SLNES I: Masters of Ethereal

Woah, just accidentally tumbled on this nes, and just found it awesome. I haven't had chance to read all the stuff past first posts and most of the rules, but I counted there are 12 players now and you mentioned 15 player cap, any room for me to join in? If there is, I'll post my wizard right away. But before that I'd still like to reserve a spot for myself, on the coastline directly east of wirsmarch and south of Asketra.

Sure. I'll respond to this here.
 
Once upon a time there was a small elven boy living in a lush world in a fairy forest. It was a nice place to live. Nothing to worry. People from other worlds would revere such a place as paradise. There where tall trees filled with all sorts of colorful flowers and sweet fruits. The air was filled with the tangling fragrances, thousands of butterflies and the songs of a million birds. The bright sky was always clear, just to be interrupted by the occasional refreshing summer rain. Fluffy bears where willingly sharing the honey they collected and the dear was just pretending to escape for the sport. The elves of the small boys kin where living in perfect harmony with the nature and each other. The rich wealth of their world was shared even. There was little work to do but to study the fine art of illusional or other form of magic and to use this magic to maintain and protect the paradise they called home.
When the small boy came into the right age he was welcome into one of the many universities of higher magic. He proved to be an excellent student capable of digging deep into the arcana. After finishing his bachelors in applied metaphysics and theoretical mind bending, he decided to work on a master of arcane science in dimensional magic.
In his world dimensional magic was mainly the working on different ways to seal their paradise from any outer-dimensional influx. From all they knew trough expanded minding they knew that there where places out there which where at least kind of unpleasant. And in the past it had happened at least once that an outer force tried to enter their plane.
The masters of dimensional magic where still working on spells which could seal them off for good. Until now they just had managed to hide their plane, making it nearly unnoticeable for entities from the outside.
The small boy was eager to find an new way to protect his loved world. He thought that a new aproach was necessary. His idea was that they where in need of a little more knowledge of the other dimensions to be able to protect themselves.
He went trough all the literature he could find about the outer spheres. There was very little, and the little which was there was mostly incomplete and vague.
While studying he came across a description of the feeling fear. He never knew that feeling himself, nor could he find someone who ever really felt that himself. Not even the wisest professors could help him.
For some reason he had the feeling that understanding this feeling would be crucial for understanding the outer worlds. So the deemed it would be a worthy task of science to search that feeling. He traveled the whole world but their was nothing which could make him fear.
After explaining his task and issue to his mentors he got the exceptional allowance to use some really old spells of dimesional magic to travel beyond the borders of their world.
While leaving his own dimension he turn back for a moment. A small tear of love was running down his check. He knew why he had to do this, for his world and for his kin.
He traveled far. Far beyond the abyss. There is no language which I speak which can describe what he encountered. Nor am I willing to cause nightmares to my humble readers. It is just in your best interest if I be vague at this moment.
It felled like demons eating away his soul. Finally he had found what he was searching for. But he would never be the same person again. It changed him, it possessed him. Even his appearance changed, he looked touched by the fallen beasts. His fine elven hands became deformed claws, his small elven mouth grew fangs, his face looked like a beastly hound and he was covered in rough fur. But now he knew what fear was and why it had to be kept out of his homeworld.
With the last strength which remained in him he forced himself back to his home. To share his findings and to use his knowledge to defend was was worth defending. When he came back to share his findings he was shunned and cast away. They could not deal with his twisted body and soul. They feared him.
They send him out into the dimensional space, using a new dimensional spell seal off their world and to ban him magically from ever returning.
Being on his own again, fear took over once more. Never looking back he was traveling form plane to plane, always on the jump. As was not used of being away from the collective. All he knew was angst. He fell deep into the abyss. And when he returned he realized the other side of fear. On a small icy world inhabited by weak humans he realized how powerful fear can be if you use it to control others. He slaughtered them and praised him like a god. An evil god maybe. But a good none the less. And those pity creatures always found reasons why they deserved to be punished and even more the found reasons why their neighbors deserved punishment. After eating the heart of the last human left he opened a new gate and entered a new world.
In the next world he became a mind bending menace to a kingdom of dwarfs. The list of worlds he visited and tarnished would fill books and the list of victims would fill libraries.
One evening under the tree moons of Amaoi he realized, while striping the flesh off one halfing princess skull, that there was more then fear driving him to move on.
This is why his attention was turned towards Ethereal, a place so rich with mana.
And on Ethereal he found the beastly gnolls, people which looked nearly like him. They where living unorganized in wild packs. Some of them had unused magical talent. He taught them to fear him and to channel dark magic. Since the was accepted as one of them, due to his appearance, he could form his own pack. This was the pack of the warlocks. When he had enough of them trained they scared the other packs into submission. Now they are starting to spread their influence. And it is just for his greater aim. The shunned little elven boy still wants revenge, and on this mana filled world he hopes to collect enough magical power to break the magical seal and ban and to open the abyss in the middle of his old home world.
Bringing the fear to those you had left him alone with it so long ago.
 
Lucius had his characteristic malevolent smile upon his face as he heard the voice of a wizard far away in the east through his seeing eye. Something about a powerful wizard named Tambien...

A figure stood not so far away from Lucius. Unlike him, the figure stood worried looking at the unnatural curves and morbid murals within the dark citadel of Inavi, and listened to the announcement with a similiar kind of discomfort.

Should we not do anything? the figure said. The man Tambien sound dangerous.

Lucius glanced at the figure's direction and waved his hand. The man Tambien, I have heard of his exploits before. All he has done so far, 'tis all insignificant in the grand scheme of things.

But he has conquered an entire world by himself! Surely an arrival of somebody with such a power is a cause for worry.

Lucius grinned. Sometimes, I forget that you, Ada, have not experienced the things that I did, and did not see things that I had seen. Follow me.

And so, Lucius led the figure up to the topmost level of the citadel, where a larget telescope that Ada had ever seen was placed. Lucius turned the giant contraption about a certain degree until it pointed at a certain location in the starry skies above. Look through it and tell me what you see.

The figure obeyed. The figure peered through the telescope, and saw...

a monstrosity composed of tentacles, eyes, teeth, and flesh,
the whole shapeless mass exuding an aura of malevolence.

it was moving towards Ethereal, all of its tentacles outstretched
with the clear intention of rendering every flesh from its bones

And the twitching eyes that twisted randomly in its sockets

all turned

and looked​

at you​

Lucius let out a laugh as the figure let out a scream and fell on the floor.
 
"Are we there yet?" whimpered the young halfling. She hugged her father's head tightly.

"No, Frasca, the promised land is still ahead."

"Father, I don't like the mountains." She pointed to the mountains. Not those north, but low, dark ones on the very horizon behind them. Dark clouds hung over them. "I don't want to get closer!"

"Fascha, I asked our Prefect, and he asked the Thane, and he asked the Commander, who has given orders from Wendell the Tall himself." spoke the father, stopping for a breath, "We won't go much closer: after a few more hills we will go towards a nice, earthy peak to settle."

"Papa?"

"Yes?"

"Will you always be there for me?"

"... Yes... I will always be there for you my little Fascha."

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

Wrentas the Slight looked up from the reports. "Are you sure, Thane Gregor, that what they say are true?"

Gregor, a much thicker halfling, proudly stuck his chest out. "Of course, Commander Wrentas, my Hurler Company can not do wrong. The spot the Wizard picked was perfect: Good Soil, solid foundations, and only a few wild villages that easily joined us when we poked our heads in!"

Wrentas smiled and folded his arms, "Good, the four Thanes of the City have also reported that the paths you have found are suitable, and the Thane of the workgang has much praise for your ability to find a good route."

Gregor now seemed to puff up to the point of explosion, "I and my boys just do our jobs." He gasped through his bloated body filled with pride.

"Then why are there no reports of that town to the north?"

"A... a town to the north? It must be deserted! It has not even received messages there are no signs of life 1..."

"You forgot, I understand. I checked it out myself: I will say no more. Now, you and your boys have to do it as well." Wrentas folded his slight fingers, "Or else."

Gregor deflated, "Yes sir" and slouched out.
 
Traveling to Ethereal had been more difficult then Ngalaa expected. There where turbulences and mana storm all over the Nether Sphere. It was like he had to travel trough a lot of magical jet streams. So he already expected to find other magical entities to be there when he arrived.
Anyhow, he arrived late and so he had to push his agenda quickly to catch up with the others.
Avoiding to be annihilated by the nether turbulences had eaten away most of his mana left.
But there was one bright side to this: his guess was that with this little magical power he could stay unnoticed for a short while. At least as long as the other entities where busy setting up there own foothold on this world.
So he decided to use just as much magic as would be necessary to build his own center of power. This way he could manage to stay under the radar at least for a season or so.
The place he landed on was anyway just sparely populated.
So instead of using pure magic to move rocks for his citadel he pulled an other trick up his sleeves.
On his right arm he had two mythical tattoos, the one shaped like a burning tree the other like a crumbling mountain. The first one was prison to the souls of one hundred elves he had slaughtered in the valley of vain in the world called Dueenai the second was holding the souls of thousands of dwarfs he had buried under the mountain range of Mehetena in the world called Medon.
With his magical tongue he whispered ghostly words to the elven souls promising to release them if they where willing to carry out one task for him. First they tried to refuse, because they did not want to help some one like him. But in the end they accepted because the fear to be trapped and tortured for ever was far to great.
So he send them out, to wander as wisps over the plains and to lure mammals towards him. They where elven souls, so communicating with the animals was easy for them, but it was hard to lead them into the trap Ngalaa had set out.
He was waiting in a small shady valley just to rip apart every animal that arrived. The striped gazelles, the gray buffaloes, the sand lions, the plated rhinos, the gigantic olifants and even the small spotted rapid. Their corpses where piling up and the stink was covering miles. But still even more animals where arriving following the elven promises of lush fertile land and fresh clean water springs. When the pile reached the top of the valley he told the elven souls that they had for filled his task and set them free. Free to roam the Nether Sphere as shunned, guilty souls grieving about what they did to all those animals.
Now he convinces the dwarven souls into a similar deal, promising freedom once again. He released them as tons of maggots (for that dwarfs where for him). Their task was to strip the meat of the rotten animals. It took some days, but when they where finished and released there was nothing left but blank bones drying in the sun.
Now it took just really little magic to move those bones around until they formed an impressive citadel.
Ngalaa had a grin on his face and let out a deformed laughter. The next step was to find some creatures which where to be scared into submission to form the basis of his power.
He knew already that there where some gnolls in this area. They looked nearly like him. Those could be formed to be a useful tool. While leaving his citadel to search for them he decided that he would need a more gnollish name to pass as one of them. “Nga'graa” had had a nice sound to it.
 
Kines the Swift twitched his legs, looked at his portable sun dial (on a compass to always face north) and grumbled. The work crew was still far behind, and his advance scouts would soon need to turn back again.

The Hurlers had combed the hills north of the plains while defending the road crew. Soft, furry feet had padded across mountains and vales, made larger by their own size. While the road crews plowed the ground and flattened it, making a good solid foundation for any further projects, they are slow at their job.

kines often lead the scouts himself, his well known speed and swiftness often meant he was ahead of almost all of his hand-picked scouts. Although there are many halflings who can throw, he only picked the swiftest and those who can throw on the run. Still, he often outran his own men.

He finally scrambled up a small hill and continued to look west. "There will be a harbor, a lagoon upon the lake. To the north on a spit of stone stands Horrace's Point." he muttered. He looked back again and forward, then sighed. No matter how he wished to simply run there alone, he must lead his men and set an example. He turned back to comb the woods near the work crew again to protect the road.

Running there, of course.
 
Update 2: Spring, Year 1
The Civilized Southland

46-3d-digiat-_babylon-m152.jpg


Part I

The presence of several Wizards within the dimension of Ethereal has dramatically upset the balance of this scattered, mana-filled world. Creatures from around the realm have begun to change their behaviors based on great channelings of power, never before seen in such numbers. Mass migrations have occurred to the Great Wizards by those who are seeking someone to lead them to glory or perhaps someone to serve as a mentor. Many peoples who were once lost and disunited are coming together under the banners of these WIzards. Great cities have begun to thrive near the newly raised Citadels. Those that flocked to the Wizards brought their knowledge, tools, and even culture. These new cities are now standing as bastions of civilized magicka. Roads, trade, and other concepts that haven't been found in Ethereal for generations are now returning. Villages and towns that were once estranged from the outside world are becoming connected and united under the mana-emanating fists of the select powerful few.

And I, the sage-historian Magalas, have documented the events of the last Winter. I traveled to many lands during this season and sought meetings with the high beings who have emerged from what is called the "Nether Sphere". They told me tales of their homes and showed me books with strange markings. It was remarkable for me, one of the only travelers left in this era, to see roads re-emerging and culture flourishing once more. The last time I hiked the path around this region, the Southland, there were only scattered tribes and cities trapped inside of a forgotten history. Now I see trade, caravans, ships on the coastlines, and temples. The Southland has truly become civilized.

- Magalas, the Sage-Historian of Aniok

rule1.gif


The Free Realms of the Southwest

In the South Goldtier mountain range, Dwarves stir. Lord Arthurdin, great Wizard of the Dwarves, led his followers through the snowy mountains southward to the lower Goldtier Mountains. There they established the great city of Erebor, standing proud, nestled within the hills and serving as a border between the Goldtier Mountains and the Maldia Plain. Arthurdin's kingdom is constantly shining with sunlight, as the Goldtier Mountains have received their name not for the minerals found within the peaks, but for the surges of mana which create bright, orange lights as they reflect the sun. The brilliant white snow further enhances this spectacular visual effect. Erebor's beauty can be seen from the top of Arthurdin's citadel, where he watches his new city with such a close eye, pondering the intentions of the Halflings to his southeast and the Beastmen of the Maldia Plain. Calling forth Dwarven warriors, Arthurdin made sure that his new city was well-protected. This was extremely beneficial, as Orcish bandits attempted a raid on the 20,000 settlers as they migrated southward. They were vanquished by the elite Dwarven troops armed with axes. Arthurdin now knows that he is connected in some way to the Halflings to the southeast, for they share a common enemy: the strangely motivated Orcish bandits of the S. Goldtier.

Practical:
Spoiler :
* Mana nodes (3): +75 mana per turn.


And what of Wendell the "Tall", the Halfling Wizard already well-known among those that live in the Pordos Valley, near Horace's Point? Ah yes. Well, Wendell has received great accolade from the creatures of the valley, who have begun to trust this Wizard as a wise sage and a builder of worlds. Wendell's kingdom has stretched forth from Marburg Fords and has established an intricate and well-made network of roads. This has greatly increased trade in the area, as many Halfling villages not emptied by the great migration are finding themselves able to send their unique goods to other parts of Halflingdom. This little cradle of trade has proven quite beneficial to Wendell and his followers. Within Pordos Valley, named after the newly established city of Pordos Burrows, Orcish bandits have been raiding Halfling villages. Pledging to defend newly established trade routes, some of Wendell's troops saw their first action against these Orcish bandits. Their size at first was intimidating, but armed with the spirit of the Halflings and accompanied by the Findfor's Bay Water Mages from Horace's Point, they bested the bandits, sending them back to the Goldtier Mountains, only to later be ambushed by Lord Arthurdin's Lost Dwarves. The water mages caused water from the Bluebane River to rise up and flood parts of the valley to further thwart their escape. These water surges soon froze, and many Orcs became trapped behind layers of ice, their faces peering outward to the valley. These temporary ice sculptures proved as a warning to other Orcish bandits, and no other bandit activity was seen during this season. The unfortunate side effect of the water mage activity was that the trails of the Orcs were washed away with the water, and so their hideout is still unknown.

The city of Pordos Burrows itself is quite a sight to behold. It features an extensive network of burrowed tunnels, as well as settlements above the rolling green hills. It is indeed a beautiful response to Erebor, and it is clear these two cities will have much to learn from from each other.

Wendell's successful defense of the new road system received great praise from Horace's Point. The Halfling castle has continued to pledge five of their water mages (1 unit) to Wendell, who have not only proven useful in the defense of the valley, but also in the construction of bridges across the Bluebane River. Within the Fallen Serpent Forest, Wendell constructed canopy roads and skybridges, which connected the town within the forest to the rest of the lands near Marburg Fords. Grateful for this deed, the town joined Wendell's kingdom in exchange for the protection the Halfling Wizard can offer.

Practical:
Spoiler :
* Network of roads and trade routes established around Marburg Fords.
* +50 gold to coffers for successful trade routes.
* Mana nodes (3): +75 mana per turn.
* Town (1): +25 gold per turn.
* 1 unit of Water Mages of Findfor's Bay given to Wendell from Horace's Point (will stay with Wendell until all Orcish bandits are eliminated, and will not leave the Pordos Valley).


Wendell's trading success was also felt in the kingdom of Stabila to the south, where Camrol Steedi commanded his followers to the coast, where they successfully established a thriving port community called Portal. This area of Ethereal became quite cold this winter, though not nearly as cold as the northern regions. Many minotaurs began to flock to this city from across the plains, being refugees from the areas around Jolang and even as far south as Lakestone that have been constantly marauded by barbarians. The Maldia Plain is now seeing more organized society than it has in hundreds of years. Camrol Steedi has brought great marvels of civilization to the plain. The port city of Portal has already established trade routes up and down the coastline of the Maldia Plain, connecting many fishing villages and other settlements with Portal.

Stabila is still focusing itself eastward towards the troubled city of Horagrid, which has over many years faced great terror against the barbarians far to their northwest. Wizard Steedi was able to make a shabby road to Horagrid, which was basically the same as a hiking trail, though still served to aid Steedi's troops in reaching Horagrid. There they defended the city successfully against another barbarian raid. Steedi's Black Horses ravaged the barbarians, surrounding them throughout the plain and completely annihilating their troops, leaving no survivors. However, because of the low-quality, long road to Horagrid, one of the Black Horses regiments arrived late to the battle, delayed by a smaller contingent of barbarian troops. This mishap resulted in the loss of an entire Black Horses regiment. Lord Hundri of Horagrid responded with a festival to honor the dead Centaurs and the Wizard Camrol Steedi. It is becoming clear that the city of Horagrid is becoming closer and closer to Stabila.

Practical:
Spoiler :
* +30 gold to coffers for successful port city.
* +10 gold from trade with Wendell the "Tall".
* Mana nodes (2): +50 mana per turn.
* -1 Black Horses unit.


The Central Forests

One realm of Dark Elves was peaceful in its dealings with neighbors. Arya has personally assisted Lady Sephira by delivering her the root of the Delilanore Willow, which has completely cured her of her illness. In addition to this, Arya constructed a dirt road to Sephira through the forest to show his good intentions. Pleased with this, the Sephirans have accepted Arya and his kingdom with open arms, and have responded positively to Arya's call for assistance in the coming of his great arch nemesis, Tambien. It is becoming apparent that Sephira is being intrinsically connected to Arya. Lady Sephira, feeling healthy once more, has provided Arya with a gift for his life-saving assistance. She has given him maps of the areas surrounding Sephira. She has also personally seen to guarding areas of the Soulstar that are being consistently attacked by Bloodknights. With her magical and fighting prowess, the Bloodknights have largely withdrawn from the immediate area around Sephira. Though both Arya and Sephira believe they could return at any moment, far stronger than before. Sephira also used the rare instance that her body was being treated by the Delilanore root to create a magical vile of Delilanore root oil. This oil can only be prepared by the body of one who is recovering from the Willow Plague. She gave this vile as a gift to Arya, informing him of its amazing capability.

Indeed, throughout the whole Soulstar Wood, Elves of all kinds have come to Arya's aid in his establishment of defenses against the Lord Tambien, who apparently resides in the Nether Sphere and has visited Ethereal, albeit as a phantom. The Bloodknights of Tambien have been causing havoc throughout the Soulstar Woods. Previous enemies of the Dark Elves, the Senes, have even joined Arya in his quest. Thus, the land around Ceros has been incorporated into Arya's kingdom, and his realm has stretched further north towards Sephira and the Fortress of Delai.

The Delaians have yet to pledge their friendship to Arya, suspicious that his talk of a dark lord from the Nether Sphere may be a ploy to expand Dark Elf influence throughout the Soulstar. Arya's overture of friendship to the Kyunia Woodkeep was a bit more successful, though they have retained their independence and instead have pledged to assist Arya in the near future with some of their Nightpikes. Arya's most valuable new ally in his defense against Lord Tambien is the kingdom of the Elvish Wizard to the south, a High Elf known as Elatair. Elatair has given his full support to Arya, and together, the two kingdoms have begun to dramatically effect the development of the central forests.

In addition to Arya's political successes, a large statue of the Sene leader has been erected near the Citadel. This serves to not only be an act of friendship towards the Senes, but also to provide aesthetic decoration to the area around the Citadel. In addition, the statue has instilled in the Dark Elves a sense of pride that their realm around Ceros is coming together in unity. Upon creation of this statue, a gift of several mana crystals was left at the foot of the statue and later collected by Arya himself.

Practical:
Spoiler :
* +50 mana crystals.
* Gift of 2 units of Kyunian Nightpikes from the Kyunia Woodkeep (no need to maintain them - they will last for this turn and the next, and then go back home).
* Mana nodes (2): +50 mana per turn.
* +1 vile of Delilanore Oil, prepared by Lady Sephira.


In the southern area of the Central Forests, the High Elves of Lan'Elatair, led by their Wizard Elatair, made gestures of friendships to the Gnolls of Griskglan within the tip of the Maldia Plain. However, Elatair has yet to visit the Gnolls as he promised some time ago. Apparently, the Wizard Elatair became engaged in a conversation of great intensity with a higher being in another dimension. To Elatair's followers, a whole season has passed. But really, the two magical beings have only spoken for about an hour.

No orders. Stagnate growth.

The Westmark

Northwest of the Dwarven Hadhodrond lies the odd Citadel of Inavi, base of the even stranger being named Envoy Lucius. Envoy Lucius maintains interesting connections to the Nether Sphere, and constantly sits in his Citadel pondering the great power of the world-creating dreams he has seen his god of gods possess. He also wonders whether or not a divine, meddling being known as Nydramath will come to Ethereal, or if even this world is important to such an omnipotent force. Despite thoughts of religion weighing heavy on Lucius's mind, the Wizard of Men set out to command his followers, who had flocked to Inavi from various villages throughout the Silvercrane Coast. Lucius believed that more presence on the coast would benefit his people, so he ordered his followers to establish a city directly west of Inavi, and promptly named it Westfield. This city has since served as a thriving coastal community, though very little trade has occurred due to the presence of the Jolangi barbarians to the south. One notable element of the new city of Westfield is the large temple that Envoy Lucius has begun to construct. The temple is supposedly dedicated to the "masters" of Lucius, or the gods he regularly worships and admires.

Keeping in mind the dangers he had already seen in this world, Lucius personally foresaw the training of a small army. One element of this army were lancers, which Lucius ordered to the town north of Westfield. The sleepy aquaculture town was surprised to find heavy cavalry at their gates. The cavalry rode through the town, and proclaimed it property of Envoy Lucius. The town accepted this fate, though they continued to live their lives as normal. The lancers were able to scout regions around the town, attacking some small encampments of Gnolls around the Silvercrane Coast, and claiming sources of mana.

A strange visitor came to Lucius from the city of humans to the east called Tysis. This man, an academy professor of potions, had come to Inavi to escape the totalitarian regime which had been established in his once-fine city. He revealed to Tysis that a forceful regime currently has Tysis under tight control, executing any who dare to stand up against this tyrannical rule. Lucius was very concerned with this report, and gave the potions professor excellent quarters and allowed him asylum in his own Citadel. In exchange, the professor of potions provided Lucius with a Fireblade Potion.

Practical:
Spoiler :
* Mana nodes (3): +75 mana per turn
* Town (1): +25 gold per turn
* +1 Fireblade Potion (Effect: Give to a unit, and allow them to coat the potion over their blades. The blades will then effectively become Fireblades for a total of 2 turns.)


North of Inavi, the mysterious Clan-union Rage and its unknown Wizard begin to scout the interiors of the Goldtier Mountains. The Goblin scouts discovered groves of trees, small forests, growing in well-protected mountain valleys. It was in one of these valleys south of Hatred that the Rage group established the city Lust. Lust is an interest sight to see, as magic and intricately ornate construction techniques have been used to convert the large-growth trees into Goblin habitats. Content with their new city, the Rage clan constructed a road through the Goldtier Mountains, winding up to the entrance to Hatred. The road is extremely well-made and has already enjoyed large amounts of Goblin traffic. The city of Lust itself is also well-made, as many Goblin craftsmen are moving there from all over the Goldtier Mountains to participate in constructing the city's roads and sky bridges. The city is quite beautiful in the winter, with the Goldtier peaks covered in snow and the grove valleys experiencing light frost.

The Rage Wizard himself traveled to the Gnoll city of Flyglan to communicate with the population there. The Gnolls there are a bit less civilized than the far Southland Gnolls. They are organized into family-unit packs and all obey a single pack, which is decided by bloody ritualistic games each season. The current ruling pack of Flyglan was quite receptive to seeing the Wizard, especially because as the Wizard approached, the snow melted around him, impressing the Gnolls. Yet when the Wizard asked the Gnolls to join the Rage kingdom and accept him as their masters, they belted out with loud laughter across the Silvercrane. The Wizard left a bit embarrassed, but the Gnolls hold no hard feelings or hostility - they simply refuse to accept anyone except the leading pack as their ruler.

Practical:
Spoiler :
* Mana nodes (2): +50 mana per turn.


The Far Southland

Much further south at the slightly warmer Kerador's Cape, John Faraday's barbarian horde successfully flocked to the edge of the cape to establish the city of Mejiis. Mejiis is an interesting place, spread out but still magnificent and filled with clean streets and bustling markets. Faraday has united many of the barbarians of the coast, including a town near Mejiis, which pledged allegiance to the great barbarian Wizard. John Faraday's people are also finding themselves under a tightly controlled society, something they are actually appreciating given their non-sedentary nature before the arrival of the Wizards. Before Faraday's arrival, each day was finding food and raiding villages. Now the barbarians are united on parts of Kerador's Cape. The efficiency of Faraday's rule (helped in part by the creation of a secret police) has been advantageous to the kingdom, providing roads and protection for Faraday's citizens. Though perhaps in order to avoid certain tense political moments in the future, these efforts of control will have to be further funded to be properly maintained.

Practical:
Spoiler :
* +20 gold to coffers for population efficiency.
* Mana nodes (4): +100 mana per turn.
* Town (1): +25 gold per turn.


In the Far Southland east of Kerador's Cape, Tarnum the Ruthless collected many villages of High Men in the grasslands to construct the city of Taros. The High Men united under Tarnum as Orcs to the north of the grassland began crying about a "crusade". Seeking protection and a leader to harbor them, the Men of the Doanine Grasslands flocked to Tarnum village by village. The new city of Taros is a bustling settlement in the grassland. Many farmers were from the old villages and decided to begin growing their crops around Taros. Markets set up shop in the crowded, narrow corridors of the city. Tarnum even began to raise a formidable army for defense purposes, weary of those who would pledge "crusade" against the free peoples of the Southland. The Wizard also sent a message of friendship to the busy port city of Wirsmarch. The Governor of Wirsmarch, a man named Kirst, was incredibly responsive to this olive branch and declared that Wirsmarch and Tarunia were to be friends for generations to come, protecting each other in the face of greater threats.

Practical:
Spoiler :
* Mana nodes (2): +50 mana per turn.


The Sul Mountains

And north of the Burning Tower, in the North Sul Mountains, the mountain minotaurs crowded around their goddess of a Wizard, Merogia. With great honor and strength she directed the minotaurs of the mountains to ancient caves and tunnels and instructed her followers to build the city of Dokieos upon the peaks. The city quickly began to thrive, serving as a beacon to passing minotaurs. The honorable creatures have now begun to fully establish themselves within the Northern Sul. Merogia also foresaw the construction of a paved, marked, and clean road to Dokieos. The road, snaking through the mountains, is a beautiful sight. The torches of loyal chieftains glow as they flock to Pragaom, bringing worthy gifts from afar to the Wizard Merogia. And many such chieftains arrived to Poragaom to honor Merogia, and to remain around the Citadel as her loyal followers. One chieftain who arrived, however, was not so happy with Merogia's sudden rise to power in the Northern Sul region. This disgruntled Chieftain Xoroen challenged Merogia to an honor duel on top of one of the highest peaks in the Sul. It is rumored that his pride was damaged after Merogia had given fabulous gifts of great splendor to the Chieftains of the Five Tribes, an honorable group of local minotaur rulers. Furious and fighting with honor, Merogia annihilated Xoroen in the honor duel, holding his dead body up by the horns to a crowd of cheering followers. Upon her victory, she ordered all of the calves of the chieftain killed. The sons and daughters of Xoroen all perished, and her followers now see the Wizard as a fiery, fearsome ruler.

Practical:
Spoiler :
* Mana nodes (3): +75 mana per turn.
* +40 gold from chieftains bringing gifts on the road connecting to Dokieos.


In the South Sul region, the Wizard Ismordar fell into a deep, dark coma. His followers attempted to awake him, but he would not be disturbed. Many of his followers began to disperse back into the southern Sul Mountains.

No orders. Stagnant growth.
 
Update 2: Spring, Year 1
The Civilized Southland

norclovesteppe.png


Part II

The further east I traveled in the Southland, the closer I could feel the brute force of Wizards with different intentions. They are not evil. Nor are they driven by anything different than all those who wish to survive. I was welcomed by these Wizards, too, and able to glimpse their great halls and talk with their fanatical followers. Yet not all realms around the Norclove are steeped in hostility.

- Magalas, the Sage-Historian of Aniok

rule1.gif

The Norclove Steppes

John Faraday's barbarians were not the only barbarians to see great success. The noble barbarian tribes of Wizard Gwydion established the beautiful port city of Stryddinas, which sits at the end of a bay, looking out on the crystal sea of the Olivia Gulf. Gwydion also signaled friendship towards Palinan by constructing a fully functional, clean, paved road stretching from Gwynedd to Palinan. This new road has already seen massive amounts of commerce traffic and has significantly added to Gwydion's coffers. This overture of friendship towards Palinan has allowed the two realms to grow closer in not only trade, but also in politics and other forms of cooperation. Palinan, ruled by King Soan, operates a successful sea-merchent ring in Aadora's Bay. Several villages on the coasts of Aadora's Bay are under the tutelage of King Soan and are connected via this trade ring, exchanging their wares and fishing the bay. Gwydion's interest in the seas relates well to King Soan.

The barbarians of Stryddinas also constructed a road westward towards a hamlet of humble coastal Goblins, who accepted Gwydion's rule as something to forever aid in their peaceful existence as craftsmen of thick seawood baskets and structures. These Goblins long ago migrated from the Sul Mountains to the west to seek a pastoral life, rather than one huddled in the shadows of the peaks and mines. A few small ships even docked in the small Goblin town, sent from Gwynedd, a feat which impressed the folk of that town. Gwydion also successfully scouted many areas to his southeast and discovered a new castle of High Men, and established diplomatic communications with that castle, called Quentora. The castle pledged friendship, but nothing more. However, the discovery of Quentora allowed Gwydion to set his eye further, and much of the land around Quentora was discovered and scouted.

Practical:
Spoiler :
* +50 gold to coffers for high-traffic paved road to Palinan.
* Mana nodes (3): +75 mana per turn.
* Town (1): +25 gold per turn.


North of Gwynedd's tribes, the Dark Elves of Juukkeshi settled west of Haru Gom in a city they call Haru Ma'ul. This city was near the coast of the nearby lake, and the Elves settled there made sure to scout out all nearby mana sources to claim them for Juukkeshi's empire. Juukkeshi also set his eye upon more of the mana within his woods, as he gobbled up another source of mana which he felt emanating from the woods southwest of his citadel. Though there is still far more mana to be found within those woods. North of Haru Gom lies the High Elf city of Lydai, which was the center of great controversy and strange happenings over the last season. Strange beings successfully infiltrated the Lydai Council and assassinated many of its members. This allowed for a sinister organization known as the Woodmind Cult to establish power within Lydai, expelling the council members who had not been killed in the strange attack. It was later revealed that there were two culprits to the attacks: Oolia and Aaglio, two Dopplegangers from Juukkeshi's realm. The council member who uncovered this conspiracy took news of it to the Goblin Citadel of Thuggee, where the ruling party there received the news with great dismay. Thuggee allowed the council member responsible for unveiling Juukkeshi's actions to remain in Thuggee as a political refugee.

Meanwhile, the Woodmind Cult began to gather followers within Lydai, but not without many thousands of High Elves emigrating from the city, taking ships across the nearby lake to an unknown location. Unfortunately for them, the Drakefang Clan within the Raimore Range had been stirred by some Goblins. Their aerial drake forces went flying out from the Drakefang Stonekeep and winded up hovering the lake to the west, where the fleeing Elves served as one of the tastiest meals the drakes have had in some time.

The Woodmind Cult has been advocating that Lydai belongs within the kingdom under the shadow of the Haru Gom Citadel. Many have followed their calls. Lydai has officially been split into two: those who abhor the dark arts of necromancy, and those who wish to worship it. Juukkeshi seeks to somehow stop any more Elves from leaving the city. Now that the drakes have gone back to the Drakefang Stonekeep, many Elves are once again considering escaping across the lake (Lake Deathaven).

One interesting development is that Juukkeshi's Dopplegangers have discovered an orb, called the Orb of Lyd, permanently stuck in the city's center raised high on a pedestal. It cannot be destroyed or moved, and one of the Woodmind Cult's council members has informed Juukkeshi that the other orb is in Thuggee, and that anything Juukkeshi does within Lydai will be seen by whatever power controls Thuggee. At the same time, Juukkeshi can see what happens within Thuggee.

Practical:
Spoiler :
* City (1): Lydai will belong to Juukkeshi by the beginning of the next turn. Lydai's defense forces are currently controlled by the Woodmind Cult.
* -5,000 population to Lydai (perhaps more next turn). Lydai's new economic worth is 60 gold.
* Mana nodes (4): +100 mana per turn.


As stated, the Goblins of Thuggee had befriended Lydai diplomatically and had even courted one of its council members. Now this was a tenuous affair as Lydai was extremely divided politically and could barely make a decision without massive amounts of infighting and fierce bickering. To make matters worse for the now-exiled council member, Juukkeshi had not decided to invade Lydai, but rather had chosen to infiltrate the city and work his way from within the political system. Worse yet, the Woodmind Cult was an unexpected factor in the exiled council member's positioning. It appeared that the Goblins of Thuggee would have to break their promise to Lydai, and not defend the city, as most of the city had willingly given itself over to Juukkeshi because of the brainwashing by the Woodmind Cult.

Indeed, some of Thuggee's Goblin infantry attempted to seize a Dwarven lumberjack town north of Lydai, but were thwarted by the Drakefang riders, returning from their tasty Elvish dinner. The Drakefang Clan, fiercely protective of their position in the southern Raimore Range and declaring themselves guardian of the small river separating Lydai and the Dwarven town, attempted an assault on the Goblins. The Goblins were held back, and forced into hiding within the forest canopy. Some of the drakes attempted to pierce the canopy, but were held at bay by defensive crossbow maneuvering from the Goblin infantry. The Dwarves took note of the Thuggee incursion near their land and took up arms to defend their town. Seizing on the right moment, the Dwarves launched a well-planned ambush on the Goblins in the forest, just after they had been ruthlessly battered by the Drakefangs. The remaining Goblins were forced to retreat north through the woods and back to Thuggee.

The Goblin retreat was quite brutal and many of the Goblin workers attempting to build a road to the Dwarven town were purged from the Woodmind Forest. Thuggee also sent Goblin workers to areas in the southern Raimore Range, yet they were forced out of the mountains by Dwarves who were within the same trading guild as the town in Woodmind Forest. Angry at this, Goblins infantry forced their way into the towns, yet the Drakefangs returned to annoy the Goblins. The Goblins took defenses within buildings in the Dwarven towns, at which point the Dwarves began to assault their occupiers and run them out into the streets, where many were slaughtered by the small dragons and their fierce Orcish masters. Thuggee's Goblin infantry had spread their supply lines too thin throughout the region, unable to securely hold any of the Dwarven towns or defend against the Drakefang riders.

Thuggee's road to their new settlement called The Foundry was much more successful, along with roads reaching a small Goblin tribe at the edge of the eastern Raimore Range. This Goblin tribe was eager to join the Thuggee and accepted the Goblin infantry with open arms and a celebration fit for Goblins. The Foundry could be seen for miles in the Raimore Range, the glowing embers of its smelters piercing the nighttime and the smoke-filled air filling the daylight. After building roads to the small Goblin tribe, Thuggee's Goblin infantry poured into a town of High Men located at the edge of a small forest east of the Raimore Range. The High Men attempted to resist this Goblin occupation, but were soon disciplined and have thus been annexed by the expanding Goblin kingdom.

Practical:
Spoiler :
* -3 units of Goblin Infantry.
* Towns (2): +50 to gold income per turn.
* Mana nodes (4): +100 to mana income per turn.


Also in the Norclove Steppe, Gnolls begin their ascent. Ng'graa Akh'rr, a name difficult to speak by standards of the other races of Ethereal, has come to the Norclove Steppe to unite the various scattered packs of Gnolls that reside there. From the Citadel Akhoowoo, Ng'graa Akh'rr pledged glory and unity during this time of great magic and prosperity. His cheering followers migrated to create the Gnollish city of Bharhakhoowoo. The city is not a pretty sight to see, but it is attracting many Gnolls throughout the Norclove to the cause of Ng'graa Akh'rr. Using his magic, Ng'graa impressed massive crowds during a ceremonial birthright festival.

Sending out his newly-trained Wolf Riders, Ng'graa Akh'rr appealed to the Gnollish packs of the Norclove, "asking" to become part of the realm of Akhoowoo. The pack to the south of the Citadel instantly refused, organizing against Ng'graa Akh'rr and attempting to fight off his Wolf Riders. The Gnolls of that pack claimed that they were the rightful rulers of the Steppes. Ng'graa Akh'rr vanquished those who opposed him in that pack, and conquered the scattered settlement and called it his own. The pack accepted defeat.

More wolf riders were sent out to the villages of High Men south-west along the coast, but they were intercepted by the Knights of Senda. Wolf riders from Akhoowoo had also been sent to Senda. The Gnolls had over-extended themselves and the wolf riders were unorganized and lacking discipline. After forcing the wolf riders to retreat from Senda's city gates, the Knights of Senda proceeded to protect the town of High Men south of Senda. Many wolf riders were killed in the conflict. Outnumbered and crippled, the Gnolls retreated from the lands east of Akhoowoo. The Knights of Senda have since delivered a message to Ng'graa Akh'rr: "You will only conquer us after you kill every knight we can possibly field. We are not slaves to petty dogs." The city of Senda has since begun to dig in, using its funds to construct stronger walls and sending diplomatic ships out into the sea to find others who might assist them in the city's defense.

And as many have done before them and failed, Ng'graa Akh'rr's Gnolls attempted to communicate with the Orcs of Drakefang Keep. Approaching the city walls, a single Orc peered down to the Gnolls. The Gnolls cried up to the Orc that they had arrived on a mission of peace and had brought gifts from Ng'graa Akh'rr. The Orc gave one look at the Gnolls, smiled, and yelled back to his fellow soldiers. The Drake Riders swiftly came up from the keep and chased the Gnolls back through the mountains. Luckily, the Gnolls were able to hold onto their expensive gifts originally intended for the disgruntled Orcish keep.

Practical:
Spoiler :
* -3 units of Gnollish Wolf Riders.
* Town (1): +25 gold per turn.
* -15 gold from this turn's income due to harassment caused by the Knights of Senda around Bharhakhoowoo.
 
Update 2: Spring, Year 1
The Civilized Southland

smallmaptwo.png


Part III

During my travels I kept parchment and ink among my belongings. With my tools I made a map of these lands.

- Magalas, the Sage-Historian of Aniok

rule1.gif

Map of Ethereal
Spoiler Map of Ethereal :
updatetwomap.png

Direct Link to Map

Landmarks
Silvercrane Coast: The western coast where Inavi is located, west of the Goldtier Mountains.
North Goldtier Mountains: The northern part of a western mountain range. Location of the Clan-union Rage.
South Goldtier Mountains: The southern part of a western mountain range. Location of Lord Arthurdin's Dwarven realm.
Bluebane River: The river running through the Pordos Valley, where Wendell the "Tall" has established his thriving kingdom.
Fallen Serpent Forest: The small forest located south of Marburg Fords.
Maldia Plain: Plain of the southwest Beastmen tribes, and site of bloody barbarian raids from Jolang and Lakestone.
Kerador's Cape: Southernmost known cape of Ethereal, where John Faraday's kingdom sits.
Olivia Gulf: The beautiful sea area that borders Gwydion's realm.
Aadora's Bay: The bay adjacent to Palinan and south of Akhoowoo.
Woodmind Forest: The forest that surrounds Haru Gom and Juukkeshi's Dark Elves. Also location of the Woodmind Cult, a mysterious cult responsible for Lydai's recent political change.
Lake Deathaven: The lake closest to Haru Gom.
Raimore Range: The mountains that harbor the Drakefang Stonekeep and the Goblins of Thuggee.
Soulstar Woods: The forest surrounding Ceros.
Central Forests: A general term of the forests encompassing Ceros and Lan'Elatair.
North Sul Mountains: The northern part of the Sul Mountains and home to the mountain minotaurs.
South Sul Mountains: The southern part of the Sul Mountains and the area in which the Burning Tower is located.
Norclove Steppes: A vast, productive plain mixed with scattered prairies and filled with a variety of farming villages, encampments, tribes - a general hodgepodge of cultures. The southernmost part of the Norclove Steppes is the coastal region in which Gwynedd is located. The northernmost part of the Norclove Steppes is where the Gnolls of Akhoowoo reside.
Doanine Grasslands: The location of Tarunia and the grassy, fertile region south of the Sul Mountains.
Eastern Isthmus: The isthmus connecting the main continent with a presently unknown region. This isthmus was revealed to the Wizards by the protectors of the region, the Kingdom of Quentora.
Hawkmire Steppes: The steppes north of the Raimore Range.

Magical Items
Fireblade Potion: 1 owned by Envoy Lucius. Give to a unit, and allow them to coat the potion over their blades. The blades will then effectively become Fireblades for a total of 2 turns. Fireblades are more powerful than swords and are enchanted with skilled fire magic.
Orb of Lyd: A magical seeing stone. Only two exist. They are connected; each stone can view the surroundings of the other (if uncovered). One in Lydai, and the other in Thuggee.
Delilanore Oil: Oil made from the root of the Delilanore Tree and perfected by Lady Sephira. If one vile is given to any 1 unit, that unit will temporarily transform into a Willow Walker, a special unit with the following profile (effects last for 2 turns, 30 mana upkeep required for each turn):
Spoiler Willow Walker :
Willow Walker (special unit)
1 Willow Walker
Elite
Swords
Axes (and other heavy weapons)
Plate
Expert Magic

As any being or group of beings drinks a vile of Delilanore Oil, they will find their skin will become hardened bark and their arms and legs will become winding, twisting tendril-branches. The beings will merge together to form the ancient magical behemoth known as the Willow Walker. However, this Willow Walker only temporarily infests the bodies of those who drink from the same vile, and thus it is not fully capable of its immense ancient glory.

(Swords and Axes represent this unit's attack capability in addition to its Expert Magic; Plate armor represents its thick, strong layer of bark.)


Cities Revealed
Lydai / High Elves (15,000 / 60) *population changed from last turn*
Eragor / High Men (35,000 / 140)
Loasyai / High Elves (21,000 / 84)
Aurabrad / Dwarves (32,000 / 128)
Kess-fal / Barbarians (26,000 / 104)
Glyndenon / High Men (19,000 / 76)
Revealed Last Turn:
Yalek / Orcs (11,000 / 44)
Tysis / High Men (13,000 / 52)
Asketra / Goblins (34,000 / 136)
Ruria / Beastmen (27,000 / 108)
Palinan / High Men (29,000 / 116)
Choras / Barbarians (14,000 / 56)
Jolang / Barbarians (21,000 / 84)
Sephira / Dark Elves (41,000 / 164)
Griskglan / Gnolls (30,000 / 120)
Horagrid / Beastmen (21,000 / 84)
Noskepak / Orcs (23,000 / 92)
Endyli / Halflings (21,000 / 84)
Wirsmarch / High Men (31,000 / 124)
Omanis / Barbarians (12,000 / 48)
Herabrad / Dwarves (36,000 / 144)
Flyglan / Gnolls (16,000 / 64)
Senda / High Men (29,000 / 116)

Castles Revealed
6: Beastmen
22: High Men
3: Goblins
16: Goblins
20: Beastmen
Arenoir / Dwarves
Spoiler Arenoir Manor :
Arenoir Manor, ruled by Lord Arenoir
Dwarves
Arbeard Valley Geomancers (-10 to Skilled Magic)
5 geomancers
Veteran (8)
Axes (0)
Plate Armor (4)
Skilled Magic (10 / 20 mana)
Cost: 22 with 20% discount (rounded down) = 18 gold, 20 mana
Upkeep: 9 gold, 10 mana per turn
Conditions: Keep this unit. You may not disband. You can only have 5 of this unit at any given time.

The riddles contained in the Arbeard Valley can be quite befuddling. Sages for centuries have traveled to that valley. They discover the manor, the manor's lord, and his followers. They will talk to the sage, and then either let him go or let him learn more. The sage, being naturally curious, always asks to learn more. That is when the sage disappears. The Dwarven geomancers of Arbeard Valley are skilled in the movement of terrain. It is for this reason that Arbeard Valley never appears consistent. These geomancers cannot move mountains or forests or anything like that. But they can upend the land immediately surrounding them, or in the thick of a battle.

Coratoth / Gnolls
Spoiler Coratoth Stronghold :
Coratoth Stronghold, ruled by unknown
Gnolls
Wolf Archers of the Hawkmire Steppe (-8 to Longbows)
100 marauders
Veteran (8)
Longbows (0)
Leather (2)
Combatant Mount (0)
Cost: 10 with 20% discount = 8 gold
Upkeep: 4 gold
Condition: Keep this unit or disband. If disbanded and new Goblin unit is designed, discount will be void. You can only have 20 of this unit at any given time.

The Hawkmire Steppe can be a lonely place for those searching for civilization. It is a beautiful land, and the areas around the rivers are fertile. Yet it is relatively uninhabited. Having spread out dominion over villages and towns, Coratoth has for a long time required troops mobile enough to ride out to members of this dominion. In addition, the wild game that roam the Hawkmire Steppe and the wide expanse of open space lend perfectly to the efficient use of the bow and arrow.

Redtear / Orcs
Spoiler Fort Redtear :
Fort Redtear, ruled by Captain Gilgahar
Orcs
Gilgahar's Sword-swingers (-8 to Swords)
30 swordsmen
Veteran (8)
Swords (0)
Chainmail (4)
Cost: 12 with 25% discount = 9 gold
Upkeep: 4.5 gold per turn
Conditions: Keep this unit. This castle would rather die under your hand than disband their Sword-swingers. Disband is not allowed. You can only have 20 of this unit at any given time.

Captain Gilgahar's soldiers are fiercely loyal to him. Gilgahar's honor is like a religion to the Orcs that live within Fort Redtear. Believed to be the descendent of a great Orcish lord, Gilgahar commands these soldiers with honor. Fort Redtear itself is believed to be the remnant of a massive Orcish empire from long ago, covering the Sul Mountains.

Quentora / High Men
Spoiler Kingdom of Quentora :
Kingdom of Quentora, ruled by Queen Arali
High Men
Horse Archers of the Eastern Isthmus (-8 to Longbows, -2 to Short Swords)
50 horse archers
Veteran (8)
Longbows (0)
Short Swords (0)
Plate Armor (8)
Combatant Mount (4)
Cost: 20 with 20% discount = 16 gold
Upkeep: 8 gold per turn
Conditions: Keep this unit or disband. If disbanded, discount is void. You can only have 20 of this unit at any given time.

The great Queen Arali has ruled over the Eastern Isthmus for some time. Her followers and the lands she keeps dominion over respect her and believe her to be benevolent and wise. However, the Eastern Isthmus is not without its threats. Demons, the undead, Goblin war parties, and bandits are just some of the dangers that are scattered throughout the isthmus. Queen Arali's predecessors realized the need for highly mobile and efficient archers. These horse archers are trained from a young age and are highly skilled with the bow. They treat their horses as if they were family, talking to them and merging with them spiritually.

Lakestone / Barbarians
Spoiler Lakestone Keep :
Lakestone Keep, ruled by Warlord Maion
Klailak's Warrior Priests (-8 gold and mana to weak magic)
10 warrior priests
Veteran (8)
Swords (0)
Leather (0)
Shield (0)
Weak Magic (0/0)
Cost: 8 gold
Upkeep: 4 gold
Conditions: Keep this unit. You may not disband. You can only have 10 of this unit at any given time.

Lakestone Keep was not always a bastion of barbarian villainy. Once the barbarians of this keep were a proud and dignified people, though a bit afraid of outsiders. They had migrated to the edge of Dura'dan Lake to escape the harsh realities of sea beasts and ocean marauders. They were also a very religious people, using their warriorhood to channel a spiritual connection with their faith. This Lakestone of a bygone era was ruled by the Priest Klailak, and he was well-loved by his people. He trained skilled warrior priests to defend Lakestone and to keep the energies and stories of Lakestone's religion. These priests can enchant their weapons and armor and call forth the light of the warrior to assist them. Unfortunately, Klailak died of old age and did not leave a proper heir. Ever since that incident, hundreds of years ago, Lakestone has been in a state of semi-anarchy, ruled by whatever warlord can show the most strength - and most of these warlords, including Maion, are not even from Lakestone.
 
OOC Notes:
1.) All of the gold currently in your coffers on the Wizard stats has already factored in this turn's income. So the money and mana you have to spend during Turn 2 has already been calculated for you. Do not add your per-turn upkeep to it.

2.) Please remember in the future that in your orders I want your current gold and mana upkeep as well as how much you are spending of each and how much will be left over after that spending. Also please clearly indicate what you are spending money on.

3.) Remember to tell me where all of your troops are at any given time (you don't have to tell me where every single unit is, but general locations would be nice in case someone attacks you).

4.) You have gold. Spend it. Spend it on any number of things that would improve or benefit a medieval fantasy kingdom. If you are launching a military operation, it is probably wise to invest in that operation. If you are establishing a long road, put an adequate amount of gold into it to make it beneficial. Temples, markets, academies... so many options. You can also do vague actions with your gold like invest in "religion" or something like that. Think of your kingdom as a medieval kingdom in a fantasy world. Do you have farms? What about mines? What do you produce? What is your region known for (or becoming known for) production-wise? More money in a focus will create more interesting results.

5.) NPCs can (usually) not just be easily walked over, especially if they are castles. Towns are easy to capture (if they aren't near a castle), but castles are extremely territorial. This is more of a tip to you than a note. Each NPC entity has a backstory and a rich culture adding to the world of Ethereal. This is not fantasy Risk. Remember that actions have consequences. Probably preaching to the choir here. War is not easy. Especially for your kingdoms - remember you are just starting out! You aren't meant to be all-powerful in the very beginning. Also remember that cities have troops. They have as many generic units as they can maintain with their gold worth. They aren't pushovers.

6.) I would like to see culture develop from those players who are devoted to this game (those who enjoy writing stories and getting more involved). Ethereal has its own rich backstory that is gradually revealed throughout the game. There are stories to be told, artifacts to be found, and so on. The peoples of Ethereal have long been in a Dark Ages and are now being taken out of that period of darkness by all-powerful Wizards. Culture should have a lot to do with inspiring them. Is there art? Music? Poetry? Oral or written histories revealing some of Ethereal's shady past?

7.) Even if there are no settlements in open land, there are still villages or perhaps other communities within that wilderness (even if they are not shown on the map). You can make that stuff up (unless I have already indicated how crowded the region is in the Landmarks section). Have it add to your story or your culture or your goals for expansion.

8.) All in all, the orders I received were rather well-done. For some of you, adding some fluff would be nice and would give me more material to write an interesting update with. But it is not required or anything. Also some of you propose projects but then don't put any gold into it (or not enough), and save all of your gold. Spend it!

9.) I put a lot into this update and I plan to put a lot into all subsequent updates. So it will be helpful for me if no one complains about certain judgements I make in my updates. Of course make your point if you have one, but please be civil and kind about it. It's a game and we are all playing together. Remember that for a lot of this, I use dice. I create equations and I calculate each situation's chances. The system behind it will never be made public, but it is not simple. Even with this, though, my hand is in every decision because I am the one deciding what chances each situation has to work or not work (and everything in between working and not working).

10.) I have added a compendium of player "units" (creatures) in the same post here. I have also arranged a castle and castle unique unit listing here. All Wizard profiles have been updated on the main rules here. All of this can be seen on the first page of this thread.
 
To: Lord Arenoir
I, Lord Arthurdin, hope we can live in peace and harmony, engaging in trade and mutual Exchange.

To Wizard Wendell the Tall:
Are domains are close to each other, a fact that could greatly benefit our two nations should we engage in free trade. Are you willing to allow Dwarfish Merchants access to your markets?
 
To Lord Arthurdin
That is well. Shall we connect Pordos and Erebor directly, via the Valley, or via the Town of Silence?
 
Backstory said:
“Wendea! I found a way free!” whispered a halfling. The crafting spectacles sat heavily upon his brow as he wrung his hands. “We can escape, and rebuilt a new farm for you, and life freely away from this place!”

Wendea walked us. She was a slim but strong-figured Halfling, like a unswaying willow sapling. “Yes hun?” she asked voice like honey on the breeze.

“I found that I can use my inner mana to work the factory machines! I can hide away the extra mana we get as crystals and prepare a transplaneal spell. So the humans there call me tall, huh? I’ll show them when I break free and they don’t!”

“But hun! You only get a few micromanai a day to work your factory station, and they have trackers that tract nanomanoids! How can you sneak any out?” She eyed the door, checking for the secret police.

“Leave that to me Wendea! I will find a way so we can be free of this filthy city! You can farm your own little garden like at the South Slopes, and I can keep my own little workshop. Don’t worry.” He muttered under his breath, “I will never be called names ever again. I will never be forced to work for others ever again. This I swear.”


The Halfling was sobbing. Wendea returned home with a small basket of groceries and then ran to his side. “What is wrong hun?”

“Too… late…”

“Speak to me!” She shook him and replaced his glasses, streaked with tears.

“I… I can’t remember my name! They must have cased a silencer curse on me! They found me out and I can’t cast the spell on a nameless one!”

Suddenly, an armoured fist, or shoe, to be correct, bounded their small door. “Open up! A halfing by the name of… name of… the Halfling of the wife of Wendea, you are under Arrest!”

Wendea cried “Never” and threw herself infront of the door as it was kicked in.

“Nooo!!!” cried the Halfling, his spirit moved out and surrounded that of Wendea’s as it slowly faded. “Keep me” the soul said, “Cast the spell on me while I’m inside of you.”

The soldier tried to crawl in, but was too tall. The halfing nodded once and cast his spell. He knew that were ever this spell took him, with his few crystals. It was better than here.

He disappeared, leaving a solitary puddle of tears and a dead Halfling at the gate.

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

We failed again. Spoke the Halfling. Wendea, our garden was taken over again. How can we save ourselves when we are so weak at each world?

We must secure a land of peace. Spoke Wendea, softly in his mind. You must… do it without me.

What… No! You’ve always been with me! You must stay!

I can’t hold on much longer, hun. You have a new name… Wendell…

No… Please…

I love you forever, Wendell, and I will be with you forever…


The voice is silent. Wendell searched his mind for her, but she is gone, combined with his own soul.


Wendell suddenly woke up with cold sweats. Although he had bad dreams before, this one was surprisingly vivid. He sighed and looked at the row of saplings poking from the garden. He always liked gardening…

Sad! But good.
 
Can you spend income and treasury or only treasury?

EDIT: also- starlife- i am trying to talk to you on #Nes-chat but no answer?
 
To: Lord Arenoir
I, Lord Arthurdin, hope we can live in peace and harmony, engaging in trade and mutual Exchange.

Indeed, Lord Arthurdin, fellow master of Dwarves. I am pleased that one of the great Wizards is Dwarven and that he has graced the Goldtier with his presence. Our manor in this valley has for long withstood many terrors and many pains. We give our undying friendship to you, as long as you give to the Goldtier the good graces and pride that it deserves.

Yet our past is something we do not grant access to so easily. It is our right. Our very essence is within tales of old. Rocks fall onto trees, and trees speak to the ground.
 
To Lord Arenoir:

I have long traveled the many worlds of existence, and found a few dominated by Dwarves, worlds of Industry and steam and fire, and many worlds where Dwarves were little more than Slaves to the overlords who would grind the last remnants of our proud race in to the dust. I did what I could for these dwarves, but, as always, I had to move on. Until I found this world. This Rich world is the template for all of existence, The Dwarves here the most Dwarvish, the strongest of all the Dwarves in all the worlds, The ones with most past, and I respect that. I wish Nothing more than to protect Dwarfish culture and identity in this world.

I dream of Something I have not found in all of my travels: A truly Multicultural Society, one where Dwarf and Man and Goblin and Orc and Gnoll and Elf and Beastman work side by side, with the cultures of all coexisting peacefully and benefiting from the contact. I dream of one glorious World Wide Nation of Prosperity and peace. Do you share this dream?
 
To Lord Arenoir:

I have long traveled the many worlds of existence, and found a few dominated by Dwarves, worlds of Industry and steam and fire, and many worlds where Dwarves were little more than Slaves to the overlords who would grind the last remnants of our proud race in to the dust. I did what I could for these dwarves, but, as always, I had to move on. Until I found this world. This Rich world is the template for all of existence, The Dwarves here the most Dwarvish, the strongest of all the Dwarves in all the worlds, The ones with most past, and I respect that. I wish Nothing more than to protect Dwarfish culture and identity in this world.

I dream of Something I have not found in all of my travels: A truly Multicultural Society, one where Dwarf and Man and Goblin and Orc and Gnoll and Elf and Beastman work side by side, with the cultures of all coexisting peacefully and benefiting from the contact. I dream of one glorious World Wide Nation of Prosperity and peace. Do you share this dream?

Lord Arthurdin. What is glory? What is prosperity? What is peace? And what is dreaming? But a matter of perspective, my dear Wizard. Your paradise may be another's torment. And in through the marked caves certain blue flames decorate the passages where maidens from long ago journeyed to greater wilderness. Where you have gone, I have not, but what you have seen, I have thought. This world is not only a world, but the world, even if more float in the sky with wyvern kisses. By the end robes. Dwarf is Man, Man is Goblin, Goblin is Orc, Orc is Gnoll, Gnoll is Elf, Elf is Beastman. All are temporary, but with legacies permanent. How wide is the world, under the fortune stones? Are your arms that wide? The Dwarven maidens in the journeyed passages knew the fires and the arms that kept them. Keep still with chatter of a Dwarf of Dwarves. There is no such creature.
 
Lord Arthurdin. What is glory? What is prosperity? What is peace? And what is dreaming? But a matter of perspective, my dear Wizard. Your paradise may be another's torment. And in through the marked caves certain blue flames decorate the passages where maidens from long ago journeyed to greater wilderness. Where you have gone, I have not, but what you have seen, I have thought. This world is not only a world, but the world, even if more float in the sky with wyvern kisses. By the end robes. Dwarf is Man, Man is Goblin, Goblin is Orc, Orc is Gnoll, Gnoll is Elf, Elf is Beastman. All are temporary, but with legacies permanent. How wide is the world, under the fortune stones? Are your arms that wide? The Dwarven maidens in the journeyed passages knew the fires and the arms that kept them. Keep still with chatter of a Dwarf of Dwarves. There is no such creature.

My Dear Arenoir, you Speak of ethereal, of the essence of the being. I speak of the vessel of the essence, the body. While it is true that all life, that all Souls, are identical, mere shavings of the Force we know as Magic, which return to that whole upon the death of the body, That is only nominally relevant to the present conversation. While, yes, on the whole, Life on this world is ephemeral, floating sparks in the night, That does not mean that a better world can not be created for Life. And, while, as you say, Dwarf is Man and Man is Goblin, that is only true in the deepest essence of existence. While on this, or any, world, those differences matter. I seek to make these differences NOT matter, so that all of life can achieve a higher level of unity.
 
Back
Top Bottom