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> Tcombat because some ppl has deep issues, Might start charging per update
Zurumon
 Posted: Feb 10 2018, 10:17 PM
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407 Winter, small counties struggling to stay relevant and independent. Vi'troucia circled the globe. Dragonic Holds claims to have done that ages ago.
Countries with highest territory growth %
1. Tokage- nearly quadrupled starting territory
2. Ursanoc
3. The Foundling
4. Primus Lux
5. Arkedon
3 turns until imperius awakens

Primus Lux explorers in cryos only manage to learn the Gold dragon's name, Lord Solarius, and that he is preventing the well from creating a cataclysm. He is clearly not found of non dragons and speaks aggressively condescendingly. Vashenburg reaffirms their desire to send all GA troops south to end the Haussen menace once and for all. The Infernals and Vashenburg push a vote to force Lochigolia to open their Forbidden city or cease receiving benefits from fellow GA countries. With one abstaining, 2 for, and 2 against, the measure to ban slavery and consumer of sapient species does not pass.
credits 17

Mournwell wurms pass through what was formerly Leshen and are going beyond GA territory. The Wurms passing through Lochigolia go beyond and reach more rocky terrian filled with undead. Primus Lux and Lochigolia send aid in the form of food. Vashenburg reaffirms their desire to send all GA troops south to end the Haussen menace once and for all. The Infernals and Vashenburg push a vote to force Lochigolia to open their Forbidden city or cease receiving benefits from fellow GA countries. With one abstaining, 2 for, and 2 against, the measure to ban slavery and consumer of sapient species does not pass.
Wurm 5- 25%
Sfaeg 3-35%
Sfaeg 4- 55%
Wurm 6- 25%
Wurm 7- 80%
Sfaeg 5- 5%
Sfaeg 6- 75%

Arkedon diplomats are frustrated as the High Khan of Lochigolia removes his approval to sell the territory. The Lochigolian peace keeping force arrives but the Vashenburg one does not. The Vashenburg diplomats have stopped seeing the arkedons, but have been spending all their time behind closed doors with the lochigolias. The Infernals' armies stand across the territory line chanting and roaring, almost like they're celebrating. The Khanate is challenged to a ritual duel and loses, a new khan takes her place. The new khan is "a brainless brute enthralled to be the High Khan's bitch boy" according to frustrated Arkedon Diplomats. Newju citizen's begin panicking. Bringing the strange relic into arkedon lands causes the dead to awaken enraged, even those that died peacefully in their sleep. The explorers are sent back out of arkedon with the relic. At gamble isle the quartermaster loses the relic as well as his ability to walk. For attempting to interfere the Djinn curses the mage to be completely honest with everything(Liar Liar style). The crew goes back to try and win the quartermaster's ability to walk back. They manage to win his ability to walk as well as 12 creates of healing elixirs the Djinn says are from the Dragonic Holds. Finally the windseer's round is just barely lost and he loses his connection to the arcane. Scouts to the far south witness the Infernals move into the canyon and begin mining operations, it would appear they infuse the land with magic before mining. This might explain their strange metals. Asgard wants to open up trade.
credits 15

The Foundling scouts discover another island that they can't colonize due to their treaty with Ursanoc. Passing by Crazy Tim's Lich King Drak informs The Foundling that they probably shouldn't let that go on for much longer least they want it to spread unchecked. Ursanoc and Tharn eliminate the last traces of the undead plague in their cities. The Gold Dragon seems to have stopped all the quakes around the mana well continues to fortify it. Luxians scouts arrive in Zorsk and Cryos.
credits 10

Asgard sends emissaries across the globe. The Foundling requests the elven children in exchange for astroglyphs. The Dragonic Holds view on Imperius is similar to their view on most countries. Vi'troucia is interested in trading antimagic wards and tattoos for improved ship designs and clockwork tech. Met. of Pan are Goatmen who have advanced alchemy they are peaceful but have a strong standing army to ward off invaders. They are ruled by an enlighten council and value intellect over all. Luminox is a human kingdom with strong moral values that is technologically advanced keeping up with the Foundling in the tech race. The Santoran Workshop is a city state of gnomes who make high quality toys and consumer goods. Dolven Axehowler manages to not get expelled by improving his grades. Dedra is ambushed by academy students and beaten to near death. Kalgar and Dolven are caught for first degree murder against one of their students who they believed was responsible. The Academy head is planning on expelling both of them, unless they can survive a gauntlet, this is traditionally suicide.
credits 4

Research:

Asgard:
Metalurgy 6/6
Warships 5/5
Divine Magicks 14/14 credit from Irune
Alchemy 4/4 Asgardian fire 5/5
Irune 8/8
Medicine 6/6 Biology 8/8 Gentics 2/10
Monstar High 8/9
Froststeel 9/9
Undead wards 6/6
The Great awakening 5/6
AM tattoos 6/8*DJ (credit AM and propose joint with Drak for enchant)
Attunement for the Am wards on hold due to Monstar high restarting

Arkedon:U
Astrogyphs-
Prospecting? 3/3
Snowbomb 4/4
Undead wards 3/3
UNdead Lures 3/3
Wind Magic 11/11
Warships 5/5
Heavy Inft 3/3
Daemon Engine 6/6
Windseers 4/4*
Stronger Undead wards 4/4
Runestone 10/12* Vincent Korrunes
Stable Manawell 9/9
Cursed diamond 2/5
Hieromancy (Light Magic) 1/11
Arcane Well 3/3 -

The Foundling:***U

Alchemy 4/4 Explosives 5/5 Credit from Cryos
Geology 6/6 Credit from Cryos
Self loading 9/9*
Ritual magic(H) 5/5 Volcanic Magic 12/14 Ishani + Sol
Optics 5/5
Astrogyphs 3/3
Reverse golem 12/12
Ironclads 5/5
Arcitecture 5/5
Arcane Magicks 11/12
Cannons 5/5 research credit from trade
Orge Hand Cannon 10/13
Improved AM wards(divine based) 5/5
Better Glock Mind gears 1/6
Necromancy 1/12 indefinite hold Lost all test subjects due to miracle

Primus Lux:*URF
Biokenesis-
Medicine-
Biology-from Vashenburg
Mito Ritual 10/10
Positive reinforcement only 7/7
Frozen "humans" 3/3
Gorilla Tactics 4/4
Improved propaganda 4/4
Argiculture 6/6
Auto ship 8/8
Perfected Transformation 10/10
Improv diplomancy 2nd edition 4/4
Biology 8/8 Transformation how do 1/3
Alchemy 4/4 chemistry 4/6
Reverse engin autoship 4/12
Improved psychic links 3/9

The Chosen:***U

INT undead 7/7
Corruption 5/5
Motorcycles 8/16
Ugan shaman 3/3
Ghosts 8/8

Mournwell:
Conglomerate Abberration 6/6
Improved Cognition Wave 12/12
Projectile Seeders 10/10
Improve Spawn Spire - Mind Core 14/14 caught up
Amphibious wurms 8/8
Maw swarm 8/8** will complete with two research slots next turn
Military Tactics 6/6
Transport wurms 8/8
Shambling Spire 6/8
Ultimo-Cognition Wave 3/12
2 slots open

Production:--------------------------------------------------------------------------------------

Asgard:**
W. Irune Tourny Grounds 11/11
Irune Warpriest 7/7
Raiders 3/3
Siege stuff(shielded battering Rams) 3/3
trebutchets 3/3
scouts 2/2
Navy 4/4
Navy 4/4
Military Academy 6/6
Forge p2 3/3
Anti magic wards 2 Phalynx and custodes 2/2
settlers 4/4 $
Reinforce 5/5$
Reinforce 4/4
Glory's End 5/6
Cathedral of Irune 4/8
Froststeel for cust 2/2
Waterfall factory 2/10
Clan Úlfhéðnar Berserkers Finish with $$$
Clan Úlfhéðnar Berserkers Finish with $$$
Monster High outfits 3/3
Que: Settlers pt 2
Que: University of IRUNE
Infrastructure: Watchtowers 3/3 > Guard posts 3/3 > Roads 1/3 > moar HEALING temples > crack defence force QUE


Arkedon:

Royal Magical Acad. 6/6
SA 4/4
Undead wards 2/2
SA 4/4
GC 4/4
SA 4/4
Militia 2/2
UNiversity 8/8
SA 4/4
GC 4/4
Warships 5/5
Warmages 4/4
Warmages 4/4
Calvary 5/5
Hospitals 5/5 $$$
Reinforce 3/3
Warmages 4/4 $$
Upgrade to heavy(3 units) 6/6 $$
Warship 4/4
Fortress-temple 5/8
Explorers 3/3
Calvary 5/5 $$$
Calvary 2/5
Spy 2/3
Warship 2/4

The Foundling:*FH
Armada 11/11
SA 4/4
Naval Fleet Academy 5/5
reinforce 7/7 purchased 3
Mines in good spots 3/3
school 4/4
Explorers 3/3
Iron clad 5/5
Public Library 5/5 Max 3 schools
Golems 4$$$$
Rearm with AM wards 3/3
Reinforce 2/2
Clockwork Killbots 5/5 $$$$$
class 1 "seige" class Glock 4/7 (golem with cannons)
class 1 "seige" class Glock 3/7
seige defences 3/7
Automated factory 12/17 (9 credits spent)
class 1 "hammer" class Glock 3/5 (golem w/ flame thrower and Gatling gun)

Primus Lux***H
Military acad 6/6
EVERYTHING!!!! academy 14/14 credit from military acad $$$$$
Reinforce Brought
Updating Scundus 6/6
Science Academy 5/5 Research Facility 12/12 $$$$$$$
Dragon embassy 2/2 purchased
Fire lord lair far from buildings 2/2 purchased
Shipyard 3/3 harbor 5/5
Militia 2/2
Spy 3/3
Expanded Roads 3/3
Improved Infrastructure 4/5
Factory 4/8
Parks and City art 3/3
Mitosis ritual 1/10 military done 2/10
Expanding agriculture 1/5

The Chosen:*

Apothecarium 3/3
School 3/3 8/8 University(research facility)
UNdead production Factory 10/10*expedited
Storage facility 3/3
SChool2 3/3
School3 3/3
Mines 3/3
Dark Portal 8/8

Mournwell: remember 4 build slots

Build Standard Unit: Sfaeg 4/4
Build Standard Unit: Sfaeg 4/4
Wurms 5/5 Caught up
Wurms 5/5 Caught up
Sfaeg 4/4 +1 next turn
Sfaeg 4/4 +1 next turn
Build Heavy Unit: Wurm 2/5 On Hold
Build Heavy Unit: Wurm 2/5 On Hold
Build Heavy Unit: Wurm 1/5 On Hold
Build Heavy Unit: Wurm 1/5 On Hold
Build Conglomerations 5/8
Build Conglomerations 5/8
Build Conglomerations 5/8
Build Conglomerations 5/8
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Spookums
 Posted: Feb 12 2018, 08:40 PM
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-It seems the Lochgolians are determined to be as politically difficult as possible. Arkedon did its best to settle the glassgol incident as peacefully as possible but was met with resistance every step of the way. If our politics are not enough, so be it. We shall attempt a new strategy for dealing with these brutes. The Kirin'var will challenge this new khanate to a ritual duel for control over glassgol. One on one combat, victory is met when the opponent either submits or can no longer fight. If the khanate wins, Arkedon will withdraw its troops from Glassgol. If the crystal king wins, Lochgolia must forfeit the territory to Arkedon. No interference will be tolerated by either side, if tampering is found to have occurred the lands in its entirety will be relinquished to their opponent. The gauntlet has been thrown, should Lochgolia refuse the challenge than they will have proven now and forever more the weakness of their character and the weakness of their empire.

-Agree to Asgard's offer of trade. Arkedon can use all the allies it can get in such hostile times.

-Numbers alone will not protect our homeland, have the arcanists begin research into improving our arms and equipment. We'll need weapons strong enough to slice through Infernal armor. Find a way to use magic to create a stronger metal like the infernals are doing. We will work with the foundlings on this technology. Hopefully our armor will be able to withstand ogre lightning and cannons.

-With the runsestone research wrapping up let's move Vincent Korrunes to our Hieromancy research department.

-Put investigating the diamond on hold for right now. Instead shift focus to discovering the secret of the undead relic. How does it work? Where did it come from? Is there a way to turn it off? Is there a way to control and direct its power?

-Now that the automaton is safely in Arkedon, it's about time we spread a little culture throughout the realm. Begin construction of a grand theater on one of the floating earth-bergs around the capital. It will be an extravagant opera house the likes of which the world has never seen. A beacon of art and culture that will inspire artists for generations to come. As the theater is being constructed, similar smaller theaters will also crop up throughout Arkedon as well. A new renaissance of art is beginning in Arkedon.

[Research Slots]

-Runestone
-Hieromancy (Light Magic) (Vincent Korrunes)
-Investigate the undead relic
-Enchanted metal

[Build Slots]

-Warship
-Fortress-Temple around the Manawell.
-Calvary
-Grand Theater

[Explorers]

-Alpha scouts: Head South towards that mysterious red country.
-Beta scouts: Sail South West, see if there's any other islands off the coast of Lochgolia

-(Saboteurs) "Green-cloaks" Explore northeast
-(Warship) "Pride of Kirinheim" Return to Arkedon with the elixers and reinforce.
-(Warship) "Spirit of Justice" Explore south towards Primus Lux

[Espionage]

-Spy Unit 1: Investigate why Vashenburg has cut contact with Arkedon, what secret deals are they making with Lochgolia?

[Armies]

(Arkedon)

-(Basic infantry) "Gold-cloaks" Establish a perimeter around the manawell
-(Basic infantry) "Gold-cloaks" Establish a perimeter around the manawell
-(Warmages) "Day Breakers" Establish a perimeter around the manawell

(Glassgol)

-(Basic infantry) "Gold-cloaks" Hold the line in Glassgol
-(Warmages) "Death's Bane" Hold the line in Glassgol
-(Warmages) "Storm Bringers" Hold the line in Glassgol
-(Dragoons) "Spear of Dawn" Hold the line in Glassgol
-(Dragoons) "Spear of Dawn" Hold the line in Glassgol
-(Sentinels) "Oathguard" Hold the line in Glassgol
-(Sentinels) "Dawn Breakers" Hold the line in Glassgol
-(Sentinels) "Knights of the Rose" Hold the line in Glassgol
-(Saboteurs) "Green-cloaks" Hold the line in Glassgol
-(Saboteurs) "Green-cloaks" Hold the line in Glassgol
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Greatest_Dude
 Posted: Feb 12 2018, 08:43 PM
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Army- retreat to main land
SA1-100%
SA3-100%
Snipers-100%
Sappers-100%

-head to wreckage of the ship given by the Asgardians
MEW elementals 100% (how many units are they?)26 stop asking also if you send all 26 then there is no one at the island they call home

-return to main land
Glock "devestator class" unit 1-65%
Glock "devestator class" unit 2-45%
SA2-20%

Navy
-support land forces (14 ships)
-iron clad

Spy stuff
-go watch Crazy Tim and see what he is up to. learn magic if posible but don't go out of the way for it.
-counterspy
-counterspy

Explorers:
Explorer 1(20%) northern
-uncover FOW between/ around ursonoc islands
-what is on the island at least?
Explorer 2(100%)
-explore around the lighthouse island

Hero
Barry the bear
-travel with the elementals
Heirophant Sol
-in assist with research of volcano/plate shenanigans
Mother Ishani
-assist hyrophant with the volcano magic as we may need it sooner than we thought
Fredrick Smith
-work your magic with the termite queen


Misc.
-inform Ursonoc of the island we have found
-begin selecting and teaching Arcane magic in the school system


Asgard
-request that the Elven children be returned to the Foundlings as we will take care of them give Astroglyph reading in return.
-accept tech trade

Primus Lux
-we have head of your Fire elemnetal friend and we would like to request an udiance with him
-we would like to trade with you but first we must check your compatability with us. will you accept a examination of your values in return for a florishing growth of trade we offer.

Termite land
-continue the program and getting on their good side.

Build:
class 1 "siege" class Glock 4/5 (golem with cannons)
class 1 "siege" class Glock 3/5
siege defenses 4/7
Automated factory 13/17 (9 credits spent)
class 1 "hammer" class Glock 3/5 (golem w/ flame thrower and Gatling gun)
upgrade defensive wards ?/? MONEY SPEND (willing to spend up to 5 credits)

Research:
Volcanic Magic (H) 13/14
arcane magics 12/12 DONE
necromancy basics 2/12 INDEFINITE HOLD
reverse engineer ogre's equipment (starting with hand cannons) 11/13
Improved mind gear 2/6
Ore enchanting (true alchemy) 1/? working with Arkedon

Questions:
-is the elf island clear of threats and could be settled?yes

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Invisible
 Posted: Feb 14 2018, 05:16 AM
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[Miscellaneous actions]

Message to Arkedon

"The people of Asgard wish to extend our hands in peace and camaraderie to the people of Arkedon. I would propose this as two strong countries are even stronger together. We can share our knowledge of the arcane and war. Trading will bring great flourish to both of our countries ; our diverse climates provide unique resources to each-other. Possibly in the future our armies together will be a formidable force."

Hjalheim emmisary of Asgard


Message to the Headmaster
"Please remember your duty as headmaster. You are to teach the youth of our country and allow them to grow to be strong in the ASGARDIAN way. So yes, teach them to be strong, but do not impede their journey on getting there. It is the Asgardian way to persevere through diversity but it is not the Asgardian way to put our brethren and youth against an impassible wall because it makes the country as a whole weak. You must accomplish the same gauntlet that the children must face to back up your words and actions with strength ."
Atheron the Ironfist


(FOUNDLING) send 438 Elven children
(ASGARD) What are the collars

The headmaster is to do the same gauntlet as the children.


Send Monstar High Schoolers to get another prom date





Don't forget faster ships


[Emissaries]

- (Draconic Holds)
- (Vi’trocia) Accept trade Deal
- (Arkedon) Propose open trade, Offer up tech trades, non-aggression pact
- (Meri. of pan) Propose tech trade for some of their alchemy
- (Luminox) Propose trade and Non-Agression ask if they would like to trade tech
- (Santoran workshop) Start to lean on them to join us under our protection

- (Kohrne Ind.) What’s good
- (Fishpk) What’s good
- (Haussen) What’s good
- (Vashenburg) What’s good


[Other units]

Explorers:

-


Explorer 2 - ON LAND

Explorer 3 - continue on coast to cats

Spy:

-

Spy 2 - Keep ?????? prom dates and things secret



Army:

-
Froststeel AM 1st Custodes "Atheron’s Wolves" **** (100%) -
AM 1st Phalanx ** (100%) -
Central Clan bow militia 1 *** (100%) -
Irune Warpriests * (100%) -
-Trebuchets-


-UPGRADING AND TOURNAMENT - SA 3 ***(100%) -
Frostform raiders "The Hounds teeth" * (100%)-
5th raiders * (100%) -
3rd Raiders "The Eagle's wing" * (100%)-

-UPGRADING AND TOURNAMENT - SA 4 ***(100%) -
Clan Úlfhéðnar Berserkers * (100%) -
Clan Úlfhéðnar Berserkers * (100%) -
-Shielded battering rams-



MONSTER HIGH SCHOOLERS (100%) - Send to get another prom date
PROM DATE [1]




Build:


-


Glory’s End 6/6

Infrastructure: Roads 2/3
waterfall factory 3/10
Cathedral of irune 5/8

Upgrade 2 SA to Custodes 1 will be light honor gaurd 1 will be shock specialists (use the training grounds) 1/?


Research:

-
[Astroglyphs from Foundling]
[Clockwork (from Vi’tocia)]
[ Advanced Ship Design (from Vi’tocia)]
[Improved AM Wards (from Foundling)]

Done AM Tattos 8/8
Done The great awakening 6/6
Done Monstar High 9/9

????????? 1/?
Attunement 1/ ?
Reverse engineer torch 1/?
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mythicdawn12
 Posted: Feb 17 2018, 10:25 PM
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Retract forces to recover to full power.
Scouting wurms to return to Mournwell

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Zurumon
 Posted: Feb 18 2018, 02:48 AM
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407 spring.
list of strongest academies.
Military: Asgard's Irune Academy both in combat and tactics
Naval: Ursanoc's Seacreast Academy
Psionic: Vashenburg's Aethermind Academy
Universal: Primus Lux's Everything Academy
Magic: Arkedon's Royal Academy, We are excluding Dragonic Holds and Imperius
2 turns till Imperius awakens

Primus Lux learns that the Lich King of Drak'Joon is fluent in Dragonic as he speaks with Lord Solarius. Troops and Lord Volcanar will arrive at the Newju-glassgol boarder next turn. Vi'troucia is buying a lot of mercenaries and starts recruiting sailors, settlers, and soldiers out of Luxian ports. With pressure from Vashenburg and the Infernals Lochigolia agrees to open the Forbidden city to only the highest rankings officials of the GA.
20
Mournwell all forces pull back, forces moving past Le taunt duo have a cow catapulted at them and they are insulted. Mournwell abstains from another GA vote. With pressure from Vashenburg and the Infernals Lochigolia agrees to open the Forbidden city to only the highest rankings officials of the GA.
Wurm 5- 25%
Sfaeg 3-35%
Sfaeg 4- 55%
Wurm 6- 25%
Wurm 7- 80%
Sfaeg 5- 5%
Sfaeg 6- 75%

Arkedon's Gold rush ends. Northern GC discover a society of humans ruled and protected by a group of warriors called the Crimson Wardens. While friendly at first once it is revealed that Arkedon practices magic the GC are denied entry. Southern explorers come across a xenomorph hive, some are captured and dragged deep into their jungle territory(at 55%). Troubling is that these strange creature have acid blood and strong telepathic abilities. "The people of Asgard wish to extend our hands in peace and camaraderie to the people of Arkedon. I would propose this as two strong countries are even stronger together. We can share our knowledge of the arcane and war. Trading will bring great flourish to both of our countries ; our diverse climates provide unique resources to each-other. Possibly in the future our armies together will be a formidable force."-Hjalheim emmisary of Asgard. The Lochigolia High Khan is seizing direct control of forces in the area of Glassgol, "no challenges are to be issues or accepted by Lochigolian forces until Luxian forces arrive." Newju has produced 2 units of Militia. The Infernals have begun setting up fortifications on "their side". Arkedon magi detect strong ritual magicks forming south of newju. Vi'troucia is buying a lot of mercenaries and starts recruiting sailors, settlers, and soldiers out of Arkedon ports.
credits 18

The Foundling scouts reach the newly discovered island in Ursanoc territory, to find it a dense forest with small bears and elk(like 20% not poodle sized), but very large bees(size of a hand). Lich King Drak is able to speak to the Dragon in its own tongue apparently, after 4 days of discussion he leaves with 11 vials from the well. Reports from Crazy Tim's isle say he is getting increasingly angry at The Foundling for not buying anything. The Elven children are being sent and will arrive next turn. Vi'troucia is buying a lot of mercenaries and starts recruiting sailors, settlers, and soldiers out of Foundling ports. Zorsk has opened trade with Vi'troucia and Drak'joon.
credits 9

Asgard's southern explorer comes across a mighty vessal with no sails. Everything is done by gears and contraptions far beyond Asgards mechanics understanding. They sell high quality metals and gizmos(watches, compasses, pocket knives) but only accept a strange currency and Luxian currency. Meri. of Pan is willing to trade their Chemistry(one above alchemy) for Asgard's Biology. The Santoran workshop already has offers from Tharn and Drak'joon, but thanks Asgard and offers them a 10% discount on all toys during the winter months. Luminox offers electricity for 15 credits. Khorne Ind.(Demon Megacorp) and Fishpk(fungi Dictatorship) is at war with Luminox, your open trade with Luminox angers Khorne Ind and Fishpk. Haussen greets you and warns Asgard of the abominations of the GA, unnatural and monstrous. They inform that they literally have abominations(Mournwell) and Demons(The Infernals). Vashenburg welcomes the asgardian diplomat to their capital "The most enlighten place in the world". The GA Council building is located in Vashenburg. Every single Vashenburg citizen is psionic and potent at that. Vashenburg has road connecting to every GA member from Lochigolia to Mournwell. The Gaunlet begins after a delay due to waiting for Dedra's family to arrive. Manfred Wrightblade(Dedra's Father and Master enchanter) arrives with over 500 vampires, for "support". The first round of three begins at midday, the trio are against 10 academy hopefuls(if the academy hopefulls win they get entrance). Despite protests from the vampires the Headmaster refuses to change the time. The round starts with Kalgar in chainmail/helm with javelins, shield, and shortsword, Dolven in plate helm, greaves, and gaunlets with 4 handaxes, Dedra is wearing fullplate with a claymore, bastard sword, and dagger. At the start of the round Kalgar takes one out immediately with a javelin toss threw the throat. Dedra charges but is sprayed with holy water, causing a painful shriek for the audience to hear. Dolven right behind Dedra hits the hopefulls line like a vengeful blender. Meanwhile Kalgar moves to defend Dedra, but is flanked speared through his ankle. Killing his spear wielding aggressor, Kalgar tries to fight off two warmaul wielding hopefuls. As they both rush Kalgar he slips his shortsword into the ribcage from under the arm of one and tries to deflect the warmaul blow with his shield but is sent to the ground with at best a minor fracture. The Marwaul wielder's groin recieves a two-handed dagger blow from Dedra, followed by a downward tearing motion. Dolven kills the other six hopeful in a whirling bladestorm of madness, ending the last ones life by crushing his throat with a handaxe pommel and stomping the gasping man to death. After lapping up some of the spilled blood Dedra stands back up. Round two is against a six armed undead abomination the academy bought from Crazy Tim's. Kalgar down to one working arm, hangs back tossing javelins, Dolven and Dedra charge forward again. Dolven receives a mighty gash in his left arm after removing one of the abomination's limbs. Dedra impales the beast with claymore holding it still for long enough for Kalgar to send two javelins into both of its skulls. 3rd round is against 3 Clan warriors, at this point Kalgar and Dolven are exhausted. The fight starts with Kalgar tying himself to Dedra's back and all three charging the three clan warriors. Dolven takes 3 arrows to the chest, but keeps charging, striking at the archer while coughing blood. Dedra and Kalgar strike at a great axe warrior, quickly the final warrior slips around to flank Dedra only to find Kalgar being the eyes on the back of her head. Dedra cleaves both the axe wielders legs off in a single crunching blow. Kalgar deflects 2 sword blows before a strike catches Dedra in the back of the knee, causing her to collapse, as she falls Kalgar through his sword into the visor of the Clan warrior. Dolven stands above the archer, with the archers dagger joining the arrows in his chest, and brings both axes down unto the archers skull. The Headmaster, goes against 5 Hopefuls R1, an Undead of approx 1/3 the size of the abom, and 1 Clan warrior; Wins all 3.
credits 6

Research:

Asgard:
Metalurgy 6/6
Warships 5/5
Divine Magicks 14/14 credit from Irune
Alchemy 4/4 Asgardian fire 5/5
Irune 8/8
Medicine 6/6 Biology 8/8 Gentics 3/10
Monstar High 8/9
Froststeel 9/9
Undead wards 6/6
The Great awakening 6/6
AM tattoos 8/8*DJ (credit AM and propose joint with Drak for enchant)
Attunement for the Am wards on hold due to Monstar high restarting
????????? 1/9
Attunement 1/ 3
Reverse engineer torch 1/4

Arkedon:U
Astrogyphs-
Prospecting? 3/3
Snowbomb 4/4
Undead wards 3/3
UNdead Lures 3/3
Wind Magic 11/11
Warships 5/5
Heavy Inft 3/3
Daemon Engine 6/6
Windseers 4/4*
Stronger Undead wards 4/4
Runestone 11.5/12*
Stable Manawell 9/9
Cursed diamond 2/5 on hold
Hieromancy (Light Magic) 2/10 Vincent Korrunes
Undead Relic 1/4
Enchanted metal 2/10-w/ tF
Arcane Well 3/3 -

The Foundling:***U

Alchemy 4/4 Explosives 5/5 Credit from Cryos
Geology 6/6 Credit from Cryos
Self loading 9/9*
Ritual magic(H) 5/5 Volcanic Magic 13/14 Ishani + Sol
Optics 5/5
Astrogyphs 3/3
Reverse golem 12/12
Ironclads 5/5
Arcitecture 5/5
Arcane Magicks 12/12
Cannons 5/5 research credit from trade
Orge Hand Cannon 11/13
Improved AM wards(divine based) 5/5
Better Glock Mind gears 2/6
Enchanted metal 2/10-w/ Ark
Necromancy 1/12 indefinite hold Lost all test subjects due to miracle

Primus Lux:*URF
Biokenesis-
Medicine-
Biology-from Vashenburg
Mito Ritual 10/10
Positive reinforcement only 7/7
Frozen "humans" 3/3
Gorilla Tactics 4/4
Improved propaganda 4/4
Argiculture 6/6
Auto ship 8/8
Perfected Transformation 10/10
Improv diplomancy 2nd edition 4/4
Biology 8/8 Transformation how do 2/3
Alchemy 4/4 chemistry 5/6
Reverse engin autoship 5/12
Improved psychic links 4/9

Mournwell:
Conglomerate Abberration 6/6
Improved Cognition Wave 12/12
Projectile Seeders 10/10
Improve Spawn Spire - Mind Core 14/14 caught up
Amphibious wurms 8/8
Maw swarm 8/8** will complete with two research slots next turn
Military Tactics 6/6
Transport wurms 8/8
Shambling Spire 7/8
Ultimo-Cognition Wave 4/12
2 slots open

Production:--------------------------------------------------------------------------------------

Asgard:**
W. Irune Tourny Grounds 11/11
Irune Warpriest 7/7
Raiders 3/3
Siege stuff(shielded battering Rams) 3/3
trebutchets 3/3
scouts 2/2
Navy 4/4
Navy 4/4
Military Academy 6/6
Forge p2 3/3
Anti magic wards 2 Phalynx and custodes 2/2
settlers 4/4 $
Reinforce 5/5$
Reinforce 4/4
Glory's End 6/6
Cathedral of Irune 5/8
Froststeel for cust 2/2
Waterfall factory 3/10
Clan Úlfhéðnar Berserkers Finish with $$$
Clan Úlfhéðnar Berserkers Finish with $$$
Monster High outfits 3/3
Upgrade 2 SA to Custodes 1 will be light honor gaurd 1 will be shock specialists (use the training grounds) 1/4
Que: Settlers pt 2
Que: University of IRUNE
Infrastructure: Watchtowers 3/3 > Guard posts 3/3 > Roads 2/3 > moar HEALING temples > crack defence force QUE


Arkedon:

Royal Magical Acad. 6/6
SA 4/4
Undead wards 2/2
SA 4/4
GC 4/4
SA 4/4
Militia 2/2
UNiversity 8/8
SA 4/4
GC 4/4
Warships 5/5
Warmages 4/4
Warmages 4/4
Calvary 5/5
Hospitals 5/5 $$$
Reinforce 3/3
Warmages 4/4 $$
Upgrade to heavy(3 units) 6/6 $$
Warship 4/4
Fortress-temple 6/8
Explorers 3/3
Calvary 5/5 $$$
Calvary 3/5
Spy 3/3
Warship 3/4
Grand Theater 1/7

The Foundling:*FH
Armada 11/11
SA 4/4
Naval Fleet Academy 5/5
reinforce 7/7 purchased 3
Mines in good spots 3/3
school 4/4
Explorers 3/3
Iron clad 5/5
Public Library 5/5 Max 3 schools
Golems 4$$$$
Rearm with AM wards 3/3
Reinforce 2/2
Clockwork Killbots 5/5 $$$$$
class 1 "seige" class Glock 5/7 (golem with cannons)
class 1 "seige" class Glock 4/7
seige defences 4/7
Automated factory 13/17 (9 credits spent)
class 1 "hammer" class Glock 4/5 (golem w/ flame thrower and Gatling gun)
upgrade defensive wards $$$$

Primus Lux***H
Military acad 6/6
EVERYTHING!!!! academy 14/14 credit from military acad $$$$$
Reinforce Brought
Updating Scundus 6/6
Science Academy 5/5 Research Facility 12/12 $$$$$$$
Dragon embassy 2/2 purchased
Fire lord lair far from buildings 2/2 purchased
Shipyard 3/3 harbor 5/5
Militia 2/2
Spy 3/3
Expanded Roads 3/3
Improved Infrastructure 5/5
Factory 5/8
Parks and City art 3/3
Mitosis ritual 2/10 military done 2/10
Expanding agriculture 2/5

Mournwell: remember 4 build slots

Build Standard Unit: Sfaeg 4/4
Build Standard Unit: Sfaeg 4/4
Wurms 5/5 Caught up
Wurms 5/5 Caught up
Sfaeg 4/4 +1 next turn
Sfaeg 4/4 +1 next turn
Build Heavy Unit: Wurm 2/5 On Hold
Build Heavy Unit: Wurm 2/5 On Hold
Build Heavy Unit: Wurm 1/5 On Hold
Build Heavy Unit: Wurm 1/5 On Hold
Build Conglomerations 6/8
Build Conglomerations 6/8
Build Conglomerations 6/8
Build Conglomerations 6/8
PM
^
Spookums
 Posted: Feb 19 2018, 08:05 AM
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-Due to the High Khanate's refusal of the duel Lochgolia has now forfeited any and all claim they may have over the territory of Glassgol. As a result Arkedon now has complete and utter right to annex the territory. The area of Nuju is now henceforth Arkedian lands. The Grand alliance is advised to withdraw all military units tresspassing in Dominion territory. Units that fail to comply will be considered invaders and will be treated as such.

-Have the greencloaks withdraw for the Crimson Warden's territory and send a diplomat in their stead. Inform them that although they distrust Arkedon, we do not hold that against them. Their hatred and/or suspicion of magic users is probably well warranted. Let them know that we do not seek to subjugate or destroy, only to defend and to guide. We open our borders to them, and they may judge our nation's values firsthand if they so wish. Our hope is that we may grow together and learn to coexist as allies. If not, we would be more than happy to leave them be and stay out of their affairs.

-Dark times are ahead of us. An evil power is awakening from its ancient slumber, our mages feel it in the winds. Monsters and madmen have unified into a great horde and are scouring the southern lands in their warpath. War has already arrived at our borders, and I fear it is only the beginning. If we are to survive the coming days we cannot do so alone. Arkedon proposes an alliance between itself, Kuobaku, and the Triskal States. We must stand together as we have in the past to guard against the coming storm.


-We need more research slots and fast. Use our wealth of gold to buy out a new institute.

-Propose an exchange program with Asgard. Word of their military academy has reached Arkedon, and we would be very interested in learning your combat techniques and training. In exchange Arkedon would be willing to open its Magical academy to any Asgardians interested in learning of our arts.

[Research Slots]

-Arcane Cannons
-Hieromancy (Light Magic) (Vincent Korrunes)
-Investigate the undead relic
-Enchanted metal

[Build Slots]

-Research institute
-Fortress-Temple around the Manawell.
-Calvary
-Grand Theater

[Explorers]

-Alpha scouts: Keep heading South towards that mysterious red country. (Avoid the xenomorphs)
-Beta scouts: Sail South West, see if there's any other islands off the coast of Lochgolia

-(Saboteurs) "Green-cloaks" Circle the Crimson Wardens from the south. Let's see what else is around them.
-(Warship) "Pride of Kirinheim" Return to Arkedon with the elixers and reinforce. (Head through fog patch on the way there)
-(Warship) "Spirit of Justice" Explore south towards Primus Lux
-(Warship) "Storm Breaker" Sail due west through that large patch of fog

[Espionage]

-Spy Unit 1: Use your advanced espionage to infiltrate the infernal's camp. Try and find out what the infernals are doing and disrupt/steal the ritual if possible.

[Armies]

(Arkedon)

-(Basic infantry) "Gold-cloaks" Establish a perimeter around the manawell
-(Basic infantry) "Gold-cloaks" Establish a perimeter around the manawell
-(Warmages) "Day Breakers" Establish a perimeter around the manawell

(Glassgol)

-(Militia)
-(Militia)
-(Basic infantry) "Gold-cloaks" Hold the line in Glassgol
-(Warmages) "Death's Bane" Hold the line in Glassgol
-(Warmages) "Storm Bringers" Hold the line in Glassgol
-(Dragoons) "Spear of Dawn" Hold the line in Glassgol
-(Dragoons) "Spear of Dawn" Hold the line in Glassgol
-(Sentinels) "Oathguard" Hold the line in Glassgol
-(Sentinels) "Dawn Breakers" Hold the line in Glassgol
-(Sentinels) "Knights of the Rose" Hold the line in Glassgol
-(Saboteurs) "Green-cloaks" Hold the line in Glassgol
-(Saboteurs) "Green-cloaks" Hold the line in Glassgol
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 Posted: Feb 19 2018, 06:44 PM
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EPIC WIN MAN
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[Miscellaneous actions]

Take volunteers to tutor Kalgar
Find a strategic tutor for Dolven


Ask Dedra's dad about the collars

Have the Priests come out and bless/dedicate the victory of my son and his compatriot Dolven and reward them with a frosteel weapon of their choice. Hold a festival to honor the victory and the promise of our flourishing youth.

Apoint disciplinary dean to the military academy at the discretion of the headmaster.

Bullying and abnormal torment (when not done 1 on 1 ) is outlawed at the IMA (Irune Military Academy) and the penalty is gauntlet.


Set up foreign exchange program with Arkedon ($$$ for entry requirement to IMA)


(K,F,L) Offer up bids for the assistance of our raiders in their endeavours (well help attack enemies) covertly

Send Monstar High Schoolers to get another prom date (how is this)

[Emissaries]

- (Kohrne Ind.) Bidding
- (Fishpk) Bidding
- (Luminox) Bidding

- (Meri. of pan) Agree to trade tech


- (Arkedon)

- (Haussen) Trade, non-aggro, tech
- (Vashenburg) Trade, non-aggro, tech

- (Santoran workshop)
- (Draconic Holds)
- (Vi’trocia)

[Other units]

Explorers:

-


Explorer 2 - ON LAND

Explorer 3 - continue on coast to cats

Spy:

-

Spy 2 - Keep ?????? prom dates and things secret



Build:

-

waterfall factory 4/10 FINISH WITH $$$
Infrastructure: Roads 3/3

Cathedral of irune 6/8
Upgrade 2 SA to Custodes (use the training grounds) 2/4
Improved AM Tattoos to all troops including prom date 1/?
Settler 1/4
Frost steel specific outfitting for new custodes 1/?


Research:

-
[Chemistry from Meri. of Pan]
[Astroglyphs from Foundling]
[Clockwork (from Vi’tocia)]
[ Advanced Ship Design (from Vi’tocia)]
[Improved AM Wards (from Foundling)]

Done AM Tattos 8/8
Done The great awakening 6/6
Done Monstar High 9/9

????????? 2/9
Attunement 2/3
Reverse engineer torch 2/4
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