Perhaps higher populations grant more money? The first six pop points grant one apiece, then 7-12 give 2 each (so a size 12 city gives 18 gold), 12-18 gives 3, etc.
To: The Nations of Erebus From: Councillor Armein, of the High Circle of Bannor
Now begins a time of change, a time of peace upon Erebus. We acknowledge that, in times past, the Bannor empire has been involved in scandal and international outrage in such matters as the Cleft Lake Crisis and the intimidation and coercion of weaker powers.
No longer!
The Bannor High Circle hereby extend their shield of protection over the people of Grigori, so that these people, humbled and beggared by the Northern Alliance, including the Bannor, need no longer live in fear, and may begin to prosper once more.
Let it be known that an attack on Grigori is an attack on Bannor.
Hatvid Grad trembled as he opened another set of letters. They all spoke almost the same thing: 'We, of Bannor, would announce that the Northern Empires will become th greatest single entitlety of all Erebus. However, we see an oppertuity to teach and enrich your nation. If you accept you will agree to an annual fee in exchange for protection and teachers. If not we can assure you one day Hippus will invade and we would not give a heartbeat for your nation.'
He sighed.
At least that is how he remembered them.
He had meditated day and night. He called to Cassiel, who tells them how to head to greater prosperity for the people of Grigori and their allies.
Today was the last day before the feared wave of Hippus would finish their recruitment and begin their march.
He saw Cassiel as he had saw the angle years ago while mourning over the killing of his dog near the border.
"Hatvid, you are a noble man, but your sight is limited. Shall I help you?"
He felt himself rising while his meditating body laid there. He look over all of Erebus.
He saw the Imps and their creations. He saw training soldiers of Al's, Sidar, Hippus, Bannor and Dwarves. Ships flowed from the Misty isles. The Ir-o-kee eldars are teaching another generation. Kappans are rebuilding. The world is heading toward prosperity.
He saw the administers retaking their halls. He saw them calculation the words to send them on the last day. He thought of the world.
"You now see that all the others have known much more then you, have participated in more activities than you and have succeeded. I see that although the Bannor are God-fearing, they can teach the Grigori their other ways while I teach you mine.
Return to Erebus and accept this for it will lead you to the future.
I have seen that they will be good masters at least now and will prevent all out war in Erebus. Don't fight for me, remember, always fight for your future."
He got out of the medtation and thought. If he vassaled, he can learn much more about the Northern Empires, as well as more about one of the military powers in it. He can use it to try to protect his allies and friends. He, although accepting mastership to Bannor, will cause a unbalance that could upset the other Empires. He saw the truth and was ready to give it to the council.
A cold wind blew through the streets and alleyways of Sabel, making a peculiar whistling noise as it funnelled through the complex and winding city. It was dark, in the near distance a dog barked loudly, spooked by something out of sight, but quickly quietened down once more. Councillor Armein stood, black robed, at the monument that had made Sabel famous throughout all of Erebus. The Hell-gate. It was here that the Bannor had first emerged from Hell, here that Saint Sabel had given her life to ensure the survival of her people, buying them just enough time for them to pass through the gate and seal it behind them. He was not alone, there were many others, equally robed making them mere shadows in the night. They were stood at points around the large, ruinous portal, all of them priests and disciples of Sabelism, the religion Armein himself had founded.
He was old now, with long grey streaks through his hair and a face full of wrinkles, but while he had lost his chiselled good looks, he had not lost his air of power and dignity. Below the hood of his robe, his grey eyes shone with excitement in the dim torch light. If the ritual was a success, who knew what opportunities would unfold. To his right was a woman, flowing red hair barely covered by the shadowy hood of her robe. Her name was Theodora, the adopted daughter of the late Agathe Winhelm who had been widely considered the leader of the Saints Faith during her long life time. She had taught Theodora well, and she had helped continue the good work that Agathe and Armein had started almost 50 years ago, sitting with him as one of the few women on the High Circle. Armein turned briefly to the woman, who flashed him an eager but nervous smile. ''It is time.'' he said softly.
Armein raised his arms slowly above his head, and in sequence the disciples on either side followed suit until the gesture had reached the far side of the Hell Gate. The gesture was held for a moment, and then released and repeated in time with the chanting of the members of the circle. Armein noticed that the loud chanting had awoken the residents of nearby houses, who now peered suspiciously out of their windows through open shutters. He ignored them, they could always be dealt with later on if need be. The chanting grew louder still, a dog howled, and suddenly, a great gust of wind, icy cold, swooped down into the town square, dousing every torch and plunging the ritual into such darkness as only seen in the depths of Hell. The chanting did not stop, but instead grew faster and faster.
Helena looked on from her bedroom window, aghast. A demonic ritual was taking place outside her very window! Even worse, it was being lead by Lord-Councillor Armein! What had become of the noble Bannor if its own leaders were consorting with the Hell-hounds and Balor the old ones had struggled so long to escape?
Presently, a dim light appeared in the centre of the circle. It was not a natural light, but instead an alien green glow. The great fallen stones, shaped like the teeth of Agares, which had been carved from the Sheut stone thousands of years ago, now slowly began to come alight, the green light flowing through the carvings on the stones like tiny streams of water.
The chanting grew louder.
''Mortos!'' she whispered loudly, ''Mortos wake up!''. It was just typical that her husband would be sleeping through the whole thing, she thought bitterly. ''Mortos!'' She shook him hard and he let out a groan.
''Wazzat?'' he mumbled groggily, and sat up slowly, ''What's that infernal noise?''
''Look outside!'' Mortos climbed slowly out of bed and shuffled across to the window. Mortos was getting old, now in his late sixties, and his limbs were stiff with age. He gasped as he saw the glowing stones outside, and the shadowy figures now dancing around them. ''Witches!'' he called angrily, ''Amuritian Demon-shaggers!'', his voice clearly carrying into the town square during a pause in the chanting. ''Shhhhh!'' Helena hushed him urgently, ''They'll hear us!''
The chanting stopped.
Armein stood back from the circle, retreating from the glowing portal. Theodora now stood on a podium of stone, which was known as the Balor's Throne. In Hell, when a ritual was taking place this podium would be occupied by a Balor or Demon-Lord, who would lead the proceedings. She was holding a large tome, the Junil-Baleigna, and was reading excerpts from it into circle. Her hood was thrown back and her eyes seemed to glow with a religious fervour. The disciples knelt at points around the portal, like lurking shadows thrown from a candle. Armein gestured to a few guardsmen he had posted nearby to approach, and told them quietly, handing them a burning torch, ''We have been witnessed here, destroy these spies.'', motioning to the houses nearby, where silhouettes of onlookers were clear to see.
''Can you hear that?'' Helena asked her husband quietly, ‘’they’re reading the Baleigna.’’
He nodded gruffly: ''Heresy.''
They sat in silence for a moment, watching as two large figures started to collect hay and straw from nearby stacks and pile it up against the houses of their neighbours, another one holding a torch.
''Gather your things, Helena, we're leaving. Now.'' Helena began to hurry around the house, shoving spare clothes and food from the pantry into a pair of sacks, while Mortos bent to the floor and slid a large wooden box out from beneath the bed. He was still fumbling with a small copper key as Helena returned to the bedroom. Mortos opened the box and from it snatched a small, cotton bag containing a few gold pieces, their life savings. He peered out of the window urgently, noticing the loud crackling sound that could be heard clearly above the noise in the distance. The pair ran back down the stairs and rushed out of the back door, which had been left ajar, into a dark alleyway. The cold night’s air fell upon them like a sheet of ice, they huddled togeather as they walked awkwardly away from the town square, Helena sobbing gently, towards a nearby travel Inn owned by a friend of Mortos.
As they reached the door of the Inn, they looked back towards their home and saw that the small area of the town where they had lived was now alight with flame, thick black smoke filling the air. As they watched hopelessly, a brilliant, golden beam of light burned its way through the clouds of smoke, up and up, and then disappeared as quickly as it had come. ''The Hell-Gate.'' said Helena, solemnly as they shuffled inside.
The Golden light soared through the sky, growing higher and higher. If you were to look closely, you would see that it was not a single beam, but an amalgam of small, translucent, and vaguely humanoid creatures forming a long procession. Souls. Reaching a height, they now turned northwards, in the direction of Amuritia. The procession continued over hundreds of miles, Bannor sages looked up into the night and called them angels, Orcish and Ir-o-kee wise-men looked up and called it a sign. Far away from Sabel city, Amurite Battlemages looked up and called it their saving grace, as, at last, the souls began to descend upon their small camp around the black tower, scattering the swooping and cackling imps as they came. The Captain of the Shield gave a loud bark of an order, and his men raised their weapons to the sky, allowing the souls to fall upon them and bind with their stone cudgels and knives. With tears in his eyes, the captain gave the call to proceed.
pretty good but there will be no updated map or techs until tomorrow probably.
also- the sheim have missed the deadline and their gold, food and rp will be banked. (tyrs - if you already sent your orders and i just lost them can you send them again and i will try to include them (even its as an edit))
A monoreme with red and black sails appeared on the horizon of Shroudane. The ship’s silhouette gathered speed as if it had finally lost its patience, unable to restrain itself now that is was so close to its destination. Growing ever larger the nearer it came, a man could finally be seen with bright silver hair. He was not just a man, though. He was Captain Marcellus Fallo, commander of the Spears of Ruin.
The seasoned captain stood atop the bow of the ship. His gaze turned down towards his brave soldiers and the Corbus crew, assembled on the lower deck. “Men…Arawn is impatient,” the soldiers clanked their spears into their shields and let out a grunted ‘ho.’ The captain went on, “I would rather die at your side than live for all eternity.” The company let loose another ‘ho’ with a clank of spear and shield. Marcellus picked up on his momentum, “Only a coward fears death; only a Sidar seeks to avoid it. Today, we show those shadowy villains what death truly means!”
'Ho!’ The men pounded their shields repeatedly in unison with the ‘Ho! Ho! Ho!’
“We are the Spears of Ruin! On those shores, there is only one thing waiting for us, there in the shadows…a bright altar of Glory in which our names will be carved forever!” The Corbus crew crowed and the ‘Als gave a raucous battlecry. Marcellus turned and looked out towards the shore. The boat glided onto the sands as it came to an abrupt stop. Then the fearless captain hopped over the side followed by the rest of the Spears of Ruin. They made for Shroudane at a brisk pace, eagerly anticipating the battle to come.
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 26th. General orders are due Sunday, March 29th (8am forum time).
Note: A Note on Recon: Reconnaissance units can be assigned to perform ‘counter-reconnaissance’ to intercept enemy reconnaissance units. Don’t forget this if you want to protect your secrets. Also, please don’t forget to indicate which province you are protecting with your recon unit.
Note: Your stats: Your stats sheet has been changed a bit. If you have questions about the slightly different format, please ask them in thread if it doesn’t reveal anything about your own stats so that everyone else who has similar confusions can be served by any answers provided. If asking the question in thread would reveal your precious secrets then ask in a PM or via e-mail.
Note: Stability: The four point drop in stability due to development of entropy mana as well as individual events have lowered a few of your stability scores to dangerously low levels. The events of this update reflect that (please make note that I use a random number-based system to determine if you will suffer for low stability and some nations with very low stability were spared and some with fairly good stability may have problems- though a stability over 100 is usually safe provided there is no ‘outside help’.
UPDATE ELEVEN Years 351-375: Amurite Battle Imps of The Brass Tower, Unstable Nations face Domestic Crises, Shroudane Invaded, Return of the Orcs, The ‘Red Cricket’, New Shoes
Luchuirp and Hallowed Loot Black Tower Outpost
The Luchuirp spear militia and Hallowed hunters responsible for capturing the Black Tower Sidar Outpost now pillage it for everything its worth before abandoning it and embarking on an ambitious march across the western arm of the Broken Crag mountains. The jobs is somewhat rushed and therefore valuables were forgotten, overlooked or left behind, but the pillagers none-the-less were able to destroy both land clearances as well as the outpost itself.
While the Luchuirp spearmen have orders not to harm the Sidar civilian population the Hallowed have too much vengeance in their hearts to obey any such order and they embark on a systematic massacre of the Black Tower inhabitants. If they had not been called away to fight in other theatres, the massacre might have been completed.
Both the spearmen and hunters, as well as any surviving Sidar citizens show signs of plague.
Sidar refugees flood back to Darkvale, very obviously sick. What will the governors of the Sidar capital do with these plague-wracked victims of war?
Luchuirp and Hallowed pillage 20 gold (this went into the Luchuirp treasury because the Hallowed are vassals- it is up to them if they want to share this booty with their vassals). Black Tower outpost ceases to be. The road from Darkvale now leads to skeleton-strewn ruins overgrown with weeds.
Depending on the Sidar response to the refugees I will amend this entry.
Invasion of Shroudane
Sidar forces do everything they can to reinforce and defend Darkvale in the face of an expected Hallowed/Luchuirp attack.
But the enemy launches a joint attack against Shroudane… which was left undefended.
Luchuirp spearmen and Hallowed hunters leave off pillaging Black Tower early, their orders are in fact to make the attack upon Shroudane their priority. They cross the western arm of the Broken Crag mountains, avoiding the high peaks near the mountain’s eastern end (see topography maps, using innate dwarven know-how and hunter wilderness aptitude (OOC: I let them cross the mountains and reach their destination because they are only moving one province and because they are units specifically adapted to mountains/wilderness) and rendezvous with Luchuirp scouts and Hallowed peasant militia from Freetown province.
Meanwhile, the ‘Als ‘Spears of Ruin’ board a mercenary penteconter fleet provided by the Corbus at Fer’Al and sail towards the rising sun. Corbus sailors make sacrifices of tin and silver coins to the seas and winds and the fleet manages to reach the Sidar city of Shroudane in plenty of time. But for what purposes?
Captain Marcellus Fallo of the ‘Als Spears of Ruin sends a messenger to the Sidar governor and arranges a secret meeting. The meeting is thought to discuss the impending Luchuirp attack and indeed it is but once the doors of the meeting hall are closed Captain Marcellus Fallo draws a dagger and attempts to take the Sidar governor hostage. Things don’t go too smoothly and the Sidar, always suspicious and true to their crafty and shadowy ways are not as unprotected as they appear. Hidden guards appear and soon the governor’s villa is alive with violence. Ultimately the Sidar governor is slain but any plans to take him prisoner and force a surrender die with him (OOC: sorry Kenkrajen- the dice have spoken.) The battle soon spreads and envelopes the city.
The men and women of Shroudane do everything they can to defend their town with whatever tools they can substitute for weapons but as the battle engulfs the city and the ‘Spears of Ruin’ face off against desperate city-dwellers in a street-to-street battle, Hallowed peasant militia and Luchuirp spear militia join the assault while scouts and hunters do everything they can to disrupt formal organization of the civilians and to prevent them from forming into any sort of organized army.
Ultimately the city falls after less than a day of fighting.
The city is soon overrun and while the Luchuirp have orders to maintain order, the Hallowed once again take it upon themselves to enact vengeance for the massacres of ages pass and soon set about rounding up all men aged 11 or more and slaying them.
The ‘Als have orders to enact the surrender of the fallen citizenry but the citizens don’t see things quite the same way the ‘Als or Luchuirp do.
Despite the lack of military resistance the citizens of Shroudane don’t just accept foreign occupation- their resistance takes to the shadows and alleyways, the forests and the hills. Within days of the occupation Luchuirp, Hallowed and ‘Als begin receiving their first reports of attacks upon isolated groups of their soldiers as they forage, loot or patrol. It is these attacks, which, with time, do more damage than the actual taking of Shroudane. ‘Als reprisals are quick and determined. Whole families suspected of participation with the rebels are put to the sword.
The corbus too, seeing a fruit ready to be picked, land within the occupied city and begin rounding up the healthy and more ‘pacified’ citizenry. They load them aboard their ships and chain them to the oars.
With war and soldiers comes sickness. Within weeks the surviving citizens of Shroudane, and the armies of the Hallowed, Luchuirp, ‘Als and Corbus all begin to exhibit symptoms of the plague. This includes the Shroudane resistance.
What will happen to Shroudane? It is a city split into several factions with numerous nations wanting to claim the prize.
Hallowed peasant militia requires 12 gold to retrain to full strength. Hallowed hunters require 9 gold to retrain to full strength.
Luchuirp spear militia requires 18 gold to retrain to full strength. Luchuirp scouts require 7 gold to retrain to full strength.
‘Als spearmen require 19 gold to retrain to full strength.
Corbus penteconter also wounded (especially by plague)
Shroudane loses 3 population, 1 wheat farm, and 1 cottage.
Sidar lose Shroudane (but no one else gains it until the resistance can be quelled).
Amurites Summon the Souls of Fallen Bannor Heroes to Fight Hell’s Imps
The Amurites, keen to dislodge the imps of the brass tower that had corrupted the mana lines near their capital enlist the assistance of the ‘Bronze Flagon Adventurers’, which are now sporting 2 fancy new suits of mithril armour, their payment for prior assaults on the imps, to assault the tower.
They also send the ‘Shield of Kylorin’, wielding the shining Patrian spear at it. Additionally, the best mages and summoners, ritualists and sages from all over Amur gather to invoke a powerful summoning, spirit-mana based, ritual. They summon the heroes of the Bannor, those men and women who died fighting demons while trapped in hell. They are led by none other than the hero Sabel herself. These spirits are bound into the weapons and armour of the ‘Shield of Kylorin’ for 1 day only. The soul of the renown hero Sabel is bound to the ‘Patrian Spear’ while her officers are bound to the Patrian mithril armour. Lesser spirits are bound to cudgels and knives, weapons and armour of any kind.
The assault begins at dawn which represents the coming of fresh hope and new light to the world and the banishment of the terrors of the night. The ‘Shield of Kylorin’ leads the assault and when the first wave of stirges, cackling maniacally and spewing noxious green vapours comes flying at them, the commander of the ‘Shield of Kylorin’ invokes the magics of the Patrian Spear. A blinding flash jumps from the spear and strikes the stirges and they are blinded. Blinded, these four-winded, clawed blood-sucking demons are no match for the enchanted weapons of the ‘Shield of Kylorin’. Meanwhile the adventurers of the ‘Bronze Flagon’ set about earning their gold. Two manage to throw grappling hooks that reach the tall entrances to the Imp’s Brass tower (80’ above the ground) and walk, hand over hand, feet braced against the tower, up its needle-like length. At the top they do battle with the imps themselves and while one falls, the other manages to slay the imp even as it attempts to summon another group of stirges.
Meanwhile, at ground level, the ‘Shield of Kylorin’ uses an enchanted battering ram to break through the walls of the tower and another mêlée ensues- this one with a group of tentacled, horned shadowy masses summoned by the last remaining imp who stands guarding the corrupted entropy node.
I have no idea what this thing is, but it looks cool.
Again the enchanted weapons of the Shield are able to win the day by first blinding the enemy with the ‘Patrian Spear’ and then inflicting holy wounds against the demonic opponent.
With the last imp dead the tower remains standing in a field of hell terrain. The entropy node remains but what will the Amurites do with it?
Of the six imps released at Hell Boy’s execution, two have been slain by the ‘Bronze Flagon’ at the north-eastern ley lines intersection and two more slain during this operation. Where are the others?
Shield of Kylorin needs 5 gold to recruit to full strength.
Orc Vengeance Threatens Marøs Vandressa
Grak has passed on and the orcs, goblins and gnolls formally under his command now have a new leader. He is N’vyer of the Sacred Scar and he commands these traditionalist bestial forces.
Late in the period (the winter of 374), orc charioteers, goblin, gnolls and orcish slingers and goblins scouts descend upon the isolated Bannor outpost of Marøs Vandressa. Luckily for the Bannor the goblin scouts sent to reconnaissance the Bannor outpost were captured by the outpost occupants and forced to confess their plans. The Bannor leadership had just enough time to hurriedly send the ‘Sabel Guard’ spearmen militia to defend the outpost.
As the spearmen scrambled to arrive in time to defend the outpost, orders were provided to the defenders to prepare. Outlying villagers flee to the safety of the outpost. Bonfires are lit around the periphery of the Marøs Vandressa and traps including rock-falls, pits with wooden stakes and others are set up to greet the invaders.
On a cold winter night blasted with freezing rain and chilling ocean winds, N’vyer finally arrives at the head of charioteer column. The spearmen are sent to meet him and N’vyer, like his father, wastes no time in taking the battle directly to the enemy. The Bannor spear line up in a (crude approximation of a) phalanx formation but it is evident that despite their earlier successes against the zombies of the government tower, these troops are militia without any formal barracks-training, heavy armour, or metal weapons. N’vyer is not put off and attempts a too-pronged attack, splitting his chariots and sending them out in a wide flanking manoeuvre against each side of the Bannor spear.
Unfortunately for N’vyer, they had not expected the Bannor traps and 4 chariots and 8 horses soon found out why those rocks had been piled so strangely on the hilltop. Others stop suddenly as wheals or hoses’s feet plunge through deadfall traps. One entire chariot wing was unable to flank the enemy due to these traps and the Bannor spear were able to turn their entire attention against the flank that did manage to reach them. The results were bloody for both sides and although N’vyer’s chariots took heavy damage, their superior training and morale meant that they did not run even in the face of heavy attrition. The Bannor spear however, despite performing reasonably well offensively, still took heavy damage from the orcish spears and chariot wheels’ scythes. Ultimately their lack of training was evident and they ran for the safety of the outpost. N’vyer recalled his forces and thus ended the first engagement between these forces.
The next day gnoll and orcish slingers, operating in small numbers and in conjunction with the Sacred Scar scouts managed to keep watch over the Bannor outpost and ensure that no further workmen left the safety of the outpost to make more traps.
As night approached, N’vyer sent the entire Sacred Scar slingers company to lead the way and this time a missile volley was the first to greet the now much-reduced Bannor spear company. Despite their shields the Bannor were forced to take cover in the outpost to prevent further attrition against their already depleted numbers.
N’vyer sent his chariots, much reduced in number now, once again, to flush the spearmen from the outpost and again the melee was bloody and violent. This time it was the chariots who were forced to retreat- they could not use their mobility and speed in the cold muddy roads of the outposts.
And thus the second engagement ended in a stalemate. N’vyer’s chariots were unable to take the battle to the enemy spear entrenched in their outpost and the Bannor spear were unable to take the battle to the Sacred Scar due to the heavy casualties leaving their protective concealment would cause.
A siege was formed as N’vyer called upon every general’s trusted weapon: hunger. The outpost had resources enough to last 1 year but as the winter of 375 approaches, something must be done. The Sacred Scar have pillaged the countryside and live off its game but the spear and the people of Marøs Vandressa are trapped inside their outpost and already starvation has begun to tax and weaken them.
Bannor outpost of Marøs Vandressa loses two cottages (but not the workforces). Bannor lose 4 gold. Spear militia will require 21 gold to recruit to full strength.
Plague continues to Burn across Luchuirp and Hallowed Lands
While it appears that those infected by the plague and survive are immune to re-infection, there is still those how have yet to be infected for the plague to spread amongst. The worst of the damage is already over amongst the Luchuirp, but the Hallowed are now the ones to feel the full fury of the pestilence.
Those who visit these lands report piles of bodies being burned outside the city, men and women starving in their fields, too weak to plant their food and thus starving even if they could have survived the plague.
Luckily for the Hallowed their masters open their grain stores and ship food by the ton to the south and some of the damage is alleviated but the plague itself does much to damage the Hallowed city of Freetown.
The disease also spreads to Shroudane.
Luciedo population drops by 1. Luchuirp lose 5 gold and 5 food.
Hallowed population drops by 1. Hallowed lose 5 gold and 5 food.
Shroudane population drops by 1 (in addition to what is outlined above).
Amurite Nobles Enraged by Loss of Slaves turn to a New Ruler
While the slaves and freemen have enjoyed the recent changes to Amurite property laws as they relate to people, many slave-owners, land-holders, and noble families see it as a dangerous threat to their economic livelihood and way of life. These individuals have rallied around the ‘Red Cricket’ land-holding noble-house and declared themselves independent of the Amurite nation. They have already written their own laws (which protect slave-owners and punish unlawful freeing of slaves as theft) and declared the matron of the Red Cricket Houes the ‘Cricket Queen’ of the rightful Amurite throne. They have refused to pay taxes of food or gold and seized several sympathetic small villages in the southwest of Nimarail province.
They declare that the Caswellan is a fool who is unable to properly cooperate with the real power behind his people (the nobles and slave-owners), makes the religion of Bhall unlawful then turns around and allies himself with the fire-godesses’ followers, refuses to deal with the problem of ‘Hell-Boy, the imps, the hell lands or the brass tower’ in a timely and efficient fashion and who regularly reneges on his commitments (failure to pay adventurers promptly, treason against the Grigori).
While most city-dwellers retain loyalty to the state and the Caswellan, much of the rural population, especially in Nimarail province, have begun to put considerable faith in these declarations of the ‘Red Cricket Throne’.
Is this the first chapter of a bloody civil war? Can the Amurite nation find stability before things get too bad?
Amurites lose 2 gold and 2 food. One cottage and the associated workforce swears fealty to the ‘Red Cricket Throne’. The ‘Red Cricket Throne’ gains the workforce, the cottage, a second workforce and a cotton plantation. They also gain a peasant militia unit.
Slave Uprising in ‘Als Quarry
In the lands of the ‘Als, a group of several hundred slaves have dared defy their taskmasters, owners and the government. Despite generous incentives to act as informants, the slaves of the ‘Grey Hills Quarry’ were able to secretly develop plans, smuggle in weapons and tools, bribe guards and finally escape from their quarters, take over the quarry, seize and slay the guards and escape into the countryside.
While some have been caught and executed or returned to slavery, most have been able to manage avoid being captured and some members of the government have begun to suspect that there is a organized ‘underground railroad’ to smuggle the slaves into the Hallows forest.
’Als lose 4 food and 8 gold
Missionaries of Oghma sent to Clan Lands a Miserable Failure
Missionaries loyal to the god of knowledge were sent to Clan lands without food or money with expectations that they would spread the world of Oghma. They ended up having to beg for food and when asked about knowledge to share, had no books or inks or quills.
The clan members who were supposed to be impressed were not and their loyalty to a god with a more realistic view of the world, one that isn’t based on fictitious stories and long-dead histories is only strengthened.
Failed Assassination Attempt On Ember’s Life leads to Brutal and Bloody Crackdown
In the spring 361 an assassin’s unsuccessful attempt at slaying the always young, ever-charming chosen prophet of the fire goddess, Ember, draws her wrath and bloody reprisal. She soon orders a brutal investigation and crackdown of her entire population.
This inquisition is led by her fiercest inquisitor, an advisor who in recent years had provided more and more assistance to the Clan’s empress, the black-clad orc with a penchant for knives, Evavi Gahun. Evavi has organized the systematic torture of the majority of the population’s village headmen, military officers, tradesmen, even visiting priests of Oghma from Amurite lands. The result is the mass murder of over 30% of the entire population as Evavi finds even the most suspect evidence of disloyalty cause for execution.
Ultimately, in a society such as the clan of embers, such a horrific display of violence and aggression does much to solidify clan loyalty and Evavi’s project actually manages to increase the loyalty of the terrorized Clan population.
Clan population reduced by 2. All military units need 3 gold to recruit to full strength. State loses 2 gold and 4 food. Stability increased by 3.
Lions return to feed on Hippus Horse
Lions from the Hippus plains return to feed upon the pastures of the Hippus and, over the coarse of one dry season, manage to make off with a significant portion of the pasture’s herd.
Hippus lose 4 gold.
Love for the Suede Shoes
A recent craze has swept the nobility of the Mist Elves: Deer Suede Shores. Now nearly every noble worth his salt is sporting a pair of these fancy foot-pants and it is slowly becoming popular with the lower orders. The exact origin of this fad can be traced to the sole driving force behind most of contemporary Mist Elf society: the White Queen. When Her Masked & Mysterious Grace was seen giving a pair of these shoes to the suave Cultural Minister and Lord of House Biros (House of Silver Breeze) Celeion 'Honey Tongue', the scramble began for these swanky suede shoes.
Additionally, Ir-O-Kee traders in the Hippus and Grigori towns are clamouring for this footwear. It seems that demand amongst these forest people is really booming.
White Mist Elves gain 1 gold.
Elves Leave Lasting Legacy outside their isolated Island
Rodima of Common House Yrauos has given birth to the first Mist Elf born off their native island in the known history of existance. The little boy, named Vergolion by the elated mother, now resides in the quarters allotted to his mother in the Hippus city of Conrod Mor. The father remains unknown.
Elves Focus on Agricultural Reforms
In a move to further appease her rural subjects the White Queen decides to shift the focus of the economy to more rural practises, allowing for foreign trade to play the role of a supplement rather than a driving force.
Elves adopt agrarianism. -1 stability, -5 gold
Kappa Capture Griffons
The Kappa manage to find the horses hidden in a high mountain valley of the Edsunhand mountains and use them as bait. They set up an elaborate ambush with specially prepared nets loaded with wicked hooks and barbs, all set into trees in such a way as to spring around the Griffons as they come to feed.
Sure enough, the griffons take the bait and the Kappa, over the course of a summer season, easily capture two-dozen of the great beasts. Loses were expected to be much greater but terrain, wheather and planning panned out well for the swamp-dwellers (OOC: the dice came out good for you) and they managed to capture 24 of the great beasts.
The problem is now, what do they do with them? They apparently are happy to eat fish but where will they be housed? Can they manage to get them to breed in captivity? Can they be used for anything constructive?
Kappa did not take loses during the mission and no money is required to recruit to full strength.
Graves Disturbed in ‘Als lands
A rumour is spreading throughout the ‘Als capital of Ter’Al: someone, or something is disrupting the graves. Apparently, about once or twice a month, one of the city’s graveyards is visited by individuals (or things) intent on disturbing the rest of the recently deceased. In each case a single body is dug up, almost always one that has only recently been buried and snatched away. No one knows who or what is taking the bodies but rumours abound.
No game effect
Bandits Raid Kuriotates
Merchant trade routes from the Kuriotates city of Kwythellar to the Kappa city of Kappa Tow’ah have come under attack by bands of human bandits operating out of the nearby jungles and hills. Their attacks have cost the economies of both the Kurtiotates and the Kappa.
Kuriotates lose 10 gold and Kappa lose 5 gold.
Grigori visited by Elephants
Small groups of elephants have always lived in the fringes of the Grigori territories, in particular to the northeast of Troday Yithi near the Glitter Canyon Hills but their numbers in recent years have expanded enormously. Some say it is an after-effect of the boon of Cernunnos (see update 9 in reference to the constellation of the great tree), others that it is a natural phenomenon, yet others that they are not elephants but great spirits.
Regardless, they are trampling all over the lentil farms of the Grigori capital. Already one farm has been destroyed from their migrations. It appears that they are using the great Troday river to quench their thirst on a regular migration route they have established that takes them directly through the Grigori farmlands.
What will the Grigori do?
Grigori lentil farm requires 2 gold to repair. Grigori may develop elephant resource depending on their future actions.
Fellowship of Leaves?
Hippus loyal to the Keekoy tribe, deep in their forests, have spent much time in deep meditation and communion with nature. Recently they have begun to see the hand of gods in the beauty of nature. The Keekoy are not scholars nor historians so they know not the names of these gods, but they pay them respect none-the-less.
They have formed themselves into an organization and call themselves the ‘Fellowship of Leaves’. They have little to do with the followers of Tali or Canuellos amongst the Hippus population but they wish them no ill will either. The fellowship appears to want to be left alone in their forest homes.
The Keekoy belonging to this fellowship have built for themselves a beautiful wooden abbey deep in the woods where they go to pray and meditate. This abbey is renown already for its rich orchards and gardens and calming nature. It is said that the forests around the abbey have begun to take on a much more ‘mature’ form with towering oaks and redwood soaring to majestic heights never before seen.
Fellowship of leaves takes root amongst the Hippus.
Hippus gain free abbey dedicated to ‘Fellowship of Leaves’
Spoiler:
Abbey Classification: Priest Improvement Required Population: 4 Required Workforce: none Required Production Capacity: 3 Required Technology: the aether Cost: 60 gold Game Effect: Increases priest military quality according to the following formula:
Increased priest military quality=(number of provinces with abbeys in nation)/(number of cities in nation)
In addition, will provide some minor benefit based on the state religion. An abbey dedicated to the ‘Fellowship of leaves provides 1 stability, 1 gold per turn and 3 food per turn.
New Map
Spoiler:
New Technologies
Trade (Exploration and Trade) (100rp) (requires markets and linguilism)
The souls were just average souls of people who died there. They were not bannro heroes and they definitey weren't led by Sabel. They will come later mmkay?
Hahaha... That's an awesome update - my total pwnage notwithstanding. I rolled my mental dice, made a guess, and lo and behold it was completely wrong. Ah, well - Sidar go down hard, don't they boys? You want to fight, then fight we will.
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