ImmacuNES VI: Dreams and Legends

+1. Waiting for people who may not answer won't help and may cause others to lose interest due to increased delays between updates.
 
But in Arrow Gamer's case, his orders are PARAMOUNT to his people's survival.
 
Hello, yes, I am here and plan to send orders :p

I have not been presented with an appropriate amount of time to sit down and write them, but they will be in tonight.

EDIT: Who am I kidding. Tomorrow.
 
Not to worry, we weren't exactly waiting. I figured a last call while we were working on the update might not hurt, just in case.

Also, if anyone knows someone interested in joining this NES, please send them to Immac.

Bard
 
The royal party had finally reached the norhtern marches of the Many Coloured Land. After crossing the Blue Forest, they would be in sight of Or'Nod's small fort.

blue_forest_by_ldicesare-d63gtxr.jpg

The Blue Forest, thus named after the many hyacinths that litter its soil.

Eochaid and his fellows met a group of human traders from Celestia at the forest edge. The merchants came from the north and Taire, one of the youngest of Eochaid and Nontusvel's sons, was sent to meet them. Taire had to explain them the ancient royal custom that his father now decided to enforce.
The merchants were four nondescript men and two women. They walked in pairs, carrying poles from which hung clay pots.
Taire looked at the women.
The first one was old for a human. She had seen maybe forty winters or so. She was wrinkled and scarred. Her smile showed gaping holes where teeth were missing.
The second one was a strong woman with the typical red hair of the celestian priestesses. She naively presented herself as one of the merchants' wife.
Taire smiled deeply and invited the merchants to share the king's meal. Once all were seated and sharing the danaans' bread and venison, Taire explained the royal prerogatives.
"Some of our people have forgotten the ways of our ancestors. Our king has absolute power over our folk as you may know. He must make sure that people throughout the land worship the Goddess and live together peacefully. As you know, deaths are rare among us, for age does not mar danaans the way it hurts our northern friends."
He paused, a sorrowful gaze cast at the old woman, and resumed.
"Unfortunately, our women don't give birth nearly as often as yours do. This is why our king is chosen for his fertility. The Goddess has given him authority, but also a duty, to bring life to as many wombs as possible."
Taire paused a moment as the merchant's wife looked at the king. She blushed slightly as she met Eochaid's gaze.
"In order to ensure that new generations are born in our many-colored land, it is therefore required that all women of age share the king's bed before going to someone else. This guarantees that their bellies will be fertile and they can be blessed by the Goddess. It is sad that so many people in the north have been neglecting this duty recently, so my glorious father has decided to come and enlighten them."
"So, said the trader woman. You mean your king is coming here to... sleep with all the danaan women?"
"I'm afraid you didn't understand, my dear, said Eochaid. I am not the king of the danaans. I am the king of all the many colored land."

OOC:
Couldn't wait for the update. Hoping there's not a war or something unexpected that would have prevented the king from moving northwards.
 
[evil giggle]
 
3/5 done

Its getting there everyone. Maps and stats are left. We also left off tonight with 2 races left to be written.


*Small children and nice weather do not equate to optimum writing conditions!*

Bard :goodjob:
 
Oh my god, I'm so nervous about the state of my nation.

Will I die? Probably.
 
Oh my god, I'm so nervous about the state of my nation.

Will I die? Probably.

Why would you die so soon? A band of lizardmen doesn't look like that much of a threat. You're stable, military and culturally strong. Of course you have a small pest in your backyard, but that could be worse. They didn't seem bent on the offense, did they?
 
Nope, but I am. I am sure it will bring me to doom. :)))

Random: I always play cultural or domestic civilizations. Its fun to try something different out through militarism. I mean, even the stat system is not usually my thing!

I'm really psyched for the update.
 
Update Five: Blood and Flames Among the Trees, The Northern March, A King’s Perogative




Baralhen

Recalling their shapeshifting guerrilla fighters from the mountainous homelands of the Muspil, the Baralhen withdraw their last living soldiers from the western mountains. The death of so many soldiers, and the relative lack of any homeland defenses is a matter of grave concern for the many of the tribes and anxiety is thick amongst the population. They had perhaps hoped to strengthen their last remaining warband with new recruits but when the tribal king orders the nation’s treasures spent on a new foreign trade route, their disappointment quickly turns to disillusionment and doubt. The king is lucky indeed however for the Muspil do not press their temporary advantage, perhaps suspecting the Baralhen to be much stronger than they actually are. Either way, though Baralhen rulership is shaken, the peace prevents rumors and talk of a coup from ever developing further.

Throughout the turmoil, the Baralhen are eager to establish new friends and begin the process of sending their merchants and wares beyond the Siofra to the distant Jolustrym. Overland through thick forests and cold snow-covered mountains, into lands overrun with strange wolves and more sinister things awaiting in the shadows, and without a military escort, the traders are never seen or heard from again. Perhaps it may be that the distances are just too great- at least for a slow overland march.

When the Baralhem shifters withdrew from the lands of the Muspil, they brought with them stones bearing the strange markings of their people. Tribal shamans invoke the will of the spirits and beseech their advice and together they learn that the Muspil marks are some means for them to tell a story but they make no greater sense of it than that.

Near the southern coasts, a group of foragers report peering down from treetop heights upon other orcs similar to the Baralhem but dressed in strange dark-dyed leathers and travelling by a sort of oar-powered canoe.

olivier-cirendini-pirogues-dugout-canoe-in-nosy-nato-a-small-island-joined-to-ile-sainte-marie-nosy-boraha.jpg

The orcs speak a language unfamiliar to the southern tribesmen and seemed curious and unfamiliar with the drawings of the shamans and spirits upon the trees. The foragers shadowed the foreigners for several hours until they paddled their boats out to sea and beyond the horizon. They have not reappeared.

Finally the shamans are preparing a defense should the Muspil ever return; the spirit mists are being enchanted with wards and weirds. Should they ever take the battle to the Baranhen jungles, the spirits mists will be waiting. Perhaps this might be necessary should there be more of the boat people?

33c8xs3.jpg

Lose two stability.
Resources spent on trade route with Jolustrym lost.
3 arcana investing in investigating Muspil stone marks not lost, but insufficient.
Protective wards of the spirit mists begun (8/15 arcana invested)



The Mukakai

Herdsmen in the north-east report seeing tall humanoids exploring the coast. When approached the explorers call themselves Danaan and are neither aggressive nor friendly. They apparently challenge the Mukakai herdsmen in a variety of duels including javelin-throwing, swordsmanship, poetry and song, and even a foot race-which they lose spectacularly. Ultimately they return to their explorations, following the northern coasts as they go.

The Mukakai turn their aggression upon the southern ape-people. These, in turn, have not pressed their advantage from the raids but have readied themselves, reinforcing their forest borders with units of newly trained elite archers taken from the highest ranking caste of the black-furred gorillas and tiger-headed rakshasas. The Mukakai, elite veterans and green recruits, though highly trained, arrive at the lands of the ape-people and their tiger-headed masters eager for vengeance. Their orders are simple, to kill and burn. But the defenders are ready. The rakshasa masters invoke their magic, cloaking their archers and warbands in illusion, luring the centaurs into elaborate traps. But the centaurs are not so easily deceived, their soldiers and officers are well trained and blooded. Even as some of their brothers trot past disguised ape warbands thinking them trees, others turn and counter the javelin, spear and club of their otherwise lethal surprise attack. The apes are numerous, supported with magically empowered archers of the highest castes, disguised in magics, and know the terrain. The centaurs are elite and highly mobile with a devastating shock charge. Ultimately however, as the centaurs chase illusionary enemies, they make excellent targets for the heavy arrows of the ape’s large bows. When the Mukakai priest-mages unleash their blood magic to route the enemy’s forces, their own forces have already begun to turn. Despite several successful charges that inflict heavy casualties on the apes, numbers and magical support win the day and of the four warbands sent south, only two return.

beast_screen_weretiger_bg.jpg

While these forces march south, the remainder man the forts of the western borders, their eyes keen to spot any Ixii raiders. The Ixii, however, are peaceful, at least for now, and as the years and generations pass, some Mukakai begin to think that the wars of their parents and grandparents are over, that perhaps it is time to start a new relationship with them, perhaps to trade and learn from one another. Others are not so sure and they prepare themselves with grandiose wargames, new armor and weapons, further training and the development of a specialized cadre of scouts, all making their already highly trained and deadly army that much more deadly.

Continuing their tradition of settling in one place, the Mukakai begin developing a system of canals and ditches to channel the waters of the highlands to their favorite pastures, ensuring arable grazing lands beyond the limits of the seasons or the rains. The project is perhaps not the success they had hoped it would be as irrigation is more befitting a sedentary agricultural people then it is nomadic herders.

140du1u.jpg

Mukakai lose two warbands.
You cannot ‘outfit entire army with bows’ once you have archery. You can only train centaur archers now. I decided to just allow you to upgrade one warband to a centaur archer unit instead. Normally upgrades are not allowed.
Mukakai gain ‘scouting network’ asset (provides military quality).
Mukakai gain ‘irrigation’ asset (provides minor economic advantage which might be capitalized upon with proper agricultural programs.



The Neirygine Confederacy

The Neirygine continue to develop their militia program while training new soldiers, often expecting an assault from the northern giants of the Taha’ar league. They needn’t have worried but perhaps were not aware of the symbolic religious importance of the mountains that divide their people.

Culturally, the continued presence of the Neirygeine amongst both the Taha’ar and the Vahid bring new developments. From the Taha’ar, they learn to delve deep into the earth, beneath hill and mountain to seek the tin and copper they need to manufacture their arms and armor. Some speak of launching major ‘mining’ projects to provide the metals the growing kingdom requires. From the Vahid court, they import a ‘water dance’, a languid sensual dance set to slow drums and a Vahid stringed instrument they call a ‘Sagdet’. This proves popular amongst the males of the Sjaerbast’s court, where Neirygine version, involving complex tail movement, and highly sensual, often highly sexualized rhythm, becomes integrated into the mating rituals.

In the west, the development of the plains village continues, with a steady stream of immigrants from the heartlands slowly developing the region. The Sjaerbast claims control of the region directly, a move that leaves many of the clans both confused and resentful due to his most recent moves to decentralizing power.

Later, the Narybeti come to the Sjaerbast with disturbing news. Blood-soaked spirits from the east have been spying upon the Neirygine. They were able to discern little about them beyond their dedication to a god, Aerin, and that they are part of a people- the Iwa-Saalit.

2nba93n.jpg

Neirygine complete militia project.
Neirygine gain knowledge of shaft-mining.
Neirygine lose 1 stability.


Kingdom of Celestia

The new king of Celestia is eager to discover what lies beyond his borders and orders warbands to firstly investigate the eastern river. These soon discover the source of the mighty flow, innumerable small rivulets and streams delivering melting snow from the thick eastern forests. The lands here while perhaps not colder than the northern reaches of Celestia, certainly receive more snow and travel is nearly impossible during the winter season as the scouts and warriors brave winter blizzards with little rations. The land is fertile however, with wild deer abundant and even the occasional herd of reindeer available to hunt from. The streams and rivulets are rich with trout and small lakes boast bass jumping for low flying insects. Occasional clearings promise potential for pasturage or farming and when they return the King has any number of options for potentially establishing an eastern colony near this river. In the west, the scouts skirt along the shores of the great holy lake, finding the distant shores to be violently rugged lands of high hills and steep granite cliffs very similar to the Tarn nesting grounds. The forests are thin here and made up exclusively of conifers. At altitude the winters are long and harsh, with little protection from the cold and wind. It is in these harsh lands that the scouts first spot delicate bare footprints in the deep snow. After several days of spying these marks they realize they are being watched and take greater care to keep a lookout and protect themselves. On several occasions, almost always in the depths of winter when the snows are falling and the wind is howling, they spot lithe figures in the distant night, garbed in thin robes and barefooted, these beings have pale blue or pure white skin and nearly white, blue, or, rarely, black hair. A disproportionate number are female and while some carry spears, most are unarmed.

Yuki_Onna_by_fuzzyzombielove.jpg

These figures are not friendly. They watch at a distance but the scouts and warriors have noticed that their arrival heralds much harsher temperatures and violent winter storms. Snow falls in great torrents after they visit and many a soldier finds himself lost in the whirling frigid darkness of a nighttime blizzard. As these figures seem naturally equipped to escape through the deep snow and the Ceslestian warbands have no such ability, attempts to confront them proves impossible. As more and more of the soldiers succomb to what can only be magical cold, they turn and return for home. By the time they return to their homelands they have lost enough soldiers that the warband has effectively ceased to function as a military unit.

News from the southern lands of the Danaan is not good. The king and his men have been troubling merchants doing business there and there are claims that the giant Danaan man is raping the poor, much smaller, human women. Priestess-missionaries are also returning, claiming that they too have had to flee or be forced into some sort of royal breeding slavery.

In the homelands, things proceed more smoothly. The development of the ‘Circle of Red’ upon the island of Celestis is a place for the wisest priestesses to discuss theology and the nature of their goddess. With the events taking place amongst their missionaries in the south and with the visit of the Danaan holy men and women, they have much to discuss. Indeed, blessing of the goddess are invoked to ensure that the most promising Aet’or priestess of the goddess are returned to receive training in the ‘moral act’. All for naught however, as the Aet’or who return do so as exiles and refugees of their land, not as priestesses.

The magi court is a similar development where the magi of the kingdom meet to discuss the nature of the etherium and spellcraft. It is also a place for the artists of the kingdom, who often seek sponsorship, to reveal their most recent creations in the hopes that the great strongman clans might back them and take them under their protection. Of late it is particularly busy as many magi have begun to channel the arcana of the kingdom into direct explorations of the aether, sending questioning tendrils beyond the plane parallel into the realms beyond.

30c9ag8.jpg

Celestia loses 1 warband.
Gain ‘CIrcle of Red’.
Gain ‘Magi Court’.
Begin ‘Investigations of the Aether’ (13/16 arcana invested- requires arcana to maintain).
News from the south causes loss of 2 stability.
Mission to the Daanan and Daanish trade routes greatly reduced.



Kodama

The Purification circle barrier was holding. Barely.

It started as a trickle at first and a single pop. But soon wave after wave of corrupted animals, drenched in clotted blood, erie in their silence, threw themselves at the barrier. As they did, their fluttering, pupiless eyes lost their rolled back trance-like appearance and began to focus. Encrusted blood fell from their matted fur and unnatural claws and saw-like teeth fell from bloody sockets. On the ethereal plane black streaks erupted from the point the animals met the Kodama purification circle. The blood-empowered enchantments ensorcelling each one of the corrupted animals spread across the barrier like corrupted and highly visible blood vessels. And as each one spread, the barrier weakened. And those were just the small animals.

tumblr_lldi68mVjU1qh9p81o1_500.png

Before the waves of animals slackened, animated, blood-drenched trees slowly made their way to the barrier. On the physical plane they seemed merely to shuffle about, scratching at the air with branches soaked in thick clotted blood. On the aetherial plane, they were raining blows upon the barrier. Being cobbled together with a greater concentration of magic, they did not lose their enchantment upon first impact. Thick, foul black blood oozed from the cracks in their bark, while large cavernous holes screamed without sound from either the pain of the attack or simply because of the abomination they had become. Whatever the case, for these too the blood eventually fell to the ground and, like the animals who fled, freed from enchantment into the woods, these fell like so much lumber- no longer enchanted. The barrier held. The attack was turned, but not before it caused great damage to the barrier.

undead_treant_3_by_urielx1x-d4242oh.jpg

Meanwhile, for the Kodama of the heartlands, they felt the magic of the purification circle barely holding and many of the Kodama Circle Keepers were becoming frantic with worry. The barrier would be unable to hold for much longer. Already it was so damaged that it would take years to rebuild. With a mixture of horror and relief the barrier suddenly stops being assaulted but news of a different type of attack penetrates the Kodama forest. Human Doreausette soldiers, having no problem passing through the barrier directly, rush past the last few corrupted trees and animals to assault any Kodama watchers they encounter. The battle is intense, and while some watchers manage to escape by phasing themselves within trees, most do not and are brutally slain. Hoping to stem the tide, forest spirits are called upon to save the Kodama people.

This timely intervention stems the tide of Doreausette ravaging their lands. Unwilling to let this setback stall them however, the Doreausette focus all of their troops upon the Kodama capital, having exacting knowledge of where the temple of woven branches is located and striking there in force. This finally forces the Kodama watchers to join their spirit guardians and commit in person. The battle is brutal, with screams filling the air. Blood drips from walls of woven branches and trees, it covers faces and pools on the ground. Their home in danger of falling, the Kodama refuse to break. Calls are put out to muster any souls able to wield a weapon in defence of the city. The tide has perhaps shifted with the reinforcements, and the Kodama no longer retreat, but hold and occasionally push back against the Doreasette lines. As the sun sets, deep stuttering horns sound out behind the Doreausette lines, calling the retreat. Come morning, only the dead remain for the surviving Kodama to bury. Even with the help of the spirits of the woods, the Kodama will need to learn how to do battle. Even if they are pacifist, their neighbors are not.

Only a few days later ragged and weary refugees, starving, thirsty and scared for their lives arrive at the eastern edges the forest looking for sanctuary. They have arrived from the lands of the Taenar Confederation and tell tales of their friends and family being killed, captured or even sacrificed to dark gods. The skies turned dark and blood wept from the skies. How much of this was true, the Kodama were unable to discern, more concerned with their own current vulnerability.

In the western forests, the Kodama focus on peaceful pursuits. Huts are woven from trees and plants to function as centers of medicine. From here dedicated herbalists seek the sick and dying and tend to their health. In the capital, the Kodama continue the expansion of their capital.

345k9rc.jpg

Library expansion begun (9/17).
Kodama complete ‘herbalists’ huts’
Kodama gain free Kodama watcher.
Crystals not charged. (arcana used in defense)
Lose 3 Kodama watchers. (even magial allies need some strategic military leadership)
Lose 1 rank of farms.
Kodama lose 1 stability- despite heavy loses- support for leadership remains firm.



Aketua

As the sun descends on another beautiful day, the head builder, wipes his brow and gazes lovingly at the fruits of his labour. Two tall spires reaching over 20’ into the sky frame a long rectangular building of earth and stone with a roof boasting ‘ribs’ of whole tree trunks- made to withstand the tests of time. Young trees flank either side of the building and a large door opens to the main common area. The Forgers were calling it the “Basilica of the Forged”. It made his heart sing to look at his Basilica and secretly he knew it would elevate his standing amongst the other crafters. It was perhaps the culminating project of his life.

The two Forgers standing by a mature tree across the street barely glanced at the builder. He was so proud having built the new Basilica, but they knew that true pride could only be realized when exercising the necromantic gifts. And while they had no true passion for a man made structure like this, they knew how it could boost the recruiting efforts of the order. Already word had spread across their lands of this new home for the order, and talented “Aether” users were being sent here by their families for training. The people’s esteem for the order had increased substantially with this new landmark building in the capital. The order was growing quickly and with it the need for greater organization. ‘Rules’ were being implemented that clearly defined the Forgers’ position vis-a-vis one another- a hierarchy was forming.

Meanwhile far to the south where neither builder nor Forger is there to see, soldiers of the Taha’ar League sweep across the undefended southern lands. These are ferocious, hulking men, often dressed in hard yellow metal that deflects pitchfork and slingstone equally well. Though desperate for pitched battle they are highly trained and disciplined and strictly commanded. The Aketua soldiers have specific orders not to leave the capital and so farms and lone buildings in the south are pillaged thoroughly and burned, and all across the south the arrival of these foreign troops at village and hamlet is heralded by skies darkened by smoke. Soon all of the south has been annexed by the powerful Taha’ar League. With the capital filling with refugees seeking the protection of its soldiers, few lives are lost but damage to land and property is extensive.

33jqzo7.jpg

Aketua move towards greater ‘authority’.
Gain ‘Basilica of the Forged’ (rank 1)
Forger Necromancers gain 1 rank.
Aketua lose 1 rank of agriculture and quarries. If invaders can be forced from the south, you can ‘repair’ them for 5 resources each.
Aketua lose 1 stability (despite loss of lands, few lives have been lost and the new Basilica has brought esteem and pride).



Jolustrym Kingdom

The reports of sporadic raids upon outlying farms and homes convinces the Jolustrym leaders to respond in a decisive manner. Four warbands begin the march north seeking the goblin raiders that have been annoyingly pestering their people. With excellent winter resources and support, though the march is long, the going is much easier. Regardless there is little sign of any goblins to be seen. Every now and then a small scouting party of goblins is found and mercilessly butchered by frustrated Jolustrym warriors. Eventually as the troops reach a point further north than previously explored, they notice many more goblins mounted on their giant wolf mounts. These however do not approach and instead observe from a great distance, always shadowing the movements of the troops and falling back when the draconians approach too closely. For now the raids have been stopped.

In the wake of the warriors, the jarl has ordered his men to support those who have been targeted by the goblin raiders in years past. Shamans travel with them and calling upon the spirits of the high cold forests and the elemental spirits, rebuilding is accelerated and crops are protected and magically matured. The north has never been stronger.

Meanwhile, a chosen group of Jolustrym serfs and freemen are being instructed in the arts of leather working- their teachers Siofra dignitaries. The first few attempts are crude examples, but each subsequent effort produces better and better results. With the right funding their knowledge could form the basis for an entire industry. As the crafters’ production ramps up, the only question that plagues the crafters, is where will they get a big enough supply of hides?

image001.jpg


5d1hu9.jpg

Jolustrym begin ‘Winter Preperations’ military asset (6/15).
Gain ‘leather working’ technology.
Jolustrym gain 4 stability and 2 resources.



Taha’ar League

Relatively little is known of the elves of Aketua. Importantly however, the men need to fight and the Aketua are not protected by the holy mount. Additionally, they are slim and short and obviously week. And what greater invitation to war is there than obvious weakness. The trip northwards is long but the Aketua are not hard to find- the isthmus separating the southern Taha’ar and northern Aketua does not allow for a great number of ‘wrong turns’. Regardless the trip is very long, almost four years of marching and by the time they arrive their provisions are long depleted and morale is lagging.

When they arrive at the lands of the pale elves, they are sickened and insulted by the presence of the walking dead among them. Though they needed no pretext to strike, the obvious desecration offers all the excuse they could ever want. Furthermore, these sick worshippers of the necromantic arts had left their borders undefended and it was time to teach them the folly of their ways.

The coordinated attack pushes through the entire southern portion of Aketua lands. The army eats well as it pillages far and wide, seizing crops and food stores meant to last seasons. No real resistance is met- the Aketua rely upon a central government to protect them- and the troops are free to surround uncooperative villages and destroy them at their leisure. Holy sites dedicated to the sick and twisted religion of the “Forgers” are pillaged for any valuables and then burnt to the ground. Before long the entire southland was either ash, in flames or being subjugated for the glory of the Taha’ar League.

Back in the homelands, the shrines that been started many years ago are completed. People make regular pilgrimages to these holy sites and pray to their gods in contentment. Several young Taha'ar miners are overheard lamenting over the fact that they should be expected to pray at such small "quaint" shrines.

"We put our lives on the line expanding the mining shafts, and all they give us is a small shrine to pray at?"

The council of Elders focuses on taking apprentices that will continue to pass on their people's oral traditions. Several apprentices are dismissed due to a lack of ability in memorization and using their station to garner attention from various well to do young ladies.

Finally the ‘River Forks’ settlement grows into a true independent outpost of the Taha’ar league as supplies and immigrants continue to arrive from the capital lands.

o8yxs7.jpg

‘River Forks’ completes.
‘Shrines’ complete.
Expansion of mines begun (9/15)
Expansion of elder council begun (5/15) (may not be expanded beyond current rank)
Gain 8 resources from pillage.
Gain 4 stability from military campaign.
 
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.

Garuda.png

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.

35n81w1.jpg

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.

Melisandre-Fan-Art.png

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.

33ehc8y.jpg

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.

insects.jpg

The villagers, foragers, chicken-farmers, and hunters alike are stung without mercy leaving only swollen corpses purple and green with venom.

wasps.jpg

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?

2dluc6w.jpg

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.

Ogre.gif

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.

2ih0bjn.jpg

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.

1iobvc.jpg

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.

images

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.

1evsqd.jpg

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.

the-beast-of-the-wilderness-fantasy-creature-wallpaper.jpg

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.

6tg6bo.jpg

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.

tumblr_mdfvlhk7lN1rkkcdio1_1280.jpg

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)
 
Your stats will be out tomorrow.
 
:faint:

Wha- I don't even.... Immaculate you magnificent offspring of unmarried parents what in the world have you just created?
 
You did get warnings... What do you think they were doing last turn?

Also- Blackbard is picking up more and more of the actual 'doing the update' as my family and work keep me busy. So praise (and vicious curses) go to him for this one.
 
BLACKBARD!!!!! *shakes fist angrily*

Well I guess I'll have to wait until stats go up before seeing if I can come out of this alive. But even if I can't you can bet anything that I am going to be taking these demons with me. For the safety of the world of course, not out of something as un-peaceful as revenge :shifty:
 
Back
Top Bottom