End of Turn 18
Start of Turn 19
Lanun Annex North Corel – Hammerfell
After enforcing strict martial law and hanging some troublemakers, situation on North Corel calmed down. Lanun administration soon arrived, and island is renamed Hammerfell, a name that Lanun explorers and sailors gave to the island long before it was colonized.
New immigrants from Lanun islands arrive daily. First were captains and officers, who claim fortunes of the islands for themselves and act as lords. Many commoners and fishermen arrive as well, making fortune by claiming natives properties and opening business. More members of Lanun nationality make Grigori somewhat less dominant, and Hammerfell becomes melting pot of two cultures.
Grigori people have strong and distinct culture, and so do Lanun. While it is easy to assimiliate weak and primitive cultures, it is hard to do the same to strong cultures. Meanwhile, the latest events that took place in Erebus disillusioned the people of this relatively small and remote Grigori colony, and hopes of reunited Grigori lands now seem a distat and fading dream.
People of Hammerfell approach Lanun Assembly with a request. If Lanun are to relinquish all civil authority over the island to Grigori, and let them live in peace under their autonomy, they would pay them regular tribute and would not oppose Lanun. This would require Lanun to remove any cultural pressure from the island, and keep only military control over ports and forts. Hammerfell would still be a part of the Lanun empire.
However, captains and lords of the city states have different view. They request that resistance in the Hammerfell be squashed once and forever – that entire population of the isle should be enslaved and sold away, all traces of Grigori culture erased, including language, and that isle should be populated all over again with Lanun people. In that case, Hammerfell would never again be able to rebel, and captains would not be distressed as they would be if Grigori were given autonomy.
Lanun: +1 stability
Lanun: Gain full control over Hammerfell (Former North Corel)
Tablets of Bambur uncovered in Khazad
The Umberguard of Kilmorph church, Ran Morr of Khazak, proclaimed that the most holy runes of Kilmorph were recovered recently. Those runes are attributed to ancient hero Bambur, about whom many legends exist to this day. The commerce increase from pilgrims is significant, as is religious fervor in dwarven lands. Luchuirp also prosper from this achievement.
Khazad: +7 gold in capital
Khazad: +4 stability
Luchuirp: +3 stability, +10 gold
Crime rate increase in Khazad lands
Smuggling and crime activities were constantly increasing across the Erebus, but this time especially hurt were Khazad, or more specifically, Hallowel. It was reported that black market was thriving, due to high taxes and economic policies. Some thieves guilds were also reported to form.
The strange thing is that government took little to prevent it, despite protests from priesthood. Though no one dares to say it openly, some senators hold a specific view that crime activity actually helps economy, as hoarded and stashed wealth can not be taxed- stolen and resold can, however. Thieves can also aid intelligence operations... This, in any case, deepens the rift between religious and civil authorities that were supposed to rule in harmony...
Khazad: -1 stability, -10 gold
Pinea Peninsula
Pro-Balseraph Elf Maer Syeen that was preaching not only for Pinean independence but for actually uniting elves under Alfheim banner of Pinea has been attacked by a mad Overlords cultist during a religious ceremony. A human dressed as Balseraph charged at him with a sacrificial dagger, stabbing Maer three times before having his head chopped by Maer's bodyguards. But, Maer survived, aided by powerful healing magic. He will not, however, not be able to walk again, and maybe even not to speak. Fanaticism of his followers increases, as they start looking for Maer's successor, just in case Maer will be too weak to lead them again.
At the same time, more foreign troops land on Pinea. Lanun have now officially intervened in the Pinea- their goal was simply to prevent region from becoming a Balseraph puppet state.
Balseraphs provide ever more money, and their mercenaries take control over most of the peninsula- other side remains in control only over small coastal areas that Lanun army liberated.
As the troops move, final showdown is expected. Lanun move inland while Balseraph mercenaries move to the coast to fight them. Whoever wins the battle, has a decisive advantage, with Balseraphs being in somewhat better position overall.
Alfheim/Pinea: -3 stability
Lanun and Balseraph: -1 stability
Amurite battles
Amurites are preparing for great battles. They start off with battles against Orcs that invaded their lands. Amurites once again try to avoid conflict and use a series of complicated tricks to scare orcs and lure them into Shazaak. But wizards overextend themselves and orcish leaders successfully warn their troops against this illusions. Orcs charge into Amurite army, that now appears to be only one single unit of Wizards. Wizards respond with summoning minor earth elementals and lighting bolts, but can hardly stop entire orcish army. Wizards luckily manage to retreat.
Although Amurites suffered no direct loses, this was still a failure to stamp out orcs, that now move on to take extremly rich gem mines around Cirial, and take whatever they can find. This great pillage lifts spirits of Orcs, and part of Orcs decide that they are now in position to take Cirial, and move on to besiege it.
At the same time, Orcish leader decides that it may be time to negotiate, and makes an offer to Amurites: if Amurites are willing to let Orcs take all gems they have found, and also pay Orcs enough tribute, they will leave Amurite lands and move on to live with wealth they have acquired. They request 70 gold.
Next, Amurites decide to make an unexpected and sneak attack on Lanun territory! Without declaration of war, they directly assault Rinwel isle, which is a core part of Lanun territory, under excuse that 'there are major criminal activities in the area'. Coastal guard of Lanun is not strong enough to stop Amurite fleet, and wizards and crusaders take over weakly defended Rinwel isle.
“For too long we have sat idly by as the Lanun servants of Mammon suck away our treasures and and impoverish our children with their under-handed smuggling operations. The smugglers have been warned and they heeded not our warning- now is the time to teach them the folly of their hubris.”
Amurite people are overjoyed by this victory. They saw Lanun presence as unlawful and as pirate activity. Support of government increases. Also, many goods were pillaged, including some contraband ones, giving cash to Amurites. Lanun are not expected to let the Amurites get along easily, especially with pressure coming from military ranks.
Finaly, Amurites decide to deal with Patrians. Along with military actions, they use propaganda to weaken Patrian influence.
Two wizards regiments and one crusader move on to attack Patrian troops near Witch Creek. Using invisibility they manage to gain better position, and with lightning magic, eart elementals and crusaders, they fight off Patrians, liberate Witch Creek and split Patrians in the area in two. Incidentaly, Hippus attack as well and destroy remaints of the Patrians east of Witch Creek. Amurites Crusaders are badly wounded, though.
East of Nimarail, towards Hippus lands, two Wizards are sent off without melee support. While moving on, they encounter Patrian troops moving directly towards Nimarail. Wizards were caught on defence, hardly ready, and respond with summoning earth elementals to provide cover and with retreating. Patrians are damaged in this fight, but are not hindered in their move towards Nimarail. They move in to one farm to resupply, and they get a host of peasant militia to swell their ranks. Unfortunately for them, part of farmers populace is loyal to Order and heeds the Amurite propaganda against Patria, and rise to arms- fight ensues, and Patria looses about 200 men. Farm is also left behind abandoned, peasants moving to fight, and crops withering without care. Nimarail is now cut off from the rest of Amurite state, as Patria controls road leading to the area.
Despite battles, Amurites still find time to host games in Udenarat, to entertain people and keep their morale up, as well as to strengthen diplomatic ties with Hippus and Khazad who were also asked to participate.
Amurites: Galley fleet takes 20 gold to recover
Crusaders: -30 gold to recover, unable to move for a turn
Amurites: +3 stability, +30 gold
Amurites: Lose mine in Ciriail
Lose farm in Nimarail
Lanun: -5 stability
Lanun and Khazad intervene in Patrian War
Lanun and Khazad have been, so far, spared of Patrian influence. However, it does not mean that Patrian revival did not influence them.
Besides hurting Lanun general interests, death of Pro-Lanun High Chief Brandon left Hippus struggling between two factions-one supporting Patria, and another supporting pre-Brandon Hippus traditions. However, using royal marriage ties with Hippus, Lanun have brought up a juvenile heir to Brandon, claiming that he is a true successor. Lanun troops have landed in Alteriol-ta-Mealthiel, and joined their supporters from Hippus ranks. Together they prepare to fight Patria, and if necessary, Hippus that are disloyal to true heir of throne...
Dwarves from Khazad move to fight Patria as well. They enter Kuriotate lands with goal to restore order and authority of Regency Council. Paramanders and adepts find two regiments of Patrian militia, who retreat instead of fighting dwarves. As a result, Patrian influence in the area drops.
Lanun: +1 stability
Hippus: are divided three-way now
Khazad: +1 stability
We, the Exiled sons of Asena...
A white scourge... A punishment from gods... Sign of nearing end...
Many a name was said, but no one was even close enough to describe fear and terror that struck Grigori lands recently. While many seasons have passed since the end of Eternal Winter, or Age of Ice, it appears that it's effects have still lingered on the far, god-forsaken lands that lied far beyond reach of any ship, or perhaps beyond the interests or sane mind of any captain. It was common sense that nothing existed beyond the Mulcarn Shards, a seas so cold that man could get frostbites simply by washing hands in it's waters, a sea where floating ice blocks set by Mulcarn himself presented constant peril for any ship, and where sea surface could freeze and turn to ice at a whim, locking any ships unfortunate enough to find themselves there.
Sometimes shards of Mulcarn would be so big, that captains believed that they discovered land- blocks of ice bigger than many an island would simply float away next month when new expeditions arrived.
But it appears that there *was* land behind all these perils. And not just huge, desolate floating ice isles, but true lands that were harvestable and supported living.
Because, these men, if they could be called men, sailed out of those Mulcarn's shards, and landed on shores of Grigori lands. First there were dozen, who were spotted running and hunting in the forrests near Midgar. Then more and more came, and finally there were thousands of them. Armed with most primitive, but brutal and efficient weapons, they stormed Midgar and begun slaying. Men, woman and children – all were slain, every single one found. Only handful survived by escaping, so they could talk about it.
Midgar was no longer Midgar. Those strange men renamed it Midgol, and begun reforming it to suit their almost demonic needs. At the same time, they continued rampaging on those disorganized Grigori lands, slaying people that lived in villages and taking food and weapons.
It appears that Lanun guards have, in fact, saw their ships coming. Seeing flagless ships of unknown design arriving in Grigori lands, without being seen coming from east or west, they correctly assumed that ships sailed from north, from Mulcarns Shards, and allowed them to do as they please to their enemies, Grigori. At what cost, it remains to be seen.
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