Ffh Nes Ii

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 28th, 2009. General orders are due Friday, May 29th, 2009.

Note: Events: In addition to the events the players develop themselves through their orders, events can also occur as a result of randomness (between 1 and 6 random events will strike every turn), stability (those with stability of less than 95 or more than 104 can expect some sort of event to strike them eventually), or due to improvements (certain improvements, like diviner’s lodges and carnivals have a small chance of producing either good or bad events, while creation mana has a chance of producing a new resource). For improvement-driven events I have a table I roll against to determine if an event has occurred (no specifics will be provided so don’t ask  -not that we care)[/b].

UPDATE NINETEEN Years 491-505: Bannor Cast Worldspell, Dwarven Slaves Freed, Luciedo Poisoned, Patrian Ruins, Mirror of Heaven​


Bannor Summon the Golden Legion

For almost 25 years Bannor priests have been chanting and repeating prayers from the great and venerable tomb of Juna-Baleigna, written in ancient times by none other than Sabel herself. As they do, the burnt-out ruins at the centre of Sabellia begin to change… fall away… into a vast darkness, a seemingly bottomless pit or well. Deep within lies the occasional distant flicker of light or flame. Faint noises, screams, laughter can only occasionally be heard from its depths but mostly one hears only the great moan of wind as it travels the depths of the pit.

As the pit forms the Sabelists’ prayers become more fervent, more excited, until, one night, something emerges. They are black-skinned, black-winged angels with burning golden eyes devoid of any pupils. They wear shining golden armour of some unknown material and wield great two-handed swords of a similar gold-coloured metal. No two are alike. One is tall and long-haired with arching eyebrows. One is squat and bald with a nose that has obviously been repeatedly broken. One by one they fly from the depths of the newly-formed pit and form up in squadrons around the pit. These things speak amongst themselves, are curious and intelligent, have emotions like men and women, have individuality, perhaps even possess a soul. More than spirits, they are somehow flesh and blood, soldiers dedicated to the Bannor… but not of Erebus.

a-deep-pit.jpg

to whence does it lead?

Bannor complete their worldspell and receive two units of ‘Golden Legion’

Halluchuirp Buy Freedom for Dwarven Slaves

In a grand transaction involving hundreds of clerks, thousands of slave-owners, and several thousand soldiers, the entire dwarven slave population of the ‘Als nation is purchased from its owners by the ‘Als government in a fair transaction and re-sold to the Halluchuirp.

The Halluchuirp escort the slaves, moving slowly through harsh terrain and providing food and water as required, to Freetown, where the refugees quickly begin to settle. They rely on the generosity of the Halluchuirp government to feed and clothe them and the strength and tirelessness of the Luchuirp golems to build them homes.

With the slaves settled, the Halluchuirp government throws a huge party to celebrate the newly arrived ex-slaves and to celebrate victory over a brutal chapter of the nation’s history and the critical conquest for freedom. Even the grandmaster crafter, Boorel himself, is present and in an unexpected display of gratitude, receives a fierce bear-hug from the tear-faced grand priest of the ‘Blossoms of Mercy’.

Seven days later, another party takes place, this one to celebrate the 250 years of Luchuirp accomplishment and valour. Two-hundred and fifty years ago the Luchuirp were a scared race of tinkerers hiding behind their stone walls fearful of capture and slavery. Now, they have evolved into a new nation by accepting various immigrant groups into their society: the original “Hallowed,” the Sisters of Mercy, Sidar refugees from Shroudane, and now dwarven former slaves.

The party makes much of the political influence of the founding member of the intercontinental coalition of nations and of the scientific prowess of its people. One crafter, known colloquially as ‘stuttering sig’ even makes an awkward and too-long announcement, when standing next to the recovered and repaired ‘sky-golem’. The speech is heavy on scientific explanation and many in the crowd are lost but for a select part of the audience it is the most astounding and amazing part of the entire party. Finishing his praise to the Halluchuirp crafters and researchers, he lifts a small length of brass to the sky for all to see- the first metal alloy smelted into creation since the age of ice.

But not all is well; to the north trouble is brewing.

Halluchuirp gain 2 stability and 1 population in ‘Freetown’

Luciedo Poisoned

In the spring of 496 the city of Luciedo is suddenly struck by violence from within. Though the city is walled and protected from outside invasions, agents with an unknown agenda manage to infiltrate the city and wreck substantial devastation.

Reservoirs are poisoned on a massive scale with some poison unknown to the Halluchuirp or others. Thousands of people experience wild and vivid hallucinations, extreme delusions, often of horrifying episodes involving being chased by fantastic creatures and in many cases, respiratory distress culminating in death.

Ultimately over 800 Luchuirp dwarves and Hallowed humans succumb to the poison and die while approximately 4 times that number experience varying degrees of poisoning.

The Halluchuirp military is deployed in an attempt to find the perpetrators but ultimately none are found.

This only makes the second incidence of poisoning in winter of 499 and a repeat of the failed attempts at finding the culprit that much worse. Again an unknown toxin is introduced into the wells and small reservoirs across the city. People are more prepared however and only about 250 people die this time, though just as many are affected by vivid hallucinations and delusions. In the second incidence an examination of the wells reveal small crushed flowers deep within the wells’ depths.

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a toxic flower?

Halluchuirp lose 3 stability. Luciedo loses 1 population.

Sheim Complete their ‘Portal Project’

After decades of construction and preparation, complex spellcraft and even a few prayers, the ‘Open Path’ has completed the ‘Grand Portal’. The finishing touches are completed at the height of winter, in the heart of a fierce blizzard in the dead of night and yet almost the entire population of Bair Lacuna braves the cold and wind to witness the opening.

One man, a 62-year old carpenter and grandfather of seven named Tallis has been specially selected to have the honour of offering a gift to Ceridwen so that she might, in turn, offer her blessing to the gate dedicated to her glory.

The priests offer their prayers to the completed portal, a massive imposing structure of granite and basalt and Tallis takes the stage. He wears animal furs draped over his shoulders and in one palm cups a lit candle. It is squat and black and as Tallis walks through the blizzard its unnatural purple flame dances and winks but does not go out. The wax falls to the snow cover and melts it where it strikes. In the other he holds a crudely shaped copper knife. The priests nod and Tallis shrugs away the furs; he stands naked. His aged and wrinkled body bears the scars of many stories, hunting accidents, a too-hot kettle from when he was only leaning to walk through the longhouses. Proudly, he does not shiver in the snow and wind. He looks to the sky, ensures that no sliver of the sun is peering over the horizon, no stars can be seen through the clouds (either of which would render his gift unacceptable). He looks to his son who is smiling wildly, pride evident in his face, his posture, his steady grip on the shoulders of his own young sons. He looks to his wife, crying and wishes she could understand that his honour today will only mean that they can be together forever in the next life; but she is weak and thinks only of the cold lonely bed that will she will return to. Finally he looks at his grandchildren. Some are worried, apprehensive at his nakedness in the snow, the blade in his hand, and the spectacle all round them. The older ones are filled with the same pride Tallis’s son feels… what honour their family will have.

The naked patriarch smiles at his wife one last time; his love for her is obvious in this moment and she smiles despite her fear. Without breaking eye contact and with a smile on his lips, deliberately and without fear or pause, he draws the wickedly sharp knife across his throat in a single fluid motion.

Behind him, deep within the portal, molten gold and purple swirl lazily… the portal has come alive

Sheim complete ‘grand portal’ project.

Sidar Find Evidence of Reptilian Sun-Worshippers

After having received information from ‘Als scouts, the Sidar climb high into the Broken Crag mountains north of Shroudane looking for a ‘strange’ high-lands lake. The militia search and search; for several years they find no evidence of such a lake, but eventually they get to a high pillar that thrusts up form the forest around it. There are strange runes carved into the base of the highly-eroded pillar and this catches the attention and curiosity of the frustrated militia.

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a strange pillar rises from a bare patch in the forested Broken Crag Mountains

Climbing the pillar the militia finally catch sight of the ‘strange lake’ the ‘Als had referred to. It is not water, but a clear solid substance, so reflective the clouds above can be seen racing past in its surface. Scholars later identify it as the material ‘glass’ known from ages before the ice. Due to its reflective properties and the feeling of walking on the sky when one steps onto the ‘solid lake’, the militia call it ‘the mirror of heaven’.

The site itself was obviously once a holy one to some now-disappeared race. There is strange hieroglyphics carved into large stones all around the lake of glass, most depicting the sun and sun-worship. There are also engravings, obviously once died with some pigment but now faded, depicting a battle of sorts between a human army and an army of tall spear-wielding humanoid lizards. The battles seem to take place in a mountainous and dry desert and the landmarks are even familiar… it seems to be the area of the Broken Crag Mountains but without the forests that cover it now. The human army depicts the same king seen in the strange tapestries found in the last several decades in Halluchuirp markets. The same king leads an army of men, probably ‘Als by appearance and wields a sceptre and a crown. It also depicts the lizard-men as sun worshippers and gallant warriors with the humans as the obvious (evil!) enemy. Perhaps what is most distressing is that their depictions illustrate the human soldiers falling upon the lizardmen and eating them and even occasionally falling upon their own fallen comrades and consuming them also.

No effect

Hippus and Grigori Launch a Joint Expedition into Patrian Ruins

Using intelligence provided long ago by Grigori adventurers looking for Patrian ruins, the Grigori government has once again sought to find the ancient ruins of Patria, this time they are searching in Hippus lands and, after some ‘diplomacy’, have agreed to work together to find the ruins.

Fortunately the ruins themselves are empty of any goblins, monsters or undead. There are a few collapsed walls that had to be dug out and lots of shovelling to be done but the Hippus military and Grigori archaeologists are up to the task. They find many lizards hiding amongst the ruins and soon determine that the ruins themselves were once some sort of priory dedicated to the glory of Ceridwen and the study of magic. The monks also maintained the priory through brewing a fortified wine. There is evidence of distilleries and ancient casks of now-evaporated wine in the deep cellars.

19-Ruins-Of-Erment,-Ancient-Hermontis,-Upper-Eygpt.jpg

Hippus and Grigori explorers rest amongst the ancient ruins of a Patrian priory

These particular ruins appear to have been purposefully abandoned. There is no sign that the inhabitants were slain or had unlocked some ancient evil or had to leave at a moment’s notice. All evidence suggests that the ancient texts and scrolls were taken with the inhabitants when they left, so too were their clothes, valuables, even the cups and plates are all gone.

The only thing of valuable left in the entire priory are the possessions of one particular monk who seems to have left his entire worldly belongings behind, the only things of value being a carefully packed but none-the-less delicate treatise on brewing and an apprentice spellbook. The spellbook contains many spells relating to body mana summoning and sorcery and chaos and nature mana sorcery.

Patrian spell-book recovered. Hippus and Grigori gain 15rp towards brewing technology.

A Witch Amongst the Lamia of Averlorn

The lamia have always been a strange sight on the streets of Averlorn. The mix of beautiful woman and alien snake, together with the promise of strange magics have always made them an object of fascination and even a little fear.

Of late, one named Hera, has been accused of murdering children.

For months children had been disappearing throughout Averlorn and distraught parents did not know where to turn. Though the militia is present to stop outside invasions, they are poor police and even poorer investigators and so the disappearances continued for some time.

There was evidence at the scenes of the abduction of strange magics- foul-smelling ichor-covered webs could be found hanging from nearby walls and structures. The air smelled like storms and lightning, and mica dust and balled-up cobwebs could be found in the area.

In desperation one family turned to an empyrean priest by the name of Oclic who quickly determined, using both conventional investigation techniques and intense meditations thought to bring inspiration from Lugus himself, the identity of the culprit. Hera, a powerful sorceress amongst the lamia who had recently lost her own children to illness was the one responsible. While Oclic and the empyrean were debating what should be done the parents had already acted. Gathering all the frightened and angry men and women who had lost children or were terrified of losing them, into a group, the vigilantes fell upon the home of the lamia sorceress like the mob they were.

Hera escaped but the mob’s anger would not so easily be satiated. Hera was different and they did not know or care to know what drove her to madness. One lamia was as bad as the next and soon the homes of scores of lamia had been lit aflame and half-snake bodies piled in the streets as the mob turned their frustration and fury upon the innocent hybrid creatures.

lamia_3.jpg

the innocent suffer

Kuriotates lose 2 stability. Empyrean gains strength. Lamia population decimated in Averlorn.

Bitter Infighting Amongst Als Nobles

The Adrana family has effectively dominated the economic landscape amongst the noble families of the ‘Als nation but this does not mean that the lesser families are simply willing to accept their monopoly over slave labour and lands without contest.

Though none know the exact source of the attack, on one cold windy night in the height of the rainy season, as the great river swells and life-giving alluvial soil spreads over crop lands, a single coordinated effort strikes at the heart of the Adrana family. The brilliant economist and the patriarch of the Adrana family, Jar Adrana is flung from a tall 100’ tower with a 50’ rope braided through his nose and sinuses. Apparently when the rope came taunt the elderly patriarch’s face was pried completely from his body. His bloody corpse, sans-vissage is found on the stones below within minutes and yet no perpetrator is found or apprehended. Similar bloody and grisly murders have also struck at the Adrana heirs, trusted stewards and treasurers.

The attacks were not motivated solely by revenge. The entire Adrana family fortune (at least what can be carried away in sacks) has been seized overnight leaving the once-powerful family destitute and leaderless.

’Als lose 2 gold and 1 stability.

Syrii found march of Viharra Halcyon on Fox-Tooth Island

Syrii cogs land settlers, fishermen and farmers and military on rain-drenched Fox-Tooth island and soon set about developing their first march. Farmers quickly find quality wild tea growing in the inland hill-sides suitable for cultivation. Who knows what other resources can be found on the island.

Syrii found a march on Fox-Tooth Island.

Roads Uninterrupted from Averlorn to Idril Felagud

Kuriotates, Kappa, Grigori and the White Mist elves make a concerted effort to connect their provinces with simple dirt roads. Though the roads are primitive, they are much better than trekking through the wilderness and much cheaper, for the majority of the population, to use, than sea-based shipping.

The roads promise to make mutual defence easier as they will accelerate the deployment of troops between nations as well as providing an alternative, ground-based method of shipping resources.

The roads gain immediate use bringing taxes and wealth to all the nations involved.

Kuriotates, Kappa, Grigori and White Mist Elves all gain a one-time bonus of 3 gold.

Tavern Founded in Altheriol-ta-Mealthiel

The Hippus have once again been blessed by the random favour of the gods (OOC: how many good events now Merciary?!? I think you took all the ‘Als and Bannor luck.).

This time entrepreneur -spirited Hippus living in Altheriol-ta-Mealthiel have noticed that men and women like to meet together to share a small jug of ‘Radannor Red’ and share stories, sing and drink until they fall over. These same entrepreneur-spirited men and women have made an effort to build a small wooden longhouse and stock it full of wine. They have invited all their neighbours to come there and drink, for a fee. And thus, the first dedicated tavern is born.

Very soon it becomes a regular meeting place for the ‘Pony Parade’ light lancers unit.

Named after the owner’s frequent medical discomforts, the world’s first large-scale tavern is called ‘Tali’s Winds’.

Hippus gain a tavern in Altheriol-ta-Mealthiel. ‘Pony Parade’ unit gains the ‘boozers’ descriptor.

Amurites Develop ‘Markets of Pleasure’ in Jubilee

The Amurites are quick to take advantage of the flesh peddlers that have arisen with the ‘cult of the flesh’ in their lands and have designated a special ward within the march of Jarv specifically for the purpose of buying and selling flesh.

This provides a useful outlet for the ‘cult of flesh’ and taxation of their trade provides a small boost to the Amurite economy. As a result, many individuals who simply engaged in whatever hedonism they could at whatever chance they had, now make special trips to Jarv specifically for that purpose and otherwise act as normal citizens most of the time.

With the construction of the ‘Markets of Pleasure’ in Jarv, the Amur government has seen fit to rename it ‘Jubilee’ though for some reason this name is unlikely to truly fit the city until a carnival is built there.

No effect beyond building the improvement

Giant Wolves Strike at Bannor Farms and Game Snares

A change has come over the animals of Edsunland since the ‘hungry dead’ invasion. Mammals are much rarer¬ and those that remain are much more cunning. In some cases the species has changed dramatically, either as a consequence of having been hunted so ruthlessly or as a consequence of having to compete much more fiercely for its prey.

The wolves of Edsunland’s northern regions have always been cunning creatures but shy and rarely sighted. There are tales however, of creatures from the age of winter, much larger wolves with a much more ferocious demeanour and a twisted, even cruel and advanced form of cunning.

Such wolves may well have returned. From across the plains and hills of the land known as that of the Red Cricket Exiles and throughout the high peaks of Sabellia province, these cunning canines, as large as small horses, are striking at human settlements with uncanny boldness and surprising organization.

Beaver and small game snares have been poached. Land clearances have had their poultry and herds decimated. Farmers, hunters and trappers have even themselves come under attack. Villagers claim that the wolves are encroaching further and further upon their lands and that on some particularly dark and rainy or snow-swept nights the fearless giant wolves even freely prowl the streets of their villages.

The people of Sabelia report reduced food and fur harvests.

Direwolf2.jpg

a new breed of wolf brazenly watches a Bannor militia formation

Bannor lose 3 food and 4 gold (sorry Kol- the dice are really picking on you now- three bad randoms in a row now…)

Troday Yithi Palisade Rotten

Grigori children playing near the palisade in Troday Yithi made an unfortunate discovery when one kicked his foot all the way through the palisade when playing. A palisade that a child can kick through is definitely too weak to defend a capital. Immediately the Girgori elders have set about determining what timbers are rotten and replacing them, a process hard on the Grigori treasury.

Grigori lose 6 gold.

Bannor Diviners Glimpse ‘the aether’

Bannor diviners praying and meditating at their diviner’s lodge receive a flash of insight into ‘the aether’ and the flow of the entire cosmos around them. This epiphany is directly translated into a greater understanding of the flow of mana and of mysticism in general.

fasting%5B1%5D.JPG

a mystic receives glimpses of a revelation

This event is due to the Bannor diviner’s lodge

Bannor receive 20rp towards mysticism technologies.

Slave Revolt in Kraah Averted

Corbus slaves in Kraah have banded together and planed to overthrow their captors at one massive hemp plantation. The slavers were supposed to be over-run and slain and the crops set afire.

Ultimately however they just played some football and wrote some poetry. Crisis averted!

No effect

Tundra Wild-Flowers Makes the Best Honey

With the development of their harbour, Eekin craftsmen soon realize that there is a whole world waiting to send them their money… if only they could find something to sell them.

For centuries Eekin foragers have been raiding bee hives for their precious and delicious honey but recently enterprising crafts-Eekin have taken to developing artificial hives for the bees and harvesting the honey periodically.

The idea catches on and soon the Eekin have developed an entire cottage industry around bee honey… honey that can be exported to sugar-fiend friends in exchange for gold

shelflake_view1.jpg

wild-flowers await pollinators

This event is due to Eekin trust in their government

Eekin gain a beehives improvement

Syrii build ‘sunken traps’ in Viharra Halcyon

Syrii of the new Viharra Halcyon march, enthusiastic about development of their new march and motivated by love for their nation spontaneously help construct a ‘sunken traps’ improvement off-shore of their new settlement. It’s almost completed; only a small remainder of funding is required by the government.

This event is due to Syrii trust in their government

Syrii may build a ‘sunken traps’ improvement for Viharra Halcyon at a cost of 5 gold.

New Map

Spoiler :
11si9ex.jpg


New Technology

Harvest the Seas (growth) (75rp) (requires fishing, pottery)
  • allows ‘harvest the seas’ economic civic
  • allows lighthouse
  • allows sunken traps
  • allows pearl fishery
  • allows lobster traps
  • allows fishing boats

New Improvements

Sunken Traps
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1.5
Required Technology: harvest the seas
Cost: 20 gold (in addition to the workforce cost)
Game Effect: Generates 5 food and 1 gold per turn. Has a 1/36 chance, each turn, of spontaneously upgrading to either a ‘Pearl Fishery’ and or a ‘Lobster Trap’. May be upgraded from ‘shore-based fisheries’.

Pearl Fishery
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 2
Required Technology: harvest the seas
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 1 food and 7 gold per turn. Produces the ‘pearl’ resource. May be upgraded from ‘other fisheries, but only if there already exists a Pearl Fishery in the province. May not co-exist in a province with ‘Lobster Traps’.

Lobster Traps
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 2
Required Technology: harvest the seas
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 7 food and 2 gold per turn. May be upgraded from other fisheries, but only if there already exists a Lobster Trap in the province. May not co-exist in a province with ‘Pearl Fishery’.

Fishing Boats
Classification: fishery
Required Population: 3
Required Workforce: 1 agricultural workforce
Required Production Capacity: 1.5
Required Technology: harvest the seas
Cost: 25 gold (in addition to the workforce cost)
Game Effect: Generates 7 food. May be upgraded from ‘shore-based fisheries’.

Lighthouse
Classification: Growth improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1.5
Required Technology: masonry, harvest the seas
Cost: 20 gold
Game Effect: Generates 1 food per fishery improvement in the province currently being ‘used’. Base cost reduced to 15 gold with the hard-stone resource.

Bee-Hives
Classification: Farm
Required Population: 1
Required Workforce: none (scale is too small)
Required Production Capacity: 0.5
Required Technology: commercial agriculture, whispers of the beasts
Cost: 15gold
Game Effect: Generates 1 gold and 1 food and the honey resource. Has a 1 in 12 chance of collapsing every turn. Unlike most other farm improvements there is a limit of 1 bee-hive improvement per province.

Tavern
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 1
Required Technology: brewing
Cost: 40 gold
Game Effect: Generates 3 gold per turn and 1 stability. Requires the ‘beer’ or ‘wine’ resource.

Markets of Pleasure
Classification: Cultural Improvement
Required Population: 3
Required Workforce: none
Required Production Capacity: 0.5
Required Technology: festivals and tourneys, slavery
Cost: 25 gold
Game Effect: Can only be built in nations with the ‘cult of flesh’. Generates 1 gold per turn and 1 stability. With the ‘slaves’ resource it produces an additional gold.

New Civics

Harvest the Seas economic civic (requires harvest the seas)
  • All cities with a harbour improvement and a fishery improvement gain a free agricultural workforce
  • all fisheries produce an extra food.
  • sunken traps fishery improvements have a 1/12 chance of upgrading instead of 1/36
  • harbour and port city improvement generate an additional 2 gold per turn.
 
i thank you all for making a special effort to get your orders in early.
Sorry charles that you didn't have enough time; i hope its okay i proceeded without you.
 
All hail the luck of the Hippus! Bring out the booze! I don't even remember who many good events this has been, I think the Hippus are officially the luckiest people on Erebus.
 
Nice update. I want my luck back merciary! :p

Interesting tech that was discovered this turn. Also Immac, the Golden Legion have GOLD skin and BLACK eyes, hair, and armour.
 
Geez :/

There go my Lamias and my plan with them... :cry:

If I understood correctly there are some *still* living in other provinces? And population of Averlorn is still mad at lamias? & Hera is still on the run?
 
Ancient Hippus technique:
1)First thing you need is massive amounts of alcohol.
2) ??? (no one remembers after the first step)
3) Luck
 
I don't see why anyone had a reason to attack us peaceful Halluchuirp. :gripe: We're a very friendly people who were just trying to live peacefully with everyone. But if other nations fell it necessary to poison and kill our citizens we're not just going to ignore that. I'm pretty sure I know who poisoned me, and you'll be getting some in-character diplomacy soon. Just a heads up for you. :)
 
To the Hippus

I suggest we both look into these books before we decide who will recieve it. Nice to be doing business with you.

To the League

I will be getting back to you... There is a reason it is called 'diplomacy' and not "Diplomacy."
 
That story was pretty much perfectly Sheaim, thanks Immac! Great update, especially so quick
 
i was hoping it would be in keeping with what you had intended... i wanted to capture the flavour of your religion... anyway... i'm glad you approve (i wasn't sure)
 
I do approve very much so. I think you got it
 
To the Hippus

I suggest we both look into these books before we decide who will recieve it. Nice to be doing business with you.

To the League

I will be getting back to you... There is a reason it is called 'diplomacy' and not "Diplomacy."

I told nothing is leaving Hippus lands. You were informed of this prior to the dig, we will allow you to look at the book and make copies if we are able to, but the book will not be leaving Hippus lands. If you asked permission prior to entering our lands the first time things may be different.
 
Ok. COPY THAT BOOK! If you would make it available for copying we would take all copies we need. (AKA I need a lot, and I am willing to pay for it.)
 
So, how much would a copy of that book be worth to buy?
 
AHHHH! i screwed up the map!
damnit- i had invested like 20min in it too- trying to make the 'sea of salt'.... DAMNIT DAMNIT DAMNIT

no map tonight- sleep instead...




Book costs 1g to copy. Scribes, ink and that sort of stuff is pretty expensive so i think 1 whole gold is pretty reasonable at this stage of technological development.
Learning spells from it still costs the same as learning them from another player (5g per circle one spell and 15g per circle 2 spell- there are no circle 3 spells in the spellbook).
I will send a list of the names and basic outlines of the spells to the grigori and hippus with their stats.
 
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