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Fantasy Civ Quest Stats & Info

Dec 13th, 2014
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  1. ---------------------------------
  2. Index:
  3. ---------------------------------
  4. CTRL+f for easier searching.
  5.  
  6. Past Threads [PT-645]
  7.  
  8. MC [MC-456] - Main Guy info.
  9.  
  10. Other Characters [HK-47] - Other Heroes in the civ and info on them.
  11.  
  12. Civ Info [C-101] - Name, Fate Points, Other mixed info about us.
  13.  
  14. Area Info [A-456] - Random Area Info and Richard's reports
  15.  
  16. Undead of the Forest [UDF-999] - Info dump of the walk in the undead forest.
  17.  
  18. Troops [ T-1000 ] - List of troops and their info. (Troops lost at the end.)
  19.  
  20. Troop On Goings [ TG-789 ] - Old list of what the troops are up to.
  21.  
  22. Look Around of Troops [ LAT-489 ] - Old look around that gives a feel for troop wants.
  23.  
  24. Enemies [ E199 ] - List of enemies made.
  25.  
  26. ---------------------------------
  27. Past Threads [PT-645]
  28. ---------------------------------
  29.  
  30. http://suptg.thisisnotatrueending.com/archive/36685011/, http://suptg.thisisnotatrueending.com/archive/36747650/, http://suptg.thisisnotatrueending.com/archive/36781460/, https://archive.moe/tg/thread/36944878/, (01/08/15/) 37249121, (01/13/15) 37358830, (01/15/15) 37406884, (01/20/15) 37512267, 01/27/15(Tue) 37662543, 01/29/15(Thu) 37715034,
  31.  
  32. Also can find most of the civs under the tag Hivemind on suptg. ( http://suptg.thisisnotatrueending.com/archive.html?tags=hivemind )
  33.  
  34. EVERY SINGLE CIV COMPILED AND THE HERO CIVS AND THE DISCUSSION THREADS!
  35.  
  36. https://docs.google.com/document/d/1ufBecUILGaUawnuV62JSrMBHDdhisZF1VqIP1wr90T4/edit?usp=sharing
  37.  
  38. --------------------------------
  39. MC [MC-456]
  40. ---------------------------------
  41.  
  42. Hero Class: Rogue Officer + Upgrade Radiant
  43. >NAME undecided ( Kaladin Stormblessed, kal for short and Thomas J. Bastion, Dick Masterson.)
  44. Sex: Male
  45. Appearance: Thread starting pic.
  46.  
  47. Traits:
  48. Bonus Leadership Specialty Command
  49. Bonus Morale Specialty Unity
  50. Free War Action
  51. Radiant ( Which is basically good/righteous+honor. )
  52.  
  53. Twisted - Allows player control and insight on madness.
  54. Deviated
  55.  
  56. Abilities:
  57.  
  58. Actives
  59. Turn: When performed may attempt to turn a unit to your aside.
  60. Walk Around: Changes perspectives allows close examination.
  61.  
  62. Passives
  63.  
  64. Chain of Command: Passive bonus to leadership, command, morale, and forces are more likely to listen.
  65.  
  66. Amazing Martial(you are amazing at it)
  67. Below Average Mental(WEE SWORDS, SPEARS, AND MOAR wut books)
  68. Weak Magic(if only you were less then keen on your studies)
  69. Very Stealth(Despite your upbringing your quite light on your feet and stealthy)
  70. Very Good Charisma(befitting of one such as your self)
  71.  
  72. Martial
  73. Excellent Foundation
  74. Best Basics
  75.  
  76. >Domination Dueling, Wary Warrior & Noble Dueling Arts
  77.  
  78. >Awesome Ambusher & Infiltration
  79.  
  80. >Pressing Presence & Cool Head
  81.  
  82.  
  83. >2 magic styles / types your terrible at, Conjuration & Alteration.
  84.  
  85. Line of study that is your weakness, Sex. We lack an understanding where babies come from and the like.
  86.  
  87. Side notes:
  88. btw according to your current build you are an absolute MONSTER in duels. God help the sorry bastard who ever fights you one on one in a duel. Like seriously you WRECK people's shit in one on one so fucking hard.
  89.  
  90. Items:
  91. Key to open doors where there isn't a door with unlimited uses. Artifact Tier mace, Shield and Legendary Legacy Armor
  92.  
  93. ---------------------------------
  94. Other Characters [HK-47]
  95. ---------------------------------
  96.  
  97. Your adviser is Valeria the Wise, whose sister is your centaur mount. Her sister, Veronica, is a Centaur Knight who is specialized in using the bow and lance. After getting set up for an assassination she has been on the run and eventually joined up with her sister.
  98.  
  99. Meanwhile in the shadows lurks a certain figure cursing about George. Formerly a 'royal' assassin who was SUPPOSE to kill the knight 'traitor' then...things happened after she caught up and stuck around ever since.
  100.  
  101. ...for some strange reason ever since pursuit died away and certain individuals suffer 'accidents' or persons are 'caught' like spies or would be assassins...
  102.  
  103. Really quite lucky and has totally has NOTHING to do with the strange shadowy person whose been hanging around lately...
  104.  
  105. There you go enjoy your trio of assassin with a adviser
  106.  
  107. -------------------------------------------------------------------------------
  108.  
  109. Valeria the Wise {MIA}
  110.  
  111. Class Awesome Adviser + Upgrade Overlord
  112.  
  113. Traits
  114. Awesome
  115. {Necro brained.}
  116.  
  117. Abilities
  118. Advice
  119.  
  120. Passives
  121. Identify
  122.  
  123.  
  124. -------------------------------------------------------------------------------
  125.  
  126. [Hero Duo]
  127.  
  128. 'Ted The Talking Tree' and 'Aroma Ashley'
  129.  
  130. Ted
  131.  
  132. Traits
  133. Talking Tree
  134.  
  135. Abilities
  136. Tree Time: Self explenatory or so Ted says whatever that suppose to means...according to boss he had a 'wicked time with dancing and talking trees'
  137.  
  138. worth noting he was drunk and drugged of who knows what.
  139.  
  140. Passives
  141. Duo
  142.  
  143. -------------------------------------------------------------------------------
  144.  
  145. Ashly
  146.  
  147. Traits
  148. Faelic
  149.  
  150. Abilities
  151. Awestruck Aroma: When activated unleashes an aroma that can have many interesting affects...worth noting that when she attempted to infatuate the boss he just gave her a hug and was apparently entirely unbothered.
  152.  
  153. This was AFTER being drunk and drugged piled onto the aroma...
  154.  
  155. Passives
  156. Duo
  157.  
  158. -------------------------------------------------------------------------------
  159.  
  160. Evan Didrikson {+1 Revive & Upgrade}
  161. Class 'Noble Adventurer'
  162.  
  163. Trait
  164. ADVENTURE
  165.  
  166. Ability
  167. Stand Still: When activated effects may vary.
  168.  
  169. Passive
  170. Through Unity
  171.  
  172. -------------------------------------------------------------------------------
  173.  
  174. Sir Richard Jeffery Didrikson V (Hero of the Past Revived, twice)
  175. Traits
  176. Deviated
  177. Connected
  178.  
  179. Passive
  180. Bloodline
  181. Twisted - trait that allows player control.
  182. Insight
  183.  
  184. Ability
  185. Identify: Able to determine rough stats and other info from target. Including possibility of turning them and weaknesses/strengths.
  186. Lowdown: You get down and dirty with whats going on. Useful for getting a more down to earth view.
  187.  
  188. Adviser hero has been upgraded.
  189.  
  190. -------------------------------------------------------------------------------
  191.  
  192. Dwarven Sapper heroic unit the 'demostructor'.
  193.  
  194. bonus Construction
  195. Demolition Master
  196.  
  197. Ability
  198. Boom Bang: Explosion aren't just so limited as one would expect...
  199.  
  200.  
  201. -------------------------------------------------------------------------------
  202.  
  203. Architect.
  204.  
  205. Bonus Construction
  206. Bonus Infrastructure
  207.  
  208. Ability
  209. Design: Able to create and plans for a special formula that can later be used.
  210.  
  211. -------------------------------------------------------------------------------
  212.  
  213. Prophet of Fate
  214.  
  215. Bonus psionic research
  216. Bonus morale
  217. Psionic Mastery
  218. Overseer-maintains the overmind and all hiveminds...solo
  219. Attuned- can detect problems and anomalies on an unusual level.
  220. >Psionic Master Template locked
  221. >Bonus Used
  222. >Prophet of Fate figured out telekenisis and even how to tap into the latent psionic energies of the Memor. Which could be directed, but it can be limited depending on how the Hiveminds are feeling.
  223.  
  224. Psionics: Hivemind, Mind blank, Nexus ME, Overmind, Hive to Hive, No Limits. Wrath. Psionic Stealth.
  225. Mutations: Base, Hivemind. Toughness.
  226.  
  227. -------------------------------------------------------------------------------
  228.  
  229. Morty - The blank skull. ( radiates death and gives info )
  230.  
  231. Info from Morty:
  232. "Eh its eh holy magic ain't my thing ya dig? Unless you like go undead they can't do shit against their own."
  233.  
  234. "Eh...vamps are a tricky bunch. More along the lines of living in their line of thought a lot of a time just a bit twisted and longer set frame."
  235.  
  236. -------------------------------------------------------------------------------
  237.  
  238. Bastion
  239.  
  240. Bonus Defense
  241. Living Fortress
  242.  
  243. Ability
  244. Total Defense: All stats transferred towards defense.
  245. Revenge: Upon taking an attack when activated add enemy damage upon your own.
  246.  
  247. Passives
  248. Immortal
  249. Awesome Pressure
  250.  
  251. By the way your old HQ...yeah.
  252.  
  253.  
  254. ---------------------------------
  255. Civ Info [C-101]
  256. ---------------------------------
  257. Faction Name: Stormblessed
  258.  
  259. 1 Fate points (They can add to rolls or cancel bad ones.)
  260. Super Boon (C 3) 1
  261.  
  262. Found a potential quarry largely overgrown and reasonably tapped out but still has some stone in it still. Not all that great quality but hey its stone slabs. Quarry has been found to actually be a quarry of earth stone. VERY useful and basic component/facilitator for earth magic.
  263.  
  264. Mining Complex is temporarily supplied and has monsters to deal with. Mining Complex is currently warded to keep the many monsters and undead out.
  265. >Mine has tin and iron so far.
  266.  
  267.  
  268. New Settlement: Name?
  269.  
  270. Infrastructure at settlement, Guard Towers, Palisade, and Enchanted Fortified Houses.
  271.  
  272. capable of housing 2,500.
  273.  
  274. Uber Boon for unit cohesion and patriotic discipline now unless they really fucking hate each other their willing to work together.
  275.  
  276. Patriotic Discipline has also been upgraded as well now units believe in the boss even MOAR
  277.  
  278. 3 units holy hand grenades.
  279. 8 units of cash(?)
  280. 8 units of holy gas
  281.  
  282. ---------------------------------
  283. Area Info [A-456]
  284. ---------------------------------
  285.  
  286. To the north is hills and later mountains. There are waterways coming down from there.
  287.  
  288.  
  289. East a few lakes.
  290.  
  291.  
  292. West is a forest.
  293.  
  294.  
  295. South is plains.
  296.  
  297.  
  298. According to the locals forest is home to elves, monsters, and worst.
  299.  
  300. North is savages in the hills.
  301.  
  302. East is a more heavily colonized with a few trade towns who exploit the lakes.
  303.  
  304. South is some nearby kingdoms. Beyond them or the forests somewhere lurks your homeland.
  305.  
  306. The route provided by Mort ( for the Mining Complex) is indeed amazingly intact...if rather wrecked. Troops did encounter a few undead and some monsters but it was indeed mostly safe as requested. Alas the entrance and exit are both a bit off the mark...some mining and adjustments could fix that with a bit of work though.
  307.  
  308.  
  309. Info Dump:
  310.  
  311. Richard managed to ease relations between groups while rooting out trouble makers with someone known as 'lovely ass'. Its thanks to him and this 'lovely ass' that no trouble occured and more importantly no internal info was leaked.
  312.  
  313. ever. Not a single speck of info escaped and 'spies', assassins, and other 'troublemakers' had a bad habit of never making it through.
  314.  
  315. Apparently in his memoirs he makes assurances that even with him gone info shouldn't be leaked but expect some additional internal strain. Mostly due to him being the 'face' of the team while 'lovely ass' was the dagger.
  316.  
  317. With him gone things will be more lop sided and strained. however in the dossier it informs you that 'lovely ass' will keep up the work...and deeper in it offers a damning report from 'lovely ass'.
  318.  
  319. ...the report contained 'acquired' info from those dealt by this codename 'lovely ass' and none of it was good.
  320.  
  321. Mountains: Dwarf holds, toughened mercs, and beyond them passes of kingdoms are neutral except for the problem of monsters in mountains.
  322.  
  323. Hills: overridden with barbarians best beware. They trade with the dwarfs in mountains for gear and raid happily. Detected monster masters among them.
  324.  
  325. Mountains: noticed high elven concentrations, wasn't worried but also encountered dragons. Even worst found some countries deeper in. Here they ship out both mercs and raiders. Major source of troops from lake town and scary ass raiders commonly mistaken for barbarians. Beware those fucking 'bandits' from them.
  326.  
  327. >Hills
  328. This place is ruled by savages. This would be the norm bu they got some good deals in the mountain and worst yet they are often used as a 'cover'. Normally wouldn't be too bad but I have confirmed the rumors of monster masters. They are real and the few passes in the mountains are only open thanks to the dwarfs.
  329.  
  330. Lakes: Good news is they got excellent trade, bad news is they are swimming in mercs and bandits. Even worst i have heard rumors from them...that there is another legendary legacy on the move from this part of the area. Sadly I was unable to confirm which one but I WAS able to confirm there is one besides the general who also woke up.
  331.  
  332. South: Typical warring kingdoms lots of undead lurking but not so much monsters due to them keeping em down. Not much to say besides the scary concentrations of them...and unlike up north these ones aren't sleepy.
  333.  
  334. West: ...no good news except for the one known as little lady is the only friend you got in this neck of the woods. An old friend of General is here and making a move soon. The vampires are angry and Banshee is pissed. In other words the undead here are the move.
  335.  
  336. Normally wouldn't be too bad except that i dug around among the monsters...a certain warlord is teaming up with the monsters and undead while bringing in outside help.
  337.  
  338. Don't know how but it would appear this warlord as it good with the undead and got himself a monster master.
  339.  
  340. besides the movment of other factions i have other critical info regarding major powers who aren't factions.
  341.  
  342. In the homeland around General the place was once active...but now that it isn't the undead here went to sleep.
  343. With the elves getting their ass kicked the monsters also calmed down and the bandits found better looting elsewhere.
  344.  
  345. That has all changed.
  346.  
  347. The undead have been woke up and warlord has already scouted out our forces. They plan to strike hard and fast.
  348.  
  349. From what I can understand this warlord is no slouch and an old enemy of general.
  350.  
  351. Normally it works like this in the cycle.
  352.  
  353. In 'civilzed' turf wars between kingdoms and undead awake.
  354.  
  355. In 'wild' lands you got savages and monsters with undead asleep.
  356.  
  357. bandits are active in both.
  358.  
  359. The things regularly cycle between those two.
  360.  
  361. NOw i did some flying and moving underground.
  362.  
  363. here is what I found.
  364.  
  365. In the skies you got flying monsters and the usual pretty empty up there as usual.
  366.  
  367. Problem is underground. There despite the countless ruins and underground monsters are the sleeping undead.
  368.  
  369. During the cycle when things change to shift the things that aren't active? They tend to actually be the strongest yet laziest.
  370.  
  371. Problem is when you wake them up. So all the undead there...have awoken and are more or kinda angry.
  372.  
  373. Even worst we called down a holy host on their ass so they are PISSED.
  374.  
  375. And these ones...they aren't weak. They are old, clever, and smart.
  376.  
  377. Undead don't get old without being strong and unlike their youngers they are calmer so wont be proven to typical mistakes.
  378.  
  379. This region WAS one that was being converted to wild lands but got interrupted. Hence all the ruins and relatively sleepy undead.
  380.  
  381. ...its because they were starting to enter a deep slumber as the monsters and savages encroached.
  382.  
  383. We sorta fucked things up with all the large and loud booms. They are pissed because of Holy Hosts they wont be able to afford to sleep it off because now the Holy Hosts no their shit.
  384.  
  385.  
  386. As for other powers besides the factions...these ones you need to watch out for.
  387.  
  388. In the North: Dragons, Monster Masters
  389. East: Legendary Legacy, misc.
  390. South: Monsters, Undead
  391. West: Monsters, undead, and old 'friends'
  392.  
  393. I got asked by 'lovely ass' to investigate beyond the woods and check out relations.
  394.  
  395. So I did.
  396.  
  397. And here it is.
  398.  
  399. They remember and are still after him. Even worst they have spread word its why General had to settle in nowhere. Normally this wouldn't be a problem until stuff got settled but during my travels...
  400.  
  401. well here it is.
  402.  
  403. Agreements went down with the dwarfs and elves towards the Holy Host.
  404.  
  405. WHO by the way plans to commence a FUCK huge PURGE.
  406.  
  407. Due to your central location...they plan to set up here as they expect the heaviest fighting will be here.
  408.  
  409. They are 'mostly' right but this is only true once they get underground.
  410.  
  411. They are expecting a HARD ass fight and for good reason. They know the undead here are 'sleepy' and so they aren't hestitating to bring out the big guns.
  412.  
  413. Naturally the undead aren't either.
  414.  
  415. Their deal with the dwarfs is to strike up north and supply deal. The elves pact in exchange for their aide....they must help them with the forest to the west.
  416.  
  417. I asked Wuz Vaerog about what the undead will be up to....son of a bitch actually smiled at me(which he never does) before explaining the undead will do the following.
  418.  
  419. 1 organize
  420. 2 prove
  421. 3 play
  422.  
  423. The undead are hooking up with each other and the older undead plan to have the younger undead 'prove' themselves. Then they 'play'. According to him the planning is already underway and messengers have been sent.
  424.  
  425. Shit is gonna hit the fan like you wouldn't belief the the OLD fuckers apparently see this entire affair as a game. The youngers however are the only ones worried...
  426.  
  427. Now this isn't exactly what Lovey Ass wanted but just wait I am getting there...it ties in with it something nasty.
  428.  
  429. For you see...when the elves get shit settled?
  430.  
  431. When those woods are 'claimed'?
  432.  
  433. When the stuff is settled and your exhausted from the attacks?
  434.  
  435. THAT is when they will strike.
  436.  
  437. According to my birdies tell me they will strike from the West and the East crushing your exhausted forces in the center.
  438.  
  439. All they have to do is wait for the holy hosts to do their job and pave the way...so they can mop us up once their dead.
  440.  
  441. Even more concerning though I heard something bad from from up north and i have suspicions regarding the monsters which i planned to investigate but didn't have the time.
  442.  
  443. now for other forces around you without factions...
  444.  
  445. These were the hardest but I dealt with most of them.
  446.  
  447. The exceptions being the following
  448.  
  449. Major monsters: Fuckers are up to something got the weaker ones though...
  450.  
  451. Bad Ass Bandits: they are GOOD at what they do.
  452.  
  453. Elder Undead: liches...smart liches of the non crazy variety
  454.  
  455. Solitary Magi: a few towers and shit
  456.  
  457. heroes: including some royal tiers.
  458.  
  459. I wasn't able to deal with them all in the vicinity so watch out.
  460.  
  461. -----
  462. Lovely Ass report
  463.  
  464. You are continually being spied upon, sabotaged, and other dark attempts.
  465.  
  466. They have all been blocked as of yet but you have many enemies and they are getting smarter.
  467.  
  468. They will also be coming for you.
  469.  
  470. did some investigating...the General's family who all died who didn't stab them in the back?
  471.  
  472. They aren't all dead.
  473.  
  474. A few managed to slip away successfully and have taken up refuge among some debt and honor bound protectors in the forested mountains in the far west north west.
  475.  
  476. I have been able to hold them off for now but once they start going magic heavy this wont always be true.
  477.  
  478. They been after you ever since they ran away.
  479.  
  480. Your remaining true family...some are still alive. For how long...well who knows but they don't have me covering for them.
  481.  
  482.  
  483. ---------------------------------
  484. Undead of the Forest [UDF-999]
  485. ---------------------------------
  486.  
  487. Huey Behehu ( the behemoth that got hit by a shoe )
  488.  
  489. Lady Alizametha Nezavi ( aka little lady )
  490.  
  491. Vasidar Zikar the warlord ( Soldier Champion turned wanna be noble) Father to Saren, enemy with ties to undead.
  492.  
  493. Rigar Vorca part of the barbarians whom you helped out on a few occasions arrived.
  494.  
  495. Silvia (Crazy, body hopping banshee ) mother to Saren, likes female elven bodies as sacrifices.
  496.  
  497. Saren ( sworn to the God Balizar and of Silvia's court ) talented necromancer and master of flesh both living and dead. He is a chef.
  498.  
  499. Slesh the Slaughter ( Mighty Tiny Slesh ) hates elves
  500.  
  501. Rathos: Is the big wig among the spectres of these haunted woods. The dude is so strong he stopped being ethereal. Rathos likes his chains for tearing the souls out of people or maybe tearing them apart usually depends on the mood the big bad boy is in. Also uses his chains as armor but can also flicker back and forth. Best advise to NOT get hit when he is flickering you don't want to know what that does to you.
  502.  
  503. Karzi Vonni the local vampire count I'll introduce him after the others as he always takes the longest as he ADORES company. As in you show up at his place and become a guest you wont have to worry about getting eaten. Good luck making it there alive though, but hey if on the other hand your alive but not so intact he'll even patch you up! Real nice guy once you get passed his coven.
  504. +Trade Agreement, treaty of truce and we gained access to special vampiric merc units.
  505. >Merc units are Vampire Necromancers, magi, Soldiers, Assassins and Knights.
  506.  
  507. Vamp Info:
  508. "While the old ones are sated the younglings are not. They don't know any better and can cause trouble."
  509.  
  510.  
  511. skeletal lord or lady Alex I still honestly don't know which. Might have to do with old Alex likes to collect and exchange bones. Knows all about the damn things too even in ways you wouldn't expect.
  512.  
  513. Free tip never ask Cronx about the nature of bones in things that don't have any. You wont ever regret it.
  514.  
  515. Dave ( massive skeletal monstrousity) by the way he is a nice guy so long as you bring him a bone he'll let you past otherwise he'll kill you and take you for whatever your good for
  516.  
  517. Mort: Undead trader, well dressed and rich.
  518.  
  519. ---------------------------------
  520. Troops [ T-1000 ]
  521. ---------------------------------
  522.  
  523. You are currently only able to pay upkeep for {14 units}.
  524. If you are unable to pay upkeep for every turn penalties for such will increase ever more.
  525.  
  526. 1 Super Soilder - An army on their own and probably the last of their group.
  527.  
  528. 1 Clerics(human): Garbed in robes and breastplate with a few weapons and staves among them. They can offer a number of spells as well.
  529.  
  530. 1 Dwarven Runesmiths: A detachment of the mighty runesmiths and their strange magics. Very potent but time consuming.
  531.  
  532. 1 Dwarven Troopers: Typical dwarven troops all garbed in the legendary dwarven steel. All armored heavily wielding thick short blades and shields. Has few other weapons available like spears and axes but not enough to equip all of themselves with it.
  533.  
  534. 1 Foxy Katonines(monster): A group of monsters led by Falon who were persuaded to work with you. Its worth noting that they all have many lives and for each life they lose they get even stronger. One can determine this by how many tails they possess. For each tail they have they have lost a single life. Eventually though they DO die when they use them all up.
  535.  
  536. These ones are special even among their kind for their trickery, magic, and cunning.
  537.  
  538. 1 levy: Turncoat Levies with...1 special and 1 officer unit. Padding clothing or leather armor if lucky. Weapons are mere spears and light shields. (Reenlisted)
  539.  
  540. 4 Oozes.
  541.  
  542. 1 Beastly Boars (monster unit) a particular mean breed of dire pig taken to new heights. Most claim they were a certain blood experiment and breeding project gone wrong created these things.
  543.  
  544. 1 War Hogs.
  545.  
  546. 1 Hobgoblin (stupid goblin bonuses):
  547.  
  548. Hobgoblins are a monster unit...but are well true soldiers. Except them to be mean and ugly.
  549.  
  550. They are part of the goblin family but are notorious for their waging of warfare and look down upon most of their brethren.
  551.  
  552. {MIA} 1 Scourges(Undead): Elite special undead who are rare, powerful, and very old.
  553. 2 units of undead (Gained from Scourge)
  554.  
  555. (Info dump)
  556. Are noted for their ability that upon slaying something they will later rise up joining them, their foul touch that spreads necrosis to the living, and the necrotic plague they carry which infuses their surroundings with necromantic energy both empowering the undead and harming the living.
  557.  
  558. led by Wuz Vaerog and their equipment leaves much to be desired as they appear to be rotting garments, corroded armor, and rusted weapons. Until that is you realize their gear is actually quite corrupted powerfully...
  559.  
  560. The undead think you are the possibly the new incarnate of a living legend and the previous one whom they served was an overlord...
  561.  
  562. and apparently a right evil dick according to them.
  563. -(Dump End)
  564.  
  565. 1 Plagued Terrors. Beings who lurk within the many terrible tombs...these are special for their Plagued Ability. According to them an undead plague is sweeping through this land as the undead awaken. Currently the strongest of the undead is the unified Umpire but according to them others too shall arise...they warn of a lich or three whose been disturbed.
  566.  
  567.  
  568. 1 unit of Night Knights.
  569.  
  570. (Info dump on Knights)
  571.  
  572. There in lies a tale of knights of the night who despite their code and so called chivalry as well as their nobility threw it all away to ply in the night. Robbing, killing, and being real bastards.
  573.  
  574. However much to the utter horror of those who pursued them they were as tough to catch as the greatest bands of bandits and fought as well as the mightiest of knights.
  575.  
  576. They eventually earned the title Knights of the Night and unlike the rogue orders...they are much much nastier. What is known that despite their acts of banditry...they still maintain some sort of code and unlike many Rogue Orders they flourish on the wrong side of the line.
  577. -(Dump End)
  578.  
  579. Luckily for you though 4 of these units can be absorbed by our base pop if allowed.
  580.  
  581. Sadly you'll be missing out on the levies and barbarians if you allow them to dissolve.
  582.  
  583. Beastly Boars(will come up with new name as the are classified a Beast type monster unit) will be broken into your animal stat.
  584.  
  585. -------------------------
  586.  
  587. {KIA} 1 Grunts(human) Equipped in light leathers and a basic melee weapon. Strong, tough, but rather dim witted and poorly armored.
  588.  
  589. {KIA} 1 Ruffians(cheap bandit unit not terrible per a say though...)
  590.  
  591. {KIA} 1 Barbarian unit during the raid.
  592.  
  593. {KIA} 1 unit of hob goblin soldiers. (Lost in battle)
  594.  
  595. -------------------------
  596. Lost in the mad bandit fight
  597. -------------------------
  598.  
  599. 1 Dwarven Alchemists: Lightly garbed(gotta run when something abut to go boom) but equipp with a number of interesting concoctions. Poor fighters but they do have such interesting tricks...
  600.  
  601. 1 Dwarven Sappers Amount: Just as dwarves are noted for their mighty bastions of awe inspiring fortifications these cheeky cunts are devoted to wrecking it all as only a dwarf could. They are equipped in the tools of their trade.
  602.  
  603. 1 Dwarven Shooters: Equipped in lighter steel rainments they are noted for their deadly aim of their crossbows and when the enemy closes in on them mighty strange devices that belch fire, smoke, and metal before engaging with pikes.
  604.  
  605. 1 barbarians ( Enemy's Scouts turned )
  606.  
  607. 2 civilized human. ( 1 is turned from enemy scouts )
  608.  
  609. 1 poor peddlers.
  610.  
  611. 1 veteran magi: 1 unit of veteran mages with a special and officer unit among them.
  612.  
  613. 1 puppeteers.
  614.  
  615. 1 Puppets
  616.  
  617. 1 Felled Fighters.
  618.  
  619. 1 Exceptional Everybody
  620.  
  621. 1 Gretch
  622.  
  623. 1 Heavy Infantry: (Hurt) +Upgrade Bad Ass (+1 all, HP is boosted to 400%) Turncoat Heavy Infantry equipped in heavy armor, tower shield, and bastard sword. These mighty warriors are a true force to be reckoned with.
  624.  
  625. -------------------------
  626.  
  627. Evan has taken a single levy, mage, a hobgoblin, gretch, and the exceptional nobody with. {Exp Gained}
  628.  
  629. ---------------------------------
  630. Troop On Goings [ TG-789 ]
  631. ---------------------------------
  632.  
  633. "Ahem I wish to alert you that the dwarven runesmiths and alchemists both have expensive upkeeps."
  634.  
  635. "Dwarves aren't expensive but with our uh discounts they aren't too much accept for the previously mentioned units as well as the runesmiths and alchemists both helping to supply the sappers."
  636.  
  637. "Currently the undead forces are hanging out deep in the canyons around the keep. We have noted that their necromantic stench is begining to take hold within those crevasses. Good thing their leader Wuz made sure to not be around our own forces. It IS however a pain to contact them."
  638.  
  639. "Currently cleric forces are using their magic to help supply food and healing/blessings with whatever is left."
  640.  
  641. "Grunts, Dwarf troopers, and shooters are mostly been stuck with patrols and guard duty. On the plus side this recent activity has done wonders with keeping down local threats much to the pleasure of nearby villages."
  642.  
  643. "Sappers meanwhile have been busy repairing the keep and building the odd fortification here or there. With the distinct possibility of them later destroying it."
  644.  
  645. "Odd fellows but certainly not lacking in the touch of destruction. So far their current goal is building earth works near the local villages."
  646.  
  647. ---------------------------------
  648. Look Around of Troops [ LAT-489 ]
  649. ---------------------------------
  650.  
  651. Grunts appeared rather neutral but tired of dealing with lesser non military duties.
  652.  
  653. Clerics would like some proper religious channels and less duties.
  654.  
  655. Dwarven alchemists and runesmiths want proper materials for their work.
  656.  
  657. Dwarven troops and snipers are deeply unhappy with having foul goblins and riff raff among them.
  658.  
  659. Dwarven sappers are bored...also would like some proper supply channels rationing sucks arse.
  660.  
  661. The katonines seem...oddly happy. Apparently they don't mind current affairs one bit.
  662.  
  663. Scourges are tired of waiting in dark crevasses of the canyons. They want to hurry up and prove yourself or else.
  664.  
  665. Turncoat Levies are tired of being bullied by all the other units, forced to do tasks, not looting, and are exhausted. They are the closest to breaking and would prefer to being released if they aren't gonna do any duties...
  666.  
  667. The heavy infantry are satisified but bored.
  668.  
  669. The oozes...are well oozes.
  670.  
  671. Beasts could use proper facilities...
  672.  
  673. Hobgoblins are wishing for expansion and are sick of the nearby dwarves...strangely their views towards humans have improved quite recently for some reason...you have no idea what it could be...
  674.  
  675. Barbarians are tired of lesser duties and unless they get action would rather be released from service. Unlike the levies though they aren't quite at the breaking point.
  676.  
  677. Ruffians would like some proper action...
  678.  
  679. Veteran Magi and puppeteers would like proper facilities and supplies...
  680.  
  681. Felled Fighters are bored...
  682.  
  683. The Night Order Knights desire some proper action and banditry. They state that the rumors are proving quite disappointing see the lack within leader.
  684.  
  685. ---------------------------------
  686. Enemies [ E199 ]
  687. ---------------------------------
  688.  
  689. Chieftain Rignoc.
  690.  
  691. Double up ability activated Richard is now disabled.
  692.  
  693. TURN ability as FAILED his personnel guard wont nearly so easily be swayed against him...
  694.  
  695. "Bah you sneaky cunts believe you can get my own to betray me?"
  696.  
  697. Our attempt to get him to duel as failed.
  698. Failure reason is the following.
  699. >Trickery
  700. The chieftain is not amused in the slightest and is even a bit offended over it.
  701. Barbaric forces appear to be withdrawing.
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