Update 11: Years 1165- 1170: Ripples (part 2)
Achatin Conduct War Games
Achatin shadow adepts and acolytes of the ‘Three Goddesses’ work together to weave phantasms of light and shadow. In a massive ‘war-games’ scenario, Captain Cleon Pathos then engages these phantasms, drilling his soldiers in the art of fighting a variety of opponents including human spear infantry and archers, elven javelin skirmishers and swordsmen, human formation infantry and mages and dwarven mixed forces.
Achatin shadow adepts summon illusions
The games, unfortunately do lead to some minor injuries and even the rare death but overall are a great success, bridging the gap between untried greenhorns and battle-scarred veterans.
Medium spear infantry, guardians of Achat, Atlatl, Crossbowmen, Scouts, Acolytes, Adepts and Cavalry gain experience.
High-priestess Ekella the Flagellant Leads Utilican Development of ‘Standing Ruins’
Alternatively called the ‘city of ghosts’ and the ‘standing ruins of lorath’ the island city renowned for its timeless ruins and mysterious ghostly voices is becoming more and more a satellite Utilican colony. New men and women from Utilica are arriving every month bringing industry, trade and culture.
Ekella the Flagellant continues her hedonistic rule.
High-priestess Ekella the Flagellant continues to lead the colony, treating its people as her servants (or worse) while continually pushing an agenda of never depriving oneself (especially if one is of the noble caste) of one’s lusts. More and more, for Ekella, these lusts are often violent and bloody. Finances dictated to assist in the exploration of the ruins are quite openly redirected to purchasing slaves, many from the newly developing town of Gorium. It is said that Ekella’s decadent court is at its height during this period as her parties celebrate the blood and flesh of her slaves and servants and how far it can be pushed, probed and ripped, all to satiate the high priestess’s whimsy. Amongst her court is one, Epicurius, who she takes as her personal aide and second in command. The man, little more than a boy, serves as a plaything to Ekella but as a tyrant and despot to Ekella’s court and the island’s people.
Rather than instilling outrage and anger for her misappropriation of funds, the nobles of the Divine Court are envious of the priestess’s open contempt of her orders and the base pleasures she so very openly lavishes upon herself. Though all consider their emperor the final authority in all matters both secular and divine, many emulate the distant priestess and soon both the noble courts and the rural noble estates are rife with young and beautiful slaves from across Barsaive. Petty corruption and private acts of minor rebellion, though never growing into anything significant soon run rampant through the nobles and the emperor’s court.
Meanwhile the Merchants Council continues its exponential growth, seeing excellent returns on the slave industry as it imports from Gorium and other lands.
Utilican Merchants Trading Ring gains - +1 trade goods. The salaries of the emperor and of Ekella both increase by 1 gold. Ekella the Flagellant gains ‘Epicurius aide’ (+1 salary, +1 piety). Additional effects to be described privately to the player of this nation.
Mark of the Faithful Mark Merchants of Jötunheimr
Queen Sjörå sees the growing influence of the Merchant’s Guilds and the Mammonite ‘Gold Robes’ throughout the Sanguine Sea and perhaps even within her own nobles’ courts and worries. She is right to worry. Every month that goes by, admiral Ksngt reports more and more Merchant Guild influence amongst the ships he boards in port. On several occasions multiple trade ships are found to contain human or dwarven slaves; only careful military action by the admiral prevents their being smuggled into the troll lands, though the buyers remain unknown.
To counter such efforts and to reinforce Queen Sjörå embarks on a project wherein the merchants’ stalls at the great Jötunheimr market are branded with a specially devised frost rune. The runes are magic and attuned to the owner of the individual stalls. If the owner is a devout faithful of to Mul'kjrn, the rune will accumulate frost, even in the summer heat. If the shopkeeper pays tribute to other gods, then the rune will lie dormant. Queen Sjörå defends her actions by stating that the worship of other gods is not illegal, merely that the efforts are meant to assist in determining the efforts of foreign powers to infiltrate the markets. The Scions of Twilight are a religious people, most of the population consider themselves devout worshippers of Mul'kjrn and when given the choice to support one of their own or to buy their goods from what they consider enemies of their faith, the choice is easy.
Almost overnight many merchants, for no reason other than worshipping gods other than Mul'kjrn, keeper of the ancient ways, lose the vast majority of their clientele. As sales drop to near zero, they lose their businesses and many families, living in comfort and safety are left impoverished and lose their homes.
Lo’kyl and his followers are quick to denounce the queen’s policy, claiming it an ill-conceived popularist measure meant to reinforce support for her corrupt reign at the expense of innocent merchants and traders.
Despite Lo’kyl’s accusations, the majority of the population has never been more satisfied with their queen. The policy, meant as a security measure, quickly evolves into a sort of scapegoating for individuals suffering from poverty or other ills.
Jötunheimr merchants, divided by faith
Even as trade dries up and a minority of merchants and followers of Aeron and Mammon are forced into hiding, tithing and popular support increase to levels never seen before. In one disturbing incident, one particular merchant, a veteran of many trading expeditions to Utilica, Palitante and Throal attempts to ride out the storm as his clientele refuses to buy his goods. When insults and contempt turn to open abuse, the merchant hires bodyguards but the insults do not stop. Timing for the merchant is bad because at this time priests of the Frost Tooth begin delivering seething lectures on the value of tradition and the role of the hated Patrians in the Mammonite faith (and by extension, in the minds of many, the merchant class). After lectures and prayers, a seething mob of the faithful fall upon the merchant and his bodyguards and in an unexplained frenzy, bludgeon them to death.
Scions of Twilight gain ‘Runes of Mul'kjrn Policy’ improvement (+3 gold, -2 trade goods). Queen Sjörå gains 1 culture. Queen’s merchant advisor’s salary drops by 1.
Kraz-ke-Meka Uncover Hippus Kaer
The Kraz-ke-Meka are keen to uncover the ruins they have discovered amongst the incense plants of the deep deserts. New acolytes of the machine and enchantment adepts are trained to accompany the Krazian Expeditionary Force all under the command of Julien the Piker. These forces begin uncovering the ruins, unearthing more and more details until they finally uncover a great gate to a previously unknown kaer. The kaer doors are marked with runes in ancient Patrian and Hippus.
The efforts take the better part of 18 months but finally with extensive excavation (which the golems are quiet adept at) and appropriate spellcraft, as well as a judicious budget for foreign and domestic adventurers, the kaer is finally ready to be opened.
With only a series of much less complicated glyphs to unravel, the Kraz military is suddenly called back to its mother city- the Kraz are under attack. The kaer will have to wait.
One unit of scouts remain and soon they hear strange sounds from beyond the last gate. Tap-tap-tap, Scratch- tap-tap. A brave scout repeats the pattern back using his spear, Tap-tap-tap, Scratch-tap-tap. There is pause from within the gate. The scout tries a different pattern, Tap-scratch-scratch-tap-tap. Again a pause and from within the kaer, Tap-scratch-scratch-tap-tap. A chill runs through the scout and soon he is calling to his superiors, “My lord- there is
something alive within the kaer.” Runners are sent back to the Expeditionary Force but they are nearly 3 weeks away.
Two days after the scouts’ encounter with
something, the gates begin to slowly open. From its depths slowly arise a veritable army of hugely muscled, extensively tattooed human cavalrymen and smaller chittering reptilian creatures of a previously unknown species. These ax-wielding men ride strange fanged horses and much more
foreign types of cavalry including giant beetles, millipedes and lizards. Amongst them can be seen dark-robed priestesses providing orders and governance. It is a great tide of people, prisoners finally released from their subterranean prison. There are thousands of them, and most are armed.
Living men emerge from a kaer near Kraz lands.
The living men do not immediately attempt to negotiate with the Kraz; they are a military people and set about securing a safe perimeter, their cavalry leading the efforts. With the perimeter secured, men and women riding at the head of large wagons begin to emerge. They are loaded with the goods of their kaer, food, livestock, ancient treasures. These people, rubbing their eyes against the sun, their skin red and peeling under the sun are numerous, well-armed, and organized and potentially hostile.
’Baal’ player faction comes into existence. Please allow Baal player to post their introductory story before initiating diplomacy.
Patria Assaults Kraz-ke-Meka
With a tide of armed and potentially hostile kaer-dwellers bubbling to the surface in their northern lands, the Kraz would have to have good reason to leave them be. But this they do. In the early winter of 1168 fishermen return to harbor with grave news. A great flotilla of at least 15 Patrian carracks are arriving on the horizon. The stone bird, patrolling the skies, provides similar intelligence.
Additionally, a Throalic fleet of 5 carracks, survivors of previous battles, is shadowing the Throalic fleet (whether the Patrians know about this or not is unknown).
As the Patrian fleet approaches the Kraz harbors, deck-mounted ballista and light catapults begin bombarding coastal fishing villages, the harbour district of the city, any fishing vessels that have not fled, all with missiles coated in flaming pitch.
The Patrians launch a naval assault on Kraz-ke-Meka
Unfortunately the Krazian Expeditionary Force under commander Julien is still en route. The grand crafter recalls as much population as he can from the coastal villages and the coastal districts of the capital. Meanwhile a great call for militia goes up. Though the city is not known for its martial tradition, its people are loyal and motivated and its leadership is organized. Within only 2 days time a unit of light spearmen militia is armed and ready.
As the Kraz train furiously and move all they can inland, erecting barricades in their streets as they go, the Patrians continue their deadly bombardment. Warehouses and residences go up in flames. The renown Kraz carnival is struck repeatedly and suffers extensive damage.
Meanwhile Julien is moving his forces southwards as fast as he can. Every hour new runners arrive informing him of the devastation being inflicted upon his people. With the city in sight his forces receive word from villagers that Patrian horse archers are riding throughout the countryside, firing at civilians, torching homes and granaries, warehouses and mills. Splitting his forces, Julien orders a unit of pikers, spearmen, acolytes of the machine and a unit of crossbowmen to track and engage the mounted archers- all under the command of the lead acolyte, a ‘Prior Kelley’. Meanwhile he personally leads the main force southwards to protect his city.
The forces assigned to find the horse archers do so quickly; they know the lands and the enemy does not. The horse archers attempt to stay at range of the force arrayed against them, firing and retreating in cycles but the Kraz are quick to counter with their own missiles from their crossbowmen and just as the horse archers attempt to wheel and retreat to regroup, the acolytes use the last of their magics left from unraveling the kaer gates to animate nearby carts, piles of lumber, farming implements and even entire village huts to circle the mounted Patrians and entwine them. The pike and spearmen units charge and the Patrians mounted archers are encircled and forced to surrender. Horses and weapons are confiscated and the prisoners are hauled back to the city in ropes, the rural population throwing rotten vegetables and stones all along the way. Prior Kelly is given a hero’s greeting by all.
Meanwhile Captain Julien arrives back at Kraz itself only to witness its southern and eastern warehouses and residences burning uncontrollably. The people of the city are running hither and yon, unable to organize any real defenses or fight the fires as they flee from phantasmal assailants only they can see. The spear militia are engaged in a desperate fight for their lives against summoned ‘Soldiers of Soqed’, ghostly knights woven of law magics. Julien throws his forces, as well as himself, wearing the characteristic amour of the undying hippus king, at the summons and with his extensive forces, easily destroys them. While his acolytes, adepts and crossbowmen turn to the shores to return fire against the Patrian ships, Julien orders his infantry and golems to put out the fires as best as they can.
The Patrians, seeing resistance to their raid, decide that they have had enough and sail their ships northeastwards and with a precision unlikely to be accidental soon sail into a small hidden bay where 12 triremes lay on planks ready to be launched. Nearby are lumbermills and smithies- it seems that the Kraz have built a secretive site to construct ships at. Again the ballistae awaken and soon enough the almost completed triremes are completely destroyed as too are the lumber-mills, smithies and pitch-yards.
Disappointingly, the small Throalic fleet never makes an appearance.
A message arrives from Kyrion the Golden Hand, borne by a captured Kraz villager. It reads, “You have reaped the rewards of your treachery. We await your apology and a gift. Should you require another visit from our navy, it will not be a raiding party that comes, but the full force of our might. Beware less your continued treachery be your end.”
Kraz gain 1 unit of damaged light spearmen infantry with 1 experience. Kraz gain a leader, “Prior Kelley”. Pikemen, crossbowmen gain experience. Kraz gain captured Patrian horse archers. Kraz gain horses and bows; next unit of cavalry or archers hired cost half the normal amount. Julien’s heroic defense and fight against the fires gains him 1 culture. Carnival damaged (and requires 15 hammers to repair) until which time it is unusable. City hall damaged (and requires 5 hammers to repair) until which time it is unusable. Three fisheries damaged (and require 5 hammers each to repair) until which time they are unusable. Kraz loses 2 gold, 10 food and 5 hammers in damages, mostly due to the fires. Patria loses missile cavalry. Siege engineers gain 1 experience.
Marathon of Trolls Held Again
Once again the Marathon of Trolls is held amongst the Tabba Ghut. This time the festivities coincide with the founding of a new and permanent carnival. While the Marathon of Trolls focuses on feats of strength, endurance and accuracy, the carnival is more about tricks, demonstrations of strength, stories and dancing. In both there is much alcohol to be had and food is cheap. Acolytes of the Cult of Aeron patrol the festivities to ensure that thieves and drunks are prevented from ruining the festivities.
The Marathon of Trolls has become, over the decades, such a permanent and defining part of the Tabba Ghut culture that the carnivals ‘absorb’ the culture of the Marathon of Trolls. The Tabba Ghut carnival is bigger and more festive then any other carnival known to Barsaive.
Tabba Ghut carnival gains 1 culture, 1 brains. All the organizing of festivities does much to teach Mogag and his administration about city governance (+1 health)(this is mostly due to all the extensive story writing done by Northen Wolf- no more ‘Marathon of Twolls’ will be allowed at this point- they are all now part of the carnival- which is mostly self-sustaining.)
Kharkush Metropolis Expands from 800,000 to 1,500,000 in Five Years
The great metropolis of Kharkush, blessed of the god of fertility, Amakush, continues to grow as the acolytes of the god of fertility bring blessings to their people, their crops and their livestock. Meanwhile the high-priestess, the “Most Fertile Daughter” orders the construction of a series of almshouses to provide welfare to those who need it most. The almshouses prove very popular and the more successful men and women of the society are keen to show their support by donating to these poor as well.
The overall effect is a huge population boom amongst a population that is already growing very quickly. In quick succession the Kharkush overtake first the urban Uld’ar and then the urban Throalic population.
The continent’s first true metropolis reaches almost 2 million souls by the end of 1170, bringing new thoughts, and new commerce not seen in smaller cities.
Kharkush almshouse gains +1 gold, +2 food. Kharkush city gains +2 trade goods, +2 research per turn.
Uld’ar, Throal Hunt Rat-Horror’s Rat Constructs
Throal expects Patria to return to its shores at any moment and yet its scouts never report the expected amphibious assault, and so the military of that city, though not free to leave the city and address the issues of Gorium, is free to work in conjunction with specialists to hunt and kill the rat-creatures that have been attacking their people.
In Uld’ar the Grand Council has similar ideas. The military is greatly expanded, funds are made available to hire specialists tunnelers, trappers and freelance adventurers.
And so the hunt begins. In both great cities a series of tunnels and warrens are uncovered and the militaries are sent to smoke out the inhabitants using flame, smoke and pumped waters. These serve to force confrontation and though the creatures fight with tenacity and skill, their limited numbers and lack of extensive equipment prevents them from being a real threat to the dwarves and orcs.
The Rat-Horror’s rat-men constructs defend their warrens with tenacity and skill.
For the Uld’ar, there is a moment when the rat creatures suddenly seem to give up. The warrens are suddenly empty. The tunnels no longer spout the vicious sneaky enemies. A few short months later, the truth of the matter is known. The Rat Horror has seen how effectively its forces are being hunted in Uld’ar city and has recalled its last remaining creatures to make their last stand in Renegade.
Even as the battle intensifies in Renegade and orcish beserkers rage through subterranean tunnels below the satellite city, in Uld’ar, spearmen are rounding up the last of the defeated creatures. For a few short weeks they are held in detention.
The Blossoms of Mercy, normally quiet and apolitical begin to make candlelight vigils for the creatures. They advocate removing the influence of the magical ‘blackthreads’, citing the change that the original blackthreads underwent in the last great clash, so many decades ago, with the Rat Horror. They argue that the Blackthread rat creatures can be rehabilitated, that they are and continue to be, ensorcelled victims of the Horror, not its willing servants.
Uld’ar Medium spear and shield infantry damaged, gains experience. Throalic dwarven heavy axemen gain experience. ‘Rat Attack’ improvements removed from Thraol and Uld’ar. ‘Rat attacks’ in Renegade reduced to -1 gold, -1 food, -1 hammers, -1 health.
War Returns to Eastern Forests
Even as the Tear Willow and the Boar tribe followers of the ‘Way of the Forest’ comes to terms with the horrifying nightmarish changes that have come to the voices of the forest, the Pilsetan Heron Tribe representative and Lion Tribe general (a new one not so much beloved of her people as the last great hero but younger and whole of body) are planning to return the mana they so recently lost back to their people. The Sjykalfar meanwhile are focusing on developing their enchantment mana into a tool to animate carts, to turn millstones, to pump bellows and generally to assist them in regaining their lost productivity.
Sjykalfar scouts, in 1167 report the first signs of renewed Pilsetan aggression. An army of spearwomen, bowwomen, and newly trained medium cavalry has crossed the border markers, their destination the air mana node. Meanwhile Pilsetan galleys are rowing upstream, making for the enchantment node to the north.
Princess Anabella has already begun depleting her mana to enchant the local smithies; her capacity for raveling war-magicks is already reduced. She must make a choice. Does she too attempt to divide her forces, or does she face one enemy only? She cannot hope to personally lead both arms of the conflict and so she turns to where the enemy is weakest; she will defend the enchantment mana and allow the enemy the air mana node. In this way she can order the recruitment of several more units to assist her and rest herself so that she can cast to her full capacity. Only then meet the majority of the enemy in open combat.
And so it is that the Pilsetan main army under the command of the Lion Tribe general is able to capture without a battle the air mana node that they themselves built so long ago. As Farsk and his assistants weave the mana flow to feed their magics and not that of the elves, their galleys meet an unexpectedly strong defense from the elves in the north.
The galleys number 15 and bear in them missile infantry, javelin skirmishers and scouts. The elves wait in ambush, their forces consist of scouts, their own units of javelin skirmishers, sword and shield infantry, and two newly trained units of cavalry, one bowmen and the other lancers. As the galleys row upstream the elves make themselves known, their queen summoning the last of the air mana to forces the galleys into a beaching position. Four of the galleys are hulled by the rocks while five others are stuck on soft sand. Immediately the Pilsetans unleash their arrows. These are responded in kind by the elven horse archers. The elves charge the Pilsetan position, their numbers and leadership providing a decisive advantage. A very quick skirmishing battle devolves into a charge by the elven infantry. Outnumbered and outmatched the Pilsetans turn again to their oars attempting to extract themselves as best as they can. Eight galleys manage to escape carrying the majority of the Pilsetan soldiers. The elves are victorious, capturing four galleys from the enemy and putting many of the warrior women to the sword.
Meanwhile the Lion Tribe general’s forces are not satisfied with the conquest of the air mana node and continue onwards, arriving at the height of the rainy season at the famed elven fortress south of their city. Easily capturing the fortress from a skeletal defense, the Patrians establish a fortified position deep within the elven lands. As the elven queen returns to her capital, celebration turns to worry when she learns of the enemies strong strategic position. Immediately she orders a siege of the captured fortress.
The Pilsetans are happy to hold the walls of the fortress. It lies at the heart of the enemy lands and every month they hold the fortress disrupts elven commerce and military development. For now, they will be careful. Perhaps from here, however, is the perfect place to strike at the elven heart- its great Dark Tree Palace.
Pilsetans galleys both damaged. Pilsetan javelin-skirmisher and missile infantry wounded, gain experience. Pilsetans gain air mana node, elven fortress. Sjykalfar gain damaged galley unit. Light infantry x2 gain experience.
Dwarven Galleons From Beyond Western Seas Drop Anchor North of Nozkam Countryside
NOTE: This entry has been edited to indicate that the Nozkam arrived at the northern shores of the Nozkam lands and not the southern shores- this was not originally clear.
When over 18 galleons sail over the horizon and into sight of the Kharkush and Nozkam Legon lands many cannot help but recall the prophecies of the orcish diviners. Could this be the armageddon of which they had spoken?
Galleons from beyond the western seas drop anchor at Nozkam port
The galleons drop anchor near the northern shores of the Nozkam countryside and immediately a contingent of dwarven soldiers armed with some sort of iron staves begin rowing ashore. The dwarves ask to speak to the leadership of the Nozkam Legon.
No effect yet.
News Quickly
_______Patrolling Throalic Soldiers Do Not Encounter Expected Patrian Army_______
_______White Elven Missionaries of ‘the Hand’ Preach in Jötunheimr, Tabba Ghut, Utilica, and Throal_______
_______Cult of Aeron Spreads to Minority of Scions of Twilight_______
Maps
Additional Notes:
Cull will not be joining us as the Nozkam Legon. I think I have a player lined up though.