Divinity Forge Game 2

Game Master Alosvalophos

Competitive world building where gods do battle to ascend to true divinity.


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Gathering Power: 3d6 ⇒ (2, 3, 4) = 9 + 11 from Religion

Total Power: 20

Grow Settlement (B6): Cost 4 (4 Pop + 2 Difficulty - 2 Survival) Pop 5

Power: 16

Grow Settlement (B7): Cost 3 (3 Pop + 0 Difficulty) Pop 4

Power: 13

Create Army (B6): Cost 2 (2 + 2 Difficulty - 2 Survival)

Power: 11

Move Army: A-5 > A-6 Survival Roll: 1d6 ⇒ 5 Success!

Advance (A6): Cost 2

Power: 9
Science: +4

Advance (B7): Cost 0

Power: 9
Science: +4

------------------------

I Just realized that I've not been applying the Discovery Domain at all these previous turns.

Total Science: 16 (Gained + Previous Remaining)

Armour: +1 {Cost 3 (6 / 2)

Science: 13

Weapon: +2 {Cost 8 (15 / 2 rounded up)

Science: 5

------------------------------

Turn 4 Results

Settlements:

B6 - Population 5 - Armies 2
B7 - Population 4 - Armies 1
A6 - Population 4 - Armies 2

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 9
Science: 5

RP:

"And I warned you to not endanger my Children." The Formless One answered the Warlord. Darjuu soon visited his people once more and inspired them to take up arms to defend themselves. The God felt positively sickened at the prospect that so many would soon die, but the pursuit of Enlightenment always comes with a heavy cost.

Crossing my fingers that I got it right this time.


Slight Edit:

Move Army: B6 > A5 Survival Roll: 1d6 ⇒ 1 Or not.

---------------------------------

Settlements:

B6 - Population 5 - Armies 2
B7 - Population 4 - Armies 1
A6 - Population 4 - Armies 1

Deployed Armies:

1 at A5


Small edit.

Army f 11 move to g 111d6 ⇒ 1
Army f 12 move to g 11 1d6 ⇒ 1
Survival 4
Both army's attack the birds


Celios, the Trickster
Gathering Power:
Roll: 4d6 ⇒ (2, 3, 2, 6) = 13 + 14 (Religion) = 27.
Science Gained: 12 (4 volcanic settlements). New Total: 13.

Settlement at A10. GROW (cost: 1); increase population from 2 to 3. ADVANCE; gain 3 science. New power total: 26. New science total: 16.

Settlement at B10. GROW (cost: 2); increase population from 5 to 6. ADVANCE; gain 6 science. New power total: 24. New science total: 22.

Settlement at A11. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 5); decrease population from 4 to 3. Move Settler to B11. New power total: 18.

Settler at B11. CREATE SETTLEMENT.

Settlement at B11. GROW (cost: 1); increase population from 1 to 2. ADVANCE; gain 2 science. New power total: 17. New science total: 24.

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 3); decrease population from 4 to 3. Move Settler to B9. New power total: 13.

Settler at B9. CREATE SETTLEMENT.

Settlement at B9. GROW (cost: 1); increase population from 1 to 2. ADVANCE; gain 2 science. New power total: 12. New science total: 26.

Settlement at A9. GROW (cost: 1); increase population from 3 to 4. ADVANCE; gain 4 science. New power total: 11. New science total: 30.

Miracle. Smite the Centaurs at B8 (cost: 7). New power total: 4.

Science Spends. Religion to 4 (7 points; 23 points remain). Weaponry to 1 (7 points; 16 points remain). Armor to 3 (8 points; 8 points remain). Armor to 4 (8 points; 0 points remain).

Army at B9. Move to B8 to engage Centaurs.

Final Totals
Settlements
A8: 3.
A9: 4.
A10: 3.
A11: 3.
B9: 2.
B10: 6.
B11: 2.
Total: 23.

Armies
B8: 3 - fighting Centaurs.
A8: 3.

Science
Religion: 4.
Weaponry: 1.
Armor: 4.
Survival: 5.
Agriculture: 3.
Total: 17.

Remaining Power: 4.
Remaining Science: 0.

RP
The Wayfarers continue to fill the surrounding lands, moving to quickly fill the forests that surround their volcanic homeland. The armies continue to march on the forces that surround them. Celios sends a sign of his favor by tricking the Centaur Scouts with an illusion, destroying a third of their armies.

The great comet leading towards the Axis Mundi stirs the wanderlust their fickle god planted in their hearts--surely an ever-changeable home would finally sate their constant need to feel new things?


This is for Itz as per her instructions.

Power: 13 from religion + 4d6 ⇒ (6, 6, 6, 6) = 24 24 (all 6s!!! WHATTTTTT?!) = 37.

Wow. A lot of power, that's for sure!

+3 science from volcano. None held previously in reserve.

The nitty grits:

GROW SETTLEMENT: L4 cost: (5 pop -3ag bonus) 2. Pop: 6.
GROW SETTLEMENT: L3 cost: (3 pop -4ag bonus) 1. Pop: 4.
GROW SETTLEMENT: M3 cost: (2 pop -3ag bonus) 1. Pop: 3.
GROW SETTLEMENT: M4 cost: (3 pop + 2dif -2surv) 3. Pop: 4.
GROW SETTLEMENT: L2 cost: (1 pop -4ag bonus) 1. Pop: 2.
GROW SETTLEMENT: K2 cost: (3 pop + 1 dif -2surv) 3. Pop: 3.

Total cost: 11. 26 power left.

CREATE SETTLER at L2. New pop: 1. Cost: 7. Move that settler to M1. Difficult 5 - 2 = 2. Must roll a 4 or better. 1d6 ⇒ 2

19 power left.

Advance L4 (5), M3 (3) = 8 + 3 = 11.

BUY: Religion +3 (6). 5 science remains.

CREATE SETTLER at L3. Cost: 8. New pop: 3. Send that settler to K4 with seafaring negating difficulty.

11 power left.

Create 2x armies at m4. Cost: 4. Send them to ATTACK the Thunderbird at L5.

7 power left.

Create 2x armies at K2. Cost: 4.

3 power left.

Advance L1 (2). Cost: 3 (due to difficulty 5-2 survival).

0 power left.

Buy armour +2 (7). No science remains.

Summary:

Settlements: 6. L4 (6), M4 (4), M3 (3), L3 (4), L2 (1), K2 (4).
Worshippers: 21.
Power: 0. Science: 0.
Armies: 4x K2, 2x attacking at L5.

The stars guide the Orizba in the absence of their deity.


Turn 4 concludes

The Progress of War

Itz's 2x Orizba armies with armour +2 battle the 2 Thunderbird at L5.

Itz: 2d6 ⇒ (6, 1) = 7
Thunderbirds: 2d6 ⇒ (5, 6) = 11

The Orizba armies are wiped out. 1 Thunderbird army is defeated.

Mogar's 1 Goblin army conquers the undefended G12. Gains +1 ET army due to slavery.

Mogar's 2 Goblin armies with weapons +1 attack the 2x Thunderbirds at G11.

Mogar: 2d6 ⇒ (1, 2) = 3
Thunderbirds: 2d6 ⇒ (1, 3) = 4

First round: Inconclusive! 1 Goblin and 1 Thunderbird die.

Mogar: 1d6 ⇒ 6
Thunderbirds: 1d6 ⇒ 2

Mogar's 1 Goblin army survives. Mogar gains +5 points.

The Warlord 3 Minoan armies with war fight Darjuu's 1 army with weapons +1 and armour +2

The Warlord: 6d6 ⇒ (2, 4, 2, 1, 4, 6) = 19
Darjuu:1d6 ⇒ 3

The Warlord's defeats Darjuu losing 1 army. Both gain 3 points.

THE BLOOD CHALLENGE: Evens = Warlord. Odds = Mogar. 1d6 ⇒ 3

Mogar wins the Blood Challenge. +15 power for the next turn.

Celios' 3x WF army weapons +1 armour +4 fight the 2x Centaurs (1 killed by smite) for no points at B8.

Celios: 3d6 ⇒ (3, 3, 5) = 11
Centaur: 4d6 ⇒ (1, 1, 1, 5) = 8

Celios defeats them unscathed.

Utatnaphor's 2 Syphinx armies with armour +1 and weapons +1 face the 3x Centaur with war.

Utatnaphor: 2d6 ⇒ (3, 1) = 4
Centaur: 4d6 ⇒ (1, 1, 6, 4) = 12

The Syphnix kill 2 Centaur of 3 but are slain to the man.

Fraemaour's Grasvolk 4x armies with armour 2 and weapons 1 fight 3x Centaur.

Fraemaour: 4d6 ⇒ (6, 4, 1, 5) = 16
Centaur: 3d6 ⇒ (4, 6, 3) = 13 3d6 ⇒ (1, 4, 6) = 11

The Grasvolk kill all 3 Centaur and lose 2 armies. +5 points.

The Warlord's 2 Minoan armies with war fight 3x Centaurs with war.

The Warlord: 6d6 ⇒ (3, 4, 5, 5, 6, 2) = 25 (disregard last 2).
Centaurs: 6d6 ⇒ (6, 6, 3, 3, 6, 2) = 26

The armies kill eachother. The Warlord wins +5 points.

- Lots of combat this turn, whether against beasts or against eachother.

Further turn calculations coming and map updates. Lots of math to crunch still (lame).


Utatnaphor

You had 5 science from last turn reserved. You added 6 science. You have 11 science reserved now.

Itz

Correction: 7 settlements, 24 pop.

The Warlord

C3 has 2 pop, not 3. You accidentally grew it twice. B3, too. +2 power back.

I'll update the rest of the map (two more players) after breakfast.


Turn 5 Begins!

The blood challenge having been met by two gods, it was the cast of lots that served to distribute the power between the two rivals. Mogar, the Mother of Goblins, prevailed in that game of luck, but it shall be the last that Alosvalophos suffers to take place.

"Know this, ye gods, it shall hence forward be the speediest that gains any benefit from my boons distributed according to who acts first!"

"And yea, I shall now favour those who act first and punish those who go last!"

EVENT: Last Turn Advantage Modifiers are now in place following these rules till otherwise noted.

1. +8 power.
2. +6 power.
3. +4 power.
4. +2 power.
5. +0 power.
6. -2 power.
7. -4 power.
8. -6 power.

EVENT: Only the Centaur who were not attacked grow in power.


I was thinking you can Grow one place more than once. Will do my turn shortly then


Power gathering 4d6 ⇒ (1, 4, 3, 4) = 12
Power: 12 + 10 (Last Turn) + 10 (Religion +2) = 32

I1 Army 1 Pop 3
Grow City Power used: 2 (Agri +1 Survival +2)
Advance! Science Gain: 4
Move Army to I2
End I1 Pop 4

J2 Army 1 Pop 3
Grow City Power Used: 2 (Agri +1 Survival +2)
Advance! Science Gain: 4
End J2 Army 1, Pop 4

J3 Pop 2
Grow City Power Used: 1 (Agri +1 Survival +2)
Advance! Science Gain: 3
End J3 Pop 3

I3 Army 2 Pop 3
Move Army to I2
Create Settler Power Used: 5
Move Settler to J4 DC:3 1d6 ⇒ 4
Grow City Power Used: 1 (Agri +1 Survival +2)
End I3 Pop 3

J4 1 Settler
Create City
Grow City Power Used: 3 (Agri +1 Survival +2)
End J4 Pop 2

Advancement!
11 (Last turn) + 11 (This turn) = 22
New Advancements: Agriculture +2 AND +3, Survival +3, Religion +3
Current Advancements: Agri +3, Survival +3, Religion +3, Weapons +1, Armor +1
End Science: 4

H2 Pop 3, Settler 1
Move Settler to H1 DC:2 1d6 ⇒ 4
Create Settler Power used: 6
Move Settler to H3 DC:2 1d6 ⇒ 2
Grow City Power Used: 1 (Agri +3 Survival +3)
End H2 Pop 3

H1 1 Settler
Create City
Grow City Power Used: 1 (Agri +3 Survival +3)
End H1 Pop 2

H3 1 Settler
Create City
Grow City Power Used: 1 (Agri +3 Survival +3)
End H3 Pop 2

Power Remaining: 10 + 8 (Speed Bonus) = 18
Science Remaining: 4

Settlement Population: I1:4, J2:4, H2:3, I3:3, J3:3, H1:2, H3:2, J4:2
Armies: J2: 1, I2:3.

The Lords foresee troubles ahead, and spread the Prides far and wide, to the high volcano and the thick forests. The Oneiromancers show bad tidings in the future.

Emissaries to the Orizaba still await an answer.


Power Left +6
Religion +8
Power Dice4d6 ⇒ (2, 3, 1, 4) = 10
Second Turn +6
Total Power 30

Crap for rolls again...

GROW SETTLEMENT A2 - Cost 1 - Pop 3
GROW SETTLEMENT B2 - Cost 2 - Pop 4
GROW SETTLEMENT B3 - Cost 1 - Pop 3
GROW SETTLEMENT B4 - Cost 2 - Pop 4
GROW SETTLEMENT C1 - Cost 1 - Pop 3
GROW SETTLEMENT C3 - Cost 1 - Pop 3

ADVANCEMENT B2 Cost 4
Religion +2 - Cost 7 Science
ADVANCEMENT A1 Cost 3
ADVANCEMENT A2 Cost 3
ADVANCEMENT C1 Cost 3
Armor +1 - Cost 8 Science

CREATE SETTLER B3 - Cost 4
Move Settler to A3
CREATE SETTLEMENT A3

GROW SETTLEMENT A3 - Cost 1 - Pop 2

CREATE ARMY B4 - Cost 2 - Population 2
Attack A5
1d6 ⇒ 4

Settlements A1 (3), A2 (3), B1 (3), B2 (4), B3 (3), B4 (2), C1 (3), C2 (3), C3 (3)
Armies B4 (2)

Advancements
Agriculture +2
Armor +1
Religion +2
Survival +1

Worshipers 27
Armies 2
Power 2
Science 1


GM, you forgot to update my worshipers.

Gathering Power: 4d6 ⇒ (3, 5, 5, 2) = 15

Power: 15 + 12 Religion + 9 Remaining + 4 Posting 3rd = 40 Total

Grow Population (A6): Cost - 4 (4 Pop + 2 Difficulty - 2 Survival) Pop: 5

Power: 36

Grow Population (B7): Cost - 4 (4 Pop + 2 Difficulty - 2 Survival) Pop: 5

Power: 32

Create Army (A6): Cost - 4 (4 Default + 2 Difficulty - 2 Survival) Armies Created: 2

Power: 28

Create Army (B7): Cost - 4 (4 Default + 2 Difficulty - 2 Survival) Armies Created: 2

Power: 24

Create Army (B6): Cost - 2 (2 Default + 2 Difficulty - 2 Survival) Armies Created: 1

Power: 22

Magic Shields (1 per Settlement): Cost: 9

Power: 13

--------------------------------------------

Final Results:

Settlements:

B6 - Population 5 - Armies 3 - 1 Shield
B7 - Population 5 - Armies 3 - 1 Shield
A6 - Population 5 - Armies 3 - 1 Shield

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 13
Science: 5

RP:
Darjuu felt the death of his children at the hands of the Warlords minions. As his people made ready to defend themselves, the Formless One used some of his power to protect them from his enemies wrath.


4th poster so 2 power, editing now


4th poster so 2 power,
1 power from last turn
2 Science from last turn
5d6 + 15 + 19 + 3 ⇒ (5, 1, 4, 3, 5) + 15 + 19 + 3 = 55

D13 grow 1 power 4 pop, advance +4 sci
advance agriculture +1 -7 Science, 0 Science remaining

D12 creates settler 10 power 3 pop, grow settlement 1 power 4 pop
move settler D12 to E13, create settlement, grow settlement 1 power 2 pop
Create army E13 2 army's 2 power, move army's from E13 to F13

F12 Creates settler 11 power, 1 pop. grow settlement 2 pop 1 power
move settler F12 to G13, Create settlement grow settlement 1 power 2 pop
G13 Create army 2 power

a13 grow 2 power 4 pop, advance +4 Science
b13 grow 1 power 4 pop, advance +4 Science
c13 grow 1 power 4 pop, advance +4 Science
e11 grow 1 power 4 pop, advance +4 Science
e12 grow 1 power 4 pop, advance +4 Science
f11 grow 1 power 3 pop, advance +4 Science
G12 grow 1 power 2 pop, Create army 2 power
move army's of Etherials from G12 to H12 to attack or take it

40 power used
smite the pop of H12 7 power,
hold a smite for army that pops up in H12 or H13, h12 takes priority.

20 Science
advance religion +3 -8 science
advance religion +4 -9 science
3 science remaining.

Result
3 army's Each one has only one army a piece
G11 1
G12 1
F13 2 armys

Etherial army
H12 2 of them

Advancement
Weapons +1
agriculture +1
Survival +4
Religion +4

Settlements
A13 4 Bloodwin
B13 4 Vineland
C13 4 Hotplace
D12 4 Mothers cradle
D13 4 Dryland
E11 4 Mothers garden
E12 3 Mothers hand
F11 4 Mountainsight
F12 2 Deerland
E13 2 lumpy land
G12 2 slave town
G13 2 peak back

39 worshipers

1 power (or 8 if cant hold a smite)
3 Science

rp
Having killed more birds, the mother lets her goblins go wild taking off after the mountains and attacking the first race held by a god. the other race had no idea that the goblins might be able to reach them in there lofty home.

more land is open to the goblins, they start to build more monuments to the mother and find better ways to gather and grow food. and how to make armys as well in lumpy land.


A armor clad messenger brings another last offer to Darjuu "You cannot fight on two fronts Darjuu, take my military alliance as to benefit each other for the greater good of our people, otherwise you will force my sword upon you"


Celios, Roadmaker

Power Roll
4d6 ⇒ (6, 4, 2, 2) = 14 + 21 (religion) + 4 (reserve) = 39.
Science Gained: 12 (4 volcanic settlements). New total: 12.

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 4); decrease population from 4 to 3. Move Settler to B8. New Power total: 34.

Settler at B8. CREATE SETTLEMENT.

Settlement at A9. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New Power total: 33. New Science total: 17.

Settlement at A10. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New Power total: 32. New Science total: 21.

Settlement at A11. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New Power total: 31. New Science total: 25.

Settlement at B8. GROW (cost: 1); increase population from 1 to 2. CREATE 2 ARMIES (cost: 4). New Power total: 26.

Settlement at B9. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New Power total: 25. New Science total: 28.

Settlement at B10. CREATE 3 ARMIES (cost: 3). New Power total: 22.

Settlement at B11. GROW (cost: 1); increase population from 2 to 3. FESTIVAL (gain 2 power). New Power total: 23.

Science Spends. Weapons to 2 (9 points; 19 remain.) Armor to 5 (9 points; 10 remain). Armor to 6 (10 points; 0 remain).

Miracle. Lower Terrain on B7 (cost: 6 + 1 distance + 4 worshipers present = 11). New Power total: 12.

Miracle. Inspire City on A8 (cost: 10). New Power total: 2.

Settlement at A8. CREATE 2 ARMIES (cost: 2). New Power total: 0.

6x Armies at B8. Move to B7, engage VU army at B7.

5x Armies at A8. Move to A7, engage Centaurs at A7.

Final Totals
Settlements
A8: 3
A9: 5
A10: 4
A11: 4
B8: 2
B9: 3
B10: 6
B11: 3
Total: 30

Armies
A7: 5, engaging Centaurs.
B7: 6, engaging VU army.
B10: 3.

Science
Agriculture: 3
Armor: 6
Religion: 4
Survival: 5
Weaponry: 2
Total: 20

Remaining Power: 0
Remaining Science: 0

RP
The Wayfarers quickly find a taste for war, cutting through centaur and thunderbird alike. They learn quickly from their battles, donning new weapons and protective gear to make them harder to kill--and to make their enemies quicker to fall. And even as they turn their eyes to the north, where new enemies await in the barren mountains, their god shifts the earth beneath the feet of their foes, lowering the defensible positions those mountains once provided.


32 power from religion + power from last turn (5 [from last] + 2 [due to errors]= 7) + 5d6 ⇒ (5, 3, 1, 1, 1) = 11 -2 from turn order = 47

4 science from last turn

Let's go:

GROW SETTLEMENT:

GROW SETTLEMENT: K12. Cost (3 pop -4 ag bonus) 1. Pop: 4.
GROW SETTLEMENT: K11. (4 pop -4 ag bonus 1 dif-4 surv) 1. Pop: 5.
GROW SETTLEMENT: K10. Cost (4 pop -4 ag bonus) 1. Pop: 5.
GROW SETTLEMENT: K9. Cost (3 pop-3 ag 2 dif-4 surv) 1. Pop: 4
GROW SETTLEMENT: K8. Cost (2 pop-3 ag 2 dif-4 surv) 1. Pop: 3
GROW SETTLEMENT: J8. Cost (2 pop-3 ag 2 dif-4 surv) 1. Pop: 3.
GROW SETTLEMENT: J12. Cost (1 pop-3 ag 4 dif-4 surv) 1. Pop: 2.
GROW SETTLEMENT: J13. Cost (3 pop-3 ag bonus 1 dif-4 surv) 1. Pop: 3.
GROW SETTLEMENT: I8. Cost (4 pop-2 ag +1 ag bonus 2 dif-4 surv) 1. Pop: 5.
GROW SETTLEMENT: I13. Cost (2 pop-3 ag bonus 1 dif-4 surv) 1. Pop: 3.

Cost: 10.

37 power left.

ADVANCE: L12 (6), K12 (4), K11 (5), K9 (4), K10 (5), K8 (3), I8 (5) = 32 + 4 = 36.

BUY: Survival +5 (7), Survival +6 (8), Armour +3 (8), Religion +5 = 32. 4 science remains.

CREATE SETTLER at J12. Cost: 11/2 = 6. New pop: 1. Move that settler to I12 and settle.

31 power.

GROW settlement at I12. Cost: (1 pop 3-ag 2 dif-6 surv) 1. Pop: 3

30 power.

CREATE ARMY x3 (Scrubland bonus) at a cost of 3 (Hilly -1 cost).

27 power.

SMITE the Ethereal armies from Mogar attacking H12. Cost: ([6 + 1] * 2 = 14).

13 power.

Move 6x armies from I12 to H11 then INSPIRE FORCES (no rolls for either due to survival -6) to ATTACK Mogar's settlement at G12. Cost: 10 + 1 = 11.

2 power.

MOVE 1x army from K12 to J12 and 2x armies from L10 to K10.

RP:

The depredations of Mogar the Goblin Mother and her broodlings shall this day be stayed, but not by Iazamaz--who suffers even now under their assault--but by the flower of Grasvolk chivalry, come to the rescue with single minded-focus: extermination! Inspired by their god, the Grasvolk squadrons shift to Fireweed forms, perfectly suited to thrive in the volcanic environment, and grow horny, heavy carapaces of ironwood plate to blunt the axes and swords of the Goblins. Riding atop snarling honey badgers and wolverines, they ascend at double-time the mountains to conquer!

"I am going to sweep you from this land," speaks Fraemaour in rare-wrath as a ubiquitous voice, snarling from out the life of the land, "Goblin Mother. You and your kind shall be the first to fall, for Iazamaz swears fealty unto me, and as his suzerain, my Grasvolk shall turn your children to mulch!

But the god supports his people not merely by fiery rhetoric, but also by his miraculous powers: For alongside the assault, he causes the vegetation to strike at the Goblins which would make deeper incursions into Ethereal land. The land beneath sprouts razor-sharp stalks of grass which tear at the Goblins like tens of thousands of scourges, ripping the flesh from their skeletons in a whirlwind of flung flesh and gore. When his power is expended, the blood runs in torrents down the volcano side. The same, no doubt, shall be the result of the work of the Grasvolk cavalry.

Summary:

Settlements: 12. L12 (6), k12 (4), K11 (5), K10 (5), K9 (4), K8 (3), J8 (3), J12 (1), J13 (4), I8 (5), I13 (3),
Worshippers: 43.
New advancements: BUY: Survival +5 (7), Survival +6 (8), Armour +3 (8), Religion +5 (9).
Power: 2. Science: 4.

Armies: 6x attacking G12. 2x at K10 and 1x at J12.


mogar coerces 2 ethirals to be messengers to the two city's making them say this.
Fellow Ethrials can we trust Fraemaour, he has killed our people and clames that our God serves him. did we not have peace with the grasvolk, even now they come to our captured city and surely will kill more of our kind in trying to rid us of one goblin army. Fraemaour comes with not just one army as the goblins did but with 6 of them, he has changed his people to thrive on our land. surely he will take our remaining city's as his own. will we stand for this outrage?


Iazamaz answers Mogar with absolute rage
"Claim you that i cannot trust the father of the fields,yet you send your warriors to attack my people.Claim he comes with one army yet you take the lives of my people.The question be not can i trust Fraemaour.The question be can i trust you?"
power: 3d6 + 11 - 4 ⇒ (1, 4, 3) + 11 - 4 = 15
total power=15
magic shieldon settlements G12 and H12 (6 power)
Creating army2 in settlement G12 (6 power)
Creating settler at H12 (3 power)
Rp:
" Listen now oh mother of the goblins you have attacked my people when i have done you no harm. Thus i pledge my alliegence to the father of the grasvolk.I will gladly give him my power to ensure your filthy existence burns out completely. Shall i fall, so shall i bring you down with me."
total power= 0
total science = 9
Pretty screwed here. This game really has a steep learning curve. maybe the first game had a bigger map for a good reason....


For Itz:

4d6 ⇒ (1, 2, 1, 3) = 7 7 + - 6 for turn order + 18 from religion = 19.

3 science from volcano + 6 in reserve = 9.

Buy Agriculture +1 (9).

GROW SETTLEMENT: L3 cost: (4 pop -4ag bonus) 1. Pop: 5.
GROW SETTLEMENT: M3 cost: (3 pop -3ag bonus) 1. Pop: 4.
GROW SETTLEMENT: M4 cost: (4 pop - 1ag + 2dif -2surv) 3. Pop: 5.
GROW SETTLEMENT: L2 cost: (1 pop -4ag bonus) 1. Pop: 2.
GROW SETTLEMENT: K2 cost: (4 pop -1 ag + 1 dif -2surv) 3. Pop: 5.

Total cost: 8.

11 left.

ADVANCE: L4 (6), L3 (5), M4 (3) = 15

Buy Survival +3 (10). 5 science remaining.

Create army 2x at M4. Cost: 4.

7 power left.

ATTACK the Thunderbird with both armies from M4.

Move settler at L2 to M1. 1d6 ⇒ 1 Difficulty: 2 (5 - 3 surv). Wah wah wah. Fail...

Move settler K4 to K5. dif: 2. 1d6 ⇒ 1 Are you kidding me?!

Advance K2 (4). 9 science held in reserve.

GROW settlement: L1. Cost (2 pop-1 ag +5 dif-3 survival): 4. New pop: 3.

3 power left.

ADVANCE L1 (3). Cost: 2. (Difficulty 2).

12 science held in reserve.

Buy: Survival +4 (11). 1 science left.

0 power left (math mistake above gave Itz +1 power).

Summary:

Settlements: 7. L3 (5), M3 (4), M4 (5), L1 (3), L2 (2), K2 (5), L4 (6).
Worshippers: 30
New advancements: Survival 3+, +4, and Agriculture 1.
Power: 0. Science: 1.

RP:

In the absence of their deity, the Orizba progress as well they can. Their efforts to colonize new lands end in ridiculous failure. Fate is a fickle mistress!


Turn 6 Concludes

Much has transpired. The full force of war sweeps the world, and misery befalls the fallen.

The Progress of War

Fraemaour with armour 3 and weapons 1 commands 6 Grasvolk army to take on the 1 Goblin army with +1 of Mogar's at G12. The Goblins suffer from +3 difficulty. This means they must roll 6s to kill the Grasvolk and can be killed with a roll of 2.

Fraemaour: 6d6 ⇒ (1, 2, 1, 3, 5, 3) = 15
Mogar: 6d6 ⇒ (6, 2, 1, 1, 5, 1) = 16

Fraemaour conquers G12, losing 1 GV army.

Fraemaour +3 points. Mogar: +3 points.

Celios attacks B7 with an army 6 Wayfarers with armour +6 and weapons +1 the three Velmoru army with armour 2 and weapons 2.

To kill, the Wayfarers must roll a 4 or better.

To kill, the Velmoru must roll a 6.

Celios: 6d6 ⇒ (2, 5, 3, 1, 2, 4) = 17
Darjuu: 6d6 ⇒ (6, 1, 4, 3, 6, 4) = 24 - Ooops. Please ignore the last three. Clerical error.

The combat is indecisive. In the first round, Celios kills 2 Velmoru armies. Darjuu kills 1 Wayfarer army.

Celios: 5d6 ⇒ (3, 5, 6, 3, 3) = 20
Darjuu: 1d6 ⇒ 6

Celios kills the remaining Velmoru army while losing 1 more.

Celios: +9 points. Darjuu: +6 points.

Celios conquers B7.

Celios takes on the centaur at A8.

Celios: 5d6 ⇒ (5, 3, 6, 6, 3) = 23
Centaur: 8d6 ⇒ (3, 2, 4, 1, 1, 2, 6, 5) = 24

Celios kills the Centaur while suffering one loss. He gains +5 points.

Itz's 2 Orizba armies with armour +2 fight the Thunderbird.

Itz: 2d6 ⇒ (3, 4) = 7
Thunderbird: 1d6 ⇒ 4

Itz kills the Thunderbird with no loss. Itz gains +5 points.

Updates to the map incoming.


Iazamaz

You can't create armies at G12 (it's not yours) nor shield it. So you start with 6 power (due to -3 from illegal actions).

Science: 6, also.

Darjuu

Due to illegal actions, I am taking away -3 power.

Uta

J2 has 3 pop, not 4. It had 2 last turn. -1 science as a consequence.

Forgotten battle

Uta's 3 syphinx with weapons +1 and armour +1 fight 1 centaur.

Uta:3d6 ⇒ (4, 2, 3) = 9
Centaur: 2d6 ⇒ (6, 5) = 11

Uta loses 2 Syphinx armies but defeats the Centaur. +5 points.

Turn 7 begins!

The bloodbath from the war between the gods continues apace, and as a wrathful deity of conquest, Alosvalophos breathes deep of the death stench in satisfaction. "Well does the corpses stink, and the gods please me in their bloody and broiling manner. Good show, ye divines. You remind me of myself--and that is a high compliment!"

RULE CLARIFICATION: Magic shields are broken if the settlement is conquered.

RULE CHANGE: However, either attacker or defender (yes, defender) can cast a NEW MIRACLE Preserve Shield. Cost: 10 power. Class: Civic.

RULE CLARIFICATION: Magic shields are settlement actions. You can't do anything but grow that settlement if you throw up magic shields. Think of them like creating armies.

LAST TURN MODIFIER:

1. +9 power.
2. +7 power.
3. +5 power.
4. +3 power.
5. +0 power.
6. -3 power.
7. -5 power.
8. -7 power.

Alosvalophos, for all his talk of war, however, is not without mercy to the fallen. Seeing that some gods are in precarious positions, whilst the world is yet young, he opens more of the world to be settled by the gods.

"For the weak, there is mercy. My kindness surprises even me!"

Meanwhile, beneath the waters, strange bubbles are seen rising to the surface. What could be happening?


G12 was mine previously.I mean I had people there. I think mogar killed them during her turn but I couldn't do anything cause I had already posted so I didn't know what was going on.well I'm not going to last long now.


power: 3d6 + 6 + 7 + 9 ⇒ (4, 5, 1) + 6 + 7 + 9 = 32
create people p11 (24 power)
magic shield on the settlement (3 power)
magic shield on H12 (3 power) if that still helps
giving remaining 2 power and 12 science to Fraemaour.

Rp
iazamaz appears before his people , more transparent than usual, his form faint and his wisps of shadow not stretching very far at all.
"weak am I, and therefore have I become the vassal of another much stronger, in hopes of growing under him.As agreed, we give Fraemaour 12 casts of our burnt wine, and teach them our ways for the next 5 cycles.Grieve now for your fallen brothers, for we will no longer fall."

I am declaring a peace treaty with Fraemaour, giving him 12 power as well as all my science for the next 5 turns


2 to post editing now
5d6 + 7 + 37 + 8 + 1 ⇒ (1, 3, 5, 5, 2) + 7 + 37 + 8 + 1 = 69
lost 1 poplation last turn so +1 power, from death domain

A13 4 Bloodwin grow 3 power 5 pop, advance 5 science
B13 4 Vineland grow 2 power, 5 pop, advance 5 science
advancement agriculture +2 10 science
C13 4 Hotplace grow 1 power, 5 pop, advance 5 science
D12 4 Mothers cradle grow 1 power, 5 pop, advance 5 science
D13 4 Dryland grow 1 power, 5 pop, advance 5 science
E11 4 Mothers garden grow 1 power 5 pop, create armys 3 for 6 power
move armys from E11 to F11
E12 3 Mothers hand grow 1 power 4 pop create settler 11 power 3 pop
move settler from e12 to F13 create settlement
F13 grow 1 power 2 pop, Create army's 2 for 2 power
F11 4 Mountainsight grow 1 power 5 pop create armys 3 for 6 power
F12 2 Deerland grow 1 power 3 pop, create armys 2 for 4 power
E13 2 lumpy land grow 1 power 3 pop. create armys 2 for 2 power, move armys from e13 to F13
G13 2 peak back grow 1 power 3pop create armys 2 for 4 power

move army from G11 to F11

advance weapons +2 11 science
smite population at G12 7 power

Result
armys
F11 7
F12 2
F13 6 armys
G13 2 armys

Advancement
Weapons +2
agriculture +2
Survival +4
Religion +4

Settlements
A13 5 Bloodwin
B13 5 Vineland
C13 5 Hotplace
D12 5 Mothers cradle
D13 5 Dryland
E11 5 Mothers garden
E12 3 Mothers hand
F11 5 Mountainsight
F12 3 Deerland
F12 2 barracks land
E13 3 lumpy land
G13 3 peak back

49 worshipers

0 power
7 Science


wow now the turn posts are taking me an hour to do.

rp
Mogar responds to the other gods Declaration of war.
That was not an attack on your people iazamaz, it was a lone scouting expedition seeing where they could go. they just happened upon your lands. Now you two gods will know true war from the mother of goblins. Let us see if the combined might of two gods is enough to stop me. look at your own people, shadows? really did you think they could fight me. Plants you forcefully have to change to have a chance, when i only had scouts. let the battle start. i might lose my children scores at a time but they end up killing themselves for fun in the same number. do your best.

oh i know this is not going to end well for me. i have no where else to grow to and reached the 5 population cap before it gets super pricy to grow.


Power Gathering 4d6 ⇒ (3, 5, 2, 1) = 11
Power: 11 + 18 (Last Turn) + 21 (Religion +3) = 50

H1 Pop 2
Grow City Power used: 1 (Agri +3 Survival +3 Forest +3)
Advance! Gain 3 science
End H1 Pop 3

I1 Pop 4
Create Settler Power Used: 6 (Survival +3)
0i]Grow City[/i] Power Used: 1 (Agri +3 Survival +3)
Move Settler to J1 DC: 2 1d6 ⇒ 3
End I1 Pop 4

J1 1 Settler
Create City
Grow City Power Used: 1
Festival! Power Gained: 1
End J1 Pop 2

H2 Pop 3
Create Army Power USed: 2 (Hilly) Armies Created: 2 (Scrubland)
Grow City Power Used: 1
Move Armies to I2
End H2 Pop 3

I2 3 ARmies
Move Army to J1
End I2 2 Armies

J2 1 Army. Pop 3
Grow City Power Used: 1 (Agri +3 Survival +3)
Advance! Gain 4 science
End J2 1 Army Pop 4

H3 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +3 Forest +3)
Advance! Gain 3 science
End H3 Pop 3

I3 Pop 3
Create Army Power USed: 2 (Hilly) Armies Created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +3)
Move Armies to J3
End I3 Pop 3

J3 Armies 2, Pop 3
Grow City Power Used: 1 (Agri +3 Survival +3)
Advance! Gain 4 science
End J3 Armies 2, Pop 4

J4 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +3)
Festival! Power Gained: 2
End J4 Pop 3

Advancement! Current Science: 3 (Last Turn) + 14 (Cities) + 3 (Volcano) = 20
Advancement Gain: Weapons +2 (5 Sci), Armor +2(6 Sci), Survival +4 (6 Sci)
Science Remaining: 3

Power Remaining: 42 + 5 (Turn bonus) = 47

Settlement Population: H1:3, I1:4, J1:2, H2:3, J2:4, H3:3, I3:3, J3:4, J4:3
Armies: J2: 1, I2:2, J1: 1

Few words are heard from the god of the Prides. The Lords grow wary of the silence to the east, and gird themselves against attack. Visions of strange folk elsewhere in the world warn them of what can happen to those unprepared for war.

Sorry for using you as an example, Iaz!


You forgot to lower the terrain at B7. It should be hills currently; I'm treating it as such below. I also shouldn't have armies at A8 or B8.

Celios, The Trickster

Power Roll
5d6 ⇒ (3, 3, 4, 5, 5) = 20 + 29 (religion) + 0 (last turn) = 49
Science Gained: 12 (4 volcanic settlements)

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 5); reduce population from 4 to 3. Move Settler to A7. (New power total: 43.)

Settler at A7. CREATE SETTLEMENT.

Settlement at A7. GROW (cost: 1); increase population from 1 to 2. CREATE ARMY (cost: 2). (New power total: 40.)

Settlement at A9. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). (New power total: 38. New science total: 18.

Settlement at A10. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). (New power total: 37. New science total: 23.

Settlement at A11. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). (New power total: 36. New science total: 28.

Settlement at B7. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 2).

Settlement at B8. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). (New power total: 35. New science total: 31.)

Settlement at B9. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). (New power total: 34. New science total: 35.)

Settlement at B10. CREATE 3 ARMIES (cost: 3); move 3 armies to B11. (New power total: 31.)

Settlement at B11. GROW (cost: 1); increase population from 3 to 4. FESTIVAL (gain 2 Power). (New power total: 32.)

Science Spends. Weaponry to 3 (10 points; 24 remain). Weaponry to 4 (11 points; 14 remain). Weaponry to 5 (11 points; 3 remain).

Armies at A7 (x4). Move to A6, ATTACK VU at A6.

Armies at B7 (x5). Move to B6, ATTACK VU at B6.

Miracle. Alter Biome at B7, Barren to Crater (Cost: 6). (New power total: 26.)

Miracle. Alter Biome at A8, Crater to Volcanic (cost: 6). (New power total: 20.)

Miracle. Inspire City at B10, x2 (Cost: 20). (New Power total: 0.)

Settlement at B10. ADVANCE twice (gain 12 science. New Science total: 15.)

Science Spends. Religion to 5 (12 points; 3 remain).

Final Totals
Settlements
A7: 2
A8: 3
A9: 6
A10: 5
A11: 5
B7: 3
B8: 3
B9: 4
B10: 6
B11: 4
Total: 41

Armies
A6: 4, engaging VU
B6: 5, engaging VU
A7: 1
B7: 1
B10: 3
B11: 3

Science
Agriculture: 3
Armor: 6
Religion: 5
Survival: 5
Weaponry: 5
Total: 24

Remaining Power: 0
Remaining Science: 3

RP
Even as the Wayfarers leave the settlement they have just conquered, the ground becomes cracked and pitted, and much of the indigenous flora and fauna are lost forever. With each battle it seems the Wayfarers learn new techniques. Their armor grows stronger, their blades sharpen, and still they progress.

Elsewhere, their fiery trickster god awakens a long-dead volcano, and the Wayfarers begin to station armies to protect the vast volcanic hellscape that is their homeland.

A lone Wayfarer messenger, concealed by illusions by his god, makes his way to the camps of the Minoans, where his presence is revealed. "If your people come no further south than they have already reached, we shall go no further north; there is world enough for both of us to explore."


45 from religion + 2 from last turn + 6d6 ⇒ (4, 6, 6, 3, 3, 6) = 28 + 0 from 5th = 75.

Oh yeahhhh.

4 + 3 science (volcano): 7 science.

GROW SETTLEMENT: K12. Cost (4 pop -4 ag bonus) 1. Pop: 5.
GROW SETTLEMENT: K11. (5 pop -4 ag bonus 1 dif-6 surv) 1. Pop: 6.
GROW SETTLEMENT: K10. Cost (5 pop -4 ag bonus) 1. Pop: 6.
GROW SETTLEMENT: K9. Cost (5 pop-4 ag 2 dif-6 surv) 1. Pop: 6
GROW SETTLEMENT: K8. Cost (3 pop-4 ag 2 dif-6 surv) 1. Pop: 4
GROW SETTLEMENT: J8. Cost (3 pop-4 ag 2 dif-6 surv) 1. Pop: 4.
GROW SETTLEMENT: J12. Cost (1 pop-4 ag 4 dif-6 surv) 1. Pop: 2.
GROW SETTLEMENT: J13. Cost (4 pop-4 ag 1 dif-6 surv) 1. Pop: 5.
GROW SETTLEMENT: I8. Cost (5 pop-4 ag 2 dif-6 surv) 1. Pop: 6.
GROW SETTLEMENT: I12. Cost (2 pop-4 ag 2 dif-6 surv) 1. Pop: 3.
GROW SETTLEMENT: I13. Cost (3 pop-4 ag bonus 1 dif-6 surv) 1. Pop: 4.
GROW SETTLEMENT: G12. Cost (1 pop-4 ag bonus 6 dif-6 surv) 1. Pop: 2.

Cost: 12

63 left.

GROW SETTLEMENT: L12. Cost: (6 pop * 2 = 12 -4 ag -4 ag bonus) 4. Pop: 7.

ADVANCE: I8 (5), J8 (4), K8 (4), K9 (5), L12 (7), J12 (2), J13 (4), I13 (4) = 35 + 7 = 42

BUY: Religion +6 (9), Weapons +2 (10), Armour +4 (10), Survival +7 (11) = 40. 2 remains.

CREATE 1x ET army at G12. Cost: 1.

62 left.

Create 3x (Scrubland +1 armies) armies at I12. Cost: 3 (Armies -1 cost).

59 left.

INSPIRE CITY: I12 (cost: 10).

49.

Create 3x (Scrubland +1 armies) armies at I12. Cost: 3 (Armies -1 cost).

46.

INSPIRE CITY: I12 (cost: 10).

36.

Create 3x (Scrubland +1 armies) armies at I12. Cost: 3 (Armies -1 cost).

33.

INSPIRE CITY: I12. (Cost: 10)

23.

Create 3x (Scrubland +1 armies) armies at I12. Cost: 3 (Armies -1 cost).

20 power.

Hold FESTIVALS at K10, K11, and K12. 5/2 = 2.5 = 3. 6/2 = 3. 6/2 = 3. 9 power added.

29 power.

Take 12 GV armies from I12 and move them to H11. Then INSPIRE FORCES (10 +1 = 11) to inspire them to move again. Split the army so that 3 ATTACK the 2x Goblin armies at G11 and 9 garrison at G12. Then inspire those garrisoned units again (10) and split that army so that 7 GV attack the 7 Goblin armies at F11.

The other 2 GV armies attack F13 with 4 of 5 GV armies already present at G12.

Cost: 21. Thus, 8 power left.

ATTACK with 1 GV army +1 ET army the Goblins at G13.

SMITE 1x Goblin army. 6 + 1 = 7.

1 power left and reserved.

Move 1x army from L12 to K12.

Move 2x armies from K10 to J10.

Move 1x army from J12 to I12.

Turn summary:

Settlements: 13. L12 (7), K12 (5), K11 (5), K10 (6), K9 (5), K8 (4), J8 (4), J12 (2), J13 (4), I8 (6), I12 (3), I13 (4), G12 (2).
Worshippers: 57.
Power: 1. Science: 2 science.

Armies: 1x army at K12. 2x armies at J10. 1x army at I12.

3x GV at G11 attacking the 2 Goblin armies there.
1x GV and 1x ET at G13 attacking the 1 Goblin army there.
6x GV at F13 attacking the 6 Goblin armies there.
7x GV at F11 attacking the 7 Goblin armies there.

(Note: None are attacking the 2x Goblin armies at F12).

Settlements:

RP:

"Broodsow," mocks Fraemaour, "your fecundity shall be well needed ere this Cycle ends when my Grasvolk crush your expansion! Mock my chosen as you might, but theirs is the power which will destroy your Goblin filth and wipe you from this land. BEGONE! I shall conquer you to the last. The Ethereals are second to my heart, and shall be honoured in my Kingdom of Life, which brokers no place your matriarchy of decay."

The attack upon Mogar draws upon the tenacity of life to pursue aggression far in excess of their normal capacities. The scrublands near to the volcanos levee en masse squadrons of cavalry from the barren hills, which are inspired by Fraemaour to ride their mounts to death and then fight as dragoons when their badgers and wolverines fail them.

Meanwhile, more razor-whip plantlife slaughter the Goblins in preparation for further military action that sees Ethereals join the Grasvolk in the assault.

"The natural order is clear: Ever must the Mother obey the FATHER! So listen to me, Mogar: Surrender -all- your Power drawn in the next cycle, from all sources, and I shall grant you peace for 4 cycles, no matter what the result of my assaults this age."

OOC: If Mogar grants me all her power this coming turn, I shall allow her peace for 4 cycles (neither of us can attack the other, including Iazamaz), no matter what is the result of the combat this turn. Otherwise, it shall be total war.


Edit: Do not grow L12. Pop: 6.

Also, clearly that above turn was for Fraemaour, not Alosvalophos. Good thing I caught onto that right away! SAVE YOU KNOW, I DIDN'T.

Sorry about the confusion. None of the above represents my role as GM in the least, to note. That's pure Fraemaour power stuff, not GM stuff.

Again: Sorry for confusion. That was silly of me.


Ink.

Ink suspended in water.

Twisting in a weightless dance, spreading in a cloud of grey around a deep, glossy black.

And bubbles. Oh so many bubbles. Bubbles that froth the surface of the sea, that turn blue to white, and then...pop. Pop. Pop. Little grey clouds float from the pop, pop bubbles, each with a speck of that darkness, that deep ink, in the very center.

Woe to the world from those bubbles!

Or woe to the Orizaba. For it is towards them that the clouds of grey-around-black ink-mist blow. Towards the homeland within the deep, dark forests where the skull-cheeked maidens parthogenetically populate their kind.

"Such strange love," a voice seems to say. But there's just...bubbles. And clouds. And ink. And the rain that falls black and staining.

And then they change. Melt. Twist. Dance. Dance to a Waltz of Void, as the strings of the Orchestra of Logic are first stilled, then snapped, in .

The god herself comes next, but she is not to dance. No, she is to join the music, to be merged within its notes, to be dissolved into the ink. Yes, Itzpapalotl becomes the music itself as she is melted by the terrible power in those bubbles and clouds, and which drives her people to the sea.

It is a sight to behold: Millions of the Orizaba. Millions in the dance. Their footsteps are gentle, and yet together they shake the earth. And then the sea. They churn it, and the forth takes shape and darkens. Darkens back to the ink, as it takes shape. Man-shape. Or something like it--the Black Vizier.

"How well you dance, dryads! Oh, you do not like that term? Or rather that form? Then join my sea; my abyss. How better you'd be there!"

So ends the Orizaba. They too, dissolve. But they do not become music. No. They become the ink, the ink in the bubbles, the ink in the clouds. And then they emerge new...altered, strange. No longer Orizaba, no. But things of the sea. Things of the ink. Black and mighty, the Kraken thrash! Slick with slime, the sirens sing! And deep, deep, deep down below...the leviathan is the tyrant of the abyss.

"The Riptide Confederacy is born! How sweet these creatures were to kill themselves for the birth of my people! I do so love sacrifice. It warms my heart, it does!"

And then he turned to the Heavens, his arms stretched wide and his head thrown back, "Alosvalophos, victor of another world and maste rof this, hear my promise: I am no God, merely a helper; and as a helper, I shall assist you! Mighty will my Riptide Confederacy be, to challenge the gods that they might prove their worth before your eyes!"

EVENT: The Riptide Confederacy is born. This shall be a sea-based NPC faction that shall make all sorts of difficulties for the players and provide commeasurable rewards beginning next cycle. However, in a rare move, the map has been updated mid-turn to include the Orizaba's departure from the world.

Kudos to the Warlord for suggesting the title and broad concept.


Forgotten Combat

1 Minoan army with war and armour +1 v. 1 Velmoru army with +2 weapons and +2 armour at A5.

Warlord: 2d6 ⇒ (1, 3) = 4
Darjuu: 1d6 ⇒ 3

Inconclusive.

Again:

Warlord: 2d6 ⇒ (3, 4) = 7
Darjuu: 1d6 ⇒ 4

Darjuu's Velmoru defeat the Warlord's army. Darjuu gains 3 points.

Sorry about that, guys! Amusingly, this means the map doesn't have to be altered. The point totals have been changed, though.


Gathering Power: 3d6 ⇒ (6, 3, 1) = 10 + 10 Remaining + 8 Religion - 3 Penalty - 5 Turn Order = 20 Power

Why do I get the feeling I'm not going to be around much longer?

Raise Terrain (B6 from 0B > 2B): Cost: 12 (6 x 2)

Power: 8

2 Shield (A6): Cost: 6 (3 x 2)

Power: 2

--------------------------------------------------------

Final Results:

Settlements:

B6 - Population 5 - Armies 3 - 1 Shield
A6 - Population 5 - Armies 3 - 2 Shield

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 2
Science: 5

RP:

The Formless One grew desparate, his children were in trouble. Summoning up some of his gathered power, Darjuu raised the terrain of the home settlement up to give its people more protection. And with some of his remaining power, increased the shields protecting his other children.


Power Left +2
Religion +21
Power 4d6 ⇒ (1, 5, 5, 5) = 16
Turn -5
Total Power 34

GROW SETTLEMENT C1 - Cost 1 - Pop 4

SMITE - 1 Army Darjuu A5 - Cost 6

ADVANCEMENT A1 - Science 3
ADVANCEMENT A2 - Science 3
ADVANCEMENT B1 - Science 3
Armor +2
ADVANCEMENT B2 - Science 4
ADVANCEMENT C1 - Science 4
ADVANCEMENT C2 - Science 3
Survival +2
ADVANCEMENT C3 - Science 4

GROW SETTLEMENT A3 - Cost 1 - Pop 3
GROW SETTLEMENT B4 - Cost 1 - Pop 3

ADVANCEMENT A3 - Science 3

CREATE SETTLER B3 - Cost 5
Move Settler to A4
CREATE SETTLEMENT A4
1d6 ⇒ 6

GROW SETTLEMENT A4 - Cost 1 - Pop 2

CREATE ARMY A4 - Cost 1 - Population 1
CREATE ARMY B4 - Cost 1 - Population 2

INSPIRE CITY - B4 - Cost 10
ADVANCEMENT B4 - Science 4
Religion +3

21
Settlements A1 (3), A2 (3), A3 (3), A4 (1), B1 (3), B2 (4), B3 (3), B4 (3), C1 (3), C2 (3), C3 (4)
Armies A4 (1), B4 (2)

Advancements
Agriculture +2
Armor +2
Religion +3
Survival +2

Worshipers 34
Armies 3
Power 6
Science 3


Turn 7 Concludes

The Progress of War

The War in the South:

Fraemaour's armies have weapons 2 and armour 4.

Mogar's armies have weapons 2.

To kill, Fraemaour must roll a 2 or better (base - 2 + 1 = 1 fails).

To kill, Mogar must roll a 5 or better (base + 4 = 6 - 2 = 4 fails.)

3x GV at G11 attacking the 2 Goblin armies there.

Fraemaour: 3d6 ⇒ (5, 2, 3) = 10
Mogar: 2d6 ⇒ (4, 2) = 6

Fraemaour's GV defeat the 2 Goblin armies without loss with 3 GV armies which occupy G11. Fraemaour gains 6 points.

6x GV at F13 attacking the 6 Goblin armies there.

Fraemaour: 6d6 ⇒ (5, 1, 1, 4, 5, 4) = 20
Mogar: 6d6 ⇒ (6, 2, 3, 5, 4, 2) = 22

Fraemaour kills 4 Goblin armies.

Mogar kills 2 GV armies.

The battle continues:

Fraemaour: 4d6 ⇒ (4, 4, 3, 3) = 14
Mogar: 2d6 ⇒ (2, 3) = 5

Fraemaour kills the 2 Goblin armies without further loss. He conquers F13 with 4 GV armies.

Fraemaour gains 18 points (6 * 3). Mogar gains 6 points.

7x GV at F11 attacking the 7 Goblin armies there.

Fraemaour: 7d6 ⇒ (3, 3, 4, 3, 3, 5, 3) = 24
Mogar: 7d6 ⇒ (5, 4, 1, 2, 6, 5, 4) = 27

Fraemaour kills all 7 Goblin armies. Mogar kills 3 GV armies.

Fraemaour conquers F11 with 4 GV armies. Fraemaour gains 21 points. Mogar gains 9 points.

1x GV and 1x ET at G13 attacking the 1 Goblin army there.

Fraemaour GV: 1d6 ⇒ 4
Fraemaour ET: 1d6 ⇒ 1
Mogar: 2d6 ⇒ (4, 2) = 6

Fraemaour kills 1 Goblin army. The Goblins kill no GV or ET.

The battle continues:

Fraemaour GV: 1d6 ⇒ 6
Fraemaour ET: 1d6 ⇒ 6
Mogar: 1d6 ⇒ 1

Fraemaour kills 1 Goblin army without loss. G13 is now occupied by 1 GV and 1 ET army. No conquest. He gains 6 points.

Point totals: Fraemaour - 51 points. Mogar - 15 points.

More combat calculations coming!


The War in the West

Celios' Wayfarer armies have weapons 5 and armour 6.

Darjuu's Velmoru armies have armour 2 and weapons 2.

To kill, Celios must roll a 2 or better (base + 2 = 4 - 5 = 0 + 1 = 1 fails).

To kill, Darjuu must roll a 6 (base + 6 = 8 - 2 = 6 - 1 = 5 fails).

At A6, 4 Wayfarers v. 3 Velmoru.

Celios: 4d6 ⇒ (5, 6, 6, 2) = 19
Darjuu: 3d6 ⇒ (6, 6, 6) = 18

Celios kills the 3 Velmoru, while Darjuu kills 3 of the 4 Wayfarers. Celios gains 12 points, Darjuu gets 9 points.

Celios conquers A6 with 1 Wayfarer army.

At B6, 5 Wayfarers v. 3 Velmoru.

Celios: 5d6 ⇒ (5, 1, 2, 2, 1) = 11
Darjuu: 3d6 ⇒ (4, 5, 2) = 11

Celios kills 3 Velmoru armies without loss. Celios gains 12 points.

Celios conquers B6 with 5 Wayfarer armies.

Point totals: Celios - 24 points. Darjuu - 9 points.


Warlord

You forgot distance for the smite. -1 power.

Turn 8 begins

In the celestial heaven where Alosvalophos reigns from on high, Atilliax, his first and greatest son, bows before his father and speaks.

"Father, must we allow this presumptuous fool to act without bidding and disrupt the gods below? I ache to set him right with my sword!"

"Patience," answers the father with a laugh that rings like iron bollides striking one another in deep space, if such could be heard in the absence of oxygen, "he amuses me. But worry not: Your sword -will- see action...but not yet. These gods are too weak to face you yet, my son. Far, far too weak. Though they fight with such dash and elan!"

EVENT:

Last Turn Advantage Modifier

1. +11 power.
2. +9 power.
3. +7 power.
4. +5 power.
5. +0 power.
6. -5 power.
7. -7 power.

EVENT: Riptide Confederacy Enters the Map!

Mermaids have weapons +1 and Armour +1 and are worth 7 to kill.

Sirens have weapons +2 and Armour +1 and must be attacked by all armies 1 space away from them on that turn. Worth 10 points.

Kraken are not yet on the map, nor are Leviathan. Other NPCs forthcoming.

RTC on the map. They will have some settlements for conquest, too! They will not, however, run like a PC civ and will primarily be aquatic.


Rule changes

Whereas you CANNOT make CONDITIONAL ACTIONS, you may cast miracles in excess of what's necessary to accomplish a given action. So if a tile has 5 pop, you may smite it 10 times if you imagine the player will throw up 5 magic shields. Now, this would be dumb in most situations, but I might as well allow it.

If you opt to do this, you do not get your power back from the miracle not going through. All miracles that are cast cost Power at the time of casting and this is unrefundable.


Power Gathering 5d6 ⇒ (1, 1, 1, 4, 5) = 12 Horrible, Horrible rolling
Power: 12 + 47 (Last Turn) + 25 (Religion +3 = 84

H1 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4 Forest +3)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H1 Pop 4

I1 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to J1 DC:2 1d6 ⇒ 4
End I1 Pop 4

J1 Army 3 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 3
End J1 Army 3 Pop 3

H2 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H2 Pop 4

I2 Army 2
Move Armies to J2 DC:2 1d6 ⇒ 4

J2 Army 3 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End J2 Army 3 Pop 4

H3 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 3
End H3 Pop 3

I3 Army 2 Pop 3
Move Army to J3 DC:2 1d6 ⇒ 5
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End I3 Pop 4

J3 Army 2 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
End J3 Army 4 Pop 4

J4 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H3 Pop 4

Advancement Science Gain: 3 (Last Turn) + 26 (Cities) + 3 (Volcano) = 32
Advancement Gain: Weapons +3 (7 Sci), Armor +3 (7 Sci) Armor +4 (8 Sci) Religion +4 (8 Sci)
Science Remaining: 2

Power Remaining: 67 + 7 (Turn Bonus) = 74

Settlement Population: H1:4, I1:4, J1:3, H2:4, J2:4, H3:3, I3:4, J3:4, J4:4
Armies: J1: 3, J2: 3, J3: 4

The Lords of the Prides are stunned by the unexpected dissapearance of the Orizaba. The discovery of the Sea-Folk in their place only causes more confusion. Extremely wary of these creatures, the Prides ready for battle.


Celios, The Trickter (CEL-WF)

Power Roll
6d6 ⇒ (1, 1, 1, 3, 4, 4) = 14 + 40 (religion) + 0 (last turn) + 11 (first turn) + = 65
Science gained: 15 (5 volcanic settlements); new Science total: 18.

Settlement at A6. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New power total: 64; new science total: 21.

Settlement at A7. GROW (cost: 1); increase population from 2 to 3. CREATE 3 ARMIES (cost: 3). New power total: 60.

4 Armies at A7. Move to A6.

Settlement at A8. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 59. New science total: 25.

Settlement at A9. ADVANCE (gain 6 science). New science total: 31.

Settlement at A10. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 57. New science total: 37.

Settlement at A11. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 55. New science total: 43.

Settlement at B6. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New power total: 54. New science total: 46.

Settlement at B7. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 6); reduce population from 4 to 3. Move Settler to C7. New power total: 47.

Settler at C7. CREATE SETTLEMENT.

Settlement at B8. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 46. New science total: 50.

Settlement at B9. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 45. New science total: 55.

Settlement at B10. CREATE 3 ARMIES (cost: 3). Move armies to A11. New power total: 42.

Settlement at B11. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 6). New power total: 35.

Settlement at C7. GROW (cost: 1); increase population from 1 to 2. FESTIVAL (gain 1 power). New power total: 35.

Miracle. ALTER TERRAIN at B7 (cost: 6); Crater to Volcanic. New power total: 29.

Miracle. ALTER TERRAIN at B6 (cost: 6); Barren to Crater. New power total: 23.

Miracle. ALTER TERRAIN at C7 (cost: 6); Forest to Scrubland. New power total: 17.

Miracle. RAISE TERRAIN at C7 (cost: 6); Flatlands to Hills. New power total: 11.

Miracle. ALTER TERRAIN at A6 (cost: 6); Barren to Crater. New power total: 5.

Science Spends. Seafaring to 1 (12 points; 43 points remain). Seafaring to 2 (13 points; 30 points remain). Seafaring to 3 (13 points; 17 points remain). Religion to 6 (14 points; 3 points remain).

Army at B7. Move to B6.

Armies at B11. 3x move to A12, ATTACK mermaids.

Final Totals.

Settlements
A6: 3
A7: 3
A8: 4
A9: 6
A10: 6
A11: 6
B6: 3
B7: 3
B8: 4
B9: 5
B10: 6
B11: 5
C7: 2
Total: 56

Armies
A6: 5
A11: 3
A12: 3; engaging Mermaids.
B6: 6
B10: 3
B11: 3

Science
Agriculture: 3
Armor: 6
Religion: 6
Seafaring: 3
Survival: 5
Weaponry: 5
Total: 28

Remaining Power: 5
Remaining Science: 3

RP
Secure in their new victory, the Wayfarers send their armies to reinforce their borders, wary of attack from their neighbors. Yet even as they move, they notice that the waters are already filled with strange new life. Fearing what the oceans may hide, the Wayfarers quickly set to work building mighty seafaring ships, and send an expeditionary force out to cleanse the waters of these new threats.

Meanwhile, in the north, the fiery Celios rends the lands asunder and raises up new volcanoes, creating new shelters for his people in the terrains like those of their lost homes.


pop 37 at start from losing battles 31 power from religion
third to post +7 power (ninjed 2 times)
finding mistake +3 power
forgot to add 1 die last turn adding now
7 for my killed population
7d6 + 10 + 7 + 3 + 31 + 7 ⇒ (5, 4, 2, 6, 5, 4, 2) + 10 + 7 + 3 + 31 + 7 = 86
7 science

F12 grow 1 power 3 pop advance 10 science
E13 grow 1 power 3 pop advance 13
E12 grow 1 power 4 pop advance 17

B13 advance 5 22
C13 advance 5 27
D13 advance 5 32
D12 advance 5 37
E11 advance 5 42 science

at 12 advancements
advance survival three times - 39 science
survival +7
now only mountain volcanoes can give me even a slight pause.

sacrifice all but a13
get twice the power from sacrifice from my domain 70 power from that.

create race cost 6(6x (1x2)) q1
create race cost 24 (6x(2x2))f5
now the fun starts

grow population q1 1 point 2 pop
create settler q1 3 points

grow settlement f5 1 power, 2 pop
create settler f5 4 points 1 pop f5
move settler g5, create settlement, grow settlement 1 power 2 pop
create settler g5 5 power, g5 1 pop
move settler g5 to h5 create settlement grow settlement 1 power 2 pop
create settler h5 6 power h5 1 pop
move settler h5 to h6 create settlement grow settlement 1 power 2 pop
create settler h6 7 power, h6 1 pop
move settler h6 to g6, create settlement grow settlement 1 power 2 pop
create settler g6 8 power, g6 1 pop
move settler g6 to g7, create settlement g7 grow settlement 16 2 pop

move settler q1 to q2 create settlement grow settlement 1 power 2 pop
create settler q2 9 points, q2 1 pop
move settler q2 to p2 create settlement grow settlement 1 power 2 pop
create settler p2 10 points p2 1 pop
move settler p2 to q3 create settlement grow settlement 1 power 2 pop
1d6 ⇒ 3
create settler q3 11 points q3 1 pop
move settler q3 to p4 create settlement grow settlement 1 power 2 pop
create settler p4 12 power p4 1 pop
move settler p4 to p5 create settlement grow settlement 1 power 1 pop
create settler 6 power(half from crater) p5 1 pop
move settler p5 to p6 create settlement grow settlement 1 power 2 pop
create settler 7 power(half from crater) p6 1 pop
move settler p6 to q6 create settlement grow settlement 1 power 2 pop
create settler 7 (half from crate) q6. 1 pop
move settler q6 to q5, create settlment grow settlemnt 1 power 2 pop

around 7 power remaining

settlement a13 grow 2 power 6 pop advances 6 science

results
a13 6

f5 1
g5 1
g6 1
g7 2
h5 1
h6 1

q1 1
q2 1
q3 1
q5 2
q6 1
p2 1
p4 1
p5 1
p6 1

pop 23
science 9
power around 11(gave breathing room for errors)
advancements
weapons +2
religion +4
survival +7
agriculture +2


Rule Change

Last Turn Advantage Modifier:

Maximum negative for a player with 15 worshippers or less (at start of turn) is 0. Positive still applies for first turns.

This is to prevent any gods who are restarting elsewhere from being screwed by turn order. Especially if you have 0 pop, like Darjuu, and are rolling only 2d6. You could easily have negative power at that point, which would mess with game mechanics and permanently screw a player over.


61 religion + 2 gifted power + 5 power (turn modifier) 6d6 ⇒ (5, 1, 4, 4, 5, 5) = 24 = 92.

Good. Very good.

15 science from before + 3 from volcano = 18.

GROW SETTLEMENT: K12. Cost (5 pop -4 ag bonus) 1. Pop: 6.
GROW SETTLEMENT: K8. Cost (3 pop-4 ag 2 dif-7 surv) 1. Pop: 4
GROW SETTLEMENT: K9. Cost (5 pop-4 ag 2 dif-7 surv) 1. Pop: 6
GROW SETTLEMENT: J8. Cost (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: J12. Cost (2 pop-4 ag 4 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: J13. Cost (5 pop-4 ag 1 dif-7 surv) 1. Pop: 6.
GROW SETTLEMENT: I12. Cost (3 pop-4 ag 2 dif-7 surv) 1. Pop: 4.
GROW SETTLEMENT: I13. Cost (4 pop-4 ag bonus 1 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: G12. Cost (3 pop-4 ag bonus 6 dif-7 surv) 1. Pop: 4.
GROW SETTLEMENT: F11. Cost (2 pop-4 ag bonus) 1. Pop: 3.
GROW SETTLEMENT: F13 Cost (1 pop-4 ag bonus +2 dif-7 survival) 1. Pop: 2.

Cost of growths: 11.

81 power left.

ADVANCE: L12 (7), K11 (6), K9 (6), K12 (6), K8 (4), J13 (6), I13 (5), I12 (4), G12 (4), F13 (2), F11 (3), J8 (5) = 58 + 18 = 76

BUY: Seafaring +1 (11), Seafaring +2 (12), Seafaring +3 (12), Seafaring +4 (13), Agriculture +3 (13), Weapons +3 (14) = 74. 2 science held in reserve.

ALTER TERRAIN: I8 from Barren to Scrubland (3).

78 power left.

CREATE SETTLER at K10. Cost: 15. New pop: 5. Move that settler to L10 and settle.

63 power left.

GROW SETTLEMENT: K10. Cost (5 pop -4 ag bonus) 1. Pop: 6.
GROW SETTLEMENT: L10. Cost (1 pop -3 ag + 3 dif-7 surv) 1. Pop: 2.

61 power left.

ALTER TERRAIN: L10 from Jungle to Crater. 4 * 3 = 12.

49 power left.

INSPIRE CITY: J8. Cost: 10.

39 power left.

CREATE SETTLER: J8. Cost: 16/2 = 8. New pop: 4. Move that settler to I9 and settle.

35 power left.

GROW SETTLEMENT: I9. Cost: (1 pop -3 ag + 3 dif-7 surv) 1. Pop: 2.

ALTER TERRAIN: I9 Barren to Scrubland. Cost: 3.

30 power.

CREATE ARMY x3 at I8 (cost 6).

24 power left.

Move 3x armies from I8 through I7 (with Seafaring +4) to ATTACK H6!

CREATE ARMY x1 at I9. Cost: 2.

22 power left.

Cast SMITE at the 1 worshipper of Mogar's at G6 (cost 6 + 1 = 7).

15 power left.

Move 1x army at I9 through H8 to ATTACK! G7!

Move 3x armies from G11 through F10 (with Seafaring +4) to ATTACK! the Sirens at F9.

Move the 4x armies from F11 through E10 (with Seafaring +4) to ATTACK! the Mermaids at D10.

Move the 1 GV and 1 ET army from G13 to G12.

Move the 4x armies at F13 to G12.

Move the 1x army from I12 to H11.

Move the 2x armies from J10 to I9.

Move the 1x army from K12 to J11.

GROW SETTLEMENT: I8. (6 * 2 = 12 pop -4 ag bonus -3 ag 1 dif-7 surv) 5. Pop: 7.

10 power left.

ALTER TERRAIN: H11 from Crater to Volcanic. 3 + 1 = 4.

6 power left.

GROW SETTLEMENT: K11. Pop: (6 * 2 = 12pop -3 ag bonus - 3ag 1 dif-7 survival) 6. Pop: 7.

0 power left.

Turn summary: 17. L12 (7), L10 (2), K12 (6), K11 (7), K10 (6), K9 (6), K8 (5), J8 (4), J12 (3), J13 (6), I8 (7), I9 (2), I12 (4), I13 (5), G12 (4), F11 (3), F13 (2).
Worshippers: 79.
Power: 0. Science: 2.
New advancements: Seafaring +1 (11), Seafaring +2 (12), Seafaring +3 (12), Seafaring +4 (13), Agriculture +3 (13), Weapons +3 (14)

Armies: Against Mogar: 1x army at I9 attacking G7. 3x armies attacking H6.
Against RTC: 3x armies attacking Sirens at F9. 4x armies attacking Mermaids at D10.

Non-attacking: 5x armies + 1x G12 ET army at G12. 1x army at H11. 2x armies at I9. 1x army at J11.

RP:

"Broodsow!" shouts Fraemaour across the endless grasses of his people and above the seaways. "You have fled my grasp in the West, but now you dare to take the Axis Mundi before me that you, in your foulness, would raise your vision upon my world?! You flee too near and think yourself clever! Away with you, to the isle that the God has prepared for the defeated, and I shall pursue you no further, but I shall erradicate your people to the man if you remain, or follow you yonder if you attack my Vassal."

In line with the bellicose rhetoric of Fraemaour, the Grasvolk are ceaseless in their pursuit of the Goblin Mother. The seas become a fresh conquest as they adapt to the saltwater by building great, broad barges that are equally suited to the deepest of waters as they are to swift travel over shallows. Their military attentions turn also to the Riptide Confederacy, challenging those creatures where they live.

No longer rodent-height, the Grasvolk again refresh their forms to tower higher than men--giant, changing grass-dolls, with faces composed of knots of the same, which move with their inner life that animates their limbs with the vitality of the fields themselves. Their civilization booms to accomodate the change, and the high stave churches reach gargantuan heights over grasses that dwarf old-growth trees.

Lastly, there is a message given unto Celios and his Wayfarers, allaying fears, "Fire-lord, Celios the Wise, He-Who-Brings-Life-to-the-Land has no aims on your people, though I draw nigh to your shore to make war upon the Confederacy. Provided you desire not war with me, let there be peace upon the next cycle, and if you are inclined, for two further cycles thereafter.

"You may settle on the Southern Continent along the jungles if you so desire, but let there be a 'friendly distance' between us, lest closeness breed contempt."


Power Left +5
Religion +34
Power 5d6 ⇒ (4, 1, 1, 3, 6) = 15
Turn +0
Total Power 54

GROW SETTLEMENT A1 - Cost 2 - Pop 4
GROW SETTLEMENT A2 - Cost 2 - Pop 4
GROW SETTLEMENT A3 - Cost 1 - Pop 4
GROW SETTLEMENT A4 - Cost 1 - Pop 2
GROW SETTLEMENT B1 - Cost 2 - Pop 4
GROW SETTLEMENT B2 - Cost 3 - Pop 5
GROW SETTLEMENT B3 - Cost 2 - Pop 4
GROW SETTLEMENT B4 - Cost 2 - Pop 4
GROW SETTLEMENT C1 - Cost 1 - Pop 4
GROW SETTLEMENT C2 - Cost 1 - Pop 4
GROW SETTLEMENT C3 - Cost 2 - Pop 5

ADVANCEMENT A1 - Science 4
ADVANCEMENT A2 - Science 4
Armor +3
ADVANCEMENT A3 - Science 4
ADVANCEMENT A4 - Science 2
ADVANCEMENT B1 - Science 4
ADVANCEMENT B2 - Science 5
Armor +4
ADVANCEMENT B3 - Science 4
ADVANCEMENT B4 - Science 4
ADVANCEMENT C1 - Science 4
Armor +5
ADVANCEMENT C2 - Science 4
ADVANCEMENT C3 - Science 5

INSPIRE CITY B2
ADVANCEMENT B2 - Science 5
Weapons +1

INSPIRE CITY B4
CREATE ARMY B4 - Cost 1 - 1 Army
Move army to A4

Settlements A1 (4), A2 (4), A3 (4), A4 (2), B1 (4), B2 (5), B3 (4), B4 (3), C1 (4), C2 (4), C3 (5)
Armies A4 (2), B4 (2)

Advancements
Agriculture +2
Armor +5
Religion +3
Survival +2
Weapons +1

Worshipers 43
Armies 3
Power 14
Science 4

Noticing the looming threats as Darjuu leaves the world, the Warlord reinforces his men by granting them a vision of more powerful armor and weapons to wield to best defend themselves against the depredations of the other gods.


Building Power: 2d6 ⇒ (3, 2) = 5 + 2 Left Over = 7

Final Results:

Settlements: None

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 7
Science: 5

RP:
As the last of his Children fall, Darjuu withdrew into himself and grieved for them.

I have no idea how much power I need to start rebuilding.


A small grassfire brings a reply to the Grasvolk: "Lifebringer! Celios, who forges knowledge from fire, desires no war with your people. So let the people of the grass and the people of the flaming waste exist in peace for these three cycles: may you see through new eyes every day until the world's passing."


"Darjuu, my offer of peace still stands you may regain your strength under my wing"

Use the power to create a settlement, I think it costs 0 for you since you have no follower or settlements and pick D1 so I can buffer you from further PVP while you rebuild in the Forest/Jungle tile for cheap and rise the land on the water tiles to increase your terrains


Fraemaour pronounces for any to hear to his vassal, Iazamaz, "So those who think my recent actions bespeak a bellicose character alone, allow me, o! Iazamaz, to renounce my claim to the further shipments of burnt wine. May you drink them, and drink deep, that you might grow now that you've found new lands to settle. You shall need the wine to retain the godly power necessary to engage in such, and provide me the knowledge you so agreed to give!"

OOC: Fraemaour renounces the part of the pact that Iazamaz has to grant 13 more units of power.


Editing Turn:

Power: 7

Create People (P4): Cost - 0

Grow Population (P4): Cost - 1 (Pop + 0 Difficulty) Pop - 2

Power: 6

Create Settler (P4): Cost - 1 (Settlements + 0 Difficulty) Pop - 1, Settler - 1

Power: 5

Move Settler (P4 > Q3): 1d6 ⇒ 4 Success!

Create Settlement (Q3)

Grow Settlement (Q3): Cost - 1 (Pop + 2 Difficulty - 2 Survival) Pop: 2

Power: 4

Final Results:

Settlements:

P4: Pop - 1
Q3: Pop - 2

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 4
Science: 5

Not sure if I gain the science at the beginning or end of the turn from the Volcanoe.

RP:

"You think that I would accept assistance from either you or the one who brazenly slaughtered my Children? Nay you are mistaken." With that, Darjuu fled to the east and settled upon a mountain. Grabbing a hand full of dust, he concentrated his will upon it and let it fall to the ground. Once again, his Children lived, but Darjuus heart was not the same as it had been, he now gazed into the west with vengeance burning within.


power: 3d6 + 5 + 3 + 1 ⇒ (5, 2, 4) + 5 + 3 + 1 = 20
Total power=20
grow settlement at P11, population increases to 2 (1 power)
create settler at P11, population goes back to 1 (4 power)
moving and creating a settlement at Q11
grow settlement at Q11 population increases from 1 to 2 (1 power)
create settler at Q11, population falls back to 1 (5 power)
moving and creating a settlement at Q12
creating 2 armies at H12 population drops from 5 to 3 (4 power)
giving the remaining 5 power and 15 science to Fraemaour
power given thus far= 7/12

Rp
Iazamaz expands his territory to the east.taking up all the mountains in the small region . meanwhile, he trains 2 monks from the monestary in the west. "protectors.serve you your community. " he fades away as he says this last part " you will have to do... for now "

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