Divinity Forge Game 2

Game Master Alosvalophos

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


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Fraemaour graciously refuses the power while accepting the science.

"Use the power for your own purposes, my vassal. I need it no longer. The knowledge is all I require from you."


Turn 8 Concludes

The Progress of War:

Combat at F9:

Fraemaour's 3 armies have weapons 3 and armour 4. The 1x Sirens have weapons 2 and armour 1.

Fraemaour: 3d6 ⇒ (2, 5, 2) = 9
Sirens: 1d6 ⇒ 3

Fraemaour kills the Sirens without loss. 10 points.

Combat at D10:

Fraemaour's 4 armies fight 1x Mermaids with weapons +1 and armour +1

Fraemaour: 4d6 ⇒ (1, 1, 5, 5) = 12
Sirens: 1d6 ⇒ 3

Fraemaour kills the Mermaids without loss. 7 points.

Total: 17 points.

----------

Combat at A12: Celios' 3 Wayfarer armies with weapons 5 and armour 6 fight 1 Mermaid with weapons +1 and armour +1

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

Celios defeats the Mermaid without loss. +7 points.

----------

Fraemaour conquers the Axis Mundi from Mogar. Mogar did not hold at end of turn, so Fraemaour will gain the 4 points from 1 population there.

He also conquers without opposition at H6.

More calculations and map updates forthcoming!

Darjuu and Mogar

You guys have populations on the same tile. Darjuu, redo your turn after I calculate everything. It'll count for your last turn, but Mogar has already taken those spots.

Mogar

Just to note, the 1x smite at G6 destroyed your settlement by killing the only pop there.

Iazamaz

Armies don't lower pop. Please give a turn summary, too.


Turn summary:
Settlements established at Q11 and Q12 (with 1 population each)
Army created at H12 (2 armies)
5 power leftover,0 science.


Warlord

I counted 42, not 43 worshippers.

Turn 9 Begins!

The shifting, obscuring mist around the Axis Mundi dissipate as a god claims it. Visible from all corners of the world, the Axis Mundi appears now as the World Tree, its branches in full blossom and dripping with dew like unto the stars.

Alovalophos pronounces, "The god who controls the Axis Mundi has full sway over how it shall appear in the world. This is the vision of Fraemaour, but it may not always be so!

"With the first capture of the Axis Mundi, it is now time that the gods be tested. If you brave my challenges, great power and prestige shall I grant unto you as a divine boon! To those who fail, however, I say simply: Vae victis!"

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

Later, Attiliax petitions his father again. "Father, my sword seeks blood. Why must you restrain me?"

"Foolish son!" replies the father. "Your entrance unto the world below shall come at the DUE TIME. Your impatience shall hasten not your appearance upon the world below."

EVENT: On the isle to the East, a SMOKE MONSTER and POLAR BEAR army has spawned.

The Smoke Monster is fearsome! +3 armour +3 weapons and has war. 15 points for killing.

The polar bear is having trouble with temperate climates. It is a regular army worth only 2 points for killing.

It has also been expanded to accomodate more land.

EVENT: The RTC spawns more NPCs including the first two KRAKEN.

The Kraken is a monster with 3 armies (Kraken 3 = 1 Kraken, but you know, so people know they're facing 3 armies) with +4 weapons +3 armour with war. It will attack any army within 1 square of it at the end of the turn. It is immune to smites. 25 points for killing.

Also: Any smites or obliterates on RTC NPCs within 2 squares vicinity of the Kraken will permanently increase his attack power by +1 weapons per smite action.

More Mermaids and Sirens in abundance.

EVENT: Quests will be distributed in PM to all players. (I am going to get Umby or someone else to give Fraemaour's for you know...obvious reasons). The rewards will be the same: 20 Power and 20 points. They will be hard to accomplish!

LAST TURN MODIFIER:

1. +13 power.
2. +11 power.
3. +9 power.
4. +7 power.
5. +0 power.
6. -7 power.
7. -9 power.

Gods without 15 or lower population are not penalized by turn order, but may be granted extra power from acting first.


Gathering Power: 6d6 ⇒ (5, 3, 6, 5, 5, 3) = 27
Power: 27 + 74 (Last Turn) + 34 (Religion +4) = 135

H1 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4 Forest +3)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End H1 Pop 5

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 ⇒ 1
End I1 Army 2 Pop 4

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

H2 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End H2 Pop 5

J2 Army 3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
Move Army to K2 DC:2 1d6 ⇒ 6
End J2 Pop 5

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

I3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End I3 Pop 5

J3 Army 4 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to K2 DC:2 1d6 ⇒ 6
End J3 Pop 4

K2 Army 9
Attack! Riptide armies

J4 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End H3 Pop 5

Power Remaining: 118

Advancement! Science Gain: 2 (Last Turn) + 32 (Cities) + 3 (Volcano) = 37
Advancement Gain: Survival +5 (9 Sci), Religion +5 (9 Sci), Weapons +4 (10 Sci)
Science Remaining: 9

Miracle!
Smite H5 Power Used: 6 +1 (Distance) = 7
Smite G5 Power Used: 6 +1 (Distance) = 7
Smite F5 Power Used: 6 +1 (Distance) = 7

Power Remaining: 97 + 11 (Turn) = 108

Utatnaphor rains fire down upon the Chosen of Mogar, seeking to wipe them from the lands claimed by the Prides. Armies march forth to do battle with the Riptide demons


Celios, the Flame of Enlightenment

Power Roll
6d6 ⇒ (6, 3, 5, 5, 2, 1) = 22 + 56 religion + 5 last turn + 11 second = 94 power
Science gained: 18 (6 volcanic settlements); new science total: 21

Settlement at A6. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 7); reduce population from 4 to 3. Move Settler to B6. New power total: 86.

Settlement at A7. GROW (cost: 1); increase population from 3 to 4. CREATE 3 ARMIES (cost: 3). Move armies to B6. New Power total: 82.

Settlement at A8. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 81. New science total: 26.

Settlement at A9. ADVANCE (gain 6 science). New science total: 32.

Settlement at A10. ADVANCE (gain 6 science). New science total: 38.

Settlement at A11. ADVANCE (gain 6 science). New science total: 44.

Settlement at B6. GROW (cost: 1); increase population from 3 to 4. CREATE SETTLER (cost: 7); reduce population from 4 to 3. Move Settler to C6. New power total: 73.

Settler at C6. CREATE SETTLEMENT.

Settlement at B7. GROW (cost: 1); increase population from 3 to 4. CREATE 2 ARMIES (cost: 2). New power total: 70. Move armies to C7.

Settlement at B8. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 6). Move armies to C7. New power total: 66.

Settlement at B9. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 65. New science total: 50.

Settlement at B10. ADVANCE (gain 6 science). New science total: 56.

Settlement at B11. GROW (cost: 1); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 64. New science total: 62.

Settlement at C6. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 2). New power total: 61.

Settlement at C7. GROW (cost: 1); increase population from 2 to 3. CREATE 3 ARMIES (cost: 3). New power total: 57.

Science Spends. Seafaring to 4 (14 points; 48 points remain). Armor to 7 (15 points; 33 points remain). Armor to 8 (15 points; 18 points remain). Weaponry to 6 (16 points; 2 points remain).

Miracle. SMITE the Mermaids at D6 (7 points). New power total: 50.

Miracle. SMITE the Mermaids at F6 (9 points). New power total: 41.

Armies at C7. Move (x8) to E5 via D6 (seafaring 4) to ATTACK the Kraken.

Army at C6. Move to F6 via D6 (Seafaring 4) to ATTACK the Mermaids.

Armies at B6. Move (3x) to C6.[/b]

Miracle. INSPIRE ARMIES (cost: 10) at C6. New power total: 31.[/b]

Army at C6. Move (3x) to F6 via D6 (seafaring 4) to ATTACK the Mermaids.

Miracle. INSPIRE CITY x3 (cost: 30) at B10. New power total: 1.

B10. ADVANCE 3x (gain 18 science). New science total: 20.

Science Spend. Armor to 9 (16 points; 4 points remain).

Army at A12. Move to B12.

Final Totals
Settlements
A6: 3
A7: 4
A8: 5
A9: 6
A10: 6
A11: 6
B6: 3
B7: 4
B8: 5
B9: 6
B10: 6
B11: 6
C6: 2
C7: 3

Armies
A6: 5
B6: 6
E5: 8 (attacking Kraken)
D5: 4 (attacking Mermaid)
A11: 3
B10: 3
B11: 3
B12: 3

Science
Agriculture: 3
Armor: 9
Religion: 6
Seafaring: 4
Survival: 5
Weaponry: 6
Total: 33

Remaining Power: 3
Remaining Science: 4

RP
The Wayfarers, pleased with their new fleet, continue to advance their maritime ways. Their fleets set sail and assault a group of warriors from the Riptide Confederacy. Many of the enemy are lured to their destruction by trickery sent from the fickle god Celios, but others meet the amassed strength of the Wayfarers.


Clarification: Smites can be assumed to go through v. troops not-in-settlements and NPCs, but should not be assume to go through against a player's worshippers/troops in a settlement before he has moved for the sake of whether or not a military miracle is necessary to bypass that tile.

So, you attack NPC Mermaids, for instance, with smite. You kill all the Mermaids. Then you want to move through that tile and inspire forces, you do not have to use COUNTER-ATTACK (with or without CHARGE).

Conversely, you attack Billy's Tile with 3 worshippers and 3 troops with 6 smites and he hasn't moved yet. If you were to put troops in that tile that turn, you'd need to cast COUNTER-ATTACK to attack further. If he did move already, though, you would not have to.


I forgot to add a Settler to my turn summary. He is at B6 and he is very lonely.


WTF! I have been reducing my population for creating armies all along, never again.


Power Left +14
Religion +34
Power 4d6 ⇒ (5, 6, 2, 5) = 18
Turn +9
Total Power 75

ADVANCEMENT A1 - Science 4
Agriculture +3

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

ADVANCEMENT A2 - Science 5
ADVANCEMENT A3 - Science 5
ADVANCEMENT A4 - Science 3
Armor +6
ADVANCEMENT B1 - Science 5
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 5
Weapons +2
ADVANCEMENT B4 - Science 5
ADVANCEMENT C1 - Science 5
ADVANCEMENT C2 - Science 5
ADVANCEMENT C3 - Science 5
Weapons +3

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

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

INSPIRE CITY B3
CREATE SETTLER - Cost 6
Move Settler to C4
CREATE SETTLEMENT C4

GROW SETTLEMENT C4 - Cost 1 - Pop 2
CREATE SETTLER - Cost 6
Move Settler to D3
CREATE SETTLEMENT D3

GROW POPULATION D3 - Cost 1 - Pop 2
CREATE ARMY D3 - Cost 1 - Pop 2

ALTER TERRAIN B3 - Volcanic - Cost 6

Settlements A1 (5), A2 (5), A3 (5), A4 (3), B1 (5), B2 (5), B3 (5), B4 (4), C1 (5), C2 (5), C3 (5), C4 (2), D3 (2)
Armies A4 (3), B4 (3), D3 (1)

Advancements
Agriculture +3
Armor +6
Religion +3
Survival +2
Weapons +3

Worshipers 51
Armies 6
Power 8
Science 4

"Come my children, let the engines of war begin grinding our foes and arm yourselves for we must conquer and expand. Destroy those who would stop you and not wear fealty or alliance. Let us shower this world hence forth in a rain of blood and gore" as the Warlord turns his gaze towards the other Gods and the sea.


power: 3d6 + 5 + 3 + 1 + 1 + 1 + 9 + 5 ⇒ (6, 5, 4) + 5 + 3 + 1 + 1 + 1 + 9 + 5 = 40 (+5 from last turn, and 11 from religion.)
growing settlement at P11 increasing population from 1 to 2 (1 power)
growing settlement at Q11 increasing population from 1 to 2 (1 power)
growing settlement at Q12 increasing population from 1 to 2 (1 power)
alter terrain on Q10, changing it from a crater to a volcano (6 power)
creating settler at Q11 decreasing the population from 2 to 1 (6 power)
creating settlement at Q10
creating 2 more armies at H12 total of 4 armies now (4 power)
moving army from H12 to I11, engaging the centaurs
creating 1 army at P11 (2 power)
19 power remaining.
advancing settlement at H13, producing 3 science.
Total of 18 science this turn.
weapons +3 (6 science)
armor +3 (7 science)
weapons +4 (free advancement)
giving 5 science and power to Fraemaour
0 science and 24 power remaining

Turn summary:
Increased the population of P11 and Q12 by 1
Made an army at P11
founded a settlement at Q10
made 2 more armies at H12 (total of 4)
Moved armies to I11 to fight centaurs
Gained 2 ranks in weapons and 1 rank in armor (both 3 ranks now)
Gave 5 science and 5 power to Fraemaour.

Rp
Iazamaz appears to Fraemaour as the same burning grasvolk as before. "my apologies father, I fear I need the science this turn. Take this gift of power instead.i assure you. Our deal will proceed as per agreed next turn." Iazamaz appears to his people again. "say you so protectors, so go well protectors, fight the four legs and continue to live so. To you at the west.I have granted you a protector to protect you against the peculiar beast.Ethereals,I have taught you the art of many forms, and the way of the vulnerable one,so use it to your advantage.so I say to you, prosper. the monks in the west nod in understanding and move to face the enemy in the distance, their spindly form shifting in that of the centaurs.they sow discord among the centaurs, and strike the centaurs in the back when they least expect it .meanwhile the monk in the east guards the small village from the beast in the distance.


77 power from religion + 1 from barren religion bonus + 6d6 ⇒ (3, 1, 6, 2, 3, 3) = 18 + 0 from turn = 96

15 science + 3 science = 18 science.

BUY: Agriculture +4 (14). 4 science remains.

GROW SETTLEMENT: L10. Cost: (2 pop-4 ag 2 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: K8. Cost: (5 pop-4 ag 2 dif-7 surv) 1. Pop: 6
GROW SETTLEMENT: J12. Cost: (3 pop-4 ag 4 dif-7 surv) 1. Pop: 4.
GROW SETTLEMENT: J8. Cost: (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: I9. Cost: (2 pop-4 ag 2 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: I13. Cost: (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5
GROW SETTLEMENT: I12. Cost: (4 pop-4 ag 4 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: G12. Cost: (4 pop-4 ag 2 dif-7 surv) 1. Pop: 5.
GROW SETTLEMENT: F11. Cost: (3 pop-4 ag) 1. Pop: 4.
GROW SETTLEMENT: F13. Cost: (2 pop-4 ag 2 dif-7 surv) 1. Pop: 3.
GROW SETTLEMENT: H6. Cost: (1 pop-4 ag 3 dif-7 surv) 1. Pop: 2.

Cost: 11. 95 remains.

ADVANCE: L12 (7), K11 (6), K11 (7), K10 (6), J12 (4), J13 (6), I13 (5), I12 (5), G12 (5), F13 (3), F11 (4) = 58

+ 4 = 62.

Weapons +4 (15), Armour +5 (15), Weapons +5 (16), Armour +6 (16) = 62. 0 science remains.

Move 3x armies from F9 to ATTACK the Mermaids at G8.

Move 2x GV armies from D10 to ATTACK the Mermaids at C12.

Move 2x GV armies from D10 to ATTACK the Mermaids at E8.

CREATE 3x armies at K8. Cost: 3. (Hilly)
CREATE 3x armies at K9. Cost: 3. (Hilly)

6 together. 89 remains.

Move these 6 armies from K8 and K9 to L8. Then INSPIRE FORCES (10 + 1 = 11) to move them to M8. Then INSPIRE

FORCES AGAIN on this same batch of armies (10 + 2 = 12) and move:

3x to take on the Sirens at M6 through N7 with Seafaring +4.
2x to take on the Sirens at N8.
1x to take on the Mermaids at m7.

Cost: 23. 66 left.

CREATE 3x army at J8. Cost: 6.
CREATE 4x armies at I8: Cost 8.

Cost: 14. 52 left.

Move 1x army fro K8 to attack the Mermaids at K7.

Move those 4x armies from I8 and 2x armies from J8 to to K6 then INSPIRE FORCEs (10 +2 = 12) to ATTACK the

Kraken at L7

Cost: 12. 40 left.

CREATE 3x army (3/2 = 1.5 = 2 + 1 for scrubland) at a cost of 3 (hilly cost) at I9.

37 left.

Move those 3x armies from I9 + the 2x already present to attack the 3x Mermaids at H7.

Move 1 ET army and one GV army from G12 to F11.

Move the 1 GV army from H11 to H10.

CREATE ARMY 1x at H6. Cost: 2

CREATE ARMY 1x at H7. Cost: 2

33 left.

GROW SETTLEMENT: K12. Cost: (6 pop * 2 = 12 pop -4 ag -4 ag bonus) 4. Pop: 7.
GROW SETTLEMENT: J13. Cost: (6 pop * 2 = 12 pop -4 ag -3 ag bonus) 5. Pop: 7.

Cost together: 9. 24 left.

CREATE SETTLER at L10: 19/2 = 9.5 = 10. Cost: 10. New pop: 1. Move that settler to L9 and settle.

GROW SETTLEMENT: L9. Cost: (1 pop-4 ag 1 dif-7 survival): 1. Pop: 2.

13 power left.

ADVANCE L9 (2). 2 science gained.

GROW K10. Pop: (6 * 2 = 12-4 ag-4 bonus): 4. Pop: 7.

9 power left.

GROW K9: Pop: (6 * 2 = 12-4 ag) 8. Pop: 7.

1 power left and held in reserve.

Move 1GV army from J11 to I10.

Turn Summary:

Settlements: 20. L12 (7), L10 (1), L9 (2), K12 (7), K11 (7), K10 (7), K9 (7), K8 (6), J8 (5), J12 (4), J13(7),

I8 (7), I9 (3), I12 (5), I13 (5), F11 (4), F13 (3), G12 (5), G7 (1), H6 (2).
Worshippers: 95.
Power: 1. Science: 2.
New advancements: Agriculture +4 (14), Weapons +4 (15), Armour +5 (15), Weapons +5 (16), Armour +6 (16).

Armies:

Attacking RTC:

At C12: 2 GV v. 1 Mermaid

At G8: 3 GV v. 3 Mermaid

At E8: 2 GV v. 1 Mermaid.

At: M6 3 GV v. 2 Sirens

At N8: 2 GV v. 1 Siren.

At H7: 5GV v. 3 Mermaids

At M7: 1 GV v. 2 Mermaid

At K7: 1 GV v. 1 Mermaid

At L7: 6 GV v. Kraken (3 armies)

As my quest given from Umbral (which you can confirm) was to see combat in 9 different tiles this turn, I will

be gaining 20 power and 20 points next turn for fulfillment of my quest!

Other armies: 4 armies at H6 (3 GV + 1 GB). 2 armies at G7 (1 GB 1 GV), 1 GV army at I10, 1 ET army and 1 GV at F11. 1 GV army at H10.

RP:

"Granted," replies Fraemaour as he accepts the power alongside the science. "May your Ethereals do well against those Centaur, who at long last are being reckoned with!"

He-Who-Brings-Life-to-the-Land is, however, far from so beneficient to Mother. "I have not slaughtered your people this cycle, but if you do not remove yourself from my presence by the turning of the world, I shall not only ravage your lands here, but I shall pursue you to the Isle to the East, land there, and take your possessions for my own. You have been warned. An attack on me shall seal the doom of the Goblin folk!"

And as Fraemaour speaks this and that to the gods, his people proceed along a war path with the RTC. Their weapons now channel the life-power of the vastly numerous Grasvolk and so glow with a warm, green fire, that is not unlike the same glowing from their armour which now accomodate a magical shield-like effect ontop of the nigh-impenetratlbe thorny carapace of impossibly dense, but miraculously light, ironwood.

Owing to their gigantic forms, the Grasvolk have found need to domesticate great beasts to ride. Elephant-like beasts seem the only common animal suited to support their weight and height, and so the heavy knights of the Grasvolk ride these as mounts.

"The world grows more violent with every passing cycle...What a heavy price must be paid for life."


Power Left +24
Religion +34
Power 4d6 ⇒ (5, 6, 2, 5) = 18
Turn +9
Total Power 85

Spoiler:

ADVANCEMENT A1 - Science 4
Agriculture +3

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

ADVANCEMENT A2 - Science 5
ADVANCEMENT A3 - Science 5
ADVANCEMENT A4 - Science 3
Armor +6
ADVANCEMENT B1 - Science 5
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 5
Weapons +2
ADVANCEMENT B4 - Science 5
ADVANCEMENT C1 - Science 5
ADVANCEMENT C2 - Science 5
ADVANCEMENT C3 - Science 5
Weapons +3

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

INSPIRE CITY B4
CREATE ARMY B4 - Cost 2 - 3 Army
Move 1 army to A4

INSPIRE CITY B3
CREATE SETTLER B3 - Cost 6
Move Settler to C4
CREATE SETTLEMENT C4

GROW SETTLEMENT C4 - Cost 1 - Pop 2
CREATE SETTLER C4 - Cost 6
Move Settler to D3
CREATE SETTLEMENT D3

GROW POPULATION D3 - Cost 1 - Pop 2
CREATE ARMY D3 - Cost 1 - Pop 2

Settlements A1 (5), A2 (5), A3 (5), A4 (3), B1 (5), B2 (5), B3 (5), B4 (4), C1 (5), C2 (5), C3 (5), C4 (2), D3 (2)
Armies A4 (4), B4 (5), D3 (1)

Advancements
Agriculture +3
Armor +6
Religion +3
Survival +2
Weapons +3

Worshipers 51
Armies 10
Power 20
Science 4

"Come my children, let the engines of war begin grinding our foes and arm yourselves for we must conquer and expand. Destroy those who would stop you and not wear fealty or alliance. Let us shower this world hence forth in a rain of blood and gore" as the Warlord turns his gaze towards the other Gods and the sea.

"Let us do WAR!"

I think I will not change much from my turn but the creation of extra armies. I can't really afford my personal quest when I have a lot more things to worry, but I will populate those tiles next turn when I have more power and hopefully a better damn roll.


Turn 8 Edit. Again.

Power: 7

Create People (S8): Cost - 0

Grow Population (S8): Cost - 1 (Pop + 0 Difficulty) Pop - 2

Power: 6

Create Settler (S8): Cost - 1 (Settlements + 0 Difficulty) Pop - 1, Settler - 1

Power: 5

Move Settler (S8 > R8): 1d6 ⇒ 5 Success!

Create Settlement (R8)

Grow Settlement (R8): Cost - 1 (Pop + 2 Difficulty - 2 Survival) Pop: 2

Power: 4

Final Results:

Settlements:

S8: Pop - 1
R8: Pop - 2

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 4
Science: 5


Turn 9

Gathering Power: 2d6 ⇒ (5, 2) = 7

7 Gathered + 4 Remaining + 3 Religion = 14 Power

Grow Settlement (S8): Cost - 1 (1 Pop + 0 Difficulty) Pop: 2

Power: 13

Grow Settlement (R8): Cost - 2 (2 Pop + 2 Difficulty - 2 Survival) Pop: 3

Power: 11

Create Settler (R8): Cost - 2 (2 Settlements + 2 Difficulty - 2 Survival) Pop: 2 Settler: 1

Power: 9

Move Settler (R8 > S9): 1d6 ⇒ 4 Success!

Create Settlement (S9)

Grow Settlement (S9): Cost - 1 (1 Pop + 2 Difficulty - 2 Survival) Pop: 2

Power: 8

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

Final Results:

Settlements:

S8 = Pop 2
R8 = Pop 2
S9 = Pop 2

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 8
Science: 5

RP:

Darjuu's vengeful heart became somewhat quelled by the growth of his new children. But there still was burning hatred towards the Warlord and Celios.


3d6 + 13 + 11 ⇒ (6, 1, 3) + 13 + 11 = 34
actions grow each settlement
advance all settlements
11 settlements with 2 pop
1 settlement with 3 pop
22 power remaining
47 science from advancement +3 from volcano + 9 last turn=60
21 power remaining
smite G7 for 8 power 13 power remaining

advance seafareing +3 for 48 science
12 science remaining.

pop 25


Turn 9 Concludes!

The Progress of War

Fraemaour's armies have Weapons +5 and Armour +6

Mermaids have weapons +1 and armour +1

Sirens have weapons +2 and armour +1

Krakens have weapons +4 and +3 armour base with war.

At C12: 2 GV v. 1 Mermaid

Fraemaour: 2d6 ⇒ (2, 5) = 7
Mermaid: 1d6 ⇒ 3

Fraemaour kills without loss. +7 points.

At G8: 3 GV v. 3 Mermaid

Fraemaour: 3d6 ⇒ (2, 4, 3) = 9
Mermaid: 3d6 ⇒ (6, 2, 3) = 11

Fraemaour loses 1 army, kills all 3 mermaids. +7 points.

At E8: 2 GV v. 1 Mermaid.

Fraemaour: 2d6 ⇒ (2, 4) = 6
Mermaid: 1d6 ⇒ 5

Killed without loss. +7 points.

At: M6 3 GV v. 2 Sirens

Fraemaour: 3d6 ⇒ (1, 1, 1) = 3
Sirens: 2d6 ⇒ (6, 1) = 7

Inconclusive. Fraemaour fails to kill any in the first turn and loses 1.

Fraemaour: 2d6 ⇒ (5, 2) = 7
Sirens: 2d6 ⇒ (1, 5) = 6

Fraemaour kills without further loss. +7 points. 2 armies remain.

At N8: 2 GV v. 1 Siren.

Fraemaour: 2d6 ⇒ (3, 3) = 6
Sirens: 1d6 ⇒ 3

Fraemaour kills without loss. +7 points.

At H7: 5GV v. 3 Mermaids

Fraemaour: 5d6 ⇒ (1, 2, 4, 3, 3) = 13
Mermaid: 3d6 ⇒ (3, 4, 1) = 8

Fraemaour kills without loss. +7 points.

At M7: 1 GV v. 2 Mermaid

Fraemaour: 1d6 ⇒ 5
Mermaid: 2d6 ⇒ (4, 2) = 6

Inconslusive. Fraemaour kills 1 mermaid without loss.

Fraemaour: 1d6 ⇒ 5
Mermaid: 1d6 ⇒ 1

Fraemaour kills the remaining mermaid without loss. +7 points.

At K7: 1 GV v. 1 Mermaid

Fraemaour: 1d6 ⇒ 5
Mermaids: 1d6 ⇒ 3

Fraemaour wins without loss. +7 points.

At L7: 6 GV v. Kraken (3 armies)

Fraemaour: 6d6 ⇒ (5, 1, 6, 2, 3, 1) = 18
Kraken:6d6 ⇒ (6, 5, 3, 2, 3, 3) = 22

Fraemaour loses 2 armies v. the Kraken and kills it with 5 remaining. +25 points for killing.

Total: 81 points.

Fraemaour succeeds in his quest (combat in 9 tiles). 20 power and 20 points. (Umbral gave Fraemaour this quest).

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

Celios' armies have Armour 9 and Weapons 6.

Celios 8 WF armies fight the Kraken (3 armies) at E5. The Kraken has an added +6 weapons due to smites on the Mermaid. They still must roll 6s to kill Celios.

Celios:8d6 ⇒ (4, 5, 4, 5, 3, 5, 3, 1) = 30
Kraken: 6d6 ⇒ (6, 5, 1, 2, 4, 1) = 19

Celios loses 1 army due to the Kraken. +25 points.

Celios 4 WF v. 1 Mermaid at D5.

Celios:4d6 ⇒ (3, 4, 3, 6) = 16
Mermaid:4d6 ⇒ (1, 5, 6, 2) = 14 - Ignore the last 3. Clerical error.

Celios kills the Mermaid without loss. +7 points.

Total: 32 points.

Celios succeeds in his quest. He will have +20 power and +20 points!

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

Utatnaphor's armies have weapons +4 and armour +3

9 Syphinx v. the Mermaids at K2.

Utatnaphor:9d6 ⇒ (5, 1, 5, 2, 1, 5, 5, 2, 5) = 31
Mermaids:3d6 ⇒ (3, 5, 5) = 13

Utat loses 2 syphinx. +7 points.

Utat gains a settlement of +2 pop.

Utat fails in his quest.

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

Iazamaz's armies have weapons +3 and armour +3. Centaurs have war. Iazamaz must roll 2 to kill, Centaurs must roll 6 to kill.

Iazamaz:5d6 ⇒ (1, 5, 3, 1, 3) = 13
Centaurs: 10d6 ⇒ (2, 1, 6, 5, 4, 5, 2, 2, 4, 1) = 32

Inconclusive.

Iazamaz loses 1 army, the Centaur lose 3 armies.

Iazamaz:5d6 ⇒ (6, 2, 5, 5, 6) = 24
Centaurs: 6d6 ⇒ (5, 6, 3, 6, 1, 6) = 27

Iazamaz loses 3 more armies. +5 points.

Iazamaz succeeds in his quest! +20 power +20 points!

Mogar, Warlord

Both fail in their quests.

Much more to come.

Mogar v. Fraemaour

Mogar smote Fraemaour at G7 but did not identify the target. Evens = worshippers. Odds = military.

1d6 ⇒ 4

The worshippers are killed. Fraemaour loses the Axis Mundi.

More updates coming post Boardwalk Empire season 5 episode 1. So, in like...and hour or something.


Turn 10 Begins

"Hear me, ye gods," speaks Alosvalophos once more. "This is the 10th cycle of the world. There shall be 10 more to follow. Upon the 20th cycle, the world shall end, and the victor proclaimed.

"As it stands, you have pleased me all: Wars have been fought, blood has been spilt, and the world itself is transformed by your power. But you have many more challenges to face, and more wars to wage, before this world closes to conflict and a new God is born."

Event: A few more RTC on the board.

Last Turn Advantage Modifier:

1. +15 power.
2. +13 power.
3. +11 power.
4. +9 power.
5. +0 power.
6. -9 power.
7. -11 power.

Or if Mogar leaves:

1. +15 power.
2. +13 power.
3. +11 power.
4. +0 power.
5. +9 power.
6. -11 power.

As before, if your pop is under 15, you will not lose power, but you can gain it.

Quests shall be divied out in a few more turns again. As of right now, no quests (save one for Darjuu) are in play this turn.

En Guarde!


Gathering Power 6d6 ⇒ (1, 5, 5, 2, 1, 6) = 20
Power: 20 + 10 (Error) + 108 (Last Turn) + 44 (Religion +5) = 182

H1 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H1 Pop 5

I1 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +5)
Create Army Power Used 8 Armies created: 4 (Scrubland)
Move Army to J1 DC:2 1d6 ⇒ 3
End I1 Pop 5

J1 Army 9 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 5
Move Army to K1 DC:2 1d6 ⇒ 3
End J1 Army 6 Pop 5

H2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H2 Pop 5

J2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End J2 Pop 5

K2 Army 7 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 Science Gain: 3
Move Army to L2 DC:2 1d6 ⇒ 4
End K2 Pop 3

H3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H3 Pop 5

I3 Pop 5
Create Army Power Used 4 (Hilly) Armies created: 4 (Scrubland)
Move Army to H4 DC:2 1d6 ⇒ 1
End I3 Army 4 Pop 5

J3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Create Army Power Used 8 Armies created: 4 (Scrubland)
Move Army to I4 DC:2 1d6 ⇒ 6
End J3 Pop 5

J4 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H3[/b] Pop 5

Power Remaining: 157

Advancement! Science Gain: 33
Advancement Gain: Armor +5 and +6 (10 Sci and 11 Sci), Weapons +5 (11 Sci)
Science Remaining: 1

Miracle! Alter Terrain of K2 to Forest

Power Remaining: 151 + 15 (Turn Bonus)

Settlements: H1 5, I1 5, J1 5, H2 5, J2 5, K2 3, H3 5, I3 5, J3 5, J4 5
Armies: J1 6, K1 3 (Attacking Centaurs), L2 7 (Attacking Sirens), I3 4, I4 4

The Prides go to war with Centaur and Siren, as their prayers for more livable land are granted. Armies march on the Chosen of Mogar, and the Axis Mundi overshadows the world.


Power Left +8
Religion +40
Power 5d6 ⇒ (1, 3, 3, 5, 1) = 13
Turn +13
Total Power 74

Will I ever get a decent power roll

GROW SETTLEMENT A4 - Cost 1 - Pop 4
GROW SETTLEMENT B4 - Cost 2 - Pop 5
GROW SETTLEMENT C4 - Cost 1 - Pop 3
GROW SETTLEMENT D3 - Cost 1 - Pop 3

ADVANCEMENT A1 - Science 5
ADVANCEMENT A2 - Science 5
ADVANCEMENT A3 - Science 5
Weapons +4
ADVANCEMENT B1 - Science 5
ADVANCEMENT B2 - Science 5
Weapons +5
ADVANCEMENT B3 - Science 5
ADVANCEMENT C1 - Science 5
ADVANCEMENT C2 - Science 5
Weapons +6

CREATE ARMY B4 - Cost 2 - 3 Army
Move army to B5

CREATE ARMY A4 - Cost 1 - 2 Army
Move army to A5

SMITE A6 - Cost 8 - Celios Army
SMITE A6 - Cost 8 - Celios Army

INSPIRE ARMY A5 - Cost 5
Move Army to A6

INSPIRE ARMY A6 - Cost 5
Move Army to A7

INSPIRE ARMY A7 - Cost 5
Move Army to A8

INSPIRE ARMY A8 - Cost 5
Move Army to A9

INSPIRE ARMY B5 - Cost 5
Move 4 Armies to B6

INSPIRE ARMY B5 - Cost 5
Move 4 Armies to C6

INSPIRE ARMY C6 - Cost 5
Move 4 Armies to C7

INSPIRE ARMY C7 - Cost 5
Move 4 Armies to B8

INSPIRE ARMY B6 - Cost 5
Move 4 Armies to B7

INSPIRE ARMY B7 - Cost 5
Move 4 Armies to B8

FESTIVAL A6 +1 Power
FESTIVAL A7 +2 Power
FESTIVAL A8 +2 Power
FESTIVAL A9 +3 Power
FESTIVAL B6 +1 Power
FESTIVAL B7 +2 Power
FESTIVAL B8 +2 Power
FESTIVAL C6 +1 Power
FESTIVAL C7 +1 Power

INSPIRE ARMY B8 - Cost 5
Move Armies to B9

FESTIVAL B9 +3 Power

INSPIRE ARMY B9 - Cost 5
Move Armies to B10

INSPIRE ARMY A9 - Cost 5
Move Armies to B10

Settlements A1 (5), A2 (5), A3 (5), A4 (4), A6 (1), A7 (2), A8 (2), A9 (3), B1 (5), B2 (5), B3 (5), B4 (5), B6 (1), B7 (2), B8 (2), B9 (3), C1 (5), C2 (5), C3 (5), C4 (3), C6 (1), C7 (1), D3 (3)
Armies B10 (14), D3 (1)

Advancements
Agriculture +3
Armor +6
Religion +3
Survival +2
Weapons +6

Worshipers 55+
Armies 15
Power 3
Science 9

"This is for you Darjuu, but it is also within my nature to do War for that is who I am. I will suffer no one presence but my own in this continent as to contain my urges to do war, but I will fight anyone who takes the center of the world."


Gathering Power: 3d6 ⇒ (1, 3, 3) = 7

Power: 7 + 11 Turn + 8 Remaining + 6 Religion = 32 Power

Grow Settlement (S8): Cost: 2 (2 Pop + 0 Difficulty) Pop: 3

Power: 30

Grow Settlement (R8): Cost: 2 (2 Pop + 2 Difficulty - 2 Survival) Pop: 3

You accidently changed the terrain. It's supposed to be 0B

Power: 28

Grow Settlement (S9): Cost: 2 (2 Pop + 2 Difficulty - 2 Survival) Pop: 3

Power: 26

Advance Settlement (S8): Cost: 0 (Home Terrain) Science: 3

Power: 26

Advance Settlement (R8): Cost: 0 (2 Difficulty - 2 Survival) Science: 3

Power: 26

Advance Settlement (S9): Cost: 0 (2 Difficulty - 2 Survival) Science: 3

Power: 26

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

Final Results:

Settlements:

S8 = Pop 3
R8 = Pop 3
S9 = Pop 3

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Power: 26
Science: 14

RP:

Darjuu refused to answer to the bloodthirsty Deity. Instead, he reveled in the love and admiration his people gave him.


Grotar, He Who Shakes the Earth
POWER ROLL: 4d6 ⇒ (3, 2, 6, 1) = 12 + 22 religion + 13 last turn + 9 fourth = 56 power
Science gained: 3 (1 volcanic settlements) + 12 (last turn) = 15 science

Settlement at F5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 57.

Settlement at G5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 58.

Settlement at H5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 59.

Miracle:/[b] Inspire City (P4). Cost: 10. GROW (Cost: 1), Population 2 to 3. New power total: 48.

[b]Miracle: Inspire City (Q2). Cost: 10. GROW (Cost: 1), Population 2 to 3. New power total: 37.

Settlement at P2. GROW (Cost: 1) increase population from 2 to 3. ADVANCE (gain 3 science). Power 36, Science 18

Settlement at P4. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 35, Science 21

Settlement at P5./[b] GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 5); reduce population from 3 to 2. Power 29. SETTLER moves to O4.

[b]Settlement at P6. GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 5); reduce population from 3 to 2. Power 23. SETTLER moves to O6.

Settlement at Q1. GROW (Cost: 1) increase population from 2 to 3. CREATE 3 ARMIES (cost: 6); Power 16. ARMIES move to R1 to destroy mermaids.

Settlement at Q2. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 15, Science 24

Settlement at Q3. GROW (Cost: 1) increase population from 2 to 3. CREATE 3 ARMIES (cost: 6); Power 8. ARMIES move to P5

Settlement at Q5. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 7, Science 32

Settlement at Q6. GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 6); reduce population from 3 to 2. Power 0. SETTLER moves to Q7.

Science Spends: Survival to 8 (17 points; 15 points remain).

--
Summary:
F5: gone
G5: gone
H5: gone
P4: 4 pop
P5: 2 pop, new settler, move to O4
P6: 2 pop, new settler, move to O6
Q1: 3 pop, +3 armies, armies move to R1 attack mermaids
Q2: 4 pop
Q3: 3 pop, +3 armies, armies move to P5
Q5: 4 pop
Q6: 2 pop, new settler, move to Q7

Survival: +1, to 8.
Remaining Science: 15
Remaining Power: 0

Population: 24
Settlements: 9
Settlers: 3
Armies: 6

RP:
Grotar's blood-soaked cultists praise his name, and when the Mogar is weakened from her foolish overreaching in the West, Grotar strikes. The goddess herself is devoured by He Who Shakes The Earth, her essence consumed and her spirit obliterated. Without their goddess to empower them, her shamans are slaughtered as the followers of Grotar seize power in his name. In the east, the coup is mostly bloodless - at least, by Grotar's standards. Only her priestesses and those who will not submit to Grotar are burned alive. However, smoke clouds the west as the Western Tribes that the thoughtless Mother so foolishly weakened herself creating slaughter themselves in bloody conflict. Grotar, it seems, is less interested in the West, and he bends his powers to reshaping Mogar's weakling civilization into something more suitable. Cowards and runts are driven out into the wastes to thrive or die as they can, while armies gather and ships are built, to bring glory to Grotar through battle against the mermaids and other pests.


89 from religion (including +1 at I8) + 20 from quest + 0 from turn + 6d6 ⇒ (6, 1, 6, 1, 4, 2) = 20 = 131.

5 + 3 science = 8.

With survival 7, my grows will have no difficulty.

GROW SETTLEMENT at L10: Cost: (1 pop -4 ag) 1. New pop: 2.
GROW SETTLEMENT at L9: Cost: (2 pop -4 ag) 1. New pop: 3
GROW SETTLEMENT at J12: Cost: J12 (4 pop -4 ag) 1. New pop: 5
GROW SETTLEMENT at J8: Cost: (5 pop -4 ag) 1. New pop: 6
GROW SETTLEMENT at I12: Cost: (5 pop -4 ag) 1. New pop: 6
GROW SETTLEMENT at L9: Cost: (3 pop -4 ag) 1. New pop: 4.
GROW SETTLEMENT at G12: Cost: (5 pop -4 ag) 1. New pop: 6
GROW SETTLEMENT at F13: Cost: (4 pop -4 ag) 1. New pop: 4
GROW SETTLEMENT at F11: Cost: (3 pop -4 ag) 1. New pop: 5
GROW SETTLEMENT at H6: Cost: (2 pop -4 ag) 1. New pop: 3

COST: 10. 121 remains.

ADVANCE: L9 (3), J12 (5), G12 (6), F13 (4) = 18 + 8 = 26.

BUY: Agriculture +5 (17). 9 science remains.

GROW SETTLEMENT at L12: Cost: (7 pop * 2 = 14 -5 ag -4g bonus) 5. New pop: 8.
GROW SETTLEMENT at K12: Cost: (7 pop * 2 = 14 -5 ag -4ag bonus) 5. New pop: 8
GROW SETTLEMENT at K11: Cost: (7 pop * 2 = 14 -5 ag -3ag bonus) 6. New pop: 8
GROW SETTLEMENT at K10: Cost: (7 pop * 2 = 14 -5 ag -4ag bonus) 6. New pop: 8
GROW SETTLEMENT AT K9: Cost: (7 pop * 2 = 14 -5 ag) 9. New pop: 8.
GROW SETTLEMENT at K8: Cost: (6 pop * 2 = 12 -5 ag) 7. New pop: 7.
GROW SETTLEMENT at J13: Cost: (7 pop * 2 = 14 -5 ag -3ag bonus) 6. New pop: 8
GROW SETTLEMENT at I13: Cost: (6 pop * 2 = 12 -5 ag -3 ag bonus) 4. New pop: 7.
GROW SETTLEMENT at I7: Cost: (7 pop * 2 = 14 -5 ag -1 ag bonus) 9. 1. New pop: 8

Total cost of growths: 56.

65 power remains.

Advance: L12 (8), K12 (8), K11 (8), K10 (8), K9 (8) 40.

BUY: Religion +7 (17), Religion +8 (18) = 35. 14 science remains.

CREATE SETTLER at J8. 20/2 = 10. New pop: 5. Send that settler (through seafaring) to I6 and settle.

55 power remains.

GROW I6. Cost: (1 pop-5 ag) 1. Pop: 2.

54 power remains.

CREATE SETTLER at L10. 21/2 = 10.5 = 11. New pop: 1. Move that settler to M9.

43 power remains.

GROW SETTLEMENT: M9. Cost: (1 pop-5 ag) 1. Pop: 2.

42 power remains.

CREATE 3x armies (4/2 = 2 + 1 Scrub) at I9. Cost: 3 (hilly).

ADVANCE M9 (2) and I6 (2). 18 science.

BUY: Weapons +6 18. 0 science remains.

MAGIC SHIELD 4x at K8. Cost: 4 * 3 = 12.

MAGIC SHIELD 4x at I13. Cost: 4 * 3 = 12.

18 power remains.

Create armies 2x GB armies at H6. Cost: 4.

14 power remains.

Move 4GV from L7 to J7.
Move 1GV from K7 to I6.
Move 2GV from M6 to N9.
Move 1GV from M7 to N9.
Move 2GV from N9 to O9.
Move 5GV from H7 to G6.
Move 2GV from G8 to G7.
Move 5GV from I9 to G7.
Move 2GV from C12 to D10.
Move 1GV from F11 to D10.
Move 4GV from G12 to F11.
Move 1GV from h11 to G10.
Move 1GV from I10 to H9.

GROW SETTLEMENT at I8. Cost: (7 * 2 = 14 - 5ag - 1ag bonus) 8. Pop: 8.

6 power remains and held in reserve.

Edit: 3 power remaining. Forgot to account for 3.

Turn summary -
Settlements: 22. M9 (2), L12 (8), L10 (1), L9 (3), K12 (8), K11 (8), K10 (8), K9 (8), K8 (7 + 4 shields), J13

(8), J12 (5), J8 (5), I13 (7 + 4 shields), I12 (6), I9 (4), I8 (8), I6 (2), H6 (3), G12 (5), F13 (4), F11 (5)
Worshippers: 115.
New advancements: Agriculture +5 (17), Religion +7 (17), Religion +8 (18), BUY: Weapons +6 18.
Power: 3. Science: 0.

Armies: None attacking.

4GV at J7, 1GV at I6, 3GV at N9, 2GV at O9, 5GV at G6, 9GV at G7, 3 GV at D10, 5GV a F11, 1GV at G10, 1GV at

H9, 3GB and 3GV at H6.

RP:

The usurpation of Mogar's holdings by Grator is an unexpected twist, but as the Father of the Fields is left in peace he brokers no ill will towards the new comer. In fact, he does not regard him at all.

As for the movements in the sea towards the East, he proclaims to those upon that Isle, "These armies are, for the time being, mere watchers. I intend not to interfere in your affairs."

He comments not on the War in the West.

And to Utatnaphor, "These swamps ill suit your chosen's paws. I intend little in the way of encroachment and garrison them only in defense. I will grant you a cycle of peace if you are so inclined to prove my good will."

Meanwhile, the Grasvolk grow as much in piety as in population, and their worshipful songs fill the world. The Grasvolk hymnal is a mighty work of art, made all the more beautiful by the Grasvolk's grassy forms accomodating the forms of instruments, that they both play and sing at once. They forge new weapons, too, as they sing. Fearsome weapons. Weapons that channel the true power of Fraemaour and shall deliver fury unto his enemies should the need arise.


TURN ADDENDUM:
Cancel the Inspire at Q2, and the Grow I invoked with it! This gives me 11 power to work with.
Settler settles at Q7
Settler settles at O4
Settler settles at O6

Q2's command line actually didn't reflect the inspire anyway, but my final science total should have been 28 rather than 32.

Settlement at O4: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 10, Science 30
Settlement at O6: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 9, Science 32
Settlement at Q7: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 8, Science 34

Grotar learns a new thing! Specifically, an Armor advancement.

New turn summary:
F5: gone
G5: gone
H5: gone
O4: 2 pop
O6: 2 pop
P4: 4 pop
P5: 2 pop
P6: 2 pop
Q1: 3 pop, +3 armies, armies move to R1 attack mermaids
Q2: 3 pop
Q3: 3 pop, +3 armies, armies move to P5
Q5: 4 pop
Q6: 2 pop
Q7: 2 pop

Survival: +1, to 8.
Armor: +1, to 1.
Remaining Science: 0
Remaining Power: 8

Armies: 6
Settlements: 12
Settlers: 0
Population: 29


Fraemaour pronounces, "Let it be known that my vassal, Iazamaz, shall no longer be tithed of his science output the Cycle after this. He has done me a proper service, and one I shall not forget.

"And also, I shall give him back 5 barrels of his burnt wine that I had not expended this cycle."

OOC: GIVE Iazamaz back 5 units of Power (the ones not factored into my turn above).


power: 4d6 + 4 + 3 + 1 + 1 + 1 + 5 ⇒ (3, 4, 3, 3) + 4 + 3 + 1 + 1 + 1 + 5 = 28
Grow settlement at Q10, increasing the population from 1 to 2 (1 power)
Grow settlement at Q11, increasing the population from 1 to 2 (1 power)
Grow settlement at Q12, increasing the population from 1 to 2 (1 power)
Grow settlement at Q12, increasing the population from 1 to 2 (1 power)
Alter terrain of P10, from barren to crater (6 power)
Alter terrain of P10, from crater to volcano (6 power)
creating settler at P11 ,reducing population from 2 to 1 (7 power)
creating settlement at P10
Grow settlement at P11, increasing the population from 1 to 2 (1 power)
creating an army at Q10 (2 power)
creating an army at Q11 (2 power)
Festival at H12, granting 5 power
Festival at H13, granting 3 power
Magic shield on Q10 (3 power)
Magic shield on Q11 (3 power)
Remaining power:2

total science:21
armor +4 (7 science)
armor +5[(8 science)
Remaining science:6
Giving Fraemaour remaining 6 science
Remaining science:0

Turn summary
Grew the population of settlements Q10,11 and 12 to 2
Changed P10 from a barren wasteland to a volcano
Made armies at Q10 and 11
placed 1 Magic shield on Q10 and 11
created settlement at p10
gave Fraemaour 6 science

Rp
Iazamaz appears to the father of the seeds as a very poorly adjusted small grasvolk. "mighty has the seed become, and far wide have the roots covered.I am thankful of your shade, o father of the fields.Again i must shamefully inform you that i have squandered my science, but i am willing to tithe you once more for this error.Again i fear war is coming towards me, and my monks are ill-prepared for this event.Praise to you father of the seeds,for the shade the is cool and welcoming Iazamaz turns his attention to his people as he grants them gift of another manual of martial art
"say you so my children, and now war is on the horizon.I impart onto you my blessing and my knowledge. may you prosper under these hard times."


Power Left +8
Religion +40
Power 5d6 ⇒ (1, 3, 3, 5, 1) = 13
Turn +13
Total Power 74

GROW SETTLEMENT A4 - Cost 1 - Pop 4
GROW SETTLEMENT B4 - Cost 2 - Pop 5
GROW SETTLEMENT C4 - Cost 1 - Pop 3
GROW SETTLEMENT D3 - Cost 1 - Pop 3

ADVANCEMENT A1 - Science 5
ADVANCEMENT A2 - Science 5
ADVANCEMENT A3 - Science 5
Weapons +4
ADVANCEMENT B1 - Science 5
ADVANCEMENT B2 - Science 5
Weapons +5
ADVANCEMENT B3 - Science 5
ADVANCEMENT C1 - Science 5
ADVANCEMENT C2 - Science 5
Weapons +6

CREATE ARMY B4 - Cost 2 - 3 Army
Move army to B5

CREATE ARMY A4 - Cost 1 - 2 Army
Move army to A5

INSPIRE SETTLEMENT B4 - Cost 10
INSPIRE SETTLEMENT A4 - Cost 10

ADVANCEMENT A4 - Science 4
ADVANCEMENT B4 - Science 5

Settlements A1 (5), A2 (5), A3 (5), A4 (4), B1 (5), B2 (5), B3 (5), B4 (5), C1 (5), C2 (5), C3 (5), C4 (3), D3 (3)
Armies A4 (6), B4 (8), D3 (1)

Advancements
Agriculture +3
Armor +6
Religion +3
Survival +2
Weapons +6

Worshipers 60
Armies 15
Power 46
Science 9


addendum to the addendum:

It's my first turn, so I am still figuring things out!
Turns out sacrifice is a miracle, rather than a city action! This means that before I get rid of those western towns I can do:
F5: Grow, Advance (gain 2 science)
G5: Grow, Advance (gain 2 science)
H5: Grow, Advance (gain 2 science)

Then I just sacrifice six times instead of three to get rid of em all anyway.

Adjustment to turn summary:
Remaining Science: 6


Celios, the Flame of Enlightenment

Power Roll
6d6 ⇒ (3, 5, 3, 2, 4, 1) = 18 + 65 (religion) + 20 (quest) + 3 (previous turn) - 11 (going last) = 95 power
Science gained: 18 (6 volcanic settlements); new science total: 22

Settlement at A6. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 94. New science total: 26.

Settlement at A7. GROW (cost: 1); increase population from 4 to 5. CREATE 4 ARMIES (cost: 4). New power total: 89.

Settlement at A8. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 87. New science total: 32.

Settlement at A9. ADVANCE (gain 6 science). New science total: 38.

Settlement at A10. ADVANCE (gain 6 science). New science total: 44.

Settlement at A11. ADVANCE (gain 6 science). New science total: 50.

Settlement at B6. GROW (cost: 1); increase population from 3 to 4. CREATE 2 ARMIES (cost: 2). New power total: 84.

Settler at B6. MOVE to C5; CREATE SETTLEMENT at C5.

Settlement at B7. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). New power total: 80.

Settlement at B8. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 81. New science total: 58.

Settlement at B9. ADVANCE (gain 6 science). New science total: 64.

Settlement at B10. ADVANCE (gain 6 science). New science total: 70.

Settlement at B11. ADVANCE (gain 6 science). New science total: 76.

Settlement at C5. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 2). New power total: 75.

Settlement at C6. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 4). New power total: 70.

Settlement at C7. GROW (cost: 1); increase population from 3 to 4. CREATE 3 ARMIES (cost: 3). New power total: 66.

Armies at A6. Move (x5) to B5.

Armies at A7. Move (x4) to A6.

Armies at B6. Move (x8) B5.

Armies at B7. Move (x3) to B6.

Armies at C5. Move (x1) to B5.

Armies at C6. Move (x2) to B5.

Armies at C7. Move (x3) to C6.

Armies at E5. Move (x7) to D4.

Armies at F6. Move (x4) to D4 via E5.

Miracle. Inspire Army at D5 (cost: 11). New power total: 55.

Armies at D4. Move (x4) to D3; ATTACK Warlord Armies. Move (x7) to C4; ATTACK Warlord Settlement.

Miracle. Inspire Army at B5 (cost: 11). New power total: 44.

Armies at B5. Move (x8) to A4, ATTACK Warlord Armies. Move (x8) to B4, ATTACK Warlord Armies.

Miracle. Smite Warlord army at B4 (x4) (cost: 28). New power total: 16.

Miracle. Smite Warlord army at A4 (x2) (cost: 16). New power total: 0.

Science Spends. Weaponry to 7 (17 points; 57 points remain). Weaponry to 8 (17 points; 40 points remain). Survival to 6 (18 points; 22 points remain). Armor to 10 (18 points; 4 points remain).

Final Totals
Settlements
A6: 4
A7: 5
A8: 6
A9: 6
A10: 6
A11: 6
B6: 4
B7: 5
B8: 6
B9: 6
B10: 6
B11: 6
C5: 2
C6: 3
C7: 3
Total: 74

Armies
A4: 8 (ATTACKing Warlord armies)
B4: 8 (ATTACKing Warlord armies)
C4: 7 (ATTACKing undefended Warlord settlement)
D3: 4 (ATTACKing Warlord armies)

A6: 4
B6: 3
C6: 3

A11: 3
B10: 3
B11: 3
B12: 3

Science
Agriculture: 3
Armor: 10
Religion: 6
Seafaring: 4
Survival: 6
Weaponry: 8
Total: 36

Remaining Power: 0
Remaining Science:: 4

RP
The Wayfarers surge forward from their northern front; their god builds ephemeral roads in front of them to speed their journey towards their warlike foe; these roads vanish behind the armies, eager to test their mettle against a new foe.

Just as his armies arrive, Celios sends confusion amongst the Minoans, causing some of them to destroy one another--and so his warriors rejoice in the cleverness of their god as they taste battle once more.


The War in the West

Celios' armies have armour +10 and weapons +8. The Warlord has Weapons +6 and Armour +6 with war +1 weapons/armour due to being on mountains. Warlord: 6 to kill, 1 to survive. Celios: 2 to kill, 5 to survive.

Armies
A4: 8 (ATTACKing Warlord armies)
B4: 8 (ATTACKing Warlord armies)
C4: 7 (ATTACKing undefended Warlord settlement)
D3: 4 (ATTACKing Warlord armies)

C4 is conquered. Celios gains a settlement of 1 pop with 7 armies of his own occupying.

At A4:

Celios: 8d6 ⇒ (6, 2, 1, 3, 6, 3, 2, 5) = 28
Warlord: 8d6 ⇒ (1, 2, 3, 4, 5, 5, 3, 3) = 26

Celios conquers A4 without loss. A4 is occupied with 8 armies. Celios: +12 points.

At B4:

Celios: 8d6 ⇒ (2, 4, 1, 6, 5, 3, 4, 3) = 28
Warlord:8d6 ⇒ (6, 5, 2, 3, 1, 3, 1, 5) = 26

Celios loses 1 army and conquers B4 with 7 armies. Celios: +12 points. Warlord: +3 points.

At D3:

Celios:4d6 ⇒ (1, 6, 4, 2) = 13
Warlord:2d6 ⇒ (2, 5) = 7

Celios conquers D3 without loss and 4 armies. Celios +3 points.

Total:

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

The Shaker of the Earth

Grotar:3d6 ⇒ (5, 6, 4) = 15
Mermaids:1d6 ⇒ 4

Rule Clarification

I had meant (sincerely, ask Umbral) to make it possible to trade Science. This is why some players (Fraemaour/Iazamaz) were trading science. However, the end result were the rules said otherwise, so...

Fraemaour will begin next turn with (the otherwise impossible) -30 science, meaning he must advance up to 30 science in order to go back to 0 science. The rules are changed for next turn to allow for science trades.

MAJOR EVENT MAJOR EVENT MAJOR EVENT MAJOR EVENT MAJOR EVENT

"Half the world's time has expended, and yea, the Gods have grown mighty, but mightier still will they grow in the Hastening End. Channel your numina that you might command a FURTHER DOMAIN!"

All gods are granted their pick of a further domain from the following:

Discovery, Nature, Protection, Slavery, Death, Travel, Wizardry.

Excluded: Peace, War, Militarism, Community, Destruction.

Map updating and other turn processing coming. It'll take me a good hour to do.

Domains can't be doubled.


Iazamaz

You can only do one move per turn at a settlement.

So you can either make armies or make magic shields, not both. I'll given you back your 6 power from magic shielding, as that was second.

It's GROW + 1 other action.

Fraemaour

You also have 1 GB army at F11.

21 Settlements and 114, not 22 settlements with 115.

Grotar

You get +7 points from killing those mermaids.

I am still updating turn. I have Utat and Darjuu to do. Give me a bit more for that.


Sorry to take so long.

Utnatphor v. the Centaurs!

Utatnaphor has weapons 5 and armour 6. The Centaurs have war. Utatnaphor kills on all but 1, survives on all but 6.

Utatnaphor:3d6 ⇒ (2, 4, 2) = 8
Centaurs:10d6 ⇒ (4, 6, 5, 5, 2, 5, 6, 6, 4, 5) = 48

3 Centaur killed, bu tsadly all of Uta's armies are killed. The Centaurs prevail.

Utatnaphor v. the Sirens. Sirens have weapons 2 and armour 1. This means they will kill on base, and will be killed on 4 or higher.

Utatnaphor:7d6 ⇒ (6, 4, 1, 4, 3, 5, 2) = 25
Sirens:2d6 ⇒ (3, 2) = 5

The Syphinx prevail without loss. +10 points for Uta. He conquers the square, too.

Iazamaz

The science you donated to Fraemaour last turn goes back to you.

Science now officially can be traded between players. Sorry for the confusion. Hopefully this will even out that error.

Turn 11 begins

Last Turn Advantage Modifier:

1. +20 power.
2. +15 power.
3. +11 power.
4. +9 power.
5. +0 power.
6. -11 power.
7. -15 power.

More RTC.

The massive event from above (new domains!).

And more land being added as we speak.


Rule Clarification

Global spells must add 20 power for every player who has Protection whom would be negatively effected by the casting of the miracle.

Thus an unhalved Armageddon with 3 players having Protection would cost 160 points.

Conversely, an unhalved Climate Change that hurts only 1 of the 3 players would cost 140. "Hurt" is decided by the native biome of the player's chosen race. Moving away from that native biome = hurt. Moving towards = help. This is irrespective of the fact that someone might, strategically, want it to go the opposite way.


Gathering Power 6d6 ⇒ (6, 4, 3, 3, 6, 6) = 28
Power: 28 + 166 (Last Turn) + 49 (Religion +5) = 243

H1 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H1 Pop 5

I1 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End I1 Pop 5

J1 Army 6 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
Move Army to K1 (Travel!)
End J1 Pop 5

K1 Army 6
Attack! Combat with Centaurs

H2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H2 Pop 5

J2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End J2 Pop 5

K2 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 Science Gain: 4
End K2 Pop 4

L2 Army 7 Pop 1
Grow City Power Used: 1 Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
Move Army to L3 (Travel!)
End L2 Pop 2

H3 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H3 Pop 5

I3 Pop 5
Create Settler! Power USed: 11
Grow City Power Used: 1 (Agri +3 Survival +5)
Move Army And Settler to H4 (Travel!)
End I3 Pop 5

J3 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End J3 Pop 5

H4 Army 4 Settler 1
Create City
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
End H4 Army 4 Pop 2

J4 Pop 5
Advance![/i] Power Used: 0 (Survival +5) Science Gain: 5
End J4 Pop 5

Power Remaining: 228

Advancement! Science Gain: 44 + 1 (Last Turn) + 3 (Volcano)
Advancement Gain: Agriculture +4 and +5 (12 Sci and 12 Sci) Seafaring +1 (13 Sci)
Science Remaining: 12

Power Remaining: 228 + 20 (Turn Bonus)

Settlements: H1 5, I1 5, J1 5, H2 5, J2 5, K2 4, L2 2, H3 5, I3 5, J3 5, H4 2, J4 5
Armies: K1 6 (Attacking Centaur), L3 7 (Attacking Mermaids), J4 4, I4 4

Darkness sweeps the vision of the oracles. The Lords are not moved by it, but turn back to the land to learn more from the soil.


Celios, the Trickster
Power Roll
6d6 ⇒ (6, 6, 2, 3, 2, 6) = 25 + 80 (religion) + 0 (last turn) + 15 (second) = 120 Power
Science gained: 21 (7 volcanic settlements). New science total: 25.

Settlement at A4. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 4). New power total: 120.

Settlement at A6. GROW (cost: 1); increase population from 4 to 5. ADVANCE (gain 5 science). New power total: 119. New science total: 30.

Settlement at A7. GROW (cost: 2); increase population from 5 to 6. CREATE 4 ARMIES (cost: 4). New power total: 113.

Settlement at A8. ADVANCE (gain 6 science). New science total: 36.

Settlement at A9. ADVANCE (gain 6 science). New science total: 42.

Settlement at A10. CREATE 3 ARMIES (cost: 3). New power total: 110.

Settlement at A11. ADVANCE (gain 6 science). New science total: 48.

Settlement at B4. GROW (cost: 1); increase population from 2 to 3. CREATE 2 ARMIES (cost: 4). New power total: 109.

Settlement at B6. GROW (cost: 1); increase population from 4 to 5. CREATE 3 ARMIES (cost: 3). New power total: 105.

Settlement at B7. GROW (cost: 2); increase population from 5 to 6. ADVANCE (gain 6 science). New power total: 103. New science total: 54.

Settlement at B8. ADVANCE (gain 6 science). New science total: 60.

Settlement at B9. ADVANCE (gain 6 science). New science total: 66.

Settlement at B10. ADVANCE (gain 6 science). New science total: 72.

Settlement at B11. ADVANCE (gain 6 science). New science total: 78.

Settlement at C4. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 1). New power total: 101.

Settlement at C5. GROW (cost: 1); increase population from 2 to 3. ADVANCE (gain 3 science). New power total: 100. New science total: 81.

Settlement at C6. GROW (cost: 1); increase population from 3 to 4. ADVANCE (gain 4 science). New power total: 99. New science total: 85.

Settlement at C7. GROW (cost: 1); increase population from 3 to 4. CREATE 3 ARMIES (cost: 3). New power total: 95.

Settlement at D3. GROW (cost: 1); increase population from 1 to 2. CREATE 1 ARMY (cost: 2). New power total: 92.

Science spends. Survival to 7 (18 points; 67 points remain). Weaponry to 9 (19 points; 48 points remain). Weaponry to 10 (19 points; 29 points remain). Armor to 11 (20 points; 9 points remain).

Miracle at B4. Inspire City (cost: 10). New power total: 82.

Settlement at B4. CREATE SETTLER (cost: 10); reduce population from 3 to 2. New power total: 72. Move Settler to A5.

Settler at A5. CREATE SETTLEMENT.

Settlement at A5. GROW (cost: 1); increase population from 1 to 2. CREATE SETTLER (cost: 10); reduce population from 2 to 1. New power total: 61. Move Settler to B5.

Settlement at B5. GROW (cost: 1); increase population from 1 to 2. ADVANCE (gain 2 science). New power total: 60. New science total: 11.

Miracle at B4. Alter Biome (cost: 3); crater to volcano. New power total: 57.

Miracle at C4. Alter Biome (cost: 3); crater to volcano. New power total: 54.

Miracle at A5. Alter Biome (cost: 3); crater to volcano. New power total: 51.

Miracle at B5. Alter Biome x2 (cost: 6); barren to crater; crater to volcano. New power total: 45.

Miracle at A6. Alter Biome (cost: 3); crater to volcano. New power total: 42.

Miracle at B6. Alter Biome (cost: 3); crater to volcano. New power total: 39.

Miracle at B10. Inspire City x3 (cost: 30). New power total: 9.

Settlement at B10. ADVANCE x3 (gain 18 science). New science total: 29.

Science Spend. Agriculture to 4 (20 points; 4 points remain).

Miracle at B9. Alter Biome x1 (cost: 3); forest to shrubland. New power total: 1.

Armies at A4. Move x10 to A3; ATTACK Warlord settlement.

Armies at B4. Move x9 to B3; ATTACK Warlord settlement.

Armies at C4. Move x8 to C3; ATTACK Warlord settlement.

Armies at D3. Move x4 to C2; ATTACK Warlord settlement.

Armies at A6. Move x5 to A5.

Armies at A7. Move x5 to A6.

Armies at A10. Move x3 to A11.

Armies at A11. Move x3 to B12.

Armies at B11. Move x3 to B12.

Armies at B6. Move x6 to B5.

Armies at C7. Move x3 to C6.

Turn Summary
Settlements
A4: 3
A5: 1
A6: 5
A7: 6
A8: 6
A9: 6
A10: 6
A11: 6

B4: 3
B5: 2
B6: 5
B7: 6
B8: 6
B9: 6
B10: 6
B11: 6

C4: 2
C5: 3
C6: 4
C7: 4

Total: 92

Armies
A3: 10, attacking Warlord
B3: 9, attacking Warlord
C3: 8, attacking Warlord
C2: 4, attacking Warlord

A5: 5
A6: 5
B5: 6
C6: 3

A11: 3
B10: 3
B12: 9

Science
Agriculture: 4
Armor: 11
Religion: 6
Seafaring: 4
Survival: 7
Weaponry: 10
Total: 42

Terrain Alterations
New Volcano: B4, C4, A5, B5, A6, B6
New Shrubland: B9

Power remaining: 1
Science remaining: 4

(Note: I started this post with the +20 from first turn, then Uta ninja'd me, so all power totals listed should be 5 fewer. I updated the last entry to be accurate.)

RP
The Wayfarers continue their march upon the Warlord's lands. Celios awakens volcanoes in the newly taken lands, rendering much of the Western Continent a wasteland. He sends illusions to the other gods, taking the form of fine, fast ships bearing a message:

"I have claimed the Western Continent as my own, and my Wayfarers shall learn to be content in the bounty it has to offer--for I shall offer no war to any god who does not encroach upon my domain."


Rule Change/Clarification

When under attack by a force that you cannot hope to prevail against (as judged by you), you may elect to SACRIFICE ALL your population and run to any open land with the Create People miracle.

Your sacrifice will net you full power for non-attacked tiles, but -1 power. The conqueror will, instead of losing out on new conquests, gain a new tile of 1 pop.

This rule is ONLY in effect if you SACRIFICE ALL, not sacrifice specific tiles with the exception of others. Otherwise, you can't sacrifice worshippers, but you can sacrifice armies while under attack.


Rule Clarification

With Seafaring +4, if you go from a shallow sea into a deep sea in the same turn, you only can move one tile, not three more.


power: 4d6 + 4 + 3 + 1 + 2 + 2 + 2 + 2 + 6 + 11 ⇒ (1, 2, 4, 3) + 4 + 3 + 1 + 2 + 2 + 2 + 2 + 6 + 11 = 43
Growing settlement at H13, increasing the population from 3 to 4 (3 power)
Growing settlement at Q12, increasing the population from 2 to 3 (2 power)
Growing settlement at Q11, increasing the population from 2 to 3 (2 power)
Growing settlement at Q10, increasing the population from 2 to 3 (2 power)
Growing settlement at P11, increasing the population from 2 to 3 (2 power)
Growing settlement at P10, increasing the population from 1 to 2 (1 power)
Making armies putting 2 armies on Q12 (4 power)
Making armies putting 2 armies on Q11 (4 power)
Making armies putting 2 armies on Q10 (4 power)
create settler at H12,reducing population by 1 (7 power)
moving and creating a settlement at H11
Moving army at I11 onto H11
Settlement advances at P10, granting 2 science
Settlement advances at P11, granting 3 science
Settlement advances at H13, granting 4 science
Total science is 24+6+2+3+4 is 39
Agriculture +1(8 science)
Agriculture +2(9 science)
Agriculture +3(9 science)
Weapons +5 (10 science)

Turn summary:
Populations of settlements P10,P11,Q10,Q11,Q12 and H13 increase by one
2 armies generated on Q10,Q11 and Q12
population of settlement H12 falls by 1
new settlement founded at H11
moved army from I11 to H11
advanced 3 ranks in agriculture (agriculture 3) and 1 rank into weapons (weapons 5)

Rp:
The ethereals flourish greatly as their numbers increase steadily. In their mountain monestaries they pick up a most unusual habit- Gardening. The shapeshifters turn their bodies into tools, while mastering the use of some conventional tools. the sudden boom in agriculture inspires another wave of monks to ascend into the ranks of the already chosen, who join their fellow brothers and sisters with a shovel or a rake.


Grotar, He Who Shakes the Earth
POWER ROLL: 5d6 ⇒ (1, 3, 3, 4, 1) = 12 + 29 religion + 8 last turn + 9 fourth = 58 power
Science gained: 3 (1 volcanic settlements) + 6 (last turn) = 9 science

Settlement at O4: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 57, Science 12

Settlement at O6: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 56, Science 15

Settlement at P2: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 55, Science 19

Settlement at P4: GROW (Cost: 2) pop 4->5. ADVANCE (gain 5 science). Power 53, Science 24

Settlement at P5. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 6); pop 3->2. SETTLER moves to Q4 and SETTLES. Power 46.

Settlement at P6. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 7); pop 3->2. Power 23. SETTLER moves to O7 and SETTLES. Power 38.

Settlement at O7. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 37, Science 26

Settlement at Q1: GROW (Cost: 1) pop 3->4. CREATE 3 ARMIES (cost: 6); Power 30. 3 ARMIES move to Q2.

Settlement at Q2: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 29, Science 30.

Settlement at Q3: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 28. Science 34.

Settlement at Q4: GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 27, Science 36.

Settlement at Q5: GROW (cost: 2) pop 5->6. Power 25.

MIRACLE: Raise Land (cost: 6) at Q5. It goes from Flat to Hills. Power 19.

Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 15. 4 ARMIES move to S7.

Settlement at Q6: GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 7); pop 3->2. Power 7. SETTLER moves to S6 and SETTLES.

Settlement at Q7: GROW (Cost: 1) pop 2->3. CREATE 3 ARMIES (cost: 3); Power 3.

Settlement at S6. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 2, Science 38

Science Spends: Seafaring to 4 (18 points; 20 points remain). Religion to 5 (18 points, 2 points remain).

--
Settlements Summary:
O4: 3 pop
O6: 3 pop
O7: 2 pop
P2: 4 pop
P4: 5 pop
P5: 2 pop
P6: 2 pop
Q1: 3 pop
Q2: 4 pop
Q4: 2 pop
Q3: 3 pop
Q5: 6 pop
Q6: 2 pop
Q7: 3 pop
S6: 2 pop

Armies Summary:
Q2: 6
Q3: 3
Q7: 3
S7: 4

Advances:
Seafaring: +1, to 4
Religion: +1, to 5

Remaining Science: 2
Remaining Power: 2

Population: 46
Settlements: 15
Settlers: 0
Armies: 16

Special: Grotar will gain the Slavery domain.

RP:
Grotar earns his sobriquet, as his armies gather. The boots of the marching armies shake the earth, and their chants of "All will tremble, when Grotar comes." In fast ships, moving with sail and oar, they slaughter mermaids and gather at coasts to oppose various sea monsters. Grotar demands, "Go east." and so the beats of the drums keep the enslaved rowers moving in time, establishing outposts in new lands.


Malkleth wrote:


Settlement at Q5: GROW (cost: 2) pop 5->6. Power 25.

MIRACLE: Raise Land (cost: 6) at Q5. It goes from Flat to Hills. Power 19.

Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 15. 4 ARMIES move to S7.

Turns out that I got how terrain miracles work incorrectly, so that the Armies in Q5 cost 8 rather than 4. So I will skip the Grow action on that city, leaving it with Population 5, and have Remaining Power of 0. Silly Grotar.


Also, apparently I have a city that the GM removed by accident and Mogar never bothered to tell him about. Sent me a PM about it, which I just noticed now, and mentioned. It's in A13.

It increases my Power by 4 from it's population.

Settlement at A13: CREATE 3 ARMIES. (cost: 3)

Remaining power: 1.

RP: Grotar's cult takes a while to spread all the way to the furthest corners of Mogar's widespread tribes. His cultists arrive with their whips and chains, and orders to turn the simple goblins into competent sailors, or die.


4d6 ⇒ (3, 6, 2, 2) = 13

Power Left +46
Religion +26
Power 4d6 ⇒ (4, 5, 2, 1) = 12
Turn +0
Total Power 78

as usual s%!#ty dice rolls

ADVANCEMENT A2 - Science 5
ADVANCEMENT A3 - Science 5
ADVANCEMENT B1 - Science 5
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 5
ADVANCEMENT C1 - Science 5
ADVANCEMENT C2 - Science 5
ADVANCEMENT C3 - Science 5
ADVANCEMENT D3 - Science 1

"Thou have failed me and I shall grant you thy punishment"

SACRIFICE (All) +46 Power

"NOW YOU MAY ALL SHARE IN MY PAIN"

ARMAGEDDON -Cost 100

CREATE PEOPLE R18 - Cost 0

GROW POPULATION R18 - Cost 1

CREATE SETTLER R18 - Cost 1
Move Settler to Q18
CREATE SETTLEMENT Q18

GROW POPULATION Q18 - Cost 1

CREATE SETTLER Q18 - Cost 2
Move Settler to R17
CREATE SETTLEMENT R17

GROW SETTLEMENT R17 - Cost 1

And thus the Warlord retires to brood in sorrow for his people, with no hopes to achieve victory defeated and cornered like a wield beast.

Settlements: R17 (2), R18 (1), Q18 (1)

Advancements
Agriculture +3
Armor +6
Religion +3
Survival +2
Weapons +6

Worshipers 4
Armies 0
Power 15
Science 53


Turn 11

Gathering Power: 3d6 ⇒ (4, 5, 5) = 14

Power: 14 + 26 Remaining + 9 Religion = 49

Power: 49

Grow Settlement (R8): Cost - 3 (Pop + 2 Difficulty - 2 Survival) Pop: 4

Power: 46

Grow Settlement (S8): Cost - 3 (Pop *Home Terrain*) Pop: 4

Power: 43

Grow Settlement (S9): Cost - 3 (Pop + 2 Difficulty - 2 Survival) Pop: 4

Power: 40

Create Armies (R8): Cost - 4 (2 Armies + 2 Difficulty - 2 Survival) Armies: 2

Power: 36

Create Armies (S8): Cost - 4 (2 Armies) Armies: 2

Power: 32

Move Armies (R8 > Q8) Move vs 1 Difficulty: 1d6 ⇒ 1 Nope

Inspire Army (1 Army on R8): Cost - 10

Move Army (R8 > Q8) Move vs 1 Difficulty: 1d6 ⇒ 6 Really? Now I roll a success?

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

Final Results:

Settlements:

S8 = Pop 4, 2 Armies
R8 = Pop 4, 1 Army
S9 = Pop 4

Advancements:

Religion 3
Survival 2
Armour 2
Weapons 2

Deployed Forces:

Q8 = 1 Army

Power: 32
Science: 14

RP:

Deciding not to let his vengeance consume him, Darjuu turned the serenity of nature. Commanding his priests to create gardens in his temples, the God could feel his inner fires become cooling waters. But alas, a creature made of smoke invaded his dreams. Inspiring his children, one legion of his bravest warriors traveled west to battle the dread beast.


114 from religion + 3 from last turn + 6d6 ⇒ (2, 6, 6, 6, 3, 5) = 28 -15 = 130

3 science from volcanoes = -27 science.

All my growths have 7 survival to nullify difficulty.

GROW SETTLEMENT at M8: Cost (2 pop -5 ag) 1. New pop: 3.
GROW SETTLEMENT at L10: Cost: (1 pop -5 ag) 1. New pop: 2.
GROW SETTLEMENT at L9: Cost: (3 pop -5 ag) 1. New pop: 4.
GROW SETTLEMENT at J12: Cost: (5 pop -5 ag) 1. New pop: 6
GROW SETTLEMENT at J8: Cost: (5 pop -5 ag) 1. New pop: 6
GROW SETTLEMENT at I9: Cost: (4 pop -5 ag) 1. New pop: 5.
GROW SETTLEMENT at I6: Cost: (2 pop -5 ag) 1. New pop: 3
GROW SETTLEMENT at L9: Cost: (3 pop -5 ag) 1. New pop: 4.
GROW SETTLEMENT at H6: Cost: (3 pop -5 ag) 1. New pop: 4
GROW SETTLEMENT at F13: Cost: (4 pop -5 ag) 1. New pop: 5
GROW SETTLEMENT at F11: Cost: (5 pop -5 ag) 1. New pop: 6

Cost of growths: 11.

119 left.

GROW SETTLEMENT at: K8. Cost: (7 * 2 = 14pop -5ag) 9. New pop: 8.
GROW SETTLEMENT at: I13. Cost: (7 * 2 = 14 -5ag -3ag bonus) 6. New pop: 8.
GROW SETTLEMENT at: I12. Cost: (6 * 2 = 12 -5 ag) 7. New pop: 7.
GROW SETTLEMENT at: G12. Cost: (6 * 2 = 12 -5 ag) 7. New pop: 7.

Cost of growths: 29.

90 left.

CREATE SETTLER at J8. Cost: 21/2 = 10.5 = 11. New pop: 5. Send that settler to G7 to settle the Axis Mundi! (No
difficulty roll necessary due to 7 survival).
CREATE SETLER at L10. Cost 22/2 = 11. New pop: 1. Move that settler to M10 and settle.
CREATE SETTLER at J12. Cost 23/2 = 11.5 = 12. New pop: 5. Move that settler to K13 and settle.

Cost of settlers: 34.

56 power left.

GROW SETTLEMENT: M10. Pop: (1 -5 ag) 1. New pop: 2.
GROW SETTLEMENT: K13. Pop: (1 -5 ag) 1. New pop: 2.

Cost of growths: 2.

54 power left.

ALTER TERRAIN. Cost: 3. J8 Hilly Forest -> Hilly Scrubland.

51 power left.

ADVANCE: M10 (2), M9 (3), L12 (8), L9 (4), K13 (2), K12 (8), K11 (8), K10 (8), K9 (8), K8 (8), J13 (8), I13 (8), I12 (7), G12 (7), F13 (5), F11 (6), H6 (4), I6 (3), I8 (8) = 115 - 27 = 88.

BUY: Weapons +7 (19), Weapons +8 (19), Weapons +9 (20), Weapons +10 (20) = 78. 10 science remains in reserve.

Grow the AXIS MUNDI. Cost: 15 base + 1 pop = 16. New pop: 2.

35 power left.

Advance the Axis Mundi. 10 science + 2 = 12.

Inspire City: J8. Cost: 10.

25 power left.

CREATE SETTLER J8. New pop: 4. Cost: 24/2 = 12. Move settler to G6 and settle.

13 power left.

GROW G6. Cost: (1 pop -5ag) 1. New pop: 2.

CREATE 4x ARMIES at I9. 5/2 = 2.5 = 3 + 1 (scrubland) at 1 a piece (hilly) = 4 cost.

9 power left.

GIFT the remaining 9 power to Iazamaz.

Move 6 GV armies from I9 to G8.

Move 3 GV armies from G7 to F7. Move 3 GV armies from G7 to F6. Move 3 GV armies from G7 to G6.

Move 2 GV armies from G6 to F5. Move 3 GV armies from G6 to G5.

Move 3 GV armies from H7 to I6. Move 1 GV army to H6.

Move 2GV armies from G8 to F8.

Move 1GV army from H9 to F8.

Move 1GV army from G10 to F8.

Move 3GV armies from N9 to O8.

Move 5GV armies from F11 to F9 and 1 GB army, too.

Settlements:

Turn Summary:

Settlements: 25. M10 (2), M9 (3), L12 (8), L10 (1), L9 (4), K13 (2), K12 (8), K11 (8), K10 (8), K9 (8), K8 (8), J12 (5), J13 (8), J8 (4), I13 (8), I12 (7), I9 (5), I8 (8), I6 (3), H6 (4) G12 (7), G7 Axis Mundi (2), G6 (2), F13 (5), F11 (6).
Worshippers: 134.
Power: 0. Science: 12.
Holding the Axis Mundi with 2 pop = 8 more points next turn.
Alterations: J8 to Hilly Scrubland.

K8 and I13 still have 4 shields.

Armies: All deployed. None attacking.

6GV at G8. 3 GV at F7. 3GV at F6. 3 GV at G6. 2GV at F5. 3GV at G5. 4GV at I6. 4GV + 3GB at H6. 4GV at F8. 3GV at O8. 5GV + 1 GB army at F9. 2GV at E8. 3GV at D10.

RP:

A watchful peace sees Fraemaour expand his holdings and take the Axis Mundi once again. Once more, the great, flowering World Tree spreads its branches from the spiritual center of the World. Alongside that, the protection of the Father of the Fields extends to all his holdings, stealing them from harm in a manner hitherto unknown to the people.

Taking advantage of the Pax Fraemaorica, the Grasvolk vastly enhance their weaponry. The strange materials that their weapons are now composed of seem as if distilled from the very principle of life. It is natural, then, that they should be able to take it as easily. They are, for the time being, untested. They shall taste not of blood this day.

"Iazamaz," proclaims He-Who-Brings-Life-to-the-Land, "I come watch over your progress with an eye towards potential aggressors or fools who know not what is proper and good for them."

As to the great illusion of Celios, "Let it be so: I have no designs upon the West, and find peace more prosperous than war."


Power Left +46
Religion +26
Power 4d6 ⇒ (4, 5, 2, 1) = 12
Turn +0
Total Power 78

ADVANCEMENT A2 - Science 5
ADVANCEMENT A3 - Science 5
ADVANCEMENT B1 - Science 5
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 5
ADVANCEMENT C1 - Science 5
ADVANCEMENT C2 - Science 5
ADVANCEMENT C3 - Science 5
ADVANCEMENT D3 - Science 1

"Thou have failed me and I shall grant you thy punishment"

SACRIFICE (All) +46 Power

CREATE PEOPLE R18 - Cost 0

GROW POPULATION R18 - Cost 1

CREATE SETTLER R18 - Cost 1
Move Settler to Q18
CREATE SETTLEMENT Q18

GROW POPULATION Q18 - Cost 1

CREATE SETTLER Q18 - Cost 2
Move Settler to R17
CREATE SETTLEMENT R17

GROW SETTLEMENT R17 - Cost 1

CREATE SETTLER R17 - Cost 3
Move Settler to Q16
CREATE SETTLEMENT Q16

GROW SETTLEMENT Q16 - Cost 1

CREATE SETTLER Q16 - Cost 4
Move Settler to R16
CREATE SETTLEMENT R16

GROW SETTLEMENT R16 - Cost 1

And thus the Warlord retires to brood in sorrow for his people, with no hopes to achieve victory defeated and cornered like a wield beast.

Settlements: R16 (2), R17 (1), R18 (1), Q16 (1), Q18 (1)

Advancements
Agriculture +3
Armor +9
Religion +3
Seafaring +1
Survival +2
Weapons +6

Worshipers 4
Armies 0
Power 100
Science 7


Turn 11 Concludes[/]B

[B]War, good gods y'all, what is it good for? Absolutely...POINTS! Say it again, yeah!

Darjuu has weapons 2 and armour 2. The Smoke Monster has Weapons 3 and armour 3 and war.

Darjuu:1d6 ⇒ 6
Smoke Monster:2d6 ⇒ (2, 3) = 5

! Darjuu defeats the smoke monster at a loss of all his army.

He wins his quest. +20 Power and +35 points (20 + 15).

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

Utatnaphor has armour 6 and weapons 5. The Centaurs have +weapons 1 and +armour 1 with war.

Uta:6d6 ⇒ (5, 3, 6, 1, 4, 2) = 21
Centaur:4d6 ⇒ (6, 4, 1, 6) = 17

Uta kills the Centaur while losing 2 armies.

V. Mermaids

Uta:7d6 ⇒ (1, 2, 2, 6, 4, 4, 4) = 23
Uta:2d6 ⇒ (4, 3) = 7

L3 conquered without loss.

Points: 5 + 7 = 12 points.

Map updating to come.

Celios conquers:

A4: 8 (ATTACKing Warlord armies)
B4: 8 (ATTACKing Warlord armies)
C4: 7 (ATTACKing undefended Warlord settlement)
D3: 4 (ATTACKing Warlord armies)

All with 1 pop due to SACRIFICE ALL from Warlord.

Warlord

-4 power from difficulty to grow and move settler from R18.

RULE CLARIFICATION

You cannot sacrifice any further that turn if you cast the miracle Create People. You can sacrifice before using Create People.


Darjuu

Damnit. You didn't attack the Smoke Monster after all. You didn't win your quest. -20 power -20 points. You got your army back, though.

CElios

+3 power due to invalid terrain miracle.


Turn 12 Begins

As always, tell me if I messed anything up. I'll fix.

Event (and rule change)

From now on, gods never lose dice with population shifts. Preservation of the Dice: Once (dice) saved, always saved.

So, if you're defeated and had reached 6d6, you regain 6D6 on rebuild.

Last Turn Advantage Modifier:

1. +25 power.
2. +20 power.
3. +16 power.
4. +12 power.
5. +0 power.
6. -16 power.
7. -20 power.

No new RTC spawn this turn. There's enough on the board right now.

RP:

The warring divines please Alosvalophos, who in further mercy of the fallen, and that there should be more blood, grants the power to retain what was once grasped to the gods.

Meanwhile, Attiliax is yet restrained. When shall Alosvalophos unleash his son upon the mortals of the world below?

En Guarde!


Gathering Power 6d6 ⇒ (2, 3, 2, 6, 2, 6) = 21
Power: 21+248(Last Turn)+54(Religion +5)=323

H1 Pop 5
Grow City Power Used: 1 (Agri+9[Forest gives +3, flatland gives +1])
Advance! Power Used: 0 Science Gain: 6
End H1 Pop 6

I1 Pop 5
Grow City Power Used: 4 (Agri+6[flatland gives =1])
Advance! Power Used: 0 Science Gain: 6
End I1 Pop 6

J1 Pop 5
Create Settler Power USed: 12
Grow City Power Used: 1 (Agri+5)
Move Settler to K1
End J1 Pop 5

K1 Settler 1
Create City!
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 2
End K2 Pop 2

H2 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End H2 Pop 6

J2 Pop 5
Create Settler Power USed: 13
Grow City Power Used: 1 (Agri+5)
Move Settler to I2
End J2 Pop 5

I2 Settler 1
Create City!
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 2
End I2 Pop 2

K2 Pop 4
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 5
End K2 Pop 5

L2 Pop 2
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 3
End L2 Pop 3

H3 Pop 5
Grow City Power Used: 2 (Agri+8[Forest gives +3])
Advance! Power Used: 0 Science Gain: 6
End H3 Pop 6

I3 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End I3 Pop 6

J3 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End J3 Pop 6

L3 Pop 1
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 2
End L3 Pop 2

H4 Pop 2
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 3
End J3 Pop 3

J4 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End J4 Pop 6

ARMYThought I'd change this up a little to make it more readable
K1 4 Army Moves to K2 Miracle! Inspire Army! Move again to K3, Attack Mermaids.
L3 7 Army Moves to L4 Attack Sirens.
H4, I4, J4 Armies Stand by.
Power Used: 10
Travel domain is a GOOD thing

More Miracles!
Alter Terrain at K1 and H4 to Forest.
Power Used: 6+6=12

Advancement! Science: 59+12(Last turn)+3(Volcano!)=74
Advancement Gain: Religion +6 (13Sci), Agri +6,+7,+8,+9 (14,14,15,15 Sci)
Science Remaining: 3

Settlements: H1 6, I1 6, J1 5, K1 2, H2 6, I2 2, J2 5, K2 5, L2 3, H3 6, I3 6, J3 6, H4 3, J4 6

Power Remaining: 241+25(Last turn bonus)

RP:
The Lords turn their attention back to the land, leaving their armies to mop up the remaining water monsters near them. Fresh faced settlers make new cities, and their god blesses the land into more forgiving terrain. The Lords of the Prides dig deep into the lands, learning new, powerful ways to feed their peoples when their cities grow beyond normal means of feeding.


Grotar, He Who Shakes the Earth
Power Roll: 6d6 ⇒ (2, 1, 2, 4, 1, 3) = 13 + 53 religion + 1 last turn + 20 second = 87 power
Science gained: 6 (2 volcanic settlements) + 2 (last turn) = 8 science

Settlement at A13: CREATE SETTLER (cost: 16); pop 6->5, Power 76. SETTLER moves to B13 and SETTLES.

Settlement at B13: GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 71, Science 10

Settlement at O4: GROW (Cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2) Power 68.

Settlement at O6: GROW (Cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2) Power 65.

Settlement at O7. GROW (Cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4) Power 60.

Settlement at P2: GROW (Cost: 2) pop 4->5 CREATE 3 ARMIES (cost: 3) Power 55.

Settlement at P4: ADVANCE (gain 5 science). Science 15.

Settlement at P5. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 9); pop 3->2. Power 46. SETTLER moves to O4.

Settlement at P6. GROW (Cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4), Power 41

Settlement at Q1: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 40, Science 20.

Settlement at Q2: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 39, Science 25.

Settlement at Q3: GROW (Cost: 2) pop 4->5. ADVANCE (gain 5 science). Power 37. Science 30.

Settlement at Q4: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 36, Science 33.

Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 32.

Settlement at Q6: GROW (Cost: 2) pop 3->4. CREATE SETTLER (cost: 10); pop 3->2. Power 20. SETTLER moves to S7 and SETTLES

Settlement at Q7: GROW (Cost: 1) pop 3->4. CREATE 3 ARMIES (cost: 3); Power 16.

Settlement at S6. GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 15, Science 36.

Settlement at S7. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 14, Science 38.

MIRACLE: Inspire Settler at O4: Settler moves to M4 and SETTLES. (Cost: 10). Power 4.

Settlement at M4. GROW (cost: 1) pop 1->2. CREATE 1 ARMY (cost: 1). Power 2.

Science Spends: Armor to 2 (19 points; 19 points remain). Armor to 3 (19 points, 0 points remain).

Army moves:
A13: 3 armies, no action.
M4: 1 army ATTACKS UTA in L3
O4: 2 armies MOVE to M4.
O6: 2 armies MOVE to O7.
P2: 3 armies ATTACK MERMAIDS in N3
P6: 2 armies, MOVE to 07.
O7: 2 armies ATTACK SMOKE MONSTER in P8.
Q2: 6 armies ATTACK SIRENS in S3.
Q3: 3 armies ATTACK MERMAIDS in R4.
Q5: 8 armies MOVE via SEA to Q7.
Q7: 3 armies ATTACK DJU in R8. 3 armies ATTACK SMOKE MONSTER in P8
S6: 4 armies ATTACK DJU in S8.
--
Settlements Summary:
A13: 5 pop
B13: 2 pop
M4: 2 pop
O4: 4 pop
O6: 4 pop
O7: 3 pop
P2: 5 pop
P4: 5 pop
P5: 2 pop
P6: 2 pop
Q1: 5 pop
Q2: 5 pop
Q4: 3 pop
Q3: 5 pop
Q5: 5 pop
Q6: 4 pop
Q7: 4 pop
S6: 3 pop
S7: 2 pop

Armies Summary:
A13: 3
L3: 1 ATTACK UTA
M4: 2
N3: 3 ATTACK MERMAIDS
O7: 4
P8: 5 ATTACK SMOKE MONSTER
Q7: 8
R4: 3 ATTACK MERMAIDS
R8: 3 ATTACK DJU
S3: 6 ATTACK SIRENS
S8: 4 ATTACK DJU

Advances:
Armor: +2, to 3

Remaining Science: 0
Remaining Power: 2

Population: 70
Settlements: 19
Settlers: 0
Armies: 42

RP:
In the east, filthy cities sprawl further and further across the land. Within, slaves work fire-forges churning out armor day and night, and whip-wielding slavers roam the streets hunting for unfortunates to feed lethal iron mines. Desperate for any chance to escape, goblins swarm into the armies of various warlords, each eager to earn more wealth, power, and just maybe Grotar's favor - or at least avoid his ire - by producing greater and greater victories. Soon, the earth groans under the weight of Grotar's armies. Adventurers in fast ships take sail to slaughter beasts, hoping for glory, or at least glorious deaths, while the earth shakes from Grotar's armies as they approach cities that seem ripe for the picking. In the west, there is more settlement, for wood to build fast ships and fuel forges to produce the harpoons required to slaughter mermaids.

In the north, a few vessels find a new land, and goblin explorers plant a flag on the beach, proclaiming, "I claim this land for Grotar!" They immediately set about constructing a settlement, and march into the wilderness to save the souls of the hapless natives. And also enslave them.

Always, the armies chant as they march in step, words to inspire fear, "All will tremble, when Grotar comes."

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