use the skills, the information gathered from them, how to silently relay the information through telepathy, and what actions to take based on what they learn.

Advance Race(6) - Aarie - City Wards With relations with the Fox-Fox a bit uneasy at the current time, and with fear of a counter attack by the Sons, the Council quickly enacts the development of city based wards. These wards monitor traffic in and out of the city, and with simple enchantations, create a thin barrier agianst seige weapons and assaults by troops. In a short time, the shields are risen up at each of the Aarie cities. (If Allowed Fax, +2 to all battles in which a Aarian city is under seige?)

Command City - Flame's Landing - Create Army(2) The loss of the Phoenix's Claws is morned by Aarie, but they know the fight was not in vain, and they must reorganize. Working with council, they bring together a second rank of the Lancers, taught by thoes who survived the seige. (Create Army 2nd Flame's Lancers)
« Last Edit: May 07, 2013, 11:07:04 PM by Kenku »



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Reply #128 on: May 08, 2013, 12:11:40 AM
CATASTROPHE

RADIATION ALERT RADIATION ALERT

From the skies above Bipolarsburg...



The shock from the impact was felt from many miles away. Some say during the darkest of nights, one can see an eerie green glow within the region of B3, 4.

An unknown meteor fell upon the Fox-Foxes home continent with a cataclysmic impact, spraying the area with a mysterious green crystal whose effects became readily apparent. In the city of Bipolarsburg, many of the residents were caught in the blast of debris, many of which containing the green crystal. Over 75% of those exposed to the radiation from the crystal developed lung related sicknesses and eventual fatality. The few lucky ones (unlucky) and were transformed into a different species entirely, seeming enhanced by this mysterious crystal. But their new appearance has left them shunned from their others.

To the Fox-Foxes, this calamity shall never be named. The Fox-Fox label the green crystal "That which shall not be named."
Other Races who may encounter the crystal and its side effects call it Otterium
The Pomharpiis refer to this substance as Tipomerium.

OTTERIUM spreads further with every turn across the continent. Any race who is exposed to the crystal and returns risks spreading it to other continents.

OTTERIUM Crater lies between B3,4 line


CREATE SUBSPECIES
Ott-Otters
The unfortunate result of exposure to the green crystal has transformed these individuals into strange creatures completely unrelated to their original form. They seem somewhat adept at swimming. Other Otterium related mutations seem friendly to this sub species.

Otterium works by sapping the soil of all nutrients and crystalizes them in the form of green crystals on the surface, making for ease of harvesting. However direct contact with the crystal to flesh almost always results in mutation or fatality as it replicates itself onto the matter. Trees are mutated into 'Blossoms' that fire crystal spores into the air, spreading the Otterium.

Due to Otterium absorbing soil nutrients, it is extremely rich is resources.

OUTSIDE THE LUMINURBIS RUINS

"How did you know...?" asked a Pomharpii lieutenant.
"I had forseen it." The Messiah replied calmly, "Mysterious forces seek our destruction. But we aren't so easy to brush off."
"Indeed sir. We have evacuated everyone within the enclave."
"Then it is high time we move. The next stage in my plan is soon to arrive."

Abel nods to Avraham the Cunning, "My Prophet, the Aarie city awaits."

COMMAND AVATAR
SETTLE IN City of Winds


Remaining Points: 0

« Last Edit: May 08, 2013, 12:16:12 AM by Donnie »



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Reply #129 on: May 08, 2013, 12:28:04 AM
Command Order - Aarie - Leyline Ships and Crew(2) The news of the two great catastrophies quickly reaches Aarie shores, to which many among them are horrified to hear of. Discussions occur among the council about what to do in the situation, and it is decided that the best action would be to send aid by Leyline Ship to the two places. Sending out the Flagship and its newly constructed sister ship, the Aarie send the Leyline crews to the shores of the Fox-Fox and Foxkind, to lend what help they can. (Offer Humanitarian Aid to both Fox-Fox at Bipolarsburg and Foxkind at Lunumbris)



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Reply #130 on: May 08, 2013, 09:44:33 AM
Command Avatar-1 point
At last, it's time to move on from simply rebuilding to going on the offensive for the Wyrms.  Their first target: the den of theives, murderers and fanatics in Mordor, established by the dregs and outcast of Foxkind.  Jije is expected to lead the offensive, but instead he delegates command to a shocked Constantinios, saying he must be the one who must rise to his status as a champion of his race.  The Strategoi is dumbfounded, but he eventually accepts while Jije makes further preperations and consoles his cast down children, who even now carry great guilt and shame over their past.

Embarking upon the hive of depravity known as the city of Mordor, Constantinios marches at the head of the 2nd Phalanx of Predix, Constantinios's Legion, and The Dragon Phalanx to purge the city and wipe out all those who do not submit to the cause of righteousness.  If the city must be purified in blood, so be it.

Command Avatar-1 point
Jije, meanwhile, spends his time rebuilding, and in the process creates the order known as the Office of War, to coordinate the actions of the Wyrms more effectively as they prepare to take ground and take the fight to their one, true enemy.


Meanwhile, word does come from emissaries of the Fox-Foxes and their draconic deity who the Wyrms have a terrible time pronouncing; they just end up mangling it to Shifoheen by the time they're done with it.  They regard the pact as someone suicidal, seeing Foxkind as highly violitile and very powerful, and not worth making an enemy out of.  When word arrives from the west that they have also sent emmissaries to the Sons, the Fox-Foxes are sent packing, and only a last minute order of mercy from Jije spares their lives.

Meanwhile, the Wyrms intensify their own diplomatic efforts, sending more emmisaries.  They are incredibly greatful to the Poms for hearing their proposals at all, and now talk of an alliance is forming.  They send more emmisarries to the Batosians, and east to the Ocean Cast and as well to these new Aarie.  The Aarie in particular intrigue the Wyrms, as they have had the guts to assault Saul's empire directly.  Perilous journeys are made around the sounthern ocean to try and contact them, as well as attempts to use the Poms as intermediaries.  They desire to seek a military alliance, and a mutual build up of forces to smash the Sons in a pincer.

Command City-2 points

Meanwhile Epirous contributes to the armerment by forging the Legion of the Moon, in honor of the heraldry of Epirous which prominently features a moon as its symbol.

Command Avatar-1 point
Saul meanwhile fumes at the arrogance of these Aarie interlopers who dared attack his castle.  He finishes relocating his capital to Su, so that he may take adavantage of the demonic scar that he now sits over, and he slowly seeks to tap into and understand its power.  It is a slow, time consuming process  however, and one that does not go smoothly as his experiments routinely kill dozens or hundreds of his subjects at once.  He does succeed in raising new demons to serve as his minions, as he establishes the Hellspawn Phalanx

This creates a new impetus for rapid armerment, as fresh reinforcements pour into the Demon Lands.  

Command Order-2 points
The Pho too begin their work, breeding demons and corrupting life forms around them to summon the Pho Guards, an elite army to serve on the flanks and dive into enemy formations, spreading death, confusion and fear.

Command City-2 points
The city of Su proper follows suit, creating the Phalanx of Subjugation

Command City-2 points
Solaris is not to be outdone, as resentment over the tranfer of Saul's capital to Su creates a need to prove themselves.  The demon army that comes to be known as the Solaris Eviscerators acquires a particularly ruthless reputation

The offer of the Fox-Foxes intrigues Saul; it is not often he recieves such proposals that treat him as an ally and not a demon to be eradicated.  He sees some merit to the proposal, though it would entail taking on Foxkind's lands directly.  

He responds tentatively, though indicates that he is receptive to the proposal and sees use in it, especially if Foxkind can be even further weakened.  He would pledge more, but the disaster in Fox-Fox lands of the green meteor gives him further pause; he decides to wait and see how robustly the double headed curiosities respond.

Meanwhile, the Demon Lord hears of the the rumors; the cursed Temple of Order is still alive and well, worse, the infinitely cursed Jije is back with them.  A reckoning is coming, Saul will SEE to it that his most hated enemies are destroyed.  He devotes himself further to studying Su's underworld scar...

One point remaining
« Last Edit: May 08, 2013, 03:55:28 PM by Radioactive_Toast »

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Fax

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Reply #131 on: May 08, 2013, 05:18:36 PM
The Ferrin reply to the Fox-Fox envoy with a simple, non committal gesture. They have little stake in the Foxkind empire and are dubious of the obsessive wars of annihilation that led to its current state. Further, they have little to no resources to spare for a fight with a second opponent while the strength of their primary foe is still unbroken.

Seeing the time for action is near at hand, the Ferrin start gathering their forces to prepare, knowing that the demonic Sons will be doing the same in the dark bowels of Su.

The ferrin also see the value in developing greater offensive capability and so set a number of their enchanters to the task. After a great deal of work they devise a simple and elegant solution: Gauntlets which can magnify the innate magical capabilities of anyone wearing them. Further, these gauntlets each have a twin to complete the set which are in turn enchanted with potent defensive magics to bolster the user in times of need. With the pair, any mage becomes a true force to be reckoned with on the battlefield. Of course, it turns out that the gauntlets are also useful for a wide variety of other tasks which the wearer might undertake, making them a standard piece of gear amongst all of the Ferrin.

Command City( Barrowvale) - create Army
2x Advance Civilization (amplifying gauntlets, protective gauntlets)



Fax

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Reply #132 on: May 08, 2013, 05:39:32 PM
Turn 13

Points
Radioactive Toast - 12 - 11 + 10 + 3 = 14
Kenku - 16 - 16 + 7 + 3 = 10
Dragyn - 37 - 12 + 8 + 0 = 33
Virmir - 17 - 15 + 8 + 3 = 13
Digital Vulpine - 10 - 9 + 10 + 3 = 14
Geary - 19 - 15 + 7 + 1 = 12
Donnie - 11 - 11 + 9 + 3 = 12
Fax - 32 - 14 + 7 + 0 = 25










(the images link to higher resolution versions)


Races
Batosians(+1)
Fluff Batosians(+1)
Fox-Fox(-1)
Aarie(+1)
Hu'Mor'On(+0)
Foxkind(+1)
Men(-1)
The Sons of Annihilation(-2)
The Scourngers(-1)
The Ocean Cast(-1)
The Cursed Wyrms(+1)
Ferrin(+0)
Pomharpi(+0)
Shades(+0)
NullPointerException!(+0)
Navigators(+0)
Masks(+0)
The Ott-Otters(+0)


Orders
The Society of Individuals Informed Against SATAN (Donnie), Batosian Division
The Sparks
The Society of Individuals Informed Against SATAN (Donnie), Fluff Batosian Division
The Rocketeers
The Temple of order
The Empirical Truth
The Society of Individuals Informed Against SATAN (Donnie), Fox-Fox Division
The Order of Flame
Ordo Cabalis Illuminus
The Unity of Nod
The Hive
The Foxkindish Inquisition
Beta's Null
Generally Dissatisfied Inquisitive (GDI) Forces
Layline Caster Ship and Crew
The Heavy Hitters
Adeptus Mechanicus
The Marked
The Pho
the Library
Council of the Winds
The Department of Defense
The Office of War


Avatars
The Avatar of the great DV.
Shin Foxdragohu'hil'heen''
Jije
The Phoenix
The Awakened
Beta, The Wolf-Dragon
Luciledragon
Cerefox, the Fox-Fox-Fox
Lore Bostic, Human cabal wizard
Specimen 35
The Messiah
Divine Agent Smith
Saul Angelos
Brother Marcion
Zander Sharpe
Avraham: The Cunning
Constantinios



Armies
Foxkind
-1 army in Porttown
-1st Ironworks Imperial Regiment in Ironworks
-1st Cadian Imperial Regiment in Cadia
-the 1st Imperial Airship Fleet in Blackwell
-the 2nd Imperial Airship Fleet in Blackwell
-2nd Cadian Imperial Regiment in Cadia
-the 1st Lightguard Regiment in Luminurbis
-1st Expeditionary Fleet in Porttown


Sons of Annihilation
-1 army, the Phalanx of Adamis, in Solaris
-1 army, Phalanx of Su, in Su
-1 army, The Hand of Saul, in Solaris
-1 army, The Hellspawn Phalanx, in Su
-1 army, The Pho Guards, in Su
-1 army, The Phalanx of Subjugation, in Su
-1 army, The Solaris Eviscerators, in Solaris

Wyrms
-1 army in Su
-1 army, Phalanx of Epirous, in Epirous
-1 army, 2nd Phalanx of Predix, in Predix
-1 army, Constantinios's Legion in Predix
-1 army, The Dragon Phalanx, in Predix
-1 army, The Legion of the Moon, in Epirous

NullPointerException!
-1 army in Null City
-1 army south of Ironworks

Fox-Fox
-1 army, The Dual Point Legion, at Trabzand
-1 army, Bipolarsburgian Army Reserves, in Bipolarsburg
-1 army, Cerefox's Champions of Threes, in The Fortress of Doom
-1 army, The 2nd Dual Point Legion, at Dual Point
-1 army, Army of the Sphinx-Sphinx, at the Sphinx-Sphinx
      -Note: Incorperates Fox-fox, Fluff Batosians, shades and Desert Fox-Fox
-1 army, The Disgruntled Areal legion, in Trabzand
-1 army, The Angry Wings, in Dual Point


Batosians
-1 army, The First Ascendants, stationed near Ironworks
-1 army, The 1st Followers Airship Fleet, stationed in Co'Mu'Non
-1 army, The 2nd Followers Airship Fleet, stationed in Co'Mu'Non
-1 army, The 1st Guardians Airship Fleet, stationed in An'Ter'Ai
-1 army, The 1st Highwind Airship Fleet, stationed in Stor'Gu'Ard


Shades


Aarie
-1 army, Aarien Aerial Defence Core, east of Aurora
-1 army, 1st Flame's Lancers, in Flame's Landing
-1 army, The Phoenix's Breath, outside of Flame's Landing
-1 army, 2nd Flame's Lancers, in Flame's Landing

Pomharpii
-1 army, The 1st Cabal Centurions in Luminurbis
-1 army, the 1st Gungir Rangers, in Luminurbis

NullPointerException!
-1 army stationed in Betonia
-1 army stationed in Null City


Ferrin
-1 army, stationed in Barrowvale




Combat

Constantinios attacks Mordor
4(Roll) + 3(Advances) vs 3(Roll) + 3(Advances)
1(Roll) + 3(Advances) vs 3(Roll) + 3(Advances) - 1(prior combat)
5(Roll) + 3(Advances) vs 1(Roll) + 3(Advances) - 2(prior combat)

Foxkind attacks Trabzand and its miraculous mood rays
4(Roll) + 4(Advances) vs 3(Roll) + 5(Advances)
4(Roll) + 4(Advances) vs 2(Roll) + 5(Advances)
4(Roll) + 4(Advances) vs 4(Roll) + 5(Advances)
5(Roll) + 4(Advances) vs 5(Roll) + 5(Advances) - 1(prior combat)



Constantinios's assault on Mordor goes off almost flawlessly and all undesirables are rapidly purged from its grounds, much to the dismay of mordorians.

The imperial forces advancing on Trabzand however do not have anywhere near as much luck, instead being ground to a stalemate after the imperial forces decimate the Disgruntled Areal legion during an ill advised counterattack. The imperial foxkindish forces also suffer heavy casualties when the 1st Expeditionary Fleet is caught unawares by the Angry Wings and incinerated.
« Last Edit: May 08, 2013, 05:41:06 PM by Fax »



Virmir

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Reply #133 on: May 08, 2013, 06:59:17 PM
After the victory at Trabzand, the fox-foxes, facing a MAJOR CRISIS in which points would probably be better spent on containing, extend an offer of non-aggression towards Foxkind. A small ship flying the flag of parlay arrives in Portown.

The fox-foxes' offer:

- The fox-fox will not attack Foxkind nor attempt to hinder its affairs in any way
- The fox-fox will nicely ask their deity to drop his vendetta with the Foxkind, especially since The Great and Very Long Shin Foxdragohu'hil'heen' himself has noted he can't see any Pom establishments within Foxkind's lands. The fox-fox would also like to pointedly note that their deity, who is an insane fire-god on a good day,  is off-the-wall frothing mad right now, has over 10 points, and can't find his primary target on the map. And being a practical fellow, tends to go for number 2 on his list if he can't find number 1.

In return, the fox-foxes ask:

- Foxkind will cease any and all aggression toward fox-fox lands, including patron races (Fluff Batsonian and Shade remnants)

The fox-foxes also pointedly note that they will build any such device they please (including and not limited to devices that have the word DOOM inscribed upon the side) and ally with any race they want, including shadowy nethorwordly abominations, all while adhering to the offered non-aggression pact with Foxkind.  If Foxkind does not accept, then there will be Trouble. The fox-fox acknowledge that they are smaller, but they have two mouths with pointy teeth, and will tear off the proverbial pant-leg of anyone who tries to kick them before they go down.

The fox-fox emissaries bow, and kindly hope for an answer before Saturday!

(No point spent yet. [;))

[fox] Virmir


Dragyn

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Reply #134 on: May 08, 2013, 09:25:23 PM
(Er...the NullPointerException should have 3 armies, now.  I raised one in Null City while Beta was still there.)

Through the Aarie, the NullPointerException! hear of the disaster far to the north...knowing that they are not powerful enough to lend proper aid, they send their condolences, and issue a caution to their fellow NullPointerException! to avoid the area until more is known.


Having observed other races air and sea ships, the NullPointerException! attempt to create their own from Betonium, but find it too heavy to be held aloft or afloat on its own.  So, for the moment, they abandon this track, and instead create Betonium Combat Armor.  While still not as thoroughly armored as the Godfather himself, this light combat armor allows the NullPointerException to protect their non-plated flanks and appendages, while still allowing flight at the cost of manueverability.

Learning to fight while in this army required extensive time practicing, and, since those choosing to use the armor had to learn to do so together, meant that Armored squadrons work together very closely, allowing for nigh-impenetrable defensive formations.

Thus did the council see fit to establish a base specifically for such military practice drills, so they build one south of Betonia, on the larger island delta in F5.  This base becomes known as Null Military Command.

In order to ensure a defensible situation in the event of attack, the NullPointerException build a betonium wall, separating their peninsula from the main portion of the continent, while leaving a gate at the northern edge controlled by Betonia.

Beta, having gotten himself lost by teleporting somewhere unknown, finally returns to his children, finding a very different civilization than he had left.


--------------------------------------------------------
Point Breakdown
--------------------------------------------------------
33  Starting
6    Advance Civilization: NullPointerException!: Betonium Armor
6    Advance Civilization: NullPointerException!: Armored Air Assault Squadrons
2    Command Order: Council (formerly Beta's Null): Establish Military Base in F5
3    Command Race: NullPointerException!: Build A Wall
1    Command Avatar: Return
__
15 Points Remain