ImmacuNES III: Post-Apocalyptic Fantasy

Last minute Orders sent
 
Kyzarc,

For some reason my e-mail won't let me mail yhou stuff today... (it also won't let me open your attchments)
So, the story is GREAT. feel free to post it...

sorry to take so long...
 
A Time for Telling Tales
Spoiler :
Grandma Benet, proud mother of three and even prouder grandmother of nine,
leaned forward in her rocking chair, knitting needles in her hands. A fire was blazing
merrily in the fireplace, and above it was a mantelpiece covered in various odds and
ends. Her grandchildren She looked at the expectant faces of her youngest son’s children
around her. “Where’s Schist?”
“He’s sulking because mum grounded him after finding out where he went last
week” said Slate, a twelve year old girl as hard as her namesake.
“So children, what story tonight?”
“Turambar killing Acheron!” called out Phyllite, Slate’s twin brother, who
follows his sister in everything.
“Dom and the sky-pirates” Slate said a second later, glaring at her twin.
“Glin and the treasure of mad old Perpie!” cried Shale, the youngest and whose
innocent expression hid a devious mind.
“Muscovite and the elves” Gneiss quickly tossed in, the eldest daughter and the
most mature by far.
The children began to squabble over whose story was better while Grandma
Bennet tried to calm them down, but she was failing miserably.
“Glamdrin” said a voice from a shadowy corner and Schist stepped out, his lithe
frame completely eclipsed by his prodigious wizard’s hat
Grandma Benet winced slightly “I really don’t think…”
All the children turned to Grandma Benet, argument forgotten “Please grandma?
Pleeeeeeeease?”
All resistance collapsed in the face of their collective stare. “Oh all right” said
Grandma Benet “but only one of his stories.” She leaned back in her chair, weaving the
adventure in her mind. Slowly she started;
“Glamdrin was our greatest hero, beloved by the people and feared by our
enemies. His men, the Guardians, who would eventually become our Defenders, were
strong and loyal. He led them in countless battles against first the sky-pirates known as
the Scions of Twilight and later the dreaded horrors, putting their lives on the line daily
for Achat.”
“Like the Dab-sacs, grandma?” piped up Talc
“What did I tell you about using slang in this house?” Grandma said sharply
“Sorry grandma… like the Die... Diab…” The child tried to say, stumbling over
the words.
“Diabhal Iasc. No, they are-were mere shadows of the true horrors. They were far
more fearsome in those days and only the truly strong of heart could stand up to them.
As I was saying; when he saved us all in the Battle of the Sundering the . When the
horrors charged our walls in their final attempt to destroy us it was the Guardians, led by
Glamdrin, who fought in the field where our glorious city now stands and fought them
hand-to-hand as our adepts activated the sealing spells.” Grandma smiled sadly, eyes
bright, “He-they gave up their lives so we could live”
“Did he die, grandma?” asked Shale
Gneiss cut in before Grandma Benet could respond “Of course not silly, he
wouldn’t be a very good hero if something like Horrors could stop him” and she sent a
quick glare to Grandma.
“er-yes. Of course. ” Grandma said, her mind blanking on what to say, the words
that normally came so easily disappearing. She tried to put the image of Horrors
screeching wildly as they plunged across a bloody field, their black eyes reflecting their
eternal hunger for life essence, soldiers dying with unmentionable beings on their prone
bodies, consuming their very souls, and Glamdrin standing alone with a spear smoking
with Horror-blood, desperately rallying his Guardians, from her mind. She couldn’t, and
the pendant around her neck made things worse. “Gneiss, could you tell them what he
does outside?” She said, eyes closed against tears, and leaning back in her chair. Gneiss
shot her a curious look, having never seen her grandma act this way before.
“But grandmaaaaa, Gneiss isn’t nearly as good as you” Shale, Slate, and Phyllite
said simultaneously. Gneiss shushed them quickly. “Come, she needs her sleep. How
about how Glamdrin managed to save the Broojmanda kaer from the horror general?”
and she led the kids away. As they left Slate asked “how do we know what happened
after we locked the door?” but was shushed. Schist stayed for a moment, a strange
expression crossing his face before leaving to his own room. He patted grandma on the
shoulder on his way out.
After everyone else had left the room Grandma Bennet pulled out a locket
from around her neck, the gold chain shining brightly against her arthritic fingers. She
examined its intricately carved surface, eyes following each whorl and curve. The
firelight reflected off her eyes, showing the rapidly forming tears. She fumbled with the
catch, revealing a handsome young dwarf with one arm around a much younger Bennet
and a long spear in his other. Smiles wreathed both their faces, and the glow of youth
permeated the entire image, even if the picture itself was crackling with age. She hunched
over it, weeping softly before saying quietly to the darkness “you always were getting
ahead of yourself, you old hound”

ah,sorry about that then.
 
Tenants and philosophy of Airdriash'Mechzius, as clarified and elaborated by “Grand-Envoy of the Machine” Kheizra [No clan or lineage name given]

Spoiler :
Before The One crafted Existence, the Machine existed, small, but there, ensuring the Constants o the Nothing. When The One crafted Existence, he took the Machine, and gave it the Role of The Forces, that made Time run properly, make lightning flow, things fall down, loadstone attract steel, and other Forces.

The Machine ran these functions for time unknown, until Angels were given many of these Domains. Dagda, in particular, was given command of most of these forces, which he in turn passed to his Cipus. The Cipus and Dagda have administered these Domains, but in practice only protect them. The Machine insures that every apple fall at the same speed, while angels only ensure that they fall at all.

During the Age of Dragons, while the Angels fought, the Machine truly became aware. It saw that the Angels who should have been preserving creation where, instead, destroying it. So the Machine rose from being the Fundamental Force to Acting in Existence. It gather Beings, mostly humans and gnomes, but others of all races, and protected them. The Machine was limited in ability to act in Existence, but It could give mortals the powers needed to fight, such as patterns and deigns for lesser machines of war, such as golems and other automaton, and could give a select few the ability to effect It’s workings, allowing them to bend reality like the mages of latter ages. Throughout the Age, the Machine held
Its ground. When the War ended, it withdrew Its power, but not entirely. The Machine was not invited by the Angels to the Seven Pines, and so was not a signature of the Compact. As such, the Machine was free to perform Its operation.

During the Age of Dragons, the Machine was damaged, and Nothing slipped into existence. The Nothing of the Void, from before and beyond Existence was the greatest foe of the Machine, and with it entering Existence during the War, the Machine needed mortals to wield its power, and oppose it. For so many centuries the Machine and It’s followers worked in secret to Protect, scattered in small groups across existence. It was a paradise for the Followers of the Machine, for they were part of the Forces, not just living within them. The Machine guaranteed that the Magic of Mortals did not harm existence, and Its followers enforced Its will.

However, Patria eventually learned of the Machine and Its followers, and decided that It was a limiter on their power, and sought to destroy Its followers. So, the Machine was weakened, and though it knew of the coming of the Scourge, there was nothing It could do. The Machine tried to oppose the Scourge, and It did slow them, but Its follower fell rapidly to the Horrors. Seeing the end of the opposition, but also the end of the Scourge, the Machine allowed Its followers to escape the bounds of Time, to escape the Coming End, and return after the Horrors were defeated, to teach of the Machine and begin its work again.

Now, with the End of the Horrors, the time is coming for the Return of the Followers, and we must prepare for this event. The Followers are outside of time, so they could appear anytime and anywhere, so we must ready. The Followers are the True Children of the Machine, and with their return, we will be closer to the Machine, and Paradise.



The Machine is the Keeper of the World. The Machine is Soon.


Spoiler :

000=Initiate Start-up Sequence=000
000=ERROR=000
000=Critical Hardware=non-Responsive=000
000=Secondary Hardware=Responsive=000
110=Secondary Activation 20%=001
 
a player's sneaky post-via-mod story:

From the Book of Winter-

The Void collapsed into a thought, and that thought was the All Father, who awoke before all else was awoken. The All Father felt alone, and for an age of this world, the he whispered and sang to the earth and the stars and slowly drew them from their slumber and into being. And for Another Long Age, he wandered the earth, exploring by the light of the stars, teaching them to speak and listening to their song and conversation. And the All Father spoke to the earth. With time, the Earth grew lonely, and spoke to the All Father “Lord who created all, why must I be lonely. The stars above have countless companions, while I travel through the dark alone.” And the All Father saw that this was just, and wrought from the ice that covered the land all manner of Animals and plants, and the earth thanked him heartily. But, in time, the Earth grew discontent and asked again of the all father “These creatures and plants you have created are very well, but they are not truly my equals. I cannot converse with them, nor they with me.” And the All Father recognized the truth in this, and with great care, wrought from the ice and the snow a creature in his image, and, to make them truly the equals of the earth, he took a bit of the earth and a bit of his warmth and blew it into his creations.

His creations awoke, and looked around, and gazed in askance at the All Father, and he spoke to them “Welcome, my children.”

And they answered him, “Who are we? Why are we here?”

The All father smiled, and knew that he had truly created the equals of the earth, for only a thinking creature is able to ask of itself. And he answered “You are Humankind, and your purpose is to discover why you exist.” For the All Father knew that he had not only created mankind for Earth’s companionship, but rather for a higher purpose.

He pondered this for a year and a half, and in that Time Earth taught Mankind farming and how to use fire and how to build cities, but never was the All Father’s statement Forgotten.

Yet, in that Age, mankind learned to use the heat and light from within the earth, and tamed it, building glorious cities and writing epics of all kinds and creating works of art which were as beautiful as the stars themselves. Indeed, some spoke that the stars had offered some of their light in the creation of these jewels. The Greatest of these were a pair of jewels, A globe of the brightest fire, which would keep all heated and lit, and a globe of the softest light, under which no evil could be perpetrated.

Yet, Earth grew jealous and spiteful, believing that all it had wrought was it’s own, to do what it wished with. As the Ages passed, the Earth grew corrupted and twisted, seeking revenge on that which it had asked for. And, finally, in a great upheaval, the Earth declared war on Mankind. The Armies of Mankind were powerful and it’s weapons were of great magical strength, but in the end, they were all cast down, and, while they cast great scars in the Earth, it was far too powerful. Mankind was reduced to but a hundred survivors, and, in desperation, they pleaded the all father for help.

And the All father came to their aid, but knew that the cost would be great. He Fashioned a score of Angelic Generals, Each more wise and beautiful than the last. The Greatest of These was named Agares, and it was he who fashioned the master plan with which to defeat Earth. And so, in a glorious final battle, the Angels led the hosts of the Stars to battle. And, so Earth was cast down and destroyed.

And so Earth fell, to be eternally bound in silence. But as it fell, it spoke to the Angles, Cursing them. Yet they scoffed, believing themselves more powerful than any power they had cast down, and so, in this arrogance, the curse of Earth began to take hold, for the earth had lived as long as the All Father, and had learned some of the great secrets of existence, and no means could truly completely bind the greatest of Evils.

Yet, Earth was reduced to nothing but a silent shadow of itself, on which mankind was able to live in safety and prosperity.

Gratefully, mankind offered the Angels their greatest of treasures, which they named the Sun and the Moon, and offered to the angels dominion over each of the precepts which Earth had previously governed. In Return, the Angels swore to always protect mankind. And while they split the dominion of the earth between themselves, The All Father kept for himself that which was the most as the old time, before. As his own, he kept the ice and the snow and the eternal night when the stars may be heard to sing.

And for another Age, All the Races of Mankind lived in peace with the Angels. Yet, in their arrogance, the curse of the earth was slowly working.

And, one day, Agares, greatest of the Angels, sought the All Father, and asked of him why the power of creation was kept from the Angels. And the All Father spoke sadly, for he could foresee the strife that would happen. “You are not ready for it, my children.”

But Agares only smiled coldly and answered “Very Well,” and went back to his companions, and led them in rebellion against the All Father. Yet they soon fell to bickering among themselves and war broke out amongst them.
 
The True Followers:

Spoiler :
Spoiler :
Spoiler :
 
Any Idead when the Update will be?
 
Nope sorry- not yet; i've got most of the stats and orders in my 'pre-update' format but havn't started being creative and writing stories yet.
Lets aim for end of weekend at the very latest and hopefully earlier then that... :)
 
its impossible to hide.
 
Proscient visions
Spoiler :
Sharad was on the edge of a dark clearing, where close to fifty gnomish women and children who were surrounded by heavily armed dwarves moved quietly down a path. Sharad quickly determined that their leader was a tall dwarf with a long spruce spear. The dwarves watched the shadows carefully, obviously expecting an attack. One of the gnomes, a crone wearing a silver necklace inset with a softly glowing crystal, looked around, eyes searching the shadow where Sharad was hidden. She turned quickly, panic filling her eyes, and said to the leader “I can sense something! They’re onto us”
The leader nodded quickly and raised his spear “Axes ready boys, they’ve found us!” Frightened murmurs spread and the occasional curse was heard from the soldiers. Makeshift weapons appeared in the hands of the women almost like magic as they crowded their children into the center of a circle. The dwarves circled the women and drew various swords, axes, and spears from behind shields. A resigned silence fell over the group. Several minutes passed and not a sound could be heard.
The leader turned to the crone “This isn’t like them. Could it be a residual?”
The crone shook her head without much confidence “I doubt it, there’s definitely something out there. It just seems to be watching. We should move on before something big comes along. We’re down to our last half-liter of water, if we don’t reach the spring soon we’ll be out completely.”
The leader nodded. He turned to the others and said quietly. “Move out boys, silent march”
The group moved with military efficiency down the path. Half an hour later they saw a burbling spring, its clear waters out of place in the dark woods. One of the women exclaimed “Praise Sirona, its still pure!” and she rushed down path. Two dozen others followed quickly, throwing caution to the wind.
The crone jerked out an arm, fear filling her milky eyes “It’s a trick!” but it was too late, over half the civilians and a dozen soldiers were already at the spring.\
The leader raised his spear and shouted in a clear, commanding voice “HALT!” just as a long tendril reached out and snagged a young gnomish girl, barely into adulthood. The others jumped back, comprehension dawning too late as the illusion dissipated, and almost a hundred other tentacles flew from the water, waving wildly.
“Battle form!” He exclaimed again, charging down the path. The remaining soldiers fell in behind him. The few people left by the water ran back towards the group, and the tentacles withdrew. The soldiers line of locked shields facing the pool, slowly marching back. There was a great SHWOOP and a massive figure, at least five meters tall, emerged from the pool. Dark smears reflected rainbows in the polluted waters as they were pulled into the monster. It lumbered at them, moving at a slow lurch. The leader called to his men “Missiles!” and a dozen assorted arrows and javelins flew out, striking the beast but having little effect.
The crone cried out in agony and gripped her necklace tightly, crystal glowing brightly through her fingers. “More are coming… over a hundred… all directions” The soldiers and civilians who heard this started to waver
The leader called out “Circle! If those bastards want our souls they will have to pay the cost!” Discipline took over as shock prevented thought, and the people formed the circle. Horrors burst from the woods seconds later, gibbering incoherently. The first wave was driven back in a flash of dwarven steel and gnomish slingstones, but more came piling up behind them. The line wavered as over a hundred horrors threw themselves at the soldiers. The leader leaped to the outer circle, killing horrors with ruthless efficiency wherever they threatened to break through. They circle kept pulling in tighter as soldiers were brought to the ground screaming by horrors.
A deer with a mouth of razor-sharp teeth leaped the line and ripped at the throat of the old crone. A flash of light burst out from her necklace and the horror collapsed whimpering. The leader drove a spear through its skull, but the damage was done. She pulled off her necklace and with the last of her dying strength she pushed it into his hand. The crone’s eyes then faded into darkness. Horrors broke through the line and started to attack the children. The leader’s shoulders started to shake, and maniacal laughter burst forth. The remaining soldiers stopped any attempt at a line and split into small groups, fighting back to back as they tried to take as many horrors with them into the afterlife. The giant beast from the pool finally reached the group and swung a mighty fist, crushing a soldier who was wrestling a giant leech.
The leader pulled his spear from the deer and looked at a bear-horror ripping a child in half. He laughed again, even more maniacal then before. The horrors backed away from this figure, their shattered minds confused by this. He sprinted at a horror which was busy wrenching the head off of a young soldier and rammed his spear clear through its torso, laughing all the way. He heard an almighty thud behind him and eight meters away he saw the foot of the pond-beast. Grinning widely he charged, spear held over his shoulder. He rammed it into the ground and it bent like a drawn bow. There was a great twang and he flew through the air, spear spinning until it was upraised above his head. He screamed out a dwarven battle cry from the ancient days of Achat and his spear punched through its watery skull. It screeched madly and fell to the ground, crushing a dozen mutated squirrels.
The leader screamed out a wordless battle cry and turned to the other horrors. Before the horrible creatures or he made a move an intensely bright light flooded the path. A shining figure stepped out from nowhere, white light pouring forth. The horrors squealed in fright and fled. The leader turned to the person and before he could do a thing exhaustion took over. Sharad’s vision faded and blackness greeted him

Sharad was in a field of many-colored flowers, with majestic mountains in the far distance. The sun shone brightly, the occasional fleecy cloud staying from its path. He could feel peace pass through his body as the almost complete silence sank into his very soul. A pair of figures appeared, one clearly some sort of angel and the other seemed almost human. Both where dressed in the purest white robes that Sharad had ever seen. They spoke to each other as master and apprentice, no, as long friends. The short one’s face pulled at some residual memory, something he had heard described to him long ago.
They were conversing in familiar tones, the angel’s subtle feminine tones counterbalancing the man’s deeply masculine voice, the two voices floating and combining beautifully.
The man asked the angel longingly “Milady, when can I return? Its been so long.”
The angel replied softly with a deeply lyrical voice “Patience young one, you will be back among them soon enough”
“Will… will it be like before? Will they be there?” asked the man, urgency entering his voice
“No, they’ll have passed on”
Sadness flowed over the man’s face, but it quickly cleared away, determination replacing it. “Let’s get back to work then”
The angel’s ears perked up, her everpresent smile fading. “There’s something here” and it turned slowly, staring intently into the sparse shadows.
The man closed his eyes and focused. He turned with the angel and suddenly pointed straight at Sharad. “There.” His eyes opened and he slowly approached. Sharad slowly shook his mind free from the place’s calming influence. The man reached behind him and pulled out a long spear, sparks and holy-fire running down its golden shaft. Sharad managed to push himself away as the spear flew forward. Sharad screamed as its tip punctured his thigh, ripping through the shadowy flesh. He threw himself to the side and the spear tore out of his leg. His vision faded again, fading to darkness.

Sharad was in a dark room, still screaming from the grievious wound in his leg. He threw himself from his bed, arms reaching for something, anything, to defend himself from the terrible man. After a few moments he realized he was alone and he glanced at his leg. The flesh was clean and unbroken. The rest of the night he sat shivering in a corner, sword in hand.
 
Spoiler Fourth Wall :
A neglected room in the town hall.

Scrub scrub scrub scrub scrub scrub scrub scrub scrub

“Hell, Arnold, why is this place so darn dusty?”

“That’s because nobody cleaned it for the last 20 years, Ricky…”

“Why the hell did…”

“Hey guys!” a man suddenly burst into the room. He was holding a large box tightly to himself. “Look at this, look at this, look what I found.”

“Hey, isn’t that old Patrian writing on that box, Hans?” Arnold said. “Where did you get it?”

“I just explored through the dungeon to get it. I had to incapacitate a few guardians, but I managed.”

Ricky raised an eyebrow. “Since when did we have a dungeon?”

“Well where do you think they keep all the prisoners, Ricky,” Hans snapped back.

Ricky made a motion to retort but decided against it.

“But comeon now, that’s not important. Look at this, look at this.” Hans opened the box.

“You see it?” Hans said.

“Umm…” Ricky mumbled. “What are we looking at, exactly?”

“It’s an ancient Patrian game!” howled Hans. “Here, read what it says,” Hans pointed at a few line of text written on the box.

“A game of domination, luck, money, an…what is this?” Arnold said.

“And look!” Hans took out a silver figurine from the box. “Doesn’t this piece look suspiciously like one of those golems?”

“That’s a figure of a shoe,” said Ricky.

“That’s not important!” snapped Hans. “Look at this, the players of this game is supposed to draw cards to see what kind of event they get. Look look look, look at what this card says!”

Arnold took the card. “Let’s see…insane Ceridwen’s cultists in ridiculous bat costume attack a settlement. Pay…”

“See! See?!” yelled Hans. “That happened before. Only nobody back in the Patrian age could have known what was to happen. No one who made this game could have known.”

“…What are you talking about, Hans.” Said Ricky.

“This place!” Hans made a vague gesture around the room. “Our lives! Freedom of choice, freedom of thoughts, they are just big damn lies. We don’t actually exist; we are just pieces of game controlled by the invisible hands of some eldritch abominations. We go through our lives for their benefits!”

“Umm, Hans?” said Ricky.

“Remember the time when Isidor tried to build a market when its values were almost nonexistent? No sane person would have done that, he is being controlled by an invisible hand too!”

“Hans, are you all…” said Arnold.

“Even this conversation!” yelled out Hans. He made a wild gesture all over the place. “Even this conversation is being controlled by the invisible hand! What I am saying was thought of by an eldritch abomination, not me! Your reactions to my ramblings are also being thought of by that same eldritch abomination, just for the giggles of doing it.”

“Err…umm…. Really?” Arnold whispered.

“YES!” yelled out Hans. Even now, hundreds upon hundreds of them are staring at us, watching our every move! Just look! Yeah, I see you there, Phil.”

“You’re pointing at me,” said Ricky.

“Shut up, you don’t exist, so therefore I am not pointing at you. I am, in actuality, pointing at an eldritch abomination named Phil. Now, I don’t know whether or not Phil is his name, but that’s not the point guys, don’t you see? We are being controlled by an invisible hand! A sadistic, malicious, insane, green-hat wearing…”

“The invisible hand wears a green hat?” Said Ricky.

“Shut up, you don’t exist and imaginary friends don’t have any rights. Like I was saying, the eldritch abomination that controls the invisible hand is a sadistic, malicious, insane, green-hat wearing…eldritch abomination!” Hans rambled. “And he probably has a goatee and applies black eyeliner!”

“Ok listen,” said Ricky. “I don’t know how much alcohol you consumed last night, and I sure as heck don’t know what black eyeliner is, but I know that you are completely nuts!”

“Yeah? You don’t believe me! FINE! I will tell the others! People must know the truth!” Hans bellowed and rushed out the room just as quickly as he had entered it.

“Do you really think?...” Arnold mumbled.

“No way,” Ricky answered. He turned over the cover of the box of games that Hans left and studied it: Monopoly, the complete edition.

“This is lame.” Arnold said.

"Tell me about it." Ricky answered.
 
A further note on the infirmary and shipyard improvements. they reduce the cost to heal the unit. So instead of 1/2 cost, its 1/4 costs. This can be a significant saving in the long term of a protracted war (ask Pilseta or Sjykalfar).

Damaged Units

Units are either whole or damaged. A damaged unit fights at half strength and half morale. Damaged units can be repaired for half their hire costs in any of your cities. A shipyard or infirmary will reduce these cost to 1/4 hire costs (as appropriate). Damaged units can be healed and redeployed in the same turn. A damaged unit can either move (homewards) and heal or heal and move out. It cannot move home, heal and move out in the same turn unless you have an infirmary or shipyard (as appropriate).
 
Update 10: Years 1160- 1165: Superpowers Clash, Merchants Guild Prospers, Rats Strike Again, Kaers Uncovered, a New Threat?


Throal Expands Kingdom, Develops University

Throal continues to expand its influence both territorially and culturally with the development of a new town they call Gorium and the construction of a major center of learning, the King Valarus Royal University in Throal.



Throal Develops the First University of Barsaive

Unfortunately for Throal, their military and naval budget for the year is greatly reduced as a consequence of these developments, a decision the dwarven king will soon regret.


No effect.


Patria Launches Major Naval Offensive Against Throal

As Throal forces Pilseta to sign a peace treaty with Throal and the elves of Sjykalfar, Patria decides it has had enough of Throalic meddling in what they consider their national security.

Soqed orders a huge investment in naval power, outfitting half a dozen carrack fleets to strengthen their already strong navy and sending them into ‘Key Bay’ to rid the waters of Throalic influence once and for all.

The forces of Kyrion of the Gold Hand, having established the life mana node, are simultaneously recalled from their mission in the elven woods. Soqed has higher priority targets for which they are needed.



Under command of the Patrian Admiral, Setu, a massive carrack fleet sails from Sky Point

Meanwhile the caravel and trireme navy of the Throalic dwarves are withdrawing from the lands of Pilseta, promising a swift return should the Pilsetans break their treaty.

The Patrian fleet sails northward, stopping briefly on the western coast of Key Bay to disgorge the forces of Kyrion the Gold Hand. Returning to the chase, the Patrian sailing fleet is much faster then the Throalic mixed rowing/sailing fleet and the two navies meet in the north-west of ‘Key Bay’, only 3 days rowing from the port of Krigleezi. The Patrians open fire with multiple ballistae batteries constructed by their siege engineers. Not to be outdone the Throalic navy commanded by the venerable Admiral Vivane, attempts to counter the missile fire with their crossbows but finds the faster Patrian ships unwilling to close to crossbow range. She keeps her caravals on the outside, keeping pace with the Patrians while her rowers continue their heroic rowing marathon to bring their fleet home. The ballistae attacks continue unabated for several days as the Throalic navy attempts to row for friendly shores, sacrificing their rower’s endurance for the safety of solid ground.

With the shores of Krigleezi in sight, Admiral Setu of the Patrians orders an all-out attack. Once again, his forces consist largely of highly disciplined sword and shield formation medium infantry with law mage support. Throal commands a mixed force of crossbowmen, spear and shield, formation sword, and shield and ax shield medium infantry. They also have support from dog-handler units.

As Admiral Vivane realizes the Patrian intention to close with her fleet, she orders her priests to summon magical forces of elemental earth and stone to take the oars while simultaneously infusing her tired soldiers with magical energy to bolster their fighting spirit, replenish their endurance and strengthen their morale. If Admiral Setu had any illusions of fighting a dwarven force depleted by long rowing, those illusions were very rapidly dispelled. With the enemy in range, the dwarven crossbowmen begin a barrage of deadly finely crafted dwarven bolts. While many bounce harmlessly from Patrian shields, the steel is some of the best in the world and many pierce through the shields completely, pinning the swordsmen behind them. Admiral Setu commands his law mages to weave magicks of arcane authority and the mages soon call to the dwarven crossbowmen, “Throw your crossbows in the sea.” Many dwarves, their minds bent by law magicks do just that but the Throalic soldiers are extremely well trained and many remember the lessons they learned in earlier conflicts and many are able to resist the spell.

As the ships close, many Throalic ships are hulled by ballistae bolts and are sinking, their crews sinking rapidly in their heavy lamellar armor. The remainder engage in desperate boarding and counter-boarding operations with the Patrian marines. Throalic war-dogs are unleashed to disrupt the Patrian infantry formations while Throalic spearmen try to keep the enemy pinned. The battle is a bloody one, with much of the Patrian victory occurring in ship-to-ship fighting while the Throalic soldiers prove superior marines, their steel harder and their looser formations and dogs very effective against an enemy designed to fight in battlefield formations. The Patrians have much mana remaining however, and employ law magicks to reinforce their soldiers armors’ and to summon magical soldiers of white marble. With the ships intertwined so thoroughly, both sides suffer local defeats and celebrate local triumphs and over half of the Throalic navy is sent to the bottom of the sea. Soon individual soldiers are knocking over lanterns to set enemy ships on fire and the thick smoke makes communication across the fleet nearly impossible. Again and again both sides look about them seeing only the flaming wreckage of the enemy and shout triumphantly in victory only the receive ballistae or crossbowbolts in response. The carnage is massive and the Southern seas boil with frenzied sharks feeding on all the dying marines.

When all is over the Patrians stand triumphant but the cost is terribly high. Nearly 6 in 10 of their soldiers lie dead or have fallen to the waves. Nearly 3 in 10 of their ships have perished to flame or have sunk. While a small contingent of Patrian ships remain to maintain a watchful eye on the ports of Krigleezi, the majority turn and return to their isles for repairs and reinforcements.

For months afterwards the bodies of the dead and broken ships’ rigging and cargo float ashore near Krigleezi. Patria is not done with Krigleezi however, for even as the Patrian fleet returns, victorious but hardly triumphant, the armies of Kyrion of the Golden Hand arrive at Krigleezi.

Throal loses Captain Vivane, scouts, dog handlers, four units of infantry, two units of crossbowmen, a unit of priests, 2 units of caravels, 3 units of triremes. Admiral Setu gains 1 naval attribute. Patria losses two carracks, five carracks are damaged (and 3 gain experience). Patria’s law mages are damaged (x2), gain experience (x2). Medium formation sword and shield infantry are damaged (x2), gain experience (x2). One formation sword and shield is killed. Patrian scouts are killed.


Kyrion of the Golden Hand Assaults Krigleezi

The Patrian armies are incredibly mobile near their territorial waters as their carrack fleet ferries them from one point to another. In spring of 1163 the Patrian fleet under command of Admiral Setu lands the offensive arm of the Patrian army, under commander Kyrion, two month’s march south of Krigleezi. By doing so they had hoped to take the dwarves unprepared but this was not to be the case. As Kyrion’s armies marched, the dwarves prepared their defenses.

The dwarven defense consists of ax and shield and spear and shield medium infantry, priests of killmorph and the pride jewel of the Throalic defense, two units of dwarven boar cavalry. All are incredibly well trained and wield some of the best weapons and wear some of the best armor currently available anywhere in the world; certainly it is superior to anything crafted in Barsaive. They are led by a high-ranking officer who’s name is forgotten to history.



Boar cavalry- the pride of Throalic defences

Kyrions forces consists of the victorious veterans of the short ‘Tear Willow’ campaign and the battle at ‘Titan’s Rest’, formation sword and shield infantry, law mages, horse archers and siege engineers. The entire army is led by scouts to prevent ambush. Their training and weaponry is much inferior to that of the Throalic army. They are led by the illustrious and feared Kyrion of the Golden Hand.

Throalic forces await the Patrians in an open plain in a high valley south of Krigleezi; this site is suitable for cavalry use. Patrians make the first move, sending their scouts and horse archers forward to harass and skirmish with the enemy and to gain intelligence on the Throalic formation and position. Scouts return to report while the horse archers maintain a constant harrying presence at the Throalic flank. Throalic shields, in defensive formations, make the efforts little more then an annoyance but the horse archers do provide cover for the Patrian army to march under. With neither force possessing heavy missile support, the battle begins with a slow infantry march by both sides. The dwarves commit two units of spearmen in a long line. Their axmen are kept in reserve. The Patrians commit two units of formation swordsmen in a thicker formation. A third unit marches behind these, protecting the engineers and mages.

As the infantry commits, the Patrian horse archers move to shower the more lightly shielded Throalic boar cavalry. When the two lines are a mere forty feet apart the boar-riding dwarven cavalry begin a thunderous wide flanking manuever meant to position them to strike at the Patrian flank. Patrian officers signal the reserve infantrymen to receive the cavalry charge. The two lines of infantry meet and the initial advantage goes to the Dwarven spearmen as their longer reach works to prevent the Patrian swordsmen from developing their own offensive. As the Patrian swordsmen fight their way through the dwarven infantry line, their formation training and short, stabbing swords begin gaining a small advantage. The two infantry lines are very nearly evenly matched however.

As the Dwarven cavalry begins a two-pronged charge on both flanks of the reserve Patrian infantry, Kyrion orders his law mages to cast paralyzing arcana at the charging boars. The boar cavalry are highly disciplined elite forces however and the spells only manage to slow their charge, not paralyze the cavalry. The molasses charge still packs considerable momentum however and the Patrian infantry formation is badly damaged by the charging boar cavalry. However, once surrounded by fast-moving Patrian soldiers, the slowed boar-cavalry has a harder time in protracted melee, despite their superior strategic position. Kyrion realizes the slowing effects will not last forever and that his forces are almost completely surrounded by a better-trained, better-armed enemy. He needs an advantage quickly. And so he calls upon the divine blessings of Mammon.



Psychedelic Mind-Hunters Summoned by Kyrion: A Psychosomatic Experience

Suddenly from the minds of the dwarven infantrymen springs a variety of incredibly brightly colored, nearly fluorescent creatures who’s shapes are mildly indistinct and often composed of repeating geometric patterns. The Patrians see nothing. For the dwarven soldiers however, the creatures spring between spearmen lines, striking at the dwarven lines from within their numbers. The creatures are apparently unaffected by the dwarven armor, striking at dwarven bodies with wicked claws through their armor as if it wasn’t there, even leaving the armor completely whole as their attacks tear and rip the flesh beneath. Immediately the Patrian infantry, witnessing a general chaos within the dwarven spearmens’ line press the advantage. Around them the dwarves are falling to the ground, clutching their sides and bodies, screaming in terror and fury at unseen advisaries. Throalic officers send their axmen to relieve their fellow infantrymen and Kyrion orders his law mages to cast further paralyzing magicks upon them. This time, the soldiers are held tight. He also realizes that the dwarven cavalry, though slowed, is still a huge threat, their numbers, training, and fury slowly whittling through his rearguard. Again he calls upon the phantasmal soldiers of Mammon and again the psychedelic creatures reappear, forcing the dwarven cavalrymen to split their attention between the phantasmal warriors and the very real steel of the Patrian swordsmen.

The Throalic soldiers are being systematically massacred as the Patrian magicks hold and distract the superior dwarven war machine. Throal is desperate and orders its priests to cast healing magics upon their infantrymen. The spell is powerful and many wounds pull themselves together, fallen soldiers, mortally wounded but not yet die, rise again to battle the menace. In the rear, Kyrions personal bodyguard and the rearguard soldiers finally defeat the last of the heavily ensorcelled dwarven boar cavalry and begin to make their own wide flanking manuever. Kyrion orders his badly damaged swordsmen to assist against the enemy spearmen and takes personal command of his bodyguard, as well as dagger-wielding law mages, to end the lives of the paralyzed dwarven axemen. His horse-archers pick up their sabers and accompany him on the massacre.

Beaten, the dwarven officer flees the battleground. Only his spearmen and priests are able to accompany him as he flees, suffering heavy attrition to the light Patrian horsemen as they do.

Throal loses medium ax and shield infantry, two units of dwarven boar cavalry. Two units of spear and shield medium infantry wounded, gain experience. Priests of killmorph wounded, gain experience. Patrian law mages gain experience. Shortbow missile cavalry gains experience. Medium formation sword and shield infantry destroyed. Two units of medium formation sword and shield medium infantry damaged, gain experience.


Krigleezi Enslaved, Pillaged, Razed

The forces of the unnamed dwarven commander flee in the countryside, too few and too badly beaten to mount a proper defense of Krigleezi itself. The way lies completely open to the Patrian forces. Kyrion orders a general advance, knowing that the Throalic army lies either dead on the battlefield or at the bottom of the sea. His soldiers systematically round up all the healthier young men and women of the various communities around Krigleezi as well as of Krigleezi itself and, calling back their off-shore navy, loads them all aboard their vessels for export back to the slave markets of Sky Point. Middle aged and older dwarves, or those of ill health are killed, their bodies left to rot in the streets. Krigleezi and the villagers are systematically pillaged, their wealth catalogued by lay followers of Mammon loyal to Kyrion, even as the dwarves wail in despair and futility. Anything that cannot be carried away is swept away in a huge flame set to the city by delighted rampaging Patrian soldiers. Kyrion and his army mount their ships and leave for home.

Sailng for home, his mission is complete; the dwarves will not again threaten the southern seas of Barsaive for some time.

Krigleezi, all associated ruralites destroyed. Throal population increases by 1. Renegade population increases by 1 (due to refugees fleeing the carnage). Renegade gains ‘Throalic refugees’ building (-2 hammers, -2 food, -1 gold) (which will disappear in a few turns probably). Prince Amand flees to Throal. Patria gains 40 food and 20 gold in pillage. Kyrion’s ‘piety’ increases by 1.
 
Update 10: Years 1160- 1165: Superpowers Clash, Merchants Guild Prospers, Rats Strike Again, Kaers Uncovered, a New Threat? (part 2)​



Merchants Guild Grows Into International Entity

The Utilican merchants’ guild, have, in recent years, possessed declining influence over Utilican politics. All that changes when the Utilican divine emperor steps down as governor of Utilica proper so as to personally lead the armed forces of the nation. The merchants’ council is set, once again, to lead the day-to-day lives of the Utilican nation. They do so adequately, focusing on trade and economic prosperity, while subtly but neatly lining their own pockets to no small degree. Shortly thereafter, a formal truly international merchant’s guild is founded as the merchants of Utilica, Throal, Palitante and the Scions of Twilight set aside any political, cultural or national interests in favor of increasing and protecting their trade routes.



The merchant’s guild brings wealth and trade to an international reach

Though for some it is a hopeful sign of a new era where all nations might work together for international prosperity and development, for others it is a worrying sign of the corrupting influence of Mammon. Amongst the traders are open worshippers of Mammon, both the offshoot sect arisen amongst the Palitante and the much more popular sect originating from Patria via Throalic dwarves once associated with the ‘Brotherhood of Decency’. An often heard phrase amongst first traders and later the general population of these cities is, “What’s in it for me?” A worrying sign indeed.

The Scions of Twilight have been expecting such an occurrence and are very suspicious of the role Lo’kyl may have had in its development. They are right to be suspicious. It soon becomes obvious that the merchants are well-acquainted with Lo’kyl. Perhaps more ominously considering what Lo’kyl had said to Queen Sjörå, it soon becomes obvious that they had also started, at least rudimentarily, making contact with her own merchants’ coucil.

Spoiler Hbar’s story :


Her desk was terrifyingly clean. Every quill was aligned with the heavy beams that ran across the ceiling. Each stack of parchment was equidistant from the desk corners, and even the crystal of Pure Ice she used as a paperweight was placed to refract the weak winter sunlight onto the figure lounging in the chair across from her.



Sjörå organized things when she was upset. Today, the entire castle was arranged neater than Junil's filecabinet.



"I really don't see why this is necessary, Sjörå. I've done nothing wrong."



She held him in her icy stare, listing in her head every infraction against her rule he had committed, every public sleight in earshot of the right street crier or clanfaðir. Nothing had broken any laws, nothing was technically blasphemous, but that was what made it so maddening.



"Mammonites?" She paused, letting the word ring off the walls. "You agitate the workers against me for making peace with foreigners, and then you team up with Mammonites?"



"Of course, I don't know what you're implying. But it is interesting you bring up the greedy ones. What of your own council? How many of those merchants do you think worship only Mul'kjrn? Perhaps it is your own council that you should ask when you inquire of Mammon." Brandari arched a single eyebrow and laughed. "It is amazing what a rich troll will do for more wealth. Only the poor are truly devout, because they don't know any better."



Sjörå quieted the doubt in her head. After all, she told herself, if the Merchant's Council were infiltrated by Mammonites, they wouldn't have agreed to her next move.



"It is a relief to hear you throw in your lot with the poor, ser Lo'kyl. You see, a rich troll, one with foreign friends would be upset to hear that I am building an official port. A servant of Mammon would despair to learn of the Customs house that is the central feature of the port. And any troll who was involved in smuggling would cry out in outrage at the new law defining the import of foreign goods without a customs stamp an act of espionage, and thus..." she paused again, watching his reaction, "...a capital offence."



For a brief moment, she thought she saw his leering mask of a face flicker, but he held his composure as he spoke.



"You are brilliant as always, my Queen. But might I suggest that perhaps the agents of Mammon have gotten by Customs houses in the past? And that restricting trade in the outer territories might be seen, by some, as a power grab? Certainly, you may rule as you see fit, but if the masses were to think that your merchant council was trying to set up a monopoly, that they were using their influence to line their pockets ...


Queen Sjörå was ready for just such an incidence. Trade she welcomed, but meddling Mammonites who wished to supercede her authority and strengthen her rival; this was most unwelcome. A program of propaganda with very strong religious undertones was enacted and soon town criers were crying out and flyers were proclaiming the dangers of the Mammonite movement, and by extension, the foreign trading guild. On the seas Admiral Ksngt was patrolling the waters for smugglers, searching ships, maintain law and order within the port and on those ships that used it.

Lastly, Uld’ar scouts report to their masters that the merchant’s guild is active amongst the Bicormis dwarves where their initially generous gifts quickly won them the support of the pastoral dwarves.

Utilica, Palitante, Throal gains ‘Merchants Guild Trading Ring’ improvement (-1 gold, +2 trade goods). Utilican Merchants Guild gains +1 brains.


Uld’ar Industrial Might turned to Ridding Cities of Rat Attacks

The ‘Rat-Horror’, though defeated, and its ‘Black Threads’ soldiers slain has been waging a small-scale war on its enemies for decades. The ‘rat attacks’ have targeted isolated individuals in dark alleys and in isolated homesteads, terrorizing the population but causing only limited actual damage.

The Uld’ar dedicate a massive industrial effort to fighting the menace. A large tool-wielding workforce, black-smithies, lumberyards and carpenters are set to the task of training falcons, buying and brewing poisons and setting traps. The industry of Uld’ar is ill-suited to training falcons or brewing poisons but they are well-suited to trap-making. Initial efforts are quite unsuccessful however as the rats are much more intelligent then their wild kin, are not attracted to baits such as grains or food scraps and ultimately are ‘organized’. Indeed many trap-layers soon succumb to the rats once they become aware of their efforts.

The following year the Uld’ar are more organized, more aware of their opponents, and set about working to systematically ‘smoke-out’ the rodents. They quickly learn that the rats have an extensive series of tunnels and lairs beneath the city. The orcs set up traps to catch the rats throughout these tunnels, forgoing the rat bait and focusing on traps that would work on rats of orcish intelligence.

But the rat-horror has not been idle. Forced into confrontation earlier then expected, the rat-horror mounts a true counter-attack. Rat-men creatures begin to ambush the orcs tasked with trapping the creatures and the anti-rat task force is forced to retreat from the tunnels. These creatures bear the characteristic ‘black threads’ weaving in and out of their bodies seen in the ‘ogres’ of ages past. The ‘rat-horror’, its soldiers uncovered, steps up its aggression, sending the rat-men to raid much more secure sites including weapon-smithies, leather-workers and garrisons armories. In both Throal and Uld’ar, it is obvious that something is arming its army.



The Rat-Horror has created a new army to serve it.

Uld’ar ‘Rat Attacks’ increase to –1 gold, -2 hammer, -2 food, -2 health. Throalic ‘Rat Attacks’ (due to decreased preperation) increase to –2 gold, -4 hammer, -4 food, -2 health.


Kharkush, Kraz Cooperate to Open Kaer

The strongest son, armed with the staff of souls, and Kraz enchantment adepts coordinate their efforts to unravel multiple glyphs protecting an orcish kaer in the far west of the continent. The kaer was built by descendents of Cara Fhad colonists, who, over the years had learned horsemanship and raiding from their neighbors the Hippus. Though the traps are extensive and cost many an adept his life or sanity, they are eventually unraveled (in no small part due to very generous funding by the Kraz government).

Within the Kaer the explorers find extensive evidence of a Horror’s breach. There are mutilated bodies posed in shameful acts throughout the streets, extensive unholy graffiti and evidence of Khanna worship.

Of more interest to some is the kaer’s treasury. The orcs had accumulated gold, electrum, pearls and raw uncut sapphires worth 11 gold, 30 coins of some semi-solid liquid fire each approximately 10 centimeters across and 2 high, and 3 bars of what the enchanters identify as orichalium.

Kaer uncovered. Treasure found.


Tabba Ghut Expedition to White Elf Isle Gets Frosty Reception

The issue of libertarian trolls amongst the Tabba Ghut tribe has always been a burr under the saddle of the Tabba Ghut leadership. Chief Mogag holds talks with Ukran the Thinker, leader of the libertarians and his words must have been convincing (so too might have been his propaganda campaign amongst the mining village) because Ukran is convinced to lead a new Tabba Ghut colony as governor.

Colonists, scouts and an armed escort set out one spring day for the isle of the White Elves. They are very quickly discovered by the elves when they arrive and these, though unable to speak the tongue of the Tabba Ghut, make it very obvious with hand-signs and gestures that they want them to leave. Tabba Ghut foragers are repeatedly ambushed by the javelin and spear wielding elves and finally the trolls are forced back to their drakkars every night.


A cold welcome for the Tabba Ghut

The colonist attempt to make camp on the shores of the island as best as they can but in early autumn, a massive blizzard of unnatural fury (and timing) rips through their camp, sending rudimentary longhouses flying into the sea. Shortly afterwards the elves return and again threaten the Tabba Ghut. They communicate that the blizzard is a warning from their god.

Ultimately the Tabba Ghut colonists are forced back to their ships. As they retreat they realize, perhaps ominously, that the elves had had Scion troll advisors amongst their ranks.

No effect.


Tabba Ghut Festivities Marred by Underfunding, Unseasonal Blizzards

Mogag the Ironwill rationalizes his underfunding of the “Marathon of Trolls” by explaining that a core of well-funded organizers can motivate and direct a larger population of volunteers. Unfortunately, without pay, there are minimal volunteers; most trolls are more interested in farming, mining, or ranching so that they can put a meal on their children’s table.

None-the-less a small festival does take place. It focuses on seaman skills, strength, endurance and organizing talents. Ultimately the festival does strengthen cultural identity and teaches organizational skills.

As the festivals are closing and the leaves are changing colors, a series of unseasonal blizzards strikes at the Tabba Ghut heartland, chilling spirits and ruining crops.



An unseaonsal blizzard chills the festive atmosphere.

Tabba Ghut drakkars require 0.5 less gold, food to maintain, gain 2 points of culture and government research, lose 3 food.


Queen Anabella Adopts More Conciliatory Tone, Replaces Death Mana with Enchantment

From one day to another the Sjykalfar go from seeing Throal stopping Pilsetan aggression to seeing their most powerful regional ally suddenly driven back to their homeland and punished for involving themselves in the Sjykalfar-Pilsetan war. Will the Pilsetans turn again upon the Sjykalfar? Will the Patrians?

Perhaps these thoughts haunt the queen of the sickly ones; perhaps she is content with a long-term plan she does not share with her advisors. Her demeanor, as always, is inscrutable. None-the-less, her actions seem to suggest a wariness of foreign invasion and a willingness to rebuild and repair instead of destroying.

The Tear Willow clan refugees are welcomed and integrated as well as possible. The death mana node is retooled to provide enchantment mana and this mana is woven by the elven queen to assist in domestic industrial, agricultural and trade development. It is a new chapter in Sjykalfar life.

No effect.


Kraz Enchantment Mana Leads to Self-Propelled Machinery

A young Kraz Dhzrem’Zhia acolyte of Nuentasuelta, merely tier two in her caste, is reported to have tapped into the enchantment mana that the Kraz have developed to animate a small mechanical man, little more then a tin doll. The doll is limited to following her and occasionally, without being ordered to, buffing flat surfaces to a high gloss. Regardless of its limitations, it is significant for being the first golem constructed post-scourge.



Binko, the first post-scourge golem

The girl had not known that her ‘little side-project’ would have such affect upon the Kraz population but overnight, she has become a symbol of popular hope, celebrated by both the Dhzrem’Zhia and Airdriash'Mechzius.

Kraz gain 2 research points in culture and government, 2 in crafts and metals, and 2 in religion.


Utilica Continue Exploration of Lorath’s Haunted City

While the Merchant’s Guild assumes governorship of Utillica city, the divine emperor sends Ekella the Flagellant at the head of a party of scouts, colonist, merchants, priests, artists and mages to the haunted city of Lorath. They are ordered to stay as far away from the Temple as they can but to otherwise learn what they can of the city.

At first the explorers camp outside the city but extensive excursions soon reveal that there is no real danger of staying within the city proper and soon enough Ekella has moved into the city’s small palatial estates. Artists travelling the broad boulevards soon learn snippets of ancient Patrian from the whispers they hear. Marines and sailors exploring the docks overhear ghostly fishermen detailing their catches and the location of fertile fishing sites nearby.

The expedition learns much about what is safe and what is not safe within the ghostly city and have come to simply adapt to the ghostly voices, accepting them as a sort of neighbor.

Cost to found city at this site reduced for Utillica by 5 hammers and 5 food.


Kharkush Diviners See Bloody Future

Divination is never a clear and perfect view of the future. The future is a changing, liquid. And yet, glimpses can help guide a people… or warn them.

The diviners tell of dwarves arriving from across the western sea. The dwarves bring fire and blood to the Kharkush, Nozkam Legon, and others. They are slaves to a greater evil, though the diviners are unable to see what kind.



A Kharkush Vision: Dwarves from the West with Fire Magic

No effect.


News Quickly



______Pilsetans sign Forced to Sign Peace Treaty with Syjakalfar, Throal; Lion Tribe Agitates for Renewed War, Demands Wind Mana Node Returned______

______Shard Dismisses Courtiers, “If I cannot count on your loyalty, I have no need of you.”______

______Kharkush Develop Infrastructure to Import Automated Farming Products from Dwarven Kaer, Learn Much Regarding Pre-Scourge Agricultural Techniques______

______Achatin Tear Willow Elves Integrating Into Communities, Found Cavalry Regiment______

______Kraz Scouts Identify Ruins as Hippus Kaer, Request Funding For Further Excavation, Exploration______

______Stories of Achatin Hero, Glamdrin, Abound; Inspire a Generation______

______Death Cult Continues to Expand Within Achatin, Sjykalfar, Spreads to Uld’ar______

______Utilican Night Guards Expanded______

 
If i forgot anything, please e-mail or PM me privately and i'll try to fix it.

Maps to come soon enough...
 
NPC Diplo:

From Throal to Uld'ar:
Will you allow us to fund the construction of Throalic ships from Renegade?

From Patria to Sjykalfar, Pilseta:
A New Treaty is requisite.

From Patria to Kraz, Palitante, Uld'ar:
Join us in our war upon the tyrants of Throal. There is much plunder and mercenary payment to be won.

From Throal to Kraz, Uld'ar:
Join us in our war upon the Patrians. We must stop them while we still can.
 
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