Ffh Nes Ii

you had a horrible string of bad luck its true kenkrajen... i felt bad for you when turn after turn the dice hated you...
 
I finally got around to writing some stories about the diplomatic turmoil my people have been going through. The first is set at the beginning of the last update, and deals with the Treaty of Shroudane and unification of the Hallowed and Luchuirp. The second is set a few months later and deals with some much more complicated diplomacy.

Response to the Treaty of Shroudane

Spoiler :

A speech delivered by Gweskali of the Hallowed Council to the populace of Freetown

Year 378, The night of the signing of the Treaty of Shroudane

At the official celebration organized in Freetown, the last speaker was Gweskali, one of the members of the Hallowed Council - now renamed the Advisory Council for its new task of assisting the Grand Master Crafter in running the government. His speech was particularly memorable, due to the fact that he strayed outside of the script provided for him by the government, most likely because he had been enjoying himself a bit too much at the party.

My fellow citizens, both Luchuirp and Hallowed:

We have joined as two great nations into one, in order to promote our common defense and welfare. Think of our alliance with the Als in the same way. True, there is a difference in these two relationships. The Hallowed and the Luchuirp have never been anything but friends and allies, while both of our nations have had some conflicts with the Als in the past.

However, we must learn to be open minded, and understand that if people can change, why not nations? Just as the Hallowed people who were chased across this land in the past are much different than the Hallowed nation of the present, so are the Als of the past different that the Als of the present. The Als of our age have shown us only kindness, loyalty, and an intense desire to cooperate for our mutual benefit. Why should we hold the crimes of their ancestors against them?
I can tell that some of you are not satisfied by my reasoning, and think the Hallowed Council to be apologetic fools. Well you who would be so wise, what answer would you offer to this nation that requests only to work honestly beside us. Would you rebuke them? Then we would see who is truly the fool.

(A comment is made offstage that Gweskali responds to)

How dare you compare the Als to the Sidar! There is a crucial difference, you fool. On one hand you have the Als – they have wronged our people, enslaved us, and left us without homes forcing us to wander the continent. Then years later they respond to contact from our allies the Luchuirp, and show that they no longer enslave our people by allowing the Hallowed from their nation to migrate to these lands. Not only that, but they respond to a plea for help from Luciedo when the Sidar threaten to overwhelm our lands. The Als show that they are a changed people, now longer do they persecute us, instead they now stand beside our soldiers in the fight for freedom.

On the other hand are the Sidar – they too have committed crimes against our people, but crimes that they continue to this day. It was not enough that they force our homeless ancestors off their lands; they will not stop their crusade against the Hallowed until we are all dead. For this purpose, they have sent armies to destroy our settlements and burn our ancestral forests. And on top of all that they release a weapon meant to kill our entire populace, down to the last women and child, a deadly plague that cannot be contained or stopped by any means known to us.

We stand with our allies, and against our enemies. So if you must ask why this alliance must go forth, that is the only answer I need to give you.


A Ruler's Labors

Spoiler :
The war had demanded more of his time than ever and the consolidation of the Hallowed and Luchuirp nations required his constant attention, so it was a testament to the dedication of Grand Master Crafter Yeltey that even now he took off 3 mornings a week to instruct the apprentice golem crafters.

“These runes are certainly more complicated and to some degree experimental. You’ve mastered Giron’s ancient teachings on the runes to animate mud golems, but -”

Suddenly, a messenger ran into the sculptor’s studio.

“My lord, Verol has returned from his survey of Shroudane.”

“I will be at my office in an hour; I’d like to finish this section of the lesson.”

“My lord, he says it is important, something about a letter.”

A look of excitement illuminated Yeltey’s face, but only for a brief second before he regained his composure. “Students, I have an urgent matter to attend to. I will be back shortly; continue practicing this set of runes until I return.”

Yeltey strode purposely out of the corridor, trying not to betray his excitement. At his age, maintaining such a brisk pace was difficult, and sure to tip off his advisors that something was amiss.

Thoughtful as always, Verol had sent a golem down to help him ascend the staircase. He would certainly have to tease Verol about his concern later, but for now he was simply grateful that he could reach his office that much quicker.

Reaching the top of the staircase, Yeltey shook the golem’s hand off his shoulder and bounded into his office. Verol was already standing at Yeltey’s desk, his hands tucked deep in his robes. Yeltey could barely contain his enthusiasm.

“Well my boy, let’s see it!”

“Quiet my lord, you said this was to be kept secret.”

“Quite true my boy, quite true. Close the door,” Yeltey responded in a much softer tone.

“No need, as long as you keep your voice down. I’ve taken the liberty of giving everyone who works on this floor the day off, my lord. I knew you wouldn’t be able to control your excitement.”

Yeltey chuckled. “You know me too well my boy. But what is all this “my lord” talk, we’ve been friends since you were 15 and this must be the thousandth time I’ve had to correct you on such speech.”

“My lord, we are hardly equals, I was your apprentice-“

“And you didn’t seem to mind calling me Yeltey then.”

“Well, I would hope I have learned respect for my elders in the last 19 years.”

“You always were my best student, Verol; it’s no surprise you’ve managed to learn a lesson I never meant to teach you. But I’m too excited to be cross with you today. You have the letter?”

Verol’s shifted inside his robes and slowly extracted a small sealed envelope. “It’s all right here.”

Yeltey excitedly took the letter. “Oh yes, this must be a Sidar governmental seal; no peasant’s correspondence has that kind of artistry. You found it ….”

“In an alleyway of Shroudane. I was just about to leave the city, but we were ambushed by some of the last of the Sidar resistance fighters. There was a fight and I … I found this after the others fled.” Verol shifted uncomfortably on his feet, “my lord, I think they wanted me to find it.”

“Of course they did, what good is a peace treaty if it never makes it to the capital?”

“A peace treaty? Are you sure?”

“As sure as I have ever been of anything. This is our reward, don’t you see Verol? 58 years. For 58 years I have ruled this nation and now my honest labor will be rewarded. We’ve been in war for centuries, but Kilmorph has come to complete our strivings towards peace.”

Verol could feel the enthusiasm growing in him, doubt replaced by trust, and cynicism replaced with hope. These were the moments when he understood why his people were willing to follow a humble golem maker to war.

“Kilmorph has given us a powerful friend in the Als, to reward our hard labor. It was a difficult treaty to negotiate, a difficult trust to build, but now we can live free of fear – no longer is there a looming threat to our west.

She has delivered your entire people from bondage; the Hallowed’s tireless struggle for survival has made them a free nation. Free to join us as partners in promoting peace, prosperity, and honest labor.

And now, she has delivered us from the very grip of death itself, the threat of the Sidar and their portal to the netherworld. We fought a war, a terrible war in which our people were devastated by the plague and the only way to save them was to destroy an entire settlement, and plunge a metropolis into the depths of war. Terrible deeds, but necessary, for Kilmorph rewards only those who labor for their own future and now, we have proven ourselves worthy of her greatest gift.

“What gift?” Verol breathed, as if in ecstasy.

“Peace,” Yeltey said, his eyes filling with tears of joy. “Not only the gift of physical peace, the end of warring between these nations, but also peace of spirit. We now know that we fought justly, and even though we were forced to resort to horrific measures, they were justified. This letter is not just a scrap of parchment; it is a message from She Who Dwells Beneath saying ‘I reward your honest labor.’”

And with his thought concluded, Yeltey tore open the envelope and began to read. But Verol was oblivious, still looking upon visions of the peaceful world to come, the one full of hope and love that Yeltey had earned for his –

“Verol,” It was barely a whisper, but filled with such pain that it pulled Verol out of his reverie. “I’m sorry Verol, I’m so sorry. I tried …. I failed.”

“Yeltey? Yeltey! What’s wrong, Yeltey what’s wrong,” Verol screamed. He jumped over the desk and knelt next to his teacher.

“You’ll do better Verol. I tried but ….”

“Yeltey you did it, don’t you see. We’re safe now. Peace. It’s right here.” Verol grabbed the Sidar letter off the desk and thrust it into the dying dwarf’s hands. “Kilmorph’s blessing Yeltey, you have her blessing.”

Even as Yeltey began to lose consciousness, he let the accursed note fall out of his hands. “Forgive me,” he managed to say with his last breath.

....................................

He had been instructed to stay out of the Grand Master Crafter’s office today, but Pifey felt that this was an exception. Screams shouldn’t be coming from that office, and no restriction was going to keep him from finding out the cause of them.

Running out of his own office and up the staircase, Pifey was confronted by a mud golem. “The Grand Master Crafter is in an important appointment, he is not to be disturbed,” it said as it moved to block off the stairway.

“Well he’ll have to make time for his Apprenticeship Advisor,” Pifey retorted as he shoved his way past the mud golem. Working as a personal advisor to Yeltey for the last 22 years he had learned a few useful facts; for example, Yeltey would never allow one of his golems to use force against one of the dwarves or Hallowed. And sure enough, since Pifey fit into the first half of the category, the mud golem gave way to Pifey’s advance.

The sight in the office stopped Pifey dead in his tracks. The Grand Master Crafter lay dead and next to him, holding a scrap of parchment, kneeled his favorite apprentice, Verol. Through his grief, Pifey was at least glad that Verol had been at hand for Yeltey’s last breaths, the young Hallowed had been like a son for the Grand Master Crafter. “Verol, are you alright?”

Verol continued to stare at the paper in his hands. He spoke hesitantly, without really seeming to address anyone, “He died so suddenly. One minute he was fine, the next he just collapsed.”

“We all knew it was coming. He was very old; not many dwarves live to the age of 91. It must have been a great comfort for him to have you at his side in those last moments; at least he died in peace.”

There was a wild light in the young Hallowed’s eye as he turned to face Pifey. “Pifey I have something very important to say, but I can only tell it to the new Grand Master Crafter. You have to tell me who that is.”

“Well my lord, that would be you; Yeltey last gave me the rankings at the beginning of the week, you’re still the top apprentice by far. You have been for the last 7 years.”

“But …. I’m a Hallowed.”

“They changed the rules just recently when the nations were consolidated. Dwarves and Hallowed can be Grand Master Crafter; both races are now handled equally under all laws.”

“Oh, well … well I guess this is my office then,” Verol said, obviously overwhelmed. “And this is all my paperwork,” he said as he rose and gestured at the desk. The note he held, suddenly remembered, was quickly tucked into the folds of his robe.

“And I your advisor, my lord. Do you need that paper filed? I can run it –“

“What paper!?” Verol exclaimed, with that same wild light returning to his eye.

“Why the one you just tucked into your robe. You were holding it when I came in.”

“I don’t know what you are talking about.”

“My lord, perhaps you should get some rest, this has been a most traumatic experience.”

Pifey could see the tension draining out of Verol’s face. “Thank you Pifey, yes I think I will. I … I just need some quiet time to think.”

And without further comment Verol strode quickly out the room and descended the staircase, his hands tucked deep into his robes.


Spoiler :
And so the Halluchuirp nation gained its dirty little secret. Verol carefully hid the ominous note; it didn't contain a peace treaty, but instead information that conclusively proved that it was not the Sidar, but the Als that caused the great plague. He had a deal with the Als, one that he could not break without sacrificing the safety of his people. He kept the populace blissfully unaware, for he could not reveal the truth without risking a general revolt. So Verol carried the secret alone, and suffered in silence for the good of his people.

 
Good story master of disaster (nicely ties up some loose ends)


Update in progress; i am only missing Northen Wolf's orders so unless i get them in the next hour or so, your mercs will be very quiet this turn.

I.
 
no- hopefully today but at least 2 hours... i just finished the epic battle of shroudane... AWESOME!!! (and very very very expensive)
 
Would I pick any other city? Shroudane is ours, and the Sidar will fight even to the seven hells to get it back.

As for good eyes, well, good eyes would just let your men see. If all went well, that would be much less of an advantage than you'd expect... [giggles fanatically]
 
Ah well there goes my plan for complete world domination :(. (?)
 
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?

horde800.jpg

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.

flower-water-lilies-_mg_8119x.jpg

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.

gal_artist_28_3025_olsen1.jpg

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’.

CAT_2898.JPG

‘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

Spoiler turn 13 map :
24o67pk.jpg


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
 
Hope you all like it.


your stats and the results of espionage and resource surveys will be provided tomorrow.

EDIT: the great positive random event was the bannor. yeah for ekolite!
 
1, I ask for assistance from Bannor, for this is surely invasion!

2, I ask for co-operation from Grigori Citizens. We have contacted various Old Fist Masters that retired before the treatury and are willing to teach the second generation.

3, I ask that our work on our most advanced tech be completed due even though it was set asside due to difficulties.

4, I ask that the locals join the growing Governer Councils and the Volenteer Miltia.
 
[sigh]... damn all dice, anyway.


and EDIT@thomas: Actually, the Sidar would agree with you. The only good undead are Sidar-undead; no others have been approved by Death, and thusly deserve to be sent back for reckoning. The same goes for angels and demons, who have stolen their very souls away from their right End.
 
Quick correction!

Luthien Arcamael is the capital city on the White Mist Island- the march founded on province 41 would be named something else (Idril Felagund is what I came up with- sorry for not specifying in my orders).
 
haha- oops - sorry nutrnanurse

also- orange- the dice came up better than you imply.... think of the military quality of units involved.

i.
 
Uh, poor Luck for sidar, still undead attacking everyone is certainly fun!.


Offer for Elven mercenaries

15 years have passed since our previous offer, does world have no need for us? Can we restore our forefathers lost honor? Will Some kingdom make an offer to hire us, or will we never be able to re-earn our fathers lost honor.


*New message is sent to every kingdom, expt White Mist Elves*:

Anyone who have contact with Bannor/Grigrory can make an offer(expt. White mist elves).
2 kingdoms can make combined offer, we will only listen to one kingdom general tho.
We refuse to kill innocents.
We will work for kingdom who offers most.
We accept gold and/or food as payment.
We will sign contact for !minimum! of 3 turns.
More info here
.

We hope, that we can use our ancient(iron) weapons to restore our house honor, so members of Silver Grass could walk among elves once again.
Brond Minyature,
Leader of "The Forgotten House" of Silver Grass.

We prefer using Personal Message system and we will reply once a day (in hospital again).
 
Hmm, I was supposed to have made contact at this point...
 
Nice update, I particularly liked the part where I got all those RP's :p.

When are our stats coming?
 
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