War of Dragons

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You are a Dragon. In this world, that means you battle with your fellow Dragons, for magical...
Intro

Terrabrand

the Ordainer
Location
The Great Beyond
Pronouns
He/She/They
You are a Dragon. In this world, that means you battle with your fellow Dragons, for magical control over Territory. No two Dragons Territory may overlap, and no Dragon may leave its' Territory. You intuitively know, that if you ever extended your Territory across the whole of the world, you would control the rules of reality itself. You desire this, instinctively.

You know, though you have yet to succeed at this yourself, that any Dragon that slays a Dragon acquires a portion of it's power. You also know that Dragons can not be slain save by other Dragons. Aside from Dragons, every Dragon possesses a brood of Wyrms, which are like lesser versions of itself. You know of no other creatures that matter.

What world do you live in?

[] A vast, almost endless ocean. There is earth, at every boundary, but never has any Dragon seen such a thing as a Sky. (Plane of Water)

[] A labyrinthine network of tunnels. Full of metal, you navigate this maze easily, and wide open spaces are nigh unheard of. (Plane of Metal)

[] A land of open fields, ruled by a great ball of fire in the sky half of each day. Dragons become lethargic in its absence. There are forests, oceans, rivers, mountains, and so forth, but none can be said to dominate the world. (Plane of Fire)

[] An open space, little obstructed by earthen objects, and ruled by mighty winged Dragons. A world of winds and war, with precious little that lacks the capacity for flight and violence. A great light travels, always in the far distance, never closer no matter how hard you fly. (Plane of Wind)

[] A land, dominated by massive trees. You have never seen the sky, though the Wyrms you once sent beyond the highest canopies told you of the empty space beyond, and the massive glowing sphere in the far distance. Little scurrying creatures travel in the undergrowth, and up and down the mighty trunks. They are not connected to Dragons, and therefore they are insignificant. (Plane of Wood)

All Dragons can be said to come in one of three general sizes. Among your peers, you are...

[] Small. Wyrms are a similar size to you, as are some of the noisy, frail creatures you have met. You believe they may have attempted to speak to you. But they were neither Dragons nor Wyrms, so you did not care. (Roughly human scale)

[] Large. You are the mightiest of beasts, no creature is larger than you... Save the larger Dragons. (Big, in the general kind of range of a whale. A large whale.)

[] Colossal. You don't understand what this "Terrain" the smaller Dragons speak of is. Is that the thing you crush under your mighty claws, as you walk around? (Pretty much in the size range of mountains.)

Note: Smaller Dragons have more ability with magic and are more agile, albeit size has the obvious advantage in strength. Larger Dragons also typically have a larger brood of Wyrms, although the Wyrms are always about the same size regardless of the Dragons' size

This is a setting I've slowly developed over the years. It's a setting in a Multiverse context, to be specific. The quest is taking place in the misty past of the setting. In this early age, the Multiverse was divided into six vast planes, Fire, Water, Metal, Wood, Wind, and Spirit, basically pulling from traditional Chinese elements and throwing in Spirit, with each plane in some sense dominated by their concept by not simply homogenously made of it. The Dragons could be found an every plane, and their nature matched the plane. Whichever Dragon first conquered it's entire plane would gain control of the multiverse itself, which canonically was a Spirit Dragon, whom then set up the spirit plane as an afterlife, divided all the other planes Dragons into their own little dimensions, and a bunch of other stuff not relevant here. Point is, I'm handling this as a sort of alternate history, of, what if a different planes Dragon succeeded, with the questers taking the role of said Dragon.

There will be more to vote on about the character than this, but it's important to get these bits outta the way first.
 
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Character voting, Phase 1 results+phase 2 options.
Allright, voting is now closed.

Vote tally:
##### 3.21
[X] An open space, little obstructed by earthen objects, and ruled by mighty winged Dragons. A world of winds and war, with precious little that lacks the capacity for flight and violence. A great light travels, always in the far distance, never closer no matter how hard you fly. (Plane of Wind)
No. of votes: 6
Alex pears, Troglodyte, Random Member, Dragonloli123, Wirdo, Aabcehmu
[X] Colossal. You don't understand what this Terrain the smaller Dragons speak of is. Is that the thing you crush under your mighty claws, as you walk around? (Pretty much in the size range of mountains.)
No. of votes: 21
Alex pears, erlking, AZATHOTHoth, Cornix Argentus, Troglodyte, Random Member, Random Member, Random Member, Random Member, Random Member, Random Member, Random Member, Random Member, Maragas, Excalibur, Vanestus, veekie, Dragonloli123, Zaratustra, Synergy, indra, Wirdo, Havocfett, Aabcehmu, HecateGW, butchock, Demonic Spoon, Thanatanos
[X] A land, dominated by massive trees. You have never seen the sky, though the Wyrms you once sent beyond the highest canopies told you of the empty space beyond, and the massive glowing sphere in the far distance. Little scurrying creatures travel in the undergrowth, and up and down the mighty trunks. They are not connected to Dragons, and therefore they are insignificant. (Plane of Wood)
No. of votes: 9
erlking, Random Member, Random Member, Random Member, Maragas, Synergy, indra, Nevill, butchock, EvilPorygon, Demonic Spoon
[X] A vast, almost endless ocean. There is earth, at every boundary, but never has any Dragon seen such a thing as a Sky. (Plane of Water)
No. of votes: 4
AZATHOTHoth, Random Member, Random Member, Vanestus, SoaringHawk218
[X] A labyrinthine network of tunnels. Full of metal, you navigate this maze easily, and wide open spaces are nigh unheard of. (Plane of Metal)
No. of votes: 5
Cornix Argentus, Random Member, Random Member, CeBrudras, veekie, HecateGW
[X] A land of open fields, ruled by a great ball of fire in the sky half of each day. Dragons become lethargic in its absence. There are forests, oceans, rivers, mountains, and so forth, but none can be said to dominate the world. (Plane of Fire)
No. of votes: 5
Random Member, Random Member, Excalibur, Zaratustra, Havocfett, Thanatanos
[X] Large. You are the mightiest of beasts, no creature is larger than you... Save the larger Dragons. (Big, in the general kind of range of a whale. A large whale.)
No. of votes: 3
Random Member, CeBrudras, Nevill
[X] Small. Wyrms are a similar size to you, as are some of the noisy, frail creatures you have met. You believe they may have attempted to speak to you. But they were neither Dragons nor Wyrms, so you did not care. (Roughly human scale)
No. of votes: 3
Random Member, SoaringHawk218, EvilPorygon
[x] Plane of Wind
No. of votes: 1
UbeOne
[x] Colossal
No. of votes: 1
UbeOne

Unless I'm terribly mistaken, the winners are...

The Plane of Wood and Colossal Size

Next round of voting, then

All Dragons have some particular quirks, unique to them, that sets them apart from all their brethren. What is unique to you? (Each and every Dragon has it's own peculiarities. They tend to feature things that break physics. And can't be replicated, generally, except that a Dragons' brood of Wyrms express these same quirks to some degree. Established examples within the setting include a Dragon with a peculiar connection to death, who, among other points, has Wyrms that can kill other Dragons, a Dragon with the ability to successfully mimic most anything used against it, and a Dragon that can turn other creatures into hive mind clones of itself, with no difference between the original and copies. There tends to be a relationship between a Dragons Plane and unique quirks.)

[] Write-in (Quirk plans should include some weird stuff that makes them exceptions to the general rules, a basic physical design, as there is a strong correlation between quirks and form, a name for the Dragon, either a straight English description of the theme in effect eg the Dragon that makes things into hive-mind clones of itself is called It-That-Infects and there's a few other Dragons with similar names, or with a meaningful title appended as part of the Dragons name, as Dragon names tend to be related to their quirks. Additionally, it should include any more minor nonstandard features, eg breath weapons, phasing through the ground, etc, as well as a design for the Dragons' Wyrms. There is typically a uniting theme to the Dragons quirks, and there are Dragons that break essentially every rule: There's a Dragon that can leave it's territory, there is a Dragon who's Wyrms can kill Dragons, as previously mentioned, etc. Dragons quirks can almost always be reasonably described as "unfair", at least when discounting the fact that every other Dragon has its' own. Don't worry about being too power-gamey, in short, that's normal for Dragons)

Aside from your unique quirks, you can be said to have what kinds of strengths, amongst your peers?

[] Your sheer physical Might. Pound for pound, you are among the strongest and toughest of Dragons, and your Wyrms are likewise advantaged over other Dragons' Wyrms. (Might and Brood, Might advantage)

[] Speed and Agility. You find most other Dragons to be slow, and poor at maneuvering, compared to yourself. Dancing around their attacks and striking at the weaknesses in their forces proves most effective. Your Wyrms, unsurprisingly, are much the same (Agility and Brood, Agility advantage)

[] Greater than usual Influence on your Territory. The terrain, the shapes of the creatures, the minds and instincts of the same... All, twisted over time, to suit your purposes. Other Dragons scoff at the lesser creatures. You? You turn them into one of your greatest weapons. (Influence advantage)

[] Masterful Weaving of magic. You are among the greatest of Dragons of your size, in your ability to use magic. Other Dragons struggle to break your enchantments, and not only do their enchantments pale in comparison to yours, but you can shatter them with contemptuous ease. (Weaving advantage)

[] Unmatched ability to project Territory. In a contest of Territory, you have few equals- and therefore few Dragons can lay a claw on you while your will holds strong. (Territory advantage)

[] Wyrms. Other Dragons laugh, until they see how each of your Wyrms hits harder, moves faster, and takes more punishment to go down than theirs. Your Wyrms also possess respectable skill at Weaving magic, and you have so many more Wyrms than those fool Dragons... save for others with a similar focus on their brood. Who needs personal strength, when a tide of superior, expendable minions can wear down your foes, leaving them weak, and ripe for your finishing blow? (Brood, Quantity, Brood, Might, Brood, Agility, and Brood, Weaving advantage)

[] Well, nothing, really... But your quirks are particularly strong and advantageous, and your Wyrms inherit them to an exceptional degree. (Brood, Inheritance advantage, + quirks extra strong)

[] Write-in

Though it is distasteful to admit weakness, you have some weaknesses, if only relatively. What are they?

[] For a Dragon your size, you can hardly be thought of as mighty. Your strikes lack force, and your hide tears easily. So too, do your Wyrms struggle in direct clashes of claw and fang. (Might and Brood, Might disadvantage)

[] You are slow by Dragon standards, and can not be reasonably described as Agile, amongst your peers. So, too, are your Wyrms cast from the same mold. (Agility and Brood, Agility disadvantage)

[] You have witnessed other Dragons affect change on their environment, through their control of their Territory, but when you tried to do the same, you could hardly enact the smallest changes you desired. (Influence disadvantage)

[] Where other Dragons might enchant dry brush to not burn, or grass to cut like blades, you can hardly coax minor effects out, at great effort. Your enchantments break disgustingly easily, and enemy Dragons' enchantments resist even the full force of your will for a frustratingly long time. (Weaving disadvantage)

[] You find that other Dragons are usually just better than you at the whole claiming Territory thing. Rarely do you win a straight contest for Territory control, winning instead by injuring or distracting your opponent so as to reduce their ability to claim Territory below your meager natural ability. (Territory disadvantage)

[] Wyrms. Your Wyrms are few, and weak, and all around of poor quality. You can only ever get real use out of them as utility pieces, against most Dragons, and have to rely on yourself to get the job done. (Brood, Quantity, Brood, Might, Brood, Agility, and Brood, Weaving disadvantage)

[] Nothing stands out. Just... You can be said to be just average at best, in all areas of ability, aside from your specific strengths. (slight general disadvantage)

[] Write-in



Mechanically, this Quest will be weighted towards being a narrative quest, in the sense that if you have a good strategy, or a clear natural advantage, that'll be more important than how the dice roll. Still, to reduce bias on my part, I will be doing some dice-rolling to guide how things play out, and will have some stats for defining relative advantages and disadvantages of Dragons etc. specifically...

Might: How strong and durable the Dragon is.

Territory: The Dragons' ability to claim and hold magical Dragon territory, both in terms of reach and in terms of contesting another Dragon doing the same. Dragons can hold an infinitely large amount of territory, barring Dragon interference, but another Dragon trying to steal their territory from one side of their territory while they are on the far side from them will find it easier.

Weaving: The Dragons' ability to work Dragon magic in their territory. The centerpiece of a Dragons magic is enchantment, which can both be used in a slapdash instant effect manner (eg stirring the winds, creating fire etc.), and by attempting to add persistent modifications to objects or creatures. For enchantments that leave their territory, they have to resist outside influence, particularly from enemy Dragons. High Weaving both makes ones' enchantments more resistant, and makes the Dragon better able to dispel enemy Dragon enchantments. Also improves the effects of the enchantments themselves.

Influence: Dragons passively alter the terrain and lifeforms in their territory towards their themes, creating 'unnatural' evolutionary pressures and warping terrain features to match, as well. They can also apply this intentionally and actively to do such things as create fortifications or twist creatures into their tools. Influence is the Dragons' impact on the terrain and creatures in it's territory, both unconscious twisting to match the Dragons' themes, and conscious manipulation for advantage.

Agility: The Dragons' overall speed, agility, and mobility.

Brood, Quantity: 'breeding' speed of the Dragons' Wyrms/how many they get per square mile of territory.

Brood, Might: Might, for the Dragons' Wyrms.

Brood, Agility: Agility, for the Dragons' Wyrms.

Brood, Weaving: The Dragons' Wyrms ability to Weave enchantment. They can only do so in their Dragons' territory, lacking territory of their own.

Brood, Inheritance: Degree of expression of the Dragons unique traits in the Wyrms. A low value implies fairly 'mundane' Wyrms that cleave to the rules of thumb, while a high value leads to Wyrms that are much closer to Dragons' own quirks.

Want an advantage or disadvantage not covered by those stats? No problem! Just submit it as a Write-in and I'll figure out how to handle it, making a stat if necessary.

Note that a larger number of disadvantages means a smaller degree of disadvantage in each. The same goes for advantages: if your only advantage is Might, you are mighty indeed, if it's one of three, less so. etc

...Whew, that took longer than I intended. This voting phase I plan to leave up for at least a few days.
 
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Character Sheet/Winning Submission
And thus our winner is..

[X] Quirk: You are called the Tap-Fanged One. You (and your brood) are possessed of the ability to absorb life-force, magical qualities, and similar 'liquid assets' through your fangs. Most often this is from enemy wyrms or life native to your territory, but in your magnificence you not only are able to tap from other proper Dragons (though you have yet to successfully obtain another's quirk, and are not certain it is possible), but from the great trees of the world as well, whence comes your great size, and even now you sometimes partake of the world-sap and revel in the feeling of growth. On a physical level, you and your brood are fairly diverse, as the absorption process takes its own toll on your forms. One constant are your fangs, always coming some number of pairs (you personally possess 54, the most out of all your brood, naturally), always large in comparison to your heads (in your case, your largest pair could easily be mistaken for something closer to tusks), and are always supernaturally sharp and durable. Besides that, your grand body in specific shares many similarities to the great trees on which you fed and feed still. Your body is covered primarily by thick, solid bark, with great green foliage unfurling from your brow and shoulders. In the cracks along your jaw and neck, and in the crevices of your joints, inky black fur grows sparsely from your golden, resinous inner-skin. When they have not strayed too greatly from your mold, your wyrms' bodies are most akin to this inner-skin, glistening wet and sticky, collecting detritus into a coat of wooden armor. Occasionally, the oldest will plant seeds along their brows and shoulders in homage to you, though the lack of world-sap in their diet prevents these plants growing much. You possess two arms and two legs, though you are equally comfortable walking bipedally or on all four. Your breath is minimally supernatural, healing mundane creatures and wyrms that are caught in it, as well as promoting explosive plant growth, but otherwise simply being the massive gust of wind that any creature of your size would produce by exhaling.

[X] Advantage: You have excellent, though not truly immense, ability to both add to your Territory, and to hold on to what you have already claimed, in addition to your quirk being strong, well-suited to the Plane of Wood, and exceedingly common among your wyrms. (Territory and Brood, Inheritance advantage, + quirks extra strong)

[X] Disadvantage: Your Territory is in some ways sentient and aware, and it is not happy with you. Your ability to expand it and your Influence are unchallenged — it is still your Territory and your mark is still clear to see in its environs — but there is some disobedient nature to it. Location is fluid and navigation difficult. Things are not where they should be. Some landmarks exist only some of the time, or are of less use than they should be, and sometimes you must follow strange and often contradictory rules to find what you wish. These rules are more static than spaces, but that does not mean that they do not change. Lesser creatures and the broods of foreign dragons have less difficulty, as they are tied to the nature of the Territory far less intimately, though they still have trouble. However, you and your wyrms must navigate with care, lest you become truly lost. (Tactical Movement disadvantage, Territory has fey moods)

The Tap-Fanged One

Dragon Size: Colossal.

Might: 16

Territory: 17

Weaving: 4

Influence: 10

Agility: 4

Brood, Quantity: 16

Brood, Might: 10

Brood, Agility: 10

Brood, Weaving: 10

Brood, Inheritance: 17

Territory held: 2 square miles, total.

Quirk: Tap-Fangs. Can absorb various liquid assets from creatures through fangs.

Special: Hostile Environment. When navigating Territory, Influence check is opposed by a 10 Influence 'phantom' opponent, thus friendlies move less smoothly and enemies more, typically.

Current assets: 48 Wyrms, various specs. 100 'liquid life force' (can be burned to heal any harm, quarter as effective against Dragon damage as other damage, but skips need for recuperation time outright either way), 20 'liquid enchantment' (can be burned on any Weaving attempt for a one-time effective boost in Weaving level)​


Alright, I need a bit more time to hammer out some details of the system, and don't want to just mandate how the Tap-Fanged One has his Wyrms specced, so I'm gonna throw up a new phase of voting while I hammer out the remaining details. Specifically...

[] Inititial Wyrm roles. (Write in. Give me a list of basic roles to fill and how many of the 48 Wyrms in each category, totaling to 48, of course. I'll figure out the details of what they've been munching)

and have a terrible map representing not the size, but relative placement of your Territory and all your immediate rivals



er... Any idea how to upload an image? can't figure this out.​
 
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A return after so long, and a vote on to reboot or not to reboot.
Hoo boy. It's been a long time. About two and a half years, in fact. I'm sure most of you have forgotten this existed, or assumed it was dead, or both.

Well, neither of those is the case. I've always intended to return to this, it simply turned out there was certain issues proving intractable, until recently. For those who had been around in the first place, it's back, for the rest of you, yes this has been in my signature the whole time.

A few days back, @Aabcehmu contacted me about this Quest. We had a bit of a back and forth, and wound up agreeing to him being Co-QM and from there worked out the kinks.

That said, with how long it's been, and having only just gotten through chargen, I felt it'd be wrong to simply resurrect the Quest when many prospective players weren't even around when I started this originally.

So I'm holding a vote. You've got two choices here. The first is we stick with the originally voted Dragon, Tap-Fanged One. Colossal Wood Plane Dragon, with all that entails, same Quirk, same name. Stats would be re-voted for, due to adjustments to the system, and all existing rival Dragons will be going away, to be generated from scratch. There will also be fewer of them- eleven was excessive.

The second option is a full reboot of the quest. New thread, voting from the very start, starting from Plane and all. Everybody gets a say in the Player Dragon, etc. So.

[] Stick with Tap-Fanged One, with some limited adjustments.

or

[] Full reboot, let me at chargen from scratch.

In case it sways opinions, the revolutionized mechanical framework is as follows...

Dragons now have the following stats to consider:

Personal Might: Approximate overall personal fighting strength. This does not factor in situational advantages and disadvantages or matchup favorability, but rather is an overall guideline.

Personal Agility: Approximate overall personal mobility. Not counting situational advantages and disadvantages.

Personal Weaving: Approximate overall capacity for Weaving, the draconic enchantment specialty. All Dragons can Weave enchantments, but that does not mean all are equally good. A Dragon Weaves anywhere within its Territory, losing a marginal amount of effectiveness over long range.

Personal Labor: The first new addition. Personal Labor represents the Dragon's capacity to work physically at basic, rote tasks. Mining, construction, smithing, carving, and so on.

Majesty: This is simply the previous Territory stat, but renamed to avoid confusion with the concept of how much Territory a Dragon presently holds. Majesty is a Dragon's natural ability to Territory Push and resist the same.

Influence: Influence describes a Dragon's passive and active control over its environment. A Dragon naturally twists the Territory it holds to its advantage, and can apply such more actively as well.

Brood Quantity: Brood Quantity describes how many Wyrms a Dragon can command and how quickly they replace them. Both numbers scale to Territory held, as well. A Dragon can command up to Brood Quantity in Wyrms per ten units of Territory, and will generate one-tenth (rounding up) of its Wyrm limit per turn at no cost, up to the limit.

Brood Might: This is the baseline Might each Wyrm commanded by the Dragon has. This is the same concept as Personal Might, but for Wyrms.

Brood Agility: This is, predictably, the baseline Agility each Wyrm commanded by the Dragon has. This is the same concept as Personal Agility, but for Wyrms.

Brood Weaving: The rate of effectiveness each Wyrm possesses at Weaving. Unlike Dragons, Wyrms Weave strictly at short ranges but also function independently of Territory in this regard. Note that only Dragons and Wyrms possess the capacity to Weave, and thus this is an area that cannot be replaced by mortal forces.

Brood Labor: The baseline Labor each Wyrm has. This is the exact same concept as Personal Labor, but for Wyrms.

TL;DR Brood Inheritance is out as a stat, but Dragons and Wyrms now track their capacity for plain old labor. The details have been refined however.

Furthermore, contrasting to the initial design, Small Dragons are now strong in Personal Weaving, Personal Agility, and Influence, while being weak in Personal Might, Personal Labor, and Wyrm Quantity.

Moreover, the turn-by-turn system has actually been developed meaningfully. The mechanics are below.

Each turn, a given Dragon has to deal with four things.

Goals: Goals are tasks the Dragon wants to do, or else needs to respond to. Attempting to kill an enemy Dragon right now is a Goals. Needing to stop ceding ground to an enemy Dragon is also a Goals. Goals are short term objectives by definition, they do not cover long term desires or plans. A Dragon may be working towards killing a Dragon over several turns, but turn by turn 'kill that Dragon' is not a Goal until they are per se trying to kill the Dragon in the here and now. Before that, they will be taking Goals such as to remove fortifications, seize Territory, kill troops, or otherwise position themselves to be able to make the kill. Goals may be set by outside forces and determined internally alike. A Dragon may achieve as many Goals as it likes in a turn, so long as it has the means by which to do all of them.

Obstacles: Obstacles are attached to Goal. An Obstacle is something that must be somehow addressed to achieve the objective. All Obstacles must, somehow, be addressed when planning to achieve a given Goal. Obstacles can include enemy forces in the way, natural conditions that somehow prevent you from advancing, and so on. An Obstacle is any force or condition that stands between you and the Objective.

Resources: Resources are individual assets that can only be applied to so many tasks at a time. Resources can have various properties, such as Agility, Might, Labor, Weaving, and so on that describe their approximate general effectiveness at a class of task. Resources include but are not limited to...

Wyrms: An individual group of Wyrms is a Resource. Note that Wyrms pool their Might, Weaving, and Labor when functioning as a single group, thus a group of ten Wyrms will work, fight, and weave ten times as well as a solitary one. Wyrms may also receive more nebulous benefits to Agility considerations due to eg walling off or flanking the opposition.

Dragon: The Dragon's body as such is a Resource. It is a particularly important Resource, as a Dragon loses completely if it is destroyed. Dragons are normally impossible to kill, except by the attacks of other Dragons. The Dragon can be applied directly to combat, labor, and use of their Quirk, and may be applied indirectly to eg Territory Pushes (which the effectiveness of is shaped by their present location)

Focus: A Dragon's mental capacity, to be split between tasks. Focus as a Resource is applied to Territory Pushing, Active Influence, personal Weaving actions, and use of certain Quirks.

Subconscious: A Dragon subconsciously Influences its Territory to its favor. While this occurs below their conscious awareness, it is by definition turned to the tasks they desire. Subconscious is a Resource used to perform Passive Influence actions, by which the Dragon reshapes terrain, creates or enhances resources and wildlife, and otherwise twists the physical world into their image and to their favor.

Mortals: Any Dragon can create mortal creatures. Mortals currently working for the Dragon are directed (generally via Wyrms) to perform tasks to the Dragon's benefit. This includes, but is not limited to, war, construction, self development (eg training, creating gear, etc), and recon. Mortals function broadly similarly to Wyrms; they are directly more powerful militarily and at labor in larger groups.

Structures: Be it assembly line or fortifications, a Dragon can produce structures and encampments and so on to enhance the productivity or effectiveness of the troops and so on they command. Structures generally cannot be moved readily, but are often more effort efficient to create.

Intangibles: Intangibles are things like intelligence on enemies and areas, environmental advantages, and more. Any Intangible can be potentially leveraged to deal with or help deal with any number of Obstacles in a turn, so long as it is relevant. Whether it is exploiting knowledge of the world's mechanics, the personality of another Dragon, natural environmental conditions, or the Dragon's Quirk, Intangibles are largely those things that cannot be said to exist in specific locations and cannot be per se destroyed (although some, such as intel reports, can become out of date and thus potentially worthless or actively harmful to try to use).

The mechanics as such are directly fairly simple. However, Intangibles and Resources will track the concepts of how they actually work. For example, deploying a fire-resistant army to face a fire breathing foe will work better than the raw Might scores would dictate. This is why Might and so on are qualified as the 'approximate overall' values, as things that should work better will get favorable weighting. Likewise, clever ambushes or other tactics can enhance effectiveness as well.

Note that there is also a random component. When combat is joined, I will be rolling dice as a random, proportionate modifier. Depending how the dice rolls, units may fight at up to + or - 10% of their actual Might score, for otherwise the same situation.

Casualties and other results are ultimately decided by fiat based on numbers and goals of the opposing forces- two armies each seeking the others annihilation at any cost will naturally be a more bloody fight than two armies trying primarily to stop each other or get past each other.

I plan to hold the vote open for a week or so.
 
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