Update Five: Blood and Flames Among the Trees, The Northern March, A King’s Perogative (part 2)
Ixii
With the Meatsacks no longer presenting the immediate threat they did years ago, the Ixii turn their attention to the intriguing possibilities found in the people they have recently met who call themselves the Ghul. An official group of emissaries is sent to make greater contact and to perform a more thorough investigation of the area and the people.
When the ambassadors arrive, they are escorted to a cliff side pavilion where a group of Ghul crouch low to the ground, patiently await. As the Ixii enter the pavilion, the Ghul rise to their feet. The Ixii stand head and shoulder above the heads of their hosts, but as they observe the Ghul they can't help but notice the extreme width of their shoulders. Bulging with enormous amounts of power, there is no doubt that the physical power of these creatures is beyond anything they have encountered. As one of them smiles and waves the Ixii ambassadors forward, his shark like teeth become very visible. They are much larger than the Meatsacks teeth and built for tearing meat- not chewing grass. And there are row after row of them stretching half-way down their throats. Their eyes are hooded under deep brows, and again mirror the ocean predator’s eyes in many ways, as they are expressionless pools of black danger.
Both parties carefully arrange themselves, with the Ixii antennae waving gently the entire time. Perhaps not unexpectedly, several of the Ghul radiate an aura of power that the Ixii are able to pick up, but perhaps more disturbing to the Ixii mind is that the ocean in the entire vicinity seems to radiate with a power that throbs in its intensity. There can be no doubt that these predatory creatures have the ability to use magic and that it is based upon their link to the sea.
Though no real diplomatic agreements are made, both parties leave the meetings buoyed by their positive nature. As the Ixii depart, they are presented with necklaces that prominently display one extremely large shark tooth. They are bidden to return when able in order to perhaps negotiate for a greater interaction and partnership between their two peoples.
Meanwhile Ixii warriors are sent to the fertile areas in the south-eastern areas of their lands. Here they encounter some independent hive/tribes of primitive Ixii- These are presumably tribes that have broken away from the Ixii nation in ages past. Warriors return requesting new orders- as they are not willing to enslave their own kind without confirmation. They have made contact with the primitives and find that they are led by a gold-skinned, red-feathered creature both humanoid and bird. It has four four wings and radiates an aura of calm and peace.
The primitive Ixii claim the creature, a Garunda, came to them from the south-east and taught them the “Way and the Path” by which they can divorce themselves from distraction and petty lusts and attain harmony with the world and the aether beyond. To the scouts this appears to mean sitting and waiting a lot. Despite this, their antennae are able to detect extensive magical energies. Indeed the queens will want to know of this.
Ixii gain 3 stability
Many Colored Lands of the Danaan
Leer considers himself somewhat of a visionary, eager to prove to others the heroic nature he knows he possesses. To this end he launches a pair of major expeditions upon the south-western sea. One warband he sends north along the coast, for a long time never straying far from the new bardic college of Kazaë. A second warband he commands himself and leads southward, again hugging the coast.
In the north the explorers find a relatively mild coast, dry and rocky in places but beautifully scenic. Wild goats and sheep are not infrequent and the fishing is excellent. In the far west, at the edge of their scouting, after many seasons of marching and, frankly, goofing off, they come to the beginning of a great forest and herein they find footprints of another people. These footprints are ancient- fixed in hardset mud from seasons past. Who these people were and where they are now eludes the scouts.
To the south, the explorers pass a mighty mountain in the east that rises far beyond the clouds and which is covered in snow at its highest reaches despite the fair weather at the coastline. Here the terrain is much more dry, consisting of little more then broken scrubland in many places. The dust gives way to rolling sand and water is often a concern. Despite this the explorers press on for many seasons, taking care to collect water from whatever sources they find and not to head inland into the rocky steppe for fear of losing themselves and dying of thirst in the parching sun. Eventually, after several seasons, they encounter a tribe of half-man, half-horse herdsmen who call themselves Mukakai. They are a proud people and eager to rise to the challenges that the Danaan quite naturally demand of any they meet. Games of javelin-throwing, wrestling and even racing establish a sort of semi-friendly cordial atmosphere prior to the herdsmen turning south to share their experiences with their king.
Eventually the explorers establish that while the sea seems to narrow considerably at points, the two coasts do not rejoin themselves in the near vicinity of the Many Colored Lands.
The bardic college of Kazaë is expanded with a sort of singing pit wherein a large audience can sit in rows upon stone and wooden benches while looking down upon poets and musicians as their voices and music echo pleasantly through the sloping pit. This brings more and more would-be musical and poetic heroes to the west and further establishes Cuarne as a clever and esteemed leader amongst the individualistic Danaan. The most recent masterpiece, The Red Whore’ is a politically-charged piece who’s graphic language makes it immediately popular with many, though certainly not the Celestian missionaries.
Bran, meanwhile, continues to refine his armor. New floral and animal motifs are added and the gold itself is made to magically ‘sweat’ impurities, which, though making it softer and less protective, both makes it easier to work and strengthens its magical properties. There has never been a national treasure quite like Bran’s armor.. and yet it is still not complete.
Finally, in the north, King Eochaid Mor has decided to act decisively against the law-breaking ‘Red Priestesses’ of the goddess of the Celestian. The king has right of ‘first night’; it is his right and privilege, and he would certainly argue duty, to bed each woman before another does for births are so rare and his seed has been proven to be most potent. And yet these foreign humans have not come to visit him and have taken ‘husbands’ in ‘marriage’ (what is this?). Yes- there is a lesson to be taught to these foreigners. A lesson he will personally teach. And so he sets out, in sort of festive atmosphere with the most beautiful and handsome Danaan of his court, accompanied by musicians and poets and warriors. The human women he meets he sets his full noble and gold-empowered power of coercion upon and his will cannot be denied. Hearing of this, many of the priestesses go into hiding, occasionally taking their Danaan husbands with them but these are quickly hunted down by Eochaid’s warbands. Those who refuse the king are killed- as criminals under the laws of the Many Colored Lands must be. Those who accept quickly find themselves part of the king’s court and in no real position to preach the words of the goddess of the lake.
Traders arriving from Celestia are treated to similar arrangements. Many refuse the king and are forced home- often after having to sell their wares at great loss to afford the return journey.
The ‘lord of the northern fires’, Or’Nod and his court of half-Danaan, half-men born from him and his followers and their Celestian missionary wives Eochiad is also keen to confront. His wives are dealt with much the same way that many of the other Red Priestesses are but in this case, many choose to defend their purity and the honor of their husband in combat. Eochiad has prepared for this and many of his best female warriors are laden with gold and effectively untouchable both by Red magics and the martial skills of Or’Nod’s wives.
King Eochaid turns to Bran and his mystical golden armor at this point, appointing him champion of the crown. It is Bran that tricks Or’Nod into dueling under a full red moon where his geasa prevent him from using coercion. The battle is epic for Or’Nod is a naturally gifted opponent and laden with both heavy gold and a strong attunement to the magic of the aether. In the battle Bran’s armor is marred by Or’Nod’s spear but ultimately the battle is won by Bran and Or’Nod reluctantly takes a knee before the king.
For many of the Danaan, the affair is settled; Or’Nod and his foreign cult have been uprooted and silenced. The King has gained esteem and control. The Aeth’Or have dispersed into the population where some have already begun to take partners, though in accordance with the laws of the Many Colored Lands, and illustrating how even diluted human blood can bring greater fertility.
But for other Danaan, their faith in the northern goddess has only been strengthened by hardship and the taking of Red Priestesses as the pregnant protectorates of the king has allowed them to spread their faith amongst the court itself. The foreign cult has not been completely wiped out.
Lastly, the people have begun to ferment local grapes to produce a liquor they call ‘wine’. It soon proves extremely popular.
Many Colored Land gains 1 stability.
King and his council gains 1 rank.
Kazaë bardic lyceum and hamlet gains 1 rank.
Bran’s armor is a continuing work in progress (gains strength)
Celestian missionaries greatly weakened.
Celestian trade-routes weakened (due to hardships placed upon merchants)
Gain knowledge of brewing.
Iwa-Saalit
The great Temple of Divination project continues decade after decade. Workers and foremen alike begin to see “the light at the end of the tunnel” as many of the inner chambers near stages where they could be considered complete. Of special importance is the great divination chamber deep within the bowels of the Temple. From here the Iwa-Saalit are able to use the power of their minds rather than of their limbs to continue exploring the surrounding lands.
The first divination attempt is sent to the south and westwards, following the great river. The divinations are successful and their ethereal presence follows the river towards the setting sun. They pass through thicker and thicker jungle. Approximately 2 or 3 months trip downriver they find a series of villages inhabited by lizard-like creatures similar to themselves but with dark green and black scales and lacking the feathers of the Iwa Saalit. They are also larger and with thicker scales. The diviners make note of their location and continue their extracorporeal scouting and eventually come to a much larger group. There are also lizard-people, though again they of of a thicker and larger build thent he Iwa-Saalit and also lack their feathers. In this case the people’s scales are often bronze or gold-like. Their population is very large with several harems for higher ranking lizards. They practice deep shaft mining and complex metallurgy and have a large standing army. While scouting this group the diviners are spotted by strange lizards isolated from the rest of the community. These peer into the aether and sensing the the presence of the diviners, dispel their link, sending them back to their bodies. The diviners are able to discern a few ‘thought-words’ from these individuals. They are the Narybeti and their people are the Neirygine. Both people are beyond the range of simple barges and messengers and will require a properly funded expedition to reach.
DIgging into the earth and excavating the chambers has required the greatest of the scholars and wise men. They have brought rational thought and mathematical modelling to the dig. Based on their wisdom and efforts, models for digging shafts and tunnels, potentially assisting in the delving of barge canals through high mountains, have been extrapolated.
In the south, the quiet life of jungle lowlanders distant from the murderous politics of the capital is suddenly and horrifically ended when a great swarm of large wasps suddenly appear from the jungles and literally cover everything in sight.
The villagers, foragers, chicken-farmers, and hunters alike are stung without mercy leaving only swollen corpses purple and green with venom.
A few survive by running to the rivers and canals and hiding under overturned barges. When they finally leave their hiding spots, they find lizard and chicken bodies writhing with wasp-grub larvae. Any hunted animals or other meat-based foodstuffs are similarly thoroughly infested with the strange larvae. Within days the entirety of the corpses are stripped to their bones and the grubs disperse into the jungles. Later, soldiers sent to investigate the incidents find only skeletons and empty homes. The threat, as fast as it has come, has already gone.
Perhaps it is fortuitous, in view of these events, that the priesthood has begun training new guardians. These new troops, known as “Temple Guard”, are highly trained and elite warriors. They are made up from a group known as the "Myserec" which translates into, the stolen eggs. These elite guards go through more training and are put through more trials than any other troop, perhaps as insurance against this new jungle threat?
Divination chamber now rank 1. Inner sanctum nears completion (8 resources required)
Iwa-Saalit gain knowledge of shaft-mining.
Iwa-Saalit lose 3 resources and 2 stability.
You don’t have cartography; We ignored that section of your orders.
Paddublin
The Paddublin complete the training of their first Stone Guardian, redefining ‘heavy infantry’ for both the Paddublin and their suddenly apprehensive neighbors.
In the east, a new colony is founded. Though formed from pre-existing caverns, substantial excavating remains to be done. The caverns make construction easier but perhaps advertise it to any potential neighbors as the cave entrances are very prominent. Amongst the colonist are protective warriors and it is good that warriors are sent with the colonists because several scouts and foragers report seeing large, thick-skinned, seemingly moss-covered humanoids they have taken to calling ‘Rotr’ sukling about the nearby hills and valleys. These are grey or green-grey humanoid creatures of approximately twelve to fifteen feet in height with thick moss-like fur and little clothes beyond a simple belt, a harness and untanned hides. They carry few tools- sharpened sticks, bits of bone, clubs and rarely a metal weapon.
They speak in grunts and are generally shy, though the ‘Rotr’ will approach a small group of Paddublin if isolated, slaying them with monstrous clubs and bare hands and taking their possessions. They stay far away from larger groups of Paddublins and have occasionally been driven off by smaller groups by making loud noises- clanging ‘tarnish metal’ pans together for example. They retreat into the hills and forests during the day and are hypothesized to sleep in caves. The ‘Rotr’ are found uniquely east in the vicinity of the new colony though the presence of a growing number of Paddublin may threaten them as they are increasingly rare- seemingly more willing to find new lands without soldiers patrolling them then to mount any organized defense.
In the homelands the ‘tarnish metals’ mines are completed with the help of the ‘metal singers’ who use magical energies to find and follow the veins of the useful metal.
Tarnish metals mines complete (requires arcana).
New colony begun (5/15).
Adrialixtla
After years of raids by the fearsome Ghul, the Adrialixtla draw up plans to counter their threat, once and for all. Using their knowledge of their homeland, as well as the observed patterns of the Ghul themselves, the Adrialixtla set up several baited traps along the coastline. These targets are visibly laden with goods that would be perfect for plunder.
As raiding season approaches, the ambush spots are given final touches and troops hide themselves and wait. As the first ships of the season arrive, anticipation ramps up and the troops collectively hold their breath. The baited ambush works, and all the marines of one ship dive into the sea, swim to shore, and lope in their distinctive arm driven gait towards the chosen site. The Ghul marines are confident. The bounty is mostly unprotected- the Adrialixtla warriors obviously elsewhere. Suddenly the dunes shift, sand-covered woven mats falling aside revealing pale green elves armed with spear and cudgel. Suddenly the elves are everywhere and camelry is riding hard over the horizon. Rope are pulled taut and sharpened pikes, previously concealed, rise from the sands. Without room to maneuver and very suddenly outnumbered, the Ghul can do little to defend themselves. The ‘easy raid’ quickly becomes a rout... then a massacre.
The last remaining Ghul warrior, finding himself alone, lifts his opponent over his head and shouts one last battle-cry and as he screams his anger to the heavens, tearing his opponent in two. It is the last act he commits before being pierced by many spears, and he falls along with the the rest of his kin. Watching from offshore, the skeleton crew of the ship raise anchor and sail away before they too are attacked.
The victorious Adrialixtla quickly butcher the Ghul bodies and bag all the parts they can use, eating the flesh and then staking the heads along the shore line.
The Adrialixtla spend considerable energy considering the ships of the ghuls. Could they too perhaps build such ships and patrol against renewed aggression? Designs are drawn up and some early prototypes are attempted but they do not manage to make anything that both floats and can be driven by oars and sail.
Adrialixtla can learn sailing for 15 resources (or 10 in two turns or 5 in three or more turns)
Raids and successes against them bring new volunteers into service (Gain 1 warband.)
Ogashar
The Ogashar, having spent time recouping from their previous conflicts with the Slàine, are eager for vengeance. They will bring fire to their forest homes. The Ogashar set the stage by attacking at the end of the dry season and coupling their timing with blood curses for drought upon the enemy forests. When they arrive the forests are a dry tinderbox waiting to explode. It doesn’t take much to set the woods ablaze.
Unfortunately however, the Slàine, perhaps extrapolating from the last series of attacks, had foreseen such a possibility and treated many of the border woods with a thick grey paste that when burned, releases thick noxious fumes that choke and burn the throats of those who breathe it and leave eyes, mouth and nose burning and peeling. For those suffering prolonged exposure, death comes by asphyxiation. The wind is with the Ogashar however and while in the east the Slàine plan is successful and the camel centaurs are overcome, in the west, the winds favor the Ogashar and it is the Slàine who suffer the poison’s effects.
Ultimately the Ogashar do not penetrate further into the woods and the Slàine do not give chase into the southern plains and so as the fire spreads throughout both the dry woods and northern plains, the two populations separate without further hostilities.
Ogashar have paid dearly in blood and treasure for their aggression and much of that price has been extracted by the Slàine’s knowledge of herbs and medicines. The Ogashar blood cultists have collected samples from traps and wound and identified many of the plants used. They have even begun to experiment with reproducing the effects.
Ogashar gain 1 stability
Ogashar gain knowledge of herbalism.
A note on stats: You have 3 arcana to spend- not one. The 3/2 indicates three to spend, two spent on maintenance. I just increased spending on the drought curse from 1 to 3 arcana.
Degad
The Degad have been very successful in breeding new giant wolves which they have quickly adopted into their military to great effect and the Council of Eight, under some pressure from the witch-doctors, has seen the wisdom of seeking other great beasts they could potentially use in breeding experiments to develop new sorts of soldiers. With this goal in mind they have sent a sizeable detachment of soldiers to the south, into the forest lands beyond the great mountains where the winters are more mild the the wind not so cold. Here they encounter all sorts of wolves and boar, stag and even great bears, and all of these would perhaps serve the purpose. But when they encounter the giants, they know they have found what they were looking for.
Standing between twelve and fifteen feet in height, the giants are uncivilized brutes clad only in untanned hides and thick pieces of tree bark. Elusive, they would not have been found if not for the Degad sense of scent. The giants are shy, avoiding the Degad warriors when they see them and apparently sensitive to sound as they will clasp their hands over their ears when confronted with great masses of Degad warriors. The warbands set upon them, eager to capture as many as they can but the giants are desperate and monstrously strong. Armed with clubs, boulders the rare metal weapon or just their bare hands, they kill many of the Degad warriors but ultimately succumb to the raiders who are then able to march seven back north as captives. As they are marched back the Degad learn that the giants are much more limited, mentally, then them. They speak to each other in a very primitive language of grunts and though possessed of great strength and particularly good hearing (their ears are large), their numbers are few as hunting has been difficult for them.
When they return to warrens they learn the council of eight has also arranged the construction of new breeding pits. The location is a holy site where the clans are to hold limited sway and the witch-doctor’s word is sacrosanct. Already fat she-wolves lay within the depths, their litters larger and more ferocious with each generation. Around the pit a small community has begun to develop to service the needs of the animal-breeders and the witch-doctors who support them.
Degad lose 1 warband.
Breeding pits begun (requires mana) (11/15)
Degad gain 3 stability.
***
NPC Diplomacy
From the Doreausette
To the Kodama
You have seen only a fraction of our might. Surrender and we can discuss the tributes you will pay us in exchange for your miserable lives.
From Slaine
To Ogashar
We had hoped to count you amongst our allies. Your continued aggression cannot be ignored. You will pay for the the fires you have set in our homes.
***
Unique Units
The Iwa-Saalit have begun to train the offspring raised from stolen eggs (Myserec). These elite warriors train with the Iwa long-spear and a short blade of bone or copper for closer confrontations. They carry a wooden or woven reed shield and fight in close formation. Additionally, they use mind magic to not only reinforce their own resolve but to directly assault their enemies, forcing them to surrender or flee.
Iwa Temple Guard
- Melee: 4
- Missile: 0
- Armor: 1
- Speed: 2
- Traits: superior morale, mind-magic adversely affects enemy morale.
- Recruit Cost: 7
- Arcana Maintenance: 1
- Culture Design Cost: 9
Start recruiting Iwa Temple Guards Immediately.
***
Obvious Non-Player Developments
Siofra invest in earthenwork defenses in their forest core.
Vahid expand their stables, adding professionalism to their growing core of lancers.
Apes lose 2 warbands to Mukakai shock-charges.
Something is happening to the Taenar to cause refugees to seek safety amongst their neighbors.
Ghul lose two warbands.
Slaine lose 1 warband.
Throughout the world minor tribes are beginning to develop from the outcasts and lost of various nation and peoples.
***
Notes and Miscellanea
Special event
The planets align in the third quarter. A blood moon rises and the omens speak of great power being granted to all those who reach out and grasp it.
Players who submit both orders and a story for their budding nation will receive a bonus to their culture score in the next update. Furthermore, each player will have the chance to vote for their favorite ‘story-arc’/story. Votes should be submitted with orders (so you can keep them secret if you want). Players cannot vote for their own stories. The player with the most votes will receive a one-time bonus to be determined by the moderators.
7/10 fortune tellers agree; you'd be a fool not to participate!!
The deadline for orders will also be extended somewhat to the 16th (2013/05/16)