Author Topic: DoW the 3rd  (Read 150471 times)

PrincessHotcakes

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Reply #210 on: September 22, 2013, 05:26:05 PM
Turn 14

Digital Vulpine - (10-10=0) 0+3+12=15 moved
Donnie - (7-6=1) 1+3+8=12
Draykin - (10-8=2) 2+2+5=9 moved
Fax - (12-9=3) 3+3+5=11 moved
FrostedLights - (10-7=3) 3+3+8=14 moved
I am the IZOD - (9-4=5) 5+3+7=15 moved
Kenku - (17-9=8) 8+0+2=10 moved
Radioactive Toast - (13-8=5) 5+3+3=11
Snow - (10-8=2) 2+3+4=9 moved
Stormkit - (8-3=5) 5+2+9=16 moved
Tech - (17-12=5) 5+1+10=16 moved
Tizocoatl - (21-20=1) 1+1+12=14 moved
Trask - (13-13=0) 0+3+4=7 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
    Tuatha Home Guard-in Tuatha
    Henry's Hooligans-in Tuatha
Crondins+0
  Orders:
  Legion of Shadows
  Order of the First Tail
  Elder Rights
  Sakari
    Armies:
    Army of the Elements-in Kelorn
    Volunteer Corp-in Kelorn
Followers of Origin-1
  Orders:
  Priory of Origin
    Armies:
    Battleship Sword of Hannibal-in Highland
    The Truth-in Highland
    Avenging Phalanx-in Highland
    Joy Hater Corps-in Highland
Jaegers+0
  Orders:
  The Order of Hunters
    Armies:
    The Consuming Pyre-south of Daishi
    First Spark Recon Corps-south of Daishi
    Strike Force Vulcan-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
  The Mindwalkers
Nocturnals+0
  Orders:
  Temple of Nyx
True Queenites-1
    Armies:
    Army of the Vengeful Queen-in Den Atzintli
    Ice Golems-in Den Atzintli
    Morgana’s Most Loyal Corps-in Den Atzintli
Pendri+1
  Orders:
  Church of the Burning Light
    Armies:
    1st Pendri Army-in Korvesh
    2nd Pendri Army-in Korvesh
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
    1st Squadron, 1st Cavalry Regiment of the 1st Armored Division-in Ter
    1st Joule Infantry Regiment-in Say
    1st Say Marines-in Say
    4th Say Fleet-in Say
    2nd Hayek Tank Division-in Hayek
    3rd Hayek Mobile Infantry Regiment-in Hayek
    3rd Columbian National Guard-in Columbia
    2nd Joule Mechanized Infantry Regiment-in Joule
    3rd Joule Fighter Wing-in Joule
    3rd Say Carrier Battle Group-in Joule
    3rd Terran Mobile Infantry Regiment-in Joule
    5th Columbian Heavy Artillery Division-in Joule
Tiatlaca+0
  Orders:
  Water-Bearers
  Order of the Fifth Tail
  Military Council
    Armies:
    Shock Force A-in Cloudcutter Memepixque
    Shock Force C-in Den Zacatl
Utoypia+1
  Orders:
  Toymancers
  Order of the Fourth Tail
  Puppetmasters
  The Keypers
  Armies:
    Legion of Happiness-in Daishi
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Snuggernaut-in Huggleburg
    Gigglers-Plushville
    Windup Floatilla-in Bubbles
    The Fluffy-in Fluff 'n' Stuff
Zemeri+0
  Orders:
  Scions of Shadow and Moonlight
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow
    Shattered Coast Reavers-in Duchlesa Breh
    Void Knights-in Deephallow

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
Akuritli
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

Tiatlaca Assault on Den Atzintli
5(roll)+7(Advances) vs 11(roll)+5(Advances)
7(roll)+7(Advances) vs 7(roll)+5(Advances)
10(roll)+7(Advances) vs 8(roll)+5(Advances)
6(roll)+7(Advances) vs 9(roll)+5(Advances)
9(roll)+7(Advances)-1(prior combat) vs 8(roll)+5(Advances)
6(roll)+7(Advances)-1(prior combat) vs 9(roll)+5(Advances)
2(roll)+7(Advances)-2(prior combat) vs 10(roll)+5(Advances)-1(prior combat)

General foreign intelligence and spies tells Morgana that an enemy offensive in the making, though she does not know precicely when.  Ironically, the first decisive sighting is by Zerky as he's trying to flee the city.  Racing back, all routes of ultimate escape closed off, the sleezy rattish dragon informs Morgana of what's coming, claiming he was "scouting."  While dubious, she orders the armies to assume defensive positions and sends out more scouts to confirm the sighting.  The answer comes mere minutes later when the Tiatlaca airships begin long range bombardment.  The resulting battle is one fought over several days, with the Queenites adopting a strategy of sending out their jetpack equipped troopers in waves to swarm air targets that get in too close, while swiping at the ground forces advancing on the city.  In this regard meet much success, though they take staggering casualties in the process.  The assault from the caves by the Frost Blades Army, however, is one that takes them largely by surprise, with insufficient forces guarding the cave entrances.  Tiatlaca forces swarm into the city, striking at key points and almost taking them, only for a bloody grinding urban battle to ensure, as the defenders begin to fight block by block, building by building.  Again, the Queenite loses are enourmous, but in the end they have more troops to throw around than the Tiatlaca, who begin to lose cohesion as their numbers grow insufficient to hold their positions.  The eventual smashing the air assault by the Queenites, destroying the airships and dealing enough damage to the Cloudcutter Pixacosta to force it to withdraw, leaves the attacking armies without air support, which  costs their remaining ground forces dearly.  In the end they are unable to recover and are routed by the fanatical Queenite armies.

Queenite Victory
Armies that survive: Army of the Vengeful Queen, Ice Golems, Morgana’s Most Loyal Corps
Armies destroyed: Explorationary Defense Force, Frost Blades Army, Shock Force B, Shock Force D, Levied Tiatlaca, Army of the Dark Gaze, Plague of Locust



Zemerai Assault on Highland
6(roll)+9(Advances) vs 4(roll)+8(Advances)
4(roll)+9(Advances) vs 10(roll)+8(Advances)
5(roll)+9(Advances) vs 9(roll)+8(Advances)
11(roll)+9(Advances)-1(prior combat) vs 12(roll)+8(Advances)

The Zemerai march on Highland is well executed, but gets off to a bad start by its inability to evade Follower scout vessels patroling the continent.  This allows the Origin believers to consolidate and position their forces defensively.  Though the many advances of the subterranian dwelling creatures proves to be a powerful element in their plan of attack, particularily their new phase shifting which the Followers struggle to counter, especially in the earliest phases of the battle.  It is not until later they learn its precise limitations and how to best position and utilize magical fields positioned within groups to counter it.  By this time, however, they take heavy losses, especially on one of the floating islands to the east that is being used as an airfort.  Sensing the moment is ripe, the Zemeri general orders his forces in, hoping to strike swiftly and decively and achieve a total crushing victory against these devils once and for all.  However, the attack is bottlenecked by careful fortification of the surrounding sky isles, which rain down fire and are difficult to take out piecemeal, even with phase shifting, due to the ability of any artillery position to reorient in almost any direction.  Zemeri get close, many of their airships breaching the perimeter and landing on the city isle itself, but by then their overall position is much weakened, leaving them unable to mount sufficient support and concentrate their troops on any one breach in the perimeter.  The result is a general encirclement, especially with the arrival of a Follower Battleship, the Sword of Hannibal, in the Zemeri rear.  With the fanatical Followers mercilessly descending on the overstretched Zemeri, one by one they wipe them out as effective fighting forces until there isn't anything left to call an army.

Follower Victory
Armies that survive: The Truth, Battleship Sword of Hannibal, Avenging Phalanx,
Joy Hater Corps
Armies destroyed: Nightspire Lancers, The Rekapivonian Superheavy Dragoons,
Hussars of Palazzo, Followers Unto The Sun


Pendri Assault on Korvesh
8(roll)+5(Advances) vs 5(roll)+8(Advances)
9(roll)+5(Advances) vs 4(roll)+8(Advances)-1(prior combat)

The Pendri march on the promise of revenge and retribution for the taking of their soil and city, but privately many of the troops are weary, knowing the city's formidable defenses and the fact that they do not outnumber the enemy.  Determined, yet grim and somewhat resigned to a grisly end, the Pendri march north... but much to their surprise they find the city apparently deserted of almost the entirety of its defenders, a small garrison all that remains.  Wary and cautious, the Pendri generals send in probing attacks to determine the enemy's strength.  The garrison commander has a hopeless task, but is determined to make the Pendri bleed for any attack they undertake.  In this, the first round, he is quite succesful, as the numerous Pendri attacks are severely mauled and bloodied, and in the end forced to retreat.  However, this reveals to the High Priest just where the defenders are located, and how they are using the city walls and defenses.  Armed with this knowledge, the High Priest orders strikes against weak points in the Crondin defenses.  Before long breaches in the perimeter are opened, and no amount of beam weapons can aid the defenders as zealous Pendri swarm in, overwhelming the garrison and retaking the city.


Pendri Victory
Armies that survive: 1st Pendri Army, 2nd Pendri Army



Terran Assault on Kelorn
5(roll)+7(Advances) vs 8(roll)+6(Advances)
7(roll)+7(Advances) vs 3(roll)+6(Advances)
5(roll)+7(Advances) vs 7(roll)+6(Advances)
7(roll)+7(Advances) vs 7(roll)+6(Advances)
11(roll)+7(Advances) vs 4(roll)+6(Advances)
7(roll)+7(Advances)-1(prior combat) vs 10(roll)+6(Advances)-1(prior combat)
10(roll)+7(Advances)-1(prior combat) vs 12(roll)+6(Advances)-1(prior combat)
2(roll)+7(Advances)-1(prior combat) vs 5(roll)+6(Advances)-2(prior combat)

Vacating all their other lands in an emergency evactuation to try and hold on to the capital, the Crondins dig in for an all out defensive effort to keep their grip on the ancient city.  The swamps are fortified, raiding lines established, air defences organized, and every weapon available is pulled into the battle lines.  The Terran assault when it comes is massive and overwhelming, this one offensive matching the entire Crondin military.  Attacking from the sea, land, and air, the Terrans work to use their combined arms to break apart, overwhelm, and crush their Crondin opponants.  The air and sea assaults in particular prove devestating, though parity is much more apparent in the ground assault, where the thick swamps hamper all efforts to move Terran tanks in an orderly fashion, despite their impressive logistics.  The orbital drop troops land in early, and actually manage to secure a full 3rd of the city in the initial assault, but the Crondin defensive posture is designed for strategies like this in mind, giving them the ability to cordin off large swathes of the city without comprimising the overall defense.  A grueling months long slog ensues, Crondin and Terran combatants often engaging in close quarters swamp and urban combat.  No matter how much the invaders attempt to secure their perimeter, Crondin raiding parties always manage to find ways to harrass and deplete the supply lines.  A turning point is reached when a large night attack strikes out to the sea to surprise the Terran navy, which has been so far been providing constant and accurate naval and gun support.  In the ensuing battle, over half the Terran fleet is at the sea's bottom, and the rest is being chased and harried.  Deprived of naval support, the ubiquitos, dispered anti-air units the Crondins possess steadily whittle down the Terran bombers and strike aircraft with constant beam weapon attacks.  Finally, a full 5 months into the battle, the Crondins take advantage of a Terran reorganization to launch a full assault, breaking the vulpines' positions and driving them into the swamps and a rout.

Crondin Victory
Armies that survive: Army of the Elements, Volunteer Corps
Armies destroyed: 2nd Say Fleet, 4th Joule ODIN regiment, 4th Hayek Tank Division, 4th Columbian bomber wing, and 5th Hayek Mobile Infantry Regiment, 1st Brigade, 2nd Brigade, 2nd Volunteer Corp



Terran Assault on Bulwark
2(roll)+7(Advances) vs 4(roll)+6(Advances)
5(roll)+7(Advances) vs 9(roll)+6(Advances)-1(prior combat)
8(roll)+7(Advances) vs 12(roll)+6(Advances)-2(prior combat)
3(roll)+7(Advances) vs 9(roll)+6(Advances)-3(prior combat)
4(roll)+7(Advances) vs 10(roll)+6(Advances)-4(prior combat)

The general in charge of the attack on Bulwark is supremely confidant of victory.  So confidant, that many of his subordinates question his judgement to some degree, producing a great deal of unease.  Nevertheless, the odds in the Terrans' favor are overwhelming, and barring improbable circumstances, the battle is theirs to lose.  Unfortunately, things start to go wrong from the beginning, as the weather this particular year is excessively volatile, more so than any of the natives can remember even.  Thunderous monsoons and several typhoons see fit to ravage the region, flooding vast swathes of land and often making the skies dangerous to fly through.  Nevertheless, the Terran commander insists the attack proceed as scheduled.  The Crondin defenders are almost dumbstruck from the reports they're getting of the Terran army suicidally marching into the worst weather this region has seen in recorded history.  Whole divisions of the Terran invasion are wiped out by massive flooding, and in one particularily fatal incident the Terrans try to launch an all out arial assault on Bulwark during a massive wave of thunderstorms, reasoning that the defenders will not be expecting such an arial and paratroop invasion combined with orbital drop troops.  This bizarre occurance results in utter disaster, the orbital troops having their capsules widly blown off course from intense upper level winds, and much of the airforce caught in a sudden squall that downs over half of the aircraft.  Amid the terrible storms and roiling floods, the tiny Crondin garrison of Bulwark decides to risk it all in an all out attack.  They have known since the beginning the only job they have is to merely make the Terrans bleed for taking the city, but the sudden devestating weather patterns and the invading army's apparent suicidal wishes gives a small window of oppritunity.  Small groups press out from the city, the city guard rushing out in pouring rain and storming conditions, which are not unfamiliar to the lizard folk in the slightest, to strike the Terrans at their moment of maximum disorganization.  The strike succeeds beyond their wildest dreams, as the low morale of the Terrans and their incompetent leadership cracks under the strain and causes them to spectacularily rout.

Crondin Victory
Armies destroyed: 5th Joule ODIN regiment, 3rd Joule fighter wing, 4th Terran Tank Division, 2nd Columbian Infantry Regiment, 2nd Terran Armored Division



Terran Assault on Htark
12(roll)+7(Advances) vs 2(roll)+6(Advances)

In contrast to the fierce battles and utter debacle taking place to the north, the Terran attack on Htark can barely be called such, so perfect is their coordination and swift their strike.  Before the defenders can even organize orbital drop troops and naval support is in place, and iron discipline and rigorous scouting gives the Terran tanks and armoured vehicles paths through the brutal swamps to sweep up to the city's doorsteps.  Almost without a fight then is the city taken

Terran Victory
Armies that survive: 3rd Say Carrier Battle Group, 1st Say Marines, 5th Columbian Heavy Artillery Division, 3rd Terran Mobile Infantry Regiment, 1st Joule Infantry Regiment
« Last Edit: October 05, 2013, 10:46:43 AM by Radioactive_Toast »

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Draykin

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Reply #211 on: September 22, 2013, 05:54:26 PM
Advance Civilization: Jeagers: Burning Vengeance - 6
The next step in preparation for war was not so much of an evolution as it was just a rallying to a single cause. As the Jaegers saw it, they had been attacked, driven from their homes, and.... converted into abominations against their wills. As far as they knew, the entire world had turned from peaceful to hateful, and wanted to destroy them. First, the invaders, then the great fire from the sky... Now, they just wanted to see the world burn.

Command Order: The Order of Hunters: Create Army: Legion KILLJOY - 2
Using happy-go-lucky fools that happened to be foolish enough to go alone and be captured, the Order began testing on the freakish assailants of their homeland. Alas, there was nothing to be learned, other than the best way to defeat a Utoypian, is to burn it. They assembled a legion of six thousand Jaegers, and named them Legion KILLJOY.

Command Avatar: Ignis: Command Armies: Begin the March: Target - Daishi - 1
With a mighty roar in the midst of night, Ignis awoke every soul on the island. The Jaegers' hearts burned for battle and revenge, and so forth, Ignis commanded all forces to retake the city of Daishi.

Points at Round Start - 9
Points Remaining - 0

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I am the IZOD

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Reply #212 on: September 22, 2013, 06:23:52 PM
Catastrophe (10)

When Htark had been created, it had indeed been with defense in mind.  However, it had also been created with the idea of depriving the enemy of control over it.  And so it was, the morning of the Terran victory that took control of Htark, that the this protocol was enacted.

A lone Crondin commander who had been given the task triggered the destruct magics that had been placed under the city.  The magic burrowed into the earth, and within a half an hour, the magic struck and drilled through the tectonic plates.

Very quickly, magma shoots up through the tunnel, and Htark is consumed in the fire of a newborn volcano, taking with it the inhabitants, and the armies stationed there.

Command Avatars- create armies (2)

Grim celebrations reverberate through the Crondin realm.  Victory has been achieved.  The armies of the invaders have been decimated.

Kysir, however, cautions that the threat is not over, and that they must be prepared for further wars of aggression.  And so in memorial of the units that gave themselves for the protection of Kelorn, the 1st and 2nd Brigades are reformed, and garrisoned in Bulwark.

15-12=3
« Last Edit: September 22, 2013, 06:45:53 PM by I am the IZOD »



Digital Vulpine

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Reply #213 on: September 22, 2013, 06:44:44 PM
The Terran Federation preemptively evacuates Htark, because it was not worth holding.  Therefore no armies are lost.  Each army returns to its home station.  

Avatar creates one army in Ter.

Each homeland city generates an army.

Each avatar orders attacks on Tratos, Kruos, and Snuggles, with three armies per target.

Defensive armies are re-organized to place five in Ter, one in each of the other cities.

1 point left.

Will edit with extreme prejudice as necessary.
« Last Edit: October 01, 2013, 09:46:04 AM by Digital Vulpine »

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Snow

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Reply #214 on: September 26, 2013, 09:15:21 PM
Starting points: 9
Advance Civ (6): Golem Warriors
"Why is it that every one of these things takes a whole minute of flashy magic flares to 'summon' even after all the actual construction work? I'd rather not watch the process over and over."
Research into piloted golems advanced far enough to make them autonomous. Plushstripe technicians nagged Chiaro researchers that they'd pretty much known how to do this sort of thing for centuries, but cooperation between the races had declined after the failure of the Beanheamoth. Still, both sides saw the value of being able to send big, expendable minions into war while still giving heroes a chance to shine. Besides, there was a pressing need for manpower, as the Chiaro worked on a project. So secret was it that the leaders set up a conspiracy specifically to attract the inevitable adventurers who wanted to uncover this sort of thing, and used that to identify good recruits.

Command Avatars (both) to Raise Armies (1x2)
In Black Watch, the Chiaro reinforced their position by bringing in Caber's Crusaders, an expendable golem-backed unit led by a few brave pilots.
In Tuatha, Ryan's Riders stood by their transforming battle golems, ready for a call to action.

Ending points: 1. Next turn bonus: +3.
« Last Edit: October 02, 2013, 02:08:06 PM by Snow »

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PrincessToyTime

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Reply #215 on: September 30, 2013, 01:27:19 AM
Turn taking time! here we go. [:)

Command Order - Toymancers - Create City - 2 points.

City created at E14, will be called Sea Seams.

Command Order - Puppetmasters - Create City - 2 points.

City created at F14, named Stitches.

Command Order - Keypers - Create Army - 2 points.

Army formed at E14, they shall be named, the Sea Seam Squadron.

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

Army formed at F14, named Tag Team.

7 of 7 points consumed, 0 remain.

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Fax

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Reply #216 on: September 30, 2013, 05:02:10 PM
Catastrophy - [10] After being rebuffed by the defenses of Highland the Zemeri proceed with their usual grim and brutal effectiveness. Their doctrine of implementing catastrophic levels of overkill in the face of seemingly unbreakable opposition is once more engaged. Surprisingly, Zerky is once again in their sights, however only by coincidence of his alliance with Morgana. He simply got to be the first to realize what was happening.

What started as an idle admiration and coveting of a couple falling stars rapidly turned into a frantic flight for safety as the falling stars fell towards HIM. Zerkey knew innately there was only one source for something quite so malevolent: those pitiful creatures which should have been such easy pickings that he had tried to overrun so many ages ago. It turned out to be such a horrible, horrible mistake. There was only one thing for it, Zerky fled the city screaming in abject terror.

Meanwhile, up in orbit the fledgeling Zemeri space program had just finished its program of gathering up all of the loose slag, tailings, waste and depleted meteors they could lay their hands on. The massive collection of gargantuan rocks were then propelled towards Highland with one devastating goal: the complete and utter obliteration of Highland and the areas surrounding it and in the process, the annihilation of Morgana's remaining forces on the continent. By the time they ran out of rocks little remained of the city or its surrounding islands but smoking, overlapped craters.

Amazingly enough, Zerky actually got to the mainland before most of the city was obliterated though through a freak accident one of the rocks thrown from orbit fell off target. Zerky, seeing that meteors were all falling well away from where he now was let out an exclamation of victory: He had escaped not only from Morgana but also (at least in his eyes) beaten those wretched Zemeri. Unfortunately for him, this was the point where one of the minions shouted and pointed to the sky where the rogue meteor was proceeding to break up into a hailstorm of flaming meteoric grapeshot coming directly for him. The wretched creature could do little but screech in horror as he and his entire camp was reduced to little more than burning shreds.


Edit: - Strangely enough, the above occured but due to an odd quirk of temporal mechanics, it turns out that Zerky was not infact in Highland at the time when the Zemeri proceeded to render it and its contents down to a couple meters below the bedrock level via orbital meteor bombardment. Instead he simply had horrific nightmares of the event for a good three weeks after it happened, starting well before news even reached anyone under Morgana's command.

Once the bombardment had ceased the next stage of the Zemeri plans commenced. While the primary stronghold of the immediate foe had been obliterated, the area was practically a wasteland so, in their usual grim manner the Zemeri mercenaries set about laying the groundwork for the repopulation and restoration of the region.
« Last Edit: October 04, 2013, 09:53:16 PM by Fax »



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Reply #217 on: September 30, 2013, 07:35:12 PM
The Kitsune looked upon the continuing choas and sighed. No good would come of choosing one side, and such conflicts were too heavy to be able to create peace...and thus it decided to take the only path it could...create a shelter to thoes that do not wish a part.

Command Avatar - Kitsune - Mindwalkers - Create City With the help of the Miz he had blessed, the Kitsune began to create a grand city within the center of its birthplace, the Lagoon of F8. The city over time becomes a place of market and faith...and of diplomacy, as the Kitsune through the Miz run the city as one of debate and understanding, welcoming all, as long as they do not attempt to commit violent acts within the city itself. As a simple protection to the city as well, the Kitsune creates a shield of light, and thus The Sancturary of Light is created.

Advance City - SOL The shimmering sheild that Kitsune created gaurds the city from the chaos outside, and makes it a protected shield should an army be wayward.

Remaining Pts: 4



Stormkit

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Reply #218 on: September 30, 2013, 08:57:43 PM
Advance Race: Dimensional Research - 6 pts
      The Aeon further their research into dimensional travel and have surpassed the need for a stable place to return to, learning how to navigate infinity.

Command City & Order: Resurrect the leviathan - 4 pts total.
       "We may have suffered a small set back, but we shall emerge victorious! With this resurrection we shall conquer the place of our defeat! Hugglesburg shall fall under the force of all our armies!"

Command Avatar: Command armies to attack Hugglesburg Ter - 1 pt.
       "Umm... General Khayos, this isn't Hugglesburg."
       "What? Of course it is! Doesn't it look like Hugglesburg?"
       "Not... really... Where is the Huggernaut? If this is Hugglesburg, why hasn't it reacted yet?"
       "It must be cleverly hiding. It's a ruse! Be on the lookout for ambushes!"
       "And... what about all the Terrans running around?"
       "Another ruse! Are you suggesting Utoypians can outsmart us?"
       "This isn't even an island! This isn't Hugglesburg, this is Ter! Why are we attacking Ter?!?"
       "Bwa Ha Ha! Fooled you again!"
       "Well joke's on you, you tipped your hand too early. We're going home."
       "Oh hey, I think they noticed our rather large army... I sure hope they don't think we're hostile and attack anyway..."
       *railgun fires*
       "... Sometimes you are the worst."

Points spent: 11
Points remaining: 5

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


PrincessHotcakes

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Reply #219 on: October 01, 2013, 09:09:44 AM
Catastrophy - [10] After being rebuffed by the defenses of Highland the Zemeri proceed with their usual grim and brutal effectiveness. Their doctrine of implementing catastrophic levels of overkill in the face of seemingly unbreakable opposition is once more engaged. Surprisingly, Zerky is once again in their sights, however only by coincidence of his alliance with Morgana. He simply got to be the first to realize what was happening.

What started as an idle admiration and coveting of a couple falling stars rapidly turned into a frantic flight for safety as the falling stars fell towards HIM. Zerkey knew innately there was only one source for something quite so malevolent: those pitiful creatures which should have been such easy pickings that he had tried to overrun so many ages ago. It turned out to be such a horrible, horrible mistake. There was only one thing for it, Zerky fled the city screaming in abject terror.

Meanwhile, up in orbit the fledgeling Zemeri space program had just finished its program of gathering up all of the loose slag, tailings, waste and depleted meteors they could lay their hands on. The massive collection of gargantuan rocks were then propelled towards Highland with one devastating goal: the complete and utter obliteration of Highland and the areas surrounding it and in the process, the annihilation of Morgana's remaining forces on the continent. By the time they ran out of rocks little remained of the city or its surrounding islands but smoking, overlapped craters.

Amazingly enough, Zerky actually got to the mainland before most of the city was obliterated though through a freak accident one of the rocks thrown from orbit fell off target. Zerky, seeing that meteors were all falling well away from where he now was let out an exclamation of victory: He had escaped not only from Morgana but also (at least in his eyes) beaten those wretched Zemeri. Unfortunately for him, this was the point where one of the minions shouted and pointed to the sky where the rogue meteor was proceeding to break up into a hailstorm of flaming meteoric grapeshot coming directly for him. The wretched creature could do little but screech in horror as he and his entire camp was reduced to little more than burning shreds.

Umm, Fax, you mixed up which of Donnie's avatars is where and who's doing what =p

Since you've been focusing mostly on the Followers and aiding the Chiaro in the north and attacking Highland in the past, I'd assume you'd be directing this there; however, Morgana and Zerky are in the south at Den Atzintli.
« Last Edit: October 01, 2013, 09:33:09 AM by Radioactive_Toast »

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Reply #220 on: October 04, 2013, 11:13:26 AM
Still feeling the sting of the Korvesh disaster, the Pendri set to work ensuring that never again shall a Pendri city fall to the enemy. New walls are constructed, combining the curse of Old Alsimor with the magical fire they hold dear.

Advance Civilization - Night-hardened Walls (6 points)

Shards of the Melodian's Ancient Artifact begin to resurface, granting strange magical powers to anyone that posses them, but beware Tempest's wrath, should any be found unworthy to bear such a gift.

Advance Civilization (Melodians) - Shardhunters: The remaining Melodians zealously seek the songshards, and will stop at nothing to keep them from the hands of those that wield shadowy magicks. (6 points)

2 points remaining

Not Just Another Weathermare


DigitFiredrake

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Reply #221 on: October 04, 2013, 10:31:23 PM
PASSSSSSSSSSSSSSSSSSSSSSSSSSSS! :D

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Reply #222 on: October 05, 2013, 08:00:21 AM
Pass

Loop-Dee-Loop-Dee-Loopity-Doop


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Reply #223 on: October 06, 2013, 06:01:32 PM
In Highland

A Terran scribe turns through a book of records, "The new equipment has been installed onto Avalon thy flames."
Adriana was in a lousy mood. The races of this world have been acting carelessly, dropping meteors and what have you.
"In my day we did not resort to such trifle means to an end."

Danyel approaches Adriana, "Sister, our time here is approaching an ends."
Adriana's eyes burned a flame, "I have yet to even begin, Yeckzon!"
Danyel crossed his arms and nudged his pom behind him, "He's coming, and you know it."
"He comes seeking an army, and I shall provide him with the finest!" Adriana sneers.
Danyel sighs, "Adriana, it is no longer our way to promote violence. We should be watching over the mortals, not rounding them up as followers."
"Regardless," she looks out the glass dome, Avalon above, "It is not in me to leave without my goal complete. I require an army."
"And you have one. Take what you have and leave. I will aid you in this, no more. I shall bring Morgana and Myrddin."
"Gather them at the northern most tip of the continent to the east."
Danyel  leaves the chambers.

Catastrophe -10
Avalon has returned to the surface and been refitted with new technology. In addition to it's main cannon, it has been fitted with two subsections on the wings, allowing for independent control, targetting, even jettisoning for independent control.

The Avalon Dreadnought is now an army with a +1 combat modifier in addition to tech advances.
Avalon Dreadnought available for command.

Danyel assembles the Pomharpii ascended and gather their forces at B5.
Morgana brings all her assets.
Myrddin brought with him the 1st Squadron, 1st Cavalry Regiment of the 1st Armored Division

Adriana abandons Highland and brings the whole population with her aboard the Avalon. Avalon's sensors have detected a mass de-orbiting of debris and shielded the city from most of the smaller rocks as the city was evacuated. Behind them, Highland is crushed below both Morgana and Myrddin's armies converge and march.

Myrddin grins with abject accomplishment, "By lord, the Terrans have done more than I have ever imagined! Quite astonishing how they evolved to be so different than the Foxkind of our homeworld. I wonder how they are doing now? I can't wait to find another world to study!"

"Pah," Morgana quips, "I don't intend to leave so easily."

Command Avatar Adriana Attack Ultima Thule
The Pomharpii and Batosian have discussed with one another on the upcoming visitation and have all agreed that a floating island would make a fine location to present themselves. After all, this was to be a major visit.

Adriana wished for a proper aerial platform to prepare the fleet.
Morgana wished for a throne in the skies.
Myrddin wished to study the island.
Danyel, enters Ultima Thule and lays down the demands,

"We are henseforth annexing this island for the duration. There is no need to resist. Surrender and you will be relocated to friendly territory in peace with all your belongings, resist and you be forced to leave."

Danyel sighs heavily, being the only one with the voice of reason, otherwise Morgana would mind control the people, or Adriana murdering them. God knows what Myrddin would do....

Remaining Points 1
« Last Edit: October 06, 2013, 06:08:40 PM by Donnie »



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Reply #224 on: October 11, 2013, 12:02:51 PM
Catastrophe
Zerky is traumatically haunted by the nightmares he keeps receiving of destruction from the skies, becoming more and more unbalanced as time goes on.  Morgana's sudden and swift departure without him in the dead of night leaves the rat-dragon neurotically squirming and alone with his own thoughts.  Finally he can't take it anymore, his mind beset by the only obvious conclusion.

The Zemeri are out to get him.

He needs to kill the Zemeri!  Yes!  Kill the Zemeri, kill kill!

It's just a matter of sneaking onto a space vessel: Terran, Chiaro, Zemeri; any will do.  And then slaughtering the crew while they sleep.  Yeees... they don't see him coming.  He laughs wheezily; yes kill the Zemeri.  Wait, aren't these Terrans he's killing right now?  Or maybe the taur Chiaro... he isn't actually paying attention...  Anyway, max thrust, bring it down to the earth...  Yes!  Yes, Delini Pusabo.  That CURSED city from his nightmares, the place of dismemberment. 

His arm flies away from his body as the spears pierce his skull-

Hahahah!  Yesysysysysysysy they city must die!  Send it crashing!  Kiiiiiill, end it.  Wipe the city from the face of the world.  End the nightmares!  The planet approaches, the velocity increasing faster and faster, boosted by several slingshots around the moon.  Faster, faster, swing swing swing dive divedivegoathemhitthemendthenightmaresmakethemgoaway. 

The oceans loom, the landmass comes into view, the mountains reveal themselves!  His speed is incredible!  The kinetic energy it is carrying is overwhelming!  The city is doomed, no longer will it haunt him!  He's won!  He has overcome his!...  Wait... he's still in the ship.  Oh sh-

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