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 7nd. General orders are due Saturday, April 11th
UPDATE THIRTEEN Years 400-415: Founding of Idril Felagund, Assault on Shroudane, Slavers Strike, Servants of the Water Lily, Seizing the Patrian Spear, Visit of an Angel, Discontent Amongst the Proud, Zombies!!!
Elves found the March of Idril Felagund on the Mainland
In the year 401 a newly constructed fleet of elven pentaconters arrives off the coast of the continent of Edsunland and disgorges hundreds of eager and ambitious young elven colonists. These soon construct the first elven settlement on the continent of Edsunland since the rise of the Age of Ice.
With the civilizing influence of the elves upon the peninsular province, the tomb of Sucellus, almost overnight, becomes a pilgrimage point for Ir-O-Kee and Hippus Keekoy followers of the ‘Fellowship of the Leaves’. The elves of Idril Felagund have no orders in regards to unexpected religious pilgrims and so, after ensuring that they are not armed, the pilgrims are allowed to visit the holy site. Their visits bring coin to the new march as the visitors are willing to pay for lodging, food and other amenities that individuals of a small town can provide.
Scholars and mystics also promise that the tomb might be a powerful source of life mana if only they could understand the mysteries of such magics.
White Mist Elves found Luthien Arcamael (province 41). White Mist Elves gain 6 gold. Unless specifically prevented the tomb of Sucellus will hereafter generate 2 gold per turn from religious pilgrimages. Better roads (better than packed dirt) could increase this income.
Battle of the Dark Woods
Dwarven scouts and hallowed hunters perform reconnaissance of the Sidar capital of Darkvale but, unfortunately for the Halluchuirp nation the Sidar militia take notice of the dwarven scouts.
Halluchuirp commanders, expecting an attack upon their scouts, order hit and run attacks upon the Sidar militia by both reconnaissance units. Meanwhile the Sidar military command orders the militia to continue their march towards Shroudane.
The Halluchuirp reconnaissance units notice strange behaviour on the part of the Sidar units. They are carrying extensive supplies, sending some members of their unit back and forth along the marching path and even using unnecessarily large branches for over-the-top camouflage. At night, extra fires are lit. For a Halluchuirp or ‘Als regular unit without good reconnaissance support this behaviour would have suggested a much larger adversary than actually present and might have fooled an enemy in regards to the size of the unit being deployed. Against two dedicated reconnaissance units, this obfuscation is easily penetrated.
The Halluchuirp attack the isolated Sidar peasant militia. The use the natural cover of the woods and strike in limited engagements, retreating further and further into the forest whenever the Sidar militia manages to organize itself and strike in the direction of previous attacks. As they do so the second reconnaissance unit strikes at the newly exposed rear. These flanking attacks, much like those of a pair of wolves upon an isolated deer, prove disastrous for the under-trained peasant militia (despite their previous experience against the Hallowed) and the militia are quick to order an organized retreat back to Darkvale.
With the retreat of the Darkvale militia the Halluchuirp reconnaissance units are quick to return to their reconnaissance mission. When they get to Darkvale, the Sidar capital appears defended by militia only and there is no sign of the new units that had previously been alluded to. Where could they have gone?
Sidar peasant militia require 8 gold to recover to full strength. Halluchuirp scouts and hunters each require 3 gold to recover to full strength.
An Unnatural Opponent Strikes Shroudane
Even as Shroudane continues to calm and pacify its rebel elements, the military of the Halluchuirp and ‘Als remain on high alert; the spear militias patrol the city and its environs. At night giant bonfires are lit on its outskirts to illuminate any potential enemies. Reinforcements wait in the hills, ready to pounce on the rear of any opponent who strikes at the captured city.
On a cold blustery night in the winter of 402 the enemy appears. Somehow the Sidar approach has managed to evade detection by both the Halluchuirp reconnaissance units and the local Shroudane militias. They have taken a much unexpected route.
The wind is wickedly cold and rain falls in heavy sheets. In Shroudane, families are tucked up nice and comfortable in their beds, thinking of the tales the ‘Als storytellers have been telling on street-corners and plaza squares and their future amongst the occupiers. Alert guardsmen patrol the city perimeter, ready to take the battle to the enemy and prevent damages to the city itself.
On the shores of the coastline the first of the Sidar are making their way into Shroudane. They have travelled for nearly 3 months, underwater, at depths of 30-100’ along the coastline from Darkvale to Shroudane without breathing, without eating or drinking, without truly feeling and they have finally arrived.
The first
skeletons to make their way to shore are completely quiet, unflinching in the face of the cold winds. Silently they form up in organized lines at the wharfs and it takes observers more than a single glance to realize what they are seeing. A once-Sidar vagrant peers through alcohol-hazed eyes at the growing threat, uncomprehending. A family dog begins barking, then a second, a third and soon the whole coastline is abuzz with barking dogs. Owners wake from restful slumber and come to quite their beasts; they see the silent rows of gleaming white bones brandishing crude weapons… again… incomprehension. What is this? Where is this demonic army from? Have they truly even awoken?
Organized and armed, the skeletons seek the ‘Als and Halluchuirp spearmen and fall upon them with mindless single-minded determination. The allied spearmen, caught sleeping and unprepared for by the sudden, completely silent, and absolutely horrific appearance of the new Sidar soldiers are unorganized, out of formation and quickly demoralize.
Very quickly the ‘Als ‘Spear of Ruin’, having suffered heavy casualties previously from both combat and hit and run attacks by Sidar rebels, and un-reinforced, are killed to a man. The Hallowed ‘Spears of Kejol’, remembering their training at the barracks, fare better and are able to order an organized withdrawal. The unit is saved, but only barely, as over 60% of the dwarves within it die to the skeletons initial surprise attack.
Messengers are sent to the Halluchuirp military command who send their swordsmen and ‘Spears of Yeltey’. These arrive in the early hours of the morning, just in time to see their brothers, the ‘Spears of Kejol’ surrounded, panicked, demoralized and heavily outnumbered, slain to a man by the fearless and mindless undead who offer them no room to run. Luckily for the Halluchuirp however, the ‘Spears of Kejol’ were able to inflict some losses upon the fearsome enemy.
Now, in the light of morning, the first unit of proper professional soldiers wielding metal-forged swords and metal shields as well as small pieces of light metal armour, dwarves and men fighting in perfect barracks-trained order, reinforced with spear militia at their flanks, lines up opposite the undead Sidar soldiers.
**the sound of rolling dice**
The Sidar undead slowly march forward, their lines nearly perfect (though somewhat depleted now). The dwarven commander delivers a short speech to rally his forces and fill them with courage at this ungodly sight, invoking unity, duty to Killmorph and the need to end the existence of such abominations. The men and women, dwarf and human shout, stamp their feet, and bang their weapon against their shields. Somewhere in the ranks of the ‘Spear of Yeltey’ a gentler voice rises in song, an ancient miner’s chant. The baritone voice reverberates amongst the hills and soon the Halluchuirp are united in gentle song, their courage united.
Opposite them the undead continue to slowly advance, neither running nor shuffling, but marching in perfect and flawless silence. None stumble. None break rank. None hesitate.
The dwarven commander raises his sword, waits a second as the sun shines along its metal length, and drops it in the direction of the enemy. The dwarven swordsmen charge, their song forgotten, with fury and abandon, their courage redoubled and battlelust kindled. The shock of the two lines meeting can almost be heard all the way in Freetown. Against a mortal opponent the dwarven charge may have demoralized the line, caused hesitation, the very beginning of a rout. For the skeletons it is merely a chance to complete their orders and they set to their task with the same mindlessness that they apply to all their tasks. Soon the ‘Spears of Yeltey’ join the battle, trying to outflank the undead opponents. This proves fruitless at the skeletons expertly redeploy to meet the new opponents. For 3 minutes the battle is a draw, though the heavier and better armed dwarven swordsmen make quick inroad into the mass of skeletons and lay many to an eternal and much more permanent rest. The ‘Spears of Yeltay’ however, do not have the stomach or training that the professional swordsmen do and the fearlessness and uncanny silence of their efficient opponents is too much for them. They turn and run after having inflicted (and having had inflicted) only light causalities.
It is left to the dwarven swordsmen but by now the skeletons numbers have been reduced dramatically. The swordsmen numbers begin to drop and morale wavers in the face of heavy attrition but the commander again rallies his troops; “The opponents’ numbers are even more heavily depleted- it is only their mindless courage that keeps them from running- soon there will be none left.” The swordsmen are stoic and battle-trained, no mere militia unit they. In the end less then 500 dwarven swordsmen remain standing amongst fields of the dead (though many can be recovered after the battle). None of the skeletons move anymore.
The ‘Spear of Yeltay’ is recalled and together the two units take command of the city of Shroudane.
Meanwhile in Darkvale, the ‘Arch of the Grey’ feeds on the spirits of the battle-slain mortals as they leave the world. The dark nexus at its centre spins more rapidly; the priests of the grey smile with grim satisfaction.
’Als ‘Spear of Ruin’ lost.
Halluchuirp ‘Spears of Kejol’ lost. ‘Spears of Yeltay’ require 3 gold to recruit to full strength. ‘Swordsmen’ require 14 gold to recruit to full strength.
Sidar lose both skeleton units.
Sidar ‘Arch of the Grey’ generates 5rp towards mysticism and 10 gold towards the construction of new skeleton units.
The Slavers Return
While most ‘Als are content to work together with the Halluchuirp, some apparently are keen to continue their ancient ways. Whether it be because of the recent loses to their slave stock or sheer stubborn-headedness, it appears that ‘Als slavers have returned to raiding Luchuirp villages for slaves.
Halluchuirp traders stumble upon several small villages west of Luciedo where the entire population has been either killed or abducted. There is evidence of slavers’ activity including whips, nets, footprints leading into the Broken Tooth forest, discarded rations but no survivors.
Amongst the population of Luceido rumours abound. “The treaty has broken down,” some say. Others say, “I heard that the ‘Als have broken the treaty- that they are preparing a massive invasion while our forces are in the east. We should never have believed them” Still others, “This is the work of the cult of ceridwn/abysswalker/labyrinth/foreign trade-guild/grave-robbers/Hallowed/golems. We must get them before they get us.” The most popular rumour is that Lord Malus ordered the abduction himself in an effort to quell internal rebellion amongst the slave-owners who so recently lost so many of their numbers to the escapes.
Some of the dwarven population calls for counter-raids to recover their stolen brethren. Others advocate a call for diplomacy. Either way, justice must be served for the Halluchuirp to be content.
Halluchuirp lose 10 gold and lose 1 stability.
Kappa Go Missing. Part 2: Cult of the Water Lily
Kappa investigating the disappearance of members of their population uncover a strange patch of extraordinarily large lilies growing in the area of the disappearance. Thes lilies are larger than the huts kappa sleep in and smell sweet, like slightly rotten meat.
In the waters near to them are strange, unresponsive Kappa who climb on the lilies, smell the fruit of the plants and generally seem to be protecting them. Early reconnaissance of the area also revealed that the waters of this particular estuary are unexplainable brackish and the bottom completely absent- swimmers trying to plumb its salty depths have uncovered only darkness that seems to go on forever and ever.
New attempts are made to entice the Water Lily Servants or unknown individual(s) to ‘regular’ swamp waters with offers of staked griffons. Scouts are stationed to watch. Disappointingly, the lily-servants do not seem interested in the ‘gift’.
Some agents of the Kappa military, those unfortunate individuals that have been ‘changed’ by exposure to the sea’s waters, who speak in riddles and gibberish are sent to explore the dark reaches of the lilies. The follow the roots of the plants down and down into the depths, encountering more of the lily-servants along the way. When they return they speak, as intelligently as they can, of a softly glowing abbey, deep below the surface dedicated to ‘the great old ones’. What they are able to communicate, which is little due to a very rapid deterioration of their communication skills, is that the ‘great old ones’ are deep-sea dwelling creatures, perhaps animals, perhaps plants. The abbey itself is protected by one of their servants, a sort of squid-like creature of humanoid stature. The returning Kappa even draw a picture.
The scouting Kappa, however, are changed. Their brethren notice that their skull bowls have something growing in them, a sort of small flowering water lily and its roots dig down through the Kappa’s skull. The scouting Kappa deliver their message, descend into further gibberish and soon swim out to the lilies where they join the other servants of the hidden underwater abbey.
Kappa scouts require 3 gold to recruit to full strength.
Surgical Strike On ‘Shield of Kylorin’ Targets the ‘Patrian Spear’
The ‘Shield of Kylorin’ is busy with attempts to find the assassins responsible for the deaths of those associated with General Caswa. They break up into smaller groups and, staying in touch with each other via magical means, guard remaining family members and upper echelons of Amurite society.
Its just the sort of opportunity their opponents are waiting for. While many members are out searching for the assassins, their command structure is raided. The raiders come in the dead of the night as the officers and commanders of this elite unit rest for the day. Messengers and returning sub-commanders find the raided unit head-quarters (a manor house appropriated from Red Cricket loyalists) in the morning after the attack. Strangely, and horrifically, the ground is littered with dead bodies, not only of the officers of the Shield of Kylorin but of those very obviously dead for much longer. Some wear the uniforms of soldiers of the Red Cricket throne while others wear commoner’s clothes. They appear to have been dead and buried since the ‘programme’, so what they are doing here, unburied, outside the manor, remains a mystery. Even more ominously, there are bodies who’s yellowed and weathered bones are obviously much older. Perhaps even upwards of a hundred years old.
Shortly after the raid is discovered, a flying origami bird alights in the Caswellan’s chambers. Hastily and very messily scrawled upon the paper it is made from is the last message from the commander of the Shield of Kylorin.
“I can’t see. I am writing in the dark, some foul [unintelligible] magic. Please [unintelligible]. They have returned. [unintelligible] 100 year anniversary to return the [unintelligible] to its [unintelligible- perhaps founder, perhaps finder]. They have [unintelligible] mindless dead to [unintelligible]…. Tell Katty I loved her.”
A search of the area reveals that the raiders have taken the ‘Shining Spear of Patria’.
Amurites lose the ‘Spear of Patria’. Shield of Kylorin requires 5 gold to recruit to full strength.
Great Ravens Appear over the Poison Waters Lake
On a stiflingly warm summer night in the year of 412, forty-nine great dark ravens, each with softly smoking unearthly red eyes and pitch black razor-sharp claws appear over the waters of the Poison Water Lake north of the Kuriotates lands (uninhabited province 21)
They drop some unknown object onto the shores and, in puff of grey smoke and a dull ‘thump’ sound, disappear entirely leaving only a foul sulphuric smell behind.
no effect
Bannor Scholars and Surveyors Stumble on A Great Stone Statue
Bannor surveyors determining the resources of the lands surrounding Maros Vandrasa stumble upon a large statue in the hills. It depicts a large humanoid man with one arm raised to the heavens and the other arm as well as the majority of his body from the navel down, trapped deep within the earth. Vines, moss and small trees grow from the strange dark stone the statue is made from.
As news of the find makes its way through the streets of the Bannor nation, some followers of the ‘Runes of Killmorph’ suggest that the statue may actually be a remnant of battle between the servants of the gods in long ages past. They state that references to the statue exists amongst the deep ruins far below the mountains outside of Sabel Upon Gate.
No Effect
’Als Tackle Domestic Uncertainty
The ‘Als are eager to learn of the truth regarding the abysswalkers, the Sisters of Sirona and others.
To this effect an edict decrying all bounty-hunters are to be registered with and regulated by the government is passed. Any who do not will be treated as enemies of the state. Spearmen deployed to find the abysswalkers meet with relatively little success and only a half-dozen can be located and arrested. Perhaps the have moved on or are operating elsewhere. Perhaps they have gone into hiding.
It remains to be seen if the abysswalkers will register.
Furthermore the state orders the infiltration of these two organizations but do not provide any funding. Needless to say, without funding, this does not go well and only serves to drive them into deeper hiding.
No Effect
Grigori Agitate for Justice
Though very few living Grigori today can remember the great treachery that ended with the loss of the ‘Fists of Balance’ and the ‘Shining Spear of Patria’, all have heard the tale. Recently however, some have begun to speak of a re-emergence of the ‘Fists of Balance’, that perhaps some of their members are alive today and seeking revenge, that it might even be possible to contact them through some select individuals in traditionalist Grigori society.
The appearance of the ‘human skin scroll’ and the rumours surrounding this item do much to reinforce these rumours.
Support for the Grigori governors falters as many commoners, eager to prove their worth as glorious adventurers seek to shrug away from any alliance with northern nations, to declare Grigori independence, and perhaps, someday, take revenge for the actions of past generations.
The majority of the nobles, merchants and middle-class are content with the current government and the peace it has brought however.
Grigori lose 1 stability.
The Red Cricket Nomads
Travellers report running into nomadic groups of amurites living in fear and poverty along the coast of the sea of ‘Danalin’s Slumber’.
Without leadership and fearing for their lives loyalists to the red cricket throne as well as commoners and tradesmen caught up in the purges of Evavi Gohan have sought self-imposed exile along these sandy shores instead of certain death in Amurite lands.
Travellers report that these people are terrified, starving and extremely tired-looking.
No effect.
Silent Wolves Strike: Part 2: More ZOMBIES!!!
Grigori farmers and peasantry report growing numbers of wolf attacks. More frightening is that those who go missing from wolf attacks, occasionally return
changed. The changed are very obviously dead from the wolf attacks, often their throats are torn out and their guts are completely missing or their flesh has been chewed upon. But that doesn’t seem to stop these, very obviously, undead attackers.
The zombie men and wolves assault village after village, farm after farm with relentless untiring fury. Their fury prevents organized attacks but the lack of organization is made up by dedication and complete and utter tirelessness.
Those bodies killed by the creatures which are not too badly destroyed, rise again as members of the undead. Ominously, so too do those who survive an attack and are only wounded (as some farmers who locked themselves into their farmsteads with wounded stragglers against the undead attacks have discovered for themselves).
The creatures attacking are very similar to those found in the Bannor administrative tower. Could the attacks be related?
Grigori lose 7 gold and 7 food. Undead zombies will assault Renth Yithi next turn unless something is done to stop them.
Bannor Diviners Hear Voices of the Saints
Bannor ‘Cult of the Saints’ members employed as diviners report hearing the voices of Sabel and her fellow saints. The are told to hold a vigil in the divener’s lodge the following evening and when they do they are visited by a winged otherworldly woman, a messenger from the saints who calls herself ‘Missid’.
‘Missid’ explains that she is an angel sent by Junil, that she is to serve the ‘Saint’s Cult’ and help strengthen it amongst the mortals of Erebus. She speaks with the religious scholars dedicated to the ‘Cult of Saints’ until dawn and teaches them many secrets known only to gods, angels and the saints and when morning comes the priests are more dedicated and fervent than ever before.
Bannor receive 35 rp towards ‘Voice of the Gods’ and 25rp towards military technology. ‘Cult of Saints’ is strongly strengthened amongst the Bannor.
Amurite Taxmen Report an Excellent Year
Amurite commercial development proceeds faster than expected and taxmen and the state reap the benefits.
Amurites gain 10 gold.
Corbus Hemp Stocks Damaged by Mold
Corbus hemp stocks are reportedly damaged by mold.
Corbus lose 5 gold.
Kappa Open Borders to Traders
Kappa assume 'open' economy'.
First Ir-O-Kee Tabacco Arrives in Grigori Lands
Canoes full of tobacco begin making their way down to Renth Yithi from Ir-O-Kee lands. Both Ir-O-Kee and Grigori will no doubt benefit.
Kuriotates Use Ships to Export Cocoa Beans to the Bannor
A new trade route is established whereby cocoa beans from the Kuriotates is exported to the Bannor. This was made possible via the development of new shore-based trade routes based on White Mist Elf ship design.
New Map
New Technologies
No new technologies uncovered
New Buildings
Ir-O-Kee Kennels
Classification: Military improvement
Required Population: 4
Required Workforce: none
Required Production Capacity: 2
Required Technology: basic warfare, animal handling
Cost: 25 gold
Game Effect: Increases recon, infantry and cavalry military quality according to the following formula:
Increased military quality=0.5(number of kennels in nation)/(number of cities in nation)
Allows the construction of dog-handler units.
New Spells
Summon Hell’s Ravens
Type: Summoning
Mana: Dimensional
Circle: 1
Game Effects: Summons 49 ravens from the depths of hell. These ravens can be used as recon units (and get a chance to conduct recon orders). They can also communicate using the voice of the summoners. They can also be used to carry small objects when required. Attacking with them is almost useless