Ffh Nes Ii

Remember Immac saying this was a time for psychopahts?

:mischief: .............

you forgot the evil laugh
I don't know yet, should I laugh or cry, depends of update. Either of way, after this update, noone will think well about me... Someone still thinks I'm good and honest?
 
Augh! I really want to see this update. >.> First time I have ever been so impatient with one of these.
 
i bet today.

:)
 
Guys, have you noticed that this thread officially now have a tag labeled zombie now? That tells something...
 
You know, I'm starting to wonder if I should take up Immac on his bet...


EDIT: nevermind, he's "replying to thread FFHNES II". So long as you're not replying to this, Immac.

EDIT2: and I think Immac should consider updating his first post, it still says he'll be "accepting seven players".
 
and just in case he means it, I am in :p

Edit: Zombieville ETA less then 5 minute, REPENT! End is NEAR!
 
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, May the 7th. General orders are due Saturday, May 10th..

Note: Granaries: Granaries are being changed. Those cities with a granary get a free 1 point population boost to smooth over any changes they may cause. Granaries now have the following function:
Spoiler new granary stats :

Granary
Classification: City Infrastructure
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: pottery
Cost: 25 gold
Game Effect: The city with a granary grows as if it is two sizes smaller than it actually is. Normally, a city needs (N+1)^2 food to grow. With a granary this becomes (N+1-2)^2 food to grow. The granary only affects the city it is in.

If those players with granaries are united and vocal in challenging this change, it will be rescinded.

UPDATE SIXTEEN Years 446-460: Björk Decides, Shield of Valour Ascends, A Ritual Interrupted, New Alliances, The Mafia​


Björk Settles in Darkvale

The votes are in and Björk has decided; her home shall be Darkvale.

bjork.jpg

It is said that many Sidar had been planning to leave the capital city for a life of independence amongst the high mountain valleys and that only the appearance of the greatly renown musician prevented their exodus.

Darkvale gains ‘Bard’s Manor’
Spoiler :

Bard’s Manor
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 0
Required Technology: special- available only as an event
Cost: free
Game Effect: Grants 3 stability and 2 gold per turn.


A Constellation is Sighted

Astrologers reveal the ‘Shield of Valour’ in the night sky and declare the time auspicious for followers of Junil.

The constellation coincides with a massive festival and military parade announced by the Bannor priests of Sabelism and Junilism as well as the Bannor High Circle. There are speeches inspired by scholar’s research into the old hell-times, a time of legends and heroes. There are wagons decorated like giant clouds and actors dressed as angels and demons and a giant theological play is presented. There are fire-eaters, sword-swallowers, jugglers, puppeteers, face-painters and massive feasts that last for weeks and go late into the night.

The Bannor state has spent more resources on this festival than has ever been spent on any festival previous.

As the speeches and prayers reach their crescendo, and the Lord councillor Michelos Valaeda completes his last toast, the constellation of the ‘Shield of Valour’ appears in the sky and the Bannor head of state points to the constellation and proclaims, “Lo and Behold, cherished of Junil; we are forgiven. We are the chosen.”

In the next weeks and months the Bannor people are infused with great motivation and state and religious loyalty. At the height of their fervour they go so far as to erect an monastary dedicated to Sabelism. The entire monastary is constructed in less than four months and is made entirely from the labour and finances of the people themselves.

The ‘Als nation also has some followers of Junil’s laws (though not too organised) and these also celebrate and bring additional funds to the ‘Als treasury.

Bannor gain 3 stability. Bannor city of Sabel upon Gate receives a monastery.
Spoiler :

Monastery
Classification: religious improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 4
Required Technology: voice of the gods
Cost: 60 gold
Game Effect: Increases stability by 1. Produces 3 research points per turn. Increases priest military quality according to the following formula:

Increased military quality=0.5(number of monasteries in nation)/(number of cities in nation)

‘Als gain 5 gold.

Life Ritual at the Tomb of Sucellos Attacked

Nations from all over the world have contributed to the ritual meant to clear the disease that makes people and animals into hungry undead. The kuriotates send their materials via their own trade ships. The Kappa use elven ships. The Bannor and Amur ship their contribution to Hippus lands where their contribution, along with Hippus contributions are shipped, using elven pentaconters under the flagship ‘the Queen’s Glory’ to the elven march of Idril Felagund. Grigori forces sent their contribution across the land crawling with hungry dead between their last city and the tomb.

The Grigori contribution never arrives, presumably unguarded messengers travelling these land are prone to being eaten.

The rest of the materials and scholars do arrive however, safety transported by Kuriotates and elven ships. The materials and scholars are kept under guard by the newly raised ‘Tomb Wardens’, white mist elf peasant militia charged with protecting the ritual and the ritualists from the changed as well as themselves. Presumably the hunters once known to haunt this area are assigned elsewhere for they do not compromise part of the defence of the ritual.

The ritual’s participants are organised as best as possibly by the Amur scholars and the materials are prepared exactly as they are supposed to.

And the whole time, hooded eyes watch the proceedings from the shadows of the wilderness. One evening, when the proceedings seem to be firmly underway and the zealous ‘Tomb Wardens’ are nearing the end of their shift and presumably at their most exhausted, those hooded eyes order the attack…

The hooded figure had had with him some rotting flesh taken from the bodies of the hungry dead. He had fed one to a hyena migrated south from Hippus lands and another to a Grigori refugee wandering the wilderness trying to escape the onslaught of the changed.. That hyena and man accompany the hooded man in his assault.

But first the hidden man has one more trick up his sleeve. He incants an unholy spell and suddenly the ground shakes and trembles and the ancient corpses of long-dead men and women, some the unlucky ones who tried to survive the age of ice by hunting and trapping and others much older, even those who fought in the previous wars between the elves and the Patrian sorcerer known as Vikas, rise up. These join the hooded figure in his assault upon the ‘Tomb Wardens’ and their charge.

The Tomb Wardens, filled with fervour and religiously inspired battle-lust charge the hooded figure and his undead army but as they approach the hooded figure waves the spear he wields and suddenly a blinding white flash envelops the elven peasant militia and they are struck blind. Blind and outnumbered they are easy prey for the undead army. The changed hyena and man also lay into the blinded peasant militia seeking to satiate some unholy hunger, and soon the ranks of the hungry dead swell. As those turn on their brethren, the ranks swell again and again until an army of hungry dead are charging the ritualists. The scholars and sages, unprotected, are easy prey for the summoned undead and the changed Tomb Wardens. Most are clawed, bitten, eaten… only a few manage to run away in time.

The few scholars that survive break and run, seeking the relative security of the tomb and those few blinded Tomb Wardens able to follow their voices join them. Crowded around the ancient stones of the Tomb of Sucellos the survivors pray as best as they can.

The hungry dead and the summoned undead servants of the hooded figure crowd around them gnashing their teeth and reaching for the scholars and blinded militiamen. But the undead cannot reach the survivors; the tomb protects them.

The hooded figure advances and the scholars and militiamen scurry away from his awesome and terrible might. The hooded figure advances upon the tomb, determined to defile the great holy site. He reaches out a finger. In the light one can see that it is ghostly pale flesh, semi-transparent, overlaid over old cracked bones. The finger touches the tomb.

And the hooded figure drops to the ground, the Shining Patrian Spear, no longer crudely camouflage drops to his side like so much discarded waste. The shroud the figure wears bellows outwards in a gentle sigh like the last exhaled breath of a child falling asleep and it moves no more.

The summoned undead fall in an untidy heap around the tomb.

But the hungry dead, mostly elven militiamen but also some squirrels, lemmings, and even a bobcat now pace around the tomb, reaching for the people protected by its magic. They are tireless and the men and women, scholars and militiamen who hide there get hungry, thirsty, tired. The blind regain their sight only to see an ever-growing army of the hungry dead surrounding them.

Finally they take it upon themselves to attempt an escape. Failure to do so would result in slow starvation for everyone. The attempt is a miserable failure as the hungry dead fall upon them in waves and soon the last remnants of the ‘Tomb Wardens’ have joined the ranks of the shambling dead. The scholars and sages die quietly of dehydration and starvation amongst the tomb’s ancient and holy stones.

Little did they know that the presence of the tomb was anathema enough for the hungry dead and with the obvious meal before them exhausted the hungry dead quickly move away from the tomb and its life-magics.

White Mist Elves peasant militia defeated and unrecoverable.
Ritual components lost with the exception of 40gold worth of materials that are recoverable at the site of the Tomb.
Loss of amurite scholars causes a 12rp/turn loss. This loss will recover at a rate of 3rp/turn.
Shining Patrian Spear lies unclaimed amidst the stones of the tomb of Sucellos.


Silver Grass Elves Enlist Four Nations to Assist in Constructing their Legacy

The Amurites send a delegation to the hidden Silver Grass Elf village with gold and materials and though they encounter some roving bands of zombies silver grass elfen hunters are able to escort them safely to the hidden village.

The kappa send a delegation led by their scouts but these, unfortunately, have to travel through some of the most infested lands in all Edsunland; they are forced into the waters of South Ir-O-Kee lake and are unable to rendezvous with the hidden elfen village.

The white mist elves send the The Haesumé Wild Hunters led by Istium of common house Cromdel and gold and arcane materials. It is only through their superior knowledge of wilderness survival and some occasional fast running that they are able to avoid becoming food for the hungry dead and reach the village. Unfortunately they are ambushed at one point in a gulley and lose a small number of their unit before beating a hasty exit.

The Hippus are not as interested in providing materials or gold; they are not involving themselves in the construction of the ‘silver grass elf artifact’ but they send, after some preliminary scouting reveals heavy hungry undead activity, two units of peasant militia to help escort the elfen refugees to safety.

Ultimately the Amurites and White Mist Elves are able to get their materials and gold to to Brond Minyature. Brond Minyature and his mages decide to attempt the construction of their artefact even without all the gold and resources they had sought. Seeing the vast armies of hungry dead all around them and realising that their efforts will take some time, they lock themselves, with food and water, into caves in the area with a message to the Amurites, White Mist Elves and others, “When the ritual of Life is completed in a few months come and get us; we will provide you with the reward due your contribution.”

Of course the ritual is not completed in a few months and the Amurite Shield of Kylorin soons finds itself defending the amur people from invasion as do the Hippus forces and the white mist elf hunters and so, as far as the nations of Erebus know, those elves are still locked into their caves deep in the heart of the hungry dead territory and the artifact, whatever it may be, may or may not have been completed successfully.

The rest of the silver grass elves and the three delegations then flee the area as it is very full of hungry dead. Elven children and their parents, taking what few possessions they have, leave with the The Haesumé Wild Hunters led by Istium of common house Cromdel and are herded back to the elven march of Idril Felagud where, despite the hungry dead activity they board a ship and are sent to the elven island where none know what happens to them save the elves.

On the way back the Amurite Shield of Kylorin without any reconnaissance support, unlike the Hippus who provide scout support and the elves who provide hunter support, are easy prey for the shambling and tireless dead. While resting after a meal a group of prowling changed rabbits charge, slathering and ferocious, into the clearing where the shield take their meal and attack. Very quickly members of the Shield are infected and turn upon their brothers. The survivors cast various life-based magics but the spells only buy them time and they are forced to flee after taking serious injuries.

zombie-rabbit.jpg

White Mist Elf Hunters require 8 gold to recruit to full strength.
White Mist Elves succeed in the mission they outlined in their orders with regards to the elven children and their parents, gain 4 gold and 3 food.
Amurite Shield of Kylorin require 12 gold to recruit to full strength.


Hungry Dead Assail Troday Yithi Yet Again

Though the life mana ritual of ages past have cleared the diseased walking dead from the vicinity of Troday Yithi, the infected from Renth Yithi and Ir-O-Kee lands did not take long to find the Grigori capital and again set it to siege.

This time the Grigori receive detailed military orders and are assisted by the spirits of the ‘Fists of Balance’ who’s undead bodies are apparently invisible to the hungry dead. The Grigori militia, ‘the Brave’ man the palisade as the first few hungry dead begin to make an appearance but the Fist of Balance, who now call themselves ‘Tuan’s Damned’ simply walk up behind them and strike them squarely in the base of the skull; the hungry dead never even reach the pallisade. Just as the hungry dead are tireless assailants so too are Tuan’s Damned tireless defenders. This process continues for years as the residents of the city await the completion of the life ritual but as time passes it becomes more and more apparent that the ritual has failed and the city’s defences are left to them.

The Grigori and Tuan’s damned spend moments between the changed assaults to construct traps involving gorges and ditches where the hungry dead can be channelled and easily managed. To get the hungry dead to enter these traps the Grigori employ ‘hares’- men and women of proven fleetness who are used as bait to attract the diseased corpses and lead them into the trenches. These trenches are often lined with highly flammable material and when enough of the changed are herded into the trenches they are burnt.

This, in conjunction with ‘Tuan’s Damned’ and the pallisade is enough to protect the Grigori for now, although at one point, changed elephants charging the pallisade were able to break through and infect some of the population. At this point a cull of potentially infected individuals and urban barriers prevented further spread.

Grigori lose 4 gold, 6 food, and 1 population from Troday Yithi.
Grigori peasant militia ‘the brave’ require 2 gold to recruit to full strength.


Hungry Dead Assail Conrond Mor

Hippus scouts and peasant militia return to Conrond Mor only to discover a host of changed men and women, hyenas, rabbit, lions and even horses have gathered around the city. The city governors have ordered an evacuation of the country-side and huge trenches have been dug around the city. Militia spearmen and the Blades of Camulos are stationed on the interior of the ditch ring and as the hungry dead attempt the scale the inside wall they are speared or clubbed as best as possible.

The defence holds out well as the numbers of changed in the area are relatively small, at least at first. After an initial wave the number of attacking hungry dead drops off dramatically only to rise again approximately 4 months later. Some scholars suggest that the early attacks may be due to artificially introduced ‘hunger sickness’ and that the second wave is the actual natural crest of the infecteds’ attacks.

Regardless the ditch and posted militia serve their function quite well for some time and the residents of Conrond Mor anxiously await the completion of the life mana ritual that will heal the corpses and return them to death’s slumber. With time it becomes evident this will never happen and as the months turn into years small mistakes begin to add up. A bit ankle turns into the loss of 12 men as one of the guards changes and turns on his fellows. A scratched hand, a blood splatter that lands in an open eye… all these mistakes add up and it is only through the sheer number and huge dedication of the Hippus army that Conrond Mor survives at all.

Surprisingly, with time, an unexpected ally arrives. They are kappa scouts, driven eastwards by the ravenous infected of the interior. Following the river they have arrived at Conrond Mor and there, assist in its defence.

Twelve years after the initial attack the city is still under siege even as, in the north, the Hippus capital begins to report the first sightings of hungry dead in its environs.

Hippus lose 8 gold and 4 food (from evacuating the Conrond Mor countryside and building a ditch).
Hippus spear militia (unnamed) require an addition 17 gold to recruit to full strength.
Hippus peasant militia (Tali’s Flock) require 4 gold to recruit to full strength.
Hippus peasant militia (unnamed) require an additional 12 gold to recruit to full strength.
Hippus blades of camulos require 3 gold to recruit to full strength.
Kappa scouts require 5 gold to recruit to full strength.
.

Jarv Abandoned

Without any orders specifying defence and with only the wounded Shield of Kylorin to defend them, the people of Jarv (those few remaining) know when it is time to fight and when it is time to run away.

Clearly the coming hungry dead are a good indication that it is time to run away.

Jarv is left completely depopulated and while the march officially remains Amurite territory no amur citizens actually currently make their homes amongst the burnt-out ruins. The lands of the Hippus and the Amur city of Cevedes report receiving a small trickle of orcs and gnolls that once lived in Jarv.

But the hungry dead are coming too and already shepherds and foragers operating south of Cevedes have reported encountering isolated pockets of the hungry dead.

Amurites lose 1 gold. Population of Jarv reduced to zero

Hungry Dead stopped by Brave Kappa Warriors at Provincial Borders

The kappa lack what humans typically call a brain, instead their minds are a mystical creation, sustained by the live-giving sweet-water of the swamps they are born in. These minds are incapable of being infected with the disease that makes people and animals into the ‘hungry dead’ and it is this perhaps that has saved their great city for the Kappa can mount a conventional defence and not worry about their wounded brethren turning upon them and feasting upon their brothers.

The kappa construct a singularly large earthen mound on the western side of one of the swamps’ many estuaries and as the changed men, women and animals cross the river and scramble up the steep muddy mound, two units of kappa spearmen and one of slingers are waiting for them. Sling stones strike at skulls and spears strike from above, piercing bone and cleaving brains. Some of the hungry dead manage to strike and wound the defenders but these are recalled, treated, heal and return to fight the infected once again.

Though the kappa cannot be turned, the enemy is numerous and the front wide. Nowhere else, with the possible exception of Ir-O-Kee and Renth Yithi lands is the population of hungry dead so concentrated. In addition the hungry dead do not tire or need rest, and attack day and night. Indeed the challenge set to the mound’s defenders is a great one. As the months turn into years the kappa spearmen and the slingers begin to suffer considerable attrition.

Amazingly however, by the year 460 the earthen mound remains and those few kappa spearmen and slingers that have not succumbed in the long war of attrition remain its guardians.

Changed hares, rats and other small animals have managed, on occasion to penetrate the earthen barrier but these are quickly hunted down, a priority for the few soldiers left to guard the wall.

Kappa spearmen (1) require 31 gold to recruit to full strength.
Kappa spearmen (2) require 22 gold to recruit to full strength.
Kappa slingers require 7 gold to recruit to full strength.


Hungry dead fall upon Unsuspecting Bannor city of Vaelyn

The Bannor have focused all their efforts on their parades and acts, their prayers and religious histories. Their military are tied up in parades and exhibitions of religious fervour… so who is left to defend their cities when the hungry dead arrive?

Someone was banging on the door but Ivona ignored it. Surely the servants could open the damn door; in this heat Ivona wouldn’t be getting up from her shadowy nook in the foyer for anything. Still the knocking continued. Fed up Ivona called for her maid, “Get that door! Its been banging for hours!.” There was no response. That was just like Katrina, Ivona thought, always shirking her duties. She would speak to her husband about having her replaced once he returned from the city when the parades were completed. Ivona hated the countryside, hated the stifling heat. She was a city girl, from Sabel upon Gate and the cottage country east of Vaelyn didn’t suit her, her skin, or her temperament one bit. Still that banging continued, “Katrina- get the damn door!” Braving the heat Ivona finally decided to get up and get the door herself. She walked through the dining hall and into the small stone room at the rear of the house that served as both a kitchen and as sleeping quarters for the servants. The back door was being rocked and forth, almost breaking its wooden hinges. Ivona was fed up; she sped to the door and threw it open. It was Katrina. The lady of the house was not impressed, “Katrina- why in Junil’s name are you making such a racket? You know better than to bother me in this heat.”

Katrina’s response was unexpected, “Urggghhhh…..” The servant reached for her mistress, grabbed her by the arm, and bit her.

The hungry dead had arrived in Vaelyn.


homestead.html_PHOTO1.jpg

With the military taking part in the parade there is no warning, no time to evacuate the countryside. One day its life as usual and the next day your neighbour is changed. Instead of asking to borrow a bowl of eggs, they want your brains. The pandemic spreads quickly through the outlying farms and villages.

Luckily the news is relayed to the city where most of the army is already located. Officers, lacking formal orders from central command, take it upon themselves to raise an emergency earthen barrier around the city. The city’s defenders, spear militia and scouts soon find themselves fighting for their lives against their countrymen, men and women who only months before were working the fields and villages of the surrounding area, Ir-O-Kee corpses, long rotted down to some stringy sinew and exposed muscle and even the occasional animal, changed by the infection that has overtaken them.

Luckily the city of Vaelyn lies beyond a great mountain from the Ir-O-Kee lands and even the hungry dead have troubles crossing them and so they arrive in Bannor lands late and in small numbers.

The Bannor fight from a seiged position for 2 years and lose many of their numbers but they are valiant warriors and disciplined. They know to decapitate their brethren that are wounded before they change and they have the discipline to do so. This keeps the infection from spreading into the city but ensures that attrition mounts quickly.

As the year 460 arrives the Bannor are in a bad way, their numbers heavily reduced and their great city of Vaelyn on the verge of falling.

Bannor city of Vaelyn loses 2 population, 1 domestic commerce workforce, and 1 agricultural workforce.
Bannor 4th Regiment requires 38 gold to retrain to full strength.
Bannor scout unit requires 9 gold to recruit to full strength.


Idril Felagund Evacuated

The population of Idril Felagund is small enough to fit in a fleet of pentaconters. That lone observation was all it took to decide for the elves of their new march, to completely evacuate their new settlement. The Tomb Wardens were gone, presumed dead. The hunters had arrived with their charges and revealed that the land was completely overrun with the hungry dead and already the walking corpses were making their way towards the elven march.

With no proper defences and no army, the decision was easy. The march was abandoned. Perhaps with time it could be reclaimed.

Population of Idril Feagund reduced to zero.
White mist elves gain 1 food (enough to repopulate the empty province once it is secure).
Tomb of Sucellos improvement ceases to produce gold income.
 
UPDATE SIXTEEN Years 446-460: Björk Decides, Shield of Valour Ascends, A Ritual Interrupted, New Alliances, The Mafia (part 2)​


Kappa, White Mist Elves and Kuriotates Sign Alliance

The Kappa, White Mist Elves and the Kuriotates have signed an agreement pledging to co-operate with one-another, defend one-another, and assist one-another.

Treaty of the Three Nations signed by Kappa, White Mist Elves and the Kuriotates

Northern Alliance Forms ‘The League

The Amurites, Hippus and Bannor coalescence to form ‘the league’, a group of nations dedicated to co-operate in every way.

League signed by Amurites, Hippus and Bannor

Meteor Strikes Seas North of Luciedo

A meteor of brighter intensity and larger size than any previously seen has struck the seas north of Luciedo. The object landed about 80 miles north-east of the coast and caused a great cloud of steam and water to ascend into the sky which did not settle for more than 2 days. Already curious crafters and explorers are clamouring to mount a nautical expedition to the site.

meteor.jpg

No Effect

Freetown Silks the Softest in Erebus

Sidar and ‘Als nobility are clamouring for silks from Freetown as merchants bring back small samples from the Freetown market. Unlike most silks which are spun from ‘silkworm’ larva the silks produced in Freetown are made from webs of the immature giant spiders that haunt the ‘Hallowed Woods’… the difference results in a stronger thread that can be spun into much thinner cloth and still retain all its strength and softness.

peace-silk-image.jpg

Halluchuirp Freetown silk plantation gains 1gold/turn (all future silk plantations in this province will also receive this bonus).

Kanna’Als Slave-Owners Financial Innovators

Money-minded slaver-owners in the new march of Kanna’Als have developed a system to make more income from their slaves. When not employed in particular projects the slaves are rented to others in the private sector who use the labour to develop their own businesses. These renters are responsible for replacing loses, but none-the-less the rented slaves are worked very hard, ensuring maximal profit for the renters. When returned to the owner’s stables the slaves are returned to their usual labour until needed once again. The reduced ‘down-town’ and rent-income means greater fortunes for everyone who owns slaves or needs to rent a labour force.

Slavery civic produces 2 gold per turn in Kanna’Als

Domestic Geese Bred in Corbus Lands

Corbus farmers have developed a breed of goose which has a greatly increased clutch size, matures quickly and produces high quality meat, fat, down and feathers. The geese also serve as excellent guardsmen due to their good eyesight, wide field of vision, incessant squawking and unwillingness to be calmed.

Corbus province develops the ‘geese’ resource and can now build a new building, the ‘goose-farm’ (with animal handling technology, identical to previous livestock pasturages). The goose resource may be developed further based on its quills or down. Geese are fairly portable and the resource can be shared or developed in foreign nations for less than most other resources.
Spoiler goose farm :

Goose Farm
Classification: Farm
Required Population: 1
Required Workforce: 1 agricultural workforce
Required Production Capacity: 2
Required Technology: animal husbandry
Cost: 30 gold (in addition to the workforce cost)
Game Effect: Generates 4 food per turn, 2 gold, and goose resource.


Happy Hippus Ride Ponies

A combination of factors in recent years has led to a dramatic increase in Hippus national security and stability. The street-level fighting between gangs and merchants, the religious intolerance of recent years, the fragmentation of a multi-species nation have all abated in recent years as police roam the cities, erotic poetry draws passion away from violence to more ‘contained’ outlets, and disease is cured by the great life rituals meant to cure the hungry dead also cure Hippus illness. Amurite efforts to stop entropy mana’s effect upon people dreams and general unease have also greatly calmed the Hippus discontent

As such, the Hippus turn to more constructive pursuits and some have attempted to ride the horses pastured near their cities as their ancestors have. A small group of approximately 30 men were able to do just that. Unofficially they are called the ‘pony parade’.

dark_horsemen.jpg

Hippus gain a (very under-manned) unit of ‘light lancers’. See the new units section below. Hippus light lancers require 50 gold to recruit to full strength (represents training up to full size unit).

’Als Launch Ambitious long-term Plan

The ‘Als have launched an extensive program of domestic development and infrastructure building. Every component has been detailed for the next several generations. While the program is ambitious, it is also realistic, provided unexpected disturbances are minimal.

If the program can be completed without major difficulties the success will do much to reinforce the people’s trust in their government and stabilise their country.

No effect

Surrendered Abysswalkers Slaughtered by Cult of Grey

Though the details are unknown, some diplomacy has resulted in the surrender of the Abysswalkers to the Sidar ‘Cult of Grey’. Though the occurrence was meant to be a secretive affair, this sort of news has a way of making its way known. Small numbers of the abysswalkers secretly surrender to the Sidar state, only to be slaughtered at the ‘Grey Arch’. Their numbers were small however and did not represent a large proportion of the remaining faction; the Abysswalkers had suspected some sort of trick of this sort and so, the remaining faction-members retreat into the forest. None save them know of their plans for the future.

Sidar gain 1 gold towards the creation of skeleton units.

Organised Crime Takes Root Across Edsunland

An organised mafia with unknown sponsors has infiltrated the Hippus city of Altheriol-Ta Mealthiel, the Amur cities of Cevedes and Nimarail and both Kappa cities but has encountered resistance in Bannor, Kuriotates and White Mist Elf lands.

In the cities where it has infiltrated organised criminals are waging war with the gangs and thugs currently present for control of the cities’ prostitution, protection, gambling, kidnapping, blackmail and theft rackets. Criminals are being recruited, killed, maimed, all by some organised network with an eye on control of the continent’s criminal activity.

In Bannor, Kuriotates, and White Mist Elf cities however, a pre-existing organised criminal network with loyal soldiers and an extensive intelligence network proves too well entrenched for the newcomers and the attempt at infiltration fails.

Hippus lose 1 gold.
Amurites lose 2 gold.
Kappa lose 2 gold.


New Map

Spoiler :
2pz0ex3.jpg


New Technologies

Civil Service (government and leadership) (100 rp) (requires ministers and advisors)
  • Allows borough village improvement
  • Allows ‘state labour’ civic
  • Allows javelin militia (with skirmishing tactics)
  • Allows crossbow militia (with archery and machinery)
  • Allows archer militia (with archery)
  • Allows cavalry militia (with horse-back riding)

Sail (trade and exploration) (100 rp) (requires monomeres)
  • Allows trade across small expanses of sea (including intercontinental trade as it is currently defined)
  • Allows port trade improvement
  • Allows cog
  • Allows dhow
  • Allows polyremes

Festivals and Tourneys (culture and society) (75 rp) (requires sport)
  • Nation gains 1 stability
  • Allows carnival improvement
  • Allows jousting list improvement
  • Allows café improvement


New Buildings

Borough
Classification: village
Required Population: 9
Required Workforce: 1 domestic commerce workforce
Required Production Capacity: 3
Required Technology: civil service
Cost: 35 gold (in addition to the workforce cost)
Game Effect: Generates 7 gold per turn. Can be upgraded from a cottage or hamlet.

Port
Classification: Trade improvement
Required Population: 8
Required Workforce: 1 trade workforce
Required Production Capacity: 5
Required Technology: sail
Cost: 65 gold
Game Effect: Produces 1 trade route and 4 gold. Base price reduced to 50 gold if you are in possession (either domestically or via import) of hardwood lumber.

Increases naval quality according to the following formula:

Increased naval military quality=(number of ports in nation)/(number of cities in nation)​

In addition, a land-unit of any kind who starts the turn in a city with a ‘port’ may move to a friendly city (your own or one of your allies who specifically provides permission) with either its own port or a harbour. This movement is considered to have taken place on commercial trade vessels. It uses up all the movement of the unit for the turn. Range is limited (Bair Lacuna to Averlorn is too far but Arcamael Luthien to Idril Felagund is not)- ultimately its best to check with the mod first before using this function of the port).

Carnival
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: festivals and carnivals
Cost: 45 gold
Game Effect: Grants 2 stability and 2 gold per turn. Has a high chance of causing ‘carnival’-related events.

Jousting Lists
Classification: military improvment
Required Population: 6
Required Workforce: none
Required Production Capacity: 2
Required Technology: festivals and carnivals
Cost: 20 gold
Game Effect: Increases mounted military quality according to the following formula:

Increased military quality=(number of jousting lists in nation)/(number of cities in nation)

Café
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: festivals and carnivals
Cost: 35 gold
Game Effect: Grants 1 stability, 2 gold per turn and an additional 1 gold per turn for each of the following resources (either produced domestically or imported): coffee, tea, hemp.

New Units

Javelin Militia:
unit type: missile
maximum quality modifier: 2
production capacity requirement: 2
provincial population requirement: 4
requisite resources: none
requisite technology: skirmishing tactics, civil service
cost to recruit: 35gold
cost to maintain: 0 gold per turn
In all respects like javelinmen, the javelin militia are not a professional army but trained farmers, craftsmen, even traders who serve in the military on a part-time basis as required (similar to the peasant and spear militia). They receive better training than peasant or spear militia but inferior training to regular javelinmen. Still, they don’t require any maintenance and are cheaper to build and offer a low-cost alternative as anti-infantry forces.
Like javelinmen, the javelin militia can be upgraded form peasant militia, can use bronze, iron, or mithril weapons and may be equipped with leather armour.

Light Lancers:
unit type: mounted
maximum quality modifier: 5
production capacity requirement: 4
provincial population requirement: 6
requisite resources: horse
requisite technology: horse-back riding
cost to recruit: 55gold
cost to maintain: 2 gold per turn
Faster and much more manoeuvrable than chariots, lancers can also cross terrain that a wheeled vehicle cannot consider. Typically they wear very little armour and wield a long lance and a cavalry sabre.
Light lancers are meant to be used as hit and run weapons, wheeling about the flanks of the enemy and striking at the rear and unprotected sides of less manoeuvrable opponents or those already engaged with infantry. They are also ideal at running down archers and slingers.
Light lancers engaged in protracted melee with infantry will fare very badly as they lack ‘staying power’. Spearmen especially are deadly to these units.
Light lancers may be equipped with bronze, iron, or mithral weapons and may be armoured in leather or mithral.

Cog:
unit type: navy
maximum quality modifier: 4
production capacity requirement: 5
provincial population requirement: 7
requisite technology: sail
cost to recruit: 50gold (40 with hardwood lumber)
cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A square-masted, sturdy-hulled ship, the cog is the workhorse of the sail-age naval empire. Despite the design preventing its use in sailing into the wind, it has the benefit of allowing a larger ship to be crewed by a smaller number of sailors thereby alleviating some cargo space. It can be used to haul resources, trade goods and transport troops. Small fore and aft castles provide a platform for defence against pirate and other nations.
A cog can carry more troops than a dhow fleet but not as much as a polyreme fleet. It is sturdier than a dhow but not as quick or manoeuvrable. Like a dhow fleet, the cog fleet can sail travel across small expanses of the sea but should probably avoid the wide open oceans.

Dhow:
unit type: navy
maximum quality modifier: 4
production capacity requirement: 4
provincial population requirement: 6
requisite technology: sail
cost to recruit: 45gold (35 with hardwood lumber)
cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A dhow is a smallish, thinner ship with a characteristic lanteen sail. Unlike the cog or penteconter, its hull is made up of stitched planks held together by twine or thongs of leather. The crew consists of 9, 12, or in some cases up to 30 people per ship.
While the cog is sturdier and can carry more weight, the dhow is lighter, faster, more manoeuvrable and can access smaller estuaries. Although it can transport some troops, it cannot transport cavalry and it is more limited than its sturdier cousin the cog.
A dhow fleet can travel across small expanses of the sea but should probably avoid the wide open oceans.

Polyreme:
unit type: navy
maximum quality modifier: 4
production capacity requirement: 6
provincial population requirement: 6
requisite technology: sail
cost to recruit: 55gold (45 with hardwood lumber)
cost to maintain: 2 gold per turn- (navies, like cavalry, are expensive to maintain)
A polyreme is a much larger penteconter. Whereas the penteconter is rowed by a single bank of oarsmen on each side, the polyremes are manned by 4 to 8 and sometimes more oarsmen per bank on each side. They can have crews of up to 300 (per ship!) with up to 90 oars on each side. A fully-decked polyreme can also carry marine detachments bringing its total crew to approximately 400. They are about 45 m long and displace about 100 tonnes. Their heavy construction means they are very sturdy ships and perform much better than any other ships available at sail in combat or heavy weather.
The polyreme is slow and suffers the same movement limitations of the pentaconter; it cannot travel the sea lanes available to cogs and dhow. It is the ‘ironclad’ of its era.
A pentaconter can be upgraded to a polyreme.

New Civic

State labour (labour civic) (requires civil service)
The state becomes the primary employer of labour and provides contracts to property-owners for use of that labour. After an initial outlay cost, this should decrease the cost of current and developed labour.
-costs 15 gold per city and 5 gold per march or outpost to assume the civic (in addition to normal costs of switching civics)
-provides 1 agricultural workforce per march or outpost
-provides 1 agricultural workforce, and either one domestic commerce or one industrial workforce per city (the type must be specified on the turn the civic is adopted).
 
After the first charge, there was silent. One man pointed into a corpse and said, "Are they killed by Tuan?"

Another handed the first a shovel and said, "I don't know, but whoever it was... praise him!"

A voice bloomed from behind. Strikehelm, leader of the Brave was there. His voice was choked with sadness, yet a tone of admiration permeated his voice. "It is the Fists! They have come back to help us! Praise Tuan, we will never cross the line to bow to others again... Praise Tuan, for he has saved our lives!"

The chant soon echoed through the city... They are saved for a time, yet for a whole day they celebrated the mysterious surviver of the Fists. They hugged, and blessed the man with their forturnes.

The old assembly shortly announced that it will step down, for a single man, blessed with knowledge, kindness and Knowing of Cassiel will lead.

Tuan... everyone voted for a man that is not seen for months. It is to be seen if he will come or if he will continue his solitary journy to the netherland.[1]

[1] this is just a scribe's report.
 
Ah-Ha! I knew that this would happen Orange :p. Not that it matters though :)
 
Well, the news was good on our side of the pond.

EDIT@Seon: I'd already posted an apology in the group, about an hour ago.

EDIT2: and thanks to everyone that voted for me.

EDIT3: And whose idea was the pony bit? Yours, Immac, of was it merciary's?
 
Or is it? I escaped, mind you
 
Stunned Silence:...............
Edsunland is doomed.

However, GO KAPPA!
 
So sorry for the long wait.

My whole family was sick. My wife, my daughter and myself were all taking turns napping and drinking juice. Computer was being used to play children's shows because my daughter was too sick to play and just wanted to either cry or veg in front of the TV/computer so thats what we did.

I thank you all for your patience and would like to point out that you have an extra week to prepare your orders etc.

The update was pretty harsh, especially for those of you without proper back-up plans, but than no one really thought of defending the ritual too much.

i wonder if there will be another attempt at the ritual and how it will proceed with everyone's military tied up with their own concerns and the tomb of sucellos deep in hungry dead territory....

looking forward to your responses.

also- stats might take a few days (as might the updating of the first page with new civics, buildings, units, etc).
 
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