SLNES I: Masters of Ethereal

It started in a tavern, like most quests seemed to do. Aeolus Hippotades, the Merchant, leaded back against the dirt wall of Stones, a small underhill pub located near the center of Endyli. The harshness of the winter air was gone in the cozy hole, and Aeolus closed his eyes enjoying the respite.

Managing a large caravan was nerve wracking as hell, but owning said caravan, and the 200lbs of gold carried in the central wagon, took the stress to another level. Now, however, with the wagons being filled full of Netheryl and the gold temporarily in the possession of the craftsmen who made the blessed things, he could relax. Tomorrow he would hit the road (well, unpaved trail of wagon ruts) again for the Goblin city of Asketra, where the profits would likely be unbelievable. Netheryl was rare stuff, and anyone who had the balls to traverse the bandit ridden Sul mountians with the stuff was liable to make a fortune. Or, in Aeolus's case, a greater one.

The arrow missed him by an inch, almost grazing his nose and flying into the neck of the halfling adventure to Aeolus's right. Even as the adventurer's tankard hit the ground Aeolus had knocked over the table, crossed the opening between cover, and rolled behind the bar. He clasped his necklace in one hand, murmured a chant under his breath for a moment, and stood up. The halflings around the room appeared to be moving in slow motion, some heading for the exit, some rising from their seats and drawing weapons, and some coming through the door carrying crossbows. Aeolus Hippotades, merchant and wizard, chucked dryly. "Not smart, boys."
To Be Continued in a Few Hours
 
A tale told by Nameless the Unlucky, spirit of the Steppes, to Nameless of the North, another spirit of the Steppes.
Spoiler :
There's a kind of curse in the south of the Norclove Steppes. At some point during its history, a human hamlet was cursed, and its human denizens were all affected by this terrible fate: They would never know death. In exchange for that poisonous gift, they lost their name and most of their skills and memories. Along with their youth and their health. Most of these spirits have wandered far away, and many don't even remember what they are. A few of them survive in the Steppes, however, to forever suffer from their curse.
Now how would not dying be a curse? Well, the spirits age. They are incredibly old, and most of them are totally insane, their brains so damaged, be it because of disease or just the accumulation of eons of memories, that they are mostly useless. These spirits look like very old men or women, and stay like that for scores of years, the eternal beggar in the city, the guy who was already begging, his mouth dripping saliva all day long, when your grandfather was a boy.
When their bodies do die, they are reincarnated into another old, weak wretch, not far from where they died. They are always aching and full of pain, shrouded in agony, longing for an oblivion that will never come, or at least the vague semblance of comfort or forgetfulness that alcohol or drugs can bring them.
Sometimes, they move to another place, and when they meet one of their own, they speak in their old tongue, trying to talk about something new, something interesting, something original at last, something that will let them forget for an instant their everlasting, miserable, existence of bitterness and agony.


At last, you're coming back from the North. Let me tell you of the people around here. You might learn a thing or two, what to do and what to avoid.
First of all, if you want to avoid a beating, don't talk to them about their gods, their beliefs or religion. As far as I understood, it is considered mortal offense here, and I got my throat cut a pair of times because of my old uncaring tongue. They worship their ancestors, you see, and each family does it differently. This often results in someone making a remark like "Hey, why are you wearing this cap today? It's not going to rain." ending up in a fierce fistfight, because the cap had been worn by his great-grandfather on his birthday and the barbarian believes firmly, religiously, he must wear it today in commemoration. But since it's taboo to explain it, he'll punch you for asking instead.
Mind you, not speaking won't let you avoid all beatings either. Sometimes, the barbarians just beat you because you're there. They always get into fights for stupid, probably religious, reasons, and they are very indiscriminate in who they fight. Anyone in range when a brawl starts is fair game. Running away is thought to be cowardly so you'd better just hide. You might also sing if you can do that, but I wouldn't advise it. Our vocal cords are too bad to try. The barbarians seem to think that a good musician should be left alone when they fight. Problem being the 'good' part. There are more singers today, so you might want to track one and stay near him to avoid fights but that doesn't work very well. First, these bards move a lot, and we can't really follow a healthy young man or woman. Second, some of them like the fights and actually sing to give courage to the brawlers. Mostly the women.

Apart from their too-common brawls, which often happen at the local tavern after drinking too much beer, mead or wine, they are calm people. If you avoid the outbreaks, you can probably limp by without too much problem. The main issue is how to get drunk far from the rest, or when they themselves aren't drunk yet. I once used to hide in a dyer's workshop. I brought my bottles there when he left for the bar, but the smell of the dyes and the nearby tanners made it unbearable, so one day I got out to breathe a bit and got spotted by his son, who was profitting from the absence of his parents to go meet a girl. The brat broke my arm, saying I was polluting his clan's workshop and I better get out of there! He also almost broke my jaw, I could hardly eat for weeks.
Speaking of which, I hope you can stand fish and crab. That's what they eat most around here now. A pain to chew I tell you, but they make some crab soup sometimes, which is easier on our old teeth. Some stew too, but they tend to roast stuff and generally take pride in showing the health of their good dentition, probably just to scorn us old guys.

And you should also get a tattoo. To pass for one of them. Most of the barbarians wear some. On the arms, back, torso, face, anywhere. And since they always go bare-armed, and sometimes bare-torso, they are easy to spot. Some have tattoos on the legs too, you can see them when they wear kilts instead of trousers. They wouldn't have believed I was an old barbarian if I hadn't had one. You'll have to do the same if you want to pass for one of them. It's painful as hell, but they say it's part of the pride. Whatever. Just get a small one on the forearm, they'll believe others are hidden under your rags and leave you alone... No, I mean, they'll pester you less.

Those guys don't really have much respect for us old ones. At least, not if you're not of their clan. You could try to pass for a foreigner of course. They like foreigners, their tales, their wares, their gold mostly. But without gold and if you just beg, they won't like you. Even begging is hard. Stealing is dangerous too. Lots of bruises and wounds because of that. They don't take it lightly. As they can't take the food you ate back from you, they expect to take it back from your clan. Therefore, they will ask you what's your clan in order to raid them back for what you stole. And, yes, you might avoid getting hurt if you pretend you're from another clan they don't like. They will pardon you for trying to steal them, as they might well have done the same, but you'll be an excuse for them to raid the other clan, and that can get real bloody. At least, that's what happened last time. Three dead for just one stolen sheep. I heard the new lord tends to police things a bit now, so they tend to kill each other less often, but it doesn't really help us. The good thing is now, with the big city, not everyone knows each other, so you might make it stealing from a market. They even throw some garbage now, so it's possible to forage some food if you can fend off the rats. Much harder to get free alcohol, unfortunately. You can always try to get near the bar after the brawl. Someone might be drunk enough to pay you a horn of beer. Most likely they'll throw it at you, however.
 
To: Gnolls of Flygan
Subject: Letter of Demands

You have shown disrespect to our Prophet. Our Prophet and his Clan union shall not forget this. Surrender yourself under His will, or face our wrath. Should you refuse, we will show no mercy, until every last one of you bows down to our Prophet. Should You surrender, we will show mercy and will let our Prophet to improve your life, just like he improved our lives, by teaching us how to wield our emotions just like we wield swords, spears, shields and crossbows.

*Message is sent several times by several abducted gnolls. Those "messengers" are badly beaten by goblins, but they are capable of walking.

A group of armored wolf-riders arrives to the gates of Hatred, leaving a message in the mud before riding off back towards the Silvercrane Coast.

The brave Gnolls of Flyglan will not bow down to the Goblins of the Goldtier. We will hold to our realm and defend it with every last warrior. Our pack will not be easily assimilated. You dare to abduct members of our pack? Death for them would have been more honorable than the fate you provided. Prepare for war.
 
SLNES I - Clan Union Rage - Promotional Video (Fantasy Roleplaying)

Link to video.

Take that you vile gnolls!
 
OOC: Are those your orders, Northen Wolf? :p All joking aside, that was interesting. Is the art from random places or one single source?
P.S. It's Goldtier.
OOC:
No, my orders will come soon. Just started to work on video and could not pull the emergency brake to stop and write orders.

Art is from random places, some from deviantart some from bing/google searches (altho searching "dark goblin wizard art" gives me twilight pictures as results:P)

Edit: made typos on purpose, seemed more "goblin-like".

Edit 2: Orders in.
 
A Lone Dwarven Messenger arrives at the Gates of Lust:

Lord Arthurdin sends messages of deep friendship and great respect for the Goblins of the Goldtier Mountains. Your reputation has spread far, and we would like, once our two nations are closer together, to open trade with you. Would this be amenable to you?
 
-2 hours, a bath, and an interrogation later-

The eleven bandits were in sorry shape. The hit had looked like an easy one, just an old merchant already drunk, and alone, in a tavern. Sure the old man was famous, but it had been years since since the last episode, and there was no way he could take odds like that.

Now limbs lay twisted at odd angles, heads were swollen with bruises, and one bandit appeared to have been stabbed with his own sword. Yet all the conscious men could feel was a sense of benevolence toward the merchant. When asked, they talked freely, if slightly painfully in some cases. How odd.

Aeolus stood on the steps of the bar, talking with his chief clerk and body guard, Sarcastees.
"Apparently it was spur of the moment, no outside backing that the conscious ones know of at least"

"Ah bet ah could crack a few heads and find out more sir"

"No doubt you could. But I think it wont be necessary"

"Dont trust that magic business one bit sir"

"These arnt capable of breaking the charm, particularly under the effects of the drugs."

"Oh, 'Cause theres nothing a lil hocus-pocus wont fix. Painkillers should wear off soon.. Ah shall enjoy watching that. You know its only a matter of time"

"Tell they wear off?"

"You know what I mean sir."

"Yes. I do. And I dont like it one bit. I truely expected to loose it all on the plains last month.. Not sure how those damn barbarians missed us."

"You need somewhere to settle down and stash your loot"

"Oh, so it'll get raided while I'm out? Bloody well brilliant idea"

"Build a citadel. All the cool wizards are doing it"

"Ha. Where would I get the mon.. ok, where would I put it?"

"Burning collapsed"

"Infested by Orks"

"So what? You get along grand with Orks. Besides, they all ran off ofter their prophet or whatever got burned to a crisp. Least, thats what ah heard"

"No, he was just caught in the outer sphere when it collapsed. His soul is long gone though."

"The what sir? Nevermind, ah dont want to know. So why not?"

"Settling in one spots dangerous! Never know what might be coming to get you!"

"Do your damn all seeing eye trick, set some guards, start patrols. You'll have the man power, citadels always draw a crowd, ah was just discussing that with Pekeles the other day."

"I dont want to set myself up in a fortress damnit. I like the world"

"So start a government, be a king, have a harem, whatever.. Then you can go on state visits and all.. Buckets and buckets of fun."

"That really dosent sound too bad.."
 
The Sul

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Overview & Brief History

Before the appearance of Merogia I Soter the minotaur of Sul were not a united peoples. Even after the wizardess-turned-savior took on leadership of the horned-people she had to fight horn and hoof to coalesce the many minotaur clans into one realm. The Sul, as they call themselves after their home, are the remnants of a minority population in the once great Empire of Sul, a union of many Mountain Orc lords lead by one emperor and his progeny--Sul. The minotaur were first brought as mercenaries hired by Sul XII himself. In those waning days of imperial might Sul needed a body of warriors loyal only to him, not petty lords. In the minotaur he found such a group. Attracted by promises of riches and, overtime, land the earliest ancestors of the Sul Minotaur entered the Sul Mountains. There they established the communities that would spawn the minotaur of today.

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Orcish Ruins; A once great empire swept under by mysterious forces of its own doing.

After the collapse of the Empire of Sul the minotaur-citizens suffered the same wide-sweeping deaths common to the chaotic era after the empire. Those urban minotaur--craftsmen and merchants who had overcome their beastly exterior--all perished with the orcish cities; with them most of the sophistication and advancement achieved by the Sul and the orcs. Rural minotaur reverted to the semi-nomadic existence their great-great-great grandsires had eked out as plains-people. But the mountains were far less forgiving than the flatlands surrounding them. The Sul died off in droves.

Those who survived were the hardiest, half-crazed, stoic remnants of a once proud and noble people.

Government

Every clan defends its territory fiercely. Little trading occurred before Merogia I Soter united the Sul and forced them to come into more frequent contact with one another. Self-sufficiency was and still is the ethos of the Sul. In the times before the First Matron the clans gathered only twice a year--mid-spring and mid-fall--to determine which clan was the strongest and therefore worthy of the best pastures. Five clans were chosen through feats of wisdom, strength, and ultimately honor. The lords of these clans were recognized as the firsts among all minotaur, and they were called chieftains.

The title was not just a great honor--these chieftains were expected to arbitrate swift justice on inter-clan disputes within their regions. Chieftains were expected to hold court and mediate whenever summoned by quarreling clans so that war between the Sul could be avoided. If an outsider threatened the minotaurs of a certain region then it would be their Chieftain who would organize the war-heard.

After Merogia I Soter's unification of the Sul she made the role of a Chieftain a permanent one. At whim she may raise one minotaur above the others as chieftain of their region. Under the First Matron's rule these chosen minotaur serve as her trusted advisors, generals, and sycophants.

Spoiler Current Chieftains :

Chieftain Shield-Chaser of the Sykites

A young, but successful warrior 17 summers in age, Shield-Chaser takes his name from an act of utter bravery/stupidity during a clash with the hostile dwarves of western Sul. Facing the then-thought-to-be unbreakable dwarven shieldwall, Shield-Chaser did not wait for the then-Chieftain Boulder-Stomper to call for a change. Instead, with a mad whim, Shield-Chaser roared and charged before his own honor-band and rushed headlong into the shieldwall. The resulting crash startled both the minotaur and dwarves; dwarven hands buckled under the frenzied minotaur and by time Boulder-Stomper led the rest of the army into the fray, Shield-Chaser had cut a bloody swath in the dwarven lines.

Although it truly was Boulder-Stomper's quick actions and capable leadership which won the day, he lost his reputation to Shield-Chaser. Later that year sensation triumphed over experience and Shield-Chaser was elected chieftain over Boulder-Stomper. Shield-Chaser had held his position for only a few months when Merogia I Soter appeared and united the Sul in a whirlwind. Contrary to the hopes of Boulder-Stomper, Merogia I Soter confirmed young Shield-Chaser's chieftainhood as permanent. Rumors circulate that the First Matron also favors Shield-Chaser in other ways.

Chieftain Tooth-Ripper of the Ekdoras

Chieftain Tooth-Ripper is more outwards-looking than his peers. The Sul, to him, are not peoples meant only for the mountains after which they take their name. Outside the craggy peaks is a whole world of opportunity--and conquest. He and his men may raid less than the other minotaurs sitting on Merogia's council, Tooth-Ripper is no less power hungry. Over the years he has gained a reputation for his merchanting endeavors; his coffers are the most full with real coins, not shiny trinkets taken by force. The Ekdoras occupy the most fertile region in Sul and the policies of Tooth-Ripper reflect that personal wealth. Tooth-Ripper orchestrated the construction of Dokieos; Tooth-Ripper was the first who heralded Merogia as Soter; and Tooth-Ripper sits at the head of the burgeoning Golden Herd that promises to usher in a new golden age with trade, not swords.

Tooth-Ripper is also rumored to be the father of Merogia's child, but he says nothing on that matter.

Chieftain Horn-Cruncher of the Stigmarma

He gained his name at 19 summers when he tore off the horns of no less than four greater warriors of the Stigmarma during a legal dispute. The then young Horn-Cruncher wished to bear the image of Horn-Breaker, a great hero of the tribe alive during the time of Orcish Sul Empire, but was barred by five clan-lords who did not want such a young, and in their eyes, unproven minotaur bearing the image of such a widely revered warrior. As Horn-Cruncher had found the Image of Horn-Breaker somewhere among the highest peaks of Sul he felt that he was not only worthy, but honor-bound to bear Horn-Breaker's Image.

The then chieftain of Stigmarma decided that a traditional contest of strength would be too risky and only bring to light Horn-Cruncher's right-to-rule. One night the former-chieftain and four other clan-lords ambushed Horn-Cruncher as he slept, but the young warrior sprung into action quickly. By the end of the fight Horn-Cruncher had killed one of the clan-lords and broke the horns of the other four. Horn-Cruncher bound the Chieftain of the Stigmarma and brought dragged him across all the lands of the Stigmarma, forcing the disgraced chieftain to not only acknowledge Horn-Cruncher as worthy of bearing Horn-Bearer's Image, but recognizing Horn-Cruncher as the rightful chieftain of all the Stigmarma for his feats of strength. The following summer Horn-Cruncher was made chieftain by a rather cowed crowd of minotaurs.

Since the beginning of his reign, Horn-Cruncher has proved to be a rather quiet ruler. He is slow to act and seems to deliberate on all things great and small about a matter before even considering any possible avenue. For this reason many of his herdsmen had considered forcing Horn-Cruncher to step down, but before they could Merogia appeared and made Horn-Cruncher's position permanent. Accompanying this appointment are rumors of intimate relations between Merogia and Horn-Cruncher.

Chieftain Sword-Eater of the Hosytos

Before Merogia Soter's arrival Sword-Eater had no name. She was the outcast child of a northern Sul clan with no affiliation with the Five Tribes of central Sul. From what little she has revealed about her former home, her herdsmen did not favor heifers and her sire had one too many of them. Reasonably he cast out Sword-Eater and her sisters when his first son was born. Thus Sword-Eater's wanderings began early and ranged all across the mountains and beyond. How a heifer of 12 summers survived the wilds is unknown and unfathomable to the minotaur of the five tribes. Most, however, agree that it is due to the terrible north that breeds equally terrible minotaur.

There are many tales of Sword-Eater's journeys, though she herself has told none of them. She is, in a way, the celebrity of her era. Merogia recognized this much and elevated Sword-Eater to Chieftainship of the Hosytos, much to the chagrin of the former Chieftain and his supporters.

Chieftain Shadow-Taster of the Syssaros

The central clans of the central Sul minotaur are, perhaps, the strangest. No less strange is their Chieftainess. Shadow-Taster is known for the feats of her great-great-great-great-great grandsire--one of the first mercenary captains to lead the plains-people ancestors of the Sul into the mountains. After the collapse of the Orcish Empire the great-great-great grandcalf of the first Shadow-Taster continued to lead the remaining Sul by settling them into the central valleys of the Sul Mountains where once stood the heart of the Orcish empire. Atop the ruins of the old empire, the current Shadow-Taster continues to lead her weird people in their weird ways. Unlike most Chieftains, Shadow-Taster is no warrior and her position was inherited--as it is the ways of the central Sul--allowing her to pursue the strange arts of a shaman. The other tribes certainly find this and everything else about the Syssaros strange, but they do not question Shadow-Taster's appointment. Long have the Syssaros been prosperous, honorable, and utter paragons of the ancient minotaur values.

Many stories are told of Shadow-Taster's unnatural feats--and most minotaur believe that the prosperity of the central valleys owe to the blood rituals done by Shadow-Taster and her coven. Shadow-Taster herself gladly reveals the ways and workings of her terrible magic to any who asks, and for this reason she has fast become Merogia Soter's favorite amongst the council.




More to come in the coming week! I'll update this post, so please, Starlife, make this my culture post.
 
Update 3: Summer, Year 1
Acquisitions

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The Dwarven tunnels of the southern Goldtier.


Part I

The kingdoms of the Southland continue to impress me. The new roads I have traveled on are becoming more and more crowded as each month passes by. Summer was quite hot this year, though I was able to relax to the cool waters of many rivers and ponds. During my travels this season, I participated and observed many festivals all over the Southland. There were festivals for glory, birth, rebirth, and Wizards. It was lovely to be able to travel from one place to another, constantly experiencing a festive summer environment. Yet this environment was only a mask for the complicated workings happening underneath. These kingdoms were growing, and they were growing quickly. Many villages and peoples surrounding the Citadels of the Wizards became part of their nearest order. Violent foes began to reach out to attack some of the Wizards, weary that their land might now be taken from them by these magical leaders.

The fast growth of these realms has led to an interesting array of intrigue in the Southland. Merchants are glowing with gold, work crews are covered in sweat, and warriors have blood on their blades. I also experienced first-hand the abilities of some of the Wizards during this summer. The powers I witnessed were amazing, and far greater than my own. I was humbled in the presence of this great channeling of mana.


- Magalas, the Sage-Historian of Aniok

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The Free Realms of the Southwest

Orcish bandits no longer control the Pordos Valley, and now trade can continue uninhibited. Dwarven troops from Lord Arthurdin tunneled through the mountains to an unnamed Orcish settlement. This settlement was entirely enslaved by another group of Orcs, whose crests identified them as the bandits that had been previously been attacked by troops from Wendell the 'Tall'. As the Dwarves emerged through the low mountains, they launched an assault on the town. Initially, this assault was unsuccessful, and the Dwarves had to retreat back into the mountains. The Dwarves were exhausted from tunneling the new road from Hadhodrond, and it was an extremely hot evening. As the Dwarves waited to continue their assault, the entire village became eerily quiet. The commander of the Dwarves, Captain Torarond, knew it was time to strike. As the Dwarves entered the town, they realized that all of the Orcs were suddenly extremely old and near death. The warriors that had routed their attack the day previous had long, gray beards and could barely pick up a sword. They pleaded with the Dwarves to end this torment, but the Dwarvish troops slaughtered the bandits, leaving only the innocents of the town alive. After a few hours, the Dwarves began to feel weak and older as well. Later that evening, all creatures within Lord Arthurdin's Temporal Shift bubble were back to normal.

Not only was Lord Arthurdin responsible for a great military victory over ruthless Orcish bandits. The Dwarven lord also successfully led the construction of one of world's most impressive network of roads. This network is made mostly of underground tunnels, which merge seamlessly with the above-ground roads system from the Halflings of Pordos Valley. The Dwarven tunnel network is well-kept, clean, and extremely protected by sturdy metals and stonework. Each tunnel also includes a guard post to make sure foes are not traveling through the deep of the earth. Special doors were also forged in the smithy of Hadhodrond, magical doors which separate friend from foe. This network of underground roads and tunnels is truly a marvel of Dwarven engineering. Travelers who have had the pleasure to trade via these routes have already written novels about their beauty and magnificence. Gems from the interior of the Goldtier Mountains can be seen protruding from certain areas of the stone walls, as lanterns flicker light on their brilliant colors.

Because of this intricate and well-made system of tunnels, Lord Arthurdin was able to spread his influence over more of the Goldtier, incorporating fellow Dwarven hamlets south of Arenoir. The tunnels also currently serve trade with the Orcish city of Yalek, who are grateful for this road and also pleased at Lord Arthurdin and Wizard Wendell for vanquishing the regional bandits. Lord Arthurdin also established a Trade Bureau, in charge of regulating trade. The Trade Bureau is in its infant stages, though already it has been useful in establishing core routes throughout what Lord Arthurdin is now called the 'Imperium of Peace'.

Practical:
Spoiler :
* Mana nodes (4): +100 mana per turn.
* Town (1): +25 gold per turn.
* +50 gold due to increased trade with neighbors and advanced tunnels/roads..
* +50 mana crystals due to Dwarven morale from the magnificent Goldtier tunnels.


And who was the most suited to work with Lord Arhurdin in the slaying of the Pordos Valley bandits? None other than the Halfling Wizard Wendell the 'Tall'. The Pordos Valley was indeed rather warm this summer, but that made the Bluebane River a perfect swimming spot for many happy Halflings living nestled around the crystal clear water. Delicious fish were pulled forth from its depths and many summer festivals and feasts were had by all who dwell around those parts. Many of these festivals were in celebration. No longer we Orcish bandits disrupting merchants trying to travel back and forth between the Fords and the hills. The Pordos Valley was finally at peace. A Commander Wrentas led fiercely loyal troops, scouted the valley, and successfully discovered many bandit encampments. The next day, there was a full assault, and intelligence had been given to the Dwarves. Overwhelmed, the bandits were forced to retreat to their enslaved town - which was subsequently successfully assaulted by Lord Arthurdin's Dwarves. There were no large losses on the side of the Halflings, as they were able to track and surprise the bandits and use one of the water mages they had acquired from Horace's Point. Horace's Point has found their realm closer than ever to Wendell's kingdom, both militarily and economically.

Trade continued successfully throughout Wendell's kingdom, even more uninhibited now that caravans were not being attacked in broad daylight. Many of the existing roads were improved by Halfling work crews, who in the summer's heat found themselves retiring each day to large mugs of ale imported from the depths of the Goldtier Mountains. The festive attitude of the Pordos Valley extended even throughout these work crews. Wendell also began to mint a currency for his kingdom. These coins are highly ornate, yet they are small and thin and have holes, thus making them easy to tie around a shoe lace, a necklace, or a pouch string. Copper and bronze coins were minted, as well as even silver ones. Wizard Wendell also ordered the construction of several markets throughout his kingdom, including Marburg Fords, Pordos Burrows, and the town of Solace. The market in Pordos Burrows seems to be the most bustling within the kingdom, bringing many merchants from around the region to buy or sell a variety of goods.

The new currency created much confidence throughout the Halfling kingdom and sponsored even further trade throughout the region. Salted cave fish, ciders, fruit ales, and deer jerky were among some of the most bought and sold goods throughout Wendell's kingdom. Some highly detailed toys were also exported, though they do not appear to be as popular as some of the objects being made by the Dwarves of the Goldtier.

Practical:
Spoiler :
* Mana nodes (5): +125 mana per turn.
* +30 gold from the bustling market in Pordos Burrows.
* +25 mana crystals from summer festivals.


The Centaurs of Stabila and Wizard Camrol Steedi launched impressive defense maneuvers against unprepared Barbarian raiders. With the help of Centaur troops from Horagrid, the Barbarian raids were pushed back, though more are expected from the massive army coming from Lakestone. Some of Steedi's scouts also picked up word that another Barbarian army was coming from the north, from Jolang, and would arrive to the region sometime in the Fall. They were taking their time to march southward, as they were plundering many other villages and towns along the way. This army, like the one from Lakestone, is aiming for Horagrid. Yet the Centaurs have built a remarkable defense around Horagrid and have also been training their troops for the battle to come. For this reason, relations between Stabila and Horagrid have continued to thrive, with Lord Hundri himself traveling to Stabila to visit with Camrol Steedi. In addition, the shabby dirt path leading from Stabila to Horagrid was paved, making transit between the two realms faster and much more pleasant. A diplomatic envoy from Stabila has been assigned to remain in Horagrid as an ambassador.

Land south of Horagrid near Lakestone was successfully captured by Steedi's troops. They pushed the Barbarians back into Lakestone Keep. Later in the summer, several of Steedi's scouts rode around the keep's walls, firing arrows with secret notes on them, pledging to assist the true Barbarians of the Keep. Some arrows were fired back with messages for Camrol Steedi. It was discovered that many of the old Warrior Priests of Klailak have begun to gather. Yet more disturbing news was the report that Lakestone's army is regrouping and preparing a siege on Horagrid and the road connecting Horagrid with Stabila. The siege would be joined by the Barbarians from the north, creating a very dangerous military situation for Camrol Steedi and his allies. The secret notes indicated that this attack was to occur sometime in the Winter, after the Barbarian troops from Jolang have secured much of the northern Maldia region.

The Faith of Mother Nature continued to expand its influence throughout the Maldia Plain, due to the efforts of Camrol Steedi and his followers. This religion has gained much traction throughout the Maldia Plain, and not only from Centaurs, but also from a variety of other races. The religion has fit in perfectly with many of the shamanistic peoples that dot the Maldia. Many shrines to Mother Nature have begun construction throughout the region, and they are requesting official funding from Stabila. This has created a renewed sense of unity and a fierce loyalty to Camrol Steedi, to whom many of these followers have given the status of true priest selected by Mother Nature herself.

Practical:
Spoiler :
* Town (1): +25 gold per turn.
* Mana nodes (7): +175 mana per turn.


The Central Forests

In the month of Avalor, the city Lan'Aurelia'Oramor was founded by Elatair and his large band of High Elves. The city was founded on the northern shores of lake Luerelanor, translated to 'Liquid Moonlight'. Here within this beautiful city, the mystical Aurelia'Oramor grow. The Aurelia'Oramor are a pair of trees that are some of the most ancient creatures to exist within the world. The new Elvish city was founded close to these trees, bringing the city great fortune in the first season of its bustling growth within the timeless forest. These large, magnificent trees have winding, twisting trunks which have been documented by many artists and travelers going through the Central Forests. To honor and safe-guard these twin trees, Elatair ordered the construction of a lovely temple. This temple is made of wood and stone and has been coated in sacred oils. Wild smells of incense can be whiffed upon as travelers near the temple grounds. It is truly a peaceful place.

In the month of Horam, Elatair himself gathered a band of Elves and set off with his honor guard of rangers for the Gnollish city of Griskglan. The procession to Griskglan was a monumental sight to behold, as the rangers were decorated with some of the finest silks and more ornate leathers. As the Elves marched, the color sequence alternating between bright greens and muted beiges and browns blended well into the southern Maldia Plain. The procession was not overly-ornate, however, so as to remain humble. This was especially true for Elatair himself, who wore a humble, deep green robe and a wreath of fres forest blooms, eternally preserved by the mana flowing within his spirit. As he walked along the Maldia Plain, his fine oak staff grazed the dirt below, causing grass to grow in his wake.

As the procession entered Griskglan, Gnolls stood within the streets to observe. They had never seen anything like this. The Gnolls of Griskglan are not of the vicious pack-oriented variety. They are organized around a very academic society. There are numerous competitive academies within Griskglan, and the whole society is led by the Sagelord, a Gnoll by the name of Tabor. Tabor personally welcomed the procession and had the city prepare all of the Elves some of the finest rabbit stew in the Southland. The Elves, not accustomed to this food, were at first a bit disturbed by the new aromas and tastes, but soon all at the event began to enjoy themselves. Plenty of Elvish wine was brought to the city, and the Gnolls gave the Elves precious jewelry crafted from the remarkably strong and versatile tusks of the Malga boar. Elatair and Tabor gathered privately to discuss more serious matters.

After the large gathering of Elves and Gnolls, Elatair ordered that a paved road be constructed from Lan'Elatair to Griskglan. The road was finished by the end of the summer, and it has generated much traffic between the new Elf-Gnoll alliance. Many Gnolls can now be found in the woods, studying Elvish culture, and many Elves can now be found in the southern Maldia Plain, socializing with the natives there. At the end of the summer, Elatair proceeded to travel to Ceros of the Wizard Arya, where the two met privately.

Practical:
Spoiler :
* Town (1): +25 gold per turn.
* Mana nodes (5): +125 mana per turn.
* +50 mana crystals from excellent temple and procession to Griskglan.
* +25 gold in gifts from Griskglan.
+25 mana crystals for friendly visitors to the forest / cultural exchange.


It has been made clear that Arya desires the city of Kess-fal in the Crata Grasslands. The Barbarian city was scouted by some of Arya's soldiers, but there were many warriors harbored within the city. As Dark Elvish troops waited at the edge of the Grasslands, they were assaulted by a group of berserkers who had captured one of Arya's scouts. Arya's troops fled back into the Soulstar Wood. The operation resulted in the loss of one of the units of Nightpikes from Kyunia. Kyunia has since withdrawn their pikemen, rather displeased that their troops were used in an unwarranted attack against a Barbarian settlement, rather than as defense against Bloodknights or a more worthy cause.

Despite this blunder of the Wizard Arya, relations with the nearby city of Sephira continue to grow and thrive. Lady Sephira herself has become good friends with Arya, and her people and Arya's people have become much closer. Arya's reputation throughout the Soulstar has also been well-maintained, as the influence of Ceros began to reach beyond the forest and into the hill-coated Kai Valley. Arya's friends in the forest were helpful, as the Bloodknights began to attack more while Arya was distracted with scouting the Crata Grasslands. Also helpful was the presence of Elatair, who assisted Sephira and her own troops in defending against the Bloodknights. These Bloodknights seem to have become more aggressive and even more powerful than before.

Practical:
Spoiler :
Town (1): +25 gold per turn.
* Mana nodes (5): +125 mana per turn.
* Arya no longer has use of the Kyunian Nightpikes. Relations with Kyunia are strained.
* +25 mana crystals from good relations with Sephira.


The Westmark

Within the Westmark, the summer saw a cool breeze on the Silvercrane Coast. The temperatures were quite pleasant, though the sounds of war could be heard from villages throughout the Silvercrane. Envoy Lucius launched an assault on regions north of Inavi, conquering a sizable town of High Men in the process. Meanwhile, an army began to form in the lands around Inavi, fiercely loyal to the designs of their master.

The potion professor from Tysis continued to research the small silver seed that still refused to budge from the lawn near the main Citadel in Inavi. Baffled by this seed, the professor traveled to a library in Hadhodrond, where still no answers were found. Every day during the summer, Envoy Lucius personally went to the lawn of his Citadel to study the strange seed made of a magical metal.

Throughout the Silvercrane Coast, artworks from the city of Westfield have become quite popular. The artworks are painted by sages and seers who listen deeply to the sermons of Envoy Lucius himself. The artists regularly visit the temples within Westfield. The colors and the unique form used on the artworks have made them a profitable commodity throughout the areas of the Silvercrane Coast settled by High Men. Some of the paintings reached as far north as the Gnollish city of Flyglan, but they were less receptive to merchants with these wares, claiming to not understand them.

Practical:
Spoiler :
* Town (1): +25 gold per turn.
* Mana nodes (2): +50 mana per turn.
* +30 gold from the trading of valuable artworks.


The northern Goldtier Mountains were a beautiful sight this summer. The snow began to melt except on the highest of peaks and more of the mana reflected the sun, creating the brilliant golden array that gives the region its namesake. And within these mountains, Goblins were stirring. The mysterious unknown Wizard of the Citadel known as Hatred commanded many squads of Goblin Infantry to scour the Goldtier for villages and clans that could be claimed in the name of Rage. These infantry slaughtered many and forced the surrender of several surrounding villages, be they Goblin or Men. A town of Goldtier minotaurs was also captured in the process. With many villages under the control of Hatred, the mysterious Wizard of Rage could feel more mana surging through his channeling Citadel.

As Rage spread throughout the northern Goldtier, an unlikely foe stepped up to defend some of the Dwarves and other creatures of the mountains: Goblins. Indeed, as Rage expanded, the Regamon Monastery was discovered. This heavily fortified monastery succeeded in defending the pass between Regamon and Herabrad, thus halting the Goblin infantry from conquering any further. Fortunate for the Goblin infantry, many patrols of Goblins of Rage assisted in the infantry's escape from the monastery's loyals. Rage scouts secretly paid a visit to the monastery, and observed its glory: a large stone and marble structure ornately and delicately carved into the side of a mountain called Mount Smoketop. The scouts also communicated with some locals of the area, who gave them more information about Regamon and the Smoketop Vanishers that the monastery is known to train. The uniquely spiritual Goblins who operate the monastery are very secretive and protect the area of the Goldtier around their place of worship.

Yet the Wizard of Rage also made clear his designs for a formidable merchant society. Markets were established in Hatred and in the city of Lust, and small trade caravans were issued for these regions. The trade throughout the Goblin realm was profitable, though the lack of any significant foreign sources of trade made the markets seem rather empty. They were not as boisterous as, say, the marketplaces within the Imperium of Peace or the trade sites in the Pordos Valley. Nonetheless, many of the less militaristic members of the Goldtier Goblin society found these economic policies useful.

Practical:
Spoiler :
* Town (1): +25 gold per turn.
* Mana nodes (3): +75 mana per turn.


The Far Southland

John Faraday's Barbarians on Kerador's Cape endured a blistering hot summer. However, for the Barbarians, this meant outdoor festivities in the shade of their settlements. The festivities were cut short, however, when news came that an entire regiment of the Barbarian horde was slaughtered. Thousands of Barbarian troops flocked to the small town in which they died attacking. Yet their onslaught of vengeance was pushed back by the forces from the Pal-garn Keep, a fortress located in the middle of Kerador's Cape. This unique fortress is one of the only Barbarian settlements in the Southland entire composed of Tigrans. The Tigran marauders defended their nearby town, slaughtering the Barbarian attackers and pushing many of Faraday's settlers back into Spiral and Mejiis. The victory cries of the Tigran rang out across Kerador's Cape. Infuriated, John Faraday plotted his next move. Yet overcoming the Beastman presence in the cape will be an extremely challenging task.

Wizard Faraday had far better success economically and politically. The town of Hambry greatly stepped up its fishing economy through government programs sponsoring new equipment and fishing boats. Hambry also received new farming tools and the farmlands around the town expanded. In addition, markets were constructed in Mejiis, generating a significant amount of internal trade. Though still, Faraday's kingdom is currently without any sources of foreign income.

Practical:
Spoiler :
* Mana node (1): +25 mana per turn
* +25 gold from increased fishing production.


East of Kerador's Cape in the Doanine Grasslands, Wizard Tarnum launched a military operation to expand the borders of his kingdom. The knights of Tarunia rode out from the Citadel to conquer several towns surrounding the realm. Many peoples of the Doanine Grasslands were attacked and subsequently suppressed in these raids, brought under the heel of the expanding Tarunian empire. Tarunia's raiders showered arrows upon the enemies of the kingdom, as the knights poured in, launching hit-and-run tactics on these defenseless towns. One town, south of Tarunia, is a town of Halflings. The other town northeast of Tarunia is a town of Orcs. The free peoples of the Doanine submitted to Wizard Tarnum, allowing his troops to enter the towns after the decisive battles. They begged the Wizard for roads and money for their towns as Tarnum's soldiers marched through their streets.

The Orcs of the village to the northeast informed Tarnum's lancers that they settled in the Doanine Grasslands after fleeing the deserted Burning Citadel, now occupied by a kingdom of Halflings. They told Tarnum's diplomats stories of how one of Ismordar's advisors rebelled against the Wizard, killing him in his sleep and steeling his box of wands, along with several potions and trinkets. The advisor soon turned against the Orcs who had gathered in the southern Sul, lashing out against them and going insane. The stories were eerie to Tarnum's troops, who uncovered an item the Orcs had been able to smuggle out of the Burning Tower before it collapsed. The item was a small trinket, an Orcish bone pendant with the properties of fire protection. It glowed red and orange as Tarnum gripped the object and hung it around his neck.

Practical:
Spoiler :
* Mana nodes (4): +100 mana per turn.
* +1 Orcish Bone Pendant of Fire Protection.
 
Update 3: Summer, Year 1
Acquisitions

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The Minotaur city of Dokieos.


Part II

While the Minotaurs expand their empire in the Northern Sul, empires to the east continue to grow around the Norclove Steppes. Violent battles have taken place and the Wizards have emerged victorious. Many different types of people are learning to live as part of these kingdoms. As usual, I was welcome in the Citadels of even these Wizards. Those who would not show their face decided to speak to me in other ways. They were friendly and informed me of their kingdoms' aims, teaching me much about their developing cultures and unique worldviews. I have quickly learned that not all is what it seems, especially in the Southland.

- Magalas, the Sage-Historian of Aniok

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The Sul Mountains

The minotaur Wizard Merogia Soter continued to lead her people to unity. During the month of Horam at a Midsummer Festival, she held a competition open only to the great Image Bearers. Image Bearers flocked to Dokieos from all over the Sul region and even beyond. Some minotaurs even came from the northern Goldtier, recently expelled from their town by invading Goblins. Many Image Bearers fought to the death during this festival and there were many cheers from the audience and gifts given to the families of the dead, honored warriors. Merogia herself was quite impressed with the brilliant performance given by the gladiators. In the end, it was indeed one of the minotaurs from the Goldtier town of Kleoth named Rasaon. Rasaon had killed many Goblins while fleeing from Kleoth with his family. He was honored to be victorious during this competition. As a reward for his victory, Merogia allowed him to choose any weapon or armor from her armory. He chose one of Merogia's own Netheryl vests. He was also given a position as Merogia's left-horn and Champion.

During the summer days, Merogia patrolled the Northern Sul with bands of her followers. With great success, she brought many minotaur clans into her dominion. The Midsummer Festival held in Dokieos contributed to this. Because the victor Rasaon had opted to remain forever at the side of Merogia, and because other minotaurs were able to see the great might of warriors willing to die for her, many minotaurs flocked to Merogia during her patrols. They told her of reasons they wish to unite, citing more organized Goblin raiding parties on their village and problems with clan unity. However, Merogia brought unity and she brought power to the minotaurs of the Northern Sul. She settled many tribes throughout the range and thus expanded the borders of her kingdom three-fold. However, some clans remain skeptical of Merogia's influence and power and question her origins.

It has become noticeable that Merogia is pregnant. When Merogia first arrived to the Sul Mountains, she mated with the strongest warrior she could find. After this, she killed him, ensuring that her child would be loyal to her and to leave herself open to a suitor. In her pregnant state, she took great care in the later days of the summer, remaining in Pragaom, tinkering with ways to enchant different small items with her magical prowess. She had some success with small, round stones. The stones gradually became heavier and obviously more durable. She began to increase the power she was putting into the objects. The result was what she has begun to call a Soulscar Stone. She called forth many minotaurs to test this object. Unfortunately, this stones magical power is not completely positive. It has some strange side effects if placed in the vicinity of non-magical beings. It does not drain the soul of those who keep it around for too long, but it does alter it. It takes the soul and shifts it, twisting and bending it, until the being near the stone becomes mad and hostile.

Practical:
Spoiler :
* Towns (2): +50 gold per turn.
* Mana nodes (3): +75 mana per turn.
* +50 gold from clan tributes.
* +1 Merogia's Soulscar Stone.
+30 mana from Midsummer Festival.


Very near to where the Burning Tower once stood, there is now the Citadel of Aiolia, a marvelous structure created by a mysterious Halfling Wizard named Aeolus Hippotades. Wizard Aeolus has traveled throughout the Southland, deciding upon a spot fit for his Halfling kingdom. As he came to the Burning Tower ruins, it appeared that they had been looted. He liked the scenery of the valley and the landscape of the edge of the Southern Sul. He raised his Citadel, and soon Halfling followers arrived by the thousands. With his followers, Wizard Aeolus founded the city of Cazablankah, nestled in the hills west of Aiolia and near the fork of the Dyli River.

Wizard Aeolus quickly set out to improve his newfound kingdom. Using some of his followers, he formed a workforce and began to dig dirt pathways to various realms adjacent to the Southern Sul. This included the Goblin city of Asketra, the Barbarian town of Cretene in the Doanine Grasslands, the newfound Halfling city Cazablankah, the Halfling city of Endyli, the Orcish city of Noskepak, and the Dwarven town Da'kah'hhern. Indeed, this network of dirt roadways was quite impressive, even though the roads themselves were of poor quality. The Halfling Wizard was more concerned with his followers being able to find their way through the hills and mountains while also making sure to create easier passage for wagon traffic. He also wanted to begin to open trade with his neighbors. All of the settlements accepted the creation of dirt pathways, though the Orcs in Noskepak were a bit hostile to the work crews. It was their belief that no other Citadel should be built near the Burning Tower. Many Orcs from the Burning Tower migrated to Noskepak. They were surprised that now a bold Halfling Wizard had established his magical doings there. The Orcs did not attack, though they were very unreceptive to diplomats from Aiolia.

Many diplomats traveled around Aiolia to communicate with the local realms. One reached the Goblin city of Asketra. He met with many Goblins and asked them to create a bow for Aiolia's archers. He promised them a sack of gold. The Asketrans were in no mood to help the Halflings, but money was money. A small, independent Goblin guild found just outside the city limits gave the Halflings designs for a composite bow of great quality and power. Grateful for their assistance, the diplomat returned and gave the guild their gold. He then informed the Asketran officials that the dirt pathway to Aiolia will be a toll road only for Aiolians and members of their parliament. To this, the Asketrans chuckled boisterously and politely informed the diplomat that they will never pay a toll, as long as they have crossbowmen in their city.

The Aiolian diplomat had much more success in the Dwarven town of Da'kah'hhern, nestled in a deep Sul valley. There the Dwarves welcomed the diplomat and were happy to join Aiolia's parliament and thus be members of the pathway. They saw Wizard Aeolus as a powerful leader and someone to protect them from the bandit infested Southern Sul. Aeolus promised that the roads would be well-protected. The Aiolian diplomat and his party drank large quantities of beer while staying in Da'kah'hhern, and also were able to purchase supplies of marble for the new parliament building near the Aiolia Citadel. Supplies of bronze and iron were also obtained from the Dwarves, for use in Aiolia's Royal Army. Warm relations also continued south to the town of Cretene in the Doanine Grasslands, where High Men Barbarians farm the surrounding region. They, too, welcomed Wizard Aeolus and joined his parliament, enjoying the concept of more commerce and thus a larger market to sell their produce, wheat, and corn. Aiolian diplomats traveling to Noskepak received the same treatment as they did in Asketra: a complete refusal to pay tolls and threats of violence against the Halflings. Endyli was a bit more receptive to the fellow Halflings at first, but upon news of the toll road also became a bit perturbed and informed the parliament that they would have nothing to do with such tolls.

Practical:
Spoiler :
* Town (1): +25 gold per turn.
* Mana nodes (6): +150 mana per turn.
* +25 gold from donations to new parliament building.


The Norclove Steppes

Wizard Gwydion of Gwynedd has dramatically expanded the borders of his seafaring kingdom and has successfully explored much of the coastline east of Quentora. Because of these successful efforts, and because of the improvement of harbors in both Stryddinas and Gwynedd, trade with various coastal communities has boomed during this summer season. The cool summer breeze on the coasts of the southern Norclove were a pleasant addition to the economic success granted to Gwydion's expanding kingdom of Barbarians. Work crews were meticulous in their improvement of the two harbors, the twin coastal settlements which straddle the Olivia Gulf. In time throughout the summer, inns, brothels, seafaring craftshops, and other institutions were established in both of Gwydion's settlements. Several citizens from the fishing and seafaring villages on the coast south of Gwynedd migrated to Stryddinas as the city quickly grew to become the highest traffic sea-trade city in the Olivia Gulf region.

The Barbarian kingdom's relations with the High Men city of Palinan led to a complete annexation of Palinan by Wizard Gwydion. This event occurred with a great procession of music in the city of Palinan, as Wizard Gwydion personally attended the festivities and brought with him some of his finest bards and musicians. King Soan of Palinan was grateful for the opportunity to become part of the Gwydion's kingdom, seeing it as an opportunity to protect Palinan from evil forces to the north while also preserving Palinan's people and royalty. King Soan's two daughters, Alia and Mary, also attended the festivities, along with King Soan's son Anoan. Anoan was somewhat dismayed at his father's decision to turn the city over to the Barbarians, but he was comforted when he heard the beautiful music from the lutes and the poetry recited by some of the talented bards. Regardless, it is clear that Anoan, son of King Soan, will take some time to accept the fate of his fair city. The festivities in Palinan lasted for weeks, though Wizard Gwydion only attended for a few days before returning to Gwynedd for more pressing matters.

Indeed, the Gnolls of Norclove were advancing further upon the steppe, and news of this came to Gwydion as he signed a trade deal with the city of Senda, a city which has lost all trade throughout the Norclove steppe due to its city limits being completely surrounded by Gnollish encampments. All trade must now occur via the sea. Now that Gwydion had control of Palinan, a new sea-trade route was established to Senda. This route proved useful in providing necessary supplies to the trapped city of High Men while also displaying the kingdom of Gwydion's efficient and skilled seafaring ability. Indeed, Gwydion's diplomatic efforts continued to be successful, as some gifts of musical instruments and a narwhale horn carrying healing powers were delivered to the Centaur city of Ruria. The Centaurs, honored from these gifts, have agreed to send their own ambassador to Gwynedd during the fall.

The small kingdom of Quentora, ruled by Queen Arali, benefited from trade with the Wizard's realm. She was happy to renew trade with the communities of the Olivia Gulf while also improving relations with the powerful force growing to her north. Many merchants arrived to Quentora from Gwynedd and Stryddinas. They spent time in the taverns of Quentora, and even browsed the clean stables of the well-kept castle. Many merchant ships mysteriously went missing in the small Sea of Halendi south of Quentora. Many merchants returning to Gwynedd told tales of sea apparitions, ghost ships, and other strange happenings. Even though the vast majority of merchants made it through to Quentora and back, such stories spooked a fair amount of captains. The merchants also brought news of another, more positive matter to Wizard Gwydion. The heiress to Queen Arali, kept secret for months after being announced more than a year ago, has been discovered. Her name is Silvia, and she is a beautiful brown-haired warrior princess from one of the lost kingdoms of the peninsula. She rides one of the most beautiful and most intelligent horses in all of Quentora, second only to Queen Arali's. The horse is a brilliant white steed. Apparently the heiress was discovered by one clever merchant who was inspecting the stables and noticed a girl near what the stablemasters were calling one of the finest horses in the kingdom. Her horse known, so is she.

Upon hearing this news, Gwydion asked to visit the stables of Quentora and take a tour of the kingdom. Queen Arali enthusiastically accepted and invited the Wizard to stay for one week. During this time, Gwydion gathered his energy and created a horse out of flowers, summoning it to the stable during the late hours of the night. In the morning, the whole castle was awoken by many screams and awes as the stablemasters were gushing over the amazingly beautiful horse that now graced their realm. The petals of flowers floated around the image of the horse as planets float around the sun. They gracefully came together and each different petal had a different, glorious scent. The smell could be inhaled throughout the entire castle, and people from all over Arali's kingdom flocked to see the amazing horse of flowers. It fully functioned as a first-class horse. It rode swiftly, and as it rode, flower petals were left in its wake, leaving the scent in its path. It had an extremely friendly personality, as well, though also proud and resilient. It seemed to not gather harm. Upon seeing this horse, Princess Silvia was enamored and has now gradually begun to spend more time around the creature. She has been the only one privileged enough to ride the remarkable creature.

Practical:
Spoiler :
* City (1): Palinan / High Men / 29,000 / +116 gold per turn.
* Mana nodes (3): +75 mana per turn.
* +30 gold from highly successful sea trade in the Olivia Gulf.


To the northeast of Gwydion's growing empire, the Gnolls of the Norclove made their kill. Madly upset with a terrible nightmare he had, Wizard Ng'graa Akh'rr lashed out against the world as he felt the Nether Sphere had disintegrated. Commanding a massive army of Gnollish wolf riders, the Gnolls of Akhoowoo swept the coast of the Norclove south of the city Bharhakhoowoo, annihilating everything in their path. Ng'graa's Souleaters made sure to take the souls of the dead, thus amplifying their power against the towns the Gnolls would soon invade. By the end of the summer, one coastal town of High Elves (southeast of Bharhakhoowoo) and one coastal town of High Men had been successfully annexed by the Norclove Gnolls. The hyena-like war cries echoed throughout the entire steppe, and no longer were trade boats allowed into the two towns. The Gnolls at first treated the two towns like slaves. But eventually, the towns were properly incorporated into the 'pack' of Ng'graa.

Fires spread throughout the Norclove as villages were burned to the ground by ransacking Gnolls and their wolves. Meanwhile, the knights of Senda continued to defend their city, pushing Gnollish infantry back from their city walls and actually riding out to assault them sometimes as they crossed the steppe between Akhoowoo and Bharhakoowoo. However, this did not result in any significant casualties, as the wolf riders were able to outrun the heavily armored lancers. The territory immediately surrounding Senda continues to be encroached upon by Gnollish encampments, yet Senda's military has succeeded in keeping the Gnolls out of the city due to supplies from overseas realms coming into their port.

Wizard Ng'graa selected an elite troop of Souleaters to travel southward around Ruria and to the ruins of the Burning Tower. The Gnolls made safe passage through the expanse of the Norclove Steppes and past Ruria, making sure to avoid any of Gwydion's Barbarians. When the Gnolls arrived to the Southern Sul, they saw the ruins of the tower and explored those ruins thoroughly. They found large chronicles filled with illustrations and text about the brief history of the Burning Tower. One such book was written by Ismordar himself, and documented his demise. Within the book, Ismordar laments that he gave too much power to his advisors and that one of them had betrayed him. Locked in his tower, he was daily besieged by his own people, until finally they broke through and killed Ismordar, his advisor wielding magic more powerful than his own. The story shows a drawing of several of Ismordar's wands, which Ismordar scattered throughout Ethereal in his afterlife, as a last signal of hatred to those who betrayed him. The advisor who had been imbued with Wizardry has since fled the tower, at least that is what all of the Orcs still living in small villages around the Southern Sul have proclaimed. Those survivors are happy to still have their lives, and have noted that many of the Orcs have fled to other areas around the Doanine Grasslands. Some have settled small villages on the river. The Gnolls could not move the books in the ruins. They were permanent, charged with magic as a sort of testament to Ismordar's Stand.

The Gnolls did find an interesting object buried in the ruins. It appeared to be a small wooden knife, yet it was extremely heavy. The Souleaters could feel the mana within the small object. They collected it and one put it in his pack to give personally to Ng'graa. In addition to this, a small chest of gold was plundered from the ruins. As the Gnolls left the ruins of the Burning Tower, they passed a strange Halfling walking towards the ruins. They attempted to approach the Halfling, but were blinded by light and the next thing they knew he was gone.

Practical:
Spoiler :
* Towns (2): +50 gold per turn.
* Mana nodes (5): +125 mana per turn.
* +1 Ismordar's Oak Dagger.
* +50 gold from Burning Tower plunder.


During the spring, it seemed that the Dark Elves of the Woodmind Forest and the Goblins of the Raimore were about to wage an epic battle. Yet diplomats met from both sides and carefully brought an end to the stand-still. Juukkeshi's Dark Elves fully integrated Lydai into their kingdom. The city held a brief celebration at the temple of the Woodmind Cult near the center of the city. Juukkeshi did not attend, as very few of Juukkeshi's followers have actually seen the allusive Wizard. Rather, he sent an advisor in his place. This advisor also met with priests of the Woodmind Cult. After this meeting, the cult began to change significantly. Projects began in Lydai to improve life there and many of the Elves who were looking to flee now decided to remain within their homes. To them, it seemed they may have misjudged the Dark Elf Wizard.

Juukkeshi attempted trade with the Dwarves across the river to the north, but very few merchants wanted to travel through that land in fear of the Drakefang followers. Yet some Dwarves did make it through on their own volition and were amazed to find the city of Lydai rather pristine and well-kept, despite the fact that several thousand Elves had retreated across Deathaven, only to be gobbled up by drakes. Some citizens were still in mourning, and in fact in a change of heart, the Woodmind Cult allowed traditional Elvish memorial services to commence, including some around the Woodmind temple itself. Some of the Dwarven merchants attended these ceremonies, as they too were close to the Lydai Elves before the coming of Juukkeshi. Juukkeshi's diplomats made it clear to the Woodmind Cult that they would not survive long if they continued their oppressive tactics. Leadership of the priests was dramatically altered this summer. Some of the priests simply went missing. The many actions of the re-formed Woodmind Cult and its new collective of priests earned great respect from Elvish communities throughout the region, who once feared the Woodmind Cult. The allowance of traditional Elvish ceremonies and the relaxing of Cult presence throughout the city of Lydai and in surrounding regions was greatly received. The Cult has since begun to transform itself into a respectable religion called the Woodmind Order, opening a temple in Haru Ma'ul and seeking to train more priests.

To the west of Haru Ma'ul, a High Elvish town called Faria was incorporated into Juukkeshi's realm. The town has common heritage to many of the Elves and Dark Elves in the Woodmind Forest, including those in Lydai and even the Dark Elves who have flocked to Juukkeshi. To cement the new settlements within his kingdom, Juukkeshi ordered the construction of a dirt path stretching from Faria all the up to Lydai, along the coast of Deathaven Lake. This action deeply impressed many Elves and Dark Elves alike in the Woodmind area, as Juukkeshi had personally decreed that the road not be constructed in the forest, so as to preserve the Elvish habitats. This was yet another action that gained Juukkeshi great accolade in the Elvish communities of the Woodmind. Much of the Woodmind was gradually incorporated into Juukkeshi's realm throughout the summer, opting for protection against other dangers and to be united with their Elvish brethren. As such, much of the Woodmind Forest came under direct control of Juukkeshi and his minions.

Practical:
Spoiler :
* City (1): Lydai / High Elf / 15,000 / +60 gold per turn.
* Town (1): +25 gold per turn.
* Mana nodes (7): +175 mana per turn.
* +50 mana crystals from activities of the Woodmind Order.


During a warm summer evening in the month of Avalor, Goblins crept down from the Raimore Range and into the northern section of the Woodmind Forest. They traveled in the dark of the forest, not even lighting fires to eat food, but instead surviving off of nuts, dried meats, and vegetables. By following this tactic, the Goblins avoided clamorous activity and thus avoided any incursion from Drakefang. During the deep night, they arrived to the Dwarven town of Aluna, closest to Drakefang Keep. The Thuggee Goblin Infantry fired their crossbows, instantly killing Aluna's watchmen and guards. The Goblins infiltrated Aluna, creeping through the streets, slaughtering what guards they encountered. By the time the alarm was sounded, Goblins had poured into the town and had knives at the throats of every Dwarf. Many Dwarves opted to die, attempting to attack the Goblins in the open. Other Dwarves were captured and turned into slaves. The rest of the Dwarves surrendered to Thuggee's forces. One of the Dwarflords by the name of Dorabar pledged his loyalty to the Thuggee, and became governor of the settlement.

A month after this incident in the month of Horam, more Goblin Infantry marched from the Raimore Range into the Saltmere Forests. Upon hearing of the demise of their neighbors, the Dwarves surrendered quickly, knowing that if they fought back they may very well all be slaughtered. Just as in Aluna, a Dwarven governor loyal to Thuggee was intalled in the town.

As the summer weeks passed, Goblin colonists headed to the northern Woodmind Forest where they began to create a lumberjack industry. This industry was interrupted by many Elvish village natives in the forest who were opposed to this idea. They slaughtered an entire regiment of Goblin Infantry during a mid-afternoon hunting-assault on the colonists. Despite this, a small arm of the northern Woodmind Forest was successfully colonized. Lumber camps began to pop up in this area and at the edge of the forest, thus producing some timber for Thuggee. Goblin troops arrived to provide protection from the Elvish natives, yet the natives still thrive in the inner areas of the Woodmind Forest, protecting their precious forest and the mana it contains. These natives have halted any further Goblin incursion into the forest, yet it is only a matter of time before these Elves are outnumbered.

Thuggee was able to more successfully develop the Saltmere Forests. Several coal mines were built during the month of Lorsen and have already begun to generate large amounts of coal for the Thuggee empire. Members of Thuggee's secretive Society were able to expand the kingdom's borders to encompass almost all of the Saltmere Forests, and the powers that rule in the Citadel felt a surge of mana charging through the earth. This mana was felt throughout the entire kingdom as flowing like a river underneath the Saltmere and connecting with the powers of the Raimore. During the summer nights, the eastern edge of the Raimore lit up with fantastic hues of blue and white. Goblin settlers flocked to the Saltmere, establishing several villages and workshops along the way. Excellent salts were also extracted from the lands throughout these woods, contributing to trade with several realms including the Gnolls of the Norclove Steppes and the Coratoth Stronghold. Indeed, relations between Thuggee and the Coratothian Gnolls have begun to rapidly develop into a full-fledged trade partnership and military friendship.

Practical:
Spoiler :
* Towns (2): +50 gold per turn.
* Mana nodes (9): +225 mana per turn.
* -1 unit of Goblin Infantry.
* +30 gold from coal and exotic salt trading.
 
Update 3: Summer, Year 1
Acquisitions

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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

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Map of Ethereal
Spoiler Map of Ethereal :
update3map.png

Direct Link to Map

Landmarks
Crata Grasslands: The grasslands north of Dura'dan Lake where Kess-fal is located.
Kai Valley: The valley separating the two Central Forests (Soulstar to the north and Aurelia to the south).
Aurelia Forest: The forest in which Wizard Elatair's kingdom thrives.
Sea of Halendi: The sea adjacent to Quentora and the location of strange happenings.
Saltmere Forests: The forests east of the Raimore Range.
Dyli River: The river that runs through the Aiolian city of Cazablankah and next to the Halfling city of Endyli.
(Previously revealed landmarks can be found in the Maps section of the rules.)

Magical Items
Orcish Bone Pendant of Fire Protection: 1 belongs to Wizard Tarnum. From the ruins of the Burning Tower. This pendant, when worn by the commander of a unit, will make that entire unit fire-resistant. It is unknown how long this pendant will last.
Merogia's Soulscar Stone: 1 belongs to Wizard Merogia Soter. When this stone is placed in the pocket or around an individual or a small group (a unit), it gradually merges all of their thoughts, hopes, and dreams together, thus making them extremely connected. This is the first stage, and it does not last long. The second stage is that they all go completely insane, and turn into berserkers of great strength. However, they do not easily delineate between friend and foe. The third stage is death. Once the second stage begins, the third stage is unavoidable.
Ismordar's Oak Dagger: This magical oak dagger belongs to Wizard Ng'graa Akh'rrr. Upon further study, the Gnollish Wizard has come to the conclusion that if an entire regiment of troops is stabbed with this dagger, it will combine the strength of Orcish warriors with their own. However, because it is wood, when used once it will simply burn into ash.
(Previously revealed magical items can be found in the Magic section of the rules.)

Cities Revealed
Lonelai / Dark Elves (20,000 / 80)
Telurgrae / Halflings (41,000 / 164)
(Previously revealed cities can be found in the Maps section of the rules.)

Castles Revealed
3: Goblins
6: Beastmen
14: Dark Elves
22: High Men
Regamon / Goblins
Spoiler Regamon Monastery :
Regamon Monastery, ruled by an unnamed Monk
Goblins
Smoketop Vanishers (-8 gold and mana to weak magic)
5 ninjas
Veteran (8)
Short Swords (0)
Leather (0)
Weak Magic (0/0)
Cost: 8 gold
Upkeep: 4 gold
Conditions: Keep this unit. You may not disband. You can only have 12 of this unit at any given time.

Regamon Monastery is a large stone and marble structure ornately and delicately carved into the side of a mountain called Mount Smoketop. Smoketop Vanishers are essentially elite, fanatical protectors of Mount Smoketop, protecting the mountain, the monastery, and the surrounding regions. The closets analogy suitable to the Smoketop Vanishers would be ninjas. They are adept at hiding in the terrain they protect or fight in and have even been known to assassinate enemies of the monastery. Regamon preaches a very peaceful religion called Rega, yet it is also a very disciplined religion. Discipline comes first, peace comes second. If something gets in the way of the Rega code of discipline, any means necessary must be used to clear the path.

Pal-garn / Beastmen (Tigran)
Spoiler Pal-garn Keep :
Pal-garn Keep, ruled by Mage Ma-sleth
Beastmen (Tigran)
Tigran Marauders (-8 to Swords, -8 to Axes)
30 soldiers
Veteran (8)
Swords (0)
Axes (0)
Leather (2)
Noncombatant Mounts (0)
Cost: 10 gold
Upkeep: 5 gold per turn
Conditions: Keep this unit. May not disband. You may only have 15 of this unit at any given time.

Pal-garn is one of the only Barbarian settlements in the Southland entirely composed of Tigrans. Tigrans are a sub-species of Beastman who resemble humanoid tigers. They are extremely agile and fast, just as other Beastmen such as Centaurs and Minotaurs. Pal-garn has used these traits and has trained and equipped a special force of marauders, or dual-weapon-wielding specialized soldiers. Their grip over parts of Kerador's Cape is apparent.

(Previously revealed castles can be found in the Maps and Castles Listing section of the rules.)
 
OOC Notes:
1.) Not as many notes this time. :p
2.) Green text indicates bonus for turning orders in early. These bonuses are sometimes compounded with other benefits from your orders, so don't compare your bonus with the bonus of another player.
3.) I will be very, very busy for the next 2 days. As such, please be patient in waiting for my responses to any diplomacy you might want to conduct.
4.) You guys are awesome!
5.) Orders for Update 4 are due Wednesday, May 11. You can turn in orders on Sunday, May 8 for a bonus.
 
The Reaver giggled to himself as he sat inside a small room in the city of Westfield. In his hand, he held a figurine made of wood, which was of a shape that would have chilled all who looked upon it to the bones.

"Oh...yes, master... of course..." the Reaver said. "Yes,yes,yes, yes... your will shall be heard..."

The Reaver scratched at his skin, which was already beginning to form a rash. "Oh yes, of course...sinners shall be punished...Now? Master? Nononononono of course I am not complaining..."

The Reaver carefully lay down the figurine on his table, and reached out next to him to grab onto a pike.

..........................................................................................................................................................


An old man stared at his golden pocket watch, a gift given by Envoy Lucius himself. He seemed to be waiting impatiently for somebody...and was obviously annoyed at the tardiness of that particular individual. After what seemed like hours, the old man finally let out a growl of frustration and turned to leave...

and then stopped dead on his tracks. "Ah, so you have finally decided to come," the old man said. "You know how I hate it when somebody makes me wait. I am but a mere old man, who's time on this world is limited."

A shrill laughter burst from the darkness, and a woman danced out of it. "What do you know of time, Penemue?" The woman asked rhetorically. "Did not the Envoy teach you not to worry about that particular concept any longer?"

The old man did not even blink an eye as the woman danced a lap around him. "Ramiel," the old man said. "Why did you decide to bring her? She is an annoyance. A distraction."

"Well, I do apologize," a handsome young man's face emerged from the darkness. "But she did have a magnificent way with her enhanced negotiation methods."

The old man raised an eyebrow but decided not to pursue the matter any further. "In any case, we must hurry," the old man said. "Envoy Lucius is not within his citadel of Inavi nor within the city streets of Westfield any longer. We must ensure that his will gets carried out on the meantime."

"If I may interrupt," the woman said. "I sense that it shall start raining soon. Can we go inside before the discussion begins?"

The old man grunted out a frustrated noise, but lead the group down the street anyways.

............................................................................................................................................

Frieden, the potions academy master, was just about to fall into sleep when he heard the sound of a giant pike crashing against his door. As he gawked in incomprehension and fear, the doors were kicked down and a massive figure of a Reaver entered, twirling an equally massive steel pike as if it was made of wood.

Before Frieden could stammer out a demand for an explanation, the Reaver held out his empty hand towards the potions master, and from it-...

-Nothing appeared. Frieden blinked. Reaver looked down at his hand in confusion, and corrected himself by putting the empty hand in his pocket first and pulling out a small box and extending it towards the potions master, who took it. The Reaver, apparently satisfied, left through the doorway whistling to himself.

"...A strange fellow," the potions master muttered to himself and opened the box, revealing a shrunken head, which sent a chill down Frieden's back until he realized that it was a mock one made of wood. And then the shrunken head began to speak in the familiar voice of the Envoy.

"SURPRISE!" the head said. "We are doing it now, or at least very, very soon. Depending on how wide your description of now is and how narrow your description of soon is. In any case, could any one of your associates help me with the matters in Tysis? You know how to contact me: just talk to the head."

............................................................................................................................................

A swarm of bugs clattered from all over Tysis, unseen by the darkness of night. They converged in a dark alley where no soldiers patrolled during the dead of night, and took shape. As they did so, clothes began to appear around the whole writhing mass, and a cane emerged from one of the swirling masses. Soon, the swirling mass formed skin and a face, the most striking feature of which was the insanely malicious grin.

Envoy Lucius's eyes glinted in the darkness as he looked around upon the dark city.
 
To Wizard Gwydion of Gwynedd
From Ngr'grra Ank'rr


We have have made an agreement about our spheres of power. The City of Senda is clearly within our sphere. Still you decided to arrange trade relations with them without consolidating us.
We demand an immediate embargo on Senda. Harbouring relationships within our sphere without our agreement is an infringement to our border agreement.
Send me a bird!
 
To Wizard Gwydion of Gwynedd
From Ngr'grra Ank'rr


We have have made an agreement about our spheres of power. The City of Senda is clearly within our sphere. Still you decided to arrange trade relations with them without consolidating us.
We demand an immediate embargo on Senda. Harbouring relationships within our sphere without our agreement is an infringement to our border agreement.
Send me a bird!
It seems there is a misunderstanding.
Agreeing not to expand does not mean
That you own all the north. I have seen
What borders you want south. I'm figuring
What you want east. What are your north borders?
I trade with goblins. Should I give orders
To stop that too? Do you claim all the land
North, hills and forests, under your command?
I don't treat countries not ruled by warlocks
As pawns as you seem to. There's no reason
Not to treat with them. This is no treason.
They have a ruler, so why should I lock
Them out of my trade network? You gave us
Threats. They bring us money. You should see, thus,
That your case is weak. You do not own them.
We promised not to annex Senda, not
That we wouldn't trade. Until it's a gem
Shining on your crown, you will find that naught
Can prevent us from dealing with parties
Who are sovereign over their countries.

If dealing past your lands is a breach of treaty,
Then your dealing past ours, a breach is certainly?
Then why did you steal stuff from lands lying westward?
Don't complain we go east. This is really awkward.

(edit: added last paragraph)
 
To the Barbarian City of Kess-fal

I speak and I hear. I am Wendell the Tall, Wizard of Marburg, Ruler of Pordos and persuer of honor. I offer greetings from the south, of the Valley of Pordos and the River of the Bluebane. I have heard recently of Dark-elven intrusions by those under the following of Arya and would like to offer any aid in defense against these aggressive elves. In addition, I would like to offer trade in the form of a defended road between our cities. The Marburg Confederacy knows only tolerance for all races: Halfling, Elven, even 'Barbarian' Humans such as yourself. Peace and trade would be profitable for us all. Speak and I will hear your reply.


To the Goblinoid City of Yalek

I speak and I hear. I am Wendell the Tall, Wizard of Marburg, Ruler of Pordos and protector of merchants. I have heard of new trade routes with the Dwarves of Arthurdin, and we have marveled over items attributed to your craftsmen. In return, we wish to strike a new, closer path between our cities north from the Citadel of Horace's Point to increase trade if you wish. We can offer many exotic foods: Smoked deer, Spices, Salted Cave Fish and other delicacies and stables. We also offer crafts of sharp metal and wool work from our cities. Trade and peace will be profitable for us all. Speak and I will hear your reply.


to the Halflings of Horace's Point

I Speak and I hear. We have met, King Landi, before. Now, however, I bring good news. Our brave halflings have conquered the Bandits of the Bluebane, and with the Dwarves of Arthurdin, pacified the lands. Peace new reigns in the valley as new towns, villages and cities bustle ever larger and more prosperous than before. Once again, I give you the offer of joining us in our victory. You may retain your kingship as a high noble within the Confederacy, as the Major of Solace retained his leadership and countless prefects of Pordos Valley retained their burrows. Speak and I will hear, my friend.


To the Dark-Elven Wizard, Arya

Well met, we are. I am Wendell the Tall, and you are Arya the Terrible. Do you wish to connect our cities across the lake? From Horace's Point to Sephira and Ceros? Trade and peace in this region will be a greater tool against the blood knights can useless conflict. Join me in this quest for peace and I will join you in your quest against your ancient foe.


To the Great Centaur Wizard, Steedi

We have success in the north! And I applaud your success in the south. Hopefully, I will be able to shift troops southward and we can march against Lakestone together, or against the flanking forces of Jolang. We must discuss detains in private. I will relish the day when we can cement our friendship in peace.
 
Orders have been sent, mostly cause I have no life until my girlfriend finishes up with her school year on monday... (I tell you, this has been an impossibly long week, where I've been done with Uni for the year, and her not.)
 
I think all yall playing this game should also join: BOTWAWKI. There's alot of room in post-apocalyptic America, even with some factions fairly well established, there's plenty of room to not be in their shadows, and I know for a fact that, if you choose to start a vault, there are a number of really good "social experiment" vaults left. If you don't want a vault, there are many other possibilities... but Join up!
 
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