Note: Orders: Orders format.
Please use e-mail only to submit your orders. Please indicate your orders with the ‘[Civ Name] Final Orders [Turn Number]’ format.
Note: Orders Due: Orders for reconnaissance scouting missions are due Thursday, March 13th. General orders are due Sunday, March 16th.
UPDATE NINE Years 301-325: Assault on Grak’s Orc, A Great Treachery, Fire in the Hallows, A Constellation Appears
Assault On The Orc Chieftain’s Base
The forces of the Amurites (Shield of Kylorin mini-hero), the Grigori (Fists of Balance mini-hero), Hippus (Blades of Camulos mini-hero, 2 spear militia, 2 peasant militia) and Bannor (peasant militia named Sabel Guard) launch an attack on the Grak’s Orcish camp using a combination of trickery, military might and a bit of magic. The entire operation is under the command of the Amurite general ‘Caswa’ of the ‘Shield of Kylorin’.
First they send in their ‘tribute’, a chest of poisoned gold meant to assassinate the orcish chieftain Grak. The plan doesn’t go exactly according to plan; instead of killing Grak, the poisoned gold is delivered to ‘Jelhid the inspired’ and he succumbs to its poisonous vapours and dies. An orcish spy reports the mixed results to the commander of the allied forces. The bad news of course is that Grak is still present. The good news is that the allied forces would not have to fear fighting Jelhid and his minor priestly ‘fire’ and ‘rage’ magics.
It takes some time for the allied forces to assemble and in the end they end up having to wait on the Grirgori ‘Fists of Balance’ which have a long way to travel. In addition, General Caswa and the ‘Shield of Kylorin’ were not able to make contact with the allied camp until the very eve of the operation as they were approaching from the North and the contact point was south of the enemy fortress. Luckily for general Caswa, one of his soldiers possessed some minor enchanting magics and was able to send orders to the southern Hippus and Bannor forces by enchanting origami birds made from the parchment the orders were written on to fly and deliver the orders on his behalf.
Enemy scouts were encountered as the allied forces gathered but these dispersed without violence. The low-land areas most suitable for use by charioteers (that area closest to the water directly north and south of the enemy palisade was guarded by Hippus spear. Amurite ‘Shield of Kylorin’ approached from north (equipped with the Grigori shiny sparkly spear) while Bannor ‘Sabel Guard’ approached from the south. Western flank was composed of Grigori and Hippus shock troops as well as two units of Hippus peasant militia. As the allied forces looked down upon the enemy camp they saw that it was guarded by Grak and his elite charioteers, three units of peasant militia and one unit of spear militia (shown in dark green) and in addition a unit of spear militia and a unit of peasant militia under the command of Emma the second prophet, also known as Ember (shown in red).
Finally the operation was ready. In its first phase the Hippus Blades of Camulos and the Grigori Fists of Balance would charge the enemy camp from the west and try to open the gates. The Fists of Balance adroitly scaled the wooden palisade, their martial arts training again coming in handy in overcoming its height while the Blades of Camulos battered the gatehouse with all their might.
The gate was quickly opened and the Blades of Camulos poured through the gap. Quickly the orc’s western defences were tested by the Hippus’s best shock forces and the flanking attacks of the Fists of Balance.
Allied forces approached the camp from all directions, ready to throw their weight into the fray when Grak’s horn was blown and the southern forces suddenly sallied to meet the Hippus southern spear and peasant militia as well as the Bannor peasant militia.
The horn was also a signal for two goblin and gnoll units hidden in the southern woods. Scouts approached from the south-west while a full unit of fully-trained and equipped goblin and gnoll slingers approached from the south. These immediately began to fire their missiles into the rear of the Hippus and Bannor forces.
The Hippus spear militia and Bannor peasant militia were poorly trained to fight a two-front defensive battle and some turned to meet the slingers and avoid having their head cracked open from the rear while others set their spears against the Orc peasant militia and charioteer charge. Grak rode at the head of the charioteer units and as they struck the disorganized and already demoralized Bannor and Hippus forces it was an almost immediate rout. Orc peasant militia and slingers (now combined with scout unit) turned their attention to last remaining Hippus peasant militia that did not rout immediately.
Meanwhile, at the orcish camp the northern forces of Ember laid their true allegiance bare and opened the northern gate house for Hippus spear militia and Amurite ‘Shield of Kylorin’ and these rushed into the camp and struck at the western gatehouse’s defenders (along with the orcish spear and peasant militia loyal to Ember). The result was the complete decimation of the peasant and spear miltia loyal to Grak remaining in the camp. Those that did not surrender were killed and none were able to escape. None-the-less the peasant and in particular the spear militia loyal to Grak fought very well and were able to inflicts substantial attrition on both the ‘Fists of Balance’ and the ‘Blades of Camulos’.
The combined forces of the northern wing and Ember’s spear and peasant militia then turned their attention on the chieftain’s sally and formed ranks facing his peasant militia, slingers and charioteers even as the last of the outnumbered and surrounded Hippus peasant milita routed (many to be slain as they fled).
Grak was not so easily defeated however and ordered a charge upon the allied center. This was met with the Amurite ‘Shield of Kylorin’ and when general Caswa first swung his magical Patrian spear (provided by the Grigori) there was a bright flash and the charging orcish forces were blinded. A hellish and furious war-cry by the wounded but unfaltering and battle-lusted Blades of Camulos was all it took to rout these blind forces.
Sensing that he had lost the battle, general Grak mounted his scout and slinger units aboard his chariots and fled southward even as his peasant militia were being slaughtered behind him.
(see reinforcement costs below)
Treachery and Slaughter
Once Grak’s chariots had disappeared over the horizon General Caswa did not lose any time enacting the second part of the Northern Alliance’s plan and ordered the alliance’s forces to turn upon the Grigori ‘Fists of Balance’. These forces had already suffered heavy attrition, they had been the first to contact the enemy after all and had fought the very ferocious enemy spear militia.
Again general Caswa was able to use the magical Patrian spear and again his enemy was blinded. Blinded, outnumbered, surrounded and surprised the ‘Fist of Balance’ were slain to a man.
Amurites, Hippus, Bannor, Grigori all lose 1 stability.
Hippus spear militia lost.
Hippus spear militia cost 3 gold to recruit to full strength.
Hippus peasant militia cost 25 gold to recruit to full strength.
Hippus Blades of Camulos cost 25 gold to recruit to full strength.
Bannor peasant militia lost.
Ammurite ‘Shield of Kylorin’ costs 10 gold to recruit to full strength.
Grigori ‘Fists of Balance’ lost.
Emma, the second prophet, firstborn of Jelhid the Inspired’s first wife takes command of the Clan of Ember with its capital city on the shores of ‘Cleft Lake’
Hallows on Fire
The last remaining Hallowed village, unwilling to join the Luchuirp and their brethren in Luciedo none-the-less know that their continued existence is dependent upon keeping the Sidar at bay. They therefore decide to offer their vassalage to the Luchuirp in exchange for protection. This the Luchuirp accept.
The Luchuirp soon send their golems, soldiers and stonemasons south, laden with as much stone as they can carry to erect stone walls around the Hallowed city (called Freetown).
Unfortunately the golems end up spending their time cutting fire-breaks in the forest as the Sidar light fire to the Hallows in an attempt to escape from these lands which have suddenly become so hostile.
The fires, however, soon prove much greater then anyone, including the Sidar anticipated (
OOC: rolled a six for the fire) and they soon engulf the entirety of the southern Hallows, the grasslands of south-western Sidar lands and even many farms.
Both the Sidar and the Hallowed spend tens of thousands of man-hours cutting firebreaks and lighting back-burns to try and halt the spread of the fire but ultimately the efforts save the cities and not the countryside.
Shroudane loses a wheat farm.
Freetown loses its deer hunting platform.
Sidar lose 1 stability. The Hallowed lose one stability.
Hallowed city-state of Freetown pledges vassalage to the Luchuirp who will now receive half of their gold income.
Luchuirp gain 2 stability.
Stone walls around Freetown cannot be built this turn- but can be built next turn (no money lost on building however). Note that without roads to import more stone to finish the walls the Luchuirp will need to spend 5 gold on porters to get the stone to Freetown (or come up with some other solution).
The Great Tree Constellation Appears in the Sky
Astrologers say that the great tree is sacred to Cernunnos and predict increased numbers of wild animals acting more aggressively then before.
Unfortunately for the Hippus the constellation has brought the local lion prides to full activity and these have launched attacks on both the wild cattle populations and the pastured horses.
All hunting (and trapping) improvements generate 2 extra food and 1 extra gold this turn.
Hippus lose 4 gold and 2 food from lion attacks on their horse pastures.
A Ban on the Hunt
Even as deer populations reach unprecedented heights the ‘White Queen of the White Mist Elves’ enacts a ban to ensure that the wild populations grow large enough to establish themselves on the ‘White Miste Isle’.
A Noble House with a Vision
It seems that everyone has a plan for the future and the White Mist Monarch is not immune to her nobles’ scheming. It seems that one family, the ‘Violet Orchard’ nobles, known as the second largest noble family amongst the elven elite has plans to turn their island into a major trading hub. They have already developed means to transport men and equipment using ships similar to those employed by the northern Eekin sailors.
The family presents to the queen a sample of pine and wild-flowers which do not grow on their island as well as a handful of Mica flakes claiming they have already made trips to the mainland and have proof. They will assist the queen and her advisors with their ships and their knowledge of sailing but they have many caveats, the biggest of which is a demand that a department of foreign trade be established with them as its sole ministers.
Other noble families are upset by the presumptuous demands of the ‘Violet Orchard’ family.
The White Queen makes a decisive move and seizes the galleys of the 'Violet Orchard' family; it will not be the one family making the decisions of the elven nation but the monarch. At the same time one of the scions of the 'house of the Violet Orchard' is appointed to her council as minister of foreign trade.
No effect upon stability. Most noble houses are willing to accept the decision and while the 'House of the Violet Orchard' may not like the decision they are content with their 'consolation prize' (for now).
White Mist Elves gain two galleys (not two galley fleets) and while this allows them to perform diplomacy with the mainland of the central continent, it is not sufficient to allow them to transfer any troops or engage in trade of goods.
Reverse engineering the galleys provides 10 rp towards monomere technology.
’Als Develop Domestic Policy to Prevent Slave Rebellions
Slave owners throughout the ‘Als provinces receive word (and funding) from their government. They are to crack down (with government assistance) immediately upon any sign of rebellion while at the same time rewarding slaves who act loyally or serve the nation best (with government-assisted funding).
No new slave revolts occur during this quarter century so maybe the policy has worked.
’Als: no effect- no news is good news?
Kappa raise a monument to Tali and the survivors and dead of the recent Hurricane
A great monument is raised up by the religious Kappa in honour and fear of Tali’s act of great destruction.
Eekin and Sheim Launch a Joint Fleet to Find the Mainland
Despite the lack of any news from earlier sailors who have attempted to reach the mainland the Eekin sailors are not so easily put off their efforts to reach and make contact with the mainland. This time they make use of their trading-partners the Sheim and together they launch an expedition to the mainland.
The result is a colossal loss. Great storms strike the fleet only 2 weeks out from the northern shores and the entire fleet and all its occupants perish at sea.
OOC: I rolled snake eyes… so sorry.
Sheim lose peasant militia unit and their half of the pentaconter unit.
Kuriotates Develop First International Trade Route
The economic development of Kuriotates cities is placed under the direct control of a council of stewards made up merchants and craftsmen of each city and these immediately begin to find ways to develop greater economic and trade practices to strengthen their cities (and to develop means of skimming some cash off the top).
The Kuriotates build steward councils they can watch over to prevent corruption, order the construction of roads to the Kappa nation (who also orders their own roads constructed) and order their markets
open to foreign traders of any nation.
In only a few weeks the first shipments of soy bean are seen leaving Kwythellar for the Kappa nation.
Merchants and traders from all over Erebus are attracted to the first international traders and bring their expertise and motivation with them.
Kuriotates adopt ‘stewards’ economic civil.
Kuriotates develop ‘open’ economy. Their known techs will now be listed openly (on the first page) and their strongest military unit will also be listed.
Kuriotates develop soybean trade route to the Kappa (who will gain 2 or 3 gold per turn depending on state of their economy except the first turn (this one) in which they both get zero while it gets set up.
Kuriotates, as first to develop international trade, gain 40 rp towards trade and exploration (form foreign merchants).
Cult of Sirona Blossoms amongst Agnostics
The Grigori have always prided themselves upon their trust in their own might and not in the distant gods but some have turned from this path and developed a cult dedicated to the Goddess of Mercy, Sirona. The practioners of this cult say that Erebus has developed spirit mana (somewhere) and this has strengthened their connection with their goddess.
It remains to be seen how the Grigori government will react to God-fearing people amongst their population.
Cults good works and charities increase Grigori stability by 1.
Cult of Oghma Blossoms amongst Amurites
Knowledge has long been a respected and venerated ideal amongst the Amurites in its own right but with the development of Erebusian metamagic mana its proponents have suddenly felt themselves ‘touched’ by the knowledge of Oghma. This cult is poorly organized and limited mostly to a select handful of scholars but official recognition could change all that very suddenly.
’Als Struck by Plague
It seems that fate has a fickle and cruel sense of humour when it comes to the ‘Als nation. They have suffered drought, drop failure, slave revolts and now, fate has chosen them yet again to bear the brunt of her cruel humour. A plague has begun to spread amongst the poor and slave populations of one of the ‘Als villages. Those that contract the plague develop bulbous engorgements at the throat, the armpits and even the groin. The skin sickens and the individual begins to cough and sometimes choke. Many die from simply wasting away while others die in a violent coughing and choking spasm.
So far the plague has not spread outside the village but if it were to, things could get quite bad.
’Als: No income from one cottage.
Sidar Begin a Project
No one knows exactly what the secretive Sidar are planning but it is obvious that they have been gathering money, material and man-power at their capital in numbers previously never seen. Some say that they have begun some great project. It remains to be seen what will come of it.
Kappa Wise-Men Make a Break-Through
It is rumoured that Kappa wise-men have made a technological break-through.
Kappa gain 30 rp.
New Map
The Hallowed get their own province and city. The Kuriotates and Kappa join their nations with a rough dirt road.
New Technologies
Shaft Mining (crafts and metals) (50 rp) (requires open pit mining)
Without other industry-improving technology, the maximum production capacity of a province is 6. (note that open pit mining or masonry can let you max out at 4, while without any of these techs you are limited to a production capacity of 2)
Shaft Mine
Classification: Mine
Required Population: 4
Required Workforce: 1 industrial workforce
Required Production Capacity: 2
Required Technology: shaft mining
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 1.5 production capacity (can be upgraded to from an open pit mine)
Calamine Mine
Classification: Mine
Required Population: 6
Required Workforce: 1 industrial workforce
Required Production Capacity: 4
Required Technology: shaft mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 1.5 production capacity, 1 gold, and pewter (aka zinc) resource (requires calamine deposits) (can be upgraded to from an open pit mine)
Casserite Mine
Classification: Mine
Required Population: 6
Required Workforce: 1 industrial workforce
Required Production Capacity: 4
Required Technology: shaft mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 1 production capacity, 3 gold and tin resource (requires casserite deposits) (can be upgraded to from an open pit mine)
Copper Mine
Classification: Mine
Required Population: 6
Required Workforce: 1 industrial workforce
Required Production Capacity: 4
Required Technology: shaft mining
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 2 production capacity, and copper resource (requires copper deposits) (can be upgraded to from an open pit mine)
Gold Mine
Classification: Mine
Required Population: 6
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 6
Required Technology: shaft mining
Cost: 45 gold (in addition to the workforce cost)
Game Effect: Generates 6 gold and gold resource (requires gold deposits) (can be upgraded to from an open pit mine)
Silver Mine
Classification: Mine
Required Population: 6
Required Workforce: 1 industrial or domestic commerce workforce
Required Production Capacity: 6
Required Technology: shaft mining
Cost: 45 gold (in addition to the workforce cost)
Game Effect: Generates 5 gold and silver resource (requires silver deposits) (can be upgraded to from an open pit mine)
Camouflage (military) (75rp)(requires reconnaissance)
Intelligence Bureau
Classification: Defensive
Required Population: 8
Required Workforce: none
Required Production Capacity: 5
Required Technology: camouflage
Cost: 80 gold
Game Effect: Each intelligence bureau in the civilization reduces the cost of reconnaissance and intelligence operations by 15%. It also decreases the chance of success for enemy intelligence/spy operations in that particular province by ~20%. Enemy reconnaissance missions to a province protected with this building have a ~20% chance of being noticed (in addition to any chances provided by defensive scouts/hunters, etc). Lastly, it increases reconnaissance military quality by 0.5. There can only be a maximum of 2 intelligence bureaus in any single civilization.
Cryptographer’s Studio
Classification: Defensive
Required Population: 8
Required Workforce: none
Required Production Capacity: 4
Required Technology: camouflage, mathematics
Cost: 40 gold
Game Effect: This can only be built in the nation’s capital city. It allows encrypted communication with and between field operatives (note that encryption can be broken by rival nations possessing the mathematics technology with a chance ranging from 1/6 to ½ based on how much they spend in their attempt).
The studio also greatly decreases the cost of decrypting the encrypted communications you intercept from rival civilizations.
Two (or more) nations, each of which must possess a Cryptographer’s Studio, may develop codes for communication between them.
Allows
hunters
Allows
camouflaged re-supply centre(with caravans)
Allows
ghost(Sidar only)(with mysticism)
OOC: there is lots of room for unique units based on this technology (as you can see the Sidar have already designed one)… you can do the same. Want a mist-shrouded boat?- this and monomeres might do the trick… its up to you to design and suggest a unique unit
New Units
Ghosts will not be listed here until they are used in combat because they are unique unit and I don’t want to give away the fun.
Camouflaged re-supply centres will not be listed until the caravans technology is developed.