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, April 2nd. General orders are due Saturday, April 4th (anytime).
Note: Turn Length: This will be the last turn that lasts 25 years. Fur turn 13 and afterwards turns will consist of 15 years only.
Constellation of the Obsidian Sceptre, Grey Arch, Long Knives, Sacred Scar Routed, The Forgotten, The Tomb of a God (part 1)
A Constellation is Sighted in the Night Sky
Everywhere people sight the ‘Obsidian Sceptre’ in the night sky. Astrologers claim the constellation is sacred to Aeron, god of lust, vengeance and fury. They predict the rise of great leaders and of psychopaths.
Throughout the lands new factions and leaders are rising.
Guest Appearances: A few new players will be joining us. They will be playing factions and heroes with a finite time to influence events on Erebus (typically 4 turns). They are purposefully powerful but have no ‘home nation’ or economy to draw upon and so, if you are having difficulties dealing with the, attrition may be your best friend. Some will be friendly and some dangerous but each of these factions and heroes will have their own agendas with their own motivations. Depending on where you stand vis-à-vis their agendas they could be powerful allies or dangerous opponents.
Welcome Northen Wolf, Seon and LdiCesare! You will soon see what Northen Wolf is playing but the other two are playing their cards relatively close to their chests.
Sidar Hierocracy Assume Control of the Sidar
The Sidar Shades- are they men or are they dead men? What makes a man alive? Is it a soul? The shades, those who have ‘waned’ have long ago traded their mortal souls for long lives, a chance to learn, love, dance,
live for all eternity… but who buys these souls? And what is left to walk the lands of Erebus?
The ‘cult of the grey’ are those Sidar who serve the collector of souls and are the driving force behind the ‘project’… As the project nears completion, and with the enemy at the door the ‘cult of the grey’ assumes control of the Sidar nation. They have big plans for the Sidar but for them to come to fruition they need absolute control of the people.
And so, the Sidar become a theocracy dedicated to the ‘Grey’. And they are led by a new man, a reluctant leader… Adam.
Sidar adopt Central Hierocracy religious civic and lose 3 stability and 5 gold.
Sidar Complete the Grey Arch and Immediately Invoke Its Power
The structure itself is monumental, a giant arch made of some strange material, creamy-white but not stone, not painted wood, but smooth and semi-porous… like bone…but shaped and
huge.
As the arch finally ‘grows’ to completion a great wind is felt all across the western continent, a cold chilling suction that pulls gently at more then just the skin. The grey arch is complete and at its centre a gentle swirling kaleidoscope of white, grey and black winds takes form.
The ‘Cult of Grey’ is quick to take advantage of the ‘Grey Arch’ and begin shepherding the people of Darkvale into a huge crowd beneath and around it. The cult priests begin chanting, an ancient tuneless call to forces far far away, forces known only to the eldest of the waned.
As their chanting proceeds the population changes… suddenly and violently. It is a horrific sight. Where previously the chanting had been slow and almost seductive in its gentle call, once it reaches its crescendo the chill wind of the grey arch again whips throughout the land but this time it is a lacerating grey cloud and those it strikes it changes forever.
Men and women, once human, are suddenly changed.
It is with these ‘changed ones’ that the Cult of the Grey will fight the invaders.
Sidar lose scout unit. Sidar lose 2 stability and the city of Darkvale loses 4 population. Sidar gain two new units.
Luchuirp and Hallowed Join Forces
For a long time the Luchuirp have been the only friends of the Hallowed in the face of immense adversity. For some time it appeared that the Hallowed would be wiped completely from the face of Erebus. The Sidar hunted men and women, the aged and children, armed or not as they fled before them, all in the name of ‘teaching them a lesson about trespassing on Sidar lands’ and they would have killed all Hallowed had it not been for the Luchuirp. The Luchuirp sent spears to guard the Hallowed, sent their golems and workers to make sturdy stone walls for them, even helped them enact vengeance upon their oppressors.
And so, with time, as the two nation grew closer and closer the boundaries between them began to disappear. When the plague struck Freetown it was the granaries of the Luchuirp city of Luciedo who fed the sick and starving. When the Hallowed launched an attack on the Sidar, it was with the knowledge that the Luchuirp would not only help them in their aggressions but would guard their women and children who stayed back..
And the boundaries continued to disappear until finally, there was not two nations, but one.
A grand party was thrown for the occasion of the rise of the joint nation of ‘Halluchuirp’
Luchuirp gain hallowed city of Freetown, all Hallowed military units, part of Hallowed research. Luchuirp pay administrative cost to merge nations.
Luchuirp renamed the Halluchuirp
Treaty of Shroudane Signed
With great fanfare the ‘Treaty of Shroudane’ is announced to the citizens of both the ‘Als and the Halluchuirp. This official document is copied in the hundreds and distributed across the nations. Literates are paid to read the treaty in town and village squares and the people flock to hear of the great moment. Great feasts are provided by the governments of these nations and cured meats, fish and bread are made available, free of charge, to any who wish to partake in the celebration. Plays and stylized re-depictions of the battle of Shroudane and Black Tower are performed by government sponsored troops.
Town-criers proclaim the greatness of the alliance of the three nations.
But not everything about the events are positive and optimistic. Speakers warn of the treachery and blood-thirsty nature of the Sidar and the need to unite against a common enemy. This, a common enemy to struggle against, does much to unite the allied nations as the call to war sounds once again.
But not everyone is so quick to forget the differences between the nations. The practice of slavery continues to be a major bone of contention for many Hallowed citizens. However, in these times of war and plague, an alliance against a common enemy does wonders to convince the vast majority of the Hallowed and it is only a small minority who call for the end of any alliance with ‘that slaver nation’.
What role this determined minority will play in future politics remains to be seen.
Halluchuirp and ‘Als both gain 2 stability
Plague Tamed
While the aged and very young occasionally show signs of the plague that has infected the citizens of ‘Als-Sidar for nearly a century the majority of the remaining population has either faced it and survived or is spared. The previously infected population, which appears resistant to re-infection serves as a barrier to the spread of any remaining disease. Meanwhile, the disease itself has changed, subtly; it is no longer as deadly, no longer as contagious. So while the deadly illness remains, dormant, in the population, it no longer kills in quit the numbers it once did. Occasionally it resurfaces in isolated pockets but these quickly burn out and usually all infected survive.
Could the worst be over?
No units or cities are affected by the plague this turn.
Shroudane Quietens
The Halluchuirp are able to cycle their units and bring fresh forces to the fore while ‘Als forces are, due to the distance from their supplies, unable to provide reinforcements. Both nations, however, ensure that their forces are protected from rebel guerrilla strikes by avoiding the need to forage; food is brought to forward base camps to feed their troops.
In the woods and hills east and north of Shroudane, Halluchuirp hunters and scouts continue to patrol, on the lookout mostly for enemy military units approaching.
None do… it appears that the Sidar are content to defend their capital. Instead a small group of Sidar smugglers is sent to provide the rebels with food and supplies. The two Halluchuirp reconnaissance units patrolling in the area are able to intercept these supplies however by making use of their wilderness experience and training, whereas the Sidar smugglers sent are poorly trained and certainly not a match for trained reconnaissance units (sending recon units to deliver the supplies would have been much more likely to succeed in the face of enemy recon patrols).
Even without the supplies from Darkvale the rebels continue to make hit and run tactics at the ‘Als and Halluchuirp forces. Dead bodies continue to accumulate amongst the invaders and there is even some evidence that Hallowed forces may be involved in striking at the ‘Als ‘Spears of Ruin’, vengeance for the time their ancestors spent in captivity.
The invaders, however, are not without a plan. They hold open-air announcements promising amnesty and food to any Sidar rebels who turn in their weapons. In the beginning these pronouncements make little impression upon the citizens of Shroudane but as time progresses and it becomes evident to the citizens that no help is coming from Darkvale, some begin to take up the offer and by the turn of the century the rebellion is mostly limited to rural villages and outlying farms where it is easier to avoid
allied military prescence.
Halluchuirp seize 1 gold and 3 food from intercepted supplies.
’Als spears of Ruin lose a further 2 gold’s worth of men and material (in addition to the previous turn’s damage which cannot be reinforced in enemy territory). Halluchuirp spears lose 2 gold worth of men and material.
Unless a nation (the Sidar) does something to recapture or destabilize Shroudane, it will pass into either Halluchuirp or ‘Als governance next turn.
Cricket Throne Crumbles
The rise of a hereditary monarchy led by dissatisfied nobles in Amurite lands threatens the Caswellan and the men and women who swear allegiance the republic (to put it lightly). These, in turn, are quick to realize the valuable asset that their southern neighbour has in relation to problems of disloyalty and rebellion: the inquisitor and fan of sharp knives, Gohan Evavi. The black-clad orc is quickly recruited to the cause.
Gohan is frighteningly efficient in his first strike, having spent considerable resources developing an awe-inspiring assassin’s network. He has men and women, both humans and half-orcs (descended from the amurite and bannor who followed Jelhid the Inspired into orc lands) sent into the lands of the ‘Red Cricket’ throne. The first to strike, strikes at the head.
For six days the Red Cricket queen had passed by the entrance to her manor and estate, always surrounded by numerous bodyguards. For six days she passed the immobile pile of rags and rubbish piled near the entrance without thinking twice of them. For six days Evavi’s man lays face down in the rubbish, not moving, not eating, barely even breathing. On the sixth day Evavi’s man spots an opening. The bodyguards are less than fully alert, less than fully prepared. Evavi’s man jumps from his prone position, still covered in garbage, and, revealing a long thin stiletto, charges the Red Cricket Queen and plunges the blade into her heart. The rebel queen dies instantly even as the bodyguards strike at the suicidal assassin.
Within a day, similar attacks, these ones by men disguised as a tailor’s apprentice and as a slaves’ taskmaster are able to slay the Red Cricket general as he is fitted for new armour and the heir to the Red Cricket throne, the queen’s only son, as he surveys the new cotton plantation. None of the assassins survive the attacks but that doesn’t seem to be their modus operandi; in all cases the assassins struck when they knew they could succeed without concern for reprisal. In all cases they were quickly cut down by bodyguards but the damage had already been done.
Within a week the governors of districts, division commanders, rebel priests had assassinations amongst their ranks, and in all cases the assassins either died or escaped. None were captured although two ended their lives by self-immolation when capture appeared to be their only likely fate.
These assassinations send confusion and paralysis throughout the rebel lands. The entire command structure is afraid to leave their compounds and bodyguards. A new division of peasant militia which had been training to join the rebel army are instead redeployed, without even finishing its training, as bodyguards. The army itself is unable to operate due to the incapacity of its officers and commanders, either through death or through fear thereof.
When the Clan of Ember spear militia and Amurite Shield of Kylorin finally do descend upon the rebel army, the rebels surrendered without a fight.
But that did not satisfy inquisitor Evavi who had been placed in command of the operation. Using his network of infiltrators and assassins and an environment of absolute terror he set about executing each and every single member of the Red Cricket rebellion ranging from soldiers to messengers to slave-owners to freemen who simply did not leave the rebel cottages. Thousands died and thousands more were left without husbands and fathers, sons and neighbours. Many survived only to bear the scars of Evavi’s tortures.
In Cevedes the Amurite leadership is quick to point out that Evavi has gone beyond his orders and is operating according to his own whims and not the commands of the Caswellan but by the time they can react the act is done and Evavi’s inquisition is complete. It remains to be determined if any disciplinary action will be taken upon Evavi in regards to his ‘enthusiasm’.
Ultimately however, the operation was able to dissuade any rebellion and through a ‘programme of terror’ find and kill rebels wherever they might hide.
Amurite stability increases by 2. Nimarail population decreases by 2 (some fled in response to the ‘programme of terror’ while others were themselves its victims). Nimarail regains its cottage and workforce and gains a new cotton plantation (but not the associated workforce which was executed for disloyalty- despite orders to the contrary).
Joint Assault on Shower’s Edge Bandits A Success!
Kuriotates peasant militia combine with Kappa spear militia, scouts and even slingers to end any threat to their trade.
Kappa military strategists devise a plan that makes use of the bandits most evident weakness- their greed. A fake caravan is outfitted in such a way that the carts conceal spear militia while actually appearing to carry soy and rice as well as other more minor trade goods.
Looks safe… lets go!
Sure enough, the bandits strike at the cart and when they do the trap is sprung. The bandits peasant militia is suddenly faced with spearmen, ready and eager to fight while previously concealed Kappa slingers strike at the exposed bandits’ rear and flanks. Outnumbered, out-flanked and taken by surprise, the bandits put up relatively little fight and quickly surrender after inflicting only minor casualties upon the Kappa spearmen.
Kappa slingers and spearmen are quick to force the surrendered bandits to lead them back to their caves (though kappa reconnaissance had already revealed their location). Once there they note that Kuriotates peasant militia are involved in a protracted siege of the bandit’s caves.
Kappa offer surrender terms and, the cave-dwelling bandits, seeing their brethren already in captivity, are quick to accept these terms as well.
Kappa forces recover the bandits’ stolen goods and redistribute most of them to both Kappa and Kuriotates merchants even as the Kuriotates peasant militia rush eastwards.
Kuriotates peasant militia require 8 gold to recruit to full strength.
Kappa spear militia require 3 gold to recruit to full strength.
Kuriotates and Kappa each recover 2 gold worth of goods (after distribution of most supplies back to the traders and merchants who once owned them).
Orc Vengeance Threatens Marøs Vandressa, Part 2: Counter-Attack
While the orcs under N’vyer’s command are busy laying siege to Marøs Vandressa, the Bannor are busy conducting diplomacy. In response, they convince their friends the Kuriotates and the Hippus to come to their assistance.
The Hippus must travel through tall mountain ranges and, uninvited and without warning, through Ir-O-Kee territory while the Kuriotates must first deal with their bandit problem, and so, understandably, reinforcement are slow to arrive.
In that time N’vyer sends a newly commissioned unit of peasant militia to flush out the sieged Bannor spearmen. The Bannor spearmen militia do what they can to raise what little men they can to support themselves within the outpost but supplies cannot be provided from elsewhere and so the unit defending is still suffering heavy attrition.
In street-to-street fighting the fresh orcish division does battle with the hungry and tired and heavily depleted spearmen while orcish spear and sling are able to flank.
The battle, ultimately, is short-lived as the entire unit of ‘Sabel’s Guards’ are decimated and Marøs Vandressa falls to N’vyer’s forces. The humans remaining in the outpost are slain to a man and the orcs, gnolls, and goblins feast like they have not feasted since the great battles against the Hippus scouts of long ago.
N’vyer does not have long to enjoy his victory before Bannor reinforcements arrive however. The Bannor 2nd regiment (from Vaelyn), the Hippus Blades of Camulos and the Hippus spear mititia arrive in a large U-shaped formation stretching for 100s of yards. From the west the tired and wounded Kuriotates peasant militia arrive to add their strength.
Immediately N’vyer sets the tone. He sends out his slingers to skirmish with the Bannor and Hippus forces, striking from a distance and melting back into the outpost as the enemy approaches. N’vyer, like his father, chooses to use his heavily decimated chariots to sally and to avoid the heavy congestion of the outpost’s streets.
The Hippus Blades of Camulos and Bannor spearmen approach the outpost, fired upon by slingers the whole way while the Hippus spearmen break off to face the orcish chariots and prevent a flanking manoeuvre.
The Kuriotates peasant militia reach the outpost first and are faced with the orcish scouts. A vicious melee erupts in the streets with the weight of the Kuriotates division and its sheer numbers carrying the day over the Sacred scar scouts. The Hippus Blades of Camulos and Bannor spearmen, still under fire, charge the enemy peasant militia. As they do so a lucky stone from one of the lead slingers strikes the Blades of Camulos’s officer directly in the forehead and kills him instantly. The Blades, experienced and full of blood-lust isn’t hesitant for a second. The Bannor spear, though green, take their cue from the experienced Hippus and charge the enemy with similar abandon. The Sacred Scar peasant militia turns and runs revealing the mostly unprotected slingers. The Hippus and Bannor are quick to fall upon the exposed missile troops and these too run. The Sacred Scar scouts, surrounded, have no where to run and are killed to a man.
Meanwhile N’vyer sees the battle turning against him and desperate to rally his routing forces, charges at the enemy rear, attempting to go around the protective Hippus spear unit. They manage to land a fiercesome charge at the Bannor spear militia rear and cause considerable damage, but are unable to extract themselves before being mobbed by all remaining Kuriotates, Hippus and Bannor forces.
N’vyer’s head is placed upon a stake that night as the humans (and gnolls) celebrate their victory.
Marøs Vandressa returns to Bannor control but loses its workforces (in addition to the cottages lost last turn). Bannor lose ‘Sabel Guard’. Bannor ‘2nd Division’ require 16 gold to recruit to full strength.
Hippus spear militia requires 5 gold to recruit to full strength. Hippus Blades of Camulos require 8 gold to recruit to full strength.
Kuriotates peasant militia require a further 4 gold to recruit to full strength.